Merge remote-tracking branch 'remotes/upstream/master' into remove_thrall

This commit is contained in:
Xhuis
2015-08-03 16:37:06 -04:00
239 changed files with 9705 additions and 8904 deletions
+15 -5
View File
@@ -167,6 +167,13 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
mind.current.key = key
return 1
/mob/dead/observer/proc/notify_cloning(var/message, var/sound)
if(message)
src << "<span class='ghostalert'>[message]</span>"
src << "<span class='ghostalert'><a href=?src=\ref[src];reenter=1>(Click to re-enter)</a></span>"
if(sound)
src << sound(sound)
/mob/dead/observer/proc/dead_tele()
set category = "Ghost"
set name = "Teleport"
@@ -363,8 +370,11 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return ..()
/mob/dead/observer/Topic(href, href_list)
if(href_list["follow"])
var/atom/movable/target = locate(href_list["follow"])
if((usr == src) && istype(target) && (target != src)) //for safety against href exploits
ManualFollow(target)
..()
if(usr == src)
if(href_list["follow"])
var/atom/movable/target = locate(href_list["follow"])
if(istype(target) && (target != src))
ManualFollow(target)
if(href_list["reenter"])
reenter_corpse()
+115
View File
@@ -0,0 +1,115 @@
//Travel through pools of blood. Slaughter Demon powers for everyone!
#define BLOODCRAWL 1
#define BLOODCRAWL_EAT 2
/mob/living/proc/phaseout(obj/effect/decal/cleanable/B)
var/mob/living/kidnapped = null
var/turf/mobloc = get_turf(src.loc)
var/turf/bloodloc = get_turf(B.loc)
if(Adjacent(bloodloc))
src.notransform = TRUE
spawn(0)
src.visible_message("[src] sinks into the pool of blood.")
playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 100, 1, -1)
var/obj/effect/dummy/slaughter/holder = PoolOrNew(/obj/effect/dummy/slaughter,mobloc)
src.ExtinguishMob()
if(src.buckled)
src.buckled.unbuckle_mob()
if(src.pulling && src.bloodcrawl == BLOODCRAWL_EAT)
if(istype(src.pulling, /mob/living))
var/mob/living/victim = src.pulling
if(victim.stat == CONSCIOUS)
src.visible_message("[victim] kicks free of the [src] at the last second!")
else
victim.loc = holder
src.visible_message("<span class='warning'><B>The [src] drags [victim] into the pool of blood!</B>")
kidnapped = victim
src.loc = holder
src.holder = holder
if(kidnapped)
src << "<B>You begin to feast on [kidnapped]. You can not move while you are doing this.</B>"
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
src << "<B>You devour [kidnapped]. Your health is fully restored.</B>"
src.adjustBruteLoss(-1000)
src.adjustFireLoss(-1000)
src.adjustOxyLoss(-1000)
src.adjustToxLoss(-1000)
kidnapped.ghostize()
qdel(kidnapped)
src.notransform = 0
/mob/living/proc/phasein(obj/effect/decal/cleanable/B)
if(src.notransform)
src << "<B>Finish eating first!</B>"
else
src.loc = B.loc
src.client.eye = src
src.visible_message("<span class='warning'><B>The [src] rises out of the pool of blood!</B>")
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
qdel(src.holder)
src.holder = null
/obj/effect/decal/cleanable/blood/CtrlClick(mob/living/user)
..()
if(user.bloodcrawl)
if(user.holder)
user.phasein(src)
else
user.phaseout(src)
/obj/effect/decal/cleanable/trail_holder/CtrlClick(mob/living/user)
..()
if(user.bloodcrawl)
if(user.holder)
user.phasein(src)
else
user.phaseout(src)
/turf/CtrlClick(var/mob/living/user)
..()
if(user.bloodcrawl)
for(var/obj/effect/decal/cleanable/B in src.contents)
if(istype(B, /obj/effect/decal/cleanable/blood) || istype(B, /obj/effect/decal/cleanable/trail_holder))
if(user.holder)
user.phasein(B)
break
else
user.phaseout(B)
break
/obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
invisibility = 60
obj/effect/dummy/slaughter/relaymove(mob/user, direction)
if (!src.canmove || !direction) return
var/turf/newLoc = get_step(src,direction)
loc = newLoc
src.canmove = 0
spawn(1)
src.canmove = 1
/obj/effect/dummy/slaughter/ex_act(blah)
return
/obj/effect/dummy/slaughter/bullet_act(blah)
return
/obj/effect/dummy/slaughter/singularity_act(blah)
return
/obj/effect/dummy/slaughter/Destroy()
return QDEL_HINT_PUTINPOOL
@@ -6,56 +6,54 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
var/m_type = 1
var/message
switch(act) //Alphabetical please
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<span class='name'>[src]</span> lets out a waning guttural screech, green blood bubbling from its maw..."
m_type = 2
if ("gnarl")
if ("gnarl","gnarls")
if (!muzzled)
message = "<span class='name'>[src]</span> gnarls and shows its teeth.."
m_type = 2
if ("hiss")
if ("hiss","hisses")
if(!muzzled)
message = "<span class='name'>[src]</span> hisses."
m_type = 2
if ("moan")
if ("moan","moans")
message = "<span class='name'>[src]</span> moans!"
m_type = 2
if ("roar")
if ("roar","roars")
if (!muzzled)
message = "<span class='name'>[src]</span> roars."
m_type = 2
if ("roll")
if ("roll","rolls")
if (!src.restrained())
message = "<span class='name'>[src]</span> rolls."
m_type = 1
if ("scratch")
if ("scratch","scratches")
if (!src.restrained())
message = "<span class='name'>[src]</span> scratches."
m_type = 1
if ("scretch")
if ("screech","screeches")
if (!muzzled)
message = "<span class='name'>[src]</span> scretches."
message = "<span class='name'>[src]</span> screeches."
m_type = 2
if ("shiver")
if ("shiver","shivers")
message = "<span class='name'>[src]</span> shivers."
m_type = 2
if ("sign")
if ("sign","signs")
if (!src.restrained())
message = text("<span class='name'>[src]</span> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
m_type = 1
@@ -65,7 +63,7 @@
m_type = 1
if ("help") //This is an exception
src << "Help for xenomorph emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow, burp, choke, chucke, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, giggle, glare-(none)/mob, gnarl, hiss, jump, laugh, look-atom, me, moan, nod, point-atom, roar, roll, scream, scratch, scretch, shake, shiver, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave, whimper, wink, yawn"
src << "Help for xenomorph emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow, burp, choke, chucke, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, giggle, glare-(none)/mob, gnarl, hiss, jump, laugh, look-atom, me, moan, nod, point-atom, roar, roll, scream, scratch, screech, shake, shiver, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave, whimper, wink, yawn"
else
..(act)
@@ -6,83 +6,81 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
var/m_type = 1
var/message
switch(act) //Alphabetically sorted please.
if ("burp")
if ("burp","burps")
if (!muzzled)
message = "<span class='name'>[src]</span> burps."
m_type = 2
if ("choke")
if ("choke","chokes")
message = "<span class='name'>[src]</span> chokes."
m_type = 2
if ("collapse")
if ("collapse","collapses")
Paralyse(2)
message = "<span class='name'>[src]</span> collapses!"
m_type = 2
if ("dance")
if ("dance","dances")
if (!src.restrained())
message = "<span class='name'>[src]</span> dances around happily."
m_type = 1
if ("drool")
if ("drool","drools")
message = "<span class='name'>[src]</span> drools."
m_type = 1
if ("gasp")
if ("gasp","gasps")
message = "<span class='name'>[src]</span> gasps."
m_type = 2
if ("gnarl")
if ("gnarl","gnarls")
if (!muzzled)
message = "<span class='name'>[src]</span> gnarls and shows its teeth.."
m_type = 2
if ("hiss")
if ("hiss","hisses")
message = "<span class='name'>[src]</span> hisses softly."
m_type = 1
if ("jump")
if ("jump","jumps")
message = "<span class='name'>[src]</span> jumps!"
