Merge branch 'master' into Projectile_Rework
This commit is contained in:
@@ -1,5 +1,5 @@
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/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE)
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/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE)
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var/armor = getarmor(def_zone, attack_flag)
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if(silent)
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@@ -141,7 +141,7 @@
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"<span class='userdanger'>You're hit by [I]!</span>")
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if(!I.throwforce)
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return
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var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
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var/armor = run_armor_check(impacting_zone, MELEE, "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
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apply_damage(I.throwforce, dtype, impacting_zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND))
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else
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return 1
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@@ -149,39 +149,6 @@
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playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
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..()
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/mob/living/mech_melee_attack(obj/mecha/M)
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if(M.occupant.a_intent == INTENT_HARM)
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if(HAS_TRAIT(M.occupant, TRAIT_PACIFISM))
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to_chat(M.occupant, "<span class='warning'>You don't want to harm other living beings!</span>")
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return
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M.do_attack_animation(src)
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if(M.damtype == "brute")
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step_away(src,M,15)
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switch(M.damtype)
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if(BRUTE)
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Unconscious(20)
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take_overall_damage(rand(M.force/2, M.force))
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playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
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if(BURN)
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take_overall_damage(0, rand(M.force/2, M.force))
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playsound(src, 'sound/items/welder.ogg', 50, 1)
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if(TOX)
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M.mech_toxin_damage(src)
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else
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return
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updatehealth()
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visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
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"<span class='userdanger'>[M.name] has hit you!</span>", null, COMBAT_MESSAGE_RANGE, null,
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M.occupant, "<span class='danger'>You hit [src] with your [M.name]!</span>")
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log_combat(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
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else
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step_away(src,M)
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log_combat(M.occupant, src, "pushed", M)
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visible_message("<span class='warning'>[M] pushes [src] out of the way.</span>", \
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"<span class='warning'>[M] pushes you out of the way.</span>", null, COMBAT_MESSAGE_RANGE, null,
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M.occupant, "<span class='warning'>You push [src] out of the way with your [M.name].</span>")
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/mob/living/fire_act()
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adjust_fire_stacks(3)
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IgniteMob()
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