mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Parrots:
- Parrots now have absolutely gorgeous sprites thanks to Pewtershmitz - Removed a few "world <<"s that I missed - Fixed parrots picking up their own headset (and duplicating it) - Fixed parrots not properly running away from carbon mobs git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4704 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -33,9 +33,9 @@
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name = "\improper Parrot"
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name = "\improper Parrot"
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desc = "The parrot squacks, \"It's a Parrot! BAWWK!\""
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desc = "The parrot squacks, \"It's a Parrot! BAWWK!\""
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icon = 'icons/mob/animal.dmi'
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icon = 'icons/mob/animal.dmi'
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icon_state = "chick"
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icon_state = "parrot_fly"
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icon_living = "chick"
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icon_living = "parrot_fly"
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icon_dead = "chick_dead"
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icon_dead = "parrot_sit "
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pass_flags = PASSTABLE
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pass_flags = PASSTABLE
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speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
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speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
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@@ -181,13 +181,16 @@
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..()
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..()
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if(client) return
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if(client) return
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if(!stat && M.a_intent == "hurt")
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if(!stat && M.a_intent == "hurt")
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icon_state = "parrot_fly" //It is going to be flying regardless of whether it flees or attacks
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if(parrot_state == PARROT_PERCH)
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_interest = M
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parrot_interest = M
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parrot_state = PARROT_SWOOP //The parrot just got hit, it WILL move, now to pick a direction..
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parrot_state = PARROT_SWOOP //The parrot just got hit, it WILL move, now to pick a direction..
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if(M.getMaxHealth() - M.health < 50) //Weakened mob? Fight back!
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if(M.health < 50) //Weakened mob? Fight back!
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parrot_state |= PARROT_ATTACK
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parrot_state |= PARROT_ATTACK
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else
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else
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parrot_state |= PARROT_FLEE //Otherwise, fly like a bat out of hell!
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parrot_state |= PARROT_FLEE //Otherwise, fly like a bat out of hell!
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@@ -204,12 +207,14 @@
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/mob/living/simple_animal/parrot/attack_animal(mob/living/simple_animal/M as mob)
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/mob/living/simple_animal/parrot/attack_animal(mob/living/simple_animal/M as mob)
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if(client) return
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if(client) return
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if(parrot_state == PARROT_PERCH)
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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if(M.melee_damage_upper > 0)
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if(M.melee_damage_upper > 0)
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parrot_interest = M
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parrot_interest = M
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parrot_state = PARROT_SWOOP | PARROT_ATTACK //Attack other animals regardless
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parrot_state = PARROT_SWOOP | PARROT_ATTACK //Attack other animals regardless
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icon_state = "parrot_fly"
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//Mobs with objects
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//Mobs with objects
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/mob/living/simple_animal/parrot/attackby(var/obj/item/O as obj, var/mob/user as mob)
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/mob/living/simple_animal/parrot/attackby(var/obj/item/O as obj, var/mob/user as mob)
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@@ -221,6 +226,7 @@
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parrot_interest = user
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parrot_interest = user
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parrot_state = PARROT_SWOOP | PARROT_FLEE
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parrot_state = PARROT_SWOOP | PARROT_FLEE
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icon_state = "parrot_fly"
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drop_held_item(0)
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drop_held_item(0)
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return
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return
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@@ -233,6 +239,7 @@
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parrot_interest = null
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parrot_interest = null
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parrot_state = PARROT_WANDER //OWFUCK, Been shot! RUN LIKE HELL!
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parrot_state = PARROT_WANDER //OWFUCK, Been shot! RUN LIKE HELL!
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icon_state = "parrot_fly"
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drop_held_item(0)
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drop_held_item(0)
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return
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return
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@@ -253,44 +260,41 @@
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//Every once in a while, the parrot picks one of the lines from the buffer and replaces an element of the 'speech' list.
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//Every once in a while, the parrot picks one of the lines from the buffer and replaces an element of the 'speech' list.
