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7a763a1152
## 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 /🆑
42 lines
1.3 KiB
Plaintext
42 lines
1.3 KiB
Plaintext
/// Abductor troopers
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/mob/living/basic/trooper/abductor
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name = "Abductor Agent"
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desc = "Mezaflorp?"
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faction = list(ROLE_SYNDICATE)
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mob_spawner = /obj/effect/mob_spawn/corpse/human/abductor
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corpse = /obj/effect/mob_spawn/corpse/human/abductor
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/mob/living/basic/trooper/abductor/melee
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melee_damage_lower = 15
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melee_damage_upper = 15
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corpse = /obj/effect/gibspawner/human
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attack_verb_continuous = "beats"
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attack_verb_simple = "beat"
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attack_sound = 'sound/items/weapons/egloves.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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r_hand = /obj/item/melee/baton/abductor
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var/projectile_deflect_chance = 0
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/mob/living/basic/trooper/abductor/ranged
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corpse = /obj/effect/gibspawner/human
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ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
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r_hand = /obj/item/gun/energy/alien
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/// Type of bullet we use
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var/casingtype = /obj/item/ammo_casing/energy/lasergun
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/// Sound to play when firing weapon
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var/projectilesound = 'sound/items/weapons/laser2.ogg'
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/// number of burst shots
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var/burst_shots = 1
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/// Time between taking shots
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var/ranged_cooldown = 5 SECONDS
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/mob/living/basic/trooper/abductor/ranged/Initialize(mapload)
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. = ..()
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AddComponent(\
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/datum/component/ranged_attacks,\
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casing_type = casingtype,\
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projectile_sound = projectilesound,\
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cooldown_time = ranged_cooldown,\
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burst_shots = burst_shots,\
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)
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