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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 /🆑
55 lines
1.8 KiB
Plaintext
55 lines
1.8 KiB
Plaintext
/**
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* ## death drops element!
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*
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* bespoke element that spawn can spawn one or multiple objects when a mob is killed
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*/
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/datum/element/death_drops
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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///what items the target drops when killed
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var/list/loot
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/datum/element/death_drops/Attach(datum/target, list/loot)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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if(!loot)
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stack_trace("[type] added to [target] with NO LOOT.")
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src.loot = loot
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RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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/datum/element/death_drops/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, COMSIG_LIVING_DEATH)
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///signal called by the stat of the target changing
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/datum/element/death_drops/proc/on_death(mob/living/target, gibbed)
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SIGNAL_HANDLER
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var/atom/loot_loc = target.drop_location()
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for(var/thing_to_spawn in loot)
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for(var/i in 1 to (loot[thing_to_spawn] || 1))
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create_loot(thing_to_spawn, loot_loc, target, gibbed)
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/// Handles creating the loots
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/datum/element/death_drops/proc/create_loot(typepath, atom/loot_loc, mob/living/dead, gibbed)
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if(ispath(typepath, /obj/effect/mob_spawn/corpse))
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handle_corpse(typepath, loot_loc, dead, gibbed)
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return
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new typepath(loot_loc)
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/// Handles snowflake case of mob corpses
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/datum/element/death_drops/proc/handle_corpse(typepath, atom/loot_loc, mob/living/dead, gibbed)
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var/obj/effect/mob_spawn/corpse/spawner = new typepath(loot_loc, TRUE)
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var/mob/living/body = spawner.create()
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// done before the gib check so the bodyparts will be damaged
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body.setBruteLoss(dead.getBruteLoss())
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body.setFireLoss(dead.getFireLoss())
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// if gibbed, dispose of the body
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if(gibbed)
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body.gib(DROP_ALL_REMAINS)
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return
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// otherwise continue with the rest of the damage types
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body.setToxLoss(dead.getToxLoss())
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body.setOxyLoss(dead.getOxyLoss())
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