Missing files added

This commit is contained in:
RavingManiac
2015-02-04 20:40:39 +08:00
parent 38d62a278a
commit 8bc85c6bca
2 changed files with 807 additions and 0 deletions

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var/global/list/holodeck_programs = list(
"emptycourt" = /area/holodeck/source_emptycourt, \
"boxingcourt" = /area/holodeck/source_boxingcourt, \
"basketball" = /area/holodeck/source_basketball, \
"thunderdomecourt" = /area/holodeck/source_thunderdomecourt, \
"beach" = /area/holodeck/source_beach, \
"desert" = /area/holodeck/source_desert, \
"space" = /area/holodeck/source_space, \
"picnicarea" = /area/holodeck/source_picnicarea, \
"snowfield" = /area/holodeck/source_snowfield, \
"theatre" = /area/holodeck/source_theatre, \
"meetinghall" = /area/holodeck/source_meetinghall, \
"courtroom" = /area/holodeck/source_courtroom, \
"burntest" = /area/holodeck/source_burntest, \
"wildlifecarp" = /area/holodeck/source_wildlife, \
"turnoff" = /area/holodeck/source_plating \
)
/obj/machinery/computer/HolodeckControl
name = "holodeck control console"
desc = "A computer used to control a nearby holodeck."
icon_state = "holocontrol"
use_power = 1
active_power_usage = 8000 //8kW for the scenery + 500W per holoitem
var/item_power_usage = 500
var/area/linkedholodeck = null
var/area/target = null
var/active = 0
var/list/holographic_items = list()
var/list/holographic_mobs = list()
var/damaged = 0
var/safety_disabled = 0
var/mob/last_to_emag = null
var/last_change = 0
var/last_gravity_change = 0
var/list/supported_programs = list( \
"Empty Court" = "emptycourt", \
"Basketball Court" = "basketball", \
"Thunderdome Court" = "thunderdomecourt", \
"Boxing Ring"="boxingcourt", \
"Beach" = "beach", \
"Desert" = "desert", \
"Space" = "space", \
"Picnic Area" = "picnicarea", \
"Snow Field" = "snowfield", \
"Theatre" = "theatre", \
"Meeting Hall" = "meetinghall", \
"Courtroom" = "courtroom" \
)
var/list/restricted_programs = list("Atmospheric Burn Simulation" = "burntest", "Wildlife Simulation" = "wildlifecarp")
/obj/machinery/computer/HolodeckControl/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/HolodeckControl/attack_hand(var/mob/user as mob)
if(..())
return
user.set_machine(src)
var/dat
dat += "<B>Holodeck Control System</B><BR>"
dat += "<HR>Current Loaded Programs:<BR>"
for(var/prog in supported_programs)
dat += "<A href='?src=\ref[src];program=[supported_programs[prog]]'>([prog])</A><BR>"
dat += "<BR>"
dat += "<A href='?src=\ref[src];program=turnoff'>(Turn Off)</A><BR>"
dat += "<BR>"
dat += "Please ensure that only holographic weapons are used in the holodeck if a combat simulation has been loaded.<BR>"
if(issilicon(user))
dat += "<BR>"
if(safety_disabled)
if (emagged)
dat += "<font color=red><b>ERROR</b>: Cannot re-enable Safety Protocols.</font><BR>"
else
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=green>Re-Enable Safety Protocols?</font>)</A><BR>"
else
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=red>Override Safety Protocols?</font>)</A><BR>"
dat += "<BR>"
if(safety_disabled)
for(var/prog in restricted_programs)
dat += "<A href='?src=\ref[src];program=[restricted_programs[prog]]'>(<font color=red>Begin [prog]</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
dat += "Safety Protocols are <font color=red> DISABLED </font><BR>"
else
dat += "Safety Protocols are <font color=green> ENABLED </font><BR>"
if(linkedholodeck.has_gravity)
dat += "Gravity is <A href='?src=\ref[src];gravity=1'><font color=green>(ON)</font></A><BR>"
else
dat += "Gravity is <A href='?src=\ref[src];gravity=1'><font color=blue>(OFF)</font></A><BR>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/HolodeckControl/Topic(href, href_list)
if(..())
return
if((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.set_machine(src)
if(href_list["program"])
var/prog = href_list["program"]
if(prog in holodeck_programs)
target = locate(holodeck_programs[prog])
if(target)
loadProgram(target)
else if(href_list["AIoverride"])
if(!issilicon(usr))
return
if(safety_disabled && emagged)
return //if a traitor has gone through the trouble to emag the thing, let them keep it.
