This commit is contained in:
kevinz000
2020-03-16 04:59:55 -07:00
parent a77be038b8
commit 6af9c54da5
24 changed files with 60 additions and 52 deletions
+1 -1
View File
@@ -757,7 +757,7 @@
if(!allowed)
allowed = GLOB.advanced_hardsuit_allowed
/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)
/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)
if(!real_attack)
if(current_charges > 0)
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
@@ -63,12 +63,12 @@
item_state = "reactiveoff"
reactivearmor_cooldown = world.time + 200
/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)
/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)
if(!active)
return BLOCK_NONE
return block_action(owner, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
/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)
/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)
return BLOCK_NONE
//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!)
@@ -80,7 +80,7 @@
var/rad_amount_before = 120
reactivearmor_cooldown_duration = 100
/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)
/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)
if(prob(hit_reaction_chance))
var/mob/living/carbon/human/H = owner
if(world.time < reactivearmor_cooldown)
@@ -117,7 +117,7 @@
name = "reactive incendiary armor"
desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
/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)
/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)
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
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>")
@@ -140,7 +140,7 @@
reactivearmor_cooldown_duration = 65
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."
/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)
/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)
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
@@ -180,7 +180,7 @@
if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
user.flags_1 |= TESLA_IGNORE_1
/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)
/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)
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
@@ -209,7 +209,7 @@
reactivearmor_cooldown_duration = 20
desc = "An experimental suit of armor that violently throws back attackers."
/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)
/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)
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
@@ -245,7 +245,7 @@
desc = "If you can't beat the memes, embrace them."
var/tele_range = 10
/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)
/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)
if(prob(hit_reaction_chance))
var/mob/living/carbon/human/H = owner
if(world.time < reactivearmor_cooldown)
+1 -1
View File
@@ -79,7 +79,7 @@
name = "ancient jumpsuit"
desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
/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)
/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)
. = ..()
if(real_attack && ishuman(owner))
var/mob/living/human/H = owner