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https://github.com/Aurorastation/Aurora.3.git
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changes: rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.". tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one." tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough." In addition, unlisted changes: The admin verb 'Allow player to respawn' now sets all three respawn timers Respawn times are now centralised in setup #defines, for easier editing in future Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
100 lines
2.2 KiB
Plaintext
100 lines
2.2 KiB
Plaintext
//This is the proc for gibbing a mob. Cannot gib ghosts.
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//added different sort of gibs and animations. N
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/mob/proc/gib(anim="gibbed-m",do_gibs)
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death(1)
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monkeyizing = 1
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canmove = 0
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icon = null
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invisibility = 101
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update_canmove()
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dead_mob_list -= src
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var/atom/movable/overlay/animation = null
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animation = new(loc)
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick(anim, animation)
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if(do_gibs) gibs(loc, viruses, dna)
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spawn(15)
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if(animation) qdel(animation)
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if(src) qdel(src)
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//This is the proc for turning a mob into ash. Mostly a copy of gib code (above).
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//Originally created for wizard disintegrate. I've removed the virus code since it's irrelevant here.
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//Dusting robots does not eject the MMI, so it's a bit more powerful than gib() /N
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/mob/proc/dust(anim="dust-m",remains=/obj/effect/decal/cleanable/ash)
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death(1)
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var/atom/movable/overlay/animation = null
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monkeyizing = 1
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canmove = 0
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icon = null
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invisibility = 101
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animation = new(loc)
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick(anim, animation)
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new remains(loc)
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dead_mob_list -= src
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spawn(15)
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if(animation) qdel(animation)
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if(src) qdel(src)
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/mob/proc/death(gibbed,deathmessage="seizes up and falls limp...")
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if(stat == DEAD)
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return 0
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facing_dir = null
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if(!gibbed && deathmessage != "no message") // This is gross, but reliable. Only brains use it.
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src.visible_message("<b>\The [src.name]</b> [deathmessage]")
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stat = DEAD
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update_canmove()
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dizziness = 0
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jitteriness = 0
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layer = MOB_LAYER
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if(blind && client)
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blind.invisibility = 101
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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drop_r_hand()
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drop_l_hand()
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if(healths)
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healths.icon_state = "health6"
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timeofdeath = world.time
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if (isanimal(src))
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set_death_time(ANIMAL, world.time)
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else if (ispAI(src) || isdrone(src))
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set_death_time(MINISYNTH, world.time)
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else if (isliving(src))
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set_death_time(CREW, world.time)//Crew is the fallback
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if(mind) mind.store_memory("Time of death: [worldtime2text()]", 0)
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living_mob_list -= src
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dead_mob_list |= src
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updateicon()
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if(ticker && ticker.mode)
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ticker.mode.check_win()
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return 1
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