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Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request revive of #68760 this time a proc, not an element this time supports cardboard cutouts this time supports mob corpses  ## Why It's Good For The Game prevents these icons ever being outdated, they'll always look what they are supposed to, saves spriting work ## Changelog 🆑 Fikou, a hood by Viro refactor: humanoid mobs and cardboard cutouts automatically generate their sprites, they no longer will be outdated /🆑 Co-authored-by: Time-Green <timkoster1@hotmail.com>
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@@ -130,25 +130,21 @@ GLOBAL_VAR_INIT(fscpassword, generate_password())
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/mob/living/simple_animal/hostile/nanotrasen/ranged/assault
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name = "Nanotrasen Assault Officer"
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desc = "Nanotrasen Assault Officer. Contact CentCom if you saw him on your station. Prepare to die, if you've been found near Syndicate property."
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icon_state = "nanotrasenrangedassault"
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icon_living = "nanotrasenrangedassault"
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icon_dead = null
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icon_gib = "syndicate_gib"
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ranged = TRUE
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rapid = 4
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rapid_fire_delay = 1
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rapid_melee = 1
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retreat_distance = 2
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minimum_distance = 4
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casingtype = /obj/item/ammo_casing/c46x30mm
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projectilesound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg'
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casingtype = /obj/item/ammo_casing/a556/weak
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projectilesound = 'sound/weapons/gun/smg/shot.ogg'
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loot = list(/obj/effect/mob_spawn/corpse/human/nanotrasenassaultsoldier)
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mob_spawner = /obj/effect/mob_spawn/corpse/human/nanotrasenassaultsoldier
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held_item = /obj/item/gun/ballistic/automatic/ar
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/mob/living/simple_animal/hostile/nanotrasen/elite
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name = "Nanotrasen Elite Assault Officer"
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desc = "Pray for your life, syndicate. Run while you can."
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icon_state = "nanotrasen_ert"
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icon_living = "nanotrasen_ert"
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maxHealth = 150
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health = 150
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melee_damage_lower = 13
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@@ -165,3 +161,5 @@ GLOBAL_VAR_INIT(fscpassword, generate_password())
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projectilesound = 'sound/weapons/laser.ogg'
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loot = list(/obj/effect/gibspawner/human)
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faction = list(ROLE_DEATHSQUAD)
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mob_spawner = /obj/effect/mob_spawn/corpse/human/nanotrasenelitesoldier
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held_item = /obj/item/gun/energy/pulse/carbine/lethal
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