Fixing merge conflicts

This commit is contained in:
CosmicScientist
2015-08-08 15:43:38 +01:00
357 changed files with 13265 additions and 11049 deletions
+15 -5
View File
@@ -167,6 +167,13 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
mind.current.key = key
return 1
/mob/dead/observer/proc/notify_cloning(var/message, var/sound)
if(message)
src << "<span class='ghostalert'>[message]</span>"
src << "<span class='ghostalert'><a href=?src=\ref[src];reenter=1>(Click to re-enter)</a></span>"
if(sound)
src << sound(sound)
/mob/dead/observer/proc/dead_tele()
set category = "Ghost"
set name = "Teleport"
@@ -363,8 +370,11 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return ..()
/mob/dead/observer/Topic(href, href_list)
if(href_list["follow"])
var/atom/movable/target = locate(href_list["follow"])
if((usr == src) && istype(target) && (target != src)) //for safety against href exploits
ManualFollow(target)
..()
if(usr == src)
if(href_list["follow"])
var/atom/movable/target = locate(href_list["follow"])
if(istype(target) && (target != src))
ManualFollow(target)
if(href_list["reenter"])
reenter_corpse()
+115
View File
@@ -0,0 +1,115 @@
//Travel through pools of blood. Slaughter Demon powers for everyone!
#define BLOODCRAWL 1
#define BLOODCRAWL_EAT 2
/mob/living/proc/phaseout(obj/effect/decal/cleanable/B)
var/mob/living/kidnapped = null
var/turf/mobloc = get_turf(src.loc)
var/turf/bloodloc = get_turf(B.loc)
if(Adjacent(bloodloc))
src.notransform = TRUE
spawn(0)
src.visible_message("[src] sinks into the pool of blood.")
playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 100, 1, -1)
var/obj/effect/dummy/slaughter/holder = PoolOrNew(/obj/effect/dummy/slaughter,mobloc)
src.ExtinguishMob()
if(src.buckled)
src.buckled.unbuckle_mob()
if(src.pulling && src.bloodcrawl == BLOODCRAWL_EAT)
if(istype(src.pulling, /mob/living))
var/mob/living/victim = src.pulling
if(victim.stat == CONSCIOUS)
src.visible_message("[victim] kicks free of the [src] at the last second!")
else
victim.loc = holder
src.visible_message("<span class='warning'><B>The [src] drags [victim] into the pool of blood!</B>")
kidnapped = victim
src.loc = holder
src.holder = holder
if(kidnapped)
src << "<B>You begin to feast on [kidnapped]. You can not move while you are doing this.</B>"
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
src << "<B>You devour [kidnapped]. Your health is fully restored.</B>"
src.adjustBruteLoss(-1000)
src.adjustFireLoss(-1000)
src.adjustOxyLoss(-1000)
src.adjustToxLoss(-1000)
kidnapped.ghostize()
qdel(kidnapped)
src.notransform = 0
/mob/living/proc/phasein(obj/effect/decal/cleanable/B)
if(src.notransform)
src << "<B>Finish eating first!</B>"
else
src.loc = B.loc
src.client.eye = src
src.visible_message("<span class='warning'><B>The [src] rises out of the pool of blood!</B>")
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
qdel(src.holder)
src.holder = null
/obj/effect/decal/cleanable/blood/CtrlClick(mob/living/user)
..()
if(user.bloodcrawl)
if(user.holder)
user.phasein(src)
else
user.phaseout(src)
/obj/effect/decal/cleanable/trail_holder/CtrlClick(mob/living/user)
..()
if(user.bloodcrawl)
if(user.holder)
user.phasein(src)
else
user.phaseout(src)
/turf/CtrlClick(var/mob/living/user)
..()
if(user.bloodcrawl)
for(var/obj/effect/decal/cleanable/B in src.contents)
if(istype(B, /obj/effect/decal/cleanable/blood) || istype(B, /obj/effect/decal/cleanable/trail_holder))
if(user.holder)
user.phasein(B)
break
else
user.phaseout(B)
break
/obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
invisibility = 60
obj/effect/dummy/slaughter/relaymove(mob/user, direction)
if (!src.canmove || !direction) return
var/turf/newLoc = get_step(src,direction)
loc = newLoc
src.canmove = 0
spawn(1)
src.canmove = 1
/obj/effect/dummy/slaughter/ex_act(blah)
return
/obj/effect/dummy/slaughter/bullet_act(blah)
return
/obj/effect/dummy/slaughter/singularity_act(blah)
return
/obj/effect/dummy/slaughter/Destroy()
return QDEL_HINT_PUTINPOOL
@@ -34,7 +34,12 @@
/mob/living/carbon/alien/New()
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
internal_organs += new /obj/item/organ/brain/alien
for(var/obj/item/organ/internal/I in internal_organs)
I.Insert(src)
AddAbility(new/obj/effect/proc_holder/alien/nightvisiontoggle(null))
..()
@@ -54,7 +59,7 @@
return storedPlasma
/mob/living/carbon/alien/check_eye_prot()
return 2
return ..() + 2
/mob/living/carbon/alien/getToxLoss()
return 0
@@ -185,7 +190,7 @@ Des: Gives the client of the alien an image on each infected mob.
if (client)
for (var/mob/living/C in mob_list)
if(C.status_flags & XENO_HOST)
var/obj/item/body_egg/alien_embryo/A = locate() in C
var/obj/item/organ/internal/body_egg/alien_embryo/A = locate() in C
var/I = image('icons/mob/alien.dmi', loc = C, icon_state = "infected[A.stage]")
client.images += I
return
@@ -6,56 +6,54 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
var/m_type = 1
var/message
switch(act) //Alphabetical please
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<span class='name'>[src]</span> lets out a waning guttural screech, green blood bubbling from its maw..."
m_type = 2
if ("gnarl")
if ("gnarl","gnarls")
if (!muzzled)
message = "<span class='name'>[src]</span> gnarls and shows its teeth.."
m_type = 2
if ("hiss")
if ("hiss","hisses")
if(!muzzled)
message = "<span class='name'>[src]</span> hisses."
m_type = 2
if ("moan")
if ("moan","moans")
message = "<span class='name'>[src]</span> moans!"
m_type = 2
if ("roar")
if ("roar","roars")
if (!muzzled)
message = "<span class='name'>[src]</span> roars."
m_type = 2
if ("roll")
if ("roll","rolls")
if (!src.restrained())
message = "<span class='name'>[src]</span> rolls."
m_type = 1
if ("scratch")
if ("scratch","scratches")
if (!src.restrained())
message = "<span class='name'>[src]</span> scratches."
m_type = 1
if ("scretch")
if ("screech","screeches")
if (!muzzled)
message = "<span class='name'>[src]</span> scretches."
message = "<span class='name'>[src]</span> screeches."
m_type = 2
if ("shiver")
if ("shiver","shivers")
message = "<span class='name'>[src]</span> shivers."
m_type = 2
if ("sign")
if ("sign","signs")
if (!src.restrained())
message = text("<span class='name'>[src]</span> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
m_type = 1
@@ -65,7 +63,7 @@
m_type = 1
if ("help") //This is an exception
src << "Help for xenomorph emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow, burp, choke, chucke, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, giggle, glare-(none)/mob, gnarl, hiss, jump, laugh, look-atom, me, moan, nod, point-atom, roar, roll, scream, scratch, scretch, shake, shiver, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave, whimper, wink, yawn"
src << "Help for xenomorph emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow, burp, choke, chucke, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, giggle, glare-(none)/mob, gnarl, hiss, jump, laugh, look-atom, me, moan, nod, point-atom, roar, roll, scream, scratch, screech, shake, shiver, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave, whimper, wink, yawn"
else
..(act)
@@ -6,83 +6,81 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
var/m_type = 1
var/message
switch(act) //Alphabetically sorted please.
if ("burp")
if ("burp","burps")
if (!muzzled)
message = "<span class='name'>[src]</span> burps."
m_type = 2
if ("choke")
if ("choke","chokes")
message = "<span class='name'>[src]</span> chokes."
m_type = 2
if ("collapse")
if ("collapse","collapses")
Paralyse(2)
message = "<span class='name'>[src]</span> collapses!"
m_type = 2
if ("dance")
if ("dance","dances")
if (!src.restrained())
message = "<span class='name'>[src]</span> dances around happily."
m_type = 1
if ("drool")
if ("drool","drools")
message = "<span class='name'>[src]</span> drools."
m_type = 1
if ("gasp")
if ("gasp","gasps")
message = "<span class='name'>[src]</span> gasps."
m_type = 2
if ("gnarl")
if ("gnarl","gnarls")
if (!muzzled)
message = "<span class='name'>[src]</span> gnarls and shows its teeth.."
m_type = 2
if ("hiss")
if ("hiss","hisses")
message = "<span class='name'>[src]</span> hisses softly."
m_type = 1
if ("jump")
if ("jump","jumps")
message = "<span class='name'>[src]</span> jumps!"
m_type = 1
if ("moan")
if ("moan","moans")
message = "<span class='name'>[src]</span> moans!"
m_type = 2
if ("nod")
if ("nod","nods")
message = "<span class='name'>[src]</span> nods its head."
m_type = 1
// if ("roar")
// if (!muzzled)
// message = "<span class='name'>[src]</span> roars." Commenting out since larva shouldn't roar /N
// m_type = 2
if ("roll")
if ("roar","roars")
if (!muzzled)
message = "<span class='name'>[src]</span> softly roars."
m_type = 2
if ("roll","rolls")
if (!src.restrained())
message = "<span class='name'>[src]</span> rolls."
m_type = 1
if ("scratch")
if ("scratch","scratches")
if (!src.restrained())
message = "<span class='name'>[src]</span> scratches."
m_type = 1
if ("scretch")
if ("screech","screeches") //This orignally was called scretch, changing it. -Sum99
if (!muzzled)
message = "<span class='name'>[src]</span> scretches."
message = "<span class='name'>[src]</span> screeches."
m_type = 2
if ("shake")
if ("shake","shakes")
message = "<span class='name'>[src]</span> shakes its head."
m_type = 1
if ("shiver")
if ("shiver","shivers")
message = "<span class='name'>[src]</span> shivers."
m_type = 2
if ("sign")
if ("sign","signs")
if (!src.restrained())
message = text("<span class='name'>[src]</span> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
m_type = 1
if ("snore")
if ("snore","snores")
message = "<B>[src]</B> snores."
m_type = 2
if ("sulk")
if ("sulk","sulks")
message = "<span class='name'>[src]</span> sulks down sadly."
m_type = 1
if ("sway")
if ("sway","sways")
message = "<span class='name'>[src]</span> sways around dizzily."
m_type = 1
if ("tail")
@@ -91,13 +89,13 @@
if ("twitch")
message = "<span class='name'>[src]</span> twitches violently."
m_type = 1
if ("whimper")
if ("whimper","whimpers")
if (!muzzled)
message = "<span class='name'>[src]</span> whimpers."
m_type = 2
if ("help") //"The exception"
src << "Help for larva emotes. You can use these emotes with say \"*emote\":\n\nburp, choke, collapse, dance, drool, gasp, gnarl, hiss, jump, moan, nod, roll, scratch,\nscretch, shake, shiver, sign-#, sulk, sway, tail, twitch, whimper"
src << "Help for larva emotes. You can use these emotes with say \"*emote\":\n\nburp, choke, collapse, dance, drool, gasp, gnarl, hiss, jump, moan, nod, roll, roar, scratch, screech, shake, shiver, sign-#, sulk, sway, tail, twitch, whimper"
else
src << "<span class='info'>Unusable emote '[act]'. Say *help for a list.</span>"
@@ -2,55 +2,53 @@
// It functions almost identically (see code/datums/diseases/alien_embryo.dm)
var/const/ALIEN_AFK_BRACKET = 450 // 45 seconds
/obj/item/body_egg/alien_embryo
/obj/item/organ/internal/body_egg/alien_embryo
name = "alien embryo"
icon = 'icons/mob/alien.dmi'
icon_state = "larva0_dead"
var/stage = 0
/obj/item/body_egg/alien_embryo/egg_process()
/obj/item/organ/internal/body_egg/alien_embryo/on_life()
switch(stage)
if(2, 3)
if(prob(1))
owner.emote("sneeze")
if(prob(1))
owner.emote("cough")
if(prob(1))
owner << "<span class='danger'>Your throat feels sore.</span>"
if(prob(1))
owner << "<span class='danger'>Mucous runs down the back of your throat.</span>"
if(4)
if(prob(1))
owner.emote("sneeze")
if(prob(1))
owner.emote("cough")
if(prob(2))
owner << "<span class='danger'>Your muscles ache.</span>"
if(prob(20))
owner.take_organ_damage(1)
if(prob(2))
owner << "<span class='danger'>Your stomach hurts.</span>"
if(prob(20))
owner.adjustToxLoss(1)
if(5)
owner << "<span class='danger'>You feel something tearing its way out of your stomach...</span>"
owner.adjustToxLoss(10)
/obj/item/organ/internal/body_egg/alien_embryo/egg_process()
if(stage < 5 && prob(3))
stage++
spawn(0)
RefreshInfectionImage()
switch(stage)
if(2, 3)
if(affected_mob == DEAD)
return
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "<span class='danger'>Your throat feels sore.</span>"
if(prob(1))
affected_mob << "<span class='danger'>Mucous runs down the back of your throat.</span>"
if(4)
if(affected_mob == DEAD)
return
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(2))
affected_mob << "<span class='danger'>Your muscles ache.</span>"
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(2))
affected_mob << "<span class='danger'>Your stomach hurts.</span>"
if(prob(20))
affected_mob.adjustToxLoss(1)
affected_mob.updatehealth()
if(5)
if(affected_mob != DEAD)
affected_mob << "<span class='danger'>You feel something tearing its way out of your stomach...</span>"
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(50))
AttemptGrow()
if(stage == 5 && prob(50))
AttemptGrow()
/obj/item/body_egg/alien_embryo/proc/AttemptGrow(gib_on_success = 1)
/obj/item/organ/internal/body_egg/alien_embryo/proc/AttemptGrow(gib_on_success = 1)
if(!owner) return
var/list/candidates = get_candidates(BE_ALIEN, ALIEN_AFK_BRACKET)
var/client/C = null
@@ -61,55 +59,47 @@ var/const/ALIEN_AFK_BRACKET = 450 // 45 seconds
if(candidates.len)
C = pick(candidates)
else if(affected_mob.client)
C = affected_mob.client
else if(owner.client)
C = owner.client
else
stage = 4 // Let's try again later.