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//Then it clears the buffer to make sure they dont magically remember something from hours ago.
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//Then it clears the buffer to make sure they dont magically remember something from hours ago.
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if(speech_buffer.len && prob(10))
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if(speech_buffer.len && prob(10))
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// world << "New speech being added!"
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if(speak.len)
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if(speak.len)
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speak.Remove(pick(speak))
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speak.Remove(pick(speak))
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speak.Add(pick(speech_buffer))
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speak.Add(pick(speech_buffer))
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clearlist(speech_buffer)
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clearlist(speech_buffer)
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// world << "State: [parrot_state]"
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//Alright, here we go... down the slope
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//Alright, here we go... down the slope
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//-----SLEEPING
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//-----SLEEPING
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if(parrot_state == PARROT_PERCH)
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if(parrot_state == PARROT_PERCH)
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// world << "Perched"
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if(parrot_perch.loc != src.loc) //Make sure someone hasnt moved our perch on us
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if(parrot_perch.loc != src.loc) //Make sure someone hasnt moved our perch on us
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if(parrot_perch in view(src))
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if(parrot_perch in view(src))
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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icon_state = "parrot_fly"
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return
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return
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else
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else
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parrot_state = PARROT_WANDER
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parrot_state = PARROT_WANDER
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icon_state = "parrot_fly"
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return
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return
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if(--parrot_sleep_dur) //Zzz
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if(--parrot_sleep_dur) //Zzz
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// world << "Perched: sleeping"
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return
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return
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else
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else
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// world << "Perched: looking around"
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parrot_sleep_dur = parrot_sleep_max //This way we only call the loop below once every [sleep_max] ticks.
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parrot_sleep_dur = parrot_sleep_max //This way we only call the loop below once every [sleep_max] ticks.
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parrot_interest = search_for_item()
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parrot_interest = search_for_item()
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if(parrot_interest)
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if(parrot_interest)
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emote("[src] looks in [parrot_interest]'s direction and takes flight.")
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emote("[src] looks in [parrot_interest]'s direction and takes flight.")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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icon_state = "parrot_fly"
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return
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return
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//-----WANDERING - This is basically a 'I dont know what to do yet' state
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//-----WANDERING - This is basically a 'I dont know what to do yet' state
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else if(parrot_state == PARROT_WANDER)
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else if(parrot_state == PARROT_WANDER)
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// world << "Wander"
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//Stop movement, we'll set it later
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//Stop movement, we'll set it later
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walk(src, 0)
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walk(src, 0)
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parrot_interest = null
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parrot_interest = null
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@@ -298,25 +302,20 @@
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//Wander around aimlessly. This will help keep the loops from searches down
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//Wander around aimlessly. This will help keep the loops from searches down
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//and possibly move the mob into a new are in view of something they can use
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//and possibly move the mob into a new are in view of something they can use
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if(prob(90))
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if(prob(90))
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// world << "Wander: randomly"
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step(src, pick(cardinal))
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step(src, pick(cardinal))
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return
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return
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if(!held_item && !parrot_perch) //If we've got nothing to do.. look for something to do.
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if(!held_item && !parrot_perch) //If we've got nothing to do.. look for something to do.
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// world << "Wander: looking for perch or item"
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// world << parrot_interest
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var/atom/movable/AM = search_for_perch_and_item() //This handles checking through lists so we know it's either a perch or stealable item
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var/atom/movable/AM = search_for_perch_and_item() //This handles checking through lists so we know it's either a perch or stealable item
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if(AM)
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if(AM)
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if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
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if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
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parrot_interest = AM
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parrot_interest = AM
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emote("[src] turns and flies towards [parrot_interest].")
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emote("[src] turns and flies towards [parrot_interest].")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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world << parrot_interest
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return
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return
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else //Else it's a perch
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else //Else it's a perch
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parrot_perch = AM
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parrot_perch = AM
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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world << parrot_interest
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return
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return
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return
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return
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@@ -325,32 +324,26 @@
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return
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return
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if(parrot_perch && parrot_perch in view(src))
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if(parrot_perch && parrot_perch in view(src))
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// world << "Wander: returning to perch"
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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return
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else //Have an item but no perch? Find one!
