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https://github.com/Bubberstation/Bubberstation.git
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* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
127 lines
6.4 KiB
Plaintext
127 lines
6.4 KiB
Plaintext
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/obj/effect/gibspawner
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var/sparks = 0 //whether sparks spread
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var/virusProb = 20 //the chance for viruses to spread on the gibs
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var/list/gibtypes = list() //typepaths of the gib decals to spawn
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var/list/gibamounts = list() //amount to spawn for each gib decal type we'll spawn.
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var/list/gibdirections = list() //of lists of possible directions to spread each gib decal type towards.
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/obj/effect/gibspawner/New(location, list/viruses, datum/dna/MobDNA)
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..()
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if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len)
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world << "<span class='danger'>Gib list length mismatch!</span>"
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return
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var/obj/effect/decal/cleanable/blood/gibs/gib = null
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if(sparks)
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(2, 1, location)
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s.start()
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for(var/i = 1, i<= gibtypes.len, i++)
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if(gibamounts[i])
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for(var/j = 1, j<= gibamounts[i], j++)
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var/gibType = gibtypes[i]
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gib = new gibType(location)
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if(istype(location,/mob/living/carbon))
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var/mob/living/carbon/digester = location
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digester.stomach_contents += gib
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if(viruses && viruses.len > 0)
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for(var/datum/disease/D in viruses)
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if(prob(virusProb))
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var/datum/disease/viruus = D.Copy(1)
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gib.viruses += viruus
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viruus.holder = gib
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if(MobDNA)
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gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
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else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
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gib.blood_DNA["Non-human DNA"] = "A+"
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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)
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qdel(src)
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/obj/effect/gibspawner/generic
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/core)
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gibamounts = list(2,2,1)
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/obj/effect/gibspawner/generic/New()
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playsound(src, 'sound/effects/blobattack.ogg', 40, 1)
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gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
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..()
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/obj/effect/gibspawner/human
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up,/obj/effect/decal/cleanable/blood/gibs/down,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/body,/obj/effect/decal/cleanable/blood/gibs/limb,/obj/effect/decal/cleanable/blood/gibs/core)
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gibamounts = list(1,1,1,1,1,1,1)
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/obj/effect/gibspawner/human/New()
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playsound(src, 'sound/effects/blobattack.ogg', 50, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
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..()
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/obj/effect/gibspawner/humanbodypartless //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, /obj/effect/decal/cleanable/blood/gibs/core,/obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/torso)
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gibamounts = list(1, 1, 1, 1, 1, 1)
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/obj/effect/gibspawner/humanbodypartless/New()
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playsound(src, 'sound/effects/blobattack.ogg', 50, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, list())
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..()
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/obj/effect/gibspawner/xeno
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gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up,/obj/effect/decal/cleanable/xenoblood/xgibs/down,/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/body, /obj/effect/decal/cleanable/xenoblood/xgibs/limb, /obj/effect/decal/cleanable/xenoblood/xgibs/core)
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gibamounts = list(1,1,1,1,1,1,1)
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/obj/effect/gibspawner/xeno/New()
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playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
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..()
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/obj/effect/gibspawner/xenobodypartless //only the gibs that don't look like actual full bodyparts (except torso).
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gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core,/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/torso)
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gibamounts = list(1, 1, 1, 1, 1, 1)
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/obj/effect/gibspawner/xenobodypartless/New()
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playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, list())
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..()
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/obj/effect/gibspawner/larva
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gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body)
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gibamounts = list(1, 1, 1, 1)
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/obj/effect/gibspawner/larva/New()
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playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list(), alldirs)
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..()
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/obj/effect/gibspawner/larvabodypartless
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gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva)
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gibamounts = list(1, 1, 1)
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/obj/effect/gibspawner/larvabodypartless/New()
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playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list())
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..()
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/obj/effect/gibspawner/robot
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sparks = 1
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gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up,/obj/effect/decal/cleanable/robot_debris/down,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris/limb)
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gibamounts = list(1,1,1,1,1,1)
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/obj/effect/gibspawner/robot/New()
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs)
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gibamounts[6] = pick(0,1,2)
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..() |