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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