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* Desword scum * progress * iconing * umm * mmmm * Fix * shields and blades * belt check * security.dmi resolve * fixing parent issue * resolve * resooolve * Flags fixed * Weapons in progress * rapier tweak * w * w * sledgehammer fix * new laser beam visual * cycler * fix * belt * Create belt.dmi * Update includes.dm * Update includes.dm * fix shields * Update shield.dm * Update shield.dm * fixes * iconing * overley fix * tweak * ballistic upd * energy sprite&logic tweak * modularity in module * Update errata.dm * study the blade * uh * secure hop gun * baton&katana tweaks * upd * upd * Update packs.dm * Update packs.dm * Update packs.dm * Update packs.dm * Update energy.dmi * tasering Snacherprod port from tg Shocker - reference with special sound * Update blades.dmi * progress * else * more rifles * another content pack * fix * syringegun sprites from tg * pin tweak & guninhands mess * new buldog desc * stunsword update * Update baton.dm * blocks more noticeable * centcom_mindshield to guns centcom_mindshield new proc for stealth * uh --------- Co-authored-by: Blundir <[email protected]> Co-authored-by: Blundir <[email protected]>
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43 changes: 43 additions & 0 deletions
43
modular_dripstation/code/datums/reagent/condensed_capsaicin.dm
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,43 @@ | ||
/datum/reagent/consumable/condensedcapsaicin/reaction_mob(mob/living/M, methods=TOUCH, reac_volume) | ||
if(!ishuman(M) && !ismonkey(M)) | ||
return | ||
|
||
var/mob/living/carbon/victim = M | ||
if(methods & (TOUCH|VAPOR)) | ||
//check for protection | ||
var/mouth_covered = victim.is_mouth_covered() | ||
var/eyes_covered = victim.is_eyes_covered() | ||
|
||
//actually handle the pepperspray effects | ||
if ( eyes_covered && mouth_covered ) | ||
return | ||
else if ( mouth_covered ) // Reduced effects if partially protected | ||
if(prob(50)) | ||
victim.emote("scream") | ||
victim.adjust_eye_blur(14) | ||
victim.blind_eyes(10) | ||
victim.set_confusion_if_lower(10 SECONDS) | ||
victim.damageoverlaytemp = 75 | ||
victim.Knockdown(6 SECONDS) | ||
M.adjustStaminaLoss(5) | ||
return | ||
else if ( eyes_covered ) // Eye cover is better than mouth cover | ||
if(prob(20)) | ||
victim.emote("cough") | ||
victim.adjust_eye_blur(4) | ||
victim.set_confusion_if_lower(5 SECONDS) | ||
victim.damageoverlaytemp = 50 | ||
M.adjustStaminaLoss(5) | ||
return | ||
else // Oh dear :D | ||
if(prob(60)) | ||
victim.emote("scream") | ||
else | ||
victim.emote("cough") | ||
victim.adjust_eye_blur(14) | ||
victim.blind_eyes(10) | ||
victim.set_confusion_if_lower(12 SECONDS) | ||
victim.damageoverlaytemp = 100 | ||
victim.Knockdown(14 SECONDS) | ||
M.adjustStaminaLoss(10) | ||
victim.update_damage_hud() |
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44 changes: 44 additions & 0 deletions
44
modular_dripstation/code/game/effects/temporary_visuals/projectiles.dm
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Original file line number | Diff line number | Diff line change |
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/obj/effect/projectile/impact/laser/hitscan | ||
name = "laser impact" | ||
icon_state = "impact_laser_red" | ||
icon = 'modular_dripstation/icons/effects/projectiles/impact.dmi' | ||
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||
/obj/effect/projectile/tracer/laser/hitscan | ||
name = "laser tracer" | ||
icon_state = "tracer_laser_red" | ||
icon = 'modular_dripstation/icons/effects/projectiles/tracer.dmi' | ||
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||
/obj/effect/projectile/muzzle/laser/hitscan | ||
name = "laser muzzle" | ||
icon_state = "muzzle_laser_red" | ||
icon = 'modular_dripstation/icons/effects/projectiles/muzzle.dmi' | ||
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||
/obj/effect/projectile/impact/laser/hitscan/sniper | ||
name = "sniper laser impact" | ||
icon_state = "impact_scc" | ||
icon = 'modular_dripstation/icons/effects/projectiles/impact.dmi' | ||
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||
/obj/effect/projectile/tracer/laser/hitscan/sniper | ||
name = "sniper laser tracer" | ||
icon_state = "beam_scc" | ||
icon = 'modular_dripstation/icons/effects/projectiles/tracer.dmi' | ||
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||
/obj/effect/projectile/muzzle/laser/hitscan/sniper | ||
name = "sniper laser muzzle" | ||
icon_state = "muzzle_scc" | ||
icon = 'modular_dripstation/icons/effects/projectiles/muzzle.dmi' | ||
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||
/obj/effect/projectile/impact/bfg | ||
name = "bfg impact" | ||
icon_state = "bfg" | ||
icon = 'modular_dripstation/icons/effects/projectiles/impact.dmi' | ||
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||
/obj/effect/projectile/tracer/bfg | ||
name = "bfg tracer" | ||
icon_state = "bfg" | ||
icon = 'modular_dripstation/icons/effects/projectiles/tracer.dmi' | ||
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||
/obj/effect/projectile/muzzle/bfg | ||
name = "bfg muzzle" | ||
icon_state = "bfg" | ||
icon = 'modular_dripstation/icons/effects/projectiles/muzzle.dmi' |
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