Merge pull request #11476 from kevinz000/shield_refactor
Completely overhauls how blocking, shields, reflecting, and anything in between is handled. Has some small gameplay effects.
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@@ -424,15 +424,15 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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if(hit_atom)
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if(isliving(hit_atom))
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var/mob/living/L = hit_atom
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if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
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if(L.run_block(0, "the [name]", src, ATTACK_TYPE_TACKLE, 0, src) & BLOCK_SUCCESS)
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DefaultCombatKnockdown(15, 1, 1)
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else
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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L.DefaultCombatKnockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
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sleep(2)//Runtime prevention (infinite bump() calls on hulks)
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step_towards(src,L)
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log_combat(src, L, "borg pounced")
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else
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DefaultCombatKnockdown(15, 1, 1)
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pounce_cooldown = !pounce_cooldown
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spawn(pounce_cooldown_time) //3s by default
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