safety_disabled = !safety_disabled
update_projections()
if(safety_disabled)
message_admins("[key_name_admin(usr)] overrode the holodeck's safeties")
log_game("[key_name(usr)] overrided the holodeck's safeties")
else
message_admins("[key_name_admin(usr)] restored the holodeck's safeties")
log_game("[key_name(usr)] restored the holodeck's safeties")
else if(href_list["gravity"])
toggleGravity(linkedholodeck)
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/card/emag))
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
last_to_emag = user //emag again to change the owner
if (!emagged)
emagged = 1
safety_disabled = 1
update_projections()
user << "<span class='notice'>You vastly increase projector power and override the safety and security protocols.</span>"
user << "Warning. Automatic shutoff and derezing protocols have been corrupted. Please call Nanotrasen maintenance and do not use the simulator."
log_game("[key_name(usr)] emagged the Holodeck Control Computer")
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/proc/update_projections()
if (safety_disabled)
item_power_usage = 2500
for(var/obj/item/weapon/holo/esword/H in linkedholodeck)
H.damtype = BRUTE
else
item_power_usage = initial(item_power_usage)
for(var/obj/item/weapon/holo/esword/H in linkedholodeck)
H.damtype = initial(H.damtype)
for(var/mob/living/simple_animal/hostile/carp/holodeck/C in holographic_mobs)
C.set_safety(!safety_disabled)
if (last_to_emag)
C.friends = list(last_to_emag)
/obj/machinery/computer/HolodeckControl/New()
..()
linkedholodeck = locate(/area/holodeck/alphadeck)
//if(linkedholodeck)
// target = locate(/area/holodeck/source_emptycourt)
// if(target)
// loadProgram(target)
//This could all be done better, but it works for now.
/obj/machinery/computer/HolodeckControl/Del()
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/meteorhit(var/obj/O as obj)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/emp_act(severity)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/ex_act(severity)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/blob_act()
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/power_change()
var/oldstat
..()
if (stat != oldstat && active && (stat & NOPOWER))
emergencyShutdown()
/obj/machinery/computer/HolodeckControl/process()
for(var/item in holographic_items) // do this first, to make sure people don't take items out when power is down.
if(!(get_turf(item) in linkedholodeck))
derez(item, 0)
if (!safety_disabled)
for(var/mob/living/simple_animal/hostile/carp/holodeck/C in holographic_mobs)
if (get_area(C.loc) != linkedholodeck)
holographic_mobs -= C
C.derez()
if(!..())
return
if(active)
use_power(item_power_usage * (holographic_items.len + holographic_mobs.len))
if(!checkInteg(linkedholodeck))
damaged = 1
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
active = 0
use_power = 1
for(var/mob/M in range(10,src))
M.show_message("The holodeck overloads!")
for(var/turf/T in linkedholodeck)
if(prob(30))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
T.ex_act(3)
T.hotspot_expose(1000,500,1)
/obj/machinery/computer/HolodeckControl/proc/derez(var/obj/obj , var/silent = 1)
holographic_items.Remove(obj)
if(obj == null)
return
if(isobj(obj))
var/mob/M = obj.loc
if(ismob(M))
M.u_equip(obj)
M.update_icons() //so their overlays update
if(!silent)
var/obj/oldobj = obj
visible_message("The [oldobj.name] fades away!")
del(obj)
/obj/machinery/computer/HolodeckControl/proc/checkInteg(var/area/A)
for(var/turf/T in A)
if(istype(T, /turf/space))
return 0
return 1
//Why is it called toggle if it doesn't toggle?
/obj/machinery/computer/HolodeckControl/proc/togglePower(var/toggleOn = 0)
if(toggleOn)
var/area/targetsource = locate(/area/holodeck/source_emptycourt)
holographic_items = targetsource.copy_contents_to(linkedholodeck)
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1)
active = 1
use_power = 2
else
for(var/item in holographic_items)
derez(item)
if(!linkedholodeck.has_gravity)
linkedholodeck.gravitychange(1,linkedholodeck)
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
use_power = 1
/obj/machinery/computer/HolodeckControl/proc/loadProgram(var/area/A)
if(world.time < (last_change + 25))
if(world.time < (last_change + 15))//To prevent super-spam clicking, reduced process size and annoyance -Sieve
return
for(var/mob/M in range(3,src))
M.show_message("\b ERROR. Recalibrating projection apparatus.")
