diff --git a/code/__DEFINES/combat/block_parry.dm b/code/__DEFINES/combat/block_parry.dm index bfbce5f7d6..ad58c51039 100644 --- a/code/__DEFINES/combat/block_parry.dm +++ b/code/__DEFINES/combat/block_parry.dm @@ -1,7 +1,7 @@ // We can't determine things like NORTHEAST vs NORTH *and* EAST without making our own flags :( #define BLOCK_DIR_NORTH (1<<0) #define BLOCK_DIR_NORTHEAST (1<<1) -#define BLCOK_DIR_NORTHWEST (1<<2) +#define BLOCK_DIR_NORTHWEST (1<<2) #define BLOCK_DIR_WEST (1<<3) #define BLOCK_DIR_EAST (1<<4) #define BLOCK_DIR_SOUTH (1<<5) diff --git a/code/modules/mob/living/carbon/human/human_block.dm b/code/modules/mob/living/carbon/human/human_block.dm index e95d932cc1..4ba7e95564 100644 --- a/code/modules/mob/living/carbon/human/human_block.dm +++ b/code/modules/mob/living/carbon/human/human_block.dm @@ -4,8 +4,8 @@ if(!.[wear_suit]) .[wear_suit] = wear_suit.block_priority if(w_uniform) - if(!.[wear_uniform]) - .[wear_uniform] = wear_uniform.block_priority + if(!.[w_uniform]) + .[w_uniform] = w_uniform.block_priority if(wear_neck) if(!.[wear_neck]) .[wear_neck] = wear_neck.block_priority diff --git a/code/modules/mob/living/living_block.dm b/code/modules/mob/living/living_block.dm index f8b62349e6..29cd7be888 100644 --- a/code/modules/mob/living/living_block.dm +++ b/code/modules/mob/living/living_block.dm @@ -71,10 +71,10 @@ else for(var/obj/item/I in tocheck) // i don't like this too + var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example if(I == active_block_item) //block is long termed enough we give a damn. parry, not so much. I.check_active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list) else - var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list) /// Gets an unsortedlist of objects to run block checks on. List must have associative values for priorities! diff --git a/code/modules/mob/living/living_blocking_parrying.dm b/code/modules/mob/living/living_blocking_parrying.dm index cc6bae8054..412fe8ea82 100644 --- a/code/modules/mob/living/living_blocking_parrying.dm +++ b/code/modules/mob/living/living_blocking_parrying.dm @@ -27,8 +27,6 @@ GLOBAL_LIST_EMPTY(block_parry_data) /////////// BLOCKING //////////// /// See defines. var/can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST - /// See defines. - var/block_flags = BLOCK_FLAGS_DEFAULT /// Our slowdown added while blocking var/block_slowdown = 2 /// Clickdelay added to user after block ends