changes
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@@ -89,7 +89,7 @@
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
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if((user != src) && (run_block(I, totitemdamage, "the [I]", MELEE_ATTACK, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
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if((user != src) && (run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
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return FALSE
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var/obj/item/bodypart/affecting = get_bodypart(impacting_zone)
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if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
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@@ -1668,7 +1668,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
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// Allows you to put in item-specific reactions based on species
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if(user != H)
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if(H.run_block(I, I.force, "the [I.name]", MELEE_ATTACK, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
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if(H.run_block(I, I.force, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
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return 0
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if(H.check_block())
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H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
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@@ -59,6 +59,7 @@
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return FALSE
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/mob/living/bullet_act(obj/item/projectile/P, def_zone)
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#warn implement blocktypes
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if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
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if(reflect_bullet_check(P, def_zone))
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return BULLET_ACT_FORCE_PIERCE // complete projectile permutation
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@@ -99,7 +100,7 @@
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I = AM
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throwpower = I.throwforce
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var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
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if(run_block(AM, throwpower, "\the [AM.name]", THROWN_PROJECTILE_ATTACK, throwningdatum.thrower, impacting_zone) & BLOCK_SUCCESS)
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if(run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, throwningdatum.thrower, impacting_zone) & BLOCK_SUCCESS)
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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@@ -117,7 +117,7 @@
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#warn implement blocktypes
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if(run_block(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration) & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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return BULLET_ACT_BLOCKED
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return BULLET_ACT_BLOCK
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if((P.damage_type == BRUTE || P.damage_type == BURN))
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adjustBruteLoss(P.damage)
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if(prob(P.damage*1.5))
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