mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-01 20:42:08 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
80 lines
2.5 KiB
Plaintext
80 lines
2.5 KiB
Plaintext
/obj/item/zombie_hand
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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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item_flags = ABSTRACT | DROPDEL
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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icon = 'icons/effects/blood.dmi'
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icon_state = "bloodhand_left"
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var/icon_left = "bloodhand_left"
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var/icon_right = "bloodhand_right"
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hitsound = 'sound/hallucinations/growl1.ogg'
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force = 21 // Just enough to break airlocks with melee attacks
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sharpness = SHARP_EDGED
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wound_bonus = -30
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bare_wound_bonus = 15
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damtype = BRUTE
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/obj/item/zombie_hand/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
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/obj/item/zombie_hand/visual_equipped(mob/user, slot)
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. = ..()
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//these are intentionally inverted
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var/i = user.get_held_index_of_item(src)
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if(!(i % 2))
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icon_state = icon_left
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else
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icon_state = icon_right
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/obj/item/zombie_hand/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(!proximity_flag)
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return
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else if(isliving(target))
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if(ishuman(target))
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try_to_zombie_infect(target)
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else
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check_feast(target, user)
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/proc/try_to_zombie_infect(mob/living/carbon/human/target)
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CHECK_DNA_AND_SPECIES(target)
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if(NOZOMBIE in target.dna.species.species_traits)
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// cannot infect any NOZOMBIE subspecies (such as high functioning
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// zombies)
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return
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var/obj/item/organ/zombie_infection/infection
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infection = target.getorganslot(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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/obj/item/zombie_hand/suicide_act(mob/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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if(isliving(user))
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var/mob/living/L = user
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var/obj/item/bodypart/O = L.get_bodypart(BODY_ZONE_HEAD)
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if(O)
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O.dismember()
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return (BRUTELOSS)
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/obj/item/zombie_hand/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.gib()
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// zero as argument for no instant health update
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user.adjustBruteLoss(-hp_gained, 0)
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user.adjustToxLoss(-hp_gained, 0)
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user.adjustFireLoss(-hp_gained, 0)
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user.adjustCloneLoss(-hp_gained, 0)
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user.updatehealth()
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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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