m_type = 1
if ("moan")
if ("moan","moans")
message = "<span class='name'>[src]</span> moans!"
m_type = 2
if ("nod")
if ("nod","nods")
message = "<span class='name'>[src]</span> nods its head."
m_type = 1
// if ("roar")
// if (!muzzled)
// message = "<span class='name'>[src]</span> roars." Commenting out since larva shouldn't roar /N
// m_type = 2
if ("roll")
if ("roar","roars")
if (!muzzled)
message = "<span class='name'>[src]</span> softly roars."
m_type = 2
if ("roll","rolls")
if (!src.restrained())
message = "<span class='name'>[src]</span> rolls."
m_type = 1
if ("scratch")
if ("scratch","scratches")
if (!src.restrained())
message = "<span class='name'>[src]</span> scratches."
m_type = 1
if ("scretch")
if ("screech","screeches") //This orignally was called scretch, changing it. -Sum99
if (!muzzled)
message = "<span class='name'>[src]</span> scretches."
message = "<span class='name'>[src]</span> screeches."
m_type = 2
if ("shake")
if ("shake","shakes")
message = "<span class='name'>[src]</span> shakes its head."
m_type = 1
if ("shiver")
if ("shiver","shivers")
message = "<span class='name'>[src]</span> shivers."
m_type = 2
if ("sign")
if ("sign","signs")
if (!src.restrained())
message = text("<span class='name'>[src]</span> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
m_type = 1
if ("snore")
if ("snore","snores")
message = "<B>[src]</B> snores."
m_type = 2
if ("sulk")
if ("sulk","sulks")
message = "<span class='name'>[src]</span> sulks down sadly."
m_type = 1
if ("sway")
if ("sway","sways")
message = "<span class='name'>[src]</span> sways around dizzily."
m_type = 1
if ("tail")
@@ -91,13 +89,13 @@
if ("twitch")
message = "<span class='name'>[src]</span> twitches violently."
m_type = 1
if ("whimper")
if ("whimper","whimpers")
if (!muzzled)
message = "<span class='name'>[src]</span> whimpers."
m_type = 2
if ("help") //"The exception"
src << "Help for larva emotes. You can use these emotes with say \"*emote\":\n\nburp, choke, collapse, dance, drool, gasp, gnarl, hiss, jump, moan, nod, roll, scratch,\nscretch, shake, shiver, sign-#, sulk, sway, tail, twitch, whimper"
src << "Help for larva emotes. You can use these emotes with say \"*emote\":\n\nburp, choke, collapse, dance, drool, gasp, gnarl, hiss, jump, moan, nod, roll, roar, scratch, screech, shake, shiver, sign-#, sulk, sway, tail, twitch, whimper"
else
src << "<span class='info'>Unusable emote '[act]'. Say *help for a list.</span>"
@@ -87,7 +87,7 @@ var/const/MAX_ACTIVE_TIME = 400
return Attach(AM)
return 0
/obj/item/clothing/mask/facehugger/throw_at(atom/target, range, speed)
/obj/item/clothing/mask/facehugger/throw_at(atom/target, range, speed, mob/thrower, spin)
if(!..())
return
if(stat == CONSCIOUS)
+1 -11
View File
@@ -31,12 +31,6 @@
else
icon_state = "mmi_empty"
/obj/item/device/mmi/Topic(href, href_list)
if(href_list["reenter"])
var/mob/dead/observer/ghost = usr
if(istype(ghost))
ghost.reenter_corpse(ghost)
/obj/item/device/mmi/attackby(obj/item/O, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
if(istype(O,/obj/item/organ/brain)) //Time to stick a brain in it --NEO
@@ -52,11 +46,7 @@
return
var/mob/living/carbon/brain/B = newbrain.brainmob
if(!B.key)
var/mob/dead/observer/ghost = B.get_ghost()
if(ghost)
if(ghost.client)
ghost << "<span class='ghostalert'>Someone has put your brain in a MMI!</span> <a href=?src=\ref[src];reenter=1>(Click to enter)</a>"
ghost << sound('sound/effects/genetics.ogg')
B.notify_ghost_cloning("Someone has put your brain in a MMI!")
visible_message("[user] sticks \a [newbrain] into \the [src].")
brainmob = newbrain.brainmob
@@ -6,8 +6,6 @@
var/t1 = findtext(act, "-", 1, null)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
if(src.stat == DEAD)
return
@@ -22,16 +20,16 @@
message = "<B>[src]</B> lets out a distressed noise."
m_type = 2
if ("beep")
if ("beep","beeps")
src << "You beep."
message = "<B>[src]</B> beeps."
m_type = 2
if ("blink")
if ("blink","blinks")
message = "<B>[src]</B> blinks."
m_type = 1
if ("boop")
if ("boop","boops")
src << "You boop."
message = "<B>[src]</B> boops."
m_type = 2
@@ -45,7 +43,7 @@
message = "<B>[src]</B> plays a loud tone."
m_type = 2
if ("whistle")
if ("whistle","whistles")
src << "You whistle."
message = "<B>[src]</B> whistles."
m_type = 2
@@ -11,6 +11,11 @@
return 1
return ..()
/mob/living/carbon/throw_impact(atom/hit_atom)
. = ..()
if(hit_atom.density && isturf(hit_atom))
Weaken(1)
take_organ_damage(10)
/mob/living/carbon/attackby(obj/item/I, mob/user, params)
if(lying)
+23 -26
View File
@@ -10,9 +10,6 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
//var/m_type = 1
@@ -27,7 +24,7 @@
message = "<B>[src]</B> is strumming the air and headbanging like a safari chimp."
m_type = 1
if ("blink")
if ("blink","blinks")
message = "<B>[src]</B> blinks."
m_type = 1
@@ -35,11 +32,11 @@
message = "<B>[src]</B> blinks rapidly."
m_type = 1
if ("blush")
if ("blush","blushes")
message = "<B>[src]</B> blushes."
m_type = 1
if ("bow")
if ("bow","bows")
if (!src.buckled)
var/M = null
if (param)
@@ -55,117 +52,117 @@
message = "<B>[src]</B> bows."
m_type = 1
if ("burp")
if ("burp","burps")
if (!muzzled)
..(act)
if ("choke")
if ("choke","chokes")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("chuckle")
if ("chuckle","chuckles")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("clap")
if ("clap","claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if ("cough")
if ("cough","coughs")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<B>[src]</B> seizes up and falls limp, \his eyes dead and lifeless..."
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings."
m_type = 2
if ("gasp")
if ("gasp","gasps")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a weak noise."
m_type = 2
if ("giggle")
if ("giggle","giggles")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("laugh")
if ("laugh","laughs")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
if ("nod")
if ("nod","nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("scream")
if ("scream","screams")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a very loud noise."
m_type = 2
if ("shake")
if ("shake","shakes")
message = "<B>[src]</B> shakes \his head."
m_type = 1
if ("sneeze")
if ("sneeze","sneezes")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a strange noise."
m_type = 2
if ("sigh")
if ("sigh","sighs")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> sighs."
m_type = 2
if ("sniff")
if ("sniff","sniffs")
message = "<B>[src]</B> sniffs."
m_type = 2
if ("snore")
if ("snore","snores")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a noise."
m_type = 2
if ("whimper")
if ("whimper","whimpers")
if (!muzzled)
..(act)
else
message = "<B>[src]</B> makes a weak noise."
m_type = 2
if ("wink")
if ("wink","winks")
message = "<B>[src]</B> winks."
m_type = 1
if ("yawn")
if ("yawn","yawns")
if (!muzzled)
..(act)
+27 -29
View File
@@ -6,8 +6,6 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
//var/m_type = 1
@@ -28,29 +26,29 @@
message = "<B>[src]</B> flaps \his wings ANGRILY!"
m_type = 2
if ("choke")
if ("choke","chokes")
if (miming)
message = "<B>[src]</B> clutches \his throat desperately!"
else
..(act)
if ("chuckle")
if ("chuckle","chuckles")
if(miming)
message = "<B>[src]</B> appears to chuckle."
else
..(act)
if ("clap")
if ("clap","claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if ("collapse")
if ("collapse","collapses")
Paralyse(2)
message = "<B>[src]</B> collapses!"
m_type = 2
if ("cough")
if ("cough","coughs")
if (miming)
message = "<B>[src]</B> appears to cough!"
else
@@ -61,7 +59,7 @@
message = "<B>[src]</B> makes a strong noise."
m_type = 2
if ("cry")
if ("cry","crys","cries") //I feel bad if people put s at the end of cry. -Sum99
if (miming)
message = "<B>[src]</B> cries."
else
@@ -101,7 +99,7 @@
return
message = "<B>[src]</B> [input]"
if ("dap")
if ("dap","daps")
m_type = 1
if (!src.restrained())
var/M = null
@@ -119,24 +117,24 @@
message = "<B>[src]</B> raises an eyebrow."
