* part 1 - resist out of resting, move and interact with the world while resting, and stamina regen nerf * makes beepsky check for stuns instead of knockdowns, adds message for getting up, makes gravity reduce standup time, and more * sprinting, staminacrit, balance changes, and more * adds stamina modifier to clickdelay, makes items deal stamina damage to the user when attacking, buffs resting stamina regen * combat mode, ability to toggle right-click context menu on/off, basic combat mode QOL, lays groundwork for 2-handing any item combat mode toggle sound is from Interbay. * commits dme changes * unarmed combat stamina, ability to right click in combat mode, balance changes * tosses in the HUD icons for later-ish * rolls back admin.txt * lotsa UI stuff * stamina checks, some balance stuff * adds support for best ui, adds right click to flush disposals, removes aggressive grab pinning in favor of neckgrab chokeholding * quick dogborg patch while i figure out what do do with them * oops - fixes prefbreaking for screenshake * trying to sprint from an elevated surface onto lower ground will now knock you down * right click to pull fire alarm, lets you bully people by pulling chairs out form under them, makes attacking objects cost stamina * makes accidents during slipping less likely to occur while combat mode is active, makes tripping off elevated surfaces cause accidents * makes pumping shotguns cost a tiiiny bit of stamina * makes eyestabbing and batoning cost stamina * makes failing stamina checks error out properly, adds stamina check to shotgun pumping * adds stamina check for chair pulling * readds aggressive grab pinning * fixes bug with being buckled preventing interaction * adds recoveringstam check to incapacitated * reduces stamina cost for attacking * oh this too * fixes bug where you can get stuck in recoveringstam if your stamina suddenly becomes 0 while you're in staminacrit * makes monkey transformation inherit staminaloss * adds the ability to wave or shake your fist at someone via right click * grammar and span closing * 99 annoying little bugs on the wall, 99 annoying little bugs. take one down, pass it around, 864 gamebreaking bugs on the wall * more distant right-click emotes. * buffs standing stamina regen a tiiiiiiny bit * adds aiming down sights for guns, makes firing guns cause trace amounts of staminaloss * crusher powercreep - gives crushers the ability to heal staminaloss * item throwing buff * adds 1:1 HUD layout * hopefully fixes issue with recoveringstamcrit not updating * giant hipfire nerf * halves the effect of staminaloss on movement speed * makes stamina recover faster in staminacrit, makes it easier to get disarmed out of combat mode * get_weight(), movedelay health_deficiency tweaking, combat and resting checks for item attacking * makes staminacrit automatically disable combat mode, it's now impossible to enter combat mode while in stamcrit * adds stamina buffer, halves the time needed to stand up after resting, increases stam penalty for firing weapons, and more * tweaks stamina buffer drain rate a little * makes buffered staminaloss redirect stamina to the actual stamloss proc when empty, makes stamina buffer stat() more precise * removes stamina modifier for clickdelays, makes stunbatons deal extra staminaloss * makes electrodes deal a lil extra staminaloss * drones cannot resist a rest, so now only carbons are forced to rest * restricts aiming down sights to carbon mobs, adds stamina display to stat() * makes gun accuracy and stamcosts more flexible, decreases base inaccuracy penalty, makes borgs immune to inaccuracy penalties * nerfs inaccuracy penalties just a lil more, fixes blooddrunk miner eye depleting all your stamina * getting used to tortoisegit * readds temp dogborg buff * stamina and stamina buffer HUD displays. Stamina sprite from hippiestation * makes afterattack call properly again * decreases stamina buffer regen time to 3 seconds * Yknow what? decreases it to 2 seconds. That's 3 entire attacks worth of waiting * makes stamina buffer influence movespeed a lil * nerfs compiling errors * tweaks the icons a little * adds autostanding, adds delimiters to attempts to stand * makes automatic standup attempts a little clearer * rest button now toggles intent to rest, fixes perma rest * oop - quick fixes * Makes crushers ignore recoil stamina on lavaland, makes burstfiring weapons deal less staminaloss * buffs highlander sword * makes stamina have less of an impact on the health display * fixes dogborgs shoving other borgs into infinite stuns * You can no longer shoot over tables or shoot through windows while resting. Also buffs turrets
63 lines
1.6 KiB
Plaintext
63 lines
1.6 KiB
Plaintext
//we vlambeer now
|
|
|
|
/obj/proc/shake_camera(mob/M, duration, strength=1)//byond's wonky with this shit
|
|
if(!M || !M.client || duration <= 0)
|
|
return
|
|
var/client/C = M.client
|
|
if (C.prefs.screenshake==0)
|
|
return
|
|
var/oldx = C.pixel_x
|
|
var/oldy = C.pixel_y
|
|
var/clientscreenshake = (C.prefs.screenshake * 0.01)
|
|
var/max = (strength*clientscreenshake) * world.icon_size
|
|
var/min = -((strength*clientscreenshake) * world.icon_size)
|
|
|
|
for(var/i in 0 to duration-1)
|
|
if (i == 0)
|
|
animate(C, pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
|
|
else
|
|
animate(pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
|
|
animate(pixel_x=oldx, pixel_y=oldy, time=1)
|
|
|
|
/obj/item/gun/energy
|
|
recoil = 0.1
|
|
|
|
/obj/item/gun/energy/kinetic_accelerator
|
|
recoil = 0.5
|
|
|
|
/obj/item/gun/ballistic
|
|
recoil = 0.25
|
|
|
|
/obj/item/gun/ballistic/shotgun
|
|
recoil = 1
|
|
|
|
/obj/item/gun/ballistic/revolver
|
|
recoil = 0.5
|
|
|
|
/obj/item/gun/ballistic/revolver/doublebarrel
|
|
recoil = 1
|
|
|
|
/obj/item/gun/syringe
|
|
recoil = 0.1
|
|
|
|
/obj/item/pneumatic_cannon/fire_items(turf/target, mob/user)
|
|
. = ..()
|
|
shake_camera(user, (pressureSetting * 0.75 + 1), (pressureSetting * 0.75))
|
|
|
|
/obj/item/attack(mob/living/M, mob/living/user)
|
|
. = ..()
|
|
if(force >= 15)
|
|
shake_camera(user, ((force - 10) * 0.01 + 1), ((force - 10) * 0.01))
|
|
if(M.client)
|
|
switch (M.client.prefs.damagescreenshake)
|
|
if (1)
|
|
shake_camera(M, ((force - 10) * 0.015 + 1), ((force - 10) * 0.015))
|
|
if (2)
|
|
if (!M.canmove)
|
|
shake_camera(M, ((force - 10) * 0.015 + 1), ((force - 10) * 0.015))
|
|
|
|
/obj/item/attack_obj(obj/O, mob/living/user)
|
|
. = ..()
|
|
if(force >= 20)
|
|
shake_camera(user, ((force - 15) * 0.01 + 1), ((force - 15) * 0.01))
|