Merge remote-tracking branch 'citadel/master' into combat_v7
This commit is contained in:
@@ -111,7 +111,7 @@ GLOBAL_LIST_EMPTY(antagonists)
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var/datum/skill_modifier/job/M = GLOB.skill_modifiers[GET_SKILL_MOD_ID(A, type)]
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if(istype(M))
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M.name = "[name] Training"
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owner.AddComponent(/datum/component/activity)
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owner.current.AddComponent(/datum/component/activity)
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SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
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/datum/antagonist/proc/is_banned(mob/M)
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@@ -164,14 +164,12 @@ GLOBAL_LIST_EMPTY(antagonists)
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/datum/antagonist/proc/remove_blacklisted_quirks()
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var/mob/living/L = owner.current
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if(istype(L))
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var/list/my_quirks = L.client?.prefs.all_quirks.Copy()
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SSquirks.filter_quirks(my_quirks,blacklisted_quirks)
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for(var/q in L.roundstart_quirks)
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var/datum/quirk/Q = q
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if(!(SSquirks.quirk_name_by_path(Q.type) in my_quirks))
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if(Q.type in blacklisted_quirks)
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if(initial(Q.antag_removal_text))
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to_chat(L, "<span class='boldannounce'>[initial(Q.antag_removal_text)]</span>")
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L.remove_quirk(Q.type)
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qdel(Q)
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//Returns the team antagonist belongs to if any.
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/datum/antagonist/proc/get_team()
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@@ -680,6 +680,11 @@
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glove_type = /obj/item/clothing/gloves/fingerless/pugilist/cling // just punch his head off dude
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glove_name_simple = "bone gauntlets"
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/obj/effect/proc_holder/changeling/gloves/gauntlets/sting_action(mob/living/user)
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if(HAS_TRAIT(user, TRAIT_NOPUGILIST))
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to_chat(user, "<span class='warning'>We would gain nothing by forming our fists into brute-force weapons when we are trained in precision martial arts!</span>")
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return
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/obj/item/clothing/gloves/fingerless/pugilist/cling // switches between lesser GotNS and Big Punchy Rib Breaky Hands
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name = "hewn bone gauntlets"
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icon_state = "ling_gauntlets"
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@@ -115,7 +115,7 @@
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skewee.visible_message("<span class='warning'>[skewee] painfully slides back down [src].</span>")
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if(skewee.stat >= UNCONSCIOUS)
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return //by ratvar, no more spamming my deadchat, holy fuck
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skewee.say("Oof, ouch owwie!!", forced = "fail brass skewer removal")
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skewee.emote("pain")
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return
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skewee.visible_message("<span class='danger'>[skewee] comes free of [src] with a squelching pop!</span>", \
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"<span class='boldannounce'>You come free of [src]!</span>")
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@@ -62,13 +62,24 @@
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/datum/action/innate/heretic_shatter/IsAvailable()
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if(IS_HERETIC(holder) || IS_HERETIC_MONSTER(holder))
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return TRUE
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return ..()
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else
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return FALSE
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/datum/action/innate/heretic_shatter/Activate()
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if(do_after(holder,10, target = holder))
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var/turf/safe_turf = find_safe_turf(zlevels = sword.z, extended_safety_checks = TRUE)
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if(!sword || QDELETED(sword))
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return
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if(!IsAvailable()) //Never trust the user.
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return
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var/swordz = (get_turf(sword))?.z //SHOULD usually have a turf but if it doesn't better be prepared.
