Merge remote-tracking branch 'origin/master' into TGUI-4
This commit is contained in:
@@ -11,6 +11,13 @@
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// This is to stop squeak spam from inhand usage
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var/last_use = 0
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var/use_delay = 20
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// squeak cooldowns
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var/last_squeak = 0
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var/squeak_delay = 5
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/// chance we'll be stopped from squeaking by cooldown when something crossing us squeaks
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var/cross_squeak_delay_chance = 33 // about 3 things can squeak at a time
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/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override)
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if(!isatom(parent))
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@@ -19,6 +26,7 @@
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if(ismovable(parent))
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RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
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RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED), .proc/play_squeak_crossed)
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RegisterSignal(parent, COMSIG_CROSS_SQUEAKED, .proc/delay_squeak)
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RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
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if(isitem(parent))
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RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
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@@ -39,20 +47,28 @@
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use_delay = use_delay_override
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/datum/component/squeak/proc/play_squeak()
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do_play_squeak()
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/datum/component/squeak/proc/do_play_squeak(bypass_cooldown = FALSE)
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if(!bypass_cooldown && ((last_squeak + squeak_delay) >= world.time))
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return FALSE
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if(prob(squeak_chance))
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if(!override_squeak_sounds)
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playsound(parent, pickweight(default_squeak_sounds), volume, 1, -1)
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else
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playsound(parent, pickweight(override_squeak_sounds), volume, 1, -1)
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last_squeak = world.time
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return TRUE
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return FALSE
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/datum/component/squeak/proc/step_squeak()
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if(steps > step_delay)
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play_squeak()
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do_play_squeak(TRUE)
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steps = 0
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else
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steps++
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/datum/component/squeak/proc/play_squeak_crossed(atom/movable/AM)
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/datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/AM)
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if(isitem(AM))
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var/obj/item/I = AM
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if(I.item_flags & ABSTRACT)
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@@ -63,13 +79,18 @@
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return
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var/atom/current_parent = parent
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if(isturf(current_parent.loc))
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play_squeak()
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if(do_play_squeak())
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SEND_SIGNAL(AM, COMSIG_CROSS_SQUEAKED)
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/datum/component/squeak/proc/use_squeak()
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if(last_use + use_delay < world.time)
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last_use = world.time
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play_squeak()
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/datum/component/squeak/proc/delay_squeak()
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if(prob(cross_squeak_delay_chance))
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last_squeak = world.time
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/datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot)
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RegisterSignal(equipper, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, TRUE)
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@@ -105,6 +105,8 @@
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/// Triggered on attack self of the item containing the component
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/datum/component/two_handed/proc/on_attack_self(datum/source, mob/user)
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if(!user.is_holding(parent))
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return //give no quarter to telekinesis powergaemrs (telekinetic wielding will desync the offhand and result in all sorts of bugs so no until someone codes it properly)
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if(wielded)
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unwield(user)
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else
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@@ -60,7 +60,7 @@
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if(L.stat == DEAD)
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continue
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if(light_nutrition_gain)
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L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
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L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_WELL_FED)
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if(light_amount > bonus_lum || light_amount < malus_lum)
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var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
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if(light_bruteheal)
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@@ -562,8 +562,8 @@
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owner.DefaultCombatKnockdown(15, TRUE, FALSE, 15)
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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C.silent = max(2, C.silent)
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C.stuttering = max(5, C.stuttering)
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C.silent = max(5, C.silent) //Increased, now lasts until five seconds after it ends, instead of 2
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C.stuttering = max(10, C.stuttering) //Increased, now lasts for five seconds after the mute ends, instead of 3
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if(!old_health)
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old_health = owner.health
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if(!old_oxyloss)
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@@ -253,8 +253,8 @@
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occur_text = "is cut open, slowly leaking blood"
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sound_effect = 'sound/effects/wounds/blood1.ogg'
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severity = WOUND_SEVERITY_MODERATE
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initial_flow = 2
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minimum_flow = 0.5
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initial_flow = 1.5
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minimum_flow = 0.375
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max_per_type = 3
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clot_rate = 0.12
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threshold_minimum = 30
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@@ -270,8 +270,8 @@
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occur_text = "is ripped open, veins spurting blood"
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sound_effect = 'sound/effects/wounds/blood2.ogg'
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severity = WOUND_SEVERITY_SEVERE
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initial_flow = 3.25
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minimum_flow = 2.75
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initial_flow = 2.4375
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minimum_flow = 2.0625
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clot_rate = 0.07
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max_per_type = 4
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threshold_minimum = 60
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@@ -288,8 +288,8 @@
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occur_text = "is torn open, spraying blood wildly"
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sound_effect = 'sound/effects/wounds/blood3.ogg'
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severity = WOUND_SEVERITY_CRITICAL
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initial_flow = 4.25
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minimum_flow = 4
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initial_flow = 3.1875
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minimum_flow = 3
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clot_rate = -0.05 // critical cuts actively get worse instead of better
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max_per_type = 5
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threshold_minimum = 90
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