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MisterGrimmSym
and
Sym
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Caltrop stab check & GUNFLIP trait removal (#1198)
* Removes the GUNFLIP trait * Switches caltrop check From checking if a user can feel pain to seeing if their leg is robotic. Feeling pain does not protect you from a sharp object. --------- Co-authored-by: Sym <[email protected]>
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5 files changed

+1
-26
lines changed

5 files changed

+1
-26
lines changed

code/__DEFINES/traits.dm

-1
Original file line numberDiff line numberDiff line change
@@ -352,7 +352,6 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
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/// always detect storm weathers
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#define TRAIT_DETECT_STORM "detect_storm"
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#define TRAIT_PRIMITIVE "primitive"
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#define TRAIT_GUNFLIP "gunflip"
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/// Increases chance of getting special traumas, makes them harder to cure
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#define TRAIT_SPECIAL_TRAUMA_BOOST "special_trauma_boost"
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#define TRAIT_SPACEWALK "spacewalk"

code/_globalvars/traits.dm

-1
Original file line numberDiff line numberDiff line change
@@ -117,7 +117,6 @@ GLOBAL_LIST_INIT(traits_by_type, list(
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"TRAIT_XENO_IMMUNE" = TRAIT_XENO_IMMUNE,
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"TRAIT_NAIVE" = TRAIT_NAIVE,
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"TRAIT_PRIMITIVE" = TRAIT_PRIMITIVE, //unable to use mechs. Given to Ash Walkers
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"TRAIT_GUNFLIP" = TRAIT_GUNFLIP,
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"TRAIT_SPECIAL_TRAUMA_BOOST" = TRAIT_SPECIAL_TRAUMA_BOOST,
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"TRAIT_SPACEWALK" = TRAIT_SPACEWALK,
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"TRAIT_GAMERGOD" = TRAIT_GAMERGOD,

code/datums/components/caltrop.dm

+1-1
Original file line numberDiff line numberDiff line change
@@ -91,7 +91,7 @@
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if(!istype(O))
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return
9393

94-
if(O.bodypart_flags & BP_NO_PAIN)
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if(O.bodytype & BODYTYPE_ROBOTIC)
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return
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if (!(flags & CALTROP_BYPASS_SHOES))

code/game/objects/items/storage/holster_items.dm

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Original file line numberDiff line numberDiff line change
@@ -3,15 +3,6 @@
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w_class = WEIGHT_CLASS_BULKY
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storage_type = /datum/storage/holster
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6-
/obj/item/storage/belt/holster/equipped(mob/user, slot, initial)
7-
. = ..()
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if(slot == ITEM_SLOT_BELT || ITEM_SLOT_SUITSTORE)
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ADD_TRAIT(user, TRAIT_GUNFLIP, CLOTHING_TRAIT)
10-
11-
/obj/item/storage/belt/holster/unequipped(mob/user, silent)
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. = ..()
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REMOVE_TRAIT(user, TRAIT_GUNFLIP, CLOTHING_TRAIT)
14-
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/// Detective's shoulder holster.
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/obj/item/storage/belt/holster/shoulder
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name = "revolver shoulder holster"

code/modules/projectiles/guns/ballistic.dm

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Original file line numberDiff line numberDiff line change
@@ -472,20 +472,6 @@
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unload(user)
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/obj/item/gun/ballistic/attack_self(mob/living/user)
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if(HAS_TRAIT(user, TRAIT_GUNFLIP))
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SpinAnimation(4,2)
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if(flip_cooldown <= world.time)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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to_chat(user, span_userdanger("While trying to flip [src] you pull the trigger and accidentally shoot yourself!"))
480-
do_fire_gun(user, user, FALSE, user.get_random_valid_zone(even_weights = TRUE))
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user.dropItemToGround(src, TRUE)
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return
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484-
flip_cooldown = (world.time + 30)
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user.visible_message(span_notice("[user] spins [src] around [user.p_their()] finger by the trigger. That’s pretty badass."))
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playsound(src, 'sound/items/handling/ammobox_pickup.ogg', 20, FALSE)
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return
488-
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// They need two hands on the gun, or a free hand in general.
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if(!one_hand_rack && !(wielded || user.get_empty_held_index()))
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to_chat(user, span_warning("You need a free hand to do that!"))

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