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else //Have an item but no perch? Find one!
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// world << "Wander: looking for perch, holding item"
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parrot_perch = search_for_perch()
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parrot_perch = search_for_perch()
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if(parrot_perch)
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if(parrot_perch)
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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return
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//-----STEALING
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//-----STEALING
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else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
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else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
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// world << "Steal"
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walk(src,0)
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walk(src,0)
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if(!parrot_interest || held_item)
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if(!parrot_interest || held_item)
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// world << "Steal: lost interest or holding an item"
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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return
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if(!(parrot_interest in view(src)))
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if(!(parrot_interest in view(src)))
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// world << "Steal: interest not in view"
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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return
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if(in_range(src, parrot_interest))
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if(in_range(src, parrot_interest))
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// world << "Steal: stealing item"
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if(isliving(parrot_interest))
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if(isliving(parrot_interest))
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steal_from_mob()
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steal_from_mob()
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else
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else
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@@ -360,7 +353,6 @@
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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return
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// world << "Steal: swooping closer to target"
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var/oldloc = src.loc
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var/oldloc = src.loc
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step_towards(src, get_step_towards(src,parrot_interest))
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step_towards(src, get_step_towards(src,parrot_interest))
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if(src.loc == oldloc) //Check if the mob is stuck
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if(src.loc == oldloc) //Check if the mob is stuck
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@@ -370,22 +362,19 @@
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//-----RETURNING TO PERCH
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//-----RETURNING TO PERCH
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else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
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else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
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// world << "Return"
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walk(src, 0)
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walk(src, 0)
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if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isnt inside of something else.
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if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isnt inside of something else.
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world << "Return: no perch?"
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parrot_perch = null
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parrot_perch = null
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parrot_state = PARROT_WANDER
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parrot_state = PARROT_WANDER
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return
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return
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if(in_range(src, parrot_perch))
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if(in_range(src, parrot_perch))
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// world << "Return: landing"
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src.loc = parrot_perch.loc
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src.loc = parrot_perch.loc
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drop_held_item()
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drop_held_item()
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parrot_state = PARROT_PERCH
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parrot_state = PARROT_PERCH
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icon_state = "parrot_sit"
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return
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return
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// world << "Return: returning to perch"
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var/oldloc = src.loc
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var/oldloc = src.loc
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step_towards(src, get_step_towards(src,parrot_perch))
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step_towards(src, get_step_towards(src,parrot_perch))
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if(src.loc == oldloc) //Check if the mob is stuck
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if(src.loc == oldloc) //Check if the mob is stuck
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@@ -394,13 +383,10 @@
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//-----FLEEING
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//-----FLEEING
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else if(parrot_state == (PARROT_SWOOP | PARROT_FLEE))
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else if(parrot_state == (PARROT_SWOOP | PARROT_FLEE))
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// world << "Flee"
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walk(src,0)
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walk(src,0)
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if(!parrot_interest || !isliving(parrot_interest)) //Sanity
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if(!parrot_interest || !isliving(parrot_interest)) //Sanity
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world << "Flee: lost interest"
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parrot_state = PARROT_WANDER
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parrot_state = PARROT_WANDER
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// world << "Flee: fleeing"
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var/oldloc = src.loc
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var/oldloc = src.loc
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step(src, get_step_away(src, parrot_interest))
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step(src, get_step_away(src, parrot_interest))
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if(src.loc == oldloc) //Check if the mob is stuck
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if(src.loc == oldloc) //Check if the mob is stuck
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@@ -408,11 +394,9 @@
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//-----ATTACKING
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//-----ATTACKING
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else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK))
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else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK))
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// world << "Attack"
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//If we're attacking a nothing, an object, a turf or a ghost for some stupid reason, switch to wander
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//If we're attacking a nothing, an object, a turf or a ghost for some stupid reason, switch to wander
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if(!parrot_interest || !isliving(parrot_interest))
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if(!parrot_interest || !isliving(parrot_interest))
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// world << "Attack: lost interest"
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parrot_interest = null
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parrot_interest = null
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parrot_state = PARROT_WANDER
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parrot_state = PARROT_WANDER
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return
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return
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@@ -424,7 +408,6 @@
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//If the mob we've been chasing/attacking dies or falls into crit, check for loot!
