Merge branch 'master' into Projectile_Rework

This commit is contained in:
Lin
2022-04-09 04:19:56 +00:00
committed by GitHub
410 changed files with 7476 additions and 7443 deletions
@@ -209,7 +209,7 @@
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? MELEE : burn ? FIRE : stamina ? BULLET : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
update_damage_overlays()
//Heal MANY bodyparts, in random order
@@ -43,10 +43,6 @@ GLOBAL_LIST_EMPTY(dead_players_during_shift)
if(client && !suiciding && !(client in GLOB.dead_players_during_shift))
GLOB.dead_players_during_shift += client
GLOB.deaths_during_shift++
if(ismecha(loc))
var/obj/mecha/M = loc
if(M.occupant == src)
M.go_out()
if(!QDELETED(dna)) //The gibbed param is bit redundant here since dna won't exist at this point if they got deleted.
dna.species.spec_death(gibbed, src)
@@ -163,7 +163,7 @@
if(can_inject(M, 1, affecting))//Thick suits can stop monkey bites.
if(..()) //successful monkey bite, this handles disease contraction.
var/damage = rand(1, 3)
apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, "melee"))
apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, MELEE))
return 1
/mob/living/carbon/human/attack_alien(mob/living/carbon/alien/humanoid/M)
@@ -183,7 +183,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee", null, null,10)
var/armor_block = run_armor_check(affecting, MELEE, null, null,10)
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has slashed at [src]!</span>", \
@@ -219,7 +219,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(L.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block)
@@ -233,7 +233,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration)
var/armor = run_armor_check(affecting, MELEE, armour_penetration = M.armour_penetration)
apply_damage(damage, M.melee_damage_type, affecting, armor, wound_bonus = M.wound_bonus, bare_wound_bonus = M.bare_wound_bonus, sharpness = M.sharpness)
/mob/living/carbon/human/attack_slime(mob/living/simple_animal/slime/M)
@@ -253,51 +253,9 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block, wound_bonus=wound_mod)
/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == INTENT_HARM)
if(HAS_TRAIT(M.occupant, TRAIT_PACIFISM))
to_chat(M.occupant, "<span class='warning'>You don't want to harm other living beings!</span>")
return
M.do_attack_animation(src)
if(M.damtype == "brute")
step_away(src,M,15)
var/obj/item/bodypart/temp = get_bodypart(pick(BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_HEAD))
if(temp)
var/update = 0
var/dmg = rand(M.force/2, M.force)
var/atom/throw_target = get_edge_target_turf(src, M.dir)
switch(M.damtype)
if("brute")
if(M.force > 35) // durand and other heavy mechas
DefaultCombatKnockdown(50)
src.throw_at(throw_target, rand(1,5), 7)
else if(M.force >= 20 && CHECK_MOBILITY(src, MOBILITY_STAND)) // lightweight mechas like gygax
DefaultCombatKnockdown(30)
src.throw_at(throw_target, rand(1,3), 7)
update |= temp.receive_damage(dmg, 0)
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if("fire")
update |= temp.receive_damage(0, dmg)
playsound(src, 'sound/items/welder.ogg', 50, 1)
if("tox")
M.mech_toxin_damage(src)
else
return
if(update)
update_damage_overlays()
updatehealth()
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
"<span class='userdanger'>[M.name] has hit you!</span>", null, COMBAT_MESSAGE_RANGE, target = M,
target_message = "<span class='danger'>You have hit [src]!</span>")
log_combat(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
else
..()
/mob/living/carbon/human/ex_act(severity, target, origin)
if(TRAIT_BOMBIMMUNE in dna.species.species_traits)
@@ -307,7 +265,7 @@
return
var/brute_loss = 0
var/burn_loss = 0
var/bomb_armor = getarmor(null, "bomb")
var/bomb_armor = getarmor(null, BOMB)
//200 max knockdown for EXPLODE_HEAVY
//160 max knockdown for EXPLODE_LIGHT
@@ -328,7 +286,7 @@
brute_loss = 500
var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
throw_at(throw_target, 200, 4)
damage_clothes(400 - bomb_armor, BRUTE, "bomb")
damage_clothes(400 - bomb_armor, BRUTE, BOMB)
if (EXPLODE_HEAVY)
brute_loss = 60
@@ -336,7 +294,7 @@
if(bomb_armor)
brute_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
burn_loss = brute_loss //damage gets reduced from 120 to up to 60 combined brute+burn
damage_clothes(200 - bomb_armor, BRUTE, "bomb")
damage_clothes(200 - bomb_armor, BRUTE, BOMB)
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(30, 120)
Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards
@@ -347,7 +305,7 @@
brute_loss = 30
if(bomb_armor)
brute_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
damage_clothes(max(50 - bomb_armor, 0), BRUTE, BOMB)
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(15,60)
Knockdown((160 - (bomb_armor * 1.6)) / 4) //100 bomb armor will prevent knockdown altogether
@@ -360,7 +318,7 @@
var/max_limb_loss = round(4/severity) //so you don't lose four limbs at severity 3.