return
if(affected_mob.lying)
affected_mob.overlays += image('icons/mob/alien.dmi', loc = affected_mob, icon_state = "burst_lie")
if(owner.lying)
owner.overlays += image('icons/mob/alien.dmi', loc = owner, icon_state = "burst_lie")
else
affected_mob.overlays += image('icons/mob/alien.dmi', loc = affected_mob, icon_state = "burst_stand")
owner.overlays += image('icons/mob/alien.dmi', loc = owner, icon_state = "burst_stand")
spawn(6)
var/location = get_turf(affected_mob)
if(!location)
location = affected_mob.loc
var/mob/living/carbon/alien/larva/new_xeno = new(location)
var/atom/xeno_loc = owner
if(!gib_on_success)
xeno_loc = get_turf(xeno_loc)
var/mob/living/carbon/alien/larva/new_xeno = new(xeno_loc)
new_xeno.key = C.key
new_xeno << sound('sound/voice/hiss5.ogg',0,0,0,100) //To get the player's attention
if(gib_on_success)
affected_mob.gib()
if(istype(new_xeno.loc,/mob/living/carbon))
var/mob/living/carbon/digester = new_xeno.loc
digester.stomach_contents += new_xeno
owner.stomach_contents += new_xeno
owner.gib()
qdel(src)
/*----------------------------------------
Proc: RefreshInfectionImage()
Des: Removes the current icons located in the infected mob adds the current stage
----------------------------------------*/
/obj/item/body_egg/alien_embryo/RefreshInfectionImage()
RemoveInfectionImages()
AddInfectionImages()
/*----------------------------------------
Proc: AddInfectionImages(C)
Des: Adds the infection image to all aliens for this embryo
----------------------------------------*/
/obj/item/body_egg/alien_embryo/AddInfectionImages()
/obj/item/organ/internal/body_egg/alien_embryo/AddInfectionImages()
for(var/mob/living/carbon/alien/alien in player_list)
if(alien.client)
var/I = image('icons/mob/alien.dmi', loc = affected_mob, icon_state = "infected[stage]")
var/I = image('icons/mob/alien.dmi', loc = owner, icon_state = "infected[stage]")
alien.client.images += I
/*----------------------------------------
Proc: RemoveInfectionImage(C)
Des: Removes all images from the mob infected by this embryo
----------------------------------------*/
/obj/item/body_egg/alien_embryo/RemoveInfectionImages()
/obj/item/organ/internal/body_egg/alien_embryo/RemoveInfectionImages()
for(var/mob/living/carbon/alien/alien in player_list)
if(alien.client)
for(var/image/I in alien.client.images)
if(dd_hasprefix_case(I.icon_state, "infected") && I.loc == affected_mob)
if(dd_hasprefix_case(I.icon_state, "infected") && I.loc == owner)
qdel(I)
@@ -87,7 +87,7 @@ var/const/MAX_ACTIVE_TIME = 400
return Attach(AM)
return 0
/obj/item/clothing/mask/facehugger/throw_at(atom/target, range, speed)
/obj/item/clothing/mask/facehugger/throw_at(atom/target, range, speed, mob/thrower, spin)
if(!..())
return
if(stat == CONSCIOUS)
@@ -116,7 +116,7 @@ var/const/MAX_ACTIVE_TIME = 400
if(loc == L) return 0
if(stat != CONSCIOUS) return 0
if(locate(/obj/item/body_egg/alien_embryo) in L) return 0
if(locate(/obj/item/organ/internal/body_egg/alien_embryo) in L) return 0
if(!sterile) L.take_organ_damage(strength,0) //done here so that even borgs and humans in helmets take damage
L.visible_message("<span class='danger'>[src] leaps at [L]'s face!</span>", \
@@ -176,8 +176,7 @@ var/const/MAX_ACTIVE_TIME = 400
icon_state = "[initial(icon_state)]_impregnated"
if(!target.getlimb(/obj/item/organ/limb/robot/chest) && !(target.status_flags & XENO_HOST))
new /obj/item/body_egg/alien_embryo(target)
new /obj/item/organ/internal/body_egg/alien_embryo(target)
if(iscorgi(target))
var/mob/living/simple_animal/pet/dog/corgi/C = target
+2 -29
View File
@@ -9,11 +9,6 @@
origin_tech = "biotech=3"
var/braintype = "Cyborg"
req_access = list(access_robotics)
//Revised. Brainmob is now contained directly within object of transfer. MMI in this case.
var/locked = 0
var/syndiemmi = 0 //Whether or not this is a Syndicate MMI
var/mob/living/carbon/brain/brainmob = null //The current occupant.
var/mob/living/silicon/robot = null //Appears unused.
@@ -31,12 +26,6 @@
else
icon_state = "mmi_empty"
/obj/item/device/mmi/Topic(href, href_list)
if(href_list["reenter"])
var/mob/dead/observer/ghost = usr
if(istype(ghost))
ghost.reenter_corpse(ghost)
/obj/item/device/mmi/attackby(obj/item/O, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
if(istype(O,/obj/item/organ/brain)) //Time to stick a brain in it --NEO
@@ -52,11 +41,7 @@
return
var/mob/living/carbon/brain/B = newbrain.brainmob
if(!B.key)
var/mob/dead/observer/ghost = B.get_ghost()
if(ghost)
if(ghost.client)
ghost << "<span class='ghostalert'>Someone has put your brain in a MMI!</span> <a href=?src=\ref[src];reenter=1>(Click to enter)</a>"
ghost << sound('sound/effects/genetics.ogg')
B.notify_ghost_cloning("Someone has put your brain in a MMI!")
visible_message("[user] sticks \a [newbrain] into \the [src].")
brainmob = newbrain.brainmob
@@ -73,19 +58,10 @@
name = "Man-Machine Interface: [brainmob.real_name]"
update_icon()
locked = 1
feedback_inc("cyborg_mmis_filled",1)
return
if((istype(O,/obj/item/weapon/card/id)||istype(O,/obj/item/device/pda)) && brainmob)
if(allowed(user))
locked = !locked
user << "<span class='notice'>You [locked ? "lock" : "unlock"] the brain holder.</span>"
else
user << "<span class='danger'>Access denied.</span>"
return
if(brainmob)
O.attack(brainmob, user) //Oh noooeeeee
return
@@ -94,10 +70,8 @@
/obj/item/device/mmi/attack_self(mob/user)
if(!brain)
user << "<span class='warning'>You upend the MMI, but there's nothing in it!</span>"
else if(locked)
user << "<span class='warning'>You upend the MMI, but the brain is clamped into place!</span>"
else
user << "<span class='notice'>You upend the MMI, spilling the brain onto the floor.</span>"
user << "<span class='notice'>You unlock and upend the MMI, spilling the brain onto the floor.</span>"
brainmob.container = null //Reset brainmob mmi var.
brainmob.loc = brain //Throw mob into brain.
@@ -126,7 +100,6 @@
name = "Man-Machine Interface: [brainmob.real_name]"
update_icon()
locked = 1
return
/obj/item/device/mmi/radio_enabled
@@ -9,7 +9,7 @@
throw_speed = 3
throw_range = 5
layer = 4.1
origin_tech = "biotech=3"
origin_tech = "biotech=4"
attack_verb = list("attacked", "slapped", "whacked")
var/mob/living/carbon/brain/brainmob = null
@@ -6,8 +6,6 @@
var/t1 = findtext(act, "-", 1, null)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
if(src.stat == DEAD)
return
@@ -22,16 +20,16 @@
message = "<B>[src]</B> lets out a distressed noise."
m_type = 2
if ("beep")
if ("beep","beeps")
src << "You beep."
message = "<B>[src]</B> beeps."
m_type = 2
if ("blink")
if ("blink","blinks")
message = "<B>[src]</B> blinks."
m_type = 1
if ("boop")
if ("boop","boops")
src << "You boop."
message = "<B>[src]</B> boops."
m_type = 2
@@ -45,7 +43,7 @@
message = "<B>[src]</B> plays a loud tone."
m_type = 2
if ("whistle")
if ("whistle","whistles")
src << "You whistle."
message = "<B>[src]</B> whistles."
m_type = 2
@@ -11,7 +11,6 @@ var/global/posibrain_notif_cooldown = 0
var/askDelay = 10 * 60 * 1
brainmob = null
req_access = list(access_robotics)
locked = 0
mecha = null//This does not appear to be used outside of reference in mecha.dm.
braintype = "Android"
+13 -1
View File
@@ -530,4 +530,16 @@ var/const/GALOSHES_DONT_HELP = 8
I.throw_at(target,I.throw_range,I.throw_speed,src)
if(61 to 90) //throw it down to the floor
var/turf/target = get_turf(loc)
I.throw_at(target,I.throw_range,I.throw_speed,src)
I.throw_at(target,I.throw_range,I.throw_speed,src)
/mob/living/carbon/emp_act(severity)
for(var/obj/item/organ/internal/O in internal_organs)
O.emp_act(severity)
..()
/mob/living/carbon/check_eye_prot()
var/number = ..()
for(var/obj/item/organ/internal/cyberimp/eyes/EFP in internal_organs)
number += EFP.flash_protect
return number
@@ -11,6 +11,11 @@
return 1
return ..()
/mob/living/carbon/throw_impact(atom/hit_atom)
. = ..()
if(hit_atom.density && isturf(hit_atom))
Weaken(1)
take_organ_damage(10)
/mob/living/carbon/attackby(obj/item/I, mob/user, params)
if(lying)
+23 -26
View File
@@ -10,9 +10,6 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
//var/m_type = 1
@@ -27,7 +24,7 @@
message = "<B>[src]</B> is strumming the air and headbanging like a safari chimp."
m_type = 1
if ("blink")
if ("blink","blinks")
message = "<B>[src]</B> blinks."
m_type = 1
@@ -35,11 +32,11 @@
message = "<B>[src]</B> blinks rapidly."
m_type = 1
if ("blush")
if ("blush","blushes")
message = "<B>[src]</B> blushes."
m_type = 1
if ("bow")
if ("bow","bows")
if (!src.buckled)
var/M = null
if (param)
@@ -55,117 +52,117 @@
message = "<B>[src]</B> bows."
m_type = 1
if ("burp")
if ("burp","burps")
if (!muzzled)
..(act)
if ("choke")
if ("choke","chokes")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("chuckle")
if ("chuckle","chuckles")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("clap")
if ("clap","claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if ("cough")
if ("cough","coughs")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<B>[src]</B> seizes up and falls limp, \his eyes dead and lifeless..."
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings."
m_type = 2
if ("gasp")
if ("gasp","gasps")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a weak noise."
m_type = 2
if ("giggle")
if ("giggle","giggles")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("laugh")
if ("laugh","laughs")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
if ("nod")
if ("nod","nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("scream")
if ("scream","screams")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a very loud noise."
m_type = 2
if ("shake")
if ("shake","shakes")
message = "<B>[src]</B> shakes \his head."
m_type = 1
if ("sneeze")
if ("sneeze","sneezes")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a strange noise."
m_type = 2
if ("sigh")
if ("sigh","sighs")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> sighs."
m_type = 2
if ("sniff")
if ("sniff","sniffs")
message = "<B>[src]</B> sniffs."
m_type = 2
if ("snore")
if ("snore","snores")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("whimper")
if ("whimper","whimpers")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a weak noise."
m_type = 2
if ("wink")
if ("wink","winks")
message = "<B>[src]</B> winks."
m_type = 1
if ("yawn")
if ("yawn","yawns")
if (!muzzled)
..(act)
+27 -29
View File
@@ -6,8 +6,6 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
//var/m_type = 1
@@ -28,29 +26,29 @@
message = "<B>[src]</B> flaps \his wings ANGRILY!"
m_type = 2
if ("choke")
if ("choke","chokes")
if (miming)
message = "<B>[src]</B> clutches \his throat desperately!"
else
..(act)
if ("chuckle")
if ("chuckle","chuckles")
if(miming)
message = "<B>[src]</B> appears to chuckle."
else
..(act)
if ("clap")
if ("clap","claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if ("collapse")
if ("collapse","collapses")
Paralyse(2)
message = "<B>[src]</B> collapses!"
m_type = 2
if ("cough")
if ("cough","coughs")
if (miming)
message = "<B>[src]</B> appears to cough!"
else
@@ -61,7 +59,7 @@
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("cry")
if ("cry","crys","cries") //I feel bad if people put s at the end of cry. -Sum99
if (miming)
message = "<B>[src]</B> cries."
else
@@ -101,7 +99,7 @@
return
message = "<B>[src]</B> [input]"
if ("dap")
if ("dap","daps")
m_type = 1
if (!src.restrained())
var/M = null
@@ -119,24 +117,24 @@
message = "<B>[src]</B> raises an eyebrow."
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings."
m_type = 2
if ("gasp")
if ("gasp","gasps")
if (miming)
message = "<B>[src]</B> appears to be gasping!"
else
..(act)
if ("giggle")
if ("giggle","giggles")
if (miming)
message = "<B>[src]</B> giggles silently!"
else
..(act)
if ("groan")
if ("groan","groans")
if (miming)
message = "<B>[src]</B> appears to groan!"
else
@@ -147,7 +145,7 @@
message = "<B>[src]</B> makes a loud noise."
m_type = 2
if ("grumble")
if ("grumble","grumbles")
if (!muzzled)
message = "<B>[src]</B> grumbles!"
else
@@ -171,7 +169,7 @@
else
message = "<B>[src]</B> holds out \his hand to [M]."
if ("hug")
if ("hug","hugs")
m_type = 1
if (!src.restrained())
var/M = null
@@ -215,14 +213,14 @@
else
message = "<B>[src]</B> [message]"
if ("moan")
if ("moan","moans")
if(miming)
message = "<B>[src]</B> appears to moan!"
else
message = "<B>[src]</B> moans!"
m_type = 2
if ("mumble")
if ("mumble","mumbles")
message = "<B>[src]</B> mumbles!"
m_type = 2
@@ -235,7 +233,7 @@
message = "<B>[src]</B> raises a hand."
m_type = 1
if ("salute")
if ("salute","salutes")
if (!src.buckled)
var/M = null
if (param)
@@ -251,27 +249,27 @@
message = "<B>[src]</b> salutes."
m_type = 1
if ("scream")
if ("scream","screams")
if (miming)
message = "<B>[src]</B> acts out a scream!"
else
..(act)
if ("shiver")
if ("shiver","shivers")
message = "<B>[src]</B> shivers."
m_type = 1
if ("shrug")
if ("shrug","shrugs")
message = "<B>[src]</B> shrugs."
m_type = 1
if ("sigh")
if ("sigh","sighs")
if(miming)
message = "<B>[src]</B> sighs."
else
..(act)
if ("signal")
if ("signal","signals")
if (!src.restrained())
var/t1 = round(text2num(param))
if (isnum(t1))
@@ -281,34 +279,34 @@
message = "<B>[src]</B> raises [t1] finger\s."
m_type = 1
if ("sneeze")
if ("sneeze","sneezes")
if (miming)
message = "<B>[src]</B> sneezes."
else
..(act)
if ("sniff")
if ("sniff","sniffs")
message = "<B>[src]</B> sniffs."
m_type = 2
if ("snore")
if ("snore","snores")
if (miming)
message = "<B>[src]</B> sleeps soundly."
else
..(act)
if ("whimper")
if ("whimper","whimpers")
if (miming)
message = "<B>[src]</B> appears hurt."
else
..(act)
if ("yawn")
if ("yawn","yawns")
if (!muzzled)
message = "<B>[src]</B> yawns."
m_type = 2
if("wag")
if("wag","wags")
if(dna && dna.species && (("tail_lizard" in dna.species.mutant_bodyparts) || (features["tail_human"] != "None")))
message = "<B>[src]</B> wags \his tail."
