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@@ -4,7 +4,9 @@
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var/beamtype = /obj/item/projectile/beam/disabler //change for adminbus
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/obj/item/clothing/glasses/hud/security/sunglasses/disablers/ranged_attack(mob/living/carbon/human/user,atom/A, params)
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user.changeNext_move(CLICK_CD_RANGE)
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if(!user.CheckActionCooldown(CLICK_CD_RANGE))
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return
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user.last_action = world.time
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var/obj/item/projectile/beam/disabler/LE = new beamtype( loc )
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playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
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LE.firer = src
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@@ -12,4 +14,4 @@
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LE.preparePixelProjectile(A, src, params)
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LE.fire()
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return TRUE
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//shamelessly copied
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//shamelessly copied
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@@ -105,7 +105,7 @@
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return
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var/mob/living/M = loc
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M.changeNext_move(CLICK_CD_RAPID)
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M.SetNextAction(CLICK_CD_RAPID)
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if(warcry)
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M.say("[warcry]", ignore_spam = TRUE, forced = TRUE)
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@@ -135,7 +135,7 @@
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if(target.stat != CONSCIOUS) //Can't hug people who are dying/dead
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return FALSE
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else
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M.changeNext_move(CLICK_CD_RAPID)
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M.SetNextAction(CLICK_CD_RAPID)
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return FALSE
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@@ -12,14 +12,12 @@
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var/last_action = 0
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/// Generic clickdelay variable. Next world.time we should be able to do something that respects generic clickdelay. This should be set using [DelayNextAction()] This should only be checked using [CheckActionCooldown()].
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var/next_action = 0
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/// Simple modification variable added to next action on adjust. This should only be manually modified via addition.
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var/next_action_adjust = 0
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/// Simple modification variable multiplied to next action modifier on adjust. This should only be manually modified using multipliers.
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var/next_action_mult = 1
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/// Simple modification variable added to amount when checking time since last action using [CheckActionCooldown()]. This should only be manually modified via addition.
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var/last_action_adjust = 0
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/// Simple modification variable multiplied to amount when checking time since last action using [CheckActionCooldown()]. This should only be manually modified using multipliers.
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var/last_action_mult = 1
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/// Simple modification variable multiplied to next action modifier on adjust and on checking time since last action using [CheckActionCooldown()].
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/// This should only be manually modified using multipliers.
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var/action_cooldown_mod = 0.5
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/// Simple modification variable added to amounton adjust and on checking time since last action using [CheckActionCooldown()].
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/// This should only be manually modified via addition.
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var/action_cooldown_adjust = 0
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/// Special clickdelay variable for resisting. Last time we did a special action like resisting. This should be directly set. This should only be checked using [CheckResistCooldown()].
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var/last_resist = 0
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@@ -37,7 +35,15 @@
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/mob/proc/DelayNextAction(amount = 0, ignore_mod = FALSE, considered_action = TRUE)
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if(considered_action)
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last_action = world.time
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next_action = max(next_action, world.time + (ignore_mod? amount : (amount * next_action_mult + next_action_adjust)))
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next_action = max(next_action, world.time + (ignore_mod? amount : (amount * action_cooldown_mod + action_cooldown_adjust)))
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/**
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* Sets our next action to. The difference is DelayNextAction cannot reduce next_action under any circumstances while this can.
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*/
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/mob/proc/SetNextAction(amount = 0, ignore_mod = FALSE, considered_action = TRUE)
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if(considered_action)
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last_action = world.time
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next_action = world.time + (ignore_mod? amount : (amount * action_cooldown_mod + action_cooldown_adjust))
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/**
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* Checks if we can do another action.
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@@ -50,7 +56,7 @@
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* * ignore_next_action - Defaults to FALSE. Ignore next_action and only care about cooldown param and everything else. Generally unused.
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*/
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/mob/proc/CheckActionCooldown(cooldown = 0.5, from_next_action = FALSE, ignore_mod = FALSE, ignore_next_action = FALSE)
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return (ignore_next_action || (world.time >= next_action)) && (world.time >= ((from_next_action? next_action : last_action) + max(0, ignore_mod? cooldown : (cooldown * last_action_mult + last_action_adjust))))
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return (ignore_next_action || (world.time >= next_action)) && (world.time >= ((from_next_action? next_action : last_action) + max(0, ignore_mod? cooldown : (cooldown * action_cooldown_mod + action_cooldown_adjust))))
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/**
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* Checks if we can resist again.
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@@ -93,7 +99,7 @@
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*/
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/obj/item/proc/PreattackClickdelaySet(mob/user, atom/target)
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if(clickdelay_set_on_pre_attack)
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user.DelayNextAction(0, FALSe, TRUE)
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user.DelayNextAction(0, FALSE, TRUE)
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/**
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* Called after a successful attack to set a mob's clickdelay.
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@@ -3,7 +3,7 @@
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melee_damage_lower = 20
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melee_damage_upper = 20
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obj_damage = 80
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next_move_modifier = 0.5 //attacks 50% faster
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action_cooldown_mod = 0.5 //attacks 50% faster
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environment_smash = ENVIRONMENT_SMASH_WALLS
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playstyle_string = "<span class='holoparasite'>As a <b>standard</b> type you have no special abilities, but take half damage and have powerful attack capable of smashing through walls.</span>"
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magic_fluff_string = "<span class='holoparasite'>..And draw the Assistant, faceless and generic, but never to be underestimated.</span>"
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@@ -27,6 +27,8 @@
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/obj/item/reagent_containers/spray/afterattack(atom/A, mob/user)
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. = ..()
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if(!user.CheckActionCooldown(CLICK_CD_MELEE))
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return
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if(istype(A, /obj/structure/sink) || istype(A, /obj/structure/janitorialcart) || istype(A, /obj/machinery/hydroponics))
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return
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@@ -50,7 +52,7 @@
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spray(A)
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playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
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user.changeNext_move(CLICK_CD_RANGE*2)
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user.last_action = world.time
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user.newtonian_move(get_dir(A, user))
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var/turf/T = get_turf(src)
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if(reagents.has_reagent(/datum/reagent/toxin/acid))
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@@ -56,11 +56,6 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
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to_chat(caller, "<span class='warning'><b>[caller.ranged_ability.name]</b> has been disabled.</span>")
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caller.ranged_ability.remove_ranged_ability()
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return TRUE //TRUE for failed, FALSE for passed.
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if(ranged_clickcd_override >= 0)
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ranged_ability_user.next_click = world.time + ranged_clickcd_override
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else
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ranged_ability_user.next_click = world.time + CLICK_CD_CLICK_ABILITY
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ranged_ability_user.face_atom(A)
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return FALSE
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/obj/effect/proc_holder/proc/add_ranged_ability(mob/living/user, msg, forced)
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@@ -279,5 +279,5 @@
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H.add_movespeed_modifier(/datum/movespeed_modifier/dna_vault_speedup)
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if(VAULT_QUICK)
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to_chat(H, "<span class='notice'>Your arms move as fast as lightning.</span>")
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H.next_move_modifier = 0.5
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H.action_cooldown_mod = 0.5
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power_lottery[H] = list()
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