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Corpses spawned from human-like npcs will inherit damage values dealt to the npc (#90037)
## About The Pull Request If you shoot a Syndicate NPC, and it dies and spawns a corpse, the corpse will - rather than having zero damage - have the corresponding damage you dealt to it. ## Why It's Good For The Game Always found it a little immersion breaking that they just spawned flawless corpses. Course they won't have any wounds or anything... but hey it's *better*. ## Changelog 🆑 Melbert qol: Corpses spawned from human-like NPCs will spawn damaged according to how they died (or will even gib if the npc was gibbed) fix: Maint Russians with guns will now spawn corpses instead of vanishing /🆑
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@@ -3,14 +3,14 @@
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name = "Syndicate Operative"
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desc = "Death to Nanotrasen."
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faction = list(ROLE_SYNDICATE)
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loot = list(/obj/effect/mob_spawn/corpse/human/syndicatesoldier)
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corpse = /obj/effect/mob_spawn/corpse/human/syndicatesoldier
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mob_spawner = /obj/effect/mob_spawn/corpse/human/syndicatesoldier
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/mob/living/basic/trooper/syndicate/space
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name = "Syndicate Commando"
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maxHealth = 170
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health = 170
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loot = list(/obj/effect/gibspawner/human)
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corpse = /obj/effect/gibspawner/human
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unsuitable_atmos_damage = 0
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minimum_survivable_temperature = 0
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mob_spawner = /obj/effect/mob_spawn/corpse/human/syndicatecommando
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@@ -29,7 +29,7 @@
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/mob/living/basic/trooper/syndicate/melee //dude with a knife and no shields
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melee_damage_lower = 15
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melee_damage_upper = 15
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loot = list(/obj/effect/gibspawner/human)
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corpse = /obj/effect/gibspawner/human
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/items/weapons/bladeslice.ogg'
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@@ -99,7 +99,7 @@
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///////////////Guns////////////
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/mob/living/basic/trooper/syndicate/ranged
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loot = list(/obj/effect/gibspawner/human)
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corpse = /obj/effect/gibspawner/human
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ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
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r_hand = /obj/item/gun/ballistic/automatic/pistol
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/// Type of bullet we use
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@@ -125,7 +125,7 @@
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/mob/living/basic/trooper/syndicate/ranged/infiltrator //shuttle loan event
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projectilesound = 'sound/items/weapons/gun/smg/shot_suppressed.ogg'
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loot = list(/obj/effect/mob_spawn/corpse/human/syndicatesoldier)
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corpse = /obj/effect/mob_spawn/corpse/human/syndicatesoldier
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/mob/living/basic/trooper/syndicate/ranged/space
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name = "Syndicate Commando"
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@@ -159,12 +159,12 @@
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name = "spaceport security"
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desc = "Premier corporate security forces for all spaceports found along the Orion Trail."
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faction = list(FACTION_ORION)
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loot = list()
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corpse = null
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/mob/living/basic/trooper/syndicate/ranged/smg/pilot //caravan ambush ruin
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name = "Syndicate Salvage Pilot"
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loot = list(/obj/effect/mob_spawn/corpse/human/syndicatepilot)
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mob_spawner = /obj/effect/mob_spawn/corpse/human/syndicatepilot
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corpse = /obj/effect/mob_spawn/corpse/human/syndicatepilot
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/mob/living/basic/trooper/syndicate/ranged/smg/space
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name = "Syndicate Commando"
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