startTailWag()
@@ -263,10 +263,12 @@
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
if(!wear_mask && is_thrall(src) && in_range(user,src))
msg += "Their features seem unnaturally tight and drawn.\n"
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/cybernetic_implant/eyes/hud/CIH = locate(/obj/item/cybernetic_implant/eyes/hud) in H.internal_organs
var/obj/item/organ/internal/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/internal/cyberimp/eyes/hud)
if(istype(H.glasses, /obj/item/clothing/glasses/hud) || CIH)
var/perpname = get_face_name(get_id_name(""))
if(perpname)
@@ -275,9 +277,9 @@
msg += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]<br>"
msg += "<a href='?src=\ref[src];hud=1;photo_front=1'>\[Front photo\]</a> "
msg += "<a href='?src=\ref[src];hud=1;photo_side=1'>\[Side photo\]</a><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(CIH,/obj/item/cybernetic_implant/eyes/hud/medical))
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(CIH,/obj/item/organ/internal/cyberimp/eyes/hud/medical))
var/implant_detect
for(var/obj/item/cybernetic_implant/CI in internal_organs)
for(var/obj/item/organ/internal/cyberimp/CI in internal_organs)
implant_detect += "[name] is modified with a [CI.name].<br>"
if(implant_detect)
msg += "Detected cybernetic modifications:<br>"
@@ -292,8 +294,9 @@
msg += "<a href='?src=\ref[src];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH,/obj/item/cybernetic_implant/eyes/hud/security))
if(!user.stat && user != src) //|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH,/obj/item/organ/internal/cyberimp/eyes/hud/security))
if(!user.stat && user != src)
//|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
var/criminal = "None"
R = find_record("name", perpname, data_core.security)
@@ -22,10 +22,13 @@
/obj/item/organ/limb/r_arm, /obj/item/organ/limb/r_leg, /obj/item/organ/limb/l_leg)
for(var/obj/item/organ/limb/O in organs)
O.owner = src
internal_organs += new /obj/item/organ/appendix
internal_organs += new /obj/item/organ/heart
internal_organs += new /obj/item/organ/internal/appendix
internal_organs += new /obj/item/organ/internal/heart
internal_organs += new /obj/item/organ/brain
for(var/obj/item/organ/internal/I in internal_organs)
I.Insert(src)
// for spawned humans; overwritten by other code
ready_dna(src)
randomize_human(src)
@@ -172,7 +172,7 @@
if(blocked <= 0) return 0
var/obj/item/organ/limb/organ = null
if(isorgan(def_zone))
if(islimb(def_zone))
organ = def_zone
else
if(!def_zone) def_zone = ran_zone(def_zone)
@@ -11,7 +11,7 @@ emp_act
var/organnum = 0
if(def_zone)
if(isorgan(def_zone))
if(islimb(def_zone))
return checkarmor(def_zone, type)
var/obj/item/organ/limb/affecting = get_organ(ran_zone(def_zone))
return checkarmor(affecting, type)
@@ -190,7 +190,6 @@ emp_act
apply_effect(20, PARALYZE, armor)
if(prob(I.force + min(100,100 - src.health)) && src != user && I.damtype == BRUTE)
ticker.mode.remove_revolutionary(mind)
ticker.mode.remove_gangster(mind)
if(bloody) //Apply blood
if(wear_mask)
wear_mask.add_blood(src)
@@ -469,4 +468,4 @@ emp_act
L.take_damage(I.w_class*I.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>\the [I.name] embeds itself in [src]'s [L.getDisplayName()]!</span>","<span class='userdanger'>\the [I.name] embeds itself in your [L.getDisplayName()]!</span>")
return
return ..()
return ..()
@@ -80,7 +80,7 @@
///checkeyeprot()
///Returns a number between -1 to 2
/mob/living/carbon/human/check_eye_prot()
var/number = 0
var/number = ..()
if(istype(src.head, /obj/item/clothing/head)) //are they wearing something on their head
var/obj/item/clothing/head/HFP = src.head //if yes gets the flash protection value from that item
number += HFP.flash_protect
@@ -90,9 +90,6 @@
if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
var/obj/item/clothing/mask/MFP = src.wear_mask
number += MFP.flash_protect
var/obj/item/cybernetic_implant/eyes/EFP = locate() in src
if(EFP)
number += EFP.flash_protect
return number
/mob/living/carbon/human/check_ear_prot()
@@ -707,6 +707,7 @@
switch(H.hal_screwyhud)
if(1) H.healths.icon_state = "health6"
if(2) H.healths.icon_state = "health7"
if(5) H.healths.icon_state = "health0"
else
switch(H.health - H.staminaloss)
if(100 to INFINITY) H.healths.icon_state = "health0"
@@ -737,6 +738,8 @@
icon_num = 4
if(damage > (comparison*4))
icon_num = 5
if(H.hal_screwyhud == 5)
icon_num = 0
if(icon_num)
H.healthdoll.overlays += image('icons/mob/screen_gen.dmi',"[L.name][icon_num]")
@@ -1037,7 +1040,6 @@
H.apply_effect(20, PARALYZE, armor)
if(prob(I.force + ((100 - H.health)/2)) && H != user && I.damtype == BRUTE)
ticker.mode.remove_revolutionary(H.mind)
ticker.mode.remove_gangster(H.mind)
if(bloody) //Apply blood
if(H.wear_mask)
@@ -1098,7 +1100,7 @@
if(blocked <= 0) return 0
var/obj/item/organ/limb/organ = null
if(isorgan(def_zone))
if(islimb(def_zone))
organ = def_zone
else
if(!def_zone) def_zone = ran_zone(def_zone)
@@ -212,13 +212,18 @@ Please contact me on #coderbus IRC. ~Carnie x
var/image/standing
var/iconfile2use //Which icon file to use to generate the overlay and any female alterations.
var/layer2use
if(U.alternate_worn_icon)
iconfile2use = U.alternate_worn_icon
if(!iconfile2use)
iconfile2use = 'icons/mob/uniform.dmi'
if(U.alternate_worn_layer)
layer2use = U.alternate_worn_layer
if(!layer2use)
layer2use = UNIFORM_LAYER
standing = image("icon"=iconfile2use, "icon_state"="[t_color]_s", "layer"=-UNIFORM_LAYER)
standing = image("icon"=iconfile2use, "icon_state"="[t_color]_s", "layer"=-layer2use)
overlays_standing[UNIFORM_LAYER] = standing
@@ -266,11 +271,17 @@ Please contact me on #coderbus IRC. ~Carnie x
var/t_state = gloves.item_state
if(!t_state) t_state = gloves.icon_state
var/layer2use
if(gloves.alternate_worn_layer)
layer2use = gloves.alternate_worn_layer
if(!layer2use)
layer2use = GLOVES_LAYER
var/image/standing
if(gloves.alternate_worn_icon)
standing = image("icon"=gloves.alternate_worn_icon, "icon_state"="[t_state]", "layer"=-GLOVES_LAYER)
standing = image("icon"=gloves.alternate_worn_icon, "icon_state"="[t_state]", "layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/hands.dmi', "icon_state"="[t_state]", "layer"=-GLOVES_LAYER)
standing = image("icon"='icons/mob/hands.dmi', "icon_state"="[t_state]", "layer"=-layer2use)
overlays_standing[GLOVES_LAYER] = standing
@@ -294,11 +305,17 @@ Please contact me on #coderbus IRC. ~Carnie x
glasses.screen_loc = ui_glasses //...draw the item in the inventory screen
client.screen += glasses //Either way, add the item to the HUD
var/layer2use
if(glasses.alternate_worn_layer)
layer2use = glasses.alternate_worn_layer
if(!layer2use)
layer2use = GLASSES_LAYER
var/image/standing
if(glasses.alternate_worn_icon)
standing = image("icon"=glasses.alternate_worn_icon, "icon_state"="[glasses.icon_state]","layer"=-GLASSES_LAYER)
standing = image("icon"=glasses.alternate_worn_icon, "icon_state"="[glasses.icon_state]","layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/eyes.dmi', "icon_state"="[glasses.icon_state]", "layer"=-GLASSES_LAYER)
standing = image("icon"='icons/mob/eyes.dmi', "icon_state"="[glasses.icon_state]", "layer"=-layer2use)
overlays_standing[GLASSES_LAYER] = standing
@@ -314,11 +331,17 @@ Please contact me on #coderbus IRC. ~Carnie x
ears.screen_loc = ui_ears //...draw the item in the inventory screen
client.screen += ears //Either way, add the item to the HUD
var/layer2use
if(ears.alternate_worn_layer)
layer2use = ears.alternate_worn_layer
if(!layer2use)
layer2use = EARS_LAYER
var/image/standing
if(ears.alternate_worn_icon)
standing = image("icon"=ears.alternate_worn_icon, "icon_state"="[ears.icon_state]", "layer"=-EARS_LAYER)
standing = image("icon"=ears.alternate_worn_icon, "icon_state"="[ears.icon_state]", "layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/ears.dmi', "icon_state"="[ears.icon_state]", "layer"=-EARS_LAYER)
standing = image("icon"='icons/mob/ears.dmi', "icon_state"="[ears.icon_state]", "layer"=-layer2use)
overlays_standing[EARS_LAYER] = standing
@@ -334,11 +357,17 @@ Please contact me on #coderbus IRC. ~Carnie x
shoes.screen_loc = ui_shoes //...draw the item in the inventory screen
client.screen += shoes //Either way, add the item to the HUD
var/layer2use
if(shoes.alternate_worn_layer)
layer2use = shoes.alternate_worn_layer
if(!layer2use)
layer2use = SHOES_LAYER
var/image/standing
if(shoes.alternate_worn_icon)
standing = image("icon"=shoes.alternate_worn_icon, "icon_state"="[shoes.icon_state]","layer"=-SHOES_LAYER)
standing = image("icon"=shoes.alternate_worn_icon, "icon_state"="[shoes.icon_state]","layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/feet.dmi', "icon_state"="[shoes.icon_state]", "layer"=-SHOES_LAYER)
standing = image("icon"='icons/mob/feet.dmi', "icon_state"="[shoes.icon_state]", "layer"=-layer2use)
overlays_standing[SHOES_LAYER] = standing
if(shoes.blood_DNA)
@@ -384,11 +413,17 @@ Please contact me on #coderbus IRC. ~Carnie x
var/t_state = belt.item_state
if(!t_state) t_state = belt.icon_state
var/layer2use
if(belt.alternate_worn_layer)
layer2use = belt.alternate_worn_layer
if(!layer2use)
layer2use = BELT_LAYER
var/image/standing
if(belt.alternate_worn_icon)
standing = image("icon"=belt.alternate_worn_icon, "icon_state"="[t_state]", "layer"=-BELT_LAYER)
standing = image("icon"=belt.alternate_worn_icon, "icon_state"="[t_state]", "layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/belt.dmi', "icon_state"="[t_state]", "layer"=-BELT_LAYER)
standing = image("icon"='icons/mob/belt.dmi', "icon_state"="[t_state]", "layer"=-layer2use)
overlays_standing[BELT_LAYER] = standing
@@ -405,11 +440,18 @@ Please contact me on #coderbus IRC. ~Carnie x
wear_suit.screen_loc = ui_oclothing //TODO //...draw the item in the inventory screen
client.screen += wear_suit //Either way, add the item to the HUD
var/layer2use
if(wear_suit.alternate_worn_layer)
layer2use = wear_suit.alternate_worn_layer
if(!layer2use)
layer2use = SUIT_LAYER
var/image/standing
if(wear_suit.alternate_worn_icon)
standing = image("icon"=wear_suit.alternate_worn_icon, "icon_state"="[wear_suit.icon_state]", "layer"=-SUIT_LAYER)
standing = image("icon"=wear_suit.alternate_worn_icon, "icon_state"="[wear_suit.icon_state]", "layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/suit.dmi', "icon_state"="[wear_suit.icon_state]", "layer"=-SUIT_LAYER)
standing = image("icon"='icons/mob/suit.dmi', "icon_state"="[wear_suit.icon_state]", "layer"=-layer2use)
overlays_standing[SUIT_LAYER] = standing
if(istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
+7 -1
View File
@@ -9,6 +9,8 @@
if(..())
. = 1
for(var/obj/item/organ/internal/O in internal_organs)
O.on_life()
//Updates the number of stored chemicals for powers
handle_changeling()
@@ -456,7 +458,6 @@
return 1
/mob/living/carbon/update_sight()
if(stat == DEAD)
sight |= SEE_TURFS
sight |= SEE_MOBS
@@ -521,3 +522,8 @@
//We totally need a sweat system cause it totally makes sense...~
bodytemperature += min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
/mob/living/carbon/handle_actions()
..()
for(var/obj/item/I in internal_organs)
give_action_button(I, 1)
+11 -13
View File
@@ -6,19 +6,17 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
var/m_type = 1
var/message
switch(act) //Ooh ooh ah ah keep this alphabetical ooh ooh ah ah!
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<b>[src]</b> lets out a faint chimper as it collapses and stops moving..."
m_type = 1
if ("gnarl")
if ("gnarl","gnarls")
if (!muzzled)
message = "<B>[src]</B> gnarls and shows its teeth.."
m_type = 2
@@ -28,35 +26,35 @@
message = "<B>[src]</B> flails its paw."
m_type = 1
if ("moan")
if ("moan","moans")
message = "<B>[src]</B> moans!"
m_type = 2
if ("roar")
if ("roar","roars")
if (!muzzled)
message = "<B>[src]</B> roars."
m_type = 2
if ("roll")
if ("roll","rolls")
if (!src.restrained())
message = "<B>[src]</B> rolls."
m_type = 1
if ("scratch")
if ("scratch","scratches")
if (!src.restrained())
message = "<B>[src]</B> scratches."
m_type = 1
if ("scretch")
if ("screech","screeches")
if (!muzzled)
message = "<B>[src]</B> scretches."
message = "<B>[src]</B> screeches."
m_type = 2
if ("shiver")
if ("shiver","shivers")
message = "<B>[src]</B> shivers."
m_type = 2
if ("sign")
if ("sign","signs")
if (!src.restrained())
message = text("<B>[src]</B> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
m_type = 1
@@ -66,7 +64,7 @@
m_type = 1
if ("help") //Ooh ah ooh ooh this is an exception to alphabetical ooh ooh.
src << "Help for monkey emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, gnarl, giggle, glare-(none)/mob, grin, jump, laugh, look, me, moan, nod, paw, point-(atom), roar, roll, scream, scratch, scretch, shake, shiver, sigh, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave whimper, wink, yawn"
src << "Help for monkey emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, gnarl, giggle, glare-(none)/mob, grin, jump, laugh, look, me, moan, nod, paw, point-(atom), roar, roll, scream, scratch, screech, shake, shiver, sigh, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave whimper, wink, yawn"
else
..(act)
@@ -143,7 +143,7 @@
/mob/living/carbon/monkey/handle_changeling()
if(mind && hud_used)
if(mind.changeling)
mind.changeling.regenerate()
mind.changeling.regenerate(src)
hud_used.lingchemdisplay.invisibility = 0
hud_used.lingchemdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#dd66dd'>[round(mind.changeling.chem_charges)]</font></div>"
else
@@ -16,10 +16,13 @@
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
internal_organs += new /obj/item/organ/appendix
internal_organs += new /obj/item/organ/heart
internal_organs += new /obj/item/organ/internal/appendix
internal_organs += new /obj/item/organ/internal/heart
internal_organs += new /obj/item/organ/brain
for(var/obj/item/organ/internal/I in internal_organs)
I.Insert(src)
if(name == "monkey")
name = text("monkey ([rand(1, 1000)])")
real_name = name
@@ -272,4 +275,11 @@
if(wear_mask)
protection = max(1 - wear_mask.permeability_coefficient, protection)
protection = protection/7 //the rest of the body isn't covered.