last_change = world.time
return
last_change = world.time
active = 1
use_power = 2
for(var/item in holographic_items)
derez(item)
for(var/mob/living/simple_animal/hostile/carp/holodeck/C in holographic_mobs)
holographic_mobs -= C
C.derez()
for(var/obj/effect/decal/cleanable/blood/B in linkedholodeck)
del(B)
holographic_items = A.copy_contents_to(linkedholodeck , 1)
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1)
if(L.name=="Holocarp Spawn")
holographic_mobs += new /mob/living/simple_animal/hostile/carp/holodeck(L.loc)
if(L.name=="Holocarp Spawn Random")
if (prob(4)) //With 4 spawn points, carp should only appear 15% of the time.
holographic_mobs += new /mob/living/simple_animal/hostile/carp/holodeck(L.loc)
update_projections()
/obj/machinery/computer/HolodeckControl/proc/toggleGravity(var/area/A)
if(world.time < (last_gravity_change + 25))
if(world.time < (last_gravity_change + 15))//To prevent super-spam clicking
return
for(var/mob/M in range(3,src))
M.show_message("\b ERROR. Recalibrating gravity field.")
last_change = world.time
return
last_gravity_change = world.time
active = 1
use_power = 1
if(A.has_gravity)
A.gravitychange(0,A)
else
A.gravitychange(1,A)
/obj/machinery/computer/HolodeckControl/proc/emergencyShutdown()
//Get rid of any items
for(var/item in holographic_items)
derez(item)
for(var/mob/living/simple_animal/hostile/carp/holodeck/C in holographic_mobs)
holographic_mobs -= C
C.derez()
//Turn it back to the regular non-holographic room
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
if(!linkedholodeck.has_gravity)
linkedholodeck.gravitychange(1,linkedholodeck)
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
use_power = 1

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// Holographic Items!
/turf/simulated/floor/holofloor/
thermal_conductivity = 0
/turf/simulated/floor/holofloor/grass
name = "Lush Grass"
icon_state = "grass1"
floor_type = /obj/item/stack/tile/grass
New()
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
/turf/simulated/floor/holofloor/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
icon_state = "0"
/turf/simulated/floor/holofloor/space/New()
icon_state = "[((x + y) ^ ~(x * y) + z) % 25]"
/turf/simulated/floor/holofloor/desert
name = "desert sand"
desc = "Uncomfortably gritty for a hologram."
icon_state = "asteroid"
/turf/simulated/floor/holofloor/desert/New()
..()
if(prob(10))
overlays += "asteroid[rand(0,9)]"
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/obj/structure/table/holotable
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/structures.dmi'
icon_state = "table"
density = 1
anchored = 1.0
layer = 2.8
throwpass = 1 //You can throw objects over this, despite it's density.
/obj/structure/table/holotable/attack_hand(mob/user as mob)
return // HOLOTABLE DOES NOT GIVE A FUCK
/obj/structure/table/holotable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
user << "It's a holotable! There are no bolts!"
return
if(isrobot(user))
return
..()
/obj/structure/table/woodentable/holotable
name = "table"
desc = "A square piece of wood standing on four wooden legs. It can not move."
icon = 'icons/obj/structures.dmi'
icon_state = "wood_table"
/obj/structure/holostool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/objects.dmi'
icon_state = "stool"
anchored = 1.0
pressure_resistance = 15
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
/obj/structure/window/reinforced/holowindow/Del()
..()
/obj/structure/window/reinforced/holowindow/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(istype(G.affecting,/mob/living))
var/mob/living/M = G.affecting
var/state = G.state
del(W) //gotta delete it here because if window breaks, it won't get deleted
switch (state)
if(1)
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
M.apply_damage(7)
hit(10)
if(2)
M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
if (prob(50))
M.Weaken(1)
M.apply_damage(10)
hit(25)
if(3)
M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
M.Weaken(5)
M.apply_damage(20)
hit(50)
return
if(W.flags & NOBLUDGEON) return
if(istype(W, /obj/item/weapon/screwdriver))
user << ("<span class='notice'>It's a holowindow, you can't unfasten it!</span>")
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
user << ("<span class='notice'>It's a holowindow, you can't pry it!</span>")
else if(istype(W, /obj/item/weapon/wrench) && !anchored && (!state || !reinf))
user << ("<span class='notice'>It's a holowindow, you can't dismantle it!</span>")
else
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
if(health <= 7)
anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/reinforced/holowindow/shatter(var/display_message = 1)
playsound(src, "shatter", 70, 1)
if(display_message)
visible_message("[src] fades away as it shatters!")
