Fix's the bug with the corgi dogs, makes mice butcherable. (#5818)

rscadd: "Add mice to the butcher list"
bugfix: "Fixed the infinite corgi glitch by modifying the recipe to require corgi meat
This commit is contained in:
Dwago
2019-01-13 20:08:50 +02:00
committed by Erki
parent 04f1ae8357
commit 72de15b5af
9 changed files with 114 additions and 8 deletions
@@ -16,6 +16,8 @@
var/time_of_birth
var/language
var/death_msg = "lets out a waning guttural screech, green blood bubbling from its maw."
var/meat_amount = 0
var/meat_type
/mob/living/carbon/alien/Initialize()
. = ..()
@@ -49,3 +51,5 @@
/mob/living/carbon/alien/cannot_use_vents()
return
@@ -21,6 +21,8 @@
universal_understand = 0
universal_speak = 0
holder_type = /obj/item/weapon/holder/diona
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/dionanymph
meat_amount = 2
maxHealth = 85
pass_flags = PASSTABLE
@@ -372,4 +374,27 @@
for(var/mob/living/carbon/alien/diona/DIO in src.birds_of_feather) //its me!
DIO.master_nymph = D
return 1
. = ..()
. = ..()
/mob/living/carbon/alien/diona/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/weapon/reagent_containers) || istype(O, /obj/item/stack/medical) || istype(O,/obj/item/weapon/gripper/))
..()
else if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.
if(istype(O, /obj/item/weapon/material/knife) || istype(O, /obj/item/weapon/material/kitchen/utensil/knife ))
harvest(user)
/mob/living/carbon/alien/diona/proc/harvest(var/mob/user)
var/actual_meat_amount = max(1,(meat_amount*0.75))
if(meat_type && actual_meat_amount>0 && (stat == DEAD))
for(var/i=0;i<actual_meat_amount;i++)
var/obj/item/meat = new meat_type(get_turf(src))
if (meat.name == "meat")
meat.name = "[src.name] [meat.name]"
if(issmall(src))
user.visible_message("<span class='danger'>[user] chops up \the [src]!</span>")
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
qdel(src)
else
user.visible_message("<span class='danger'>[user] butchers \the [src] messily!</span>")
gib()
@@ -29,12 +29,12 @@
see_in_dark = 6
maxHealth = 5
health = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/mice
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "stomps on"
density = 0
meat_amount = 1
meat_amount = 1 // Mice are small so you will get less meat
var/body_color //brown, gray and white, leave blank for random
layer = MOB_LAYER
mob_size = MOB_MINISCULE