better
This commit is contained in:
@@ -92,7 +92,7 @@
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M.cut_overlays()
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M.regenerate_icons()
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/obj/item/clothing/suit/armor/abductor/vest/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/abductor/vest/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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DeactivateStealth()
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@@ -447,7 +447,7 @@
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if(ismob(loc))
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loc.visible_message("<span class='warning'>The end of [loc.name]\'s hand inflates rapidly, forming a huge shield-like mass!</span>", "<span class='warning'>We inflate our hand into a strong shield.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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/obj/item/shield/changeling/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/shield/changeling/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(real_attack)
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if(--remaining_uses < 1)
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@@ -169,7 +169,7 @@
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else
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..()
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/obj/item/twohanded/required/cult_bastard/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/twohanded/required/cult_bastard/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(final_block_chance))
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if(attack_type & ATTACK_TYPE_PROJECTILE)
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owner.visible_message("<span class='danger'>[owner] deflects [attack_text] with [src]!</span>")
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@@ -725,7 +725,7 @@
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playsound(T, 'sound/effects/glassbr3.ogg', 100)
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qdel(src)
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/obj/item/twohanded/cult_spear/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/twohanded/cult_spear/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(wielded)
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final_block_chance *= 2
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if(prob(final_block_chance))
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@@ -936,7 +936,7 @@
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hitsound = 'sound/weapons/smash.ogg'
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var/illusions = 2
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/obj/item/shield/mirror/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/shield/mirror/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!real_attack)
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block_return[BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE] = final_block_chance
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return ..()
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@@ -312,7 +312,7 @@
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if(holder)
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holder.update_icon()
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/obj/item/assembly/flash/shield/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/assembly/flash/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(real_attack)
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activate()
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return ..()
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@@ -757,7 +757,7 @@
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if(!allowed)
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allowed = GLOB.advanced_hardsuit_allowed
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/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!real_attack)
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if(current_charges > 0)
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
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@@ -63,12 +63,12 @@
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item_state = "reactiveoff"
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reactivearmor_cooldown = world.time + 200
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/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return BLOCK_NONE
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return block_action(owner, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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/obj/item/clothing/suit/armor/reactive/proc/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/proc/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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return BLOCK_NONE
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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@@ -80,7 +80,7 @@
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var/rad_amount_before = 120
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reactivearmor_cooldown_duration = 100
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/obj/item/clothing/suit/armor/reactive/teleport/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/teleport/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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@@ -117,7 +117,7 @@
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name = "reactive incendiary armor"
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desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
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/obj/item/clothing/suit/armor/reactive/fire/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/fire/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</span>")
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@@ -140,7 +140,7 @@
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reactivearmor_cooldown_duration = 65
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desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
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/obj/item/clothing/suit/armor/reactive/stealth/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/stealth/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
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@@ -180,7 +180,7 @@
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if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
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user.flags_1 |= TESLA_IGNORE_1
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/obj/item/clothing/suit/armor/reactive/tesla/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/tesla/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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@@ -209,7 +209,7 @@
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reactivearmor_cooldown_duration = 20
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desc = "An experimental suit of armor that violently throws back attackers."
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/obj/item/clothing/suit/armor/reactive/repulse/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/repulse/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
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@@ -245,7 +245,7 @@
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desc = "If you can't beat the memes, embrace them."
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var/tele_range = 10
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/obj/item/clothing/suit/armor/reactive/table/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/table/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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@@ -79,7 +79,7 @@
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name = "ancient jumpsuit"
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desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(real_attack && ishuman(owner))
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var/mob/living/human/H = owner
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@@ -34,7 +34,7 @@
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. = ..()
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item_color = "red"
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/obj/item/holo/esword/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/holo/esword/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return ..()
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return ..()
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@@ -837,7 +837,7 @@
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user.visible_message("<span class='danger'>[user] strikes with the force of [ghost_counter] vengeful spirits!</span>")
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return ..()
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/obj/item/melee/ghost_sword/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/melee/ghost_sword/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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var/ghost_counter = ghost_check()
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final_block_chance += CLAMP((ghost_counter * 5), 0, 75)
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owner.visible_message("<span class='danger'>[owner] is protected by a ring of [ghost_counter] ghosts!</span>")
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@@ -34,7 +34,8 @@
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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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* @params
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* real_attack - If this attack is real
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* real_attack - If this attack is real. This one is quirky; If it's real, run_block is called. If it's not, check_block is called and none of the regular checks happen, and this is effectively only useful
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* for populating return_list with blocking metadata.
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* object - Whatever /atom is actually hitting us, in essence. For example, projectile if gun, item if melee, structure/whatever if it's a thrown, etc.
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* damage - The nominal damage this would do if it was to hit. Obviously doesn't take into effect explosions/magic/similar things.. unless you implement it to raise the value.
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* attack_text - The text that this attack should show, in the context of something like "[src] blocks [attack_text]!"
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@@ -53,13 +54,19 @@
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sortTim(tocheck, /proc/cmp_item_block_priority_asc)
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// i don't like this
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var/block_chance_modifier = round(damage / -3)
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for(var/obj/item/I in tocheck)
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// i don't like this too
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var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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var/results = I.run_block(src, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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. |= results
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if((results & BLOCK_SUCCESS) && !(results & BLOCK_CONTINUE_CHAIN))
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break
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if(real_attack)
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for(var/obj/item/I in tocheck)
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// i don't like this too
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var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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var/results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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. |= results
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if((results & BLOCK_SUCCESS) && !(results & BLOCK_CONTINUE_CHAIN))
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break
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else
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for(var/obj/item/I in tocheck)
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// i don't like this too
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var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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/// Gets an unsortedlist of objects to run block checks on.
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/mob/living/proc/get_blocking_items()
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@@ -77,7 +84,7 @@
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var/block_priority = BLOCK_PRIORITY_DEFAULT
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/// Runs block and returns flag for do_run_block to process.
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/obj/item/proc/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/proc/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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SEND_SIGNAL(src, COMSIG_ITEM_RUN_BLOCK, args)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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@@ -87,4 +94,5 @@
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/// Returns block information using list/block_return. Used for check_block() on mobs.
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/obj/item/proc/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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SEND_SIGNAL(src, COMSIG_ITEM_CHECK_BLOCK, args)
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block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = final_block_chance
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var/existing = block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE]
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block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = max(existing || 0, final_block_chance)
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@@ -266,7 +266,7 @@
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H.firer = owner
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H.fire(set_angle)
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/obj/item/clothing/neck/cloak/herald_cloak/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/neck/cloak/herald_cloak/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(!real_attack)
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return
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@@ -90,7 +90,7 @@
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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/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/gun/magic/staff/spellblade/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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// Do not block projectiles.
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if(attack_type & ATTACK_TYPE_PROJECTILE)
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return BLOCK_NONE
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Reference in New Issue
Block a user