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings."
m_type = 2
if ("gasp")
if ("gasp","gasps")
if (miming)
message = "<B>[src]</B> appears to be gasping!"
else
..(act)
if ("giggle")
if ("giggle","giggles")
if (miming)
message = "<B>[src]</B> giggles silently!"
else
..(act)
if ("groan")
if ("groan","groans")
if (miming)
message = "<B>[src]</B> appears to groan!"
else
@@ -147,7 +145,7 @@
message = "<B>[src]</B> makes a loud noise."
m_type = 2
if ("grumble")
if ("grumble","grumbles")
if (!muzzled)
message = "<B>[src]</B> grumbles!"
else
@@ -171,7 +169,7 @@
else
message = "<B>[src]</B> holds out \his hand to [M]."
if ("hug")
if ("hug","hugs")
m_type = 1
if (!src.restrained())
var/M = null
@@ -215,14 +213,14 @@
else
message = "<B>[src]</B> [message]"
if ("moan")
if ("moan","moans")
if(miming)
message = "<B>[src]</B> appears to moan!"
else
message = "<B>[src]</B> moans!"
m_type = 2
if ("mumble")
if ("mumble","mumbles")
message = "<B>[src]</B> mumbles!"
m_type = 2
@@ -235,7 +233,7 @@
message = "<B>[src]</B> raises a hand."
m_type = 1
if ("salute")
if ("salute","salutes")
if (!src.buckled)
var/M = null
if (param)
@@ -251,27 +249,27 @@
message = "<B>[src]</b> salutes."
m_type = 1
if ("scream")
if ("scream","screams")
if (miming)
message = "<B>[src]</B> acts out a scream!"
else
..(act)
if ("shiver")
if ("shiver","shivers")
message = "<B>[src]</B> shivers."
m_type = 1
if ("shrug")
if ("shrug","shrugs")
message = "<B>[src]</B> shrugs."
m_type = 1
if ("sigh")
if ("sigh","sighs")
if(miming)
message = "<B>[src]</B> sighs."
else
..(act)
if ("signal")
if ("signal","signals")
if (!src.restrained())
var/t1 = round(text2num(param))
if (isnum(t1))
@@ -281,34 +279,34 @@
message = "<B>[src]</B> raises [t1] finger\s."
m_type = 1
if ("sneeze")
if ("sneeze","sneezes")
if (miming)
message = "<B>[src]</B> sneezes."
else
..(act)
if ("sniff")
if ("sniff","sniffs")
message = "<B>[src]</B> sniffs."
m_type = 2
if ("snore")
if ("snore","snores")
if (miming)
message = "<B>[src]</B> sleeps soundly."
else
..(act)
if ("whimper")
if ("whimper","whimpers")
if (miming)
message = "<B>[src]</B> appears hurt."
else
..(act)
if ("yawn")
if ("yawn","yawns")
if (!muzzled)
message = "<B>[src]</B> yawns."
m_type = 2
if("wag")
if("wag","wags")
if(dna && dna.species && (("tail_lizard" in dna.species.mutant_bodyparts) || (features["tail_human"] != "None")))
message = "<B>[src]</B> wags \his tail."
startTailWag()
@@ -707,6 +707,7 @@
switch(H.hal_screwyhud)
if(1) H.healths.icon_state = "health6"
if(2) H.healths.icon_state = "health7"
if(5) H.healths.icon_state = "health0"
else
switch(H.health - H.staminaloss)
if(100 to INFINITY) H.healths.icon_state = "health0"
@@ -737,6 +738,8 @@
icon_num = 4
if(damage > (comparison*4))
icon_num = 5
if(H.hal_screwyhud == 5)
icon_num = 0
if(icon_num)
H.healthdoll.overlays += image('icons/mob/screen_gen.dmi',"[L.name][icon_num]")
+11 -13
View File
@@ -6,19 +6,17 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/muzzled = is_muzzled()
var/m_type = 1
var/message
switch(act) //Ooh ooh ah ah keep this alphabetical ooh ooh ah ah!
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<b>[src]</b> lets out a faint chimper as it collapses and stops moving..."
m_type = 1
if ("gnarl")
if ("gnarl","gnarls")
if (!muzzled)
message = "<B>[src]</B> gnarls and shows its teeth.."
m_type = 2
@@ -28,35 +26,35 @@
message = "<B>[src]</B> flails its paw."
m_type = 1
if ("moan")
if ("moan","moans")
message = "<B>[src]</B> moans!"
m_type = 2
if ("roar")
if ("roar","roars")
if (!muzzled)
message = "<B>[src]</B> roars."
m_type = 2
if ("roll")
if ("roll","rolls")
if (!src.restrained())
message = "<B>[src]</B> rolls."
m_type = 1
if ("scratch")
if ("scratch","scratches")
if (!src.restrained())
message = "<B>[src]</B> scratches."
m_type = 1
if ("scretch")
if ("screech","screeches")
if (!muzzled)
message = "<B>[src]</B> scretches."
message = "<B>[src]</B> screeches."
m_type = 2
if ("shiver")
if ("shiver","shivers")
message = "<B>[src]</B> shivers."
m_type = 2
if ("sign")
if ("sign","signs")
if (!src.restrained())
message = text("<B>[src]</B> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
m_type = 1
@@ -66,7 +64,7 @@
m_type = 1
if ("help") //Ooh ah ooh ooh this is an exception to alphabetical ooh ooh.
src << "Help for monkey emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, gnarl, giggle, glare-(none)/mob, grin, jump, laugh, look, me, moan, nod, paw, point-(atom), roar, roll, scream, scratch, scretch, shake, shiver, sigh, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave whimper, wink, yawn"
src << "Help for monkey emotes. You can use these emotes with say \"*emote\":\n\naflap, airguitar, blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, gnarl, giggle, glare-(none)/mob, grin, jump, laugh, look, me, moan, nod, paw, point-(atom), roar, roll, scream, scratch, screech, shake, shiver, sigh, sign-#, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tail, tremble, twitch, twitch_s, wave whimper, wink, yawn"
else
..(act)
@@ -143,7 +143,7 @@
/mob/living/carbon/monkey/handle_changeling()
if(mind && hud_used)
if(mind.changeling)
mind.changeling.regenerate()
mind.changeling.regenerate(src)
hud_used.lingchemdisplay.invisibility = 0
hud_used.lingchemdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#dd66dd'>[round(mind.changeling.chem_charges)]</font></div>"
else
+40 -43
View File
@@ -8,25 +8,22 @@
var/param = null
if (findtext(act, "-", 1, null))
if (findtext(act, "-", 1, null)) //Removes dashes for npcs "EMOTE-PLAYERNAME" or something like that, I ain't no AI coder. It's not for players. -Sum99
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
switch(act)//Hello, how would you like to order? Alphabetically!
if ("aflap")
if (!src.restrained())
message = "<B>[src]</B> flaps its wings ANGRILY!"
m_type = 2
if ("blush")
if ("blush","blushes")
message = "<B>[src]</B> blushes."
m_type = 1
if ("bow")
if ("bow","bows")
if (!src.buckled)
var/M = null
if (param)
@@ -42,70 +39,70 @@
message = "<B>[src]</B> bows."
