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[MIRROR] Refactors species mutanthands into human component [MDB IGNORE] (#19355)
* Refactors species mutanthands into human component * wew --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
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@@ -1,36 +1,17 @@
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/obj/item/zombie_hand
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/obj/item/mutant_hand/zombie
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name = "zombie claw"
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desc = "A zombie's claw is its primary tool, capable of infecting \
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humans, butchering all other living things to \
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sustain the zombie, smashing open airlock doors and opening \
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child-safe caps on bottles."
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item_flags = ABSTRACT | DROPDEL | HAND_ITEM
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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icon = 'icons/effects/blood.dmi'
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icon_state = "bloodhand_left"
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var/icon_left = "bloodhand_left"
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var/icon_right = "bloodhand_right"
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hitsound = 'sound/hallucinations/growl1.ogg'
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force = 21 // Just enough to break airlocks with melee attacks
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sharpness = SHARP_EDGED
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wound_bonus = -30
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bare_wound_bonus = 15
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damtype = BRUTE
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sharpness = SHARP_EDGED
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/obj/item/zombie_hand/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
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/obj/item/zombie_hand/visual_equipped(mob/user, slot)
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. = ..()
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//these are intentionally inverted
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var/i = user.get_held_index_of_item(src)
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if(!(i % 2))
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icon_state = icon_left
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else
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icon_state = icon_right
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/obj/item/zombie_hand/afterattack(atom/target, mob/user, proximity_flag)
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/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(!proximity_flag)
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return
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@@ -59,14 +40,14 @@
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infection = new()
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infection.Insert(target)
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/obj/item/zombie_hand/suicide_act(mob/living/user)
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/obj/item/mutant_hand/zombie/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!"))
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var/obj/item/bodypart/head = user.get_bodypart(BODY_ZONE_HEAD)
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if(head)
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head.dismember()
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return BRUTELOSS
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/obj/item/zombie_hand/proc/check_feast(mob/living/target, mob/living/user)
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/obj/item/mutant_hand/zombie/proc/check_feast(mob/living/target, mob/living/user)
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if(target.stat == DEAD)
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var/hp_gained = target.maxHealth
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target.investigate_log("has been devoured by a zombie.", INVESTIGATE_DEATHS)
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