/mob/living/silicon/grippedby(mob/living/user, instant = FALSE) return //can't upgrade a simple pull into a more aggressive grab. /mob/living/silicon/get_ear_protection()//no ears return 2 /mob/living/silicon/attack_alien(mob/living/carbon/alien/humanoid/M) . = ..() if(!.) // the attack was blocked or was help/grab intent return if(M.a_intent == INTENT_HARM) var/damage = 20 if (prob(90)) log_combat(M, src, "attacked") playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1) visible_message("[M] has slashed at [src]!", \ "[M] has slashed at [src]!") if(prob(8)) flash_act(affect_silicon = 1) log_combat(M, src, "attacked") adjustBruteLoss(damage) updatehealth() else playsound(loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1) visible_message("[M] took a swipe at [src]!", \ "[M] took a swipe at [src]!") /mob/living/silicon/attack_animal(mob/living/simple_animal/M) . = ..() if(.) var/damage = rand(M.melee_damage_lower, M.melee_damage_upper) if(prob(damage)) for(var/mob/living/N in buckled_mobs) N.Knockdown(20) unbuckle_mob(N) N.visible_message("[N] is knocked off of [src] by [M]!") switch(M.melee_damage_type) if(BRUTE) adjustBruteLoss(damage) if(BURN) adjustFireLoss(damage) if(TOX) adjustToxLoss(damage) if(OXY) adjustOxyLoss(damage) if(CLONE) adjustCloneLoss(damage) if(STAMINA) adjustStaminaLoss(damage) /mob/living/silicon/attack_paw(mob/living/user) return attack_hand(user) /mob/living/silicon/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE) if(user.a_intent == INTENT_HARM) . = ..(user, TRUE) if(.) return adjustBruteLoss(rand(10, 15)) playsound(loc, "punch", 25, 1, -1) visible_message("[user] has punched [src]!", \ "[user] has punched [src]!") return TRUE return FALSE /mob/living/silicon/attack_hand(mob/living/carbon/human/M) . = ..() if(.) //the attack was blocked return switch(M.a_intent) if (INTENT_HELP) M.visible_message("[M] pets [src].", \ "You pet [src].") if(INTENT_GRAB) grabbedby(M) else M.do_attack_animation(src, ATTACK_EFFECT_PUNCH) playsound(src.loc, 'sound/effects/bang.ogg', 10, 1) visible_message("[M] punches [src], but doesn't leave a dent.", \ "[M] punches [src], but doesn't leave a dent.", null, COMBAT_MESSAGE_RANGE) /mob/living/silicon/attack_drone(mob/living/simple_animal/drone/M) if(M.a_intent == INTENT_HARM) return return ..() /mob/living/silicon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE) if(buckled_mobs) for(var/mob/living/M in buckled_mobs) unbuckle_mob(M) M.electrocute_act(shock_damage/100, source, siemens_coeff, safety, tesla_shock, illusion, stun) //Hard metal shell conducts! return 0 //So borgs they don't die trying to fix wiring /mob/living/silicon/emp_act(severity) . = ..() to_chat(src, "Warning: Electromagnetic pulse detected.") if(. & EMP_PROTECT_SELF) return switch(severity) if(1) src.take_bodypart_damage(20) if(2) src.take_bodypart_damage(10) to_chat(src, "*BZZZT*") for(var/mob/living/M in buckled_mobs) if(prob(severity*50)) unbuckle_mob(M) M.Knockdown(40) M.visible_message("[M] is thrown off of [src]!") flash_act(affect_silicon = 1) /mob/living/silicon/bullet_act(obj/item/projectile/P, def_zone) if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself if(reflect_bullet_check(P, def_zone)) return -1 // complete projectile permutation if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration)) P.on_hit(src, 100, def_zone) return 2 if((P.damage_type == BRUTE || P.damage_type == BURN)) adjustBruteLoss(P.damage) if(prob(P.damage*1.5)) for(var/mob/living/M in buckled_mobs) M.visible_message("[M] is knocked off of [src]!") unbuckle_mob(M) M.Knockdown(40) if(P.stun || P.knockdown) for(var/mob/living/M in buckled_mobs) unbuckle_mob(M) M.visible_message("[M] is knocked off of [src] by the [P]!") P.on_hit(src) return 2 /mob/living/silicon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash/static) if(affect_silicon) return ..()