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Xeno defensive grab#12542

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Drulikar wants to merge 3 commits into
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Drulikar:xeno_defensive_grab
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Xeno defensive grab#12542
Drulikar wants to merge 3 commits into
cmss13-devs:masterfrom
Drulikar:xeno_defensive_grab

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@Drulikar

@Drulikar Drulikar commented Jun 28, 2026

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About the pull request

This PR gives an upgrade stage to xeno grab which is required before restraining (think of it like human chokehold state is now the restrain stage). Just like a normal aggressive grab, this will slow the puller down, but bullets intended for the grabbed target are redirected to the xeno as a defensive grab (there is no forced tackling like human aggressive grab tho). Bullets stop redirecting after the xeno is at 25% health or less but the grab remains in the upgraded state (I could drop/downgrade the grab but I figure it could just make capturing weirdly easy to interrupt just because you're low health). See first video.

In addition to above:

  • I also reduced some excessive isxeno calls in /obj/projectile/proc/handle_mob().
  • Attack logs and visible messages also indicate who the target was intended for in this situation.
  • Grab upgrades actually use their existing icons. (see second video)
  • Warrior no longer fights itself for being the puller

Explain why it's good for the game

Right now the meta is to kill marines who are being captured via friendly fire, but now xenos can optionally upgrade the grab to defend their target at the cost of pulling slower and obviously taking the damage instead. Acid will still splatter on their pulled target. It should just generally give more options for xenos and make it harder for marines to cheese.

Testing Photographs and Procedure

Screenshots & Videos

https://youtu.be/kGNXgyJ5RD0

https://youtu.be/J1G4Q-OX_-Q

Changelog

🆑 Drathek
balance: Xenos now can upgrade their grabs to a defensive grab which slows their speed but protects the target so long as the xeno has atleast 25% health. The upgraded grab is needed to restrain.
fix: Grab upgrade icons now actually update
fix: Warriors now stop fighting themselves to be the puller of a mob
/:cl:

@Drulikar Drulikar added Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. Needs Testing Need to test it on the guinea pigs (production server) labels Jun 28, 2026
@github-project-automation github-project-automation Bot moved this to Awaiting Review in Review Backlog Jun 28, 2026
@cmss13-ci cmss13-ci Bot added Balance You need to be a professional veteran game maintainer to comprehend what is being done here. size/M Denotes a PR that changes 50-199 lines, ignoring generated files. labels Jun 28, 2026
@cmss13-ci cmss13-ci Bot added the Fix Fix one bug, make ten more label Jun 28, 2026
@Red-byte3D

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just a fyi sometimes you double grab people as warrior on lunges, not exactly sure how it happens but might be good looking into

@Drulikar

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just a fyi sometimes you double grab people as warrior on lunges, not exactly sure how it happens but might be good looking into

As far as I can tell this is just because the behavior when pulling something and you click what you've pulled on (regardless of intent) upgrades the intent (prior to this pr it'd try to restrain them). Does this for both humans and xenos.

BUT there is some jank for warrior and pulling here:

if(!QDELETED(living_mob) && !QDELETED(living_mob.pulledby) && living_mob != src ) //override pull of other mobs

living_mob is the wrong var to check to prevent breaking your own grip.

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Labels

Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Fix Fix one bug, make ten more Needs Testing Need to test it on the guinea pigs (production server) size/M Denotes a PR that changes 50-199 lines, ignoring generated files.

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2 participants