should be ready.
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@@ -162,7 +162,7 @@
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//Exclude lasertag guns from the TRAIT_CLUMSY check.
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if(clumsy_check)
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if(istype(user))
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if (user.has_trait(TRAIT_CLUMSY) && prob(40))
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if (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
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var/shot_leg = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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process_fire(user, user, FALSE, params, shot_leg)
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@@ -220,7 +220,7 @@
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firing_burst = FALSE
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return FALSE
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if(chambered && chambered.BB)
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if(user.has_trait(TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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@@ -259,7 +259,7 @@
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var/rand_spr = rand()
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if(spread)
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randomized_gun_spread = rand(0,spread)
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if(user.has_trait(TRAIT_POOR_AIM)) //nice shootin' tex
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if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
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bonus_spread += 25
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var/randomized_bonus_spread = rand(0, bonus_spread)
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@@ -269,7 +269,7 @@
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addtimer(CALLBACK(src, .proc/process_burst, user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i), fire_delay * (i - 1))
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else
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if(chambered)
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if(user.has_trait(TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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@@ -351,7 +351,7 @@
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clumsy_check = 0
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/obj/item/gun/ballistic/revolver/reverse/can_trigger_gun(mob/living/user)
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if((user.has_trait(TRAIT_CLUMSY)) || (user.mind && user.mind.assigned_role == "Clown"))
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if((HAS_TRAIT(user, TRAIT_CLUMSY)) || (user.mind && user.mind.assigned_role == "Clown"))
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return ..()
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if(process_fire(user, user, FALSE, null, BODY_ZONE_HEAD))
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user.visible_message("<span class='warning'>[user] somehow manages to shoot [user.p_them()]self in the face!</span>", "<span class='userdanger'>You somehow shoot yourself in the face! How the hell?!</span>")
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@@ -133,7 +133,7 @@
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// A gun with ultra-honk pin is useful for clown and useless for everyone else.
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/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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if(user && (!(user.has_trait(TRAIT_CLUMSY)) && !(user.mind && user.mind.assigned_role == "Clown")))
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if(user && (!(HAS_TRAIT(user, TRAIT_CLUMSY)) && !(user.mind && user.mind.assigned_role == "Clown")))
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return FALSE
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return TRUE
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@@ -31,7 +31,7 @@
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var/mob/living/carbon/C = target
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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else if((C.status_flags & CANKNOCKDOWN) && !C.has_trait(TRAIT_STUNIMMUNE))
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else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
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/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
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@@ -22,7 +22,7 @@
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SEND_SIGNAL(C, COMSIG_LIVING_MINOR_SHOCK)
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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else if((C.status_flags & CANKNOCKDOWN) && !C.has_trait(TRAIT_STUNIMMUNE))
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else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
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/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
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@@ -170,7 +170,7 @@
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hal_target.stuttering += 20
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if(hal_target.dna && hal_target.dna.check_mutation(HULK))
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hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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else if((hal_target.status_flags & CANKNOCKDOWN) && !hal_target.has_trait(TRAIT_STUNIMMUNE))
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else if((hal_target.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(hal_target, TRAIT_STUNIMMUNE))
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addtimer(CALLBACK(hal_target, /mob/living/carbon.proc/do_jitter_animation, 20), 5)
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/obj/item/projectile/hallucination/disabler
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