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(prob(50/severity) && !prob(getarmor(BP, "bomb")) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
if(prob(50/severity) && !prob(getarmor(BP, BOMB)) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
BP.brute_dam = BP.max_damage
BP.dismember()
max_limb_loss--
@@ -374,7 +332,7 @@
show_message("<span class='userdanger'>The blob attacks you!</span>")
var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, MELEE))
///Calculates the siemens coeff based on clothing and species, can also restart hearts.
@@ -1696,7 +1696,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return FALSE
var/armor_block = target.run_armor_check(affecting, "melee")
var/armor_block = target.run_armor_check(affecting, MELEE)
playsound(target.loc, user.dna.species.attack_sound_override || attack_sound, 25, 1, -1)
target.visible_message("<span class='danger'>[user] [atk_verb]ed [target]!</span>", \
"<span class='userdanger'>[user] [atk_verb]ed you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
@@ -1905,7 +1905,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
hit_area = affecting.name
var/def_zone = affecting.body_zone
var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
var/armor_block = H.run_armor_check(affecting, MELEE, "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
armor_block = min(90,armor_block) //cap damage reduction at 90%
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
var/Iwound_bonus = I.wound_bonus
@@ -2404,7 +2404,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
for(var/X in burning_items)
var/obj/item/I = X
if(!(I.resistance_flags & FIRE_PROOF))
I.take_damage(H.fire_stacks, BURN, "fire", 0)
I.take_damage(H.fire_stacks, BURN, FIRE, 0)
var/thermal_protection = H.easy_thermal_protection()
@@ -347,7 +347,7 @@
/datum/species/golem/sand/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H))
if(P.flag == "bullet" || P.flag == "bomb")
if(P.flag == BULLET || P.flag == BOMB)
playsound(H, 'sound/effects/shovel_dig.ogg', 70, 1)
H.visible_message("<span class='danger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>", \
"<span class='userdanger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>")
@@ -379,7 +379,7 @@
/datum/species/golem/glass/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H)) //self-shots don't reflect
if(P.flag == "laser" || P.flag == "energy")
if(P.flag == LASER || P.flag == ENERGY)
H.visible_message("<span class='danger'>The [P.name] gets reflected by [H]'s glass skin!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [H]'s glass skin!</span>")
if(P.starting)
@@ -741,7 +741,7 @@
name = "pile of bandages"
desc = "It emits a strange aura, as if there was still life within it..."
max_integrity = 50
armor = list("melee" = 90, "bullet" = 90, "laser" = 25, "energy" = 80, "bomb" = 50, "bio" = 100, "fire" = -50, "acid" = -50)
armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, BIO = 100, FIRE = -50, ACID = -50)
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "pile_bandages"
resistance_flags = FLAMMABLE
@@ -829,7 +829,7 @@
/datum/species/golem/bronze/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
if(!(world.time > last_gong_time + gong_cooldown))
return ..()
if(P.flag == "bullet" || P.flag == "bomb")
if(P.flag == BULLET || P.flag == BOMB)
gong(H)
return ..()
@@ -211,7 +211,7 @@
visible_message("<span class='danger'>[S] is disintegrated by [src]!</span>")
else if(AM.light_range && AM.light_power && !(istype(AM, /obj/machinery/power/apc) || istype(AM, /obj/machinery/airalarm)))
var/obj/target_object = AM
target_object.take_damage(force * 5, BRUTE, "melee", 0)
target_object.take_damage(force * 5, BRUTE, MELEE, 0)
/obj/item/light_eater/proc/disintegrate(obj/item/O)
@@ -162,7 +162,7 @@
for(var/X in burning_items)
var/obj/item/I = X
if(!(I.resistance_flags & FIRE_PROOF))
I.take_damage(fire_stacks, BURN, "fire", 0)
I.take_damage(fire_stacks, BURN, FIRE, 0)
adjust_bodytemperature(BODYTEMP_HEATING_MAX)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "on_fire", /datum/mood_event/on_fire)
@@ -195,14 +195,14 @@
if (EXPLODE_HEAVY)
take_overall_damage(60, 60)
damage_clothes(200, BRUTE, "bomb")
damage_clothes(200, BRUTE, BOMB)
adjustEarDamage(30, 120)
if(prob(70))
Unconscious(200)
if(EXPLODE_LIGHT)
take_overall_damage(30, 0)
damage_clothes(50, BRUTE, "bomb")
damage_clothes(50, BRUTE, BOMB)
adjustEarDamage(15,60)
if (prob(50))
Unconscious(160)