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Backports the new zombification mechanics from the Konyang zombie event. (#18710)
* Reorder parasites * sounds * organ defines, dmdocs * maiming stuff * undead changes, abilities * hylemnomil, undead sprites * antibodies * antibody extractor code * icons * antibody fixes * antibodies vial, rock break sfx * You're all going to die down here. * hylemnomilz eta vial and attributions * zombified organs can't be removed * hylemnomil zeta edits * fixes * lmao * easier check --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
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@@ -0,0 +1,87 @@
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/obj/item/stack/barricade
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name = "metal barricade kit"
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desc = "A kit of metal, pipes, nuts, and bolts. You can make a barricade with this."
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singular_name = "barricade kit"
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max_amount = 5
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icon = 'icons/obj/barricade_stacks.dmi'
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icon_state = "steel-kit"
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w_class = ITEMSIZE_SMALL
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matter = list(DEFAULT_WALL_MATERIAL = 650, MATERIAL_PHORON = 100, MATERIAL_PLASTEEL = 150)
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var/barricade_name = "steel"
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var/barricade_type = /obj/structure/barricade/metal
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var/build_sound = 'sound/effects/clang.ogg'
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/obj/item/stack/barricade/attack_self(mob/living/user)
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..()
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add_fingerprint(user)
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if(!isturf(user.loc))
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return
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if(istype(user.loc, /turf/space))
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to_chat(user, SPAN_WARNING("The barricade must be constructed on a proper surface!"))
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return
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user.visible_message(SPAN_NOTICE("[user] starts assembling a [barricade_name] barricade."),
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SPAN_NOTICE("You start assembling a barricade."))
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if(!do_after(user, 3 SECONDS, do_flags = DO_REPAIR_CONSTRUCT))
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return
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for(var/obj/O in user.loc) //Objects, we don't care about mobs. Turfs are checked elsewhere
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if(O.density)
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if(!(O.atom_flags & ATOM_FLAG_CHECKS_BORDER) || O.dir == user.dir)
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return
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var/obj/structure/barricade/SB = new barricade_type(user.loc, user, user.dir)
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user.visible_message(SPAN_NOTICE("[user] assembles a [barricade_name] barricade."),
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SPAN_NOTICE("You assemble a [barricade_name] barricade."))
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SB.set_dir(user.dir)
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SB.add_fingerprint(user)
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playsound(SB, build_sound)
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use(1)
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/obj/item/stack/barricade/random/Initialize(mapload)
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. = ..()
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amount = rand(1, 5)
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update_icon()
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/obj/item/stack/barricade/full/Initialize(mapload)
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. = ..()
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amount = 5
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update_icon()
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/obj/item/stack/barricade/plasteel
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name = "plasteel barricade kit"
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desc = "A kit of plasteel, pipes, nuts, and bolts. You can make a barricade with this."
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barricade_name = "plasteel"
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barricade_type = /obj/structure/barricade/plasteel
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icon_state = "plasteel-kit"
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/obj/item/stack/barricade/plasteel/random/Initialize(mapload)
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. = ..()
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amount = rand(1, 5)
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update_icon()
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/obj/item/stack/barricade/plasteel/full/Initialize(mapload)
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. = ..()
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amount = 5
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update_icon()
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/obj/item/stack/barricade/wood
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name = "wooden barricade kit"
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desc = "A kit of wooden planks, nails, and probably something to use as a hammer. You can make a barricade with this."
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barricade_name = "wood"
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barricade_type = /obj/structure/barricade/wooden
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icon_state = "wood-kit"
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build_sound = 'sound/effects/woodhit.ogg'
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/obj/item/stack/barricade/wood/random/Initialize(mapload)
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. = ..()
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amount = rand(1,5)
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update_icon()
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/obj/item/stack/barricade/wood/full/Initialize(mapload)
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. = ..()
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amount = 5
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update_icon()
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@@ -395,22 +395,22 @@
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icon_state = initial(icon_state) +"_locked"
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///Zombie-producing grenade
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/obj/item/grenade/chem_grenade/trioxin
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name = "trioxin grenade"
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desc = "Concentrated trioxin. The lab really cooked for this one."
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/obj/item/grenade/chem_grenade/hylemnomil
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name = "hylemnomil grenade"
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desc = "Concentrated hylemnomil. The lab really cooked for this one."
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stage = 2
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path = 1
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/obj/item/grenade/chem_grenade/trioxin/Initialize()
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/obj/item/grenade/chem_grenade/hylemnomil/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src)
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B1.reagents.add_reagent(/singleton/reagent/phosphorus, 40)
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B1.reagents.add_reagent(/singleton/reagent/potassium, 40)
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B1.reagents.add_reagent(/singleton/reagent/toxin/trioxin, 40)
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B1.reagents.add_reagent(/singleton/reagent/toxin/hylemnomil, 40)
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B2.reagents.add_reagent(/singleton/reagent/sugar, 40)
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B2.reagents.add_reagent(/singleton/reagent/toxin/trioxin, 80)
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B2.reagents.add_reagent(/singleton/reagent/toxin/hylemnomil, 80)
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detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
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