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#define ENVIRONMENT_GENERIC 0 | ||
#define ENVIRONMENT_PADDED_CELL 1 | ||
#define ENVIRONMENT_ROOM 2 | ||
#define ENVIRONMENT_BATHROOM 3 | ||
#define ENVIRONMENT_LIVINGROOM 4 | ||
#define ENVIRONMENT_STONEROOM 5 | ||
#define ENVIRONMENT_AUDITORIUM 6 | ||
#define ENVIRONMENT_CONCERT_HALL 7 | ||
#define ENVIRONMENT_CAVE 8 | ||
#define ENVIRONMENT_ARENA 9 | ||
#define ENVIRONMENT_HANGAR 10 | ||
#define ENVIRONMENT_CARPETTED_HALLWAY 12 | ||
#define ENVIRONMENT_HALLWAY 12 | ||
#define ENVIRONMENT_STONE_CORRIDOR 13 | ||
#define ENVIRONMENT_ALLEY 14 | ||
#define ENVIRONMENT_FOREST 15 | ||
#define ENVIRONMENT_CITY 16 | ||
#define ENVIRONMENT_MOUNTAINS 17 | ||
#define ENVIRONMENT_QUARRY 18 | ||
#define ENVIRONMENT_PLAIN 19 | ||
#define ENVIRONMENT_PARKING_LOT 20 | ||
#define ENVIRONMENT_SEWER PIPE 21 | ||
#define ENVIRONMENT_UNDERWATER 22 | ||
#define ENVIRONMENT_DRUGGED 23 | ||
#define ENVIRONMENT_DIZZY 24 | ||
#define ENVIRONMENT_PSYCHOTIC 25 | ||
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#define vector(x,y,z) list(x,y,z) |
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#define get_turf(A) (get_step(A, 0)) //This helper is so fucking weird. | ||
#define get_turf(A) (get_step(A, 0)) //This helper is so fucking weird. | ||
#define get_area(A) (get_step(A, 0).loc) //This helper is so fucking weird. |
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/area/debug/ | ||
name = "DEBUG AREA" | ||
desc = "Area for debugging." | ||
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/area/debug/interior | ||
name = "interior" | ||
sound_environment = ENVIRONMENT_HALLWAY | ||
icon_state = "green" | ||
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/area/debug/interior/office | ||
name = "office" | ||
sound_environment = ENVIRONMENT_ROOM | ||
icon_state = "red" | ||
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/area/debug/exterior | ||
name = "outside" | ||
sound_environment = ENVIRONMENT_FOREST | ||
icon_state = "blue" | ||
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client/script = {" | ||
<style> | ||
body { | ||
font-family: Verdana, sans-serif; | ||
font-size: 100%; | ||
} | ||
span.warning{ | ||
color: red; | ||
font-style: italic; | ||
} | ||
span.danger{ | ||
color: red; | ||
font-weight: bold; | ||
} | ||
span.ooc{ | ||
color: blue; | ||
font-weight: bold; | ||
} | ||
span.looc{ | ||
color: cyan; | ||
font-weight: bold; | ||
} | ||
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</style> | ||
"} |
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/datum/damagetype/ | ||
var/name = "Damage type." | ||
var/id | ||
var/desc = "The type of damage dealt and all it's information." | ||
var/list/verbs = list("strike","hit","pummel") //Verbs to use | ||
var/weapon_name = "damage" | ||
var/impact_sounds = list() | ||
var/list/attack_damage = list(BRUTE = 0, BURN = 0, TOX = 0, OXY = 0) //How much attack damage to deal | ||
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var/delay = 8 | ||
var/last_hit = 0 | ||
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/datum/damagetype/proc/do_damage(var/atom/attacker,var/atom/victim,var/atom/weapon,var/atom/hit_object) | ||
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play_effects(attacker,victim,weapon,hit_object) | ||
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attacker.visible_message(\ | ||
get_attack_message_3rd(attacker,victim,weapon,hit_object),\ | ||
get_attack_message_1st(attacker,victim,weapon,hit_object),\ | ||
get_attack_message_sound(attacker,victim,weapon,hit_object)\ | ||
) | ||
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var/damage_to_deal = get_attack_damage(attacker,victim,weapon,hit_object) | ||
