k
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@@ -1,7 +1,7 @@
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// We can't determine things like NORTHEAST vs NORTH *and* EAST without making our own flags :(
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#define BLOCK_DIR_NORTH (1<<0)
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#define BLOCK_DIR_NORTHEAST (1<<1)
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#define BLCOK_DIR_NORTHWEST (1<<2)
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#define BLOCK_DIR_NORTHWEST (1<<2)
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#define BLOCK_DIR_WEST (1<<3)
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#define BLOCK_DIR_EAST (1<<4)
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#define BLOCK_DIR_SOUTH (1<<5)
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@@ -4,8 +4,8 @@
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if(!.[wear_suit])
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.[wear_suit] = wear_suit.block_priority
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if(w_uniform)
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if(!.[wear_uniform])
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.[wear_uniform] = wear_uniform.block_priority
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if(!.[w_uniform])
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.[w_uniform] = w_uniform.block_priority
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if(wear_neck)
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if(!.[wear_neck])
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.[wear_neck] = wear_neck.block_priority
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@@ -71,10 +71,10 @@
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else
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for(var/obj/item/I in tocheck)
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// i don't like this too
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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
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if(I == active_block_item) //block is long termed enough we give a damn. parry, not so much.
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I.check_active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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else
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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
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I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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/// Gets an unsortedlist of objects to run block checks on. List must have associative values for priorities!
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@@ -27,8 +27,6 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/////////// BLOCKING ////////////
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/// See defines.
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var/can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST
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/// See defines.
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var/block_flags = BLOCK_FLAGS_DEFAULT
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/// Our slowdown added while blocking
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var/block_slowdown = 2
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/// Clickdelay added to user after block ends
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