mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 12:01:47 +00:00
The fact ai transform even forces them to an ai loc is iffy as the admin might want them to be an ai at their current location, but this is more sane.
609 lines
17 KiB
Plaintext
609 lines
17 KiB
Plaintext
/mob/living/carbon/proc/monkeyize(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG))
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if (notransform)
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return
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//Handle items on mob
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//first implants & organs
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var/list/stored_implants = list()
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var/list/int_organs = list()
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/X in implants)
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var/obj/item/implant/IMP = X
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stored_implants += IMP
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IMP.removed(src, 1, 1)
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var/list/missing_bodyparts_zones = get_missing_limbs()
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var/obj/item/cavity_object
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var/obj/item/bodypart/chest/CH = get_bodypart("chest")
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if(CH.cavity_item)
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cavity_object = CH.cavity_item
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CH.cavity_item = null
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if(tr_flags & TR_KEEPITEMS)
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var/Itemlist = get_equipped_items()
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Itemlist += held_items
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for(var/obj/item/W in Itemlist)
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dropItemToGround(W)
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//Make mob invisible and spawn animation
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notransform = 1
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canmove = 0
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Stun(22, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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invisibility = INVISIBILITY_MAXIMUM
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new /obj/effect/temp_visual/monkeyify(loc)
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sleep(22)
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var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
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// hash the original name?
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if(tr_flags & TR_HASHNAME)
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O.name = "monkey ([copytext(md5(real_name), 2, 6)])"
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O.real_name = "monkey ([copytext(md5(real_name), 2, 6)])"
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//handle DNA and other attributes
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dna.transfer_identity(O)
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O.updateappearance(icon_update=0)
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if(tr_flags & TR_KEEPSE)
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O.dna.struc_enzymes = dna.struc_enzymes
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var/datum/mutation/human/race/R = GLOB.mutations_list[RACEMUT]
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O.dna.struc_enzymes = R.set_se(O.dna.struc_enzymes, on=1)//we don't want to keep the race block inactive
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if(suiciding)
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O.suiciding = suiciding
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if(hellbound)
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O.hellbound = hellbound
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O.a_intent = INTENT_HARM
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//keep viruses?
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if (tr_flags & TR_KEEPVIRUS)
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O.viruses = viruses
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viruses = list()
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for(var/thing in O.viruses)
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var/datum/disease/D = thing
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D.affected_mob = O
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//keep damage?
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if (tr_flags & TR_KEEPDAMAGE)
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O.setToxLoss(getToxLoss(), 0)
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O.adjustBruteLoss(getBruteLoss(), 0)
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O.setOxyLoss(getOxyLoss(), 0)
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O.setCloneLoss(getCloneLoss(), 0)
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O.adjustFireLoss(getFireLoss(), 0)
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O.setBrainLoss(getBrainLoss(), 0)
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O.updatehealth()
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O.radiation = radiation
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for(var/T in get_traumas())
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var/datum/brain_trauma/BT = T
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O.gain_trauma(BT.type, BT.permanent)
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//re-add implants to new mob
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/Y in implants)
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var/obj/item/implant/IMP = Y
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IMP.implant(O, null, 1)
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//re-add organs to new mob. this order prevents moving the mind to a brain at any point
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if(tr_flags & TR_KEEPORGANS)
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for(var/X in O.internal_organs)
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var/obj/item/organ/I = X
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I.Remove(O, 1)
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if(mind)
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mind.transfer_to(O)
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var/datum/antagonist/changeling/changeling = O.mind.has_antag_datum(/datum/antagonist/changeling)
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if(changeling)
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changeling.purchasedpowers += new /obj/effect/proc_holder/changeling/humanform(null)
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for(var/X in internal_organs)
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var/obj/item/organ/I = X
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int_organs += I
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I.Remove(src, 1)
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for(var/X in int_organs)
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var/obj/item/organ/I = X
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I.Insert(O, 1)
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var/obj/item/bodypart/chest/torso = O.get_bodypart("chest")
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if(cavity_object)
