Merge remote-tracking branch 'Citadel-Station-13/master' into Garlic

This commit is contained in:
Artur
2020-03-24 12:36:21 +02:00
1739 changed files with 401053 additions and 234616 deletions
@@ -1,18 +1,12 @@
// .45 (M1911 & C20r)
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 20
stamina = 65
/obj/item/projectile/bullet/c45_nostamina
name = ".45 bullet"
damage = 30
/obj/item/projectile/bullet/c45_cleaning
name = ".45 bullet"
damage = 24
stamina = 10
damage = 40 //BANG BANG BANG
/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
. = ..()
@@ -9,7 +9,8 @@
stutter = 10
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
range = 14
speed = 0.6
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
@@ -27,7 +28,7 @@
C.IgniteMob()
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
else if(tase_duration && (C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
else if(tase_duration && (C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE) && !HAS_TRAIT(C, TRAIT_TASED_RESISTANCE))
C.apply_status_effect(strong_tase? STATUS_EFFECT_TASED : STATUS_EFFECT_TASED_WEAK, tase_duration)
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
@@ -42,9 +43,9 @@
knockdown_stamoverride = 0
knockdown_stam_max = 0
strong_tase = FALSE
range = 12
/obj/item/projectile/energy/electrode/security/hos
knockdown = 100
knockdown_stamoverride = 30
knockdown_stam_max = null
tase_duration = 10
+3 -3
View File
@@ -124,8 +124,8 @@
if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
return
M.notransform = 1
M.canmove = 0
M.notransform = TRUE
M.Paralyze(INFINITY)
M.icon = null
M.cut_overlays()
M.invisibility = INVISIBILITY_ABSTRACT
@@ -529,7 +529,7 @@
else
used = 1
victim.take_overall_damage(30,30)
victim.Knockdown(60)
victim.DefaultCombatKnockdown(60)
explosion(src, -1, -1, -1, -1, FALSE, FALSE, 5)
return BULLET_ACT_HIT
@@ -3,13 +3,13 @@
desc = "Woosh!"
damage = 15
icon_state = "arrow"
ammo_type = /obj/item/ammo_casing/caseless/arrow
ammo_type = /obj/item/ammo_casing/caseless/arrow/wood
/obj/item/projectile/bullet/reusable/arrow/ashen
/obj/item/projectile/bullet/reusable/arrow/ash
name = "ashen arrow"
desc = "Fire harderned arrow."
damage = 25
ammo_type = /obj/item/ammo_casing/caseless/arrow/ashen
ammo_type = /obj/item/ammo_casing/caseless/arrow/ash
/obj/item/projectile/bullet/reusable/arrow/bone //AP for ashwalkers
name = "bone arrow"
@@ -21,6 +21,9 @@
handedness = prob(50)
icon_state = "cursehand[handedness]"
/obj/item/projectile/curse_hand/update_icon_state()
icon_state = "[initial(icon_state)][handedness]"
/obj/item/projectile/curse_hand/fire(setAngle)
if(starting)
arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
@@ -40,7 +43,8 @@
if(CHECK_BITFIELD(movement_type, UNSTOPPABLE))
playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
var/turf/T = get_step(src, dir)
new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
var/obj/effect/temp_visual/dir_setting/curse/hand/leftover = new(T, dir)
leftover.icon_state = icon_state
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
qdel(G)
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
@@ -166,7 +166,7 @@
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/taser/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.DefaultCombatKnockdown(100)
hal_target.stuttering += 20
if(hal_target.dna && hal_target.dna.check_mutation(HULK))
hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
@@ -199,7 +199,7 @@
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/ebow/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.DefaultCombatKnockdown(100)
hal_target.stuttering += 5
hal_target.adjustStaminaLoss(8)
@@ -10,5 +10,5 @@
nodamage = TRUE
else if(iscarbon(target))
var/mob/living/L = target
L.Knockdown(100, TRUE, FALSE, 30, 25)
L.DefaultCombatKnockdown(100, TRUE, FALSE, 30, 25)
return ..()
@@ -16,3 +16,8 @@
/obj/item/projectile/temp/hot
name = "heat beam"
temperature = 400
/obj/item/projectile/temp/cryo
name = "cryo beam"
range = 3
temperature = -240 // Single slow shot reduces temp greatly