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Bubberstation/code/modules/mob/living/basic/trooper/trooper.dm
MrMelbert 7a763a1152 Corpses spawned from human-like npcs will inherit damage values dealt to the npc (#90037)
## 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
/🆑
2025-03-19 19:48:41 +00:00

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