Adds Romerol (the REAL zombie powder) to uplink (#23369)

* Adds Romerol (the REAL zombie powder) to uplink

🆑 coiax
add: Syndicate agents have gained access to a highly dangerous
experimental bioterror agent, that causes partial reanimation and
aggression after death.
del: Zombie infections are no longer visible on MediHUD.
/🆑

- Adds a reagent to the uplink that gives anyone who injests it a
dormant zombie organ that will reanimate them as a zombie after they
die.
- Initial price estimate is 20TC because this is some fungal TB level
!fun!.
- Good for traitor chefs.
- Zombies are fun, let's have more of them.

* Fixes runtimes, removes airlock tearing

* aGGression

* Update health?

* Zombies are not TOXINLOVERS that's dumb

* Removes from uplink

* Revert "Removes from uplink"

This reverts commit a0acd313929b0787c2eab0d7f289e305212fa0ed.

* 25 TC
This commit is contained in:
coiax
2017-01-29 11:21:37 -06:00
committed by KorPhaeron
parent ad29c34eec
commit 7e4a0ee0df
8 changed files with 86 additions and 99 deletions
+10 -50
View File
@@ -1,8 +1,8 @@
/obj/item/zombie_hand
name = "zombie claw"
desc = "A zombie's claw is its primary tool, capable of infecting \
unconcious or dead humans, butchering all other living things to \
sustain the zombie, forcing open airlock doors and opening \
humans, butchering all other living things to \
sustain the zombie, smashing open airlock doors and opening \
child-safe caps on bottles."
flags = NODROP|ABSTRACT|DROPDEL
icon = 'icons/effects/blood.dmi'
@@ -28,9 +28,6 @@
. = ..()
if(!proximity_flag)
return
if(istype(target, /obj/machinery/door/airlock) && !removing_airlock)
tear_airlock(target, user)
else if(isliving(target))
if(ishuman(target))
check_infection(target, user)
@@ -45,7 +42,7 @@
// zombies)
return
var/obj/item/organ/body_egg/zombie_infection/infection
var/obj/item/organ/zombie_infection/infection
infection = target.getorganslot("zombie_infection")
if(!infection)
infection = new(target)
@@ -54,48 +51,11 @@
if(target.stat == DEAD)
var/hp_gained = target.maxHealth
target.gib()
user.adjustBruteLoss(-hp_gained)
user.adjustToxLoss(-hp_gained)
user.adjustFireLoss(-hp_gained)
user.adjustCloneLoss(-hp_gained)
// zero as argument for no instant health update
user.adjustBruteLoss(-hp_gained, 0)
user.adjustToxLoss(-hp_gained, 0)
user.adjustFireLoss(-hp_gained, 0)
user.adjustCloneLoss(-hp_gained, 0)
user.updatehealth()
user.adjustBrainLoss(-hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
/obj/item/zombie_hand/proc/tear_airlock(obj/machinery/door/airlock/A, mob/user)
removing_airlock = TRUE
user << "<span class='notice'>You start tearing apart the airlock...</span>"
playsound(src.loc, 'sound/machines/airlock_alien_prying.ogg', 100, 1)
A.audible_message("<span class='italics'>You hear a loud metallic grinding sound.</span>")
addtimer(CALLBACK(src, .proc/growl, user), 20)
if(do_after(user, delay=160, needhand=FALSE, target=A, progress=TRUE))
playsound(src.loc, 'sound/hallucinations/far_noise.ogg', 50, 1)
A.audible_message("<span class='danger'>With a screech, [A] is torn apart!</span>")
var/obj/structure/door_assembly/door = new A.assemblytype(get_turf(A))
door.density = 0
door.anchored = 1
door.name = "ravaged [door]"
door.desc = "An airlock that has been torn apart. Looks like it won't be keeping much out now."
qdel(A)
removing_airlock = FALSE
/obj/item/zombie_hand/proc/growl(mob/user)
if(removing_airlock)
playsound(src.loc, 'sound/hallucinations/growl3.ogg', 50, 1)
user.audible_message("<span class='warning'>[user] growls as [user.p_their()] claws dig into the metal frame...</span>")
/obj/item/zombie_hand/suicide_act(mob/living/carbon/user)
// Suiciding as a zombie brings someone else in to play it
user.visible_message("<span class='suicide'>[user] is lying down.</span>")
if(!istype(user))
return
user.Weaken(30)
var/success = offer_control(user)
if(success)
user.visible_message("<span class='suicide'>[user] appears to have found new spirit.</span>")
return SHAME
else
user.visible_message("<span class='suicide'>[user] stops moving.</span>")
return OXYLOSS
user.nutrition = min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL)