Files
Bubberstation/code/game/objects/items/dehy_carp.dm
skylord-a52 be0e6efdf6 [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request

Reorganizes the entire icons/mob folder.

Added the following new subfolders:

    nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
    simplemob
    silicon
    effects (for bloodstains, fire, etc)
    simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
    species/monkey

Moves the following stuff:

    All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
    icemoon, lavaland, and jungle folders made into subfolders of simplemob
    All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
    Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)

Code changes:

    Filepath changes to account for all of this
    Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
    Turns some hardcoded statues and showcases that were built into maps into objects instead

Things I'd like to do in the future but cant be assed right now:

    Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
    Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
2022-09-03 11:52:54 -07:00

75 lines
2.4 KiB
Plaintext

/*
* Dehydrated Carp
* Instant carp, just add water
*/
//Child of carpplushie because this should do everything the toy does and more
/obj/item/toy/plush/carpplushie/dehy_carp
var/mob/owner = null //Carp doesn't attack owner, set when using in hand
var/owned = 0 //Boolean, no owner to begin with
var/mobtype = /mob/living/simple_animal/hostile/carp //So admins can change what mob spawns via var fuckery
//Attack self
/obj/item/toy/plush/carpplushie/dehy_carp/attack_self(mob/user)
src.add_fingerprint(user) //Anyone can add their fingerprints to it with this
if(!owned)
to_chat(user, span_notice("You pet [src]. You swear it looks up at you."))
owner = user
owned = 1
else
return ..()
/obj/item/toy/plush/carpplushie/dehy_carp/plop(obj/item/toy/plush/Daddy)
return FALSE
/obj/item/toy/plush/carpplushie/dehy_carp/proc/Swell()
desc = "It's growing!"
visible_message(span_notice("[src] swells up!"))
//Animation
icon = 'icons/mob/simple/carp.dmi'
flick("carp_swell", src)
//Wait for animation to end
sleep(6)
if(!src || QDELETED(src))//we got toasted while animating
return
//Make space carp
var/mob/living/simple_animal/hostile/carp/M = new mobtype(get_turf(src), owner)
//Make carp non-hostile to user, and their allies
if(owner)
var/list/factions = owner.faction.Copy()
for(var/F in factions)
if(F == "neutral")
factions -= F
M.faction = factions
if (!owner || owner.faction != M.faction)
visible_message(span_warning("You have a bad feeling about this.")) //welcome to the hostile carp enjoy your die
else
visible_message(span_notice("The newly grown [M.name] looks up at you with friendly eyes."))
qdel(src)
/obj/item/toy/plush/carpplushie/dehy_carp/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
user.visible_message(span_suicide("[user] starts eating [src]. It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(src, 'sound/items/eatfood.ogg', 50, TRUE)
if(istype(H))
H.Paralyze(30)
forceMove(H) //we move it AWAAAYY
sleep(20)
if(QDELETED(src))
return SHAME
if(!QDELETED(H))
H.spawn_gibs()
H.apply_damage(200, def_zone = BODY_ZONE_CHEST)
forceMove(get_turf(H)) //we move it back
icon = 'icons/mob/simple/carp.dmi'
flick("carp_swell", src)
sleep(6) //let the animation play out
if(!QDELETED(src))
var/mob/living/M = new mobtype(get_turf(src))
M.faction = list("neutral")
qdel(src)
return BRUTELOSS