Pounce is somewhat functional again.
-Drawback is that distance pouncing is borked. Borked out of box with tg hunters too? -Removed stun time nerf to make up for the lack of distance functionality.
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@@ -520,7 +520,7 @@
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var/sleeper_g
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var/sleeper_r
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#define MAX_K9_LEAP_DIST 3 //Dropped from 7 to 3 because waa waa
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#define MAX_K9_LEAP_DIST 1 //because something's definitely borked the pounce functioning from a distance.
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/obj/item/weapon/dogborg/pounce/afterattack(atom/A, mob/user)
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var/mob/living/silicon/robot.R = user
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@@ -531,7 +531,7 @@
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src << "<span class='danger'>Your leg actuators are still recharging!</span>"
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return
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if(leaping) //Leap while you leap, so you can leap while you leap
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if(leaping || stat || buckled || lying)
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return
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if(!has_gravity(src) || !has_gravity(A))
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@@ -544,38 +544,49 @@
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else
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leaping = 1
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weather_immunities += "lava"
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pixel_y = 10
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throw_at(A,MAX_K9_LEAP_DIST,1, spin=0, diagonals_first = 1)
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update_icons()
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throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
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leaping = 0
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pixel_y = initial(pixel_y)
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update_icons()
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cell.charge = cell.charge - 500 //Doubled the energy consumption
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weather_immunities -= "lava"
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pounce_cooldown = !pounce_cooldown
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spawn(pounce_cooldown_time)
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pounce_cooldown = !pounce_cooldown
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/mob/living/silicon/robot/throw_impact(atom/A, params)
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/mob/living/silicon/robot/throw_impact(atom/A)
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if(!leaping)
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return ..()
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if(A)
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if(istype(A, /mob/living))
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if(isliving(A))
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var/mob/living/L = A
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var/blocked = 0
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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if(H.check_shields(90, "the [name]", src, 1))
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if(H.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
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blocked = 1
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if(!blocked)
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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.Weaken(2)// NO LONGER enough to cuff em before they run off again, unless you're lucky. Requested nerf.
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L.Weaken(7)//Racked nerfs back up to stunbaton levels to make up for the distance pouncing being fuckered.
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sleep(2)//Runtime prevention (infinite bump() calls on hulks)
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step_towards(src,L)
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else
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Weaken(2, 1, 1)
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leaping = 0
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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>")
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weakened = 2
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visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='alertalien'>[src] smashes into [A]!</span>")
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Weaken(2, 1, 1)
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if(leaping)
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leaping = 0
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update_icons()
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update_canmove()
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