Revert "end our suffering"

This reverts commit 4e1fcc4e08.
This commit is contained in:
timothyteakettle
2020-07-30 02:29:13 +01:00
parent 4e1fcc4e08
commit 55be55ce0f
4 changed files with 9 additions and 9 deletions
+1 -1
View File
@@ -281,7 +281,7 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/// changeNext_move penalty multiplier of the above.
#define STAM_CRIT_ITEM_ATTACK_DELAY 1.75
/// Damage penalty when fighting prone.
#define LYING_DAMAGE_PENALTY 0.7
#define LYING_DAMAGE_PENALTY 0.5
/// Added delay when firing guns stam-softcritted. Summed with a hardset CLICK_CD_RANGE delay, similar to STAM_CRIT_DAMAGE_DELAY otherwise.
#define STAM_CRIT_GUN_DELAY 2.75
+2 -2
View File
@@ -183,9 +183,9 @@
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
. *= 0.8
. *= 0.5
else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
. *= 1.2
. *= 1.5
if(!user.mind || !I.used_skills)
return
+3 -3
View File
@@ -44,11 +44,11 @@
//Here we roll for our damage to be added into the damage var in the various attack procs. This is changed depending on whether we are in combat mode, lying down, or if our target is in combat mode.
var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
if(SEND_SIGNAL(D, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
damage *= 1.2
damage *= 1.5
if(!CHECK_MOBILITY(A, MOBILITY_STAND))
damage *= 0.8
damage *= 0.5
if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
damage *= 0.8
damage *= 0.25
return damage
/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
@@ -1492,11 +1492,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
if(!SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
damage *= 1.2
damage *= 1.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
damage *= 0.8
damage *= 0.5
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
damage *= 0.8
damage *= 0.25
//END OF CITADEL CHANGES
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))