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@@ -75,9 +75,9 @@
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AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
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AddElement(/datum/element/sword_point)
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/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == PROJECTILE_ATTACK)
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final_block_chance = 0 //Don't bring a sword to a gunfight
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/obj/item/melee/sabre/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(attack_type & ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight.
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return BLOCK_NONE
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return ..()
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/obj/item/melee/sabre/on_exit_storage(datum/component/storage/S)
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@@ -182,10 +182,10 @@
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w_class = WEIGHT_CLASS_NORMAL
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var/active = 0
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/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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/obj/item/shield/riot/tele/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(!active)
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return BLOCK_NONE
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return ..()
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/obj/item/shield/riot/tele/attack_self(mob/living/user)
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active = !active
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@@ -806,7 +806,8 @@
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fitting_swords = list(/obj/item/melee/rapier)
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starting_sword = /obj/item/melee/rapier
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/obj/item/storage/belt/sabre/rapier/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == PROJECTILE_ATTACK)
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final_block_chance = 0 //To thin to block bullets
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/obj/item/storage/belt/sabre/rapier/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(attack_type & PROJECTILE_ATTACK) // No blocking bullets.
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return BLOCK_NONE
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return ..()
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@@ -454,11 +454,8 @@
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total_mass_on = TOTAL_MASS_TOY_SWORD
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sharpness = IS_BLUNT
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/obj/item/twohanded/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return FALSE
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/obj/item/twohanded/dualsaber/toy/IsReflect()//Stops Toy Dualsabers from reflecting energy projectiles
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return FALSE
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/obj/item/twohanded/dualsaber/toy/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return BLOCK_NONE
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/obj/item/twohanded/dualsaber/hypereutactic/toy
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name = "\improper DX Hyper-Euplastic LightSword"
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@@ -474,11 +471,8 @@
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slowdown_wielded = 0
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sharpness = IS_BLUNT
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/obj/item/twohanded/dualsaber/hypereutactic/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return FALSE
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/obj/item/twohanded/dualsaber/hypereutactic/toy/IsReflect()//Stops it from reflecting energy projectiles
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return FALSE
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/obj/item/twohanded/dualsaber/hypereutactic/toy/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return BLOCK_NONE
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/obj/item/twohanded/dualsaber/hypereutactic/toy/rainbow
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name = "\improper Hyper-Euclidean Reciprocating Trigonometric Zweihander"
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@@ -1055,11 +1055,9 @@
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var/mob/living/silicon/robot/R = loc
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. = R.get_cell()
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/obj/item/twohanded/electrostaff/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!on)
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return FALSE
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if((attack_type == PROJECTILE_ATTACK) && !can_block_projectiles)
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return FALSE
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/obj/item/twohanded/electrostaff/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(!on) || (!can_block_projectiles && (attack_type & PROJECTILE_ATTACK)))
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return BLOCK_NONE
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return ..()
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/obj/item/twohanded/electrostaff/proc/min_hitcost()
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@@ -25,11 +25,11 @@
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///Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields. Wrapper for do_run_block(). The arguments on that means the same as for this.
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/mob/living/proc/check_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone)
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return do_run_block(FALSE, object, damage, attack_Text, attack_type, armour_penetration, attacker, check_zone(def_zone))
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return do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone))
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/// Runs a block "sequence", effectively checking and then doing effects if necessary. Wrapper for do_run_block(). The arguments on that means the same as for this.
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/mob/living/proc/run_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone)
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return do_run_block(TRUE, object, damage, attack_Text, attack_type, armour_penetration, attacker, check_zone(def_zone))
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return do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone))
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/** The actual proc for block checks. DO NOT USE THIS DIRECTLY UNLESS YOU HAVE VERY GOOD REASON TO. To reduce copypaste for differences between handling for real attacks and virtual checks.
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* Automatically checks all held items for /obj/item/proc/run_block() with the same parameters.
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@@ -268,7 +268,7 @@
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/mob/living/attack_hand(mob/user)
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..() //Ignoring parent return value here.
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SEND_SIGNAL(src, COMSIG_MOB_ATTACK_HAND, user)
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if((user != src) && user.a_intent != INTENT_HELP && (run_block(user, 0, user.name, UNARMED_ATTACK | MELEE_ATTACK, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
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if((user != src) && user.a_intent != INTENT_HELP && (run_block(user, 0, user.name, ATTACK_TYPE_UNARMED | ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
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log_combat(user, src, "attempted to touch")
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visible_message("<span class='warning'>[user] attempted to touch [src]!</span>")
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return TRUE
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@@ -279,7 +279,7 @@
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to_chat(user, "<span class='notice'>You don't want to hurt [src]!</span>")
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return TRUE
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var/hulk_verb = pick("smash","pummel")
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if(user != src && (run_block(user, 15, "the [hulk_verb]ing", MELEE_ATTACK, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
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if(user != src && (run_block(user, 15, "the [hulk_verb]ing", ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
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return TRUE
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..()
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return FALSE
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@@ -301,7 +301,7 @@
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var/damage = rand(5, 35)
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if(M.is_adult)
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damage = rand(20, 40)
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if(run_block(M, damage, "the [M.name]", MELEE_ATTACK, null, M, check_zone(user.zone_selected)) & BLOCK_SUCCESS)
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if(run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(user.zone_selected)) & BLOCK_SUCCESS)
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return FALSE
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if (stat != DEAD)
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@@ -320,7 +320,7 @@
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if(HAS_TRAIT(M, TRAIT_PACIFISM))
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to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
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return FALSE
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if(run_block(M, rand(M.melee_damage_lower, M.melee_damage_upper), "the [M.name]", MELEE_ATTACK, M.armour_penetration, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
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if(run_block(M, rand(M.melee_damage_lower, M.melee_damage_upper), "the [M.name]", ATTACK_TYPE_MELEE, M.armour_penetration, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
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return FALSE
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if(M.attack_sound)
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playsound(loc, M.attack_sound, 50, 1, 1)
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@@ -338,7 +338,7 @@
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if(M.is_muzzled() || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
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to_chat(M, "<span class='warning'>You can't bite with your mouth covered!</span>")
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return FALSE
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if(run_block(M, 0, "the [M.name]", MELEE_ATTACK | UNARMED_ATTACK, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
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if(run_block(M, 0, "the [M.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
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return FALSE
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M.do_attack_animation(src, ATTACK_EFFECT_BITE)
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if (prob(75))
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@@ -90,9 +90,10 @@
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. = ..()
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AddComponent(/datum/component/butchering, 15, 125, 0, hitsound)
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/obj/item/gun/magic/staff/spellblade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == PROJECTILE_ATTACK)
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final_block_chance = 0
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/obj/item/gun/magic/staff/spellblade/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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// Do not block projectiles.
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if(attack_type & PROJECTILE_ATTACK)
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return BLOCK_NONE
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return ..()
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/obj/item/gun/magic/staff/locker
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