示例#1
0
 // Function from file: mutations.dm
 public override void on_life(Mob_Living owner = null)
 {
     if (Rand13.PercentChance(5) && owner.paralysis <= 1)
     {
         owner.drop_item();
         owner.emote("cough");
     }
     return;
 }
示例#2
0
 // Function from file: effects_smoke.dm
 public override bool smoke_mob(Mob_Living C = null)
 {
     if (base.smoke_mob(C))
     {
         C.drop_item();
         C.Sleeping(Num13.MaxInt(C.sleeping, 10));
         C.emote("cough");
         return(true);
     }
     return(false);
 }
 // Function from file: effects_smoke.dm
 public override bool smoke_mob(Mob_Living C = null)
 {
     if (base.smoke_mob(C))
     {
         C.drop_item();
         C.adjustOxyLoss(1);
         C.emote("cough");
         return(true);
     }
     return(false);
 }
 // Function from file: martial.dm
 public bool headKick(dynamic A = null, Mob_Living D = null)
 {
     if (!(D.stat != 0) && !(D.weakened != 0))
     {
         D.visible_message("<span class='warning'>" + A + " kicks " + D + " in the head!</span>", "<span class='userdanger'>" + A + " kicks you in the jaw!</span>");
         D.apply_damage(20, "brute", "head");
         D.drop_item();
         GlobalFuncs.playsound(GlobalFuncs.get_turf(D), "sound/weapons/punch1.ogg", 50, 1, -1);
         D.Stun(4);
         return(true);
     }
     return(this.basic_hit(A, D));
 }
 // Function from file: martial.dm
 public bool wristWrench(dynamic A = null, Mob_Living D = null)
 {
     if (!(D.stat != 0) && !(D.stunned != 0) && !(D.weakened != 0))
     {
         D.visible_message("<span class='warning'>" + A + " grabs " + D + "'s wrist and wrenches it sideways!</span>", "<span class='userdanger'>" + A + " grabs your wrist and violently wrenches it to the side!</span>");
         GlobalFuncs.playsound(GlobalFuncs.get_turf(A), "sound/weapons/thudswoosh.ogg", 50, 1, -1);
         D.emote("scream");
         D.drop_item();
         D.apply_damage(5, "brute", Rand13.Pick(new object [] { "l_arm", "r_arm" }));
         D.Stun(3);
         return(true);
     }
     return(this.basic_hit(A, D));
 }