refactoring code to allow all living mobs to use shields.
This commit is contained in:
@@ -6,8 +6,10 @@
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return 2 //no ears
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/mob/living/carbon/alien/hitby(atom/movable/AM, skipcatch, hitpush)
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..(AM, skipcatch = TRUE, hitpush = FALSE)
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return ..(AM, skipcatch = TRUE, hitpush = FALSE)
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/mob/living/carbon/alien/can_embed(obj/item/I)
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return FALSE
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/*Code for aliens attacking aliens. Because aliens act on a hivemind, I don't see them as very aggressive with each other.
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As such, they can either help or harm other aliens. Help works like the human help command while harm is a simple nibble.
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@@ -50,9 +52,9 @@ In all, this is a lot like the monkey code. /N
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/mob/living/carbon/alien/attack_hand(mob/living/carbon/human/M)
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if(..()) //to allow surgery to return properly.
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return 0
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. = ..()
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if(.) //To allow surgery to return properly.
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return
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switch(M.a_intent)
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if("help")
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help_shake_act(M)
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@@ -60,11 +62,10 @@ In all, this is a lot like the monkey code. /N
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grabbedby(M)
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if ("harm")
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M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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return 1
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return FALSE
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if("disarm")
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M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
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return 1
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return 0
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return FALSE
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/mob/living/carbon/alien/attack_paw(mob/living/carbon/monkey/M)
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@@ -21,46 +21,46 @@
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return 1
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/mob/living/carbon/alien/humanoid/attack_hand(mob/living/carbon/human/M)
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if(..())
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switch(M.a_intent)
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if ("harm")
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var/damage = rand(1, 9)
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if (prob(90))
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playsound(loc, "punch", 25, 1, -1)
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visible_message("<span class='danger'>[M] has punched [src]!</span>", \
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"<span class='userdanger'>[M] has punched [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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if ((stat != DEAD) && (damage > 9 || prob(5)))//Regular humans have a very small chance of knocking an alien down.
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Unconscious(40)
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visible_message("<span class='danger'>[M] has knocked [src] down!</span>", \
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"<span class='userdanger'>[M] has knocked [src] down!</span>")
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
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apply_damage(damage, BRUTE, affecting)
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log_combat(M, src, "attacked")
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. = ..()
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if(.) //To allow surgery to return properly.
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return
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switch(M.a_intent)
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if ("harm")
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var/damage = rand(1, 9)
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if (prob(90))
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playsound(loc, "punch", 25, 1, -1)
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visible_message("<span class='danger'>[M] has punched [src]!</span>", \
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"<span class='userdanger'>[M] has punched [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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if ((stat != DEAD) && (damage > 9 || prob(5)))//Regular humans have a very small chance of knocking an alien down.
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Unconscious(40)
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visible_message("<span class='danger'>[M] has knocked [src] down!</span>", \
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"<span class='userdanger'>[M] has knocked [src] down!</span>")
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
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apply_damage(damage, BRUTE, affecting)
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log_combat(M, src, "attacked")
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else
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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visible_message("<span class='userdanger'>[M] has attempted to punch [src]!</span>", \
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"<span class='userdanger'>[M] has attempted to punch [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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if ("disarm")
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if (!lying)
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if (prob(5))
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Unconscious(40)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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log_combat(M, src, "pushed")
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visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
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"<span class='userdanger'>[M] has pushed down [src]!</span>")
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else
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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visible_message("<span class='userdanger'>[M] has attempted to punch [src]!</span>", \
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"<span class='userdanger'>[M] has attempted to punch [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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if ("disarm")
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if (!lying)
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if (prob(5))
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Unconscious(40)
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if (prob(50))
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dropItemToGround(get_active_held_item())
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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log_combat(M, src, "pushed")
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visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
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"<span class='userdanger'>[M] has pushed down [src]!</span>")
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visible_message("<span class='danger'>[M] has disarmed [src]!</span>", \
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"<span class='userdanger'>[M] has disarmed [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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else
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if (prob(50))
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dropItemToGround(get_active_held_item())
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("<span class='danger'>[M] has disarmed [src]!</span>", \
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"<span class='userdanger'>[M] has disarmed [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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else
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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visible_message("<span class='userdanger'>[M] has attempted to disarm [src]!</span>",\
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"<span class='userdanger'>[M] has attempted to disarm [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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visible_message("<span class='userdanger'>[M] has attempted to disarm [src]!</span>",\
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"<span class='userdanger'>[M] has attempted to disarm [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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/mob/living/carbon/alien/humanoid/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
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if(!no_effect && !visual_effect_icon)
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@@ -48,31 +48,48 @@
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if(affecting && affecting.dismemberable && affecting.get_damage() >= (affecting.max_damage - P.dismemberment))
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affecting.dismember(P.damtype)
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/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
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. = FALSE
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/mob/living/carbon/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
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. = ..()
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if(!skip_throw_mode_check && !in_throw_mode)
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return
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if(get_active_held_item())
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return
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if(restrained())
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return
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return TRUE
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I.attack_hand(src)
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if(get_active_held_item() == I) //if our attack_hand() picks up the item...
