More lenient soft stamina combat, decentralized gun inaccuracy from combat mode. (#12347)

* A more lenient soft stamina crit.

* Yea, your shots are gonna go straight toh.

* accuracy whacks (leaves the bow as is for now).

* Fixing stam penalties calculations, spread the range.

* aaaaaah

* 1.4 seconds delay vs 1.2

* Thanks, linter.

* Missed one.
This commit is contained in:
Ghom
2020-06-03 00:22:06 +02:00
committed by GitHub
parent 0d7d2071ec
commit a41f40503d
38 changed files with 268 additions and 180 deletions
+1 -1
View File
@@ -343,7 +343,7 @@
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "disintegrate"
item_state = null
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL | NO_ATTACK_CHAIN_SOFT_STAMCRIT
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
throwforce = 0
@@ -118,22 +118,10 @@
/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone)
var/weakness = check_weakness(I, user)
apply_damage(I.force * weakness, I.damtype, def_zone)
var/message_verb = ""
if(I.attack_verb && I.attack_verb.len)
message_verb = "[pick(I.attack_verb)]"
else if(I.force)
message_verb = "attacked"
var/attack_message = "[src] has been [message_verb] with [I]."
if(user)
user.do_attack_animation(src)
if(user in viewers(src, null))
attack_message = "[user] has [message_verb] [src] with [I]!"
if(message_verb)
visible_message("<span class='danger'>[attack_message]</span>",
"<span class='userdanger'>[attack_message]</span>", null, COMBAT_MESSAGE_RANGE)
var/totitemdamage = pre_attacked_by(I, user)
totitemdamage *= check_weakness(I, user)
apply_damage(totitemdamage, I.damtype, def_zone)
send_item_attack_message(I, user, null, totitemdamage)
return TRUE
/mob/living/carbon/true_devil/singularity_act()
-3
View File
@@ -40,9 +40,6 @@
return ..()
return ..()
/obj/item/holo/esword/attack(target as mob, mob/user as mob)
..()
/obj/item/holo/esword/Initialize()
. = ..()
saber_color = pick("red","blue","green","purple")
@@ -8,6 +8,8 @@
typing_indicator_enabled = TRUE
var/last_click_move = 0 // Stores the previous next_move value.
var/resize = 1 //Badminnery resize
var/lastattacker = null
var/lastattackerckey = null
@@ -105,6 +105,7 @@ IGNORE_PROC_IF_NOT_TARGET(attack_slime)
/mob/living/simple_animal/hostile/asteroid/curseblob/attacked_by(obj/item/I, mob/living/L)
if(L != set_target)
L.changeNext_move(I.click_delay) //pre_attacked_by not called
return
return ..()
+51 -28
View File
@@ -15,7 +15,7 @@
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT | NO_ATTACK_CHAIN_SOFT_STAMCRIT
item_flags = NEEDS_PERMIT
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = "gunshot"
@@ -140,12 +140,13 @@
to_chat(user, "<span class='danger'>*click*</span>")
playsound(src, "gun_dry_fire", 30, 1)
/obj/item/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
if(recoil)
shake_camera(user, recoil + 1, recoil)
if(isliving(user)) //CIT CHANGE - makes gun recoil cause staminaloss
user.adjustStaminaLossBuffered(getstamcost(user)*(firing && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
if(stam_cost) //CIT CHANGE - makes gun recoil cause staminaloss
var/safe_cost = clamp(stam_cost, 0, STAMINA_NEAR_CRIT - user.getStaminaLoss())*(firing && burst_size >= 2 ? 1/burst_size : 1)
user.adjustStaminaLossBuffered(safe_cost) //CIT CHANGE - ditto
if(suppressed)
playsound(user, fire_sound, 10, 1)
@@ -172,9 +173,10 @@
return
if(firing)
return
if(IS_STAMCRIT(user)) //respect stamina softcrit
to_chat(user, "<span class='warning'>You are too exhausted to fire [src]!</span>")
return
var/stamloss = user.getStaminaLoss()
if(stamloss >= STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_GUN_DELAY
user.changeNext_move(CLICK_CD_RANGE+(CLICK_CD_RANGE*penalty))
if(flag) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
@@ -216,7 +218,7 @@
var/loop_counter = 0
if(user)
bonus_spread += getinaccuracy(user) //CIT CHANGE - adds bonus spread while not aiming
bonus_spread = getinaccuracy(user, bonus_spread, stamloss) //CIT CHANGE - adds bonus spread while not aiming
if(ishuman(user) && user.a_intent == INTENT_HARM && weapon_weight <= WEAPON_LIGHT)
var/mob/living/carbon/human/H = user
for(var/obj/item/gun/G in H.held_items)
