mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
@@ -55,4 +55,5 @@
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#define TRAIT_PRODUCT_COLOUR 35
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#define TRAIT_BIOLUM 36
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#define TRAIT_BIOLUM_COLOUR 37
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#define TRAIT_IMMUTABLE 38
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#define TRAIT_IMMUTABLE 38
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#define TRAIT_FLESH_COLOUR 39
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@@ -194,9 +194,11 @@
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else if(seed.chems)
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if(istype(W,/obj/item/weapon/material/hatchet) && !isnull(seed.chems["woodpulp"]))
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user.show_message("<span class='notice'>You make planks out of \the [src]!</span>", 1)
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var/flesh_colour = seed.get_trait(TRAIT_FLESH_COLOUR)
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if(!flesh_colour) flesh_colour = seed.get_trait(TRAIT_PRODUCT_COLOUR)
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for(var/i=0,i<2,i++)
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var/obj/item/stack/material/wood/NG = new (user.loc)
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NG.color = seed.get_trait(TRAIT_PRODUCT_COLOUR)
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if(flesh_colour) NG.color = flesh_colour
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for (var/obj/item/stack/material/wood/G in user.loc)
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if(G==NG)
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continue
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@@ -221,6 +223,15 @@
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new /obj/item/weapon/reagent_containers/food/snacks/soydope(get_turf(src))
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qdel(src)
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return
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else if(seed.get_trait(TRAIT_FLESH_COLOUR))
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user << "You slice up \the [src]."
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var/slices = rand(3,5)
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var/reagents_to_transfer = round(reagents.total_volume/slices)
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for(var/i=i;i<=slices;i++)
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var/obj/item/weapon/reagent_containers/food/snacks/fruit_slice/F = new(get_turf(src),seed)
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if(reagents_to_transfer) reagents.trans_to_obj(F,reagents_to_transfer)
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qdel(src)
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return
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..()
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/obj/item/weapon/reagent_containers/food/snacks/grown/attack(var/mob/living/carbon/M, var/mob/user, var/def_zone)
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@@ -301,9 +312,11 @@
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if(seed.kitchen_tag == "grass")
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user.show_message("<span class='notice'>You make a grass tile out of \the [src]!</span>", 1)
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var/flesh_colour = seed.get_trait(TRAIT_FLESH_COLOUR)
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if(!flesh_colour) flesh_colour = seed.get_trait(TRAIT_PRODUCT_COLOUR)
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for(var/i=0,i<2,i++)
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var/obj/item/stack/tile/grass/G = new (user.loc)
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G.color = seed.get_trait(TRAIT_PRODUCT_COLOUR)
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if(flesh_colour) G.color = flesh_colour
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for (var/obj/item/stack/tile/grass/NG in user.loc)
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if(G==NG)
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continue
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@@ -358,3 +371,35 @@
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/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiavulgaris
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plantname = "ambrosia"
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/obj/item/weapon/reagent_containers/food/snacks/fruit_slice
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name = "fruit slice"
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desc = "A slice of some tasty fruit."
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icon = 'icons/obj/hydroponics_misc.dmi'
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icon_state = ""
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var/list/fruit_icon_cache = list()
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/obj/item/weapon/reagent_containers/food/snacks/fruit_slice/New(var/newloc, var/datum/seed/S)
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..(newloc)
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// Need to go through and make a general image caching controller. Todo.
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if(!istype(S))
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qdel(src)
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return
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name = "[S.seed_name] slice"
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desc = "A slice of \a [S.seed_name]. Tasty, probably."
