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Merge pull request #11937 from KorPhaeron/profligateslikeyoubelongonthecross
Hanging any mob from the kitchen spike
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@@ -2,6 +2,7 @@
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name = "alien"
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icon_state = "alien_s"
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pass_flags = PASSTABLE
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/xeno = 5, /obj/item/stack/sheet/animalhide/xeno = 1)
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var/obj/item/r_store = null
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var/obj/item/l_store = null
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var/caste = ""
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@@ -8,6 +8,7 @@
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pass_flags = PASSTABLE
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languages = MONKEY
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ventcrawler = 1
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/monkey = 5, /obj/item/stack/sheet/animalhide/monkey = 1)
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type_of_meat = /obj/item/weapon/reagent_containers/food/snacks/meat/slab/monkey
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gib_type = /obj/effect/decal/cleanable/blood/gibs
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unique_name = 1
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@@ -895,3 +895,14 @@ Sorry Giacom. Please don't be mad :(
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//used in datum/reagents/reaction() proc
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/mob/living/proc/get_permeability_protection()
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return 0
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/mob/living/proc/harvest(mob/living/user)
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if(qdeleted(src))
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return
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if(butcher_results)
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for(var/path in butcher_results)
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for(var/i = 1; i <= butcher_results[path];i++)
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new path(src.loc)
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butcher_results.Remove(path) //In case you want to have things like simple_animals drop their butcher results on gib, so it won't double up below.
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visible_message("<span class='notice'>[user] butchers [src].</span>")
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gib()
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@@ -53,3 +53,5 @@
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var/last_bumped = 0
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var/unique_name = 0 //if a mob's name should be appended with an id when created e.g. Mob (666)
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var/list/butcher_results = null
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@@ -14,7 +14,7 @@
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taunt_chance = 25
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turns_per_move = 5
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see_in_dark = 6
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/bear = 5)
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/bear = 5, /obj/item/clothing/head/bearpelt = 1)
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response_help = "pets"
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response_disarm = "gently pushes aside"
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response_harm = "hits"
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@@ -18,7 +18,6 @@
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var/turns_per_move = 1
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var/turns_since_move = 0
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var/list/butcher_results = null
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var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals.
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var/wander = 1 // Does the mob wander around when idle?
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var/stop_automated_movement_when_pulled = 1 //When set to 1 this stops the animal from moving when someone is pulling it.
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@@ -364,16 +363,6 @@
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if(O.flags & NOBLUDGEON)
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return
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if((butcher_results) && (stat == DEAD))
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user.changeNext_move(CLICK_CD_MELEE)
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var/sharpness = is_sharp(O)
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if(sharpness)
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user << "<span class='notice'>You begin to butcher [src]...</span>"
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playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
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if(do_mob(user, src, 80/sharpness))
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harvest(user)
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return
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..()
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/mob/living/simple_animal/movement_delay()
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@@ -468,11 +457,6 @@
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if(alone && partner && children < 3)
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new childtype(loc)
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// Harvest an animal's delicious byproducts
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/mob/living/simple_animal/proc/harvest(mob/living/user)
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visible_message("<span class='notice'>[user] butchers [src].</span>")
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gib()
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/mob/living/simple_animal/stripPanelUnequip(obj/item/what, mob/who, where, child_override)
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if(!child_override)
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src << "<span class='warning'>You don't have the dexterity to do this!</span>"
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