m_type = 1
if ("burp")
if ("burp","burps")
message = "<B>[src]</B> burps."
m_type = 2
if ("choke")
if ("choke","chokes")
message = "<B>[src]</B> chokes!"
m_type = 2
if ("chuckle")
if ("chuckle","chuckles")
message = "<B>[src]</B> chuckles."
m_type = 2
if ("collapse")
if ("collapse","collapses")
Paralyse(2)
message = "<B>[src]</B> collapses!"
m_type = 2
if ("cough")
if ("cough","coughs")
message = "<B>[src]</B> coughs!"
m_type = 2
if ("dance")
if ("dance","dances")
if (!src.restrained())
message = "<B>[src]</B> dances around happily."
m_type = 1
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<B>[src]</B> seizes up and falls limp, its eyes dead and lifeless..."
m_type = 1
if ("drool")
if ("drool","drools")
message = "<B>[src]</B> drools."
m_type = 1
if ("faint")
if ("faint","faints")
message = "<B>[src]</B> faints."
if(src.sleeping)
return //Can't faint while asleep
src.sleeping += 10 //Short-short nap
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps its wings."
m_type = 2
if ("flip")
if ("flip","flips")
if (!src.restrained() || !src.resting || !src.sleeping)
src.SpinAnimation(7,1)
m_type = 2
if ("frown")
if ("frown","frowns")
message = "<B>[src]</B> frowns."
m_type = 1
if ("gasp")
if ("gasp","gasps")
message = "<B>[src]</B> gasps!"
m_type = 2
if ("giggle")
if ("giggle","giggles")
message = "<B>[src]</B> giggles."
m_type = 2
if ("glare")
if ("glare","glares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -119,19 +116,19 @@
else
message = "<B>[src]</B> glares."
if ("grin")
if ("grin","grins")
message = "<B>[src]</B> grins."
m_type = 1
if ("jump")
if ("jump","jumps")
message = "<B>[src]</B> jumps!"
m_type = 1
if ("laugh")
if ("laugh","laughs")
message = "<B>[src]</B> laughs."
m_type = 2
if ("look")
if ("look","looks")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -158,11 +155,11 @@
else
message = "<B>[src]</B> [message]"
if ("nod")
if ("nod","nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("point")
if ("point","points")
if (!src.restrained())
var/atom/M = null
if (param)
@@ -176,39 +173,39 @@
pointed(M)
m_type = 1
if ("scream")
if ("scream","screams")
message = "<B>[src]</B> screams!"
m_type = 2
if ("shake")
if ("shake","shakes")
message = "<B>[src]</B> shakes its head."
m_type = 1
if ("sigh")
if ("sigh","sighs")
message = "<B>[src]</B> sighs."
m_type = 2
if ("sit")
if ("sit","sits")
message = "<B>[src]</B> sits down."
m_type = 1
if ("smile")
if ("smile","smiles")
message = "<B>[src]</B> smiles."
m_type = 1
if ("sneeze")
if ("sneeze","sneezes")
message = "<B>[src]</B> sneezes."
m_type = 2
if ("sniff")
if ("sniff","sniffs")
message = "<B>[src]</B> sniffs."
m_type = 2
if ("snore")
if ("snore","snores")
message = "<B>[src]</B> snores."
m_type = 2
if ("stare")
if ("stare","stares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -222,19 +219,19 @@
else
message = "<B>[src]</B> stares."
if ("sulk")
if ("sulk","sulks")
message = "<B>[src]</B> sulks down sadly."
m_type = 1
if ("sway")
if ("sway","sways")
message = "<B>[src]</B> sways around dizzily."
m_type = 1
if ("tremble")
if ("tremble","trembles")
message = "<B>[src]</B> trembles in fear!"
m_type = 1
if ("twitch")
if ("twitch","twitches")
message = "<B>[src]</B> twitches violently."
m_type = 1
@@ -242,15 +239,15 @@
message = "<B>[src]</B> twitches."
m_type = 1
if ("wave")
if ("wave","waves")
message = "<B>[src]</B> waves."
m_type = 1
if ("whimper")
if ("whimper","whimpers")
message = "<B>[src]</B> whimpers."
m_type = 2
if ("yawn")
if ("yawn","yawns")
message = "<B>[src]</B> yawns."
m_type = 2
+16 -14
View File
@@ -99,22 +99,23 @@ Sorry Giacom. Please don't be mad :(
if(loc && !loc.Adjacent(M.loc))
return 1
now_pushing = 1
//TODO: Make this use Move(). we're pretty much recreating it here.
//it could be done by setting one of the locs to null to make Move() work, then setting it back and Move() the other mob
var/oldloc = loc
loc = M.loc
M.loc = oldloc
M.LAssailant = src
var/oldMloc = M.loc
for(var/mob/living/simple_animal/slime/slime in view(1,M))
if(slime.Victim == M)
slime.UpdateFeed()
//cross any movable atoms on either turf
for(var/atom/movable/AM in loc)
AM.Crossed(src)
for(var/atom/movable/AM in oldloc)
AM.Crossed(M)
var/M_passmob = (M.pass_flags & PASSMOB) // we give PASSMOB to both mobs to avoid bumping other mobs during swap.
var/src_passmob = (pass_flags & PASSMOB)
M.pass_flags |= PASSMOB
pass_flags |= PASSMOB
M.Move(oldloc)
Move(oldMloc)
if(!src_passmob)
pass_flags &= ~PASSMOB
if(!M_passmob)
M.pass_flags &= ~PASSMOB
now_pushing = 0
return 1
@@ -569,7 +570,8 @@ Sorry Giacom. Please don't be mad :(
else
stop_pulling()
. = ..()
if ((s_active && !( s_active in contents ) ))
if (s_active && !(s_active in contents) && !(s_active.loc in contents))
// It's ugly. But everything related to inventory/storage is. -- c0
s_active.close(src)
for(var/mob/living/simple_animal/slime/M in oview(1,src))
@@ -44,12 +44,6 @@
else
return 0
/mob/living/throw_impact(atom/hit_atom)
. = ..()
if(hit_atom.density)
Weaken(1)
take_organ_damage(10)
/mob/living/hitby(atom/movable/AM)
if(istype(AM, /obj/item))
var/obj/item/I = AM
+3 -1
View File
@@ -25,7 +25,7 @@
var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
var/now_pushing = null
var/now_pushing = null //used by living/Bump() and living/PushAM() to prevent potential infinite loop.
var/cameraFollow = null
@@ -34,6 +34,8 @@
var/on_fire = 0 //The "Are we on fire?" var
var/fire_stacks = 0 //Tracks how many stacks of fire we have on, max is usually 20
var/bloodcrawl = 0 //0 No blood crawling, BLOODCRAWL for bloodcrawling, BLOODCRAWL_EAT for crawling+mob devour
var/holder = null //The holder for blood crawling
var/ventcrawler = 0 //0 No vent crawling, 1 vent crawling in the nude, 2 vent crawling always
var/floating = 0
var/mob_size = MOB_SIZE_HUMAN
+2 -1
View File
@@ -90,7 +90,8 @@ var/list/crit_allowed_modes = list(MODE_WHISPER,MODE_CHANGELING,MODE_ALIEN)
src << "<span class='warning'>You find yourself unable to speak!</span>"
return
message = treat_message(message)
if(message_mode != MODE_WHISPER) //whisper() calls treat_message(); double process results in "hisspering"
message = treat_message(message)
var/spans = list()
spans += get_spans()
+14 -16
View File
@@ -5,8 +5,6 @@
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
switch(act)//01000001011011000111000001101000011000010110001001100101011101000110100101111010011001010110010000100001 (Seriously please keep it that way.)
if ("aflap")
@@ -15,7 +13,7 @@
m_type = 2
m_type = 1
if("beep")
if("beep","beeps")
var/M = null
if(param)
for (var/mob/A in view(1, src))
@@ -32,7 +30,7 @@
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
m_type = 2
if ("bow")
if ("bow","bows")
if (!src.buckled)
var/M = null
if (param)
@@ -70,12 +68,12 @@
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0)
m_type = 2
if ("chime") //You have mail!