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torso.cavity_item = cavity_object //cavity item is given to the new chest
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cavity_object.forceMove(O)
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for(var/missing_zone in missing_bodyparts_zones)
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var/obj/item/bodypart/BP = O.get_bodypart(missing_zone)
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BP.drop_limb(1)
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if(!(tr_flags & TR_KEEPORGANS)) //we didn't already get rid of the organs of the newly spawned mob
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for(var/X in O.internal_organs)
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var/obj/item/organ/G = X
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if(BP.body_zone == check_zone(G.zone))
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if(mind && mind.has_antag_datum(/datum/antagonist/changeling) && istype(G, /obj/item/organ/brain))
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continue //so headless changelings don't lose their brain when transforming
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qdel(G) //we lose the organs in the missing limbs
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qdel(BP)
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//transfer mind if we didn't yet
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if(mind)
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mind.transfer_to(O)
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var/datum/antagonist/changeling/changeling = O.mind.has_antag_datum(/datum/antagonist/changeling)
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if(changeling)
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changeling.purchasedpowers += new /obj/effect/proc_holder/changeling/humanform(null)
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if (tr_flags & TR_DEFAULTMSG)
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to_chat(O, "<B>You are now a monkey.</B>")
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for(var/A in loc.vars)
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if(loc.vars[A] == src)
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loc.vars[A] = O
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transfer_observers_to(O)
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. = O
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qdel(src)
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////////////////////////// Humanize //////////////////////////////
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//Could probably be merged with monkeyize but other transformations got their own procs, too
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/mob/living/carbon/proc/humanize(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG))
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if (notransform)
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return
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//Handle items on mob
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//first implants & organs
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var/list/stored_implants = list()
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var/list/int_organs = list()
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/X in implants)
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var/obj/item/implant/IMP = X
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stored_implants += IMP
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IMP.removed(src, 1, 1)
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var/list/missing_bodyparts_zones = get_missing_limbs()
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var/obj/item/cavity_object
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var/obj/item/bodypart/chest/CH = get_bodypart("chest")
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if(CH.cavity_item)
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cavity_object = CH.cavity_item
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CH.cavity_item = null
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//now the rest
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if (tr_flags & TR_KEEPITEMS)
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var/Itemlist = get_equipped_items()
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Itemlist += held_items
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for(var/obj/item/W in Itemlist)
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dropItemToGround(W, TRUE)
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if (client)
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client.screen -= W
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//Make mob invisible and spawn animation
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notransform = 1
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canmove = 0
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Stun(22, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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invisibility = INVISIBILITY_MAXIMUM
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new /obj/effect/temp_visual/monkeyify/humanify(loc)
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sleep(22)
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var/mob/living/carbon/human/O = new( loc )
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for(var/obj/item/C in O.loc)
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O.equip_to_appropriate_slot(C)
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dna.transfer_identity(O)
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O.updateappearance(mutcolor_update=1)
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if(cmptext("monkey",copytext(O.dna.real_name,1,7)))
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O.real_name = random_unique_name(O.gender)
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O.dna.generate_unique_enzymes(O)
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else
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O.real_name = O.dna.real_name
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O.name = O.real_name
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if(tr_flags & TR_KEEPSE)
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O.dna.struc_enzymes = dna.struc_enzymes
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var/datum/mutation/human/race/R = GLOB.mutations_list[RACEMUT]
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O.dna.struc_enzymes = R.set_se(O.dna.struc_enzymes, on=0)//we don't want to keep the race block active
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O.domutcheck()
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if(suiciding)
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O.suiciding = suiciding
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if(hellbound)
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O.hellbound = hellbound
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//keep viruses?
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if (tr_flags & TR_KEEPVIRUS)
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O.viruses = viruses
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viruses = list()
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for(var/thing in O.viruses)
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var/datum/disease/D = thing
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D.affected_mob = O
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O.med_hud_set_status()
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//keep damage?
