cleanup and commits
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@@ -40,13 +40,13 @@
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if(spec_return)
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return spec_return
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if(mind)
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if(mind.martial_art && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
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if(prob(mind.martial_art.deflection_chance))
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if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
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visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
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playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
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return 0
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if(mind)
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if(mind.martial_art && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
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if(prob(mind.martial_art.deflection_chance))
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if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
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visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
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playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
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return 0
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if(!(P.original == src && P.firer == src)) //can't block or reflect when shooting yourself
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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@@ -104,11 +104,11 @@
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return 0
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/mob/living/carbon/human/proc/check_block()
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if(mind)
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if(mind.martial_art && mind.martial_art.block_chance \
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&& prob(mind.martial_art.block_chance) && in_throw_mode \
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&& !stat && !weakened && !stunned)
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return TRUE
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if(mind)
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if(mind.martial_art && mind.martial_art.block_chance \
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&& prob(mind.martial_art.block_chance) && in_throw_mode \
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&& !stat && !weakened && !stunned)
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return TRUE
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return FALSE
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/mob/living/carbon/human/hitby(atom/movable/AM, skipcatch = 0, hitpush = 1, blocked = 0)
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@@ -136,7 +136,7 @@
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I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
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I.loc = src
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L.receive_damage(I.w_class*I.embedded_impact_pain_multiplier)
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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hitpush = 0
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skipcatch = 1 //can't catch the now embedded item
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@@ -160,8 +160,8 @@
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(user.zone_selected)) //what we're actually ending up trying to hit.
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var/target_area = parse_zone(check_zone(user.zone_selected)) //our intended target
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SSblackbox.add_details("item_used_for_combat","[I.type]|[I.force]")
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SSblackbox.add_details("zone_targeted","[target_area]")
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SSblackbox.add_details("item_used_for_combat","[I.type]|[I.force]")
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SSblackbox.add_details("zone_targeted","[target_area]")
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// the attacked_by code varies among species
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return dna.species.spec_attacked_by(I, user, affecting, a_intent, src)
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@@ -439,7 +439,7 @@
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else if(S.siemens_coefficient == (-1))
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total_coeff -= 1
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siemens_coeff = total_coeff
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if(HAS_SECONDARY_FLAG(src, TESLA_IGNORE))
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if(HAS_SECONDARY_FLAG(src, TESLA_IGNORE))
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siemens_coeff = 0
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else if(!safety)
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var/gloves_siemens_coeff = 1
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@@ -622,7 +622,7 @@
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gain = 100
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if(mind.assigned_role == "Clown")
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gain = rand(-300, 300)
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investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
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investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
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gib()
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return(gain)
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@@ -665,10 +665,10 @@
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status += "numb"
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if(status == "")
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status = "OK"
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to_chat(src, "\t [status == "OK" ? "\blue" : "\red"] Your [LB.name] is [status].")
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to_chat(src, "\t <span class='[status == "OK" ? "notice" : "warning"]'>Your [LB.name] is [status].</span>")
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for(var/obj/item/I in LB.embedded_objects)
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to_chat(src, "\t <a href='byond://?src=\ref[src];embedded_object=\ref[I];embedded_limb=\ref[LB]'class='warning'> There is \a [I] embedded in your [LB.name]!</a>")
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to_chat(src, "\t <a href='?src=\ref[src];embedded_object=\ref[I];embedded_limb=\ref[LB]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
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for(var/t in missing)
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to_chat(src, "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>")
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@@ -1,5 +1,5 @@
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/mob/living/silicon/ai/examine(mob/user)
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var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
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var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] <EM>[src]</EM>!\n"
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if (stat == DEAD)
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msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
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else
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