Merge remote-tracking branch 'citadel/master' into mobility_flags
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@@ -416,14 +416,14 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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playsound(src, 'sound/effects/stealthoff.ogg', 25, TRUE, -1)
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weather_immunities -= "lava"
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/mob/living/silicon/robot/throw_impact(atom/A)
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/mob/living/silicon/robot/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(!leaping)
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return ..()
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if(A)
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if(isliving(A))
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var/mob/living/L = A
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if(hit_atom)
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if(isliving(hit_atom))
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var/mob/living/L = hit_atom
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if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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L.DefaultCombatKnockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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@@ -437,8 +437,8 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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pounce_cooldown = !pounce_cooldown
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spawn(pounce_cooldown_time) //3s by default
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pounce_cooldown = !pounce_cooldown
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else if(A.density && !A.CanPass(src))
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visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
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else if(hit_atom.density && !hit_atom.CanPass(src))
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visible_message("<span class ='danger'>[src] smashes into [hit_atom]!</span>", "<span class ='userdanger'>You smash into [hit_atom]!</span>")
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playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
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DefaultCombatKnockdown(15, 1, 1)
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@@ -66,6 +66,7 @@ obj/item/projectile/bullet/c10mm/soporific
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knockdown = 0
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/obj/item/projectile/bullet/c10mm/soporific/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.blur_eyes(6)
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@@ -73,7 +74,6 @@ obj/item/projectile/bullet/c10mm/soporific
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L.Sleeping(300)
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else
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L.adjustStaminaLoss(25)
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return 1
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/obj/item/ammo_casing/c10mm/soporific
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name = ".10mm soporific bullet casing"
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@@ -355,7 +355,7 @@
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damage = 10
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armour_penetration = 10
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stamina = 10
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forcedodge = TRUE
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movement_type = FLYING | UNSTOPPABLE
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range = 6
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light_range = 1
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light_color = LIGHT_COLOR_RED
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@@ -363,14 +363,14 @@
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/obj/item/projectile/bullet/mags/hyper/inferno
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icon_state = "magjectile-large"
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stamina = 0
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forcedodge = FALSE
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movement_type = FLYING | UNSTOPPABLE
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range = 25
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light_range = 4
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/obj/item/projectile/bullet/mags/hyper/inferno/on_hit(atom/target, blocked = FALSE)
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..()
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explosion(target, -1, 1, 2, 4, 5)
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return 1
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return BULLET_ACT_HIT
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///ammo casings///
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@@ -436,7 +436,7 @@
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icon = 'modular_citadel/icons/obj/guns/cit_guns.dmi'
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icon_state = "magjectile-toy"
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name = "lasertag magbolt"
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forcedodge = TRUE //for penetration memes
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movement_type = FLYING | UNSTOPPABLE //for penetration memes
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range = 5 //so it isn't super annoying
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light_range = 2
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light_color = LIGHT_COLOR_YELLOW
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@@ -9,7 +9,7 @@
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/obj/item/projectile/bullet/spinfusor/on_hit(atom/target, blocked = FALSE) //explosion to emulate the spinfusor's AOE
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..()
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explosion(target, -1, -1, 2, 0, -1)
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return 1
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return BULLET_ACT_HIT
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/obj/item/ammo_casing/caseless/spinfusor
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name = "spinfusor disk"
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