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if(!swordz)
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to_chat(holder, "<span class='warning'>[sword] flickers but remains in place, as do you...</span>")
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return
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var/turf/safe_turf = find_safe_turf(zlevels = swordz, extended_safety_checks = TRUE)
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if(!safe_turf)
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to_chat(holder, "<span class='warning'>[sword] flickers but remains in place, as do you...</span>")
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return
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do_teleport(holder,safe_turf,forceMove = TRUE,channel=TELEPORT_CHANNEL_MAGIC)
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to_chat(holder,"<span class='warning'>You feel a gust of energy flow through your body... the Rusted Hills heard your call...</span>")
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qdel(sword)
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@@ -218,8 +229,8 @@
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flags_inv = NONE
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flags_cover = NONE
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desc = "Black like tar, doesn't reflect any light. Runic symbols line the outside, with each flash you lose comprehension of what you are seeing."
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item_flags = EXAMINE_SKIP
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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obj_flags = NONE | EXAMINE_SKIP
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/obj/item/clothing/suit/hooded/cultrobes/void
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name = "void cloak"
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@@ -242,9 +253,10 @@
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//We need to account for the hood shenanigans, and that way we can make sure items always fit, even if one of the slots is used by the fucking hood.
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if(suittoggled)
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to_chat(carbon_user,"<span class='notice'>The light shifts around you making the cloak invisible!</span>")
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else
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obj_flags |= EXAMINE_SKIP
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else if(obj_flags & EXAMINE_SKIP) // ensures that it won't toggle visibility if raising the hood failed
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to_chat(carbon_user,"<span class='notice'>The kaleidoscope of colours collapses around you, as the cloak shifts to visibility!</span>")
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item_flags = suittoggled ? EXAMINE_SKIP : ~EXAMINE_SKIP
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obj_flags ^= EXAMINE_SKIP
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else
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to_chat(carbon_user,"<span class='danger'>You can't force the hood onto your head!</span>")
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@@ -50,7 +50,7 @@
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/obj/item/melee/touch_attack/mansus_fist/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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if(!proximity_flag | target == user)
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if(!proximity_flag || (target == user))
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return
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playsound(user, 'sound/items/welder.ogg', 75, TRUE)
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if(ishuman(target))
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@@ -24,7 +24,7 @@
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var/check = FALSE
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if(ismob(target))
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var/mob/living/mobster = target
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if(!mobster.mob_biotypes & MOB_ROBOTIC)
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if(!(mobster.mob_biotypes & MOB_ROBOTIC))
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return FALSE
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else
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check = TRUE
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@@ -633,7 +633,7 @@ This is here to make the tiles around the station mininuke change when it's arme
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AddComponent(/datum/component/stationloving, !fake)
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/obj/item/disk/nuclear/process()
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++process_tick
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process_tick++
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if(fake)
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STOP_PROCESSING(SSobj, src)
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CRASH("A fake nuke disk tried to call process(). Who the fuck and how the fuck")
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@@ -650,7 +650,7 @@ This is here to make the tiles around the station mininuke change when it's arme
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disk_comfort_level++
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if(disk_comfort_level >= 2) //Sleep tight, disky.
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if(process_tick % 30)
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if(!(process_tick % 30))
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visible_message("<span class='notice'>[src] sleeps soundly. Sleep tight, disky.</span>")
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if(last_disk_move < world.time - 5000 && prob((world.time - 5000 - last_disk_move)*0.0001))
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var/datum/round_event_control/operative/loneop = locate(/datum/round_event_control/operative) in SSevents.control
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@@ -177,6 +177,9 @@
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/mob/living/simple_animal/revenant/ex_act(severity, target)
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return 1 //Immune to the effects of explosions.
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/mob/living/simple_animal/revenant/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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return power
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/mob/living/simple_animal/revenant/blob_act(obj/structure/blob/B)
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return //blah blah blobs aren't in tune with the spirit world, or something.
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@@ -84,6 +84,9 @@
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if(slam_cooldown + slam_cooldown_time > world.time)
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to_chat(src, "<span class='warning'>Your slam ability is still on cooldown!</span>")
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return
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if(!isopenturf(loc))
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to_chat(src, "<span class='warning'>You need to be on open flooring to do that!")
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return
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face_atom(A)
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var/mob/living/victim = A
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