huffles
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@@ -81,11 +81,6 @@
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if(!(combat_flags & COMBAT_FLAG_BLOCK_CAPABLE))
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to_chat(src, "<span class='warning'>You're not something that can actively block.</span>")
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return FALSE
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// QOL: Attempt to toggle on combat mode if it isn't already
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SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
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if(!SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
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to_chat(src, "<span class='warning'>You must be in combat mode to actively block!</span>")
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return FALSE
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// QOL: Instead of trying to just block with held item, grab first available item.
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var/obj/item/I = find_active_block_item()
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if(!I)
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@@ -94,6 +89,11 @@
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if(!I.can_active_block())
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to_chat(src, "<span class='warning'>[I] is either not capable of being used to actively block, or is not currently in a state that can! (Try wielding it if it's twohanded, for example.)</span>")
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return
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// QOL: Attempt to toggle on combat mode if it isn't already
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SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
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if(!SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
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to_chat(src, "<span class='warning'>You must be in combat mode to actively block!</span>")
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return FALSE
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var/datum/block_parry_data/data = I.get_block_parry_data()
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var/delay = data.block_start_delay
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combat_flags |= COMBAT_FLAG_ACTIVE_BLOCK_STARTING
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@@ -111,9 +111,8 @@
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*/
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/mob/living/proc/find_active_block_item()
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var/obj/item/held = get_active_held_item()
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if(!held.can_active_block())
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for(var/i in held_items - held)
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var/obj/item/I = i
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if(!held?.can_active_block())
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for(var/obj/item/I in held_items - held)
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if(I.can_active_block())
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return I
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return held
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@@ -20,17 +20,12 @@
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if(!(combat_flags & COMBAT_FLAG_PARRY_CAPABLE))
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to_chat(src, "<span class='warning'>You are not something that can parry attacks.</span>")
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return
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//QOL: Try to enable combat mode if it isn't already
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SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
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if(!SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
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to_chat(src, "<span class='warning'>You must be in combat mode to parry!</span>")
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return FALSE
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var/datum/block_parry_data/data
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// Prioritize item, then martial art, then unarmed.
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// yanderedev else if time
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var/obj/item/using_item = get_active_held_item()
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var/datum/block_parry_data/data
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var/method
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if(using_item.can_active_parry())
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if(using_item?.can_active_parry())
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data = using_item.block_parry_data
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method = ITEM_PARRY
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else if(mind?.martial_art?.can_martial_parry)
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@@ -48,6 +43,11 @@
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data = backup.block_parry_data
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using_item = backup
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method = ITEM_PARRY
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//QOL: Try to enable combat mode if it isn't already
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SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
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if(!SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
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to_chat(src, "<span class='warning'>You must be in combat mode to parry!</span>")
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return FALSE
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data = return_block_parry_datum(data)
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var/full_parry_duration = data.parry_time_windup + data.parry_time_active + data.parry_time_spindown
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// no system in place to "fallback" if out of the 3 the top priority one can't parry due to constraints but something else can.
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@@ -75,8 +75,7 @@
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* Does not look at active held item.
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*/
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/mob/living/proc/find_backup_parry_item()
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for(var/i in held_items - get_active_held_item())
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var/obj/item/I = i
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for(var/obj/item/I in held_items - get_active_held_item())
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if(I.can_active_parry())
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return I
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