Merge pull request #12488 from Ghommie/Ghommie-cit813
Porting Cargo small-order support, cargo goodies packs, beating vendors for loot/squish.
This commit is contained in:
@@ -8,9 +8,6 @@
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/mob/living/carbon/alien/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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return ..(AM, skipcatch = TRUE, hitpush = FALSE)
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/mob/living/carbon/alien/can_embed(obj/item/I)
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return FALSE
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/*Code for aliens attacking aliens. Because aliens act on a hivemind, I don't see them as very aggressive with each other.
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As such, they can either help or harm other aliens. Help works like the human help command while harm is a simple nibble.
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In all, this is a lot like the monkey code. /N
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@@ -65,17 +65,6 @@
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throw_mode_off()
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return TRUE
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/mob/living/carbon/embed_item(obj/item/I)
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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var/obj/item/bodypart/L = pick(bodyparts)
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L.embedded_objects |= I
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I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
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I.forceMove(src)
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I.embedded()
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L.receive_damage(I.w_class*I.embedding["impact_pain_mult"])
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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/mob/living/carbon/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
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var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
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var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
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@@ -1,20 +1,21 @@
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/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
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SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
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var/hit_percent = (100-blocked)/100
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if(!forced && hit_percent <= 0)
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return 0
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var/obj/item/bodypart/BP = null
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if(isbodypart(def_zone)) //we specified a bodypart object
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BP = def_zone
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else
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if(!def_zone)
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def_zone = ran_zone(def_zone)
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BP = get_bodypart(check_zone(def_zone))
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if(!BP)
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BP = bodyparts[1]
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if(!spread_damage)
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if(isbodypart(def_zone)) //we specified a bodypart object
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BP = def_zone
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else
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if(!def_zone)
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def_zone = ran_zone(def_zone)
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BP = get_bodypart(check_zone(def_zone))
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if(!BP)
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BP = bodyparts[1]
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var/damage_amount = forced ? damage : damage * hit_percent
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switch(damagetype)
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@@ -1,5 +1,5 @@
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/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage)
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// depending on the species, it will run the corresponding apply_damage code there
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return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced)
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return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage)
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@@ -1939,7 +1939,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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append_message += ", causing them to drop [target_held_item]"
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log_combat(user, target, "shoved", append_message)
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/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE)
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/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE)
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SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
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var/hit_percent = (100-(blocked+armor))/100
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hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
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@@ -1947,20 +1947,20 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return 0
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var/obj/item/bodypart/BP = null
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if(isbodypart(def_zone))
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if(damagetype == STAMINA && istype(def_zone, /obj/item/bodypart/head))
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BP = H.get_bodypart(check_zone(BODY_ZONE_CHEST))
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if(!spread_damage)
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if(isbodypart(def_zone))
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if(damagetype == STAMINA && istype(def_zone, /obj/item/bodypart/head))
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BP = H.get_bodypart(check_zone(BODY_ZONE_CHEST))
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else
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BP = def_zone
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else
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BP = def_zone
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else
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if(!def_zone)
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def_zone = ran_zone(def_zone)
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if(damagetype == STAMINA && def_zone == BODY_ZONE_HEAD)
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def_zone = BODY_ZONE_CHEST
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BP = H.get_bodypart(check_zone(def_zone))
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if(!BP)
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BP = H.bodyparts[1]
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if(!def_zone)
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def_zone = ran_zone(def_zone)
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if(damagetype == STAMINA && def_zone == BODY_ZONE_HEAD)
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def_zone = BODY_ZONE_CHEST
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BP = H.get_bodypart(check_zone(def_zone))
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if(!BP)
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BP = H.bodyparts[1]
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switch(damagetype)
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if(BRUTE)
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@@ -1,14 +1,20 @@
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/*
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apply_damage(a,b,c)
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args
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a:damage - How much damage to take
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b:damage_type - What type of damage to take, brute, burn
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c:def_zone - Where to take the damage if its brute or burn
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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/**
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* Applies damage to this mob
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*
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* Sends [COMSIG_MOB_APPLY_DAMGE]
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*
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* Arguuments:
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* * damage - amount of damage
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* * damagetype - one of [BRUTE], [BURN], [TOX], [OXY], [CLONE], [STAMINA]
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* * def_zone - zone that is being hit if any
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* * blocked - armor value applied
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* * forced - bypass hit percentage
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* * spread_damage - used in overrides
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*
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* Returns TRUE if damage applied
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*/
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/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
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var/hit_percent = (100-blocked)/100
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if(!damage || (hit_percent <= 0))
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return 0
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@@ -1,7 +1,7 @@
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/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE)
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var/armor = getarmor(def_zone, attack_flag)
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if(silent)
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return max(0, armor - armour_penetration)
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@@ -108,12 +108,6 @@
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/mob/living/proc/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
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return FALSE
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/mob/living/proc/embed_item(obj/item/I)
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return
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/mob/living/proc/can_embed(obj/item/I)
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return FALSE
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/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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// Throwingdatum can be null if someone had an accident() while slipping with an item in hand.
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var/obj/item/I
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@@ -129,30 +123,17 @@
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skipcatch = TRUE
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blocked = TRUE
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total_damage = block_calculate_resultant_damage(total_damage, block_return)
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else if(I && I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && can_embed(I, src) && prob(I.embedding["embed_chance"]) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE) && (!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) || incapacitated() || get_active_held_item()))
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embed_item(I)
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hitpush = FALSE
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skipcatch = TRUE //can't catch the now embedded item
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if(I)
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum, FALSE, blocked)
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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if(!skipcatch && isturf(I.loc) && catch_item(I))
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return TRUE
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var/dtype = BRUTE
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var/volume = I.get_volume_by_throwforce_and_or_w_class()
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SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone)
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dtype = I.damtype
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if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
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if (I.throwhitsound) //...and throwhitsound is defined...
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playsound(loc, I.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
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else if(I.hitsound) //Otherwise, if the weapon's hitsound is defined...
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playsound(loc, I.hitsound, volume, 1, -1) //...play the weapon's hitsound.
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else if(!I.throwhitsound) //Otherwise, if throwhitsound isn't defined...
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playsound(loc, 'sound/weapons/genhit.ogg',volume, 1, -1) //...play genhit.ogg.
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else if(!I.throwhitsound && I.throwforce > 0) //Otherwise, if the item doesn't have a throwhitsound and has a throwforce greater than zero...
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playsound(loc, 'sound/weapons/genhit.ogg', volume, 1, -1)//...play genhit.ogg
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if(!I.throwforce)// Otherwise, if the item's throwforce is 0...
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playsound(loc, 'sound/weapons/throwtap.ogg', 1, volume, -1)//...play throwtap.ogg.
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if(!blocked)
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visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
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"<span class='userdanger'>You have been hit by [I].</span>")
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@@ -1,5 +1,5 @@
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/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
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var/hit_percent = (100-blocked)/100
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if(!damage || (!forced && hit_percent <= 0))
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return 0
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