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UM-2020-006 - Scaling Misstep Severity #71

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15 changes: 13 additions & 2 deletions code/mob/input.dm
Original file line number Diff line number Diff line change
Expand Up @@ -83,8 +83,19 @@ mob
boutput(src, "<span style=\"color:blue\">You're restrained! You can't move!</span>")
return

if ((prob(src.misstep_chance) || (src.traitHolder && prob(5) && src.traitHolder.hasTrait("leftfeet")) || (prob(DISORIENT_MISSTEP_CHANCE) && src.getStatusDuration("disorient")) ))
move_dir = pick(turn(move_dir, 90),turn(move_dir, -90))
var/misstep_angle = 0
if (src.traitHolder && prob(5) && src.traitHolder.hasTrait("leftfeet"))
misstep_angle += 45
if (prob(DISORIENT_MISSTEP_CHANCE) && src.getStatusDuration("disorient"))
misstep_angle += 45
if (prob(src.misstep_chance)) // 1.5 beecause going off straight chance felt weird; I don't want to totally nerf effects that rely on this
misstep_angle += rand(0,src.misstep_chance*1.5) // 66% Misstep Chance = 9% chance of 90 degree turn

if(misstep_angle)
misstep_angle = min(misstep_angle,90)
var/move_angle = dir2angle(move_dir)
move_angle += pick(-misstep_angle,misstep_angle)
move_dir = angle2dir(move_angle)

if (src.buckled && !istype(src.buckled, /obj/stool/chair))
src.buckled.relaymove(move_dir)
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