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visible_message("<span class='warning'>[src] catches [I]!</span>") //catch that sucker!
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throw_mode_off()
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return TRUE
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/mob/living/carbon/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE)
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if(!skipcatch) //ugly, but easy
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if(can_catch_item())
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if(istype(AM, /obj/item))
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var/obj/item/I = AM
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if(isturf(I.loc))
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I.attack_hand(src)
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if(get_active_held_item() == I) //if our attack_hand() picks up the item...
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visible_message("<span class='warning'>[src] catches [I]!</span>") //catch that sucker!
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throw_mode_off()
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return 1
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..()
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/mob/living/carbon/can_embed(obj/item/I)
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if(I.get_sharpness() || is_pointed(I) || is_type_in_typecache(I, GLOB.can_embed_types))
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return TRUE
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/mob/living/carbon/embed_item(obj/item/I)
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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var/obj/item/bodypart/L = pick(bodyparts)
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L.embedded_objects |= I
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I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
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I.forceMove(src)
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L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
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//CIT CHANGES START HERE - combatmode and resting checks
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var/totitemdamage = I.force
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if(iscarbon(user))
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var/mob/living/carbon/tempcarb = user
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if(!tempcarb.combatmode)
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totitemdamage *= 0.5
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if(user.resting)
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totitemdamage *= 0.5
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if(!combatmode)
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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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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var/obj/item/bodypart/affecting
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if(user == src)
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affecting = get_bodypart(check_zone(user.zone_selected)) //we're self-mutilating! yay!
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@@ -83,17 +100,6 @@
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SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
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send_item_attack_message(I, user, affecting.name)
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if(I.force)
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//CIT CHANGES START HERE - combatmode and resting checks
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var/totitemdamage = I.force
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if(iscarbon(user))
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var/mob/living/carbon/tempcarb = user
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if(!tempcarb.combatmode)
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totitemdamage *= 0.5
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if(user.resting)
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totitemdamage *= 0.5
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if(!combatmode)
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
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if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
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var/basebloodychance = affecting.brute_dam + totitemdamage
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@@ -127,7 +133,9 @@
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/mob/living/carbon/attack_hand(mob/living/carbon/human/user)
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. = ..()
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if(.) //To allow surgery to return properly.
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return
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for(var/thing in diseases)
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var/datum/disease/D = thing
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if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
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@@ -142,8 +150,7 @@
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if(user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM)
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for(var/datum/surgery/S in surgeries)
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if(S.next_step(user, user.a_intent))
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return 1
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return 0
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return TRUE
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/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
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@@ -100,23 +100,29 @@
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return 1
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return 0
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/mob/living/carbon/human/proc/check_shields(atom/AM, var/damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
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/mob/living/proc/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
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var/block_chance_modifier = round(damage / -3)
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for(var/obj/item/I in held_items)
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if(!istype(I, /obj/item/clothing))
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var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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if(I.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return 1
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return TRUE
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return FALSE
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/mob/living/carbon/human/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
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. = ..()
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if(.)
