Removing now unused old embed behavior
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@@ -8,9 +8,6 @@
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/mob/living/carbon/alien/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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return ..(AM, skipcatch = TRUE, hitpush = FALSE)
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/mob/living/carbon/alien/can_embed(obj/item/I)
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return FALSE
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/*Code for aliens attacking aliens. Because aliens act on a hivemind, I don't see them as very aggressive with each other.
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As such, they can either help or harm other aliens. Help works like the human help command while harm is a simple nibble.
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In all, this is a lot like the monkey code. /N
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@@ -65,17 +65,6 @@
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throw_mode_off()
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return TRUE
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/mob/living/carbon/embed_item(obj/item/I)
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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var/obj/item/bodypart/L = pick(bodyparts)
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L.embedded_objects |= I
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I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
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I.forceMove(src)
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I.embedded()
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L.receive_damage(I.w_class*I.embedding["impact_pain_mult"])
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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/mob/living/carbon/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
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var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
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var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
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@@ -108,12 +108,6 @@
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/mob/living/proc/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
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return FALSE
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/mob/living/proc/embed_item(obj/item/I)
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return
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/mob/living/proc/can_embed(obj/item/I)
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return FALSE
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/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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// Throwingdatum can be null if someone had an accident() while slipping with an item in hand.
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var/obj/item/I
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@@ -129,12 +123,8 @@
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skipcatch = TRUE
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blocked = TRUE
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total_damage = block_calculate_resultant_damage(total_damage, block_return)
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else if(I && I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && can_embed(I, src) && prob(I.embedding["embed_chance"]) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE) && (!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) || incapacitated() || get_active_held_item()))
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embed_item(I)
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hitpush = FALSE
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skipcatch = TRUE //can't catch the now embedded item
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if(I)
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum)
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum, FALSE, blocked)
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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