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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
81 lines
3.1 KiB
Plaintext
81 lines
3.1 KiB
Plaintext
/obj/item/mutant_hand/zombie
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name = "zombie claw"
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desc = "A zombie's claw is its primary tool, capable of infecting \
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humans, butchering all other living things to \
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sustain the zombie, smashing open airlock doors and opening \
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child-safe caps on bottles."
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hitsound = 'sound/effects/hallucinations/growl1.ogg'
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force = 21 // Just enough to break airlocks with melee attacks
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wound_bonus = -30
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bare_wound_bonus = 15
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sharpness = SHARP_EDGED
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/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/user, click_parameters)
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if(ishuman(target))
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try_to_zombie_infect(target, user, user.zone_selected)
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else if(isliving(target))
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check_feast(target, user)
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/proc/try_to_zombie_infect(mob/living/carbon/human/target, mob/living/user, def_zone = BODY_ZONE_CHEST)
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CHECK_DNA_AND_SPECIES(target)
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// Can't zombify with no head
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if(!target.get_bodypart(BODY_ZONE_HEAD))
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return
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if(HAS_TRAIT(target, TRAIT_NO_ZOMBIFY))
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// cannot infect any TRAIT_NO_ZOMBIFY human
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return
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// spaceacillin has a 75% chance to block infection
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if(HAS_TRAIT(target, TRAIT_VIRUS_RESISTANCE) && prob(75))
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return
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var/obj/item/bodypart/actual_limb = target.get_bodypart(def_zone)
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// What you hitting bro?
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if(!actual_limb)
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return
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var/limb_damage = actual_limb.get_damage()
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var/limb_armor = max(0, target.getarmor(actual_limb, BIO) - 25)
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// This is a pretty jank way to do this, but in short:
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// if they have thick material on that bodypart it will always need at least 25 previous limb damage to trigger an infection.
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// and if their bio armor isn't thick it's a bit weaker.
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for(var/obj/item/clothing/iter_clothing in target.get_clothing_on_part(actual_limb))
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if(iter_clothing.clothing_flags & THICKMATERIAL)
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limb_armor += 25
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if(limb_armor > limb_damage)
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return
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var/obj/item/organ/internal/zombie_infection/infection
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infection = target.get_organ_slot(ORGAN_SLOT_ZOMBIE)
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if(!infection)
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infection = new()
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infection.Insert(target)
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to_chat(user, span_alien("You see [target] twitch for a moment as [target.p_their()] head is covered in \a [infection] - [target.p_Theyve()] been infected."))
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/obj/item/mutant_hand/zombie/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!"))
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var/obj/item/bodypart/head = user.get_bodypart(BODY_ZONE_HEAD)
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if(head)
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head.dismember()
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return BRUTELOSS
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/obj/item/mutant_hand/zombie/proc/check_feast(mob/living/target, mob/living/user)
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if(target.stat == DEAD)
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var/hp_gained = target.maxHealth
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target.investigate_log("has been devoured by a zombie.", INVESTIGATE_DEATHS)
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target.gib(DROP_ALL_REMAINS)
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var/need_mob_update
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need_mob_update = user.adjustBruteLoss(-hp_gained, updating_health = FALSE)
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need_mob_update += user.adjustToxLoss(-hp_gained, updating_health = FALSE)
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need_mob_update += user.adjustFireLoss(-hp_gained, updating_health = FALSE)
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need_mob_update += user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
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user.set_nutrition(min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL))
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if(need_mob_update)
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user.updatehealth()
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