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synced 2026-08-24 13:47:33 +01:00
Adds 'drone' versions of mercenary mobs.
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@@ -26,15 +26,30 @@
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var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
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var/corpseidicon = null //For setting it to be a gold, silver, CentCom etc ID
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<<<<<<< HEAD
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var/corpsesensormode = 0 //CHOMPAdd - For setting the suit sensors of a corpse. Default to 0 so we don't annoy medbay.
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=======
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var/corpsesynthtype = 0 // 0 for organic, 1 for drone, 2 for posibrain
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var/corpsesynthbrand = "Unbranded"
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>>>>>>> a4f47f02f1... Merge pull request #14730 from Heroman3003/synthmob
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/obj/effect/landmark/mobcorpse/New()
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createCorpse()
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/obj/effect/landmark/mobcorpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
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var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
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M.real_name = src.name
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M.real_name = generateCorpseName()
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M.set_stat(DEAD) //Kills the new mob
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if(corpsesynthtype > 0)
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to_world("Synth")
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if(!corpsesynthbrand)
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corpsesynthbrand = "Unbranded"
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for(var/obj/item/organ/external/O in M.organs)
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switch(corpsesynthtype)
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if(1)
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O.digitize(corpsesynthbrand)
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if(2)
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O.robotize(corpsesynthbrand)
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if(src.corpseuniform)
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M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
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if(M.w_uniform)
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@@ -84,7 +99,8 @@
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delete_me = 1
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qdel(src)
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/obj/effect/landmark/mobcorpse/proc/generateCorpseName()
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return name
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//List of different corpse types
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