removes DoT
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@@ -65,6 +65,8 @@
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/// Blocks sprint
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#define STATUS_EFFECT_STAGGERED /datum/status_effect/staggered
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#define STATUS_EFFECT_TASED_WEAK_NODMG /datum/status_effect/electrode/no_damage // no damage
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#define STATUS_EFFECT_TASED_WEAK /datum/status_effect/electrode //not as crippling, just slows down
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#define STATUS_EFFECT_TASED /datum/status_effect/electrode/no_combat_mode //the affected has been tased, preventing fine muscle control
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@@ -194,6 +194,9 @@
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C.adjustStaminaLoss(max(0, stamdmg_per_ds * diff)) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
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last_tick = world.time
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/datum/status_effect/electrode/no_damage
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stamdmg_per_ds = 0
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/datum/status_effect/electrode/no_combat_mode
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id = "tased_strong"
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movespeed_mod = /datum/movespeed_modifier/status_effect/tased/no_combat_mode
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@@ -214,7 +214,7 @@
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if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
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L.DefaultCombatKnockdown(50, override_stamdmg = 0)
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L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
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L.apply_status_effect(STATUS_EFFECT_TASED_WEAK_NODMG, status_duration) //Even if they shove themselves up, they're still slowed.
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L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration) //They're very likely to drop items if shoved briefly after a knockdown.
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shoved = TRUE
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COOLDOWN_START(src, shove_cooldown, cooldown_duration)
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