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https://github.com/Bubberstation/Bubberstation.git
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7c0ce5435a
## About The Pull Request * When gibbing mobs, spawned gib type is now based on mob's biotypes if they're not a carbon, or their chest (or first) bodypart if they are, rather than requiring a proc override for every single mob. This means that a few robotic mobs no longer drop meaty gibs, and that gibbing androids now produces cyborg gibs instead of a meaty surprise, plus they should no longer runtime when trying to gib a robot. Gibs also are now spawned around the gibber and streak outwards instead of magically teleporting a few tiles away, for some visual flair. * Fixed meat not overriding blood DNA on blood_walk component which made xeno and lizard meat leave behind orange trails instead of proper lime/dark green blood colors (due to them keeping human meat DNA). * Brightened up the gibber blood overlay I've missed, so it should be consistent with old blood colors now. * Also cleaned up the gibspawner code. ## Why It's Good For The Game Biotype/chest changes should make devs lives easier and gameplay a bit more consistent, and streaking just makes the process look slightly better. ## Changelog 🆑 add: Androids and fully augmented humans now drop robotic gibs instead of meat add: Improved gibber VFX fix: Fixed gibber overlays being darker than intended fix: Fixed xenomorph and lizard meat leaving orange trails behind code: Improved gibs and gibspawner code /🆑
135 lines
7.7 KiB
Plaintext
135 lines
7.7 KiB
Plaintext
/obj/effect/gibspawner
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icon_state = "gibspawner"// For the map editor
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var/virusProb = 20 //the chance for viruses to spread on the gibs
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var/gib_mob_type //generate a fake mob to transfer DNA from if we weren't passed a mob.
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var/sound_to_play = 'sound/effects/blob/blobattack.ogg'
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var/sound_vol = 60
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var/list/gibtypes = list() // Assoc list of typepaths of the gib decals to spawn to amount to spawn
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var/list/gibdirections = list() // Lists of possible directions to spread each gib decal type towards.
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var/blood_dna_info // Cached blood_dna_info in case we do not have a source mob
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/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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. = ..()
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if(sound_to_play && isnum(sound_vol))
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playsound(src, sound_to_play, sound_vol, TRUE)
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var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
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if(blood_dna_info)
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dna_to_add = blood_dna_info
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else if(source_mob)
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dna_to_add = source_mob.get_blood_dna_list() //ez pz
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else if(gib_mob_type)
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var/mob/living/temp_mob = new gib_mob_type(src) //generate a fake mob so that we pull the right type of DNA for the gibs.
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dna_to_add = temp_mob.get_blood_dna_list()
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qdel(temp_mob)
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else
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dna_to_add = list("Non-human DNA" = random_human_blood_type()) //else, generate a random bloodtype for it.
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for(var/i in 1 to gibtypes.len)
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var/gibType = gibtypes[i]
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var/amount = gibtypes[gibType]
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for(var/j in 1 to amount)
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// These might streak off into space and cause annoying flaky failures with mapping nearstation tests
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#ifndef UNIT_TESTS
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var/obj/effect/decal/cleanable/blood/gibs/gib = new gibType(loc, diseases, dna_to_add)
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var/list/directions = gibdirections[i]
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if(isturf(loc))
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if(directions.len)
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gib.streak(directions, mapload)
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#else
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new gibType(loc, diseases, dna_to_add)
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#endif
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return INITIALIZE_HINT_QDEL
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/obj/effect/gibspawner/generic
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs = 2, /obj/effect/decal/cleanable/blood/gibs = 2, /obj/effect/decal/cleanable/blood/gibs/core = 1)
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sound_vol = 40
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/obj/effect/gibspawner/generic/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH), list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
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return ..()
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/obj/effect/gibspawner/generic/animal
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gib_mob_type = /mob/living/basic/pet
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/obj/effect/gibspawner/human
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up = 1, /obj/effect/decal/cleanable/blood/gibs/down = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/body = 1, /obj/effect/decal/cleanable/blood/gibs/limb = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1)
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gib_mob_type = /mob/living/carbon/human
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sound_vol = 50
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/obj/effect/gibspawner/human/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(
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list(NORTH, NORTHEAST, NORTHWEST),
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list(SOUTH, SOUTHEAST, SOUTHWEST),
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list(WEST, NORTHWEST, SOUTHWEST),
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list(EAST, NORTHEAST, SOUTHEAST),
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GLOB.alldirs,
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GLOB.alldirs,
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list(),
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)
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if(!iscarbon(source_mob) && isnull(blood_dna_info))
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return ..(blood_dna_info = list("Human DNA" = random_human_blood_type()))
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return ..()
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/obj/effect/gibspawner/human/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/torso = 1)
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/obj/effect/gibspawner/human/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
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return ..()
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/obj/effect/gibspawner/xeno
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/up = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/down = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/body = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/limb = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1)
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gib_mob_type = /mob/living/carbon/alien
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/obj/effect/gibspawner/xeno/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
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return ..()
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/obj/effect/gibspawner/xeno/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/torso = 1)
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/obj/effect/gibspawner/xeno/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
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return ..()
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/obj/effect/gibspawner/larva
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body = 1)
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gib_mob_type = /mob/living/carbon/alien/larva
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/obj/effect/gibspawner/larva/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs)
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return ..()
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/obj/effect/gibspawner/larva/bodypartless
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1)
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/obj/effect/gibspawner/larva/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list())
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return ..()
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/obj/effect/gibspawner/robot
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/robot_debris/up = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris/down = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris/limb = 1)
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gib_mob_type = /mob/living/silicon
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/obj/effect/gibspawner/robot/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
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if(!gibdirections.len)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs)
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gibtypes[/obj/effect/decal/cleanable/blood/gibs/robot_debris/limb] = pick(0, 1, 2)
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. = ..()
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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sparks.set_up(2, 1, drop_location())
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sparks.start()
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