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Makes the heretic worm use the blood walk element (#65658)
* Makes the heretic worm use the blood walk element It was using a custom proc for this, but we have an element just for this. * Update code/modules/mob/living/simple_animal/heretic_monsters.dm Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> * dont need this' * adds an extra arg the to the element to keep direction * moves da eement Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
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co-authored by
John Willard
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commit
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@@ -187,6 +187,8 @@
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if(!spawn_bodyparts)
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return
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AddElement(/datum/element/blood_walk, /obj/effect/decal/cleanable/blood/tracks, target_dir_change = TRUE)
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allow_pulling = TRUE
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// Sets the hp of the head to be exactly the (length * hp), so the head is de facto the hardest to destroy.
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maxHealth = worm_length * maxHealth
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@@ -251,7 +253,6 @@
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if(!follow)
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return
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gib_trail()
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if(back && back.loc != oldloc)
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back.Move(oldloc)
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@@ -261,14 +262,6 @@
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oldloc = loc
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/// Creates a tail of blood / gibs as we move.
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/mob/living/simple_animal/hostile/heretic_summon/armsy/proc/gib_trail()
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if(front) // head makes gibs
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return
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var/chosen_decal = pick(typesof(/obj/effect/decal/cleanable/blood/tracks))
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var/obj/effect/decal/cleanable/blood/gibs/decal = new chosen_decal(drop_location())
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decal.setDir(dir)
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/mob/living/simple_animal/hostile/heretic_summon/armsy/Destroy()
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if(front)
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front.icon_state = "armsy_end"
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