Melee Stagger (#11443)

* combat refactoring

* i hate this

* mobility flags part 2 time xd

* whew

* stuff

* a

* ok

* changes

* Wew

* k

* add flags

* FUCKYOUVORE

* fixes

* typo

* no using this in hard stamcrit

* update icon

* woopsy

* . = ..()

* sigh

* Update living_combat.dm

* wew

* wups

* fix

* wack

* animation is now shorter

* linter save me

* i hate you

* k

* k

* k

* i hate you

* wrong button

* k

* ok

* bet

* bet

* bet

* Update item_attack.dm

* k

* Update code/modules/mob/living/living_combat.dm

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* Update code/modules/mob/living/living_combat.dm

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* Update code/modules/mob/living/living_combat.dm

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* early returns

* skreee

* agony

* k

* k

* k

* k

* wack

* compile

* wack

* fix

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
kevinz000
2020-03-25 10:37:39 -07:00
committed by GitHub
parent 66c3f6e1be
commit cbb5d52ca1
8 changed files with 40 additions and 2 deletions

View File

@@ -34,7 +34,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/usesound = null
var/throwhitsound = null
var/w_class = WEIGHT_CLASS_NORMAL
/// The amount of stamina it takes to swing an item in a normal melee attack do not lie to me and say it's for realism because it ain't. If null it will autocalculate from w_class.
var/total_mass //Total mass in arbitrary pound-like values. If there's no balance reasons for an item to have otherwise, this var should be the item's weight in pounds.
/// How long, in deciseconds, this staggers for, if null it will autocalculate from w_class and force. Unlike total mass this supports 0 and negatives.
var/stagger_force
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 4