return protection
return protection
/mob/living/carbon/monkey/check_eye_prot()
var/number = ..()
if(istype(src.wear_mask, /obj/item/clothing/mask))
var/obj/item/clothing/mask/MFP = src.wear_mask
number += MFP.flash_protect
return number
+27 -6
View File
@@ -96,11 +96,18 @@
/mob/living/carbon/update_inv_wear_mask()
remove_overlay(FACEMASK_LAYER)
if(istype(wear_mask, /obj/item/clothing/mask))
var/layer2use
if(wear_mask.alternate_worn_layer)
layer2use = wear_mask.alternate_worn_layer
if(!layer2use)
layer2use = FACEMASK_LAYER
var/image/standing
if(wear_mask.alternate_worn_icon)
standing = image("icon"=wear_mask.alternate_worn_icon, "icon_state"="[wear_mask.icon_state]", "layer"=-FACEMASK_LAYER)
standing = image("icon"=wear_mask.alternate_worn_icon, "icon_state"="[wear_mask.icon_state]", "layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/mask.dmi', "icon_state"="[wear_mask.icon_state]", "layer"=-FACEMASK_LAYER)
standing = image("icon"='icons/mob/mask.dmi', "icon_state"="[wear_mask.icon_state]", "layer"=-layer2use)
overlays_standing[FACEMASK_LAYER] = standing
@@ -111,11 +118,18 @@
/mob/living/carbon/update_inv_back()
remove_overlay(BACK_LAYER)
if(back)
var/layer2use
if(back.alternate_worn_layer)
layer2use = back.alternate_worn_layer
if(!layer2use)
layer2use = BACK_LAYER
var/image/standing
if(back.alternate_worn_icon)
standing = image("icon"=back.alternate_worn_icon, "icon_state"="[back.icon_state]", "layer"=-BACK_LAYER)
standing = image("icon"=back.alternate_worn_icon, "icon_state"="[back.icon_state]", "layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/back.dmi', "icon_state"="[back.icon_state]", "layer"=-BACK_LAYER)
standing = image("icon"='icons/mob/back.dmi', "icon_state"="[back.icon_state]", "layer"=-layer2use)
overlays_standing[BACK_LAYER] = standing
return back
@@ -124,11 +138,18 @@
/mob/living/carbon/update_inv_head()
remove_overlay(HEAD_LAYER)
if(head)
var/layer2use
if(head.alternate_worn_layer)
layer2use = head.alternate_worn_layer
if(!layer2use)
layer2use = HEAD_LAYER
var/image/standing
if(head.alternate_worn_icon)
standing = image("icon"=head.alternate_worn_icon, "icon_state"="[head.icon_state]", "layer"=-HEAD_LAYER)
standing = image("icon"=head.alternate_worn_icon, "icon_state"="[head.icon_state]", "layer"=-layer2use)
if(!standing)
standing = image("icon"='icons/mob/head.dmi', "icon_state"="[head.icon_state]", "layer"=-HEAD_LAYER)
standing = image("icon"='icons/mob/head.dmi', "icon_state"="[head.icon_state]", "layer"=-layer2use)
standing.color = head.color // For now, this is here solely for kitty ears, but everything should do this eventually
standing.alpha = head.alpha
+40 -43
View File
@@ -8,25 +8,22 @@
var/param = null
if (findtext(act, "-", 1, null))
if (findtext(act, "-", 1, null)) //Removes dashes for npcs "EMOTE-PLAYERNAME" or something like that, I ain't no AI coder. It's not for players. -Sum99
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
switch(act)//Hello, how would you like to order? Alphabetically!
if ("aflap")
if (!src.restrained())
message = "<B>[src]</B> flaps its wings ANGRILY!"
m_type = 2
if ("blush")
if ("blush","blushes")
message = "<B>[src]</B> blushes."
m_type = 1
if ("bow")
if ("bow","bows")
if (!src.buckled)
var/M = null
if (param)
@@ -42,70 +39,70 @@
message = "<B>[src]</B> bows."
m_type = 1
if ("burp")
if ("burp","burps")
message = "<B>[src]</B> burps."
m_type = 2
if ("choke")
if ("choke","chokes")
message = "<B>[src]</B> chokes!"
m_type = 2
if ("chuckle")
if ("chuckle","chuckles")
message = "<B>[src]</B> chuckles."
m_type = 2
if ("collapse")
if ("collapse","collapses")
Paralyse(2)
message = "<B>[src]</B> collapses!"
m_type = 2
if ("cough")
if ("cough","coughs")
message = "<B>[src]</B> coughs!"
m_type = 2
if ("dance")
if ("dance","dances")
if (!src.restrained())
message = "<B>[src]</B> dances around happily."
m_type = 1
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<B>[src]</B> seizes up and falls limp, its eyes dead and lifeless..."
m_type = 1
if ("drool")
if ("drool","drools")
message = "<B>[src]</B> drools."
m_type = 1
if ("faint")
if ("faint","faints")
message = "<B>[src]</B> faints."
if(src.sleeping)
return //Can't faint while asleep
src.sleeping += 10 //Short-short nap
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps its wings."
m_type = 2
if ("flip")
if ("flip","flips")
if (!src.restrained() || !src.resting || !src.sleeping)
src.SpinAnimation(7,1)
m_type = 2
if ("frown")
if ("frown","frowns")
message = "<B>[src]</B> frowns."
m_type = 1
if ("gasp")
if ("gasp","gasps")
message = "<B>[src]</B> gasps!"
m_type = 2
if ("giggle")
if ("giggle","giggles")
message = "<B>[src]</B> giggles."
m_type = 2
if ("glare")
if ("glare","glares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -119,19 +116,19 @@
else
message = "<B>[src]</B> glares."
if ("grin")
if ("grin","grins")
message = "<B>[src]</B> grins."
m_type = 1
if ("jump")
if ("jump","jumps")
message = "<B>[src]</B> jumps!"
m_type = 1
if ("laugh")
if ("laugh","laughs")
message = "<B>[src]</B> laughs."
m_type = 2
if ("look")
if ("look","looks")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -158,11 +155,11 @@
else
message = "<B>[src]</B> [message]"
if ("nod")
if ("nod","nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("point")
if ("point","points")
if (!src.restrained())
var/atom/M = null
if (param)
@@ -176,39 +173,39 @@
pointed(M)
m_type = 1
if ("scream")
if ("scream","screams")
message = "<B>[src]</B> screams!"
m_type = 2
if ("shake")
if ("shake","shakes")
message = "<B>[src]</B> shakes its head."
m_type = 1
if ("sigh")
if ("sigh","sighs")
message = "<B>[src]</B> sighs."
m_type = 2
if ("sit")
if ("sit","sits")
message = "<B>[src]</B> sits down."
m_type = 1
if ("smile")
if ("smile","smiles")
message = "<B>[src]</B> smiles."
m_type = 1
if ("sneeze")
if ("sneeze","sneezes")
message = "<B>[src]</B> sneezes."
m_type = 2
if ("sniff")
if ("sniff","sniffs")
message = "<B>[src]</B> sniffs."
m_type = 2
if ("snore")
if ("snore","snores")
message = "<B>[src]</B> snores."
m_type = 2
if ("stare")
if ("stare","stares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -222,19 +219,19 @@
else
message = "<B>[src]</B> stares."
if ("sulk")
if ("sulk","sulks")
message = "<B>[src]</B> sulks down sadly."
m_type = 1
if ("sway")
if ("sway","sways")
message = "<B>[src]</B> sways around dizzily."
m_type = 1
if ("tremble")
if ("tremble","trembles")
message = "<B>[src]</B> trembles in fear!"
m_type = 1
if ("twitch")
if ("twitch","twitches")
message = "<B>[src]</B> twitches violently."
m_type = 1
@@ -242,15 +239,15 @@
message = "<B>[src]</B> twitches."
m_type = 1
if ("wave")
if ("wave","waves")
message = "<B>[src]</B> waves."
m_type = 1
if ("whimper")
if ("whimper","whimpers")
message = "<B>[src]</B> whimpers."
m_type = 2
if ("yawn")
if ("yawn","yawns")
message = "<B>[src]</B> yawns."
m_type = 2
+19 -19
View File
@@ -138,27 +138,27 @@
if(A.CheckRemoval(src))
A.Remove(src)
for(var/obj/item/I in src)
if(I.action_button_name)
if(!I.action)
if(I.action_button_is_hands_free)
I.action = new/datum/action/item_action/hands_free
else
I.action = new/datum/action/item_action
I.action.name = I.action_button_name
I.action.target = I
I.action.Grant(src)
for(var/obj/item/T in I)
if(T.action_button_name && T.action_button_internal)
if(!T.action)
if(T.action_button_is_hands_free)
T.action = new/datum/action/item_action/hands_free
else
T.action = new/datum/action/item_action
T.action.name = T.action_button_name
T.action.target = T
T.action.Grant(src)
give_action_button(I, 1)
return
/mob/living/proc/give_action_button(var/obj/item/I, recursive = 0)
if(I.action_button_name)
if(!I.action)
if(istype(I, /obj/item/organ/internal))
I.action = new/datum/action/organ_action
else if(I.action_button_is_hands_free)
I.action = new/datum/action/item_action/hands_free
else
I.action = new/datum/action/item_action
I.action.name = I.action_button_name
I.action.target = I
I.action.Grant(src)
if(recursive)
for(var/obj/item/T in I)
give_action_button(I, recursive - 1)
//this handles hud updates. Calls update_vision() and handle_hud_icons()
/mob/living/proc/handle_regular_hud_updates()
if(!client) return 0
+16 -14
View File
@@ -99,22 +99,23 @@ Sorry Giacom. Please don't be mad :(
if(loc && !loc.Adjacent(M.loc))
return 1
now_pushing = 1
//TODO: Make this use Move(). we're pretty much recreating it here.
//it could be done by setting one of the locs to null to make Move() work, then setting it back and Move() the other mob
var/oldloc = loc
loc = M.loc
M.loc = oldloc
M.LAssailant = src
var/oldMloc = M.loc
for(var/mob/living/simple_animal/slime/slime in view(1,M))
if(slime.Victim == M)
slime.UpdateFeed()
//cross any movable atoms on either turf
for(var/atom/movable/AM in loc)
AM.Crossed(src)
for(var/atom/movable/AM in oldloc)
AM.Crossed(M)
var/M_passmob = (M.pass_flags & PASSMOB) // we give PASSMOB to both mobs to avoid bumping other mobs during swap.
var/src_passmob = (pass_flags & PASSMOB)
M.pass_flags |= PASSMOB
pass_flags |= PASSMOB
M.Move(oldloc)
Move(oldMloc)
if(!src_passmob)
pass_flags &= ~PASSMOB
if(!M_passmob)
M.pass_flags &= ~PASSMOB
now_pushing = 0
return 1
@@ -569,7 +570,8 @@ Sorry Giacom. Please don't be mad :(
else
stop_pulling()
. = ..()
if ((s_active && !( s_active in contents ) ))
if (s_active && !(s_active in contents) && !(s_active.loc in contents))
// It's ugly. But everything related to inventory/storage is. -- c0
s_active.close(src)
for(var/mob/living/simple_animal/slime/M in oview(1,src))
@@ -44,12 +44,6 @@
else
return 0
/mob/living/throw_impact(atom/hit_atom)
. = ..()
if(hit_atom.density)
Weaken(1)
take_organ_damage(10)
/mob/living/hitby(atom/movable/AM)
if(istype(AM, /obj/item))
var/obj/item/I = AM
+3 -1
View File
@@ -25,7 +25,7 @@
var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
var/now_pushing = null
var/now_pushing = null //used by living/Bump() and living/PushAM() to prevent potential infinite loop.
var/cameraFollow = null
@@ -34,6 +34,8 @@
var/on_fire = 0 //The "Are we on fire?" var
var/fire_stacks = 0 //Tracks how many stacks of fire we have on, max is usually 20
var/bloodcrawl = 0 //0 No blood crawling, BLOODCRAWL for bloodcrawling, BLOODCRAWL_EAT for crawling+mob devour
var/holder = null //The holder for blood crawling
var/ventcrawler = 0 //0 No vent crawling, 1 vent crawling in the nude, 2 vent crawling always
var/floating = 0
var/mob_size = MOB_SIZE_HUMAN
+2 -1
View File
@@ -90,7 +90,8 @@ var/list/crit_allowed_modes = list(MODE_WHISPER,MODE_CHANGELING,MODE_ALIEN)
src << "<span class='warning'>You find yourself unable to speak!</span>"
return
message = treat_message(message)
if(message_mode != MODE_WHISPER) //whisper() calls treat_message(); double process results in "hisspering"
message = treat_message(message)
var/spans = list()
spans += get_spans()
+14 -16
View File
@@ -5,8 +5,6 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
switch(act)//01000001011011000111000001101000011000010110001001100101011101000110100101111010011001010110010000100001 (Seriously please keep it that way.)
if ("aflap")
@@ -15,7 +13,7 @@
m_type = 2
m_type = 1
if("beep")
if("beep","beeps")
var/M = null
if(param)
for (var/mob/A in view(1, src))
@@ -32,7 +30,7 @@
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
m_type = 2
if ("bow")
if ("bow","bows")
if (!src.buckled)
var/M = null
if (param)
@@ -70,12 +68,12 @@
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0)
m_type = 2
if ("chime") //You have mail!
if ("chime","chimes") //You have mail!
message = "<B>[src]</B> chimes."
playsound(loc, 'sound/machines/chime.ogg', 50, 0)
m_type = 2
if ("clap")
if ("clap","claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
@@ -94,16 +92,16 @@
return
message = "<B>[src]</B> [input]"
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<B>[src]</B> shudders violently for a moment, then becomes motionless, its eyes slowly darkening."
