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https://github.com/CHOMPStation2/CHOMPStation2.git
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GARGOYLES
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@@ -6,27 +6,157 @@
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var/mob/living/carbon/human/gargoyle
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var/initial_sleep
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var/initial_blind
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var/initial_is_shifted
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var/initial_lying
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var/initial_lying_prev
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var/wagging
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var/flapping
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var/obj_integrity = 100
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var/original_int = 100
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var/max_integrity = 100
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var/stored_examine
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/obj/structure/gargoyle/Initialize(var/location, var/mob/living/carbon/human/H)
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/obj/structure/gargoyle/Initialize(mapload, var/mob/living/carbon/human/H)
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. = ..()
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if (!location || !istype(H))
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if (isspace(loc) || isopenspace(loc))
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anchored = FALSE
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if (!istype(H) || !isturf(H.loc))
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return
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var/datum/component/gargoyle/comp = H.GetComponent(/datum/component/gargoyle)
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if (comp)
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comp.cooldown = world.time + (15 SECONDS)
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comp.statue = src
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comp.transformed = TRUE
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comp.paused = FALSE
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gargoyle = H
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max_integrity = H.getMaxHealth() + 100
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obj_integrity = H.health + 100
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original_int = obj_integrity
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name = "statue of [H.name]"
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desc = "A very lifelike statue of [H.name]."
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stored_examine = H.examine()
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description_fluff = H.get_description_fluff()
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if (H.buckled)
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H.buckled.unbuckle_mob(H, TRUE)
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H.click_intercept = src
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initial_sleep = H.sleeping
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intial_blind = H.eye_blind
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transform = H.transform
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layer = H.layer
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pixel_x = H.pixel_x
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pixel_y = H.pixel_y
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dir = H.dir
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H.disabilites |= MUTE
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H.forceMove(src)
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H.setBlinded(0)
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H.setSleeping(0)
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H.status_flags |= GODMODE
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H.updatehealth()
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H.canmove = 0
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icon = H.icon
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copy_overlays(H)
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color = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
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initial_sleep = H.sleeping
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initial_blind = H.eye_blind
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initial_is_shifted = H.is_shifted
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transform = H.transform
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layer = H.layer
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pixel_x = H.pixel_x
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pixel_y = H.pixel_y
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dir = H.dir
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initial_lying = H.lying
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initial_lying_prev = H.lying_prev
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H.sdisabilities |= MUTE
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if (H.appearance_flags & PIXEL_SCALE)
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appearance_flags |= PIXEL_SCALE
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wagging = H.wagging
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H.transforming = TRUE
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flapping = H.flapping
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H.toggle_tail(FALSE, FALSE)
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H.toggle_wing(FALSE, FALSE)
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H.visible_message("<span class='warning'>[H]'s skin rapidly turns to stone!</span>", "<span class='warning'>Your skin abruptly hardens as you turn to stone!</span>")
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H.forceMove(src)
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H.SetBlinded(0)
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H.SetSleeping(0)
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H.status_flags |= GODMODE
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H.updatehealth()
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H.canmove = 0
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/obj/structure/gargoyle/Destroy()
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unpetrify()
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. = ..()
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/obj/structure/gargoyle/get_description_info()
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if (gargoyle)
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if (isspace(loc) || isopenspace(loc))
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return
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return "It can be [anchored ? "un" : ""]anchored with a wrench."
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/obj/structure/gargoyle/examine(mob/user)
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if (gargoyle && stored_examine)
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return stored_examine
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return ..()
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/obj/structure/gargoyle/proc/unpetrify()
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if (!gargoyle)
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return
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var/datum/component/gargoyle/comp = gargoyle.GetComponent(/datum/component/gargoyle)
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if (comp)
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comp.cooldown = world.time + (15 SECONDS)
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comp.statue = null
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comp.transformed = FALSE
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gargoyle.forceMove(loc)
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gargoyle.transform = transform
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gargoyle.pixel_x = pixel_x
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gargoyle.pixel_y = pixel_y
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gargoyle.is_shifted = initial_is_shifted
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gargoyle.dir = dir
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gargoyle.lying = initial_lying
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gargoyle.lying_prev = initial_lying_prev
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gargoyle.toggle_tail(wagging, FALSE)
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gargoyle.toggle_wing(flapping, FALSE)
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gargoyle.sdisabilities &= ~MUTE //why is there no ADD_TRAIT etc here that's actually ussssed
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gargoyle.status_flags &= ~GODMODE
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gargoyle.SetBlinded(initial_blind)
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gargoyle.SetSleeping(initial_sleep)
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gargoyle.transforming = FALSE
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gargoyle.canmove = 1
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gargoyle.update_canmove()
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var/hurtmessage = ""
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if (obj_integrity < original_int)
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var/f = (original_int - obj_integrity) / 10
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for (var/x in 1 to 10)
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gargoyle.adjustBruteLoss(f)
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hurtmessage = " <b>You feel your body take the damage that was dealt while being stone!</b>"
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gargoyle.updatehealth()
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alpha = 0
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gargoyle.visible_message("<span class='warning'>[gargoyle]'s skin rapidly softens, returning them to normal!</span>", "<span class='warning'>Your skin softens, freeing your movement once more![hurtmessage]</span>")
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/obj/structure/gargoyle/return_air()
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return return_air_for_internal_lifeform()
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/obj/structure/gargoyle/return_air_for_internal_lifeform(var/mob/living/lifeform)
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var/air_type = /datum/gas_mixture/belly_air
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if(istype(lifeform))
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air_type = lifeform.get_perfect_belly_air_type()
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var/air = new air_type(1000)
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return air
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/obj/structure/gargoyle/proc/damage(var/damage)
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obj_integrity = min(obj_integrity-damage, max_integrity)
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if(obj_integrity <= 0)
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qdel(src)
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/obj/structure/gargoyle/take_damage(var/damage)
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damage(damage)
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/obj/structure/gargoyle/attack_generic(var/mob/user, var/damage, var/attack_message = "hits")
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user.do_attack_animation(src)
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visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
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damage(damage)
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/obj/structure/gargoyle/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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if(W.is_wrench())
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if (isspace(loc) || isopenspace(loc))
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to_chat(user, "<span class='warning'>You can't anchor that here!</span>")
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anchored = FALSE
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return ..()
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playsound(src, W.usesound, 50, 1)
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if (do_after(user, (2 SECONDS) * W.toolspeed, target = src))
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to_chat("<span class='notice'>You [anchored ? "un" : ""]anchor the [src].</span>")
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anchored = !anchored
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else if (!(W.flags & NOBLUDGEON))
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user.setClickCooldown(user.get_attack_speed(W))
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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playsound(src, W.hitsound, 50, 1)
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damage(W.force)
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else
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return ..()
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