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if (tr_flags & TR_KEEPDAMAGE)
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O.setToxLoss(getToxLoss(), 0)
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O.adjustBruteLoss(getBruteLoss(), 0)
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O.setOxyLoss(getOxyLoss(), 0)
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O.setCloneLoss(getCloneLoss(), 0)
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O.adjustFireLoss(getFireLoss(), 0)
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O.setBrainLoss(getBrainLoss(), 0)
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O.updatehealth()
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O.radiation = radiation
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for(var/T in get_traumas())
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var/datum/brain_trauma/BT = T
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O.gain_trauma(BT.type, BT.permanent)
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//re-add implants to new mob
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/Y in implants)
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var/obj/item/implant/IMP = Y
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IMP.implant(O, null, 1)
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if(tr_flags & TR_KEEPORGANS)
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for(var/X in O.internal_organs)
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var/obj/item/organ/I = X
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I.Remove(O, 1)
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if(mind)
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mind.transfer_to(O)
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var/datum/antagonist/changeling/changeling = O.mind.has_antag_datum(/datum/antagonist/changeling)
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if(changeling)
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for(var/obj/effect/proc_holder/changeling/humanform/HF in changeling.purchasedpowers)
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changeling.purchasedpowers -= HF
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for(var/X in internal_organs)
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var/obj/item/organ/I = X
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int_organs += I
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I.Remove(src, 1)
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for(var/X in int_organs)
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var/obj/item/organ/I = X
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I.Insert(O, 1)
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var/obj/item/bodypart/chest/torso = get_bodypart("chest")
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if(cavity_object)
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torso.cavity_item = cavity_object //cavity item is given to the new chest
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cavity_object.forceMove(O)
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for(var/missing_zone in missing_bodyparts_zones)
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var/obj/item/bodypart/BP = O.get_bodypart(missing_zone)
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BP.drop_limb(1)
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if(!(tr_flags & TR_KEEPORGANS)) //we didn't already get rid of the organs of the newly spawned mob
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for(var/X in O.internal_organs)
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var/obj/item/organ/G = X
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if(BP.body_zone == check_zone(G.zone))
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if(mind && mind.has_antag_datum(/datum/antagonist/changeling) && istype(G, /obj/item/organ/brain))
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continue //so headless changelings don't lose their brain when transforming
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qdel(G) //we lose the organs in the missing limbs
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qdel(BP)
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if(mind)
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mind.transfer_to(O)
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var/datum/antagonist/changeling/changeling = O.mind.has_antag_datum(/datum/antagonist/changeling)
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if(changeling)
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for(var/obj/effect/proc_holder/changeling/humanform/HF in changeling.purchasedpowers)
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changeling.purchasedpowers -= HF
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O.a_intent = INTENT_HELP
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if (tr_flags & TR_DEFAULTMSG)
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to_chat(O, "<B>You are now a human.</B>")
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transfer_observers_to(O)
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. = O
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for(var/A in loc.vars)
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if(loc.vars[A] == src)
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loc.vars[A] = O
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qdel(src)
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/mob/living/carbon/human/AIize()
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if (notransform)
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return
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for(var/t in bodyparts)
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qdel(t)
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return ..()
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/mob/living/carbon/AIize()
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if (notransform)
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return
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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return ..()
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/mob/proc/AIize(transfer_after = TRUE)
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var/list/turf/landmark_loc = list()
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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if(locate(/mob/living/silicon/ai) in sloc.loc)
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continue
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if(sloc.primary_ai)
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LAZYCLEARLIST(landmark_loc)
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landmark_loc += sloc.loc
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break
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landmark_loc += sloc.loc
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if(!landmark_loc.len)
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to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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landmark_loc += sloc.loc
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if(!landmark_loc.len)
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message_admins("Could not find ai landmark for [src]. Yell at a mapper! We are spawning them at their current location.")
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landmark_loc += loc
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if(client)
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stop_sound_channel(CHANNEL_LOBBYMUSIC)
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if(!transfer_after)
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mind.active = FALSE
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. = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
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qdel(src)
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/mob/living/carbon/human/proc/Robotize(delete_items = 0, transfer_after = TRUE)
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if (notransform)
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return
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for(var/obj/item/W in src)
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if(delete_items)
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qdel(W)
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else
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dropItemToGround(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/silicon/robot/R = new /mob/living/silicon/robot(loc)
