From 826ed7d4f22a35907f0d07fa4e87935928bd070c Mon Sep 17 00:00:00 2001 From: kevinz000 <2003111+kevinz000@users.noreply.github.com> Date: Fri, 7 Feb 2020 23:39:09 -0700 Subject: [PATCH] o k. --- code/__DEFINES/flags.dm | 11 +++++----- code/__DEFINES/status_effects.dm | 4 +++- code/modules/mob/living/living.dm | 4 ++++ .../projectiles/ammunition/energy/stun.dm | 7 +++++- .../projectiles/guns/energy/energy_gun.dm | 19 +++++++++------- code/modules/projectiles/guns/energy/stun.dm | 17 ++++++++++++-- .../projectiles/projectile/energy/stun.dm | 22 +++++++++++++++---- 7 files changed, 63 insertions(+), 21 deletions(-) diff --git a/code/__DEFINES/flags.dm b/code/__DEFINES/flags.dm index a7d2670747..317066f673 100644 --- a/code/__DEFINES/flags.dm +++ b/code/__DEFINES/flags.dm @@ -56,11 +56,12 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204 //Movement Types -#define GROUND (1<<0) -#define FLYING (1<<1) -#define VENTCRAWLING (1<<2) -#define FLOATING (1<<3) -#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped. +#define GROUND (1<<0) +#define FLYING (1<<1) +#define VENTCRAWLING (1<<2) +#define FLOATING (1<<3) +#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped. +#define CRAWLING (1<<5) //Applied if you're crawling around on the ground/resting. //Fire and Acid stuff, for resistance_flags #define LAVA_PROOF (1<<0) diff --git a/code/__DEFINES/status_effects.dm b/code/__DEFINES/status_effects.dm index 6d52f4640c..f42948f4ae 100644 --- a/code/__DEFINES/status_effects.dm +++ b/code/__DEFINES/status_effects.dm @@ -46,7 +46,9 @@ #define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep -#define STATUS_EFFECT_TASED /datum/status_effect/no_combat_mode/electrode/ //the affected has been tased, preventing fine muscle control +#define STATUS_EFFECT_TASED_WEAK /datum/status_effect/electrode //not as crippling, just slows down + +#define STATUS_EFFECT_TASED /datum/status_effect/electrode/no_combat_mode //the affected has been tased, preventing fine muscle control #define STATUS_EFFECT_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 9c8b2808ce..8652a1ee9e 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -1094,6 +1094,10 @@ fall(forced = 1) canmove = !(ko || recoveringstam || pinned || IsStun() || IsFrozen() || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms)) //Cit change - makes it plausible to move while resting, adds pinning and stamina crit density = !lying + if(resting) + ENABLE_BITFIELD(movement_type, CRAWLING) + else + DISABLE_BITFIELD(movement_type, CRAWLING) if(lying) if(layer == initial(layer)) //to avoid special cases like hiding larvas. layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs diff --git a/code/modules/projectiles/ammunition/energy/stun.dm b/code/modules/projectiles/ammunition/energy/stun.dm index 7c2b62c02c..2abc472138 100644 --- a/code/modules/projectiles/ammunition/energy/stun.dm +++ b/code/modules/projectiles/ammunition/energy/stun.dm @@ -5,6 +5,10 @@ e_cost = 200 harmful = FALSE +/obj/item/ammo_casing/energy/electrode/security + projectile_type = /obj/item/projectile/energy/electrode/security + e_cost = 100 + /obj/item/ammo_casing/energy/electrode/spec e_cost = 100 @@ -13,6 +17,7 @@ e_cost = 100 /obj/item/ammo_casing/energy/electrode/hos + projectile_type = /obj/item/projectile/energy/electrode/security/hos e_cost = 200 /obj/item/ammo_casing/energy/electrode/old @@ -27,4 +32,4 @@ click_cooldown_override = 3.5 /obj/item/ammo_casing/energy/disabler/secborg - e_cost = 50 \ No newline at end of file + e_cost = 50 diff --git a/code/modules/projectiles/guns/energy/energy_gun.dm b/code/modules/projectiles/guns/energy/energy_gun.dm index 163deae0ed..efe107a3f8 100644 --- a/code/modules/projectiles/guns/energy/energy_gun.dm +++ b/code/modules/projectiles/guns/energy/energy_gun.dm @@ -97,7 +97,7 @@ pin = null can_charge = 0 ammo_x_offset = 1 - ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser) + ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser) selfcharge = EGUN_SELFCHARGE var/fail_tick = 0 var/fail_chance = 0 @@ -113,18 +113,21 @@ ..