@@ -225,9 +227,11 @@
else if(G.can_trigger_gun(user))
bonus_spread += 24 * G.weapon_weight * G.dualwield_spread_mult
loop_counter++
addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread), loop_counter)
var/stam_cost = G.getstamcost(user)
addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread, stam_cost), loop_counter)
process_fire(target, user, TRUE, params, null, bonus_spread)
var/stam_cost = getstamcost(user)
process_fire(target, user, TRUE, params, null, bonus_spread, stam_cost)
/obj/item/gun/can_trigger_gun(mob/living/user)
. = ..()
@@ -258,21 +262,21 @@
/obj/item/gun/proc/on_cooldown()
return busy_action || firing || ((last_fire + fire_delay) > world.time)
/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
add_fingerprint(user)
if(on_cooldown())
return
firing = TRUE
. = do_fire(target, user, message, params, zone_override, bonus_spread)
. = do_fire(target, user, message, params, zone_override, bonus_spread, stam_cost)
firing = FALSE
last_fire = world.time
if(user)
user.update_inv_hands()
SEND_SIGNAL(user, COMSIG_LIVING_GUN_PROCESS_FIRE, target, params, zone_override)
SEND_SIGNAL(user, COMSIG_LIVING_GUN_PROCESS_FIRE, target, params, zone_override, bonus_spread, stam_cost)
/obj/item/gun/proc/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
/obj/item/gun/proc/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0, stam_cost = 0)
var/sprd = 0
var/randomized_gun_spread = 0
var/rand_spr = rand()
@@ -290,7 +294,7 @@
sleep(burst_shot_delay)
if(QDELETED(src))
break
do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i)
do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i, stam_cost)
else
if(chambered)
sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
@@ -300,9 +304,9 @@
return
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, 1, target, message)
shoot_live_shot(user, 1, target, message, stam_cost)
else
shoot_live_shot(user, 0, target, message)
shoot_live_shot(user, 0, target, message, stam_cost)
else
shoot_with_empty_chamber(user)
return
@@ -312,7 +316,7 @@
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
return TRUE
/obj/item/gun/proc/do_burst_shot(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
/obj/item/gun/proc/do_burst_shot(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0, stam_cost = 0)
if(!user || !firing)
firing = FALSE
return FALSE
@@ -336,9 +340,9 @@
return FALSE
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, 1, target, message)
shoot_live_shot(user, 1, target, message, stam_cost)
else
shoot_live_shot(user, 0, target, message)
shoot_live_shot(user, 0, target, message, stam_cost)
if (iteration >= burst_size)
firing = FALSE
else
@@ -349,20 +353,21 @@
update_icon()
return TRUE
/obj/item/gun/attack(mob/M as mob, mob/user)
/obj/item/gun/attack(mob/living/M, mob/user)
if(user.a_intent == INTENT_HARM) //Flogging
if(bayonet)
M.attackby(bayonet, user)
attack_delay_done = TRUE
return
else
return ..()
return
attack_delay_done = TRUE //we are firing the gun, not bashing people with its butt.
/obj/item/gun/attack_obj(obj/O, mob/user)
if(user.a_intent == INTENT_HARM)
if(bayonet)
O.attackby(bayonet, user)
return
return TRUE
return ..()
/obj/item/gun/attackby(obj/item/I, mob/user, params)
@@ -498,7 +503,7 @@
if(chambered && chambered.BB)
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)
process_fire(target, user, TRUE, params, stam_cost = getstamcost(user))
/obj/item/gun/proc/unlock() //used in summon guns and as a convience for admins
if(pin)
@@ -566,7 +571,25 @@
chambered = null
update_icon()
/obj/item/gun/proc/getinaccuracy(mob/user)
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
return ((weapon_weight * 25) * inaccuracy_modifier)
return 0
/obj/item/gun/proc/getinaccuracy(mob/living/user, bonus_spread, stamloss)
if(inaccuracy_modifier == 0)
return bonus_spread
var/base_inaccuracy = weapon_weight * 25 * inaccuracy_modifier
var/aiming_delay = 0 //Otherwise aiming would be meaningless for slower guns such as sniper rifles and launchers.
if(fire_delay)
var/penalty = (last_fire + GUN_AIMING_TIME + fire_delay) - world.time