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R.gender = gender
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R.invisibility = 0
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if(mind) //TODO
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if(!transfer_after)
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mind.active = FALSE
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mind.transfer_to(R)
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else if(transfer_after)
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R.key = key
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if (CONFIG_GET(flag/rename_cyborg))
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R.rename_self("cyborg")
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if(R.mmi)
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R.mmi.name = "Man-Machine Interface: [real_name]"
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if(R.mmi.brain)
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R.mmi.brain.name = "[real_name]'s brain"
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if(R.mmi.brainmob)
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R.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
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R.mmi.brainmob.name = real_name
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R.job = "Cyborg"
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R.notify_ai(NEW_BORG)
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. = R
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qdel(src)
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if (notransform)
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return
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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for(var/t in bodyparts)
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qdel(t)
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/alien/humanoid/new_xeno
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switch(alien_caste)
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if("Hunter")
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new_xeno = new /mob/living/carbon/alien/humanoid/hunter(loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
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new_xeno.a_intent = INTENT_HARM
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new_xeno.key = key
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to_chat(new_xeno, "<B>You are now an alien.</B>")
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. = new_xeno
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qdel(src)
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/mob/living/carbon/human/proc/slimeize(reproduce as num)
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if (notransform)
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return
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/simple_animal/slime/new_slime
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if(reproduce)
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var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
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var/list/babies = list()
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for(var/i=1,i<=number,i++)
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var/mob/living/simple_animal/slime/M = new/mob/living/simple_animal/slime(loc)
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M.nutrition = round(nutrition/number)
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step_away(M,src)
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babies += M
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new_slime = pick(babies)
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else
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new_slime = new /mob/living/simple_animal/slime(loc)
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new_slime.a_intent = INTENT_HARM
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new_slime.key = key
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to_chat(new_slime, "<B>You are now a slime. Skreee!</B>")
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. = new_slime
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qdel(src)
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/mob/proc/become_overmind(starting_points = 60)
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var/mob/camera/blob/B = new /mob/camera/blob(get_turf(src), starting_points)
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B.key = key
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. = B
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qdel(src)
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/mob/living/carbon/human/proc/corgize()
|
|
if (notransform)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
dropItemToGround(W)
|
|
regenerate_icons()
|
|
notransform = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = INVISIBILITY_MAXIMUM
|
|
for(var/t in bodyparts) //this really should not be necessary
|
|
qdel(t)
|
|
|
|
var/mob/living/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/pet/dog/corgi (loc)
|
|
new_corgi.a_intent = INTENT_HARM
|
|
new_corgi.key = key
|
|
|
|
to_chat(new_corgi, "<B>You are now a Corgi. Yap Yap!</B>")
|
|
. = new_corgi
|
|
qdel(src)
|
|
|
|
/mob/living/carbon/proc/gorillize()
|
|
if(notransform)
|
|
return
|
|
|
|
var/Itemlist = get_equipped_items()
|
|
Itemlist += held_items
|
|
for(var/obj/item/W in Itemlist)
|
|
dropItemToGround(W, TRUE)
|
|
|
|
regenerate_icons()
|
|
notransform = TRUE
|
|
canmove = FALSE
|
|
icon = null
|
|
invisibility = INVISIBILITY_MAXIMUM
|
|
var/mob/living/simple_animal/hostile/gorilla/new_gorilla = new (get_turf(src))
|
|
new_gorilla.a_intent = INTENT_HARM
|
|
if(mind)
|
|
mind.transfer_to(new_gorilla)
|
|
else
|
|
new_gorilla.key = key
|
|
to_chat(new_gorilla, "<B>You are now a gorilla. Ooga ooga!</B>")
|
|
. = new_gorilla
|
|
qdel(src)
|
|
|
|
/mob/living/carbon/human/Animalize()
|
|
|
|
var/list/mobtypes = typesof(/mob/living/simple_animal)
|
|
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
|
|
|
|
if(!safe_animal(mobpath))
|
|
to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
|
|
return
|
|
|
|
if(notransform)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
dropItemToGround(W)
|
|
|
|
regenerate_icons()
|
|
notransform = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = INVISIBILITY_MAXIMUM
|
|
|
|
for(var/t in bodyparts)
|
|
qdel(t)
|
|
|
|
var/mob/new_mob = new mobpath(src.loc)
|
|
|
|
new_mob.key = key
|
|
new_mob.a_intent = INTENT_HARM
|
|
|
|
|
|
to_chat(new_mob, "You suddenly feel more... animalistic.")
|
|
. = new_mob
|
|
qdel(src)
|
|
|
|
/mob/proc/Animalize()
|
|
|
|
var/list/mobtypes = typesof(/mob/living/simple_animal)
|
|
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
|
|
|
|
if(!safe_animal(mobpath))
|
|
to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
|
|
return
|
|
|
|
var/mob/new_mob = new mobpath(src.loc)
|
|
|
|
new_mob.key = key
|
|
new_mob.a_intent = INTENT_HARM
|
|
to_chat(new_mob, "You feel more... animalistic")
|
|
|
|
. = new_mob
|
|
qdel(src)
|
|
|
|
/* Certain mob types have problems and should not be allowed to be controlled by players.
|
|
*
|
|
* This proc is here to force coders to manually place their mob in this list, hopefully tested.
|
|
* This also gives a place to explain -why- players shouldnt be turn into certain mobs and hopefully someone can fix them.
|
|
*/
|
|
/mob/proc/safe_animal(MP)
|
|
|
|
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
|
|
if(!MP)
|
|
return 0 //Sanity, this should never happen.
|
|
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/construct))
|
|
return 0 //Verbs do not appear for players.
|
|
|
|
//Good mobs!
|
|
if(ispath(MP, /mob/living/simple_animal/pet/cat))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/pet/dog/corgi))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/crab))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/mushroom))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/shade))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/killertomato))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/mouse))
|
|
return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/bear))
|
|
return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
|
|
if(ispath(MP, /mob/living/simple_animal/parrot))
|
|
return 1 //Parrots are no longer unfinished! -Nodrak
|
|
|
|
//Not in here? Must be untested!
|
|
return 0
|