Stamina projectiles no longer set off grenades and flamethrowers
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@@ -365,7 +365,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, atom/movable/AM)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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@@ -232,8 +232,9 @@
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/obj/item/weapon/flamethrower/full/tank
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create_with_tank = TRUE
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/obj/item/weapon/flamethrower/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
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if(ptank && damage && attack_type == PROJECTILE_ATTACK && prob(15))
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/obj/item/weapon/flamethrower/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type, atom/movable/AM)
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var/obj/item/projectile/P = AM
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if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
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owner.visible_message("<span class='danger'>[attack_text] hits the fueltank on [owner]'s [src], rupturing it! What a shot!</span>")
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var/target_turf = get_turf(owner)
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igniter.ignite_turf(src,target_turf, release_amount = 100)
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@@ -104,8 +104,9 @@
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/obj/item/weapon/grenade/attack_paw(mob/user)
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return attack_hand(user)
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/obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
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if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
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/obj/item/weapon/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type, atom/movable/AM)
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var/obj/item/projectile/P = AM
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if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
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owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
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prime()
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return 1 //It hit the grenade, not them
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@@ -91,15 +91,15 @@
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for(var/obj/item/I in held_items)
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if(!istype(I, /obj/item/clothing))
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var/final_block_chance = I.block_chance - (Clamp((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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if(I.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(I.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(wear_suit)
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var/final_block_chance = wear_suit.block_chance - (Clamp((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(w_uniform)
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var/final_block_chance = w_uniform.block_chance - (Clamp((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
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if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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return 0
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