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings."
m_type = 2
if ("glare")
if ("glare","glares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -117,12 +115,12 @@
else
message = "<B>[src]</B> glares."
if ("honk") //Honk!
if ("honk","honks") //Honk!
message = "<B>[src]</B> honks!"
playsound(loc, 'sound/items/bikehorn.ogg', 50, 1)
m_type = 2
if ("look")
if ("look","looks")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -150,11 +148,11 @@
else
message = "<B>[src]</B> [message]"
if ("nod")
if ("nod","nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("ping")
if ("ping","pings")
var/M = null
if(param)
for (var/mob/A in view(1, src))
@@ -175,7 +173,7 @@
playsound(loc, 'sound/misc/sadtrombone.ogg', 50, 0)
m_type = 2
if ("salute")
if ("salute","salutes")
if (!src.buckled)
var/M = null
if (param)
@@ -191,7 +189,7 @@
else
message = "<B>[src]</b> salutes."
if ("stare")
if ("stare","stares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -206,7 +204,7 @@
message = "<B>[src]</B> stares."
m_type = 1
if ("twitch")
if ("twitch","twitches")
message = "<B>[src]</B> twitches violently."
m_type = 1
@@ -11,7 +11,7 @@
/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
if(!O)
return 0
O.mouse_opacity = 2
if(istype(O,/obj/item/borg/sight))
var/obj/item/borg/sight/S = O
sight_mode &= ~S.sight_mode
@@ -45,6 +45,7 @@
src << "<span class='notice'>Already activated</span>"
return
if(!module_state_1)
O.mouse_opacity = initial(O.mouse_opacity)
module_state_1 = O
O.layer = 20
O.screen_loc = inv1.screen_loc
@@ -52,6 +53,7 @@
if(istype(module_state_1,/obj/item/borg/sight))
sight_mode |= module_state_1:sight_mode
else if(!module_state_2)
O.mouse_opacity = initial(O.mouse_opacity)
module_state_2 = O
O.layer = 20
O.screen_loc = inv2.screen_loc
@@ -59,6 +61,7 @@
if(istype(module_state_2,/obj/item/borg/sight))
sight_mode |= module_state_2:sight_mode
else if(!module_state_3)
O.mouse_opacity = initial(O.mouse_opacity)
module_state_3 = O
O.layer = 20
O.screen_loc = inv3.screen_loc
@@ -5,6 +5,7 @@
show_laws(0)
if(mind) ticker.mode.remove_revolutionary(mind)
if(mind) ticker.mode.remove_gangster(mind,1,remove_bosses=1)
if(mind) ticker.mode.remove_thrall(mind,0)
/mob/living/silicon/robot/update_hotkey_mode()
winset(src, null, "mainwindow.macro=borghotkeymode hotkey_toggle.is-checked=true mapwindow.map.focus=true input.background-color=#F0F0F0")
@@ -63,6 +63,7 @@
var/braintype = "Cyborg"
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
var/lamp_recharging = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
/mob/living/silicon/robot/New(loc)
spark_system = new /datum/effect/effect/system/spark_spread()
@@ -107,7 +108,6 @@
mmi = new(src)
mmi.brain = new /obj/item/organ/brain(mmi)
mmi.brain.name = "[real_name]'s brain"
mmi.locked = 1
mmi.icon_state = "mmi_full"
mmi.name = "Man-Machine Interface: [real_name]"
mmi.brainmob = new(src)
@@ -990,7 +990,7 @@
set_autosay()
/mob/living/silicon/robot/proc/control_headlamp()
if(stat)
if(stat || lamp_recharging)
src << "<span class='danger'>This function is currently offline.</span>"
return
@@ -999,12 +999,15 @@
src << "[lamp_intensity ? "Headlamp power set to Level [lamp_intensity/2]" : "Headlamp disabled."]"
update_headlamp()
/mob/living/silicon/robot/proc/update_headlamp(var/turn_off = 0)
/mob/living/silicon/robot/proc/update_headlamp(var/turn_off = 0, var/cooldown = 100)
SetLuminosity(0)
if(lamp_intensity && (turn_off || stat))
src << "<span class='danger'>Your headlamp has been deactivated.</span>"
lamp_intensity = 0
lamp_recharging = 1
spawn(cooldown) //10 seconds by default, if the source of the deactivation does not keep stat that long.
lamp_recharging = 0
else
AddLuminosity(lamp_intensity)
@@ -54,8 +54,10 @@
/obj/item/weapon/robot_module/proc/fix_modules()
for(var/obj/item/I in modules)
I.flags |= NODROP
I.mouse_opacity = 2
if(emag)
emag.flags |= NODROP
emag.mouse_opacity = 2
/obj/item/weapon/robot_module/proc/on_emag()
return
+1 -1
View File
@@ -153,7 +153,7 @@
/mob/living/silicon/bullet_act(obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
adjustBruteLoss(Proj.damage)
Proj.on_hit(src,2)
Proj.on_hit(src)
return 2
/mob/living/silicon/apply_effect(effect = 0,effecttype = STUN, blocked = 0)
@@ -61,7 +61,7 @@
return
if(Proj.damage_type == BURN || Proj.damage_type == BRUTE)
adjustBruteLoss(Proj.damage)
Proj.on_hit(src, 0)
Proj.on_hit(src)
return 0
/mob/living/simple_animal/construct/narsie_act()
@@ -108,6 +108,8 @@
icon_state = icon_dead
return
..()
update_corgi_fluff()
/mob/living/simple_animal/pet/dog/corgi/Topic(href, href_list)
@@ -209,6 +211,7 @@
//Corgis are supposed to be simpler, so only a select few objects can actually be put
//to be compatible with them. The objects are below.
//Many hats added, Some will probably be removed, just want to see which ones are popular.
/mob/living/simple_animal/pet/dog/corgi/proc/place_on_head(obj/item/item_to_add, mob/user)
if(istype(item_to_add,/obj/item/weapon/c4)) // last thing he ever wears, I guess
@@ -222,7 +225,6 @@
user.visible_message("[user] pets [src].","<span class='notice'>You rest your hand on [src]'s head for a moment.</span>")
return
var/valid = 0
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a hat is removed.
@@ -232,128 +234,16 @@
switch(item_to_add.type)
if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat, /obj/item/clothing/head/hardhat/white,
/obj/item/weapon/paper)
valid = 1
if(/obj/item/clothing/head/helmet)
name = "Sergeant [real_name]"
desc = "The ever-loyal, the ever-vigilant."
valid = 1
if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
name = "Sous chef [real_name]"
desc = "Your food will be taste-tested. All of it."
valid = 1
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
valid = 1
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
valid = 1
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
valid = 1
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
valid = 1
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
valid = 1
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky... STAT!"
valid = 1
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
emote_hear = list("growls ferociously!", "snarls.")
speak = list("Arrrrgh!!","Grrrrrr!")
valid = 1
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vanguardism.")
valid = 1
if(/obj/item/clothing/head/warden, /obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools.","looks for donuts.")
desc = "Stop right there criminal scum!"
valid = 1
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
valid = 1
if(/obj/item/clothing/head/cardborg)
name = "Borgi"
speak = list("Ping!","Beep!","Woof!")
emote_see = list("goes rogue.", "sniffs out non-humans.")
desc = "Result of robotics budget cuts."
valid = 1
if(/obj/item/weapon/bedsheet)
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around.", "shivers.")
emote_hear = list("howls!","groans.")
desc = "Spooky!"
valid = 1
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Santa's Corgi Helper"
emote_hear = list("barks Christmas songs.", "yaps merrily!")
emote_see = list("looks for presents.", "checks his list.")
desc = "He's very fond of milk and cookies."
valid = 1
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
desc = "The reason your yellow gloves have chew-marks."
valid = 1
if(/obj/item/clothing/head/hardhat/reindeer)
name = "[real_name] the red-nosed Corgi"
emote_hear = list("lights the way!", "illuminates.", "yaps!")
desc = "He has a very shiny nose."
SetLuminosity(1)
valid = 1
if(/obj/item/clothing/head/sombrero)
name = "Segnor [real_name]"
desc = "You must respect elder [real_name]"
valid = 1
if(/obj/item/clothing/head/hopcap)
name = "Lieutenant [real_name]"
desc = "Can actually be trusted to not run off on his own."
valid = 1
if(/obj/item/clothing/head/helmet/space/hardsuit/deathsquad)
name = "Trooper [real_name]"
desc = "That's not red paint. That's real corgi blood."
/obj/item/weapon/paper, /obj/item/clothing/head/helmet, /obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef,
/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain, /obj/item/clothing/head/kitty,
/obj/item/clothing/head/collectable/kitty, /obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears,
/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret, /obj/item/clothing/head/det_hat,
/obj/item/clothing/head/nursehat, /obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate,
/obj/item/clothing/head/ushanka, /obj/item/clothing/head/warden, /obj/item/clothing/head/collectable/police,
/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard,
/obj/item/clothing/head/cardborg, /obj/item/weapon/bedsheet, /obj/item/clothing/head/helmet/space/santahat,
/obj/item/clothing/head/soft, /obj/item/clothing/head/hardhat/reindeer, /obj/item/clothing/head/sombrero,
/obj/item/clothing/head/hopcap, /obj/item/clothing/head/helmet/space/hardsuit/deathsquad)
valid = 1
if(valid)
@@ -368,8 +258,8 @@
"<span class='italics'>You hear a friendly-sounding bark.</span>")
item_to_add.loc = src
src.inventory_head = item_to_add
update_corgi_fluff()
regenerate_icons()
else
if(user && !user.drop_item())
user << "<span class='warning'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
@@ -384,6 +274,108 @@
return valid
/mob/living/simple_animal/pet/dog/corgi/proc/update_corgi_fluff()
switch(src.inventory_head.type)
if(/obj/item/clothing/head/helmet)
name = "Sergeant [real_name]"
desc = "The ever-loyal, the ever-vigilant."
if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
name = "Sous chef [real_name]"
desc = "Your food will be taste-tested. All of it."
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky... STAT!"
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
emote_hear = list("growls ferociously!", "snarls.")
speak = list("Arrrrgh!!","Grrrrrr!")
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vanguardism.")
if(/obj/item/clothing/head/warden, /obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools.","looks for donuts.")
desc = "Stop right there criminal scum!"
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
if(/obj/item/clothing/head/cardborg)
name = "Borgi"
speak = list("Ping!","Beep!","Woof!")
emote_see = list("goes rogue.", "sniffs out non-humans.")
desc = "Result of robotics budget cuts."
if(/obj/item/weapon/bedsheet)
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around.", "shivers.")
emote_hear = list("howls!","groans.")
desc = "Spooky!"
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Santa's Corgi Helper"
emote_hear = list("barks Christmas songs.", "yaps merrily!")
emote_see = list("looks for presents.", "checks his list.")
desc = "He's very fond of milk and cookies."
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
desc = "The reason your yellow gloves have chew-marks."
if(/obj/item/clothing/head/hardhat/reindeer)
name = "[real_name] the red-nosed Corgi"
emote_hear = list("lights the way!", "illuminates.", "yaps!")
desc = "He has a very shiny nose."
if(/obj/item/clothing/head/sombrero)
name = "Segnor [real_name]"
desc = "You must respect elder [real_name]"
if(/obj/item/clothing/head/hopcap)
name = "Lieutenant [real_name]"
desc = "Can actually be trusted to not run off on his own."
if(/obj/item/clothing/head/helmet/space/hardsuit/deathsquad)
name = "Trooper [real_name]"
desc = "That's not red paint. That's real corgi blood."
//IAN! SQUEEEEEEEEE~
/mob/living/simple_animal/pet/dog/corgi/Ian
@@ -14,7 +14,8 @@
regenerate_icons()
user << "<span class='notice'>You put the [P] around [src]'s neck.</span>"
if(P.tagname)
name = "\proper [P.tagname]"
real_name = "\proper [P.tagname]"
name = real_name
qdel(P)
return
if(istype(O, /obj/item/weapon/newspaper))
@@ -0,0 +1,530 @@
/mob/living/simple_animal/hostile/guardian
name = "Guardian Spirit"
real_name = "Guardian Spirit"
desc = "A mysterious being that stands by it's charge, ever vigilant."
speak_emote = list("intones")
response_help = "passes through"
response_disarm = "flails at"
response_harm = "punches"
icon = 'icons/mob/mob.dmi'
icon_state = "stand"
icon_living = "stand"
speed = 0
a_intent = "harm"
stop_automated_movement = 1
floating = 1
attack_sound = 'sound/weapons/punch1.ogg'
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
attacktext = "punches"
maxHealth = 100000 //The spirit itself is invincible
health = 100000
environment_smash = 0
melee_damage_lower = 15
melee_damage_upper = 15
butcher_results = list(/obj/item/weapon/ectoplasm = 1)
var/cooldown = 0
var/damage_transfer = 1 //how much damage from each attack we transfer to the owner
var/mob/living/summoner
var/range = 10 //how far from the user the spirit can be
var/playstyle_string = "You are a standard Guardian. You shouldn't exist!"
var/magic_fluff_string = " You draw the Coder, symbolizing bugs and errors. This shouldn't happen! Submit a bug report!"
var/tech_fluff_string = "BOOT SEQUENCE COMPLETE. ERROR MODULE LOADED. THIS SHOULDN'T HAPPEN. Submit a bug report!"
var/bio_fluff_string = "Your scarabs fail to mutate. This shouldn't happen! Submit a bug report!"
/mob/living/simple_animal/hostile/guardian/Life() //Dies if the summoner dies
..()
if(summoner)
if(summoner.stat == DEAD)
src << "<span class='danger'>Your summoner has died!</span>"
visible_message("<span class='danger'>The [src] dies along with its user!</span>")
ghostize()
qdel(src)
else
src << "<span class='danger'>Your summoner has died!</span>"
visible_message("<span class='danger'>The [src] dies along with its user!</span>")
ghostize()
qdel(src)
if(summoner)
if (get_dist(get_turf(summoner),get_turf(src)) <= range)
return
else
src << "You moved out of range, and were pulled back! You can only move [range] meters from [summoner.real_name]"
visible_message("<span class='danger'>The [src] jumps back to its user.</span>")
loc = get_turf(summoner)
/mob/living/simple_animal/hostile/guardian/Move() //Returns to summoner if they move out of range
..()
if(summoner)
if (get_dist(get_turf(summoner),get_turf(src)) <= range)
return
else
src << "You moved out of range, and were pulled back! You can only move [range] meters from [summoner.real_name]"
visible_message("<span class='danger'>The [src] jumps back to its user.</span>")
loc = get_turf(summoner)
/mob/living/simple_animal/hostile/guardian/adjustBruteLoss(amount) //The spirit is invincible, but passes on damage to the summoner
var/damage = amount * src.damage_transfer
if (src.summoner)
src.summoner.adjustBruteLoss(damage)
if(damage)
src.summoner << "<span class='danger'><B>Your [src.name] is under attack! You take damage!</span></B>"
/mob/living/simple_animal/hostile/guardian/ex_act(severity, target)
switch (severity)
if (1)
if(src.summoner)
src.summoner << "<span class='danger'><B>Your [src.name] was blown up!</span></B>"
src.summoner.gib()
gib()
return
if (2)
adjustBruteLoss(60)
if(3)
adjustBruteLoss(30)
//Manifest, Recall, Communicate
/mob/living/simple_animal/hostile/guardian/verb/Manifest()
set name = "Manifest"
set category = "Guardian"
set desc = "Spring forth into battle!"
if(cooldown > world.time)
return
if(src.loc == summoner)
src.loc = get_turf(summoner)
cooldown = world.time + 30
/mob/living/simple_animal/hostile/guardian/verb/Recall()
set name = "Recall"
set category = "Guardian"
set desc = "Return to your summoner."
if(cooldown > world.time)
return
src.loc = summoner
cooldown = world.time + 30
/mob/living/simple_animal/hostile/guardian/verb/Communicate()
set name = "Communicate"
set category = "Guardian"
set desc = "Communicate telepathically with your summoner."
var/input = stripped_input(src, "Please enter a message to tell your summoner.", "Guardian", "")
for(var/mob/M in mob_list)
if(M == src.summoner)
M << "<span class='boldannounce'><i>[src]:</i> [input]</span>"
src << "<span class='boldannounce'><i>[src]:</i> [input]</span>"
/mob/living/proc/guardian_comm()
set name = "Communicate"
set category = "Guardian"
set desc = "Communicate telepathically with your guardian."
var/input = stripped_input(src, "Please enter a message to tell your guardian.", "Message", "")
for(var/mob/living/simple_animal/hostile/guardian/M in mob_list)
if(M.summoner == src)
M << "<span class='boldannounce'><i>[src]:</i> [input]</span>"
src << "<span class='boldannounce'><i>[src]:</i> [input]</span>"
//////////////////////////TYPES OF GUARDIANS
//Fire. Low damage, low resistance, sets mobs on fire when bumping
/mob/living/simple_animal/hostile/guardian/fire
a_intent = "help"
melee_damage_lower = 10
melee_damage_upper = 10
attack_sound = 'sound/items/Welder.ogg'
attacktext = "sears"
damage_transfer = 0.7
range = 10
playstyle_string = "As a fire type, you have only light damage resistance, but will ignite any enemy you bump into."
environment_smash = 1
magic_fluff_string = "..And draw Atmosia, bringer of cleansing fires!"
tech_fluff_string = "Boot sequence complete. Incendiary combat modules loaded. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of igniting enemies on touch."
