Game folder
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@@ -8,7 +8,7 @@
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play_attack_sound(damage_amount, damage_type, damage_flag)
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if(!(resistance_flags & INDESTRUCTIBLE) && obj_integrity > 0)
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damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration)
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if(damage_amount >= 0.1)
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if(damage_amount >= DAMAGE_PRECISION)
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. = damage_amount
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var/old_integ = obj_integrity
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obj_integrity = max(old_integ - damage_amount, 0)
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@@ -33,7 +33,7 @@
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armor_protection = armor.getRating(damage_flag)
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if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
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armor_protection = CLAMP(armor_protection - armour_penetration, 0, 100)
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return round(damage_amount * (100 - armor_protection)*0.01, 0.1)
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return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
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//the sound played when the obj is damaged.
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/obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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@@ -71,7 +71,8 @@
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. = ..()
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playsound(src, P.hitsound, 50, 1)
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visible_message("<span class='danger'>[src] is hit by \a [P]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration)
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if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
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take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration)
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/obj/proc/hulk_damage()
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return 150 //the damage hulks do on punches to this object, is affected by melee armor
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@@ -82,7 +83,7 @@
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visible_message("<span class='danger'>[user] smashes [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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if(density)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced="hulk")
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else
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playsound(src, 'sound/effects/bang.ogg', 50, 1)
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take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user))
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