throw at mobs laying down
This commit is contained in:
@@ -125,8 +125,8 @@
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take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
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victim.DefaultCombatKnockdown(20)
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DefaultCombatKnockdown(20)
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visible_message("<span class='danger'>[src] crashes into [victim] [extra_speed ? "really hard" : ""], knocking them both over!</span>",\
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"<span class='userdanger'>You violently crash into [victim] [extra_speed ? "extra hard" : ""]!</span>")
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visible_message("<span class='danger'>[src] crashes into [victim][extra_speed ? " really hard" : ""], knocking them both over!</span>",\
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"<span class='userdanger'>You violently crash into [victim][extra_speed ? " extra hard" : ""]!</span>")
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playsound(src,'sound/weapons/punch1.ogg',50,1)
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@@ -134,20 +134,20 @@
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/mob/living/carbon/proc/toggle_throw_mode()
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if(stat)
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return
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if(in_throw_mode)
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if(throw_mode)
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throw_mode_off()
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else
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throw_mode_on()
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/mob/living/carbon/proc/throw_mode_off()
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in_throw_mode = FALSE
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throw_mode = FALSE
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if(client && hud_used)
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hud_used.throw_icon.icon_state = "act_throw_off"
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/mob/living/carbon/proc/throw_mode_on()
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in_throw_mode = TRUE
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throw_mode = TRUE
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if(client && hud_used)
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hud_used.throw_icon.icon_state = "act_throw_on"
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@@ -48,22 +48,30 @@
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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/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
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. = ..()
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if(!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) && !skip_throw_mode_check && !in_throw_mode)
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/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
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. = FALSE
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if(!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) && !skip_throw_mode_check && !throw_mode)
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return
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if(incapacitated())
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if(get_active_held_item())
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return
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if (get_active_held_item())
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if (HAS_TRAIT_FROM(src, TRAIT_AUTO_CATCH_ITEM,RISING_BASS_TRAIT))
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visible_message("<span class='warning'>[src] chops [I] out of the air!</span>")
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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return TRUE
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/mob/living/carbon/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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if(!skipcatch && can_catch_item() && isitem(AM) && isturf(AM.loc))
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var/obj/item/I = AM
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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_warning("[src] catches [I]!"), \
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span_userdanger("You catch [I] in mid-air!"))
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throw_mode_off()
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return TRUE
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return
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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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if(isitem(AM) && HAS_TRAIT_FROM(src, TRAIT_AUTO_CATCH_ITEM, RISING_BASS_TRAIT))
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visible_message(span_warning("[src] chops [AM] out of the air!"), \
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span_userdanger("You chop [AM] out of the air!"))
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return TRUE
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return ..()
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/mob/living/carbon/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
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var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
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@@ -68,12 +68,16 @@
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/mob/living/carbon/human/proc/check_martial_melee_block()
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if(mind)
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if(mind.martial_art && prob(mind.martial_art.block_chance) && mind.martial_art.can_use(src) && in_throw_mode && !incapacitated(FALSE, TRUE))
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if(mind.martial_art && prob(mind.martial_art.block_chance) && mind.martial_art.can_use(src) && throw_mode && !incapacitated(FALSE, TRUE))
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return TRUE
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return FALSE
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/mob/living/carbon/human/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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return dna?.species?.spec_hitby(AM, src) || ..()
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if(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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return ..()
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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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@@ -817,7 +821,7 @@
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
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else
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
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/mob/living/carbon/human/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
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if(damage_type != BRUTE && damage_type != BURN)
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@@ -419,7 +419,8 @@
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var/obj/item/I
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if(istype(AM, /obj/item))
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I = AM
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if(I.thrownby == H) //No throwing stuff at yourself to trigger the teleport
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var/mob/thrown_by = I.thrownby?.resolve()
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if(thrown_by == H) //No throwing stuff at yourself to trigger the teleport
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return 0
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else
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reactive_teleport(H)
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@@ -396,12 +396,13 @@
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retaliate(Proj.firer)
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return ..()
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/mob/living/carbon/monkey/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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if(istype(AM, /obj/item))
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var/obj/item/I = AM
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if(I.throwforce < src.health && I.thrownby && ishuman(I.thrownby))
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var/mob/living/carbon/human/H = I.thrownby
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retaliate(H)
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/mob/living/carbon/monkey/hitby(atom/movable/hitting_atom, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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if(istype(hitting_atom, /obj/item))
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var/obj/item/item_hitby = hitting_atom
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var/mob/thrown_by = item_hitby.thrownby?.resolve()
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if(item_hitby.throwforce < src.health && thrown_by && ishuman(thrown_by))
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var/mob/living/carbon/human/human_throwee = thrown_by
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retaliate(human_throwee)
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..()
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/mob/living/carbon/monkey/Crossed(atom/movable/AM)
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@@ -106,48 +106,51 @@
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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/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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// Throwingdatum can be null if someone had an accident() while slipping with an item in hand.
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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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var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
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var/list/block_return = list()
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var/total_damage = AM.throwforce
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if(mob_run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone, block_return) & BLOCK_SUCCESS)
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if(!isitem(AM))
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// Filled with made up numbers for non-items.