/mob/living/simple_animal/hostile/guardian/fire/Crossed(AM as mob|obj)
if(istype(AM, /mob/living/))
var/mob/living/M = AM
if(AM != src.summoner)
M.adjust_fire_stacks(10)
M.IgniteMob()
//Standard
/mob/living/simple_animal/hostile/guardian/punch
melee_damage_lower = 25
melee_damage_upper = 25
damage_transfer = 0.5
playstyle_string = "As a standard type you have no special abilities, but have a high damage resistance and a powerful attack capable of smashing through walls."
environment_smash = 2
magic_fluff_string = "..And draw the Assistant, faceless and generic, but never to be underestimated."
tech_fluff_string = "Boot sequence complete. Standard combat modules loaded. Nanoswarm online."
bio_fluff_string = "Your scarab swarm stirs to life, ready to tear apart your enemies."
var/battlecry = "AT"
/mob/living/simple_animal/hostile/guardian/punch/verb/Battlecry()
set name = "Set Battlecry"
set category = "Guardian"
set desc = "Choose what you shout as you punch"
var/input = stripped_input(src,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 6)
if(input)
src.battlecry = input
/mob/living/simple_animal/hostile/guardian/punch/AttackingTarget()
..()
if(istype(target, /mob/living))
src.say("[src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry]\
[src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry]")
playsound(loc, src.attack_sound, 50, 1, 1)
playsound(loc, src.attack_sound, 50, 1, 1)
playsound(loc, src.attack_sound, 50, 1, 1)
playsound(loc, src.attack_sound, 50, 1, 1)
//Fast Standard. Does less damage, has less resistance, but moves faster, has higher range
/mob/living/simple_animal/hostile/guardian/fast
melee_damage_lower = 20
melee_damage_upper = 20
damage_transfer = 0.7
speed = -1
range = 15
attacktext = "slices"
attack_sound = 'sound/weapons/bladeslice.ogg'
playstyle_string = "As a fast standard type, you have no special abilities and only light damage resistance, but deal high damage at high speed."
environment_smash = 1
magic_fluff_string = "..And draw the Shoes, bringer of great speed. The card is badly damaged, and barely legible."
tech_fluff_string = "Boot sequence complete. High speed combat modules active. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of moving at blinding speed."
//Defender. Does no damage, takes no damage, moves slowly.
/mob/living/simple_animal/hostile/guardian/shield
melee_damage_lower = 0
melee_damage_upper = 0
speed = 1
range = 10
damage_transfer = 0
friendly = "stares down"
status_flags = CANPUSH
playstyle_string = "As a defensive type, you are incapable of attacking and move slowly, but completely nullify any attack that hits you."
magic_fluff_string = "..And draw the Juggernaut, an invincible, unstoppable force."
tech_fluff_string = "Boot sequence complete. Defensive modules active. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, helpless, but invulnerable."
//Scout. No damage, high range, high mobility, low resistance
/mob/living/simple_animal/hostile/guardian/scout
range = 255
incorporeal_move = 1
damage_transfer = 1.2
melee_damage_lower = 0
melee_damage_upper = 0
alpha = 60
friendly = "quietly assesses"
playstyle_string = "As a scout type, you are incapable of attacking, but have infinite range, can pass through walls, and crawl through vents."
magic_fluff_string = "..And draw the AI, all seeing and all knowing."
tech_fluff_string = "Boot sequence complete. Surveillance modules loaded. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, helpless, but near invsible, and capable of near unlimited travel."
//Healer
/mob/living/simple_animal/hostile/guardian/healer
a_intent = "help"
friendly = "heals"
speed = 1
melee_damage_lower = 0
melee_damage_upper = 0
playstyle_string = "As a healer type, you are incapable of attacking, but can mend any wound simply by touching a target."
magic_fluff_string = "..And draw the CMO, a potent force of life and health."
tech_fluff_string = "Boot sequence complete. Medical modules active. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of mending wounds."
/mob/living/simple_animal/hostile/guardian/healer/AttackingTarget()
..()
if(src.loc == summoner)
src << "<span class='danger'><B>You must be manifested to heal!</span></B>"
return
if(iscarbon(target))
var/mob/living/carbon/C = target
C.adjustBruteLoss(-5)
C.adjustFireLoss(-5)
C.adjustOxyLoss(-5)
C.adjustToxLoss(-5)
/obj/item/projectile/guardian
name = "crystal spray"
icon_state = "guardian"
damage = 4
damage_type = BRUTE
/mob/living/simple_animal/hostile/guardian/ranged
a_intent = "help"
melee_damage_lower = 10
melee_damage_upper = 10
damage_transfer = 1.2
projectiletype = /obj/item/projectile/guardian
ranged_cooldown_cap = 0
projectilesound = 'sound/effects/hit_on_shattered_glass.ogg'
ranged = 1
range = 13
playstyle_string = "As a ranged type, you have only light damage resistance, but are capable of spraying shards of crystal at incredibly high speed."
magic_fluff_string = "..And draw the Sentinel, an alien master of ranged combat."
tech_fluff_string = "Boot sequence complete. Ranged combat modules active. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of spraying shards of crystal."
/mob/living/simple_animal/hostile/guardian/bluespace
ranged = 1
range = 15
melee_damage_lower = 15
melee_damage_upper = 15
speed = -1
attack_sound = 'sound/weapons/emitter.ogg'
projectiletype = /obj/item/projectile/magic/teleport
projectilesound = 'sound/weapons/emitter.ogg'
playstyle_string = "As a bluespace type, you have only light damage resistance, but are capable of shooting teleporation bolts as well as flinging enemies away with your standard attack."
magic_fluff_string = "..And draw the Wizard, master of teleportation."
tech_fluff_string = "Boot sequence complete. Experimental bluespace combat modules active. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, crackling with bluespace energy."
/mob/living/simple_animal/hostile/guardian/bluespace/AttackingTarget()
..()
if(istype(target, /atom/movable))
var/atom/movable/M = target
if(!M.anchored && M != src.summoner)
do_teleport(M, M, 10)
/mob/living/simple_animal/hostile/guardian/bomb
melee_damage_lower = 15
melee_damage_upper = 15
damage_transfer = 0.6
range = 13
playstyle_string = "As an explosive type, you have only moderate close combat abilities, but are capable of converting any adjacent item into a disguised bomb via shift click."
magic_fluff_string = "..And draw the Scientist, master of explosive death."
tech_fluff_string = "Boot sequence complete. Explosive modules active. Nanoswarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of stealthily booby trapping items."
var/bomb_cooldown = 0
/mob/living/simple_animal/hostile/guardian/bomb/ShiftClickOn(atom/movable/A)
if(src.loc == summoner)
src << "<span class='danger'><B>You must be manifested to create bombs!</span></B>"
return
if(istype(A, /obj/))
if(bomb_cooldown <= world.time && !stat)
var/obj/item/weapon/guardian_bomb/B = new /obj/item/weapon/guardian_bomb(get_turf(A))
src << "<span class='danger'><B>Success! Bomb armed!</span></B>"
bomb_cooldown = world.time + 400
B.spawner = src
B.disguise (A)
else
src << "<span class='danger'><B>Your powers are on cooldown! You must wait 40 seconds between bombs.</span></B>"
/obj/item/weapon/guardian_bomb
name = "bomb"
desc = "You shouldn't be seeing this!"
var/obj/stored_obj
var/mob/living/spawner
/obj/item/weapon/guardian_bomb/proc/disguise(var/obj/A)
A.loc = src
stored_obj = A
anchored = A.anchored
density = A.density
appearance = A.appearance
spawn(600)
stored_obj.loc = get_turf(src.loc)
spawner << "<span class='danger'><B>Failure! Your trap didn't catch anyone this time.</span></B>"
qdel(src)
/obj/item/weapon/guardian_bomb/proc/detonate(var/mob/living/user)
user << "<span class='danger'><B>The [src] was boobytrapped!</span></B>"
spawner << "<span class='danger'><B>Success! Your trap caught [user]</span></B>"
stored_obj.loc = get_turf(src.loc)
playsound(get_turf(src),'sound/effects/Explosion2.ogg', 200, 1)
user.ex_act(2)
qdel(src)
/obj/item/weapon/guardian_bomb/attackby(mob/living/user)
detonate(user)
return
/obj/item/weapon/guardian_bomb/pickup(mob/living/user)
detonate(user)
return
/obj/item/weapon/guardian_bomb/examine(mob/user)
stored_obj.examine(user)
if(get_dist(user,src)<=2)
user << "<span class='notice'>Looks odd!</span>"
////////Creation
/obj/item/weapon/guardiancreator
name = "deck of tarot cards"
desc = "An enchanted deck of tarot cards, rumored to be a source of unimaginable power. "
icon = 'icons/obj/toy.dmi'
icon_state = "deck_syndicate_full"
var/used = FALSE
var/theme = "magic"
var/mob_name = "Guardian Spirit"
var/use_message = "You shuffle the deck..."
var/used_message = "All the cards seem to be blank now."
var/failure_message = "..And draw a card! It's...blank? Maybe you should try again later."
var/list/possible_guardians = list("Fire", "Standard", "Scout", "Shield", "Ranged", "Healer", "Fast", "Explosive")
var/random = TRUE
/obj/item/weapon/guardiancreator/attack_self(mob/living/user)
if(used == TRUE)
user << "[used_message]"
return
used = TRUE
user << "[use_message]"
var/list/candidates = get_candidates(BE_ALIEN, ALIEN_AFK_BRACKET)
shuffle(candidates)
var/time_passed = world.time
var/list/consenting_candidates = list()
for(var/candidate in candidates)
spawn(0)
switch(alert(candidate, "Would you like to play as the [mob_name] of [user.real_name]? Please choose quickly!","Confirmation","Yes","No"))
if("Yes")
if((world.time-time_passed)>=50 || !src)
return
consenting_candidates += candidate
sleep(50)
if(!src)
return
if(consenting_candidates.len)
var/client/C = null
C = pick(consenting_candidates)
spawn_guardian(user, C.key)
else
user << "[failure_message]"
used = FALSE
/obj/item/weapon/guardiancreator/proc/spawn_guardian(var/mob/living/user, var/key)
var/gaurdiantype = "Standard"
if(random)
gaurdiantype = pick(possible_guardians)
else
gaurdiantype = input(user, "Pick the type pf [mob_name]", "[mob_name] Creation") as null|anything in possible_guardians
var/pickedtype = /mob/living/simple_animal/hostile/guardian/punch
var/picked_color = randomColor(0)
switch(gaurdiantype)
if("Fire")
pickedtype = /mob/living/simple_animal/hostile/guardian/fire
if("Standard")
pickedtype = /mob/living/simple_animal/hostile/guardian/punch
if("Scout")
pickedtype = /mob/living/simple_animal/hostile/guardian/scout
if("Shield")
pickedtype = /mob/living/simple_animal/hostile/guardian/shield
if("Ranged")
pickedtype = /mob/living/simple_animal/hostile/guardian/ranged
if("Healer")
pickedtype = /mob/living/simple_animal/hostile/guardian/healer
if("Fast")
pickedtype = /mob/living/simple_animal/hostile/guardian/fast
if("Bluespace")
pickedtype = /mob/living/simple_animal/hostile/guardian/bluespace
if("Explosive")
pickedtype = /mob/living/simple_animal/hostile/guardian/bomb
var/mob/living/simple_animal/hostile/guardian/G = new pickedtype(user)
G.summoner = user
G.key = key
G.name = "[mob_name] [capitalize(picked_color)]"
G.real_name = "[mob_name] [capitalize(picked_color)]"
G.color = color2hex(picked_color)
G << "You are a [mob_name] bound to serve [user.real_name]."
G << "You are capable of manifesting or recalling to your master with verbs in the Guardian tab. You will also find a verb to communicate with them privately there."
G << "While personally invincible, you will die if [user.real_name] does, and any damage dealt to you will have a portion passed on to them as you feed upon them to sustain yourself."
G << "[G.playstyle_string]"
user.verbs += /mob/living/proc/guardian_comm
switch (theme)
if("magic")
user << "[G.magic_fluff_string]."
if("tech")
user << "[G.tech_fluff_string]."
G.attacktext = "swarms"
G.speak_emote = list("states")
if("bio")
user << "[G.bio_fluff_string]."
G.attacktext = "swarms"
G.speak_emote = list("chitters")
/obj/item/weapon/guardiancreator/choose
random = FALSE
/obj/item/weapon/guardiancreator/tech
name = "parasitic nanomachine injector"
desc = "Though powerful in combat, these nanomachines require a living host as a source of fuel and home base."
icon = 'icons/obj/syringe.dmi'
icon_state = "combat_hypo"
theme = "tech"
mob_name = "Nanomachine Swarm"
use_message = "You start to power on the injector..."
used_message = "The injector has already been used."
failure_message = "<B>...ERROR. BOOT SEQUENCE ABORTED. AI FAILED TO INTIALIZE. PLEASE CONTACT SUPPORT OR TRY AGAIN LATER.</B>"
/obj/item/weapon/guardiancreator/tech/choose
random = FALSE
/obj/item/weapon/guardiancreator/biological
name = "scarab egg cluster"
desc = "A parasitic species that will nest in the closest living creature upon birth. While not great for your health, they'll defend their new 'hive' to the death."
icon = 'icons/obj/syringe.dmi'
icon_state = "combat_hypo"
theme = "bio"
mob_name = "Scarab Swarm"
use_message = "The eggs begin to twitch..."
used_message = "The cluster already hatched."