var/damage_dealt = hit_object.adjust_brute_loss(damage_to_deal[BRUTE]) + hit_object.adjust_burn_loss(damage_to_deal[BURN]) + hit_object.adjust_tox_loss(damage_to_deal[TOX]) + hit_object.adjust_oxy_loss(damage_to_deal[OXY]) | ||
victim.update_icon() | ||
return damage_dealt | ||
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/datum/damagetype/proc/play_effects(var/atom/attacker,var/atom/victim,var/atom/weapon,var/atom/hit_object) | ||
if(length(impact_sounds)) | ||
var/area/A = get_area(victim) | ||
play_sound(pick(impact_sounds),all_mobs,vector(victim.x,victim.y,victim.z),environment = A.sound_environment) | ||
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var/movement_x = 0 | ||
var/movement_y = 0 | ||
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if(attacker.dir & NORTH) | ||
movement_y = 5 | ||
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if(attacker.dir & SOUTH) | ||
movement_y = -5 | ||
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if(attacker.dir & EAST) | ||
movement_x = 5 | ||
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if(attacker.dir & WEST) | ||
movement_x = -5 | ||
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animate(attacker,LINEAR_EASING,time = 2, pixel_x = movement_x, pixel_y = movement_y) | ||
animate(attacker,LINEAR_EASING,time = 4, pixel_x = 0, pixel_y = 0) | ||
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/datum/damagetype/proc/get_attack_message_3rd(var/atom/attacker,var/atom/victim,var/atom/weapon,var/atom/hit_object) | ||
if(victim == hit_object) | ||
return span("danger","\The [attacker] [pick(verbs)]s \the [hit_object] with \his [weapon_name].") | ||
else | ||
return span("danger","\The [attacker] [pick(verbs)]s \the [victim]'s [hit_object] with \his [weapon_name].") | ||
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/datum/damagetype/proc/get_attack_message_1st(var/atom/attacker,var/atom/victim,var/atom/weapon,var/atom/hit_object) | ||
if(victim == hit_object) | ||
return span("danger","You [pick(verbs)] \the [hit_object] with your [weapon_name].") | ||
else | ||
return span("danger","You [pick(verbs)] \the [victim]'s [hit_object] with your [weapon_name].") | ||
/datum/damagetype/proc/get_attack_message_sound(var/atom/attacker,var/atom/victim,var/atom/weapon,var/atom/hit_object) | ||
return span("danger","You hear a sickening impact.") | ||
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/datum/damagetype/proc/get_attack_damage(var/atom/attacker,var/atom/victim,var/atom/weapon,var/atom/hit_object) | ||
return attack_damage |
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/datum/damagetype/body/ | ||
name = "MY BODY IS A WEAPON" | ||
desc = "Your body deals damage." | ||
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/datum/damagetype/body/fists/ | ||
name = "Fist" | ||
desc = "Your fist." | ||
verbs = list("punch","hit","slap","strike","pummel","pound") | ||
weapon_name = "right fist" | ||
impact_sounds = list( | ||
'sounds/effects/impacts/punch1.ogg', | ||
'sounds/effects/impacts/punch2.ogg', | ||
'sounds/effects/impacts/punch3.ogg', | ||
'sounds/effects/impacts/punch4.ogg' | ||
) | ||
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attack_damage = list(BRUTE = 5, BURN = 0, TOX = 0, OXY = 0) | ||
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/datum/damagetype/body/fists/get_attack_message_sound(var/atom/attacker,var/atom/victim,var/atom/weapon,var/atom/hit_object) | ||
return span("danger","You hear bone hitting flesh.") | ||
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/datum/damagetype/body/fists/left | ||
weapon_name = "left fist" |
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