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Basic Mob Brimdemon (#78424)
## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑
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@@ -15,10 +15,13 @@
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/datum/ai_controller/basic_controller/able_to_run()
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. = ..()
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if(isliving(pawn))
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var/mob/living/living_pawn = pawn
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if(IS_DEAD_OR_INCAP(living_pawn))
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return FALSE
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if(!isliving(pawn))
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return
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var/mob/living/living_pawn = pawn
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if(!(ai_traits & CAN_ACT_WHILE_DEAD) && IS_DEAD_OR_INCAP(living_pawn))
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return FALSE
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if(ai_traits & PAUSE_DURING_DO_AFTER && LAZYLEN(living_pawn.do_afters))
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return FALSE
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/datum/ai_controller/basic_controller/proc/update_speed(mob/living/basic/basic_mob)
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SIGNAL_HANDLER
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