failure_message = "<B>...but soon settles again. Guess they weren't ready to hatch after all.</B>"
/obj/item/weapon/guardiancreator/biological/choose
random = FALSE
@@ -40,14 +40,14 @@
var/plant_cooldown = 30
var/plants_off = 0
/mob/living/simple_animal/hostile/alien/drone/Life()
..()
if(!stat)
plant_cooldown--
if(stance==HOSTILE_STANCE_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
/mob/living/simple_animal/hostile/alien/drone/handle_automated_action()
if(!..()) //AIStatus is off
return
plant_cooldown--
if(AIStatus == AI_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
/mob/living/simple_animal/hostile/alien/sentinel
name = "alien sentinel"
@@ -87,18 +87,18 @@
var/egg_cooldown = 30
var/plant_cooldown = 30
/mob/living/simple_animal/hostile/alien/queen/Life()
..()
if(!stat)
egg_cooldown--
plant_cooldown--
if(stance==HOSTILE_STANCE_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
if(!sterile && prob(10) && egg_cooldown<=0)
egg_cooldown = initial(egg_cooldown)
LayEggs()
/mob/living/simple_animal/hostile/alien/queen/handle_automated_action()
if(!..()) //AIStatus is off
return
egg_cooldown--
plant_cooldown--
if(AIStatus == AI_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
if(!sterile && prob(10) && egg_cooldown<=0)
egg_cooldown = initial(egg_cooldown)
LayEggs()
/mob/living/simple_animal/hostile/alien/proc/SpreadPlants()
if(!isturf(loc) || istype(loc, /turf/space))
@@ -13,10 +13,7 @@
if(isliving(target))
var/mob/living/L = target
if(L.reagents)
L.reagents.add_reagent("toxin", poison_per_bite)
if(prob(poison_per_bite))
L << "<span class='danger'>You feel a tiny prick.</span>"
L.reagents.add_reagent(poison_type, poison_per_bite)
L.reagents.add_reagent(poison_type, poison_per_bite)
@@ -77,20 +74,18 @@
poison_per_bite = 5
move_to_delay = 5
/mob/living/simple_animal/hostile/poison/giant_spider/Life()
..()
if(!stat && !ckey)
if(stance == HOSTILE_STANCE_IDLE)
//1% chance to skitter madly away
if(!busy && prob(1))
/*var/list/move_targets = list()
for(var/turf/T in orange(20, src))
move_targets.Add(T)*/
stop_automated_movement = 1
Goto(pick(orange(20, src)), move_to_delay)
spawn(50)
stop_automated_movement = 0
walk(src,0)
/mob/living/simple_animal/hostile/poison/giant_spider/handle_automated_action()
if(!..()) //AIStatus is off
return 0
if(AIStatus == AI_IDLE)
//1% chance to skitter madly away
if(!busy && prob(1))
stop_automated_movement = 1
Goto(pick(orange(20, src)), move_to_delay)
spawn(50)
stop_automated_movement = 0
walk(src,0)
return 1
/mob/living/simple_animal/hostile/poison/giant_spider/nurse/proc/GiveUp(C)
spawn(100)
@@ -100,53 +95,50 @@
busy = 0
stop_automated_movement = 0
/mob/living/simple_animal/hostile/poison/giant_spider/nurse/Life()
..()
if(!stat && !ckey)
if(stance == HOSTILE_STANCE_IDLE)
var/list/can_see = view(src, 10)
//30% chance to stop wandering and do something
if(!busy && prob(30))
//first, check for potential food nearby to cocoon
for(var/mob/living/C in can_see)
if(C.stat && !istype(C,/mob/living/simple_animal/hostile/poison/giant_spider))
cocoon_target = C
busy = MOVING_TO_TARGET
Goto(C, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(C)
return
/mob/living/simple_animal/hostile/poison/giant_spider/nurse/handle_automated_action()
if(..())
var/list/can_see = view(src, 10)
if(!busy && prob(30)) //30% chance to stop wandering and do something
//first, check for potential food nearby to cocoon
for(var/mob/living/C in can_see)
if(C.stat && !istype(C,/mob/living/simple_animal/hostile/poison/giant_spider))
cocoon_target = C
busy = MOVING_TO_TARGET
Goto(C, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(C)
return
//second, spin a sticky spiderweb on this tile
var/obj/effect/spider/stickyweb/W = locate() in get_turf(src)
if(!W)
Web()
//second, spin a sticky spiderweb on this tile
var/obj/effect/spider/stickyweb/W = locate() in get_turf(src)
if(!W)
Web()
else
//third, lay an egg cluster there
if(fed)
LayEggs()
else
//third, lay an egg cluster there
if(fed)
LayEggs()
else
//fourthly, cocoon any nearby items so those pesky pinkskins can't use them
for(var/obj/O in can_see)
//fourthly, cocoon any nearby items so those pesky pinkskins can't use them
for(var/obj/O in can_see)
if(O.anchored)
continue
if(O.anchored)
continue
if(istype(O, /obj/item) || istype(O, /obj/structure) || istype(O, /obj/machinery))
cocoon_target = O
busy = MOVING_TO_TARGET
stop_automated_movement = 1
Goto(O, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(O)
if(istype(O, /obj/item) || istype(O, /obj/structure) || istype(O, /obj/machinery))
cocoon_target = O
busy = MOVING_TO_TARGET
stop_automated_movement = 1
Goto(O, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(O)
else if(busy == MOVING_TO_TARGET && cocoon_target)
if(get_dist(src, cocoon_target) <= 1)
Wrap()
else if(busy == MOVING_TO_TARGET && cocoon_target)
if(get_dist(src, cocoon_target) <= 1)
Wrap()
else
busy = 0
stop_automated_movement = 0
else
busy = 0
stop_automated_movement = 0
/mob/living/simple_animal/hostile/poison/giant_spider/verb/Web()
set name = "Lay Web"
@@ -249,6 +241,8 @@
var/obj/effect/spider/eggcluster/C = new /obj/effect/spider/eggcluster(src.loc)
if(ckey)
C.player_spiders = 1
C.poison_type = poison_type
C.poison_per_bite = poison_per_bite
fed--
busy = 0
stop_automated_movement = 0
@@ -262,4 +256,4 @@
#undef SPINNING_WEB
#undef LAYING_EGGS
#undef MOVING_TO_TARGET
#undef SPINNING_COCOON
#undef SPINNING_COCOON
@@ -1,4 +1,4 @@
#define EGG_INCUBATION_TIME 180
#define EGG_INCUBATION_TIME 120
/mob/living/simple_animal/hostile/headcrab
name = "Headslug"
@@ -21,13 +21,15 @@
var/datum/mind/origin
var/egg_lain = 0
/mob/living/simple_animal/hostile/headcrab/proc/Infect(mob/living/carbon/human/victim)
var/obj/item/body_egg/changeling_egg/egg = new(victim)
/mob/living/simple_animal/hostile/headcrab/proc/Infect(mob/living/carbon/victim)
var/obj/item/organ/internal/body_egg/changeling_egg/egg = new(victim)
egg.Insert(victim)
if(origin)
egg.owner = origin
egg.origin = origin
else if(mind) // Let's make this a feature
egg.owner = mind
victim.internal_organs += egg
egg.origin = mind
for(var/obj/item/organ/internal/I in src)
I.loc = egg
visible_message("<span class='warning'>[src] lays an egg in a [victim].</span>")
egg_lain = 1
@@ -35,9 +37,10 @@
if(egg_lain)
target.attack_animal(src)
return
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.stat == DEAD)
if(iscarbon(target) && !ismonkey(target))
// Changeling egg can survive in aliens!
var/mob/living/carbon/C = target
if(C.stat == DEAD)
Infect(target)
src << "<span class='userdanger'>With your egg laid you feel your death rapidly approaching, time to die...</span>"
spawn(100)
@@ -48,32 +51,36 @@
/obj/item/body_egg/changeling_egg
/obj/item/organ/internal/body_egg/changeling_egg
name = "changeling egg"
desc = "Twitching and disgusting"
var/datum/mind/owner
desc = "Twitching and disgusting."
origin_tech = "biotech=7" // You need to be really lucky to obtain it.
var/datum/mind/origin
var/time
var/used
/obj/item/body_egg/changeling_egg/egg_process()
//Changeling eggs grow in dead people
/obj/item/organ/internal/body_egg/changeling_egg/egg_process()
// Changeling eggs grow in dead people
time++
if(time >= EGG_INCUBATION_TIME)
Pop()
Remove(owner)
qdel(src)
/obj/item/body_egg/changeling_egg/proc/Pop()
if(!used)
var/mob/living/carbon/monkey/M = new(affected_mob.loc)
if(owner)
owner.transfer_to(M)
if(owner.changeling)
owner.changeling.purchasedpowers += new /obj/effect/proc_holder/changeling/humanform(null)
M.key = owner.key
if(ishuman(affected_mob))
var/mob/living/carbon/human/H = affected_mob
H.internal_organs.Remove(src)
affected_mob.gib()
used = 1
qdel(src)
/obj/item/organ/internal/body_egg/changeling_egg/proc/Pop()
var/mob/living/carbon/monkey/M = new(owner)
owner.stomach_contents += M
for(var/obj/item/organ/internal/I in src)
I.Insert(M, 1)
if(!origin && owner.mind)
origin = owner.mind
if(origin)
origin.transfer_to(M)
if(origin.changeling)
origin.changeling.purchasedpowers += new /obj/effect/proc_holder/changeling/humanform(null)
M.key = origin.key
owner.gib()
#undef EGG_INCUBATION_TIME
@@ -2,7 +2,6 @@
faction = list("hostile")
stop_automated_movement_when_pulled = 0
environment_smash = 1 //Set to 1 to break closets,tables,racks, etc; 2 for walls; 3 for rwalls
var/stance = HOSTILE_STANCE_IDLE //Used to determine behavior
var/atom/target
var/ranged = 0
var/rapid = 0
@@ -32,37 +31,32 @@
var/stat_exclusive = 0 //Mobs with this set to 1 will exclusively attack things defined by stat_attack, stat_attack 2 means they will only attack corpses
var/attack_same = 0 //Set us to 1 to allow us to attack our own faction, or 2, to only ever attack our own faction
var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_SLEEP (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever)
var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever)
/mob/living/simple_animal/hostile/Life()
. = ..()
if(ranged)
ranged_cooldown--
if(!.) //dead
walk(src, 0) //stops walking
return 0
if(ranged)
ranged_cooldown--
if(client)
/mob/living/simple_animal/hostile/handle_automated_action()
if(AIStatus == AI_OFF)
return 0
if(!AICanContinue())
return 0
if(!stat)
switch(stance)
if(HOSTILE_STANCE_IDLE)
if(environment_smash)
EscapeConfinement()
FindTarget()
var/list/possible_targets = ListTargets() //we look around for potential targets and make it a list for later use.
if(HOSTILE_STANCE_ATTACK)
MoveToTarget()
DestroySurroundings()
if(environment_smash)
EscapeConfinement()
if(AICanContinue(possible_targets))
DestroySurroundings()
if(!MoveToTarget(possible_targets)) //if we lose our target
if(AIShouldSleep(possible_targets)) // we try to acquire a new one
AIStatus = AI_IDLE // otherwise we go idle
return 1
if(HOSTILE_STANCE_ATTACKING)
AttackTarget()
DestroySurroundings()
if(AIShouldSleep())
AIStatus = AI_SLEEP
//////////////HOSTILE MOB TARGETTING AND AGGRESSION////////////
@@ -81,19 +75,18 @@
L += Objects
return L
/mob/living/simple_animal/hostile/proc/FindTarget()//Step 2, filter down possible targets to things we actually care about
/mob/living/simple_animal/hostile/proc/FindTarget(var/list/possible_targets, var/HasTargetsList = 0)//Step 2, filter down possible targets to things we actually care about
var/list/Targets = list()
var/Target
for(var/atom/A in ListTargets())
if(!HasTargetsList)
possible_targets = ListTargets()
for(var/atom/A in possible_targets)
if(Found(A))//Just in case people want to override targetting
var/list/FoundTarget = list()
FoundTarget += A
Targets = FoundTarget
Targets = list(A)
break
if(CanAttack(A))//Can we attack it?
Targets += A
continue
Target = PickTarget(Targets)
var/Target = PickTarget(Targets)
GiveTarget(Target)
return Target //We now have a target
@@ -101,14 +94,14 @@
return
/mob/living/simple_animal/hostile/proc/PickTarget(list/Targets)//Step 3, pick amongst the possible, attackable targets
if(!Targets.len)//We didnt find nothin!
return
if(target != null)//If we already have a target, but are told to pick again, calculate the lowest distance between all possible, and pick from the lowest distance targets
for(var/atom/A in Targets)
var/target_dist = get_dist(src, target)
var/possible_target_distance = get_dist(src, A)
if(target_dist < possible_target_distance)
Targets -= A
if(!Targets.len)//We didnt find nothin!
return
var/chosen_target = pick(Targets)//Pick the remaining targets (if any) at random
return chosen_target
@@ -150,15 +143,14 @@
target = new_target
if(target != null)
Aggro()
stance = HOSTILE_STANCE_ATTACK
return
return 1
/mob/living/simple_animal/hostile/proc/MoveToTarget()//Step 5, handle movement between us and our target
/mob/living/simple_animal/hostile/proc/MoveToTarget(var/list/possible_targets)//Step 5, handle movement between us and our target
stop_automated_movement = 1
if(!target || !CanAttack(target))
LoseTarget()
return
if(target in ListTargets())
return 0
if(target in possible_targets)
var/target_distance = get_dist(src,target)
if(ranged)//We ranged? Shoot at em
if(target_distance >= 2 && ranged_cooldown <= 0)//But make sure they're a tile away at least, and our range attack is off cooldown
@@ -172,46 +164,33 @@
Goto(target,move_to_delay,minimum_distance)
if(isturf(loc) && target.Adjacent(src)) //If they're next to us, attack
AttackingTarget()
return
return 1
if(environment_smash)
if(target.loc != null && get_dist(src, target.loc) <= vision_range)//We can't see our target, but he's in our vision range still
if(environment_smash >= 2)//If we're capable of smashing through walls, forget about vision completely after finding our target
Goto(target,move_to_delay,minimum_distance)
FindHidden()
return
return 1
else
if(FindHidden())
return
return 1
LoseTarget()
return 0
/mob/living/simple_animal/hostile/proc/Goto(target, delay, minimum_distance)
walk_to(src, target, minimum_distance, delay)
/mob/living/simple_animal/hostile/adjustBruteLoss(damage)
..(damage)
if(!client && !stat && search_objects < 3)//Not unconscious, and we don't ignore mobs
if(!ckey && !stat && search_objects < 3)//Not unconscious, and we don't ignore mobs
if(search_objects)//Turn off item searching and ignore whatever item we were looking at, we're more concerned with fight or flight
search_objects = 0
target = null
if(stance == HOSTILE_STANCE_IDLE)//If we took damage while idle, immediately attempt to find the source of it so we find a living target
Aggro()
if(AIStatus == AI_IDLE)
AIStatus = AI_ON
FindTarget()
else if(target != null && prob(40))//No more pulling a mob forever and having a second player attack it, it can switch targets now if it finds a more suitable one
FindTarget()
if(stance == HOSTILE_STANCE_ATTACK)//No more pulling a mob forever and having a second player attack it, it can switch targets now if it finds a more suitable one
if(target != null && prob(40))
FindTarget()
/mob/living/simple_animal/hostile/proc/AttackTarget()
stop_automated_movement = 1
if(!target || !CanAttack(target))
LoseTarget()
return 0
if(!(target in ListTargets()))
LoseTarget()
return 0
if(isturf(loc) && target.Adjacent(src))
AttackingTarget()
return 1
/mob/living/simple_animal/hostile/proc/AttackingTarget()
target.attack_animal(src)
@@ -229,7 +208,6 @@
taunt_chance = initial(taunt_chance)
/mob/living/simple_animal/hostile/proc/LoseTarget()
stance = HOSTILE_STANCE_IDLE
target = null
walk(src, 0)
LoseAggro()
@@ -325,30 +303,16 @@
////// AI Status ///////
/mob/living/simple_animal/hostile/proc/AICanContinue()
/mob/living/simple_animal/hostile/proc/AICanContinue(var/list/possible_targets)
switch(AIStatus)
if(AI_ON)
. = 1
if(AI_SLEEP)
if(AIShouldWake())
if(AI_IDLE)
if(FindTarget(possible_targets, 1))
. = 1
AIStatus = AI_ON //Wake up for more than one Life() cycle.
else
. = 0
if(AI_OFF)
. = 0
//Returns 1 if the AI should wake up
//Returns 0 if the AI should remain asleep
/mob/living/simple_animal/hostile/proc/AIShouldWake()
. = 0
if(FindTarget())
. = 1
//Convenience
/mob/living/simple_animal/hostile/proc/AIShouldSleep()
. = !(AIShouldWake())
if(. && stance != HOSTILE_STANCE_IDLE) //This proc was called before LoseTarget().