if(penalty > 0) //Yet we only penalize users firing it multiple times in a haste. fire_delay isn't necessarily cumbersomeness.
aiming_delay = penalty
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //To be removed in favor of something less tactless later.
base_inaccuracy /= 1.5
if(stamloss > STAMINA_NEAR_SOFTCRIT) //This can null out the above bonus.
base_inaccuracy *= 1 + (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*0.5
var/mult = max((GUN_AIMING_TIME + aiming_delay + user.last_click_move - world.time)/GUN_AIMING_TIME, -0.5) //Yes, there is a bonus for taking time aiming.
if(mult < 0) //accurate weapons should provide a proper bonus with negative inaccuracy. the opposite is true too.
mult *= 1/inaccuracy_modifier
return max(bonus_spread + (base_inaccuracy * mult), 0) //no negative spread.
/obj/item/gun/proc/getstamcost(mob/living/carbon/user)
. = recoil
if(user && !user.has_gravity())
. = recoil*5
@@ -365,7 +365,7 @@
can_unsuppress = TRUE
can_suppress = TRUE
w_class = WEIGHT_CLASS_NORMAL
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
zoomable = TRUE
zoom_amt = 10 //Long range, enough to see in front of you, but no tiles behind you.
zoom_out_amt = 13
@@ -130,7 +130,7 @@
else
qdel(src)
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(ammo_pack)
if(ammo_pack.overheat < ammo_pack.overheat_max)
ammo_pack.overheat += burst_size
@@ -6,7 +6,7 @@
name = "grenade launcher"
icon_state = "dshotgun-sawn"
item_state = "gun"
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
fire_sound = 'sound/weapons/grenadelaunch.ogg'
w_class = WEIGHT_CLASS_NORMAL
@@ -87,7 +87,7 @@
pin = /obj/item/firing_pin/implant/pindicate
burst_size = 1
fire_delay = 0
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
casing_ejector = FALSE
weapon_weight = WEAPON_HEAVY
magazine_wording = "rocket"
@@ -14,7 +14,7 @@
spread = 0
recoil = 0.1
casing_ejector = FALSE
inaccuracy_modifier = 0
inaccuracy_modifier = 0.15
dualwield_spread_mult = 1.4
weapon_weight = WEAPON_MEDIUM
w_class = WEIGHT_CLASS_BULKY
@@ -46,7 +46,7 @@
return 0
. = ..()
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot()
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
var/obj/item/ammo_casing/caseless/magnetic/shot = chambered
cell.use(shot.energy_cost)
. = ..()
@@ -102,7 +102,7 @@
. = ..()
safe_calibers = magazine.caliber
/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(chambered && !(chambered.caliber in safe_calibers))
if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
playsound(user, fire_sound, 50, 1)
@@ -242,7 +242,7 @@
user.visible_message("<span class='danger'>*click*</span>")
playsound(src, "gun_dry_fire", 30, 1)
/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
add_fingerprint(user)
playsound(src, "gun_dry_fire", 30, TRUE)
user.visible_message("<span class='danger'>[user.name] tries to fire \the [src] at the same time, but only succeeds at looking like an idiot.</span>", "<span class='danger'>\The [src]'s anti-combat mechanism prevents you from firing it at the same time!</span>")
@@ -116,7 +116,7 @@
icon_state = "moistnugget"
item_state = "moistnugget"
slot_flags = 0 //no ITEM_SLOT_BACK sprite, alas
inaccuracy_modifier = 0
inaccuracy_modifier = 0.5
mag_type = /obj/item/ammo_box/magazine/internal/boltaction
var/bolt_open = FALSE
can_bayonet = TRUE
@@ -191,7 +191,7 @@
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/attack_self()
return
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
..()
if(guns_left)
var/obj/item/gun/ballistic/shotgun/boltaction/enchanted/GUN = new gun_type
@@ -205,7 +205,7 @@
// Automatic Shotguns//
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj)
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
..()
src.pump(user)
+2 -2
View File
@@ -127,12 +127,12 @@
chambered = null //either way, released the prepared shot
recharge_newshot() //try to charge a new shot
/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(!chambered && can_shoot())
process_chamber() // If the gun was drained and then recharged, load a new shot.
return ..()
/obj/item/gun/energy/do_burst_shot(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
/obj/item/gun/energy/do_burst_shot(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0, stam_cost = 0)
