This commit is contained in:
kevinz000
2020-02-13 00:32:26 -07:00
parent b682f9e730
commit a8a071851a
6 changed files with 20 additions and 18 deletions
-1
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@@ -54,7 +54,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define PASSCLOSEDTURF (1<<5)
#define LETPASSTHROW (1<<6)
//Movement Types
#define GROUND (1<<0)
#define FLYING (1<<1)
-2
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@@ -20,5 +20,3 @@
#define INTERACT_MACHINE_SET_MACHINE (1<<6) //MACHINES HAVE THIS BY DEFAULT, SOMEONE SHOULD RUN THROUGH MACHINES AND REMOVE IT FROM THINGS LIKE LIGHT SWITCHES WHEN POSSIBLE!!--------------------------
//This flag determines if a machine set_machine's the user when the user uses it, making updateUsrDialog make the user re-call interact() on it.
//THIS FLAG IS ON ALL MACHINES BY DEFAULT, NEEDS TO BE RE-EVALUATED LATER!!
#define INTERACT_GHOST_READ (1<<0)
+13 -12
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@@ -17,18 +17,19 @@
// Flags for the item_flags var on /obj/item
#define BEING_REMOVED (1<<0)
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
#define SLOWS_WHILE_IN_HAND (1<<4)
#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
#define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define BEING_REMOVED (1<<0)
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
#define SLOWS_WHILE_IN_HAND (1<<4)
#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
#define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define NO_ATTACK_CHAIN_SOFT_STAMCRIT (1<<12) //Entirely blocks melee_attack_chain() if user is soft stamcritted. Uses getStaminaLoss() to check at this point in time.
// Flags for the clothing_flags var on /obj/item/clothing
+5 -1
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@@ -1,5 +1,9 @@
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(user, "<span class='warning'>You are too exhausted to swing [src]!</span>")
return
if(!tool_attack_chain(user, target) && pre_attack(target, user, params))
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = target.attackby(src, user, params)
@@ -112,7 +116,7 @@
send_item_attack_message(I, user)
if(I.force)
apply_damage(totitemdamage, I.damtype) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && !HAS_TRAIT(src, TRAIT_NOMARROW))
if(I.damtype == BRUTE && !HAS_TRAIT(src, TRAIT_NOMARROW))
if(prob(33))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
+1 -1
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@@ -343,7 +343,7 @@
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "disintegrate"
item_state = null
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL | NO_ATTACK_CHAIN_SOFT_STAMCRIT
w_class = WEIGHT_CLASS_HUGE
throwforce = 0
+1 -1
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@@ -15,7 +15,7 @@
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT
item_flags = NEEDS_PERMIT | NO_ATTACK_CHAIN_SOFT_STAMCRIT
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = "gunshot"