Removes ERT from standard gameplay. The Horizon now sends distress beacons for other Overmap vessels instead. Barricades and crew armoury buff. (#14371)

This commit is contained in:
Matt Atlas
2022-08-02 17:59:51 +02:00
committed by GitHub
parent 582a03c331
commit f768a9022d
103 changed files with 2470 additions and 939 deletions
@@ -156,9 +156,6 @@
icobase = 'icons/mob/human_races/zombie/r_zombie.dmi'
deform = 'icons/mob/human_races/zombie/r_zombie.dmi'
brute_mod = 0.5
burn_mod = 0.5
hide_name = TRUE
name_language = null // Use the first-name last-name generator rather than a language scrambler
@@ -169,6 +166,8 @@
unarmed_types = list(/datum/unarmed_attack/bite/infectious, /datum/unarmed_attack/claws/strong/zombie)
darksight = 8
slowdown = 0.5
has_fine_manipulation = FALSE
speech_sounds = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg')
@@ -182,11 +181,24 @@
BP_ZOMBIE_PARASITE = /obj/item/organ/internal/parasite/zombie,
BP_BRAIN = /obj/item/organ/internal/brain/zombie,
BP_STOMACH = /obj/item/organ/internal/stomach
)
)
has_limbs = list(
BP_CHEST = list("path" = /obj/item/organ/external/chest/zombie),
BP_GROIN = list("path" = /obj/item/organ/external/groin/zombie),
BP_HEAD = list("path" = /obj/item/organ/external/head/zombie),
BP_L_ARM = list("path" = /obj/item/organ/external/arm/zombie),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right/zombie),
BP_L_LEG = list("path" = /obj/item/organ/external/leg/zombie),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right/zombie),
BP_L_HAND = list("path" = /obj/item/organ/external/hand/zombie),
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right/zombie),
BP_L_FOOT = list("path" = /obj/item/organ/external/foot/zombie),
BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right/zombie)
)
total_health = 100
slowdown = 3
slowdown = 2
vision_flags = DEFAULT_SIGHT | SEE_MOBS
@@ -222,6 +234,7 @@
var/datum/martial_art/zombie/Z = new /datum/martial_art/zombie()
Z.teach(H)
to_chat(H, "<font size=4><span class='notice'>Use the Check Attacks verb in your IC tab for information on your attacks! They are important! Your bite infects, but is worse at getting through armour than your claws, which have great damage and are armor piercing!</font></span>")
H.accent = ACCENT_BLUESPACE
return ..()
/datum/species/zombie/tajara
@@ -309,7 +309,7 @@
G.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
return
if(istype(O, /obj/structure/barricade) || istype(O, /obj/structure/closet) || istype(O, /obj/structure/inflatable))
if(istype(O, /obj/structure/blocker) || istype(O, /obj/structure/closet) || istype(O, /obj/structure/inflatable))
var/obj/structure/S = O
rapid = 1
OpenFire(S)
+1 -1
View File
@@ -1192,7 +1192,7 @@ proc/is_blind(A)
if(used_accent && (speaking?.allow_accents || !speaking))
var/datum/accent/a = SSrecords.accents[used_accent]
if(istype(a))
if(hearer.client && hearer.client.prefs?.toggles_secondary & ACCENT_TAG_TEXT)
if(hearer && hearer.client && hearer.client.prefs?.toggles_secondary & ACCENT_TAG_TEXT)
return "([a.text_tag])"
else
var/final_icon = a.tag_icon