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var/rind_colour = S.get_trait(TRAIT_PRODUCT_COLOUR)
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var/flesh_colour = S.get_trait(TRAIT_FLESH_COLOUR)
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if(!flesh_colour) flesh_colour = rind_colour
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if(!fruit_icon_cache["rind-[rind_colour]"])
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var/image/I = image(icon,"fruit_rind")
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I.color = rind_colour
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fruit_icon_cache["rind-[rind_colour]"] = I
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overlays |= fruit_icon_cache["rind-[rind_colour]"]
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if(!fruit_icon_cache["slice-[rind_colour]"])
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var/image/I = image(icon,"fruit_slice")
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I.color = flesh_colour
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fruit_icon_cache["slice-[rind_colour]"] = I
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overlays |= fruit_icon_cache["slice-[rind_colour]"]
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@@ -169,8 +169,9 @@
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if(get_trait(TRAIT_BIOLUM_COLOUR))
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clr = get_trait(TRAIT_BIOLUM_COLOUR)
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splat.set_light(get_trait(TRAIT_BIOLUM), l_color = clr)
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if(get_trait(TRAIT_PRODUCT_COLOUR))
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splat.color = get_trait(TRAIT_PRODUCT_COLOUR)
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var/flesh_colour = get_trait(TRAIT_FLESH_COLOUR)
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if(!flesh_colour) flesh_colour = get_trait(TRAIT_PRODUCT_COLOUR)
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if(flesh_colour) splat.color = get_trait(TRAIT_PRODUCT_COLOUR)
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if(chems)
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for(var/mob/living/M in T.contents)
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@@ -635,7 +636,7 @@
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if(GENE_STRUCTURE)
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traits_to_copy = list(TRAIT_PLANT_ICON,TRAIT_PRODUCT_ICON,TRAIT_HARVEST_REPEAT)
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if(GENE_FRUIT)
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traits_to_copy = list(TRAIT_STINGS,TRAIT_EXPLOSIVE,TRAIT_JUICY)
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traits_to_copy = list(TRAIT_STINGS,TRAIT_EXPLOSIVE,TRAIT_FLESH_COLOUR,TRAIT_JUICY)
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if(GENE_SPECIAL)
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traits_to_copy = list(TRAIT_TELEPORTING)
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@@ -244,6 +244,7 @@
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set_trait(TRAIT_PRODUCT_ICON,"apple")
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set_trait(TRAIT_PRODUCT_COLOUR,"#FF540A")
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set_trait(TRAIT_PLANT_ICON,"tree2")
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set_trait(TRAIT_FLESH_COLOUR,"#E8E39B")
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/datum/seed/apple/poison
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name = "poisonapple"
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@@ -804,6 +805,7 @@
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set_trait(TRAIT_PRODUCT_COLOUR,"#326B30")
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set_trait(TRAIT_PLANT_COLOUR,"#257522")
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set_trait(TRAIT_PLANT_ICON,"vine2")
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set_trait(TRAIT_FLESH_COLOUR,"#F22C2C")
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/datum/seed/pumpkin
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name = "pumpkin"
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@@ -842,6 +844,7 @@
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set_trait(TRAIT_PRODUCT_ICON,"treefruit")
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set_trait(TRAIT_PRODUCT_COLOUR,"#3AF026")
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set_trait(TRAIT_PLANT_ICON,"tree")
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set_trait(TRAIT_FLESH_COLOUR,"#3AF026")
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/datum/seed/citrus/lemon
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name = "lemon"
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@@ -854,6 +857,7 @@
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..()
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set_trait(TRAIT_PRODUCES_POWER,1)
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set_trait(TRAIT_PRODUCT_COLOUR,"#F0E226")
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set_trait(TRAIT_FLESH_COLOUR,"#F0E226")
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/datum/seed/citrus/orange
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name = "orange"
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@@ -865,6 +869,7 @@
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/datum/seed/citrus/orange/New()
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..()
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set_trait(TRAIT_PRODUCT_COLOUR,"#FFC20A")
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set_trait(TRAIT_FLESH_COLOUR,"#FFC20A")
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/datum/seed/grass
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name = "grass"
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@@ -196,16 +196,19 @@
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layer = 3
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density = 0
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/obj/effect/plant/proc/calc_dir(turf/location = loc)
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/obj/effect/plant/proc/calc_dir()
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set background = 1
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var/turf/T = get_turf(src)
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if(!istype(T)) return
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var/direction = 16
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for(var/wallDir in cardinal)
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var/turf/newTurf = get_step(location,wallDir)
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var/turf/newTurf = get_step(T,wallDir)
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if(newTurf.density)
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direction |= wallDir
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for(var/obj/effect/plant/shroom in location)
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for(var/obj/effect/plant/shroom in T.contents)
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if(shroom == src)
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continue
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if(shroom.floor) //special
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@@ -47,6 +47,19 @@
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return 0
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..(S,tamount,1)
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/obj/item/stack/material/attack_self(var/mob/user)
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if(!material.build_windows(user, src))
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..()
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/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
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if(istype(W,/obj/item/stack/cable_coil))
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material.build_wired_product(user, W, src)
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return
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else if(istype(W, /obj/item/stack/rods))
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material.build_rod_product(user, W, src)
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return
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return ..()
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/obj/item/stack/material/iron
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name = "iron"
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icon_state = "sheet-silver"
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@@ -75,7 +88,7 @@
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default_type = "phoron"