if(!chambered && can_shoot())
process_chamber() // Ditto.
return ..()
@@ -237,7 +237,7 @@
return FALSE
return TRUE
/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread = 0, stam_cost = 0)
if(duel.state == DUEL_READY)
duel.confirmations[src] = TRUE
to_chat(user,"<span class='notice'>You confirm your readiness.</span>")
@@ -110,7 +110,7 @@
fail_tick--
..()
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot()
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
failcheck()
update_icon()
..()
@@ -60,6 +60,12 @@
else
cut_overlays()
/obj/item/gun/energy/kinetic_accelerator/getinaccuracy(mob/living/user, bonus_spread, stamloss)
var/old_fire_delay = fire_delay //It's pretty irrelevant tbh but whatever.
fire_delay = overheat_time
. = ..()
fire_delay = old_fire_delay
/obj/item/gun/energy/kinetic_accelerator/examine(mob/user)
. = ..()
if(max_mod_capacity)
@@ -128,7 +134,7 @@
if(!holds_charge)
empty()
/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot()
/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
. = ..()
attempt_reload()
@@ -207,6 +213,12 @@
var/obj/item/gun/energy/kinetic_accelerator/KA = loc
KA.modify_projectile(BB)
/obj/item/gun/energy/kinetic_accelerator/getstamcost(mob/living/carbon/user)
if(user && !lavaland_equipment_pressure_check(get_turf(user)))
return 0
else
return ..()
//Projectiles
/obj/item/projectile/kinetic
name = "kinetic force"
@@ -62,7 +62,7 @@
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
inaccuracy_modifier = 0.5
inaccuracy_modifier = 0.7
force = 10
throwforce = 10
cell_type = /obj/item/stock_parts/cell/lascarbine
@@ -89,7 +89,7 @@
suppressed = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
weapon_weight = WEAPON_LIGHT
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
obj_flags = 0
overheat_time = 20
holds_charge = TRUE
@@ -126,7 +126,7 @@
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharpness = IS_SHARP
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
can_charge = 0
heat = 3800
@@ -182,7 +182,7 @@
item_state = null
icon_state = "wormhole_projector"
pin = null
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
var/obj/effect/portal/p_blue
var/obj/effect/portal/p_orange
var/atmos_link = FALSE
@@ -318,7 +318,7 @@
icon_state = "emitter_carbine"
force = 12
w_class = WEIGHT_CLASS_SMALL
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
cell_type = /obj/item/stock_parts/cell/super
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
+1 -1
View File
@@ -45,7 +45,7 @@
/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage, /obj/item/projectile/magic/locker)
/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
chambered.projectile_type = pick(allowed_projectile_types)
. = ..()
@@ -9,7 +9,7 @@
throw_speed = 3
throw_range = 7
force = 4
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
custom_materials = list(/datum/material/iron=2000)
clumsy_check = FALSE
fire_sound = 'sound/items/syringeproj.ogg'
@@ -31,7 +31,7 @@
/obj/item/gun/grenadelauncher/can_shoot()
return grenades.len
/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
"<span class='danger'>You fire the grenade launcher!</span>")
var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
@@ -41,7 +41,7 @@
on_beam_release(current_target)
current_target = null
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(isliving(user))
add_fingerprint(user)
@@ -7,7 +7,7 @@
throw_speed = 3
throw_range = 7
force = 4
inaccuracy_modifier = 0
inaccuracy_modifier = 0.25
custom_materials = list(/datum/material/iron=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
@@ -160,7 +160,7 @@
item_state = "blowgun"
fire_sound = 'sound/items/syringeproj.ogg'
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
if(do_after(user, 25, target = src))
user.adjustStaminaLoss(20)
+2 -2
View File
@@ -51,10 +51,10 @@
/obj/vehicle/sealed/car/attacked_by(obj/item/I, mob/living/user)
if(!I.force)
return
return FALSE
if(occupants[user])
to_chat(user, "<span class='notice'>Your attack bounces off of the car's padded interior.</span>")
return
return FALSE
return ..()
/obj/vehicle/sealed/car/attack_hand(mob/living/user)