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return
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var/block_chance_modifier = round(damage / -3)
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if(wear_suit)
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var/final_block_chance = wear_suit.block_chance - (CLAMP((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_suit.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return 1
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return TRUE
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if(w_uniform)
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var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
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if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return 1
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return 0
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return TRUE
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return FALSE
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/mob/living/carbon/human/proc/check_block()
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if(mind)
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@@ -125,37 +131,7 @@
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return FALSE
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/mob/living/carbon/human/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE)
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if(dna && dna.species)
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var/spec_return = dna.species.spec_hitby(AM, src)
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if(spec_return)
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return spec_return
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var/obj/item/I
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var/throwpower = 30
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if(istype(AM, /obj/item))
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I = AM
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throwpower = I.throwforce
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if(I.thrownby == src) //No throwing stuff at yourself to trigger hit reactions
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return ..()
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if(check_shields(AM, throwpower, "\the [AM.name]", THROWN_PROJECTILE_ATTACK))
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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else if(I)
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if(I.throw_speed >= EMBED_THROWSPEED_THRESHOLD)
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if(can_embed(I))
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if(prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE))
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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var/obj/item/bodypart/L = pick(bodyparts)
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L.embedded_objects |= I
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I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
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I.forceMove(src)
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L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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hitpush = FALSE
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skipcatch = TRUE //can't catch the now embedded item
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return ..()
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return dna?.species?.spec_hitby(AM, src) || ..()
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/mob/living/carbon/human/grabbedby(mob/living/carbon/user, supress_message = 0)
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if(user == src && pulling && !pulling.anchored && grab_state >= GRAB_AGGRESSIVE && (HAS_TRAIT(src, TRAIT_FAT)) && ismonkey(pulling))
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@@ -203,7 +179,8 @@
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return 1
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/mob/living/carbon/human/attack_hand(mob/user)
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if(..()) //to allow surgery to return properly.
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. = ..()
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if(.) //To allow surgery to return properly.
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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@@ -1678,11 +1678,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return
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if(M.mind)
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attacker_style = M.mind.martial_art
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if((M != H) && M.a_intent != INTENT_HELP && H.check_shields(M, 0, M.name, attack_type = UNARMED_ATTACK))
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log_combat(M, H, "attempted to touch")
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H.visible_message("<span class='warning'>[M] attempted to touch [H]!</span>")
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return 0
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SEND_SIGNAL(M, COMSIG_MOB_ATTACK_HAND, M, H, attacker_style)
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switch(M.a_intent)
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if("help")
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help(M, H, attacker_style)
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@@ -28,9 +28,9 @@
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apply_damage(damage, BRUTE, affecting)
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/mob/living/carbon/monkey/attack_hand(mob/living/carbon/human/M)
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if(..()) //To allow surgery to return properly.
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. = ..()
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if(.) //To allow surgery to return properly.
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return
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switch(M.a_intent)
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if("help")
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help_shake_act(M)
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@@ -55,9 +55,32 @@
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else
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return 0
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/mob/living/proc/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
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return FALSE
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/mob/living/proc/embed_item(obj/item/I)
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return
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/mob/living/proc/can_embed(obj/item/I)
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return FALSE
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/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE)
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if(istype(AM, /obj/item))
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var/obj/item/I = AM
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var/obj/item/I
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var/throwpower = 30
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if(isitem(AM))
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I = AM
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throwpower = I.throwforce
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if(check_shields(AM, throwpower, "\the [AM.name]", THROWN_PROJECTILE_ATTACK))
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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else if(I && I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && can_embed(I, src) && prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE))
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embed_item(I)
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hitpush = FALSE
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skipcatch = TRUE //can't catch the now embedded item
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if(I)
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if(!skipcatch && isturf(I.loc) && catch_item(I))
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return TRUE
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var/zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
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var/dtype = BRUTE
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var/volume = I.get_volume_by_throwforce_and_or_w_class()
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@@ -211,6 +234,13 @@
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Move(user.loc)
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return 1
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/mob/living/attack_hand(mob/user)
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..() //Ignoring parent return value here.