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//If the mob we've been chasing/attacking dies or falls into crit, check for loot!
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if(L.stat)
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if(L.stat)
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// world << "Attack: looting body"
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parrot_interest = null
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parrot_interest = null
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if(!held_item)
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if(!held_item)
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held_item = steal_from_ground()
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held_item = steal_from_ground()
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@@ -440,7 +423,6 @@
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var/damage = rand(5,10)
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var/damage = rand(5,10)
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if(ishuman(parrot_interest))
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if(ishuman(parrot_interest))
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// world << "Attack: attacking human"
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var/mob/living/carbon/human/H = parrot_interest
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var/mob/living/carbon/human/H = parrot_interest
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var/datum/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
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var/datum/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
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@@ -448,14 +430,12 @@
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emote(pick("pecks [H]'s [affecting]", "cuts [H]'s [affecting] with its talons"))
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emote(pick("pecks [H]'s [affecting]", "cuts [H]'s [affecting] with its talons"))
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else
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else
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// world << "Attack: attacking non-human"
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L.adjustBruteLoss(damage)
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L.adjustBruteLoss(damage)
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emote(pick("pecks at [L]", "claws [L]"))
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emote(pick("pecks at [L]", "claws [L]"))
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return
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return
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//Otherwise, fly towards the mob!
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//Otherwise, fly towards the mob!
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else
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else
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// world << "Attack: swooping towards the mob"
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var/oldloc = src.loc
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var/oldloc = src.loc
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step_towards(src, get_step_towards(src,parrot_interest))
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step_towards(src, get_step_towards(src,parrot_interest))
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if(src.loc == oldloc) //Check if the mob is stuck
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if(src.loc == oldloc) //Check if the mob is stuck
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@@ -463,7 +443,6 @@
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|
||||||
//-----STATE MISHAP
|
//-----STATE MISHAP
|
||||||
else //This should not happen. If it does lets reset everything and try again
|
else //This should not happen. If it does lets reset everything and try again
|
||||||
// world << "Unknown state: resetting to wander"
|
|
||||||
walk(src,0)
|
walk(src,0)
|
||||||
parrot_interest = null
|
parrot_interest = null
|
||||||
parrot_perch = null
|
parrot_perch = null
|
||||||
@@ -478,7 +457,7 @@
|
|||||||
/mob/living/simple_animal/parrot/proc/search_for_item()
|
/mob/living/simple_animal/parrot/proc/search_for_item()
|
||||||
for(var/atom/movable/AM in view(src))
|
for(var/atom/movable/AM in view(src))
|
||||||
for(var/path in desired_items)
|
for(var/path in desired_items)
|
||||||
if(parrot_perch && AM.loc == parrot_perch.loc) //Skip items we already stole
|
if(parrot_perch && AM.loc == parrot_perch.loc || AM.loc == src) //Skip items we already stole or are wearing
|
||||||
continue
|
continue
|
||||||
|
|
||||||
if(istype(AM, path))
|
if(istype(AM, path))
|
||||||
@@ -505,7 +484,7 @@
|
|||||||
return AM
|
return AM
|
||||||
|
|
||||||
for(var/item_path in desired_items)
|
for(var/item_path in desired_items)
|
||||||
if(parrot_perch && AM.loc == parrot_perch.loc) //Skip items we already stole
|
if(parrot_perch && AM.loc == parrot_perch.loc || AM.loc == src) //Skip items we already stole or are wearing
|
||||||
continue
|
continue
|
||||||
|
|
||||||
if(istype(AM, item_path))
|
if(istype(AM, item_path))
|
||||||
@@ -535,7 +514,7 @@
|
|||||||
|
|
||||||
for(var/obj/item/I in view(1,src))
|
for(var/obj/item/I in view(1,src))
|
||||||
for(var/path in desired_items)
|
for(var/path in desired_items)
|
||||||
if(istype(I, path))
|
if(istype(I, path) && I.loc != src)
|
||||||
held_item = I
|
held_item = I
|
||||||
I.loc = src
|
I.loc = src
|
||||||
visible_message("[src] grabs the [held_item]!", "\blue You grab the [held_item]!", "You hear the sounds of wings flapping furiously.")