if ("chime","chimes") //You have mail!
message = "<B>[src]</B> chimes."
playsound(loc, 'sound/machines/chime.ogg', 50, 0)
m_type = 2
if ("clap")
if ("clap","claps")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
@@ -94,16 +92,16 @@
return
message = "<B>[src]</B> [input]"
if ("deathgasp")
if ("deathgasp","deathgasps")
message = "<B>[src]</B> shudders violently for a moment, then becomes motionless, its eyes slowly darkening."
m_type = 1
if ("flap")
if ("flap","flaps")
if (!src.restrained())
message = "<B>[src]</B> flaps \his wings."
m_type = 2
if ("glare")
if ("glare","glares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -117,12 +115,12 @@
else
message = "<B>[src]</B> glares."
if ("honk") //Honk!
if ("honk","honks") //Honk!
message = "<B>[src]</B> honks!"
playsound(loc, 'sound/items/bikehorn.ogg', 50, 1)
m_type = 2
if ("look")
if ("look","looks")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -150,11 +148,11 @@
else
message = "<B>[src]</B> [message]"
if ("nod")
if ("nod","nods")
message = "<B>[src]</B> nods."
m_type = 1
if ("ping")
if ("ping","pings")
var/M = null
if(param)
for (var/mob/A in view(1, src))
@@ -175,7 +173,7 @@
playsound(loc, 'sound/misc/sadtrombone.ogg', 50, 0)
m_type = 2
if ("salute")
if ("salute","salutes")
if (!src.buckled)
var/M = null
if (param)
@@ -191,7 +189,7 @@
else
message = "<B>[src]</b> salutes."
if ("stare")
if ("stare","stares")
var/M = null
if (param)
for (var/mob/A in view(1, src))
@@ -206,7 +204,7 @@
message = "<B>[src]</B> stares."
m_type = 1
if ("twitch")
if ("twitch","twitches")
message = "<B>[src]</B> twitches violently."
m_type = 1
@@ -63,6 +63,7 @@
var/braintype = "Cyborg"
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
var/lamp_recharging = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
/mob/living/silicon/robot/New(loc)
spark_system = new /datum/effect/effect/system/spark_spread()
@@ -990,7 +991,7 @@
set_autosay()
/mob/living/silicon/robot/proc/control_headlamp()
if(stat)
if(stat || lamp_recharging)
src << "<span class='danger'>This function is currently offline.</span>"
return
@@ -999,12 +1000,15 @@
src << "[lamp_intensity ? "Headlamp power set to Level [lamp_intensity/2]" : "Headlamp disabled."]"
update_headlamp()
/mob/living/silicon/robot/proc/update_headlamp(var/turn_off = 0)
/mob/living/silicon/robot/proc/update_headlamp(var/turn_off = 0, var/cooldown = 100)
SetLuminosity(0)
if(lamp_intensity && (turn_off || stat))
src << "<span class='danger'>Your headlamp has been deactivated.</span>"
lamp_intensity = 0
lamp_recharging = 1
spawn(cooldown) //10 seconds by default, if the source of the deactivation does not keep stat that long.
lamp_recharging = 0
else
AddLuminosity(lamp_intensity)
+1 -1
View File
@@ -153,7 +153,7 @@
/mob/living/silicon/bullet_act(obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
adjustBruteLoss(Proj.damage)
Proj.on_hit(src,2)
Proj.on_hit(src)
return 2
/mob/living/silicon/apply_effect(effect = 0,effecttype = STUN, blocked = 0)
@@ -61,7 +61,7 @@
return
if(Proj.damage_type == BURN || Proj.damage_type == BRUTE)
adjustBruteLoss(Proj.damage)
Proj.on_hit(src, 0)
Proj.on_hit(src)
return 0
/mob/living/simple_animal/construct/narsie_act()
@@ -40,14 +40,14 @@
var/plant_cooldown = 30
var/plants_off = 0
/mob/living/simple_animal/hostile/alien/drone/Life()
..()
if(!stat)
plant_cooldown--
if(stance==HOSTILE_STANCE_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
/mob/living/simple_animal/hostile/alien/drone/handle_automated_action()
if(!..()) //AIStatus is off
return
plant_cooldown--
if(AIStatus == AI_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
/mob/living/simple_animal/hostile/alien/sentinel
name = "alien sentinel"
@@ -87,18 +87,18 @@
var/egg_cooldown = 30
var/plant_cooldown = 30
/mob/living/simple_animal/hostile/alien/queen/Life()
..()
if(!stat)
egg_cooldown--
plant_cooldown--
if(stance==HOSTILE_STANCE_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
if(!sterile && prob(10) && egg_cooldown<=0)
egg_cooldown = initial(egg_cooldown)
LayEggs()
/mob/living/simple_animal/hostile/alien/queen/handle_automated_action()
if(!..()) //AIStatus is off
return
egg_cooldown--
plant_cooldown--
if(AIStatus == AI_IDLE)
if(!plants_off && prob(10) && plant_cooldown<=0)
plant_cooldown = initial(plant_cooldown)
SpreadPlants()
if(!sterile && prob(10) && egg_cooldown<=0)
egg_cooldown = initial(egg_cooldown)
LayEggs()
/mob/living/simple_animal/hostile/alien/proc/SpreadPlants()
if(!isturf(loc) || istype(loc, /turf/space))
@@ -13,10 +13,7 @@
if(isliving(target))
var/mob/living/L = target
if(L.reagents)
L.reagents.add_reagent("toxin", poison_per_bite)
if(prob(poison_per_bite))
L << "<span class='danger'>You feel a tiny prick.</span>"
L.reagents.add_reagent(poison_type, poison_per_bite)
L.reagents.add_reagent(poison_type, poison_per_bite)
@@ -77,20 +74,18 @@
poison_per_bite = 5
move_to_delay = 5
/mob/living/simple_animal/hostile/poison/giant_spider/Life()
..()
if(!stat && !ckey)
if(stance == HOSTILE_STANCE_IDLE)
//1% chance to skitter madly away
if(!busy && prob(1))
/*var/list/move_targets = list()
for(var/turf/T in orange(20, src))
move_targets.Add(T)*/
stop_automated_movement = 1
Goto(pick(orange(20, src)), move_to_delay)
spawn(50)
stop_automated_movement = 0
walk(src,0)
/mob/living/simple_animal/hostile/poison/giant_spider/handle_automated_action()
if(!..()) //AIStatus is off
return 0
if(AIStatus == AI_IDLE)
//1% chance to skitter madly away
if(!busy && prob(1))
stop_automated_movement = 1
Goto(pick(orange(20, src)), move_to_delay)
spawn(50)
stop_automated_movement = 0
walk(src,0)
return 1
/mob/living/simple_animal/hostile/poison/giant_spider/nurse/proc/GiveUp(C)
spawn(100)
@@ -100,53 +95,50 @@
busy = 0
stop_automated_movement = 0
/mob/living/simple_animal/hostile/poison/giant_spider/nurse/Life()
..()
if(!stat && !ckey)
if(stance == HOSTILE_STANCE_IDLE)
var/list/can_see = view(src, 10)
//30% chance to stop wandering and do something
if(!busy && prob(30))
//first, check for potential food nearby to cocoon
for(var/mob/living/C in can_see)
if(C.stat && !istype(C,/mob/living/simple_animal/hostile/poison/giant_spider))
cocoon_target = C
busy = MOVING_TO_TARGET
Goto(C, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(C)
return
/mob/living/simple_animal/hostile/poison/giant_spider/nurse/handle_automated_action()
if(..())
var/list/can_see = view(src, 10)
if(!busy && prob(30)) //30% chance to stop wandering and do something
//first, check for potential food nearby to cocoon
for(var/mob/living/C in can_see)
if(C.stat && !istype(C,/mob/living/simple_animal/hostile/poison/giant_spider))
cocoon_target = C
busy = MOVING_TO_TARGET
Goto(C, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(C)
return
//second, spin a sticky spiderweb on this tile
var/obj/effect/spider/stickyweb/W = locate() in get_turf(src)
if(!W)
Web()
//second, spin a sticky spiderweb on this tile
var/obj/effect/spider/stickyweb/W = locate() in get_turf(src)
if(!W)
Web()
else
//third, lay an egg cluster there
if(fed)
LayEggs()
else
//third, lay an egg cluster there
if(fed)
LayEggs()
else
//fourthly, cocoon any nearby items so those pesky pinkskins can't use them
for(var/obj/O in can_see)
//fourthly, cocoon any nearby items so those pesky pinkskins can't use them
for(var/obj/O in can_see)
if(O.anchored)
continue
if(O.anchored)
continue
if(istype(O, /obj/item) || istype(O, /obj/structure) || istype(O, /obj/machinery))
cocoon_target = O
busy = MOVING_TO_TARGET
stop_automated_movement = 1
Goto(O, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(O)
if(istype(O, /obj/item) || istype(O, /obj/structure) || istype(O, /obj/machinery))
