Merge remote-tracking branch 'origin/master' into what-should-i-name-this-branch
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@@ -1,19 +1,3 @@
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/datum/crafting_recipe/pin_removal
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name = "Pin Removal"
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result = /obj/item/gun
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reqs = list(/obj/item/gun = 1)
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parts = list(/obj/item/gun = 1)
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tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
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time = 50
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category = CAT_WEAPONRY
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subcategory = CAT_OTHER
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/datum/crafting_recipe/pin_removal/check_requirements(mob/user, list/collected_requirements)
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var/obj/item/gun/G = collected_requirements[/obj/item/gun][1]
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if (G.no_pin_required || !G.pin)
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return FALSE
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return TRUE
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/datum/crafting_recipe/strobeshield
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name = "Strobe Shield"
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result = /obj/item/shield/riot/flash
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@@ -198,7 +198,7 @@
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break
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///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone, blocked)
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pellets -= P
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terminated++
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hits++
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@@ -208,14 +208,14 @@
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hit_part = hit_carbon.get_bodypart(hit_zone)
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if(hit_part)
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target = hit_part
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if(P.wound_bonus != CANT_WOUND) // handle wounding
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if(P.wound_bonus != CANT_WOUND && (blocked < 100)) // handle wounding
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// unfortunately, due to how pellet clouds handle finalizing only after every pellet is accounted for, that also means there might be a short delay in dealing wounds if one pellet goes wide
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// while buckshot may reach a target or miss it all in one tick, we also have to account for possible ricochets that may take a bit longer to hit the target
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if(isnull(wound_info_by_part[hit_part]))
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wound_info_by_part[hit_part] = list(0, 0, 0)
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wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += P.damage // these account for decay
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wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += P.wound_bonus
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wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += P.bare_wound_bonus
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wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += (P.damage * ((100 - blocked) * 0.01))// these account for decay and now block
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wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] = max(wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS], P.wound_bonus)
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wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] = max(wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS], P.bare_wound_bonus)
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P.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate
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targets_hit[target]++
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@@ -259,7 +259,7 @@
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var/num_hits = targets_hit[target]
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UnregisterSignal(target, COMSIG_PARENT_QDELETING)
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var/obj/item/bodypart/hit_part
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if(isbodypart(target))
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if(isbodypart(target) && wound_info_by_part[hit_part])
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hit_part = target
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target = hit_part.owner
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var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
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@@ -219,6 +219,7 @@
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if(!fireman_carrying)
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M.Daze(25)
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REMOVE_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
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REMOVE_TRAIT(M, TRAIT_BEING_CARRIED, src)
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return ..()
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/datum/component/riding/human/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
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@@ -228,6 +229,7 @@
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H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/human_carry, TRUE, fireman_carrying? FIREMAN_CARRY_SLOWDOWN : PIGGYBACK_CARRY_SLOWDOWN)
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if(fireman_carrying)
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ADD_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
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ADD_TRAIT(M, TRAIT_BEING_CARRIED, src)
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/datum/component/riding/human/proc/on_host_unarmed_melee(atom/target)
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var/mob/living/carbon/human/H = parent
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@@ -732,3 +732,15 @@
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*/
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/datum/component/storage/proc/get_max_volume()
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return max_volume || AUTO_SCALE_STORAGE_VOLUME(max_w_class, max_combined_w_class)
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/obj/item/storage/on_object_saved(depth)
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if(depth >= 10)
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return ""
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var/dat = ""
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for(var/obj/item in contents)
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var/metadata = generate_tgm_metadata(item)
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dat += "[dat ? ",\n" : ""][item.type][metadata]"
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//Save the contents of things inside the things inside us, EG saving the contents of bags inside lockers
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var/custom_data = item.on_object_saved(depth++)
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dat += "[custom_data ? ",\n[custom_data]" : ""]"
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return dat
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