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if(mob_run_block(AM, 30, "\the [AM.name]", ATTACK_TYPE_PROJECTILE, 0, throwingdatum.thrower, throwingdatum.thrower.zone_selected, list()))
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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else
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playsound(loc, 'sound/weapons/genhit.ogg', 50, TRUE, -1) //Item sounds are handled in the item itself
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return ..()
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var/obj/item/thrown_item = AM
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if(thrown_item.thrownby == WEAKREF(src)) //No throwing stuff at yourself to trigger hit reactions
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return ..()
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if(mob_run_block(AM, thrown_item.throwforce, "\the [thrown_item.name]", ATTACK_TYPE_PROJECTILE, 0, throwingdatum.thrower, throwingdatum.thrower.zone_selected, list()))
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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total_damage = block_calculate_resultant_damage(total_damage, block_return)
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if(I)
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum, FALSE, blocked)
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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if(!skipcatch && isturf(I.loc) && catch_item(I))
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return TRUE
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var/dtype = BRUTE
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dtype = I.damtype
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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/nosell_hit = SEND_SIGNAL(thrown_item, COMSIG_MOVABLE_IMPACT_ZONE, src, zone, blocked, throwingdatum) // TODO: find a better way to handle hitpush and skipcatch for humans
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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if(!blocked)
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if(!nosell_hit)
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visible_message("<span class='danger'>[src] is hit by [I]!</span>", \
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"<span class='userdanger'>You're hit by [I]!</span>")
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if(!I.throwforce)
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return
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var/armor = run_armor_check(impacting_zone, MELEE, "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
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apply_damage(I.throwforce, dtype, impacting_zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND))
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else
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return 1
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else
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playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
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..()
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if(blocked)
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return TRUE
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var/mob/thrown_by = thrown_item.thrownby?.resolve()
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if(thrown_by)
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log_combat(thrown_by, src, "threw and hit", thrown_item)
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if(nosell_hit)
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return ..()
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visible_message(span_danger("[src] is hit by [thrown_item]!"), \
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span_userdanger("You're hit by [thrown_item]!"))
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if(!thrown_item.throwforce)
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return
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var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration, "", FALSE)
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apply_damage(thrown_item.throwforce, thrown_item.damtype, zone, armor, sharpness = thrown_item.get_sharpness(), wound_bonus = (nosell_hit * CANT_WOUND))
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if(QDELETED(src)) //Damage can delete the mob.
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return
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if(lying) // physics says it's significantly harder to push someone by constantly chucking random furniture at them if they are down on the floor.
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hitpush = FALSE
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return ..()
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/mob/living/fire_act()
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adjust_fire_stacks(3)
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@@ -138,13 +138,14 @@
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bike_horn(A)
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/mob/living/simple_animal/bot/honkbot/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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if(istype(AM, /obj/item))
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/mob/living/simple_animal/bot/honkbot/hitby(atom/movable/hitting_atom, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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if(istype(hitting_atom, /obj/item))
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playsound(src, honksound, 50, TRUE, -1)
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var/obj/item/I = AM
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if(I.throwforce < health && I.thrownby && (istype(I.thrownby, /mob/living/carbon/human)))
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var/mob/living/carbon/human/H = I.thrownby
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retaliate(H)
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var/obj/item/item_hitby = hitting_atom
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var/mob/thrown_by = item_hitby.thrownby?.resolve()
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if(item_hitby.throwforce < src.health && thrown_by && ishuman(thrown_by))
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var/mob/living/carbon/human/human_throwee = thrown_by
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retaliate(human_throwee)
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..()
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/mob/living/simple_animal/bot/honkbot/proc/bike_horn() //use bike_horn
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@@ -351,12 +351,13 @@
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..()
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/mob/living/simple_animal/bot/secbot/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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if(istype(AM, /obj/item))
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var/obj/item/I = AM
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if(I.throwforce < src.health && I.thrownby && ishuman(I.thrownby))
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var/mob/living/carbon/human/H = I.thrownby
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retaliate(H)
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/mob/living/simple_animal/bot/secbot/hitby(atom/movable/hitting_atom, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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if(istype(hitting_atom, /obj/item))
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var/obj/item/item_hitby = hitting_atom
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var/mob/thrown_by = item_hitby.thrownby?.resolve()
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if(item_hitby.throwforce < src.health && thrown_by && ishuman(thrown_by))
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var/mob/living/carbon/human/human_throwee = thrown_by
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retaliate(human_throwee)
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..()
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@@ -50,7 +50,7 @@
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if(!stat)
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Aggro()
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if(T.throwforce <= 20)
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visible_message("<span class='notice'>The [T.name] [throw_message] [src.name]!</span>")
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visible_message(span_notice("The [T.name] [throw_message] [src.name]!"))
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return
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..()
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@@ -100,7 +100,7 @@
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var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
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var/in_throw_mode = 0
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var/throw_mode = 0
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var/job = null//Living
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Reference in New Issue
Block a user