Merge remote-tracking branch 'Citadel-Station-13/master' into Garlic
This commit is contained in:
@@ -152,10 +152,10 @@
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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UnarmedAttack(A,1)
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UnarmedAttack(A, 1)
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else
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if(W)
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W.afterattack(A,src,0,params)
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W.ranged_attack_chain(src, A, params)
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else
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RangedAttack(A,params)
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@@ -163,3 +163,14 @@
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#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
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#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
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#define ui_ghost_pai "SOUTH: 6, CENTER+2:24"
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//UI position overrides for 1:1 screen layout. (default is 7:5)
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#define ui_stamina "EAST-1:28,CENTER:17" // replacing internals button
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#define ui_overridden_resist "EAST-3:24,SOUTH+1:7"
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#define ui_combat_toggle "EAST-4:22,SOUTH:5"
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#define ui_boxcraft "EAST-4:22,SOUTH+1:6"
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#define ui_boxarea "EAST-4:6,SOUTH+1:6"
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#define ui_boxlang "EAST-5:22,SOUTH+1:6"
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#define ui_boxvore "EAST-5:22,SOUTH+1:6"
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@@ -16,6 +16,7 @@
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//Trust me, you need one. Period. If you don't think you do, you're doing something extremely wrong.
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/obj/screen/plane_master/proc/backdrop(mob/mymob)
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///Things rendered on "openspace"; holes in multi-z
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/obj/screen/plane_master/openspace
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name = "open space plane master"
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plane = FLOOR_OPENSPACE_PLANE
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@@ -38,12 +39,14 @@
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/obj/screen/plane_master/proc/clear_filters()
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filters = list()
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///Contains just the floor
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/obj/screen/plane_master/floor
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name = "floor plane master"
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plane = FLOOR_PLANE
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appearance_flags = PLANE_MASTER
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blend_mode = BLEND_OVERLAY
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///Contains most things in the game world
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/obj/screen/plane_master/game_world
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name = "game world plane master"
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plane = GAME_PLANE
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@@ -57,12 +60,60 @@
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remove_filter("ambient_occlusion")
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update_filters()
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///Contains all lighting objects
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/obj/screen/plane_master/lighting
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name = "lighting plane master"
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plane = LIGHTING_PLANE
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blend_mode = BLEND_MULTIPLY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/screen/plane_master/lighting/Initialize()
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. = ..()
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filters += filter(type="alpha", render_source=EMISSIVE_RENDER_TARGET, flags=MASK_INVERSE)
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filters += filter(type="alpha", render_source=EMISSIVE_UNBLOCKABLE_RENDER_TARGET, flags=MASK_INVERSE)
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/**
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* Things placed on this mask the lighting plane. Doesn't render directly.
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*
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* Gets masked by blocking plane. Use for things that you want blocked by
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* mobs, items, etc.
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*/
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/obj/screen/plane_master/emissive
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name = "emissive plane master"
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plane = EMISSIVE_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = EMISSIVE_RENDER_TARGET
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/obj/screen/plane_master/emissive/Initialize()
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. = ..()
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filters += filter(type="alpha", render_source=EMISSIVE_BLOCKER_RENDER_TARGET, flags=MASK_INVERSE)
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/**
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* Things placed on this always mask the lighting plane. Doesn't render directly.
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*
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* Always masks the light plane, isn't blocked by anything. Use for on mob glows,
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* magic stuff, etc.
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*/
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/obj/screen/plane_master/emissive_unblockable
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name = "unblockable emissive plane master"
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plane = EMISSIVE_UNBLOCKABLE_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = EMISSIVE_UNBLOCKABLE_RENDER_TARGET
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/**
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* Things placed on this layer mask the emissive layer. Doesn't render directly
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*
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* You really shouldn't be directly using this, use atom helpers instead
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*/
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/obj/screen/plane_master/emissive_unblockable
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name = "emissive mob plane master"
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plane = EMISSIVE_BLOCKER_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = EMISSIVE_BLOCKER_RENDER_TARGET
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///Contains space parallax
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/obj/screen/plane_master/parallax
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name = "parallax plane master"
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plane = PLANE_SPACE_PARALLAX
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@@ -8,12 +8,15 @@
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*afterattack. The return value does not matter.
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*/
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/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
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if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
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if(isliving(user))
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var/mob/living/L = user
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if(isliving(user))
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var/mob/living/L = user
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if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
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if(IS_STAMCRIT(L))
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to_chat(L, "<span class='warning'>You are too exhausted to swing [src]!</span>")
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return
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if(!CHECK_MOBILITY(L, MOBILITY_USE))
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to_chat(L, "<span class='warning'>You are unable to swing [src] right now!</span>")
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return
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if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
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return
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if(pre_attack(target, user, params))
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@@ -24,6 +27,15 @@
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return
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afterattack(target, user, TRUE, params)
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/// Like melee_attack_chain but for ranged.
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/obj/item/proc/ranged_attack_chain(mob/user, atom/target, params)
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if(isliving(user))
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var/mob/living/L = user
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if(!CHECK_MOBILITY(L, MOBILITY_USE))
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to_chat(L, "<span class='warning'>You are unable to raise [src] right now!</span>")
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return
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afterattack(target, user, FALSE, params)
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// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
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/obj/item/proc/attack_self(mob/user)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_NO_INTERACT)
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@@ -50,7 +62,6 @@
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user.changeNext_move(CLICK_CD_MELEE)
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return I.attack(src, user)
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/obj/item/proc/attack(mob/living/M, mob/living/user)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
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return
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@@ -117,6 +128,7 @@
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if(user != src && check_shields(I, totitemdamage, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
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return FALSE
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send_item_attack_message(I, user)
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I.do_stagger_action(src, user)
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if(I.force)
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apply_damage(totitemdamage, I.damtype) //CIT CHANGE - replaces I.force with totitemdamage
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if(I.damtype == BRUTE)
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@@ -166,5 +178,33 @@
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playsound(src, 'sound/weapons/dink.ogg', 30, 1)
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return 1
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/// How much stamina this takes to swing this is not for realism purposes hecc off.
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/obj/item/proc/getweight()
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return total_mass || w_class * 1.25
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/// How long this staggers for. 0 and negatives supported.
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/obj/item/proc/melee_stagger_duration()
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if(!isnull(stagger_force))
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return stagger_force
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/// totally not an untested, arbitrary equation.
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return clamp((1.5 + (w_class/7.5)) * (force / 2), 0, 10 SECONDS)
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/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user)
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if(!CHECK_BITFIELD(target.status_flags, CANSTAGGER))
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return FALSE
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if(target.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
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target.do_staggered_animation()
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var/duration = melee_stagger_duration()
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if(!duration) //0
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return FALSE
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else if(duration > 0)
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target.Stagger(duration)
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else //negative
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target.AdjustStaggered(duration)
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return TRUE
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/mob/proc/do_staggered_animation()
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set waitfor = FALSE
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animate(src, pixel_x = -2, pixel_y = -2, time = 1, flags = ANIMATION_RELATIVE | ANIMATION_PARALLEL)
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animate(pixel_x = 4, pixel_y = 4, time = 1, flags = ANIMATION_RELATIVE)
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animate(pixel_x = -2, pixel_y = -2, time = 0.5, flags = ANIMATION_RELATIVE)
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