del(src)
return
/obj/structure/window/reinforced/holowindow/disappearing/Del()
..()
/obj/machinery/door/window/holowindoor/Del()
..()
/obj/machinery/door/window/holowindoor/attackby(obj/item/weapon/I as obj, mob/user as mob)
if (src.operating == 1)
return
if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("\red <B>[src] was hit by [I].</B>")
if(I.damtype == BRUTE || I.damtype == BURN)
take_damage(aforce)
return
src.add_fingerprint(user)
if (!src.requiresID())
user = null
if (src.allowed(user))
if (src.density)
open()
else
close()
else if (src.density)
flick(text("[]deny", src.base_state), src)
return
/obj/machinery/door/window/holowindoor/shatter(var/display_message = 1)
src.density = 0
playsound(src, "shatter", 70, 1)
if(display_message)
visible_message("[src] fades away as it shatters!")
del(src)
/obj/structure/stool/bed/chair/holochair/Del()
..()
/obj/structure/stool/bed/chair/holochair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
user << ("<span class='notice'>It's a holochair, you can't dismantle it!</span>")
return
/obj/item/weapon/holo
damtype = HALLOSS
/obj/item/weapon/holo/esword
desc = "May the force be within you. Sorta."
icon_state = "sword0"
force = 3.0
throw_speed = 1
throw_range = 5
throwforce = 0
w_class = 2.0
flags = NOSHIELD | NOBLOODY
var/active = 0
/obj/item/weapon/holo/esword/green
New()
item_color = "green"
/obj/item/weapon/holo/esword/red
New()
item_color = "red"
/obj/item/weapon/holo/esword/IsShield()
if(active)
return 1
return 0
/obj/item/weapon/holo/esword/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/holo/esword/New()
item_color = pick("red","blue","green","purple")
/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
icon_state = "sword[item_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>[src] is now active.</span>"
else
force = 3
icon_state = "sword0"
w_class = 2
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "<span class='notice'>[src] can now be concealed.</span>"
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
//BASKETBALL OBJECTS
/obj/item/weapon/beach_ball/holoball
icon = 'icons/obj/basketball.dmi'
icon_state = "basketball"
name = "basketball"
item_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = 4 //Stops people from hiding it in their bags/pockets
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, Shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
throwpass = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state<2)
user << "<span class='warning'>You need a better grip to do that!</span>"
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
visible_message("<span class='warning'>[G.assailant] dunks [G.affecting] into the [src]!</span>", 3)
del(W)
return
else if (istype(W, /obj/item) && get_dist(src,user)<2)
user.drop_item(src)
visible_message("<span class='notice'>[user] dunks [W] into the [src]!</span>", 3)
return
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(50))
I.loc = src.loc
visible_message("<span class='notice'>Swish! \the [I] lands in \the [src].</span>", 3)
else
visible_message("<span class='warning'>\The [I] bounces off of \the [src]'s rim!</span>", 3)
return 0
else
return ..(mover, target, height, air_group)
/obj/machinery/readybutton
name = "Ready Declaration Device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'icons/obj/monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
user << "The station AI is not to interact with these devices!"
return
/obj/machinery/readybutton/New()
..()
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
user << "The device is a solid button, there's nothing you can do with it!"
/obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
user << "This device is not powered."
return
if(!user.IsAdvancedToolUser())
return 0
currentarea = get_area(src.loc)
if(!currentarea)
del(src)
if(eventstarted)
usr << "The event has already begun!"
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = 1
for(var/obj/structure/window/reinforced/holowindow/disappearing/W in currentarea)
del(W)
for(var/mob/M in currentarea)
M << "FIGHT!"
//Holorack
/obj/structure/table/rack/holorack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/objects.dmi'
icon_state = "rack"
/obj/structure/table/rack/holorack/attack_hand(mob/user as mob)
return
/obj/structure/table/rack/holorack/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
user << "It's a holorack! You can't unwrench it!"
return
//Holocarp
/mob/living/simple_animal/hostile/carp/holodeck
icon = 'icons/mob/AI.dmi'
icon_state = "holo4"
icon_living = "holo4"
icon_dead = "holo4"
icon_gib = null
meat_amount = 0
meat_type = null
/mob/living/simple_animal/hostile/carp/holodeck/proc/set_safety(var/safe)
if (safe)
faction = "neutral"
melee_damage_lower = 0
melee_damage_upper = 0
wall_smash = 0
destroy_surroundings = 0
else
faction = "carp"
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
wall_smash = initial(wall_smash)
destroy_surroundings = initial(destroy_surroundings)
/mob/living/simple_animal/hostile/carp/holodeck/gib()
derez() //holograms can't gib
/mob/living/simple_animal/hostile/carp/holodeck/death()
..()
derez()
/mob/living/simple_animal/hostile/carp/holodeck/proc/derez()
visible_message("<span class='notice'>\The [src] fades away!</span>")
del(src)