|
||||
SEND_SIGNAL(user, COMSIG_MOB_ATTACK_HAND, user, src)
|
||||
if((user != src) && user.a_intent != INTENT_HELP && check_shields(user, 0, user.name, attack_type = UNARMED_ATTACK))
|
||||
log_combat(user, src, "attempted to touch")
|
||||
visible_message("<span class='warning'>[user] attempted to touch [src]!</span>")
|
||||
return TRUE
|
||||
|
||||
/mob/living/attack_slime(mob/living/simple_animal/slime/M)
|
||||
if(!SSticker.HasRoundStarted())
|
||||
|
||||
@@ -1,8 +1,26 @@
|
||||
//ATTACK HAND IGNORING PARENT RETURN VALUE
|
||||
/mob/living/silicon/ai/attack_hand(mob/living/carbon/human/M)
|
||||
. = ..()
|
||||
if(.) //the attack was blocked
|
||||
return
|
||||
switch(M.a_intent)
|
||||
if ("help")
|
||||
M.visible_message("[M] pets [src].", \
|
||||
"<span class='notice'>You pet [src].</span>")
|
||||
if("grab")
|
||||
grabbedby(M)
|
||||
else
|
||||
M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
|
||||
playsound(src.loc, 'sound/effects/bang.ogg', 10, 1)
|
||||
visible_message("<span class='danger'>[M] punches [src], but doesn't leave a dent.</span>", \
|
||||
"<span class='warning'>[M] punches [src], but doesn't leave a dent.</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
|
||||
/mob/living/silicon/ai/attacked_by(obj/item/I, mob/living/user, def_zone)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return FALSE
|
||||
if(I.force && I.damtype != STAMINA && stat != DEAD) //only sparks if real damage is dealt.
|
||||
spark_system.start()
|
||||
return ..()
|
||||
|
||||
|
||||
/mob/living/silicon/ai/attack_alien(mob/living/carbon/alien/humanoid/M)
|
||||
|
||||
@@ -27,6 +27,9 @@
|
||||
Knockdown(200)
|
||||
|
||||
/mob/living/silicon/pai/attack_hand(mob/living/carbon/human/user)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
switch(user.a_intent)
|
||||
if("help")
|
||||
visible_message("<span class='notice'>[user] gently pats [src] on the head, eliciting an off-putting buzzing from its holographic field.</span>")
|
||||
|
||||
@@ -63,21 +63,6 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
//ATTACK HAND IGNORING PARENT RETURN VALUE
|
||||
/mob/living/silicon/attack_hand(mob/living/carbon/human/M)
|
||||
switch(M.a_intent)
|
||||
if ("help")
|
||||
M.visible_message("[M] pets [src].", \
|
||||
"<span class='notice'>You pet [src].</span>")
|
||||
if("grab")
|
||||
grabbedby(M)
|
||||
else
|
||||
M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
|
||||
playsound(src.loc, 'sound/effects/bang.ogg', 10, 1)
|
||||
visible_message("<span class='danger'>[M] punches [src], but doesn't leave a dent.</span>", \
|
||||
"<span class='warning'>[M] punches [src], but doesn't leave a dent.</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/attack_drone(mob/living/simple_animal/drone/M)
|
||||
if(M.a_intent == INTENT_HARM)
|
||||
return
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
|
||||
|
||||
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M)
|
||||
..()
|
||||
. = ..()
|
||||
if(.) //the attack was blocked
|
||||
return
|
||||
switch(M.a_intent)
|
||||
if("help")
|
||||
if (health > 0)
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
/obj/item/paperplane/throw_impact(atom/hit_atom)
|
||||
if(iscarbon(hit_atom))
|
||||
var/mob/living/carbon/C = hit_atom
|
||||
if(C.can_catch_item(TRUE))
|
||||
if(!get_active_held_item() && !restrained())
|
||||
var/datum/action/innate/origami/origami_action = locate() in C.actions
|
||||
if(origami_action?.active) //if they're a master of origami and have the ability turned on, force throwmode on so they'll automatically catch the plane.
|
||||
C.throw_mode_on()
|
||||
|
||||
Reference in New Issue
Block a user