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/obj/item/stack/material/plastic
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name = "Plastic"
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name = "plastic"
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icon_state = "sheet-plastic"
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default_type = "plastic"
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@@ -151,3 +164,27 @@
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singular_name = "leather piece"
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icon_state = "sheet-leather"
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default_type = "leather"
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/obj/item/stack/material/glass
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name = "glass"
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singular_name = "glass sheet"
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icon_state = "sheet-glass"
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default_type = "glass"
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/obj/item/stack/material/glass/reinforced
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name = "reinforced glass"
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singular_name = "reinforced glass sheet"
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icon_state = "sheet-rglass"
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default_type = "reinforced glass"
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/obj/item/stack/material/glass/phoronglass
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name = "phoron glass"
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singular_name = "phoron glass sheet"
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icon_state = "sheet-phoronglass"
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default_type = "phoron glass"
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/obj/item/stack/material/glass/phoronrglass
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name = "reinforced phoron glass"
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singular_name = "reinforced phoron glass sheet"
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icon_state = "sheet-phoronrglass"
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default_type = "reinforced phoron glass"
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@@ -13,20 +13,26 @@
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matter = null
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/obj/item/stack/material/cyborg/plastic
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icon_state = "sheet-plastic"
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default_type = "plastic"
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/obj/item/stack/material/cyborg/steel
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icon_state = "sheet-metal"
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default_type = "steel"
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/obj/item/stack/material/cyborg/plasteel
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icon_state = "sheet-plasteel"
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default_type = "plasteel"
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/obj/item/stack/material/cyborg/wood
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icon_state = "sheet-wood"
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default_type = "wood"
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/obj/item/stack/material/cyborg/glass
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icon_state = "sheet-glass"
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default_type = "glass"
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/obj/item/stack/material/cyborg/glass/reinforced
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icon_state = "sheet-rglass"
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default_type = "reinforced glass"
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charge_costs = list(500, 1000)
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@@ -77,6 +77,12 @@ var/list/name_to_material
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var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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var/created_window
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var/rod_product
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var/wire_product
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var/list/window_options = list()
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// Damage values.
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var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
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var/weight = 20 // Determines blunt damage/throwforce for weapons.
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@@ -90,6 +96,37 @@ var/list/name_to_material
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// Wallrot crumble message.
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var/rotting_touch_message = "crumbles under your touch"
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// Placeholders for light tiles and rglass.
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/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
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if(!rod_product)
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user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
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return
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if(used_stack.get_amount() < 1 || target_stack.get_amount() < 1)
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user << "<span class='warning'>You need one rod and one sheet of [display_name] to make anything useful.</span>"
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return
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used_stack.use(1)
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target_stack.use(1)
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var/obj/item/stack/S = new rod_product(get_turf(user))
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S.add_fingerprint(user)
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S.add_to_stacks(user)
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if(!(user.l_hand && user.r_hand))
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user.put_in_hands(S)
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/material/proc/build_wired_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
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if(!wire_product)
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user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
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return
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||||
if(used_stack.get_amount() < 5 || target_stack.get_amount() < 1)
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user << "<span class='warning'>You need five wires and one sheet of [display_name] to make anything useful.</span>"
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return
|
||||
|
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used_stack.use(5)
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target_stack.use(1)
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user << "<span class='notice'>You attach wire to the [name].</span>"
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var/obj/item/product = new wire_product(get_turf(user))
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if(!(user.l_hand && user.r_hand))
|
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user.put_in_hands(product)
|
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|
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// Make sure we have a display name and shard icon even if they aren't explicitly set.
|
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/material/New()
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..()
|
||||
@@ -100,6 +137,10 @@ var/list/name_to_material
|
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if(!shard_icon)
|
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shard_icon = shard_type
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||||
|
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// This is a placeholder for proper integration of windows/windoors into the system.
|
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/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
|
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return 0
|
||||
|
||||
// Weapons handle applying a divisor for this value locally.