() /obj/item/gun/energy/e_gun/nuclear/proc/failcheck() - if(prob(fail_chance) && isliving(loc)) - var/mob/living/M = loc + if(prob(fail_chance)) switch(fail_tick) if(0 to 200) fail_tick += (2*(fail_chance)) - M.rad_act(400) - to_chat(M, "Your [name] feels warmer.") + radiation_pulse(src, 50) + var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc) //thank you short circuiting. if you powergame and nest these guns deeply you get to suffer no-warning radiation death. + if(M) + to_chat(M, "Your [name] feels warmer.") if(201 to INFINITY) SSobj.processing.Remove(src) - M.rad_act(800) - crit_fail = 1 - to_chat(M, "Your [name]'s reactor overloads!") + radiation_pulse(src, 200) + crit_fail = TRUE + var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc) + if(M) + to_chat(M, "Your [name]'s reactor overloads!") /obj/item/gun/energy/e_gun/nuclear/emp_act(severity) . = ..() diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index 55d11c52d1..d700db817c 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -18,10 +18,23 @@ /obj/item/gun/energy/e_gun/advtaser name = "hybrid taser" - desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams." + desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams. Right click in combat mode to fire a taser shot with a cooldown." icon_state = "advtaser" - ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode) + ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode/security = FALSE) ammo_x_offset = 2 + // Not enough guns have altfire systems like this yet for this to be a universal framework. + var/last_altfire = 0 + var/altfire_delay = 15 + +/obj/item/gun/energy/e_gun/advtaser/altafterattack(atom/target, mob/user, proximity_flag, params) + . = TRUE + if(last_altfire + altfire_delay > world.time) + return + var/current_index = current_firemode_index + set_firemode_to_type(/obj/item/ammo_casing/energy/electrode) + process_afterattack(target, user, proximity_flag, params) + set_firemode_index(current_index) + last_altfire = world.time /obj/item/gun/energy/e_gun/advtaser/cyborg name = "cyborg taser" diff --git a/code/modules/projectiles/projectile/energy/stun.dm b/code/modules/projectiles/projectile/energy/stun.dm index 88e70154d1..8852d754ce 100644 --- a/code/modules/projectiles/projectile/energy/stun.dm +++ b/code/modules/projectiles/projectile/energy/stun.dm @@ -2,11 +2,11 @@ name = "electrode" icon_state = "spark" color = "#FFFF00" - nodamage = 1 + nodamage = TRUE knockdown = 60 knockdown_stamoverride = 36 knockdown_stam_max = 50 - stutter = 5 + stutter = 10 jitter = 20 hitsound = 'sound/weapons/taserhit.ogg' range = 7 @@ -14,6 +14,7 @@ muzzle_type = /obj/effect/projectile/muzzle/stun impact_type = /obj/effect/projectile/impact/stun var/tase_duration = 50 + var/strong_tase = TRUE /obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE) . = ..() @@ -26,10 +27,23 @@ C.IgniteMob() if(C.dna && C.dna.check_mutation(HULK)) C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk") - else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE)) - C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration) + else if(tase_duration && (C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE)) + C.apply_status_effect(strong_tase? STATUS_EFFECT_TASED : STATUS_EFFECT_TASED_WEAK, tase_duration) addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5) /obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet do_sparks(1, TRUE, src) ..() + +/obj/item/projectile/energy/electrode/security + tase_duration = 20 + knockdown = 0 + stamina = 10 + knockdown_stamoverride = 0 + knockdown_stam_max = 0 + strong_tase = FALSE + +/obj/item/projectile/energy/electrode/security/hos + knockdown = 100 + knockdown_stamoverride = 30 + knockdown_stam_max = null