cocoon_target = O
busy = MOVING_TO_TARGET
stop_automated_movement = 1
Goto(O, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(O)
else if(busy == MOVING_TO_TARGET && cocoon_target)
if(get_dist(src, cocoon_target) <= 1)
Wrap()
else if(busy == MOVING_TO_TARGET && cocoon_target)
if(get_dist(src, cocoon_target) <= 1)
Wrap()
else
busy = 0
stop_automated_movement = 0
else
busy = 0
stop_automated_movement = 0
/mob/living/simple_animal/hostile/poison/giant_spider/verb/Web()
set name = "Lay Web"
@@ -249,6 +241,8 @@
var/obj/effect/spider/eggcluster/C = new /obj/effect/spider/eggcluster(src.loc)
if(ckey)
C.player_spiders = 1
C.poison_type = poison_type
C.poison_per_bite = poison_per_bite
fed--
busy = 0
stop_automated_movement = 0
@@ -262,4 +256,4 @@
#undef SPINNING_WEB
#undef LAYING_EGGS
#undef MOVING_TO_TARGET
#undef SPINNING_COCOON
#undef SPINNING_COCOON
@@ -1,4 +1,4 @@
#define EGG_INCUBATION_TIME 180
#define EGG_INCUBATION_TIME 120
/mob/living/simple_animal/hostile/headcrab
name = "Headslug"
@@ -2,7 +2,6 @@
faction = list("hostile")
stop_automated_movement_when_pulled = 0
environment_smash = 1 //Set to 1 to break closets,tables,racks, etc; 2 for walls; 3 for rwalls
var/stance = HOSTILE_STANCE_IDLE //Used to determine behavior
var/atom/target
var/ranged = 0
var/rapid = 0
@@ -32,37 +31,32 @@
var/stat_exclusive = 0 //Mobs with this set to 1 will exclusively attack things defined by stat_attack, stat_attack 2 means they will only attack corpses
var/attack_same = 0 //Set us to 1 to allow us to attack our own faction, or 2, to only ever attack our own faction
var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_SLEEP (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever)
var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever)
/mob/living/simple_animal/hostile/Life()
. = ..()
if(!.) //dead
walk(src, 0) //stops walking
return 0
/mob/living/simple_animal/hostile/handle_automated_action()
if(AIStatus == AI_OFF)
return 0
if(ranged)
ranged_cooldown--
if(client)
return 0
if(!AICanContinue())
return 0
if(!stat)
switch(stance)
if(HOSTILE_STANCE_IDLE)
if(environment_smash)
EscapeConfinement()
FindTarget()
var/list/possible_targets = ListTargets() //we look around for potential targets and make it a list for later use.
if(HOSTILE_STANCE_ATTACK)
MoveToTarget()
DestroySurroundings()
if(environment_smash)
EscapeConfinement()
if(AICanContinue(possible_targets))
DestroySurroundings()
if(!MoveToTarget(possible_targets)) //if we lose our target
if(AIShouldSleep(possible_targets)) // we try to acquire a new one
AIStatus = AI_IDLE // otherwise we go idle
return 1
if(HOSTILE_STANCE_ATTACKING)
AttackTarget()
DestroySurroundings()
if(AIShouldSleep())
AIStatus = AI_SLEEP
//////////////HOSTILE MOB TARGETTING AND AGGRESSION////////////
@@ -81,19 +75,18 @@
L += Objects
return L
/mob/living/simple_animal/hostile/proc/FindTarget()//Step 2, filter down possible targets to things we actually care about
/mob/living/simple_animal/hostile/proc/FindTarget(var/list/possible_targets, var/HasTargetsList = 0)//Step 2, filter down possible targets to things we actually care about
var/list/Targets = list()
var/Target
for(var/atom/A in ListTargets())
if(!HasTargetsList)
possible_targets = ListTargets()
for(var/atom/A in possible_targets)
if(Found(A))//Just in case people want to override targetting
var/list/FoundTarget = list()
FoundTarget += A
Targets = FoundTarget
Targets = list(A)
break
if(CanAttack(A))//Can we attack it?
Targets += A
continue
Target = PickTarget(Targets)
var/Target = PickTarget(Targets)
GiveTarget(Target)
return Target //We now have a target
@@ -101,14 +94,14 @@
return
/mob/living/simple_animal/hostile/proc/PickTarget(list/Targets)//Step 3, pick amongst the possible, attackable targets
if(!Targets.len)//We didnt find nothin!
return
if(target != null)//If we already have a target, but are told to pick again, calculate the lowest distance between all possible, and pick from the lowest distance targets
for(var/atom/A in Targets)
var/target_dist = get_dist(src, target)
var/possible_target_distance = get_dist(src, A)
if(target_dist < possible_target_distance)
Targets -= A
if(!Targets.len)//We didnt find nothin!
return
var/chosen_target = pick(Targets)//Pick the remaining targets (if any) at random
return chosen_target
@@ -150,15 +143,14 @@
target = new_target
if(target != null)
Aggro()
stance = HOSTILE_STANCE_ATTACK
return
return 1
/mob/living/simple_animal/hostile/proc/MoveToTarget()//Step 5, handle movement between us and our target
/mob/living/simple_animal/hostile/proc/MoveToTarget(var/list/possible_targets)//Step 5, handle movement between us and our target
stop_automated_movement = 1
if(!target || !CanAttack(target))
LoseTarget()
return
if(target in ListTargets())
return 0
if(target in possible_targets)
var/target_distance = get_dist(src,target)
if(ranged)//We ranged? Shoot at em
if(target_distance >= 2 && ranged_cooldown <= 0)//But make sure they're a tile away at least, and our range attack is off cooldown
@@ -172,46 +164,33 @@
Goto(target,move_to_delay,minimum_distance)
if(isturf(loc) && target.Adjacent(src)) //If they're next to us, attack
AttackingTarget()
return
return 1
if(environment_smash)
if(target.loc != null && get_dist(src, target.loc) <= vision_range)//We can't see our target, but he's in our vision range still
if(environment_smash >= 2)//If we're capable of smashing through walls, forget about vision completely after finding our target
Goto(target,move_to_delay,minimum_distance)
FindHidden()
return
return 1
else
if(FindHidden())
return
return 1
LoseTarget()
return 0
/mob/living/simple_animal/hostile/proc/Goto(target, delay, minimum_distance)
walk_to(src, target, minimum_distance, delay)
/mob/living/simple_animal/hostile/adjustBruteLoss(damage)
..(damage)
if(!client && !stat && search_objects < 3)//Not unconscious, and we don't ignore mobs
if(!ckey && !stat && search_objects < 3)//Not unconscious, and we don't ignore mobs
if(search_objects)//Turn off item searching and ignore whatever item we were looking at, we're more concerned with fight or flight
search_objects = 0
target = null
if(stance == HOSTILE_STANCE_IDLE)//If we took damage while idle, immediately attempt to find the source of it so we find a living target
Aggro()
if(AIStatus == AI_IDLE)
AIStatus = AI_ON
FindTarget()
else if(target != null && prob(40))//No more pulling a mob forever and having a second player attack it, it can switch targets now if it finds a more suitable one
FindTarget()
if(stance == HOSTILE_STANCE_ATTACK)//No more pulling a mob forever and having a second player attack it, it can switch targets now if it finds a more suitable one
if(target != null && prob(40))
FindTarget()
/mob/living/simple_animal/hostile/proc/AttackTarget()
stop_automated_movement = 1
if(!target || !CanAttack(target))
LoseTarget()
return 0
if(!(target in ListTargets()))
LoseTarget()
return 0
if(isturf(loc) && target.Adjacent(src))
AttackingTarget()
return 1
/mob/living/simple_animal/hostile/proc/AttackingTarget()
target.attack_animal(src)
@@ -229,7 +208,6 @@
taunt_chance = initial(taunt_chance)
/mob/living/simple_animal/hostile/proc/LoseTarget()
stance = HOSTILE_STANCE_IDLE
target = null
walk(src, 0)
LoseAggro()
@@ -325,30 +303,16 @@
////// AI Status ///////
/mob/living/simple_animal/hostile/proc/AICanContinue()
/mob/living/simple_animal/hostile/proc/AICanContinue(var/list/possible_targets)
switch(AIStatus)
if(AI_ON)
. = 1
if(AI_SLEEP)
if(AIShouldWake())
if(AI_IDLE)
if(FindTarget(possible_targets, 1))
. = 1
AIStatus = AI_ON //Wake up for more than one Life() cycle.
