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MrMelbert 7a763a1152 Corpses spawned from human-like npcs will inherit damage values dealt to the npc (#90037)
## About The Pull Request

If you shoot a Syndicate NPC, and it dies and spawns a corpse, the
corpse will - rather than having zero damage - have the corresponding
damage you dealt to it.

## Why It's Good For The Game

Always found it a little immersion breaking that they just spawned
flawless corpses.
Course they won't have any wounds or anything... but hey it's *better*.

## Changelog

🆑 Melbert
qol: Corpses spawned from human-like NPCs will spawn damaged according
to how they died (or will even gib if the npc was gibbed)
fix: Maint Russians with guns will now spawn corpses instead of
vanishing
/🆑
2025-03-19 19:48:41 +00:00

42 lines
1.3 KiB
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/// Abductor troopers
/mob/living/basic/trooper/abductor
name = "Abductor Agent"
desc = "Mezaflorp?"
faction = list(ROLE_SYNDICATE)
mob_spawner = /obj/effect/mob_spawn/corpse/human/abductor
corpse = /obj/effect/mob_spawn/corpse/human/abductor
/mob/living/basic/trooper/abductor/melee
melee_damage_lower = 15
melee_damage_upper = 15
corpse = /obj/effect/gibspawner/human
attack_verb_continuous = "beats"
attack_verb_simple = "beat"
attack_sound = 'sound/items/weapons/egloves.ogg'
attack_vis_effect = ATTACK_EFFECT_SLASH
r_hand = /obj/item/melee/baton/abductor
var/projectile_deflect_chance = 0
/mob/living/basic/trooper/abductor/ranged
corpse = /obj/effect/gibspawner/human
ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
r_hand = /obj/item/gun/energy/alien
/// Type of bullet we use
var/casingtype = /obj/item/ammo_casing/energy/lasergun
/// Sound to play when firing weapon
var/projectilesound = 'sound/items/weapons/laser2.ogg'
/// number of burst shots
var/burst_shots = 1
/// Time between taking shots
var/ranged_cooldown = 5 SECONDS
/mob/living/basic/trooper/abductor/ranged/Initialize(mapload)
. = ..()
AddComponent(\
/datum/component/ranged_attacks,\
casing_type = casingtype,\
projectile_sound = projectilesound,\
cooldown_time = ranged_cooldown,\
burst_shots = burst_shots,\
)