LoseTarget()
/mob/living/simple_animal/hostile/proc/AIShouldSleep(var/list/possible_targets)
return !FindTarget(possible_targets, 1)
@@ -87,16 +87,12 @@
temperature = 50
/mob/living/simple_animal/hostile/asteroid/basilisk/GiveTarget(new_target)
target = new_target
if(target != null)
Aggro()
stance = HOSTILE_STANCE_ATTACK
if(..()) //we have a target
if(isliving(target))
var/mob/living/L = target
if(L.bodytemperature > 200)
L.bodytemperature = 200
visible_message("<span class='danger'>The [src.name]'s stare chills [L.name] to the bone!</span>")
return
/mob/living/simple_animal/hostile/asteroid/basilisk/ex_act(severity, target)
switch(severity)
@@ -154,17 +150,14 @@
if(target != null)
if(istype(target, /obj/item/weapon/ore))
visible_message("<span class='notice'>The [src.name] looks at [target.name] with hungry eyes.</span>")
stance = HOSTILE_STANCE_ATTACK
return
if(isliving(target))
else if(isliving(target))
Aggro()
stance = HOSTILE_STANCE_ATTACK
visible_message("<span class='danger'>The [src.name] tries to flee from [target.name]!</span>")
retreat_distance = 10
minimum_distance = 10
Burrow()
return
return
/mob/living/simple_animal/hostile/asteroid/goldgrub/AttackingTarget()
if(istype(target, /obj/item/weapon/ore))
@@ -366,7 +359,7 @@
/mob/living/simple_animal/hostile/asteroid/goliath/proc/handle_preattack()
if(ranged_cooldown <= 2 && !pre_attack)
pre_attack++
if(!pre_attack || stat || stance == HOSTILE_STANCE_IDLE)
if(!pre_attack || stat || AIStatus == AI_IDLE)
return
icon_state = "Goliath_preattack"
@@ -35,7 +35,7 @@
/mob/living/simple_animal/hostile/morph/examine(mob/user)
if(morphed)
form.examine(user) // Refactor examine to return desc so it's static? Not sure if worth it
if(get_dist(user,src)<=3)
if(get_dist(user,src)<=3)
user << "<span class='notice'>Looks odd!</span>"
else
..()
@@ -61,7 +61,7 @@
/mob/living/simple_animal/hostile/morph/proc/assume(atom/movable/target)
morphed = 1
form = target
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir) No effect better than shit effect
//Todo : update to .appearance once 508 hits
@@ -89,9 +89,9 @@
return
morphed = 0
form = null
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
name = initial(name)
icon = initial(icon)
icon_state = initial(icon_state)
@@ -127,7 +127,7 @@
/mob/living/simple_animal/hostile/morph/LoseAggro()
vision_range = idle_vision_range
/mob/living/simple_animal/hostile/morph/AIShouldSleep()
/mob/living/simple_animal/hostile/morph/AIShouldSleep(var/list/possible_targets)
. = ..()
if(.)
var/list/things = list()
@@ -160,6 +160,9 @@
return
target.attack_animal(src)
/mob/living/simple_animal/hostile/morph/update_action_buttons() //So all eaten objects are not counted every life
return
//Spawn Event
/datum/round_event_control/morph
@@ -74,10 +74,10 @@
health = Clamp(health, 0, maxHealth)
/mob/living/simple_animal/Life()
if(..())
if(!client && !stat)
if(..()) //alive
if(!ckey)
handle_automated_movement()
handle_automated_action()
handle_automated_speech()
return 1
@@ -114,6 +114,9 @@
if(druggy)
druggy = 0
/mob/living/simple_animal/proc/handle_automated_action()
return
/mob/living/simple_animal/proc/handle_automated_movement()
if(!stop_automated_movement && wander)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
@@ -254,7 +257,7 @@
if(!Proj)
return
apply_damage(Proj.damage, Proj.damage_type)
Proj.on_hit(src, 0)
Proj.on_hit(src)
return 0
/mob/living/simple_animal/adjustFireLoss(amount)
@@ -12,7 +12,7 @@
icon = 'icons/mob/mob.dmi'
icon_state = "daemon"
icon_living = "daemon"
speed = 0
speed = 1
a_intent = "harm"
stop_automated_movement = 1
status_flags = CANPUSH
@@ -21,22 +21,26 @@
minbodytemp = 0
faction = list("slaughter")
attacktext = "wildly tears into"
maxHealth = 250
health = 250
maxHealth = 200
health = 200
environment_smash = 1
melee_damage_lower = 30
melee_damage_upper = 30
see_in_dark = 8
var/boost = 0
bloodcrawl = BLOODCRAWL_EAT
see_invisible = SEE_INVISIBLE_MINIMUM
var/devoured = 0
var/phased = FALSE
var/holder = null
var/eating = FALSE
var/mob/living/kidnapped = null
var/playstyle_string = "<B>You are the Slaughter Demon, a terible creature from another existence. You have a single desire: To kill. \
You may Ctrl+Click on blood pools to travel through them, appearing and dissaapearing from the station at will. \
Pulling a dead or critical mob while you enter a pool will pull them in with you, allowing you to feast. </B>"
Pulling a dead or critical mob while you enter a pool will pull them in with you, allowing you to feast. \
You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. </B>"
/mob/living/simple_animal/slaughter/Life()
..()
if(boost<world.time)
speed = 1
else
speed = 0
/mob/living/simple_animal/slaughter/death()
..(1)
@@ -49,120 +53,10 @@
return
////////////////////The Powers
/mob/living/simple_animal/slaughter/proc/phaseout(obj/effect/decal/cleanable/B)
var/turf/mobloc = get_turf(src.loc)
var/turf/bloodloc = get_turf(B.loc)
if(Adjacent(bloodloc))
src.notransform = TRUE
spawn(0)
src.visible_message("The [src] sinks into the pool of blood.")
playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 100, 1, -1)
var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter( mobloc )
src.ExtinguishMob()
if(src.buckled)
src.buckled.unbuckle_mob()
if(src.pulling)
if(istype(src.pulling, /mob/living))
var/mob/living/victim = src.pulling
if(victim.stat == CONSCIOUS)
src.visible_message("[victim] kicks free of the [src] at the last second!")
else
victim.loc = holder
src.visible_message("<span class='warning'><B>The [src] drags [victim] into the pool of blood!</B>")
src.kidnapped = victim
src.loc = holder
src.phased = TRUE
src.holder = holder
if(src.kidnapped)
src << "<B>You begin to feast on [kidnapped]. You can not move while you are doing this.</B>"
src.eating = TRUE
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
src << "<B>You devour [kidnapped]. Your health is fully restored.</B>"
src.adjustBruteLoss(-1000)
kidnapped.ghostize()
qdel(kidnapped)
src.devoured++
src.kidnapped = null
src.eating = FALSE
src.notransform = 0
/mob/living/simple_animal/slaughter/proc/phasein(obj/effect/decal/cleanable/B)
if(src.eating)
src << "<B>Finish eating first!</B>"
else
src.loc = B.loc
src.phased = FALSE
src.client.eye = src
src.visible_message("<span class='warning'><B>The [src] rises out of the pool of blood!</B>")
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
qdel(src.holder)
/obj/effect/decal/cleanable/blood/CtrlClick(mob/user)
/mob/living/simple_animal/slaughter/phasein()
..()
if(istype(user, /mob/living/simple_animal/slaughter))
var/mob/living/simple_animal/slaughter/S = user
if(S.phased)
S.phasein(src)
else
S.phaseout(src)
/obj/effect/decal/cleanable/trail_holder/CtrlClick(mob/user)
..()
if(istype(user, /mob/living/simple_animal/slaughter))
var/mob/living/simple_animal/slaughter/S = user
if(S.phased)
S.phasein(src)
else
S.phaseout(src)
/turf/CtrlClick(var/mob/user)
..()
if(istype(user, /mob/living/simple_animal/slaughter))
var/mob/living/simple_animal/slaughter/S = user
for(var/obj/effect/decal/cleanable/B in src.contents)
if(istype(B, /obj/effect/decal/cleanable/blood) || istype(B, /obj/effect/decal/cleanable/trail_holder))
if(S.phased)
S.phasein(B)
break
else
S.phaseout(B)
break
/obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
invisibility = 60
obj/effect/dummy/slaughter/relaymove(mob/user, direction)
if (!src.canmove || !direction) return
var/turf/newLoc = get_step(src,direction)
loc = newLoc
src.canmove = 0
spawn(1)
src.canmove = 1
/obj/effect/dummy/slaughter/ex_act(blah)
return
/obj/effect/dummy/slaughter/bullet_act(blah)
return
/obj/effect/dummy/slaughter/singularity_act(blah)
return
speed = 0
boost = world.time + 30
//////////The Loot
@@ -172,4 +66,11 @@ obj/effect/dummy/slaughter/relaymove(mob/user, direction)
desc = "It's still faintly beating with rage"
icon = 'icons/obj/surgery.dmi'
icon_state = "heart-on"
origin_tech = "combat=5;biotech=8"
origin_tech = "combat=5;biotech=8"
/obj/item/weapon/demonheart/attack_self(mob/living/user)
visible_message("[user] feasts upon the [src].")
user << "You absorb some of the demon's power!"
user.bloodcrawl = BLOODCRAWL
qdel(src)
@@ -36,9 +36,9 @@
spawn_locs += L.loc
if(!spawn_locs)
return find_slaughter()
var /obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(pick(spawn_locs))
var /obj/effect/dummy/slaughter/holder = PoolOrNew(/obj/effect/dummy/slaughter,(pick(spawn_locs)))
var/mob/living/simple_animal/slaughter/S = new /mob/living/simple_animal/slaughter/(holder)
S.phased = TRUE
S.holder = holder
player_mind.transfer_to(S)
player_mind.assigned_role = "Slaughter Demon"
player_mind.special_role = "Slaughter Demon"
@@ -64,4 +64,4 @@
log_game("[key_of_slaughter] was spawned as a Slaughter Demon by an event.")
return 0
message_admins("Unfortunately, no candidates were available for becoming a Slaugter Demon. Shutting down.")
return kill()
return kill()
@@ -6,43 +6,41 @@
//param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/m_type = 1
var/regenerate_icons
var/message
switch(act) //Alphabetical please
if("bounce")
if("bounce","bounces")
message = "<B>The [src.name]</B> bounces in place."
m_type = 1
if("jiggle")
if("jiggle","jiggles")
message = "<B>The [src.name]</B> jiggles!"
m_type = 1
if("light")
if("light","lights")
message = "<B>The [src.name]</B> lights up for a bit, then stops."
m_type = 1
if("moan")
if("moan","moans")
message = "<B>The [src.name]</B> moans."
m_type = 2
if("shiver")
if("shiver","shivers")
message = "<B>The [src.name]</B> shivers."
m_type = 2
if("sway")
if("sway","sways")
message = "<B>The [src.name]</B> sways around dizzily."
m_type = 1
if("twitch")
if("twitch","twitches")
message = "<B>The [src.name]</B> twitches."
m_type = 1
if("vibrate")
if("vibrate","vibrates")
message = "<B>The [src.name]</B> vibrates!"
m_type = 1
@@ -50,7 +48,7 @@
mood = null
regenerate_icons = 1
if("smile")
if("smile","smiles")
mood = "mischevous"
regenerate_icons = 1
@@ -58,15 +56,15 @@
mood = ":33"
regenerate_icons = 1
if("pout")
if("pout","pouts")
mood = "pout"
regenerate_icons = 1
if("frown")
if("frown","frowns")
mood = "sad"
regenerate_icons = 1
if("scowl")
if("scowl","scowls")
mood = "angry"
regenerate_icons = 1
@@ -167,7 +167,7 @@
attacked += 10
if((Proj.damage_type == BURN))
adjustBruteLoss(-abs(Proj.damage)) //fire projectiles heals slimes.
Proj.on_hit(src, 0)
Proj.on_hit(src)
else
..(Proj)
return 0
+8
View File
@@ -946,6 +946,14 @@ var/list/slot_equipment_priority = list( \
return G
break
/mob/proc/notify_ghost_cloning(var/message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", var/sound = 'sound/effects/genetics.ogg')
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound)
return ghost
/mob/proc/adjustEarDamage()
return
+2 -2
View File
@@ -46,7 +46,7 @@
return 0
/proc/iscorgi(A)
if(istype(A, /mob/living/simple_animal/pet/corgi))
if(istype(A, /mob/living/simple_animal/pet/dog/corgi))
return 1
return 0
@@ -125,7 +125,7 @@
return 1
return 0
/proc/isorgan(A)
/proc/islimb(A)
if(istype(A, /obj/item/organ/limb))
return 1
return 0
+3 -6
View File
@@ -300,14 +300,11 @@
/mob/new_player/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
if (ticker.current_state == GAME_STATE_PLAYING)
var/ailist[] = list()
for (var/mob/living/silicon/ai/A in living_mob_list)
ailist += A
if (ailist.len)
var/mob/living/silicon/ai/announcer = pick(ailist)
if(announcement_systems.len)
if(character.mind)
if((character.mind.assigned_role != "Cyborg") && (character.mind.assigned_role != character.mind.special_role))
announcer.say("[announcer.radiomod] [character.real_name] has signed up as [rank].")
var/obj/machinery/announcement_system/announcer = pick(announcement_systems)
announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common
/mob/new_player/proc/LateChoices()
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
@@ -163,7 +163,7 @@
else if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(BARTENDER)
clothes_s = new /icon('icons/mob/uniform.dmi', "bar_suit_s")
clothes_s = new /icon('icons/mob/uniform.dmi', "barman_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 1)
+32 -7
View File
@@ -3,15 +3,18 @@
return
//Handle items on mob
//first implants
//first implants & organs
var/list/implants = list()
var/list/int_organs = list()
if (tr_flags & TR_KEEPIMPLANTS)
for(var/obj/item/weapon/implant/W in src)
implants += W
if(tr_flags & TR_KEEPITEMS)
for(var/obj/item/W in (src.contents-implants))
unEquip(W)
if (tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/internal/I in internal_organs)
int_organs += I
I.Remove(src, 1)
//Make mob invisible and spawn animation
regenerate_icons()
@@ -70,6 +73,14 @@
I.loc = O
I.implanted = O
//re-add organs to new mob
if(tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/internal/I in O.internal_organs)
qdel(I)
for(var/obj/item/organ/internal/I in int_organs)
I.Insert(O, 1)
//transfer mind and delete old mob
if(mind)
mind.transfer_to(O)
@@ -98,12 +109,19 @@
return
//Handle items on mob
//first implants
//first implants & organs
var/list/implants = list()
var/list/int_organs = list()
if (tr_flags & TR_KEEPIMPLANTS)
for(var/obj/item/weapon/implant/W in src)
implants += W
if (tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/internal/I in internal_organs)
int_organs += I
I.Remove(src, 1)
//now the rest
if (tr_flags & TR_KEEPITEMS)
for(var/obj/item/W in (src.contents-implants))
@@ -187,6 +205,13 @@
I.implanted = O
O.sec_hud_set_implants()
if(tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/internal/I in O.internal_organs)
qdel(I)
for(var/obj/item/organ/internal/I in int_organs)
I.Insert(O, 1)
if(mind)
mind.transfer_to(O)
O.a_intent = "help"
@@ -430,7 +455,7 @@
for(var/t in organs) //this really should not be necessary
qdel(t)
var/mob/living/simple_animal/pet/corgi/new_corgi = new /mob/living/simple_animal/pet/corgi (loc)
var/mob/living/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/pet/dog/corgi (loc)
new_corgi.a_intent = "harm"
new_corgi.key = key
@@ -509,7 +534,7 @@
//Good mobs!
if(ispath(MP, /mob/living/simple_animal/pet/cat))
return 1
if(ispath(MP, /mob/living/simple_animal/pet/corgi))
if(ispath(MP, /mob/living/simple_animal/pet/dog/corgi))
return 1
if(ispath(MP, /mob/living/simple_animal/crab))
return 1