refactoring this whole thing again
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@@ -757,7 +757,11 @@
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if(!allowed)
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allowed = GLOB.advanced_hardsuit_allowed
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/obj/item/clothing/suit/space/hardsuit/shielded/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!real_attack)
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if(current_charges > 0)
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
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return BLOCK_NONE
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recharge_cooldown = world.time + recharge_delay
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if(current_charges > 0)
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var/datum/effect_system/spark_spread/s = new
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@@ -771,8 +775,8 @@
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owner.visible_message("[owner]'s shield overloads!")
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shield_state = "broken"
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owner.update_inv_wear_suit()
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return 1
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return 0
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
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return BLOCK_NONE
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/obj/item/clothing/suit/space/hardsuit/shielded/Destroy()
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STOP_PROCESSING(SSobj, src)
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@@ -4,7 +4,6 @@
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icon_state = "reactiveoff"
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icon = 'icons/obj/clothing/suits.dmi'
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w_class = WEIGHT_CLASS_BULKY
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var/hit_reaction_chance = 50
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/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
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..()
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@@ -39,6 +38,7 @@
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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hit_reaction_chance = 50 // Only on the chest yet blocks all attacks?
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rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
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var/hit_reaction_chance = 50
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
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active = !(active)
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@@ -81,8 +81,9 @@
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(real_attack)
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owner.forcesay(GLOB.hit_appends)
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if(real_attack && ishuman(owner))
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var/mob/living/human/H = owner
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H.forcesay(GLOB.hit_appends)
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/obj/item/clothing/under/color/blue
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name = "blue jumpsuit"
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