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[NO GBP] Rabbits won't become dense when they die (#71499)
## About The Pull Request Made a last minute suggestion change to a PR which was just merged and then like a couple minutes after that we decided it was a bad idea actually. This implements the _actual_ default behaviour we expect mobs to have. Dense mobs become undense when they die. Mobs which already aren't dense continue not being dense. They return to their original state when they're alive. ## Why It's Good For The Game This is largely how you expect corpses to work, ## Changelog 🆑 fix: Rabbits don't suddenly become more dense when killed than they were in life. /🆑
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@@ -77,8 +77,8 @@
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var/icon_gib = null
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///Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites.
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var/flip_on_death = FALSE
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///Invert the mob's density on death. A usually dense mob will become passable, a passable one will become dense.
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var/flip_density_on_death = TRUE
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///Removes density upon death, restores the original state if alive.
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var/become_passable_on_death = TRUE
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///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
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var/gold_core_spawnable = NO_SPAWN
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@@ -122,8 +122,8 @@
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icon_state = icon_dead
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if(flip_on_death)
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transform = transform.Turn(180)
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if (flip_density_on_death)
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set_density(!density)
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if (become_passable_on_death)
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set_density(FALSE)
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/mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
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. = ..()
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@@ -132,8 +132,8 @@
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icon_state = icon_living
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if (flip_on_death)
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transform = transform.Turn(180)
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if (flip_density_on_death)
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set_density(!density)
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if (become_passable_on_death)
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set_density(initial(density))
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/mob/living/basic/proc/melee_attack(atom/target)
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src.face_atom(target)
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