soft sync
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@@ -87,7 +87,7 @@
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration)
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apply_damage(I.throwforce, dtype, zone, armor)
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if(I.thrownby)
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add_logs(I.thrownby, src, "hit", I)
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add_logs(I.thrownby, src, "threw and hit", I)
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else
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return 1
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else
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@@ -148,6 +148,7 @@
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var/grab_upgrade_time = 30
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visible_message("<span class='danger'>[user] starts to tighten [user.p_their()] grip on [src]!</span>", \
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"<span class='userdanger'>[user] starts to tighten [user.p_their()] grip on you!</span>")
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add_logs(user, src, "attempted to strangle", addition="grab")
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if(!do_mob(user, src, grab_upgrade_time))
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return 0
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if(!user.pulling || user.pulling != src || user.grab_state != old_grab_state || user.a_intent != INTENT_GRAB)
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@@ -155,18 +156,20 @@
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user.grab_state++
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switch(user.grab_state)
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if(GRAB_AGGRESSIVE)
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add_logs(user, src, "grabbed", addition="aggressively")
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add_logs(user, src, "grabbed", addition="aggressive grab")
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visible_message("<span class='danger'>[user] has grabbed [src] aggressively!</span>", \
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"<span class='userdanger'>[user] has grabbed [src] aggressively!</span>")
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drop_all_held_items()
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stop_pulling()
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if(GRAB_NECK)
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add_logs(user, src, "grabbed", addition="neck grab")
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visible_message("<span class='danger'>[user] has grabbed [src] by the neck!</span>",\
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"<span class='userdanger'>[user] has grabbed you by the neck!</span>")
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update_canmove() //we fall down
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if(!buckled && !density)
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Move(user.loc)
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if(GRAB_KILL)
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add_logs(user, src, "strangled", addition="grab")
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visible_message("<span class='danger'>[user] is strangling [src]!</span>", \
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"<span class='userdanger'>[user] is strangling you!</span>")
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update_canmove() //we fall down
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@@ -275,7 +278,7 @@
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return 1
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/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
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if(tesla_shock && HAS_SECONDARY_FLAG(src, TESLA_IGNORE))
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if(tesla_shock && (flags_2 & TESLA_IGNORE_2))
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return FALSE
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if(shock_damage > 0)
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if(!illusion)
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@@ -337,7 +340,7 @@
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return
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if(stat != DEAD && !is_servant_of_ratvar(src))
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for(var/obj/item/weapon/implant/mindshield/M in implants)
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for(var/obj/item/implant/mindshield/M in implants)
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qdel(M)
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if(!add_servant_of_ratvar(src))
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to_chat(src, "<span class='userdanger'>A blinding light boils you alive! <i>Run!</i></span>")
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@@ -1,14 +0,0 @@
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diff a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm (rejected hunks)
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@@ -72,9 +72,9 @@
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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(W.hitsound) //Otherwise, if the weapon's hitsound is defined...
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- playsound(loc, Ihitsound, volume, 1, -1) //...play the weapon's hitsound.
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- else if(!W.throwhitsound) //Otherwise, if throwhitsound isn't defined...
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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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