fixes and code improvements
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@@ -70,11 +70,11 @@
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button_icon_state = "deftswitch"
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movestreak = "deft"
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/datum/martial_art/the_rising_bass/proc/checkfordensity(turf/T)
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/datum/martial_art/the_rising_bass/proc/checkfordensity(turf/T,mob/M)
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if (T.density)
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return FALSE
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for(var/obj/i in T)
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if(!istype(i,/mob) && i.density)
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for(var/obj/O in T)
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if(!O.CanPass(M,T))
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return FALSE
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return TRUE
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@@ -90,7 +90,7 @@
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playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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D.apply_damage(5, BRUTE, BODY_ZONE_CHEST)
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D.Knockdown(60)
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var/L = !checkfordensity(H) ? (!checkfordensity(K) ? D.loc : K) : H
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var/L = !checkfordensity(H,D) ? (!checkfordensity(K,D) ? D.loc : K) : H
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D.forceMove(L)
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log_combat(A, D, "side kicked (Rising Bass)")
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return TRUE
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@@ -99,7 +99,7 @@
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/datum/martial_art/the_rising_bass/proc/shoulderFlip(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(!D.IsKnockdown() || !D.lying)
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var/turf/H = get_step(A, get_dir(D,A))
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var/L = checkfordensity(H) ? H : A.loc
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var/L = checkfordensity(H,D) ? H : A.loc
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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D.visible_message("<span class='warning'>[A] flips [D] over their shoulder, slamming them into the ground!</span>", \
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"<span class='userdanger'>[A] flips you over their shoulder, slamming you into the ground!</span>")
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@@ -52,7 +52,7 @@
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. = ..()
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if(!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) && !skip_throw_mode_check && !in_throw_mode)
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return
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if(restrained())
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if(incapacitated())
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return
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if (get_active_held_item())
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if (HAS_TRAIT_FROM(src, TRAIT_AUTO_CATCH_ITEM,RISING_BASS_TRAIT))
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@@ -49,7 +49,7 @@
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if (mind.martial_art && mind.martial_art.dodge_chance)
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if(!lying && dna && !dna.check_mutation(HULK))
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if(prob(mind.martial_art.dodge_chance))
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var/dodgemessages = list("dodges under",0,-4,"dodges to the right of",-4,0,"dodges to the left of",4,0,"jumps over",0,4)
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var/static/dodgemessages = list("dodges under",0,-4,"dodges to the right of",-4,0,"dodges to the left of",4,0,"jumps over",0,4)
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var/pick = pick(1,4,7,10)
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var/oldx = pixel_x
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var/oldy = pixel_y
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