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## About The Pull Request  Added recovered crew to the ghost role spawner menu. Clicking spawn will make you orbit the recovered crew body. https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81 Orbiting the body will make it twitch a little to indicate to coroners/MD's/roboticists that you're ready to be revived. ## Why It's Good For The Game Getting people to actually play the recovered crew is kinda hard on most rounds :( . First on my list is to make the process more convenient for everyone. By adding it to the ghostrole spawner menu, ghosts can quickly see if bodies are available if they wish to play as one. Making them twitch when orbited makes it so the people reviving them don't have to revive them every few minutes in the case someone wishes to join as them (they still might, it does get more attention). I think the twitching effect is the best natural indicator that someone wishes to join without being too OOC. I can imagine doctors being a little confused at first, but it should click pretty quickly. I am not too concerned about it being used as a ghost communication medium. The spectroscopic sniffers are a more convenient tool for this, and I don't think I've seen someone do it with them. ## Changelog 🆑 add: Recovered Crew have been added to the ghostrole spawner menu add: Orbiting Recovered Crew corpses will make them twitch to indicate a soul is available /🆑 Giving them straight up superpowers or more aggressive antag rolls is still something I'm considering. We'll see if/when I decide to do it --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
/// Eye mob, used by cameras and overminds such as blobs.
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/mob/eye
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name = "eye mob"
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density = FALSE
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move_force = INFINITY
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move_resist = INFINITY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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invisibility = INVISIBILITY_ABSTRACT // No one can see us
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sight = SEE_SELF
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status_flags = NONE
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/// Toggles if the eye can move on shuttles
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var/move_on_shuttle = FALSE
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/// Toggles if the eye can use emotes
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var/has_emotes = FALSE
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/mob/eye/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_GODMODE, INNATE_TRAIT)
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SSpoints_of_interest.make_point_of_interest(src)
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if(!move_on_shuttle)
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ADD_TRAIT(src, TRAIT_BLOCK_SHUTTLE_MOVEMENT, INNATE_TRAIT)
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/mob/eye/experience_pressure_difference()
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return
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/mob/eye/canUseStorage()
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return FALSE
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/mob/eye/up()
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set name = "Move Upwards"
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set category = "IC"
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if(zMove(UP, z_move_flags = ZMOVE_FEEDBACK))
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to_chat(src, span_notice("You move upwards."))
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/mob/eye/down()
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set name = "Move Down"
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set category = "IC"
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if(zMove(DOWN, z_move_flags = ZMOVE_FEEDBACK))
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to_chat(src, span_notice("You move down."))
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/mob/eye/can_z_move(direction, turf/start, turf/destination, z_move_flags = NONE, mob/living/rider)
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z_move_flags |= ZMOVE_IGNORE_OBSTACLES //cameras do not respect these FLOORS you speak so much of
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return ..()
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/mob/eye/emote(act, m_type=1, message = null, intentional = FALSE, force_silence = FALSE, forced = FALSE)
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if(has_emotes)
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return ..()
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return FALSE
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/mob/eye/update_sight()
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lighting_color_cutoffs = list(lighting_cutoff_red, lighting_cutoff_green, lighting_cutoff_blue)
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return ..()
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