Merge pull request #11627 from kevinz000/combat_rework
"Unofficial" Combat Rework Part 3: Blocking/Parrying
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@@ -1,4 +1,4 @@
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/mob/living/silicon/ai/attacked_by(obj/item/I, mob/living/user, def_zone)
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/mob/living/silicon/ai/attacked_by(obj/item/I, mob/living/user, def_zone, attackchain_flags = NONE, damage_multiplier = 1)
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. = ..()
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if(!.)
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return FALSE
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@@ -33,7 +33,7 @@
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/mob/living/silicon/attack_animal(mob/living/simple_animal/M)
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. = ..()
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if(.)
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var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
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var/damage = .
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if(prob(damage))
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for(var/mob/living/N in buckled_mobs)
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N.DefaultCombatKnockdown(20)
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@@ -120,6 +120,7 @@
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flash_act(affect_silicon = 1)
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/mob/living/silicon/bullet_act(obj/item/projectile/P, def_zone)
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var/totaldamage = P.damage
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if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
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var/list/returnlist = list()
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var/returned = mob_run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
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@@ -128,22 +129,18 @@
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if(returned & BLOCK_REDIRECTED)
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return BULLET_ACT_FORCE_PIERCE
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if(returned & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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P.on_hit(src, returnlist[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE], def_zone)
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return BULLET_ACT_BLOCK
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totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
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if((P.damage_type == BRUTE || P.damage_type == BURN))
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adjustBruteLoss(P.damage)
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if(prob(P.damage*1.5))
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for(var/mob/living/M in buckled_mobs)
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M.visible_message("<span class='boldwarning'>[M] is knocked off of [src]!</span>",
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"<span class='boldwarning'>You are knocked off of [src]!</span>")
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unbuckle_mob(M)
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M.DefaultCombatKnockdown(40)
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if(P.stun || P.knockdown)
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adjustBruteLoss(totaldamage)
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if((P.damage >= 10) || P.stun || P.knockdown || (P.stamina >= 20))
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for(var/mob/living/M in buckled_mobs)
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unbuckle_mob(M)
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M.visible_message("<span class='boldwarning'>[M] is knocked off of [src] by the [P]!</span>",
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"<span class='boldwarning'>You are knocked off of [src] by the [P]!</span>")
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P.on_hit(src)
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unbuckle_mob(M)
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M.DefaultCombatKnockdown(40)
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P.on_hit(src, 0, def_zone)
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return BULLET_ACT_HIT
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/mob/living/silicon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash/static)
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