|
visible_message("[src] grabs the [held_item]!", "\blue You grab the [held_item]!", "You hear the sounds of wings flapping furiously.")
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 84 KiB After Width: | Height: | Size: 113 KiB |
@@ -106,7 +106,6 @@
|
|||||||
#define FILE_DIR "code/modules/clothing/shoes"
|
#define FILE_DIR "code/modules/clothing/shoes"
|
||||||
#define FILE_DIR "code/modules/clothing/spacesuits"
|
#define FILE_DIR "code/modules/clothing/spacesuits"
|
||||||
#define FILE_DIR "code/modules/clothing/suits"
|
#define FILE_DIR "code/modules/clothing/suits"
|
||||||
#define FILE_DIR "code/modules/clothing/ties"
|
|
||||||
#define FILE_DIR "code/modules/clothing/under"
|
#define FILE_DIR "code/modules/clothing/under"
|
||||||
#define FILE_DIR "code/modules/clothing/under/jobs"
|
#define FILE_DIR "code/modules/clothing/under/jobs"
|
||||||
#define FILE_DIR "code/modules/critters"
|
#define FILE_DIR "code/modules/critters"
|
||||||
@@ -206,9 +205,7 @@
|
|||||||
#define FILE_DIR "icons/vending_icons"
|
#define FILE_DIR "icons/vending_icons"
|
||||||
#define FILE_DIR "interface"
|
#define FILE_DIR "interface"
|
||||||
#define FILE_DIR "maps"
|
#define FILE_DIR "maps"
|
||||||
#define FILE_DIR "maps/backup"
|
|
||||||
#define FILE_DIR "maps/RandomZLevels"
|
#define FILE_DIR "maps/RandomZLevels"
|
||||||
#define FILE_DIR "maps/RandomZLevels/backup"
|
|
||||||
#define FILE_DIR "sound"
|
#define FILE_DIR "sound"
|
||||||
#define FILE_DIR "sound/AI"
|
#define FILE_DIR "sound/AI"
|
||||||
#define FILE_DIR "sound/ambience"
|
#define FILE_DIR "sound/ambience"
|
||||||
@@ -834,6 +831,7 @@
|
|||||||
#include "code\modules\admin\verbs\mapping.dm"
|
#include "code\modules\admin\verbs\mapping.dm"
|
||||||
#include "code\modules\admin\verbs\massmodvar.dm"
|
#include "code\modules\admin\verbs\massmodvar.dm"
|
||||||
#include "code\modules\admin\verbs\modifyvariables.dm"
|
#include "code\modules\admin\verbs\modifyvariables.dm"
|
||||||
|
#include "code\modules\admin\verbs\one_click_antag.dm"
|
||||||
#include "code\modules\admin\verbs\onlyone.dm"
|
#include "code\modules\admin\verbs\onlyone.dm"
|
||||||
#include "code\modules\admin\verbs\playsound.dm"
|
#include "code\modules\admin\verbs\playsound.dm"
|
||||||
#include "code\modules\admin\verbs\possess.dm"
|
#include "code\modules\admin\verbs\possess.dm"
|
||||||
|
|||||||
Reference in New Issue
Block a user