From 048a671af25b402bcc6aa394578fcc2d906dc30c Mon Sep 17 00:00:00 2001 From: Git-Nivrak <59925169+Git-Nivrak@users.noreply.github.com> Date: Thu, 20 Jun 2024 11:54:39 +0300 Subject: [PATCH] Remove self-extinguishing with acid spray (#6508) # About the pull request This PR makes it so you cannot extinguish yourself with your own spray (this includes things that used to be possible like starting acid spray with base praetorian and dashing to the end or extinguishing yourself with spitter and bonus movement speed) # Explain why it's good for the game Self-extinguishing discourages teamwork and makes castes that are supposed to be vulnerable to fire able to wipe it off easily. # Testing Photographs and Procedure
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# Changelog :cl: balance: You can no longer extinguish yourself with your own acid spray. /:cl: --------- Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com> --- code/game/objects/effects/aliens.dm | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/code/game/objects/effects/aliens.dm b/code/game/objects/effects/aliens.dm index 311c2ebc7253..10d4e8d098fb 100644 --- a/code/game/objects/effects/aliens.dm +++ b/code/game/objects/effects/aliens.dm @@ -106,14 +106,16 @@ // Humans? if(isliving(atm)) //For extinguishing mobs on fire var/mob/living/M = atm - M.ExtinguishMob() + + if(M != cause_data.resolve_mob()) + M.ExtinguishMob() + if(M.stat == DEAD) // NO. DAMAGING. DEAD. MOBS. continue if (iscarbon(M)) var/mob/living/carbon/C = M if (C.ally_of_hivenumber(hivenumber)) continue - apply_spray(M) M.apply_armoured_damage(get_xeno_damage_acid(M, damage_amount), ARMOR_BIO, BURN) // Deal extra damage when first placing ourselves down. @@ -144,6 +146,9 @@ /obj/effect/xenomorph/spray/Crossed(AM as mob|obj) ..() + if(AM == cause_data.resolve_mob()) + return + if(isliving(AM)) var/mob/living/living_mob = AM if(living_mob.ally_of_hivenumber(hivenumber))