|
||||
/material/proc/get_blunt_damage()
|
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return weight //todo
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||||
@@ -273,7 +314,7 @@ var/list/name_to_material
|
||||
hardness = 80
|
||||
weight = 23
|
||||
stack_origin_tech = "materials=2"
|
||||
composite_material = list() //todo
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = 3750, "platinum" = 3750) //todo
|
||||
|
||||
/material/glass
|
||||
name = "glass"
|
||||
@@ -288,21 +329,82 @@ var/list/name_to_material
|
||||
weight = 15
|
||||
door_icon_base = "stone"
|
||||
destruction_desc = "shatters"
|
||||
window_options = list("One Direction", "Full Window")
|
||||
created_window = /obj/structure/window/basic
|
||||
wire_product = /obj/item/stack/light_w
|
||||
rod_product = /obj/item/stack/material/glass/reinforced
|
||||
|
||||
/material/glass/phoron
|
||||
name = "phoron glass"
|
||||
stack_type = /obj/item/stack/material/glass/phoronglass
|
||||
flags = MATERIAL_BRITTLE
|
||||
ignition_point = 300
|
||||
integrity = 200 // idk why but phoron windows are strong, so.
|
||||
icon_colour = "#FC2BC5"
|
||||
stack_origin_tech = "materials=3;phorontech=2"
|
||||
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
|
||||
|
||||
/material/glass/phoron/reinforced
|
||||
name = "reinforced phoron glass"
|
||||
stack_type = /obj/item/stack/material/glass/phoronrglass
|
||||
stack_origin_tech = "materials=4;phorontech=2"
|
||||
composite_material = list() //todo
|
||||
if(!user || !used_stack || !created_window || !window_options.len)
|
||||
return 0
|
||||
|
||||
if(!user.IsAdvancedToolUser())
|
||||
user << "<span class='warning'>This task is too complex for your clumsy hands.</span>"
|
||||
return 1
|
||||
|
||||
var/turf/T = user.loc
|
||||
if(!istype(T))
|
||||
user << "<span class='warning'>You must be standing on open flooring to build a window.</span>"
|
||||
return 1
|
||||
|
||||
var/title = "Sheet-[used_stack.name] ([used_stack.get_amount()] sheet\s left)"
|
||||
var/choice = input(title, "What would you like to construct?") as null|anything in window_options
|
||||
|
||||
if(!choice || !used_stack || !user || used_stack.loc != user || user.stat || user.loc != T)
|
||||
return 1
|
||||
|
||||
// Get data for building windows here.
|
||||
var/list/possible_directions = cardinal.Copy()
|
||||
var/window_count = 0
|
||||
for (var/obj/structure/window/check_window in user.loc)
|
||||
window_count++
|
||||
possible_directions -= check_window.dir
|
||||
|
||||
// Get the closest available dir to the user's current facing.
|
||||
var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
|
||||
var/failed_to_build
|
||||
|
||||
if(window_count >= 4)
|
||||
failed_to_build = 1
|
||||
else
|
||||
if(choice in list("One Direction","Windoor"))
|
||||
if(possible_directions.len)
|
||||
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
||||
if(direction in possible_directions)
|
||||
build_dir = direction
|
||||
break
|
||||
else
|
||||
failed_to_build = 1
|
||||
if(!failed_to_build && choice == "Windoor")
|
||||
if(!is_reinforced())
|
||||
user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
|
||||
return
|
||||
if((locate(/obj/structure/windoor_assembly) in T.contents) || (locate(/obj/machinery/door/window) in T.contents))
|
||||
failed_to_build = 1
|
||||
if(failed_to_build)
|
||||
user << "<span class='warning'>There is no room in this location.</span>"
|
||||
return 1
|
||||
|
||||
var/build_path = /obj/structure/windoor_assembly
|
||||
var/sheets_needed = 4
|
||||
if(choice == "Windoor")
|
||||
sheets_needed = 5
|
||||
build_dir = user.dir
|
||||
else
|
||||
build_path = created_window
|
||||
|
||||
if(used_stack.get_amount() < sheets_needed)
|
||||
user << "<span class='warning'>You need at least [sheets_needed] sheets to build this.</span>"
|
||||
return 1
|
||||
|
||||
// Build the structure and update sheet count etc.
