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## 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 /🆑
40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
/mob/living/basic/trooper
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icon = 'icons/mob/simple/simple_human.dmi'
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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sentience_type = SENTIENCE_HUMANOID
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maxHealth = 100
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health = 100
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basic_mob_flags = DEL_ON_DEATH
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speed = 1.1
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melee_damage_lower = 10
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melee_damage_upper = 10
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attack_verb_continuous = "punches"
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attack_verb_simple = "punch"
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attack_sound = 'sound/items/weapons/punch1.ogg'
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melee_attack_cooldown = 1.2 SECONDS
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combat_mode = TRUE
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unsuitable_atmos_damage = 7.5
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unsuitable_cold_damage = 7.5
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unsuitable_heat_damage = 7.5
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ai_controller = /datum/ai_controller/basic_controller/trooper
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/// Loot this mob drops on death.
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var/list/loot
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/// Corpse to spawn
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var/corpse = /obj/effect/mob_spawn/corpse/human
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/// Path of the mob spawner we base the mob's visuals off of.
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var/mob_spawner = /obj/effect/mob_spawn/corpse/human
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/// Path of the right hand held item we give to the mob's visuals.
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var/r_hand
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/// Path of the left hand held item we give to the mob's visuals.
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var/l_hand
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/mob/living/basic/trooper/Initialize(mapload)
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. = ..()
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apply_dynamic_human_appearance(src, mob_spawn_path = mob_spawner, r_hand = r_hand, l_hand = l_hand)
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if(LAZYLEN(loot) || corpse)
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LAZYOR(loot, corpse)
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loot = string_list(loot)
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AddElement(/datum/element/death_drops, loot)
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AddElement(/datum/element/footstep, footstep_type = FOOTSTEP_MOB_SHOE)
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