else
. = 0
if(AI_OFF)
. = 0
//Returns 1 if the AI should wake up
//Returns 0 if the AI should remain asleep
/mob/living/simple_animal/hostile/proc/AIShouldWake()
. = 0
if(FindTarget())
. = 1
//Convenience
/mob/living/simple_animal/hostile/proc/AIShouldSleep()
. = !(AIShouldWake())
if(. && stance != HOSTILE_STANCE_IDLE) //This proc was called before LoseTarget().
LoseTarget()
/mob/living/simple_animal/hostile/proc/AIShouldSleep(var/list/possible_targets)
return !FindTarget(possible_targets, 1)
@@ -87,16 +87,12 @@
temperature = 50
/mob/living/simple_animal/hostile/asteroid/basilisk/GiveTarget(new_target)
target = new_target
if(target != null)
Aggro()
stance = HOSTILE_STANCE_ATTACK
if(..()) //we have a target
if(isliving(target))
var/mob/living/L = target
if(L.bodytemperature > 200)
L.bodytemperature = 200
visible_message("<span class='danger'>The [src.name]'s stare chills [L.name] to the bone!</span>")
return
/mob/living/simple_animal/hostile/asteroid/basilisk/ex_act(severity, target)
switch(severity)
@@ -154,17 +150,14 @@
if(target != null)
if(istype(target, /obj/item/weapon/ore))
visible_message("<span class='notice'>The [src.name] looks at [target.name] with hungry eyes.</span>")
stance = HOSTILE_STANCE_ATTACK
return
if(isliving(target))
else if(isliving(target))
Aggro()
stance = HOSTILE_STANCE_ATTACK
visible_message("<span class='danger'>The [src.name] tries to flee from [target.name]!</span>")
retreat_distance = 10
minimum_distance = 10
Burrow()
return
return
/mob/living/simple_animal/hostile/asteroid/goldgrub/AttackingTarget()
if(istype(target, /obj/item/weapon/ore))
@@ -366,7 +359,7 @@
/mob/living/simple_animal/hostile/asteroid/goliath/proc/handle_preattack()
if(ranged_cooldown <= 2 && !pre_attack)
pre_attack++
if(!pre_attack || stat || stance == HOSTILE_STANCE_IDLE)
if(!pre_attack || stat || AIStatus == AI_IDLE)
return
icon_state = "Goliath_preattack"
@@ -35,7 +35,7 @@
/mob/living/simple_animal/hostile/morph/examine(mob/user)
if(morphed)
form.examine(user) // Refactor examine to return desc so it's static? Not sure if worth it
if(get_dist(user,src)<=3)
if(get_dist(user,src)<=3)
user << "<span class='notice'>Looks odd!</span>"
else
..()
@@ -61,7 +61,7 @@
/mob/living/simple_animal/hostile/morph/proc/assume(atom/movable/target)
morphed = 1
form = target
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir) No effect better than shit effect
//Todo : update to .appearance once 508 hits
@@ -89,9 +89,9 @@
return
morphed = 0
form = null
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
name = initial(name)
icon = initial(icon)
icon_state = initial(icon_state)
@@ -127,7 +127,7 @@
/mob/living/simple_animal/hostile/morph/LoseAggro()
vision_range = idle_vision_range
/mob/living/simple_animal/hostile/morph/AIShouldSleep()
/mob/living/simple_animal/hostile/morph/AIShouldSleep(var/list/possible_targets)
. = ..()
if(.)
var/list/things = list()
@@ -74,10 +74,10 @@
health = Clamp(health, 0, maxHealth)
/mob/living/simple_animal/Life()
if(..())
if(!client && !stat)
if(..()) //alive
if(!ckey)
handle_automated_movement()
handle_automated_action()
handle_automated_speech()
return 1
@@ -114,6 +114,9 @@
if(druggy)
druggy = 0
/mob/living/simple_animal/proc/handle_automated_action()
return
/mob/living/simple_animal/proc/handle_automated_movement()
if(!stop_automated_movement && wander)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
@@ -254,7 +257,7 @@
if(!Proj)
return
apply_damage(Proj.damage, Proj.damage_type)
Proj.on_hit(src, 0)
Proj.on_hit(src)
return 0
/mob/living/simple_animal/adjustFireLoss(amount)
@@ -12,7 +12,7 @@
icon = 'icons/mob/mob.dmi'
icon_state = "daemon"
icon_living = "daemon"
speed = 0
speed = 1
a_intent = "harm"
stop_automated_movement = 1
status_flags = CANPUSH
@@ -21,22 +21,26 @@
minbodytemp = 0
faction = list("slaughter")
attacktext = "wildly tears into"
maxHealth = 250
health = 250
maxHealth = 200
health = 200
environment_smash = 1
melee_damage_lower = 30
melee_damage_upper = 30
see_in_dark = 8
var/boost = 0
bloodcrawl = BLOODCRAWL_EAT
see_invisible = SEE_INVISIBLE_MINIMUM
var/devoured = 0
var/phased = FALSE
var/holder = null
var/eating = FALSE
var/mob/living/kidnapped = null
var/playstyle_string = "<B>You are the Slaughter Demon, a terible creature from another existence. You have a single desire: To kill. \
You may Ctrl+Click on blood pools to travel through them, appearing and dissaapearing from the station at will. \
Pulling a dead or critical mob while you enter a pool will pull them in with you, allowing you to feast. </B>"
Pulling a dead or critical mob while you enter a pool will pull them in with you, allowing you to feast. \
You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. </B>"
/mob/living/simple_animal/slaughter/Life()
..()
if(boost<world.time)
speed = 1
else
speed = 0
/mob/living/simple_animal/slaughter/death()
..(1)
@@ -49,120 +53,10 @@
return
////////////////////The Powers
/mob/living/simple_animal/slaughter/proc/phaseout(obj/effect/decal/cleanable/B)
var/turf/mobloc = get_turf(src.loc)
var/turf/bloodloc = get_turf(B.loc)
if(Adjacent(bloodloc))
src.notransform = TRUE
spawn(0)
src.visible_message("The [src] sinks into the pool of blood.")
playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 100, 1, -1)
var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter( mobloc )
src.ExtinguishMob()
if(src.buckled)
src.buckled.unbuckle_mob()
if(src.pulling)
if(istype(src.pulling, /mob/living))
var/mob/living/victim = src.pulling
if(victim.stat == CONSCIOUS)
src.visible_message("[victim] kicks free of the [src] at the last second!")