|
||||
used_stack.use(sheets_needed)
|
||||
new build_path(T, build_dir, 1)
|
||||
return 1
|
||||
|
||||
/material/glass/proc/is_reinforced()
|
||||
return (hardness > 35) //todo
|
||||
|
||||
/material/glass/reinforced
|
||||
name = "reinforced glass"
|
||||
@@ -316,7 +418,32 @@ var/list/name_to_material
|
||||
hardness = 40
|
||||
weight = 30
|
||||
stack_origin_tech = "materials=2"
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
|
||||
window_options = list("One Direction", "Full Window", "Windoor")
|
||||
created_window = /obj/structure/window/reinforced
|
||||
wire_product = null
|
||||
rod_product = null
|
||||
|
||||
/material/glass/phoron
|
||||
name = "phoron glass"
|
||||
stack_type = /obj/item/stack/material/glass/phoronglass
|
||||
flags = MATERIAL_BRITTLE
|
||||
ignition_point = 300
|
||||
integrity = 200 // idk why but phoron windows are strong, so.
|
||||
icon_colour = "#FC2BC5"
|
||||
stack_origin_tech = "materials=3;phorontech=2"
|
||||
created_window = /obj/structure/window/phoronbasic
|
||||
wire_product = null
|
||||
rod_product = /obj/item/stack/material/glass/phoronrglass
|
||||
|
||||
/material/glass/phoron/reinforced
|
||||
name = "reinforced phoron glass"
|
||||
stack_type = /obj/item/stack/material/glass/phoronrglass
|
||||
stack_origin_tech = "materials=4;phorontech=2"
|
||||
composite_material = list() //todo
|
||||
created_window = /obj/structure/window/phoronreinforced
|
||||
hardness = 40
|
||||
rod_product = null
|
||||
|
||||
/material/plastic
|
||||
name = "plastic"
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
cultnet.updateVisibility(src, 0)
|
||||
|
||||
/mob/living/death(gibbed, deathmessage="seizes up and falls limp...")
|
||||
if(..())
|
||||
if(..(gibbed, deathmessage))
|
||||
// If true, the mob went from living to dead (assuming everyone has been overriding as they should...)
|
||||
cultnet.updateVisibility(src)
|
||||
|
||||
|
||||
@@ -60,6 +60,7 @@
|
||||
src.searching = 0
|
||||
src.brainmob.mind = candidate.mind
|
||||
src.brainmob.ckey = candidate.ckey
|
||||
src.brainmob.mind.reset()
|
||||
src.name = "positronic brain ([src.brainmob.name])"
|
||||
src.brainmob << "<b>You are a positronic brain, brought into existence on [station_name()].</b>"
|
||||
src.brainmob << "<b>As a synthetic intelligence, you answer to all crewmembers, as well as the AI.</b>"
|
||||
|
||||
@@ -295,7 +295,7 @@
|
||||
if(!O.force)
|
||||
visible_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
|
||||
return
|
||||
|
||||
|
||||
if(O.force > resistance)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
@@ -306,8 +306,8 @@
|
||||
adjustBruteLoss(damage)
|
||||
else
|
||||
usr << "<span class='danger>This weapon is ineffective, it does no damage.</span>"
|
||||
|
||||
visible_message("<span class='danger>[src] has been attacked with the [O] by [user].</span>")
|
||||
|
||||
visible_message("<span class='danger'>\The [src] has been attacked with the [O] by [user].</span>")
|
||||
user.do_attack_animation(src)
|
||||
|
||||
/mob/living/simple_animal/movement_delay()
|
||||
@@ -327,10 +327,10 @@
|
||||
if(statpanel("Status") && show_stat_health)
|
||||
stat(null, "Health: [round((health / maxHealth) * 100)]%")
|
||||
|
||||
/mob/living/simple_animal/death(gibbed, deathmessage="")
|
||||
/mob/living/simple_animal/death(gibbed, deathmessage = "dies!")
|
||||
icon_state = icon_dead
|
||||
density = 0
|
||||
return ..()
|
||||
return ..(gibbed,deathmessage)
|
||||
|
||||
/mob/living/simple_animal/ex_act(severity)
|
||||
if(!blinded)
|
||||
|
||||
@@ -362,7 +362,8 @@
|
||||
return
|
||||
|
||||
M.key = key
|
||||
// M.Login() //wat
|
||||
if(M.mind)
|
||||
M.mind.reset()
|
||||
return
|
||||
|
||||
/client/verb/changes()
|
||||
|
||||
Reference in New Issue
Block a user