else
victim.loc = holder
src.visible_message("<span class='warning'><B>The [src] drags [victim] into the pool of blood!</B>")
src.kidnapped = victim
src.loc = holder
src.phased = TRUE
src.holder = holder
if(src.kidnapped)
src << "<B>You begin to feast on [kidnapped]. You can not move while you are doing this.</B>"
src.eating = TRUE
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
playsound(get_turf(src),'sound/magic/Demon_consume.ogg', 100, 1)
sleep(30)
src << "<B>You devour [kidnapped]. Your health is fully restored.</B>"
src.adjustBruteLoss(-1000)
kidnapped.ghostize()
qdel(kidnapped)
src.devoured++
src.kidnapped = null
src.eating = FALSE
src.notransform = 0
/mob/living/simple_animal/slaughter/proc/phasein(obj/effect/decal/cleanable/B)
if(src.eating)
src << "<B>Finish eating first!</B>"
else
src.loc = B.loc
src.phased = FALSE
src.client.eye = src
src.visible_message("<span class='warning'><B>The [src] rises out of the pool of blood!</B>")
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
qdel(src.holder)
/obj/effect/decal/cleanable/blood/CtrlClick(mob/user)
/mob/living/simple_animal/slaughter/phasein()
..()
if(istype(user, /mob/living/simple_animal/slaughter))
var/mob/living/simple_animal/slaughter/S = user
if(S.phased)
S.phasein(src)
else
S.phaseout(src)
/obj/effect/decal/cleanable/trail_holder/CtrlClick(mob/user)
..()
if(istype(user, /mob/living/simple_animal/slaughter))
var/mob/living/simple_animal/slaughter/S = user
if(S.phased)
S.phasein(src)
else
S.phaseout(src)
/turf/CtrlClick(var/mob/user)
..()
if(istype(user, /mob/living/simple_animal/slaughter))
var/mob/living/simple_animal/slaughter/S = user
for(var/obj/effect/decal/cleanable/B in src.contents)
if(istype(B, /obj/effect/decal/cleanable/blood) || istype(B, /obj/effect/decal/cleanable/trail_holder))
if(S.phased)
S.phasein(B)
break
else
S.phaseout(B)
break
/obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
invisibility = 60
obj/effect/dummy/slaughter/relaymove(mob/user, direction)
if (!src.canmove || !direction) return
var/turf/newLoc = get_step(src,direction)
loc = newLoc
src.canmove = 0
spawn(1)
src.canmove = 1
/obj/effect/dummy/slaughter/ex_act(blah)
return
/obj/effect/dummy/slaughter/bullet_act(blah)
return
/obj/effect/dummy/slaughter/singularity_act(blah)
return
speed = 0
boost = world.time + 30
//////////The Loot
@@ -172,4 +66,11 @@ obj/effect/dummy/slaughter/relaymove(mob/user, direction)
desc = "It's still faintly beating with rage"
icon = 'icons/obj/surgery.dmi'
icon_state = "heart-on"
origin_tech = "combat=5;biotech=8"
origin_tech = "combat=5;biotech=8"
/obj/item/weapon/demonheart/attack_self(mob/living/user)
visible_message("[user] feasts upon the [src].")
user << "You absorb some of the demon's power!"
user.bloodcrawl = BLOODCRAWL
qdel(src)
@@ -36,9 +36,9 @@
spawn_locs += L.loc
if(!spawn_locs)
return find_slaughter()
var /obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(pick(spawn_locs))
var /obj/effect/dummy/slaughter/holder = PoolOrNew(/obj/effect/dummy/slaughter,(pick(spawn_locs)))
var/mob/living/simple_animal/slaughter/S = new /mob/living/simple_animal/slaughter/(holder)
S.phased = TRUE
S.holder = holder
player_mind.transfer_to(S)
player_mind.assigned_role = "Slaughter Demon"
player_mind.special_role = "Slaughter Demon"
@@ -64,4 +64,4 @@
log_game("[key_of_slaughter] was spawned as a Slaughter Demon by an event.")
return 0
message_admins("Unfortunately, no candidates were available for becoming a Slaugter Demon. Shutting down.")
return kill()
return kill()
@@ -6,43 +6,41 @@
//param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
act = copytext(act,1,length(act))
var/m_type = 1
var/regenerate_icons
var/message
switch(act) //Alphabetical please
if("bounce")
if("bounce","bounces")
message = "<B>The [src.name]</B> bounces in place."
m_type = 1
if("jiggle")
if("jiggle","jiggles")
message = "<B>The [src.name]</B> jiggles!"
m_type = 1
if("light")
if("light","lights")
message = "<B>The [src.name]</B> lights up for a bit, then stops."
m_type = 1
if("moan")
if("moan","moans")
message = "<B>The [src.name]</B> moans."
m_type = 2
if("shiver")
if("shiver","shivers")
message = "<B>The [src.name]</B> shivers."
m_type = 2
if("sway")
if("sway","sways")
message = "<B>The [src.name]</B> sways around dizzily."
m_type = 1
if("twitch")
if("twitch","twitches")
message = "<B>The [src.name]</B> twitches."
m_type = 1
if("vibrate")
if("vibrate","vibrates")
message = "<B>The [src.name]</B> vibrates!"
m_type = 1
@@ -50,7 +48,7 @@
mood = null
regenerate_icons = 1
if("smile")
if("smile","smiles")
mood = "mischevous"
regenerate_icons = 1
@@ -58,15 +56,15 @@
mood = ":33"
regenerate_icons = 1
if("pout")
if("pout","pouts")
mood = "pout"
regenerate_icons = 1
if("frown")
if("frown","frowns")
mood = "sad"
regenerate_icons = 1
if("scowl")
if("scowl","scowls")
mood = "angry"
regenerate_icons = 1
@@ -167,7 +167,7 @@
attacked += 10
if((Proj.damage_type == BURN))
adjustBruteLoss(-abs(Proj.damage)) //fire projectiles heals slimes.
Proj.on_hit(src, 0)
Proj.on_hit(src)
else
..(Proj)
return 0
+8
View File
@@ -946,6 +946,14 @@ var/list/slot_equipment_priority = list( \
return G
break
/mob/proc/notify_ghost_cloning(var/message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", var/sound = 'sound/effects/genetics.ogg')
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound)
return ghost
/mob/proc/adjustEarDamage()
return
+1 -1
View File
@@ -46,7 +46,7 @@
return 0
/proc/iscorgi(A)
if(istype(A, /mob/living/simple_animal/pet/corgi))
if(istype(A, /mob/living/simple_animal/pet/dog/corgi))
return 1
return 0
+3 -6
View File
@@ -300,14 +300,11 @@
/mob/new_player/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
if (ticker.current_state == GAME_STATE_PLAYING)
var/ailist[] = list()
for (var/mob/living/silicon/ai/A in living_mob_list)
ailist += A
if (ailist.len)
var/mob/living/silicon/ai/announcer = pick(ailist)
if(announcement_systems.len)
if(character.mind)
if((character.mind.assigned_role != "Cyborg") && (character.mind.assigned_role != character.mind.special_role))
announcer.say("[announcer.radiomod] [character.real_name] has signed up as [rank].")
var/obj/machinery/announcement_system/announcer = pick(announcement_systems)
announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common
/mob/new_player/proc/LateChoices()
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
@@ -163,7 +163,7 @@
else if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(BARTENDER)
clothes_s = new /icon('icons/mob/uniform.dmi', "bar_suit_s")
clothes_s = new /icon('icons/mob/uniform.dmi', "barman_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 1)
+2 -2
View File
@@ -430,7 +430,7 @@
for(var/t in organs) //this really should not be necessary
qdel(t)
var/mob/living/simple_animal/pet/corgi/new_corgi = new /mob/living/simple_animal/pet/corgi (loc)
var/mob/living/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/pet/dog/corgi (loc)
new_corgi.a_intent = "harm"
new_corgi.key = key
@@ -509,7 +509,7 @@
//Good mobs!
if(ispath(MP, /mob/living/simple_animal/pet/cat))
return 1
if(ispath(MP, /mob/living/simple_animal/pet/corgi))
if(ispath(MP, /mob/living/simple_animal/pet/dog/corgi))
return 1
if(ispath(MP, /mob/living/simple_animal/crab))
return 1