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https://github.com/CHOMPStation2/CHOMPStation2.git
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When I add a new proc to my interface like things I need to remember to actually update the rest of them, also a few runtime fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2166 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -3,8 +3,8 @@
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var/icon_dead = ""
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var/icon_dead = ""
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var/max_health = 20
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var/max_health = 20
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var/alive = 1
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var/alive = 1
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var/list/speak = list()
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var/list/speak = null
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var/list/speak_emote = list() //Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
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var/list/speak_emote = null//list() Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
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var/speak_chance = 0
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var/speak_chance = 0
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var/list/emote_hear = list() //EHearable emotes
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var/list/emote_hear = list() //EHearable emotes
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var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
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var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
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@@ -46,8 +46,8 @@
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icon_state = "corgi"
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icon_state = "corgi"
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icon_living = "corgi"
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icon_living = "corgi"
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icon_dead = "corgi_dead"
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icon_dead = "corgi_dead"
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//speak = list("YAP","Woof!","Hoot!","AUUUUUU")
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speak = list("YAP","Woof!","Hoot!","AUUUUUU")
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//speak_emote = list("barks", "woofs")
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speak_emote = list("barks", "woofs")
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emote_hear = list("barks","woofs","yaps")
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emote_hear = list("barks","woofs","yaps")
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emote_see = list("shakes it's head", "shivers")
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emote_see = list("shakes it's head", "shivers")
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speak_chance = 1
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speak_chance = 1
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@@ -19,18 +19,18 @@
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start_state.count()
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start_state.count()
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spawn (20)
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spawn (20)
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var/turf/location = pick(blobstart)
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var/turf/location = pick(blobstart)
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blobs = list()
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blobs = list()
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new /obj/blob(location)
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new /obj/blob(location)
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location = pick(blobstart)
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// if(!locate(/obj/blob in location))
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// new/obj/blob(location)
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..()
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..()
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/datum/game_mode/blob/process()
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/datum/game_mode/blob/process()
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if (prob(2))
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if(prob(2))
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spawn_meteors()
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spawn_meteors()
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life()
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life()
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stage()
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stage()
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@@ -122,7 +122,7 @@
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/datum/game_mode/blob/check_finished()
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/datum/game_mode/blob/check_finished()
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if(stage >= 4)
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if((stage >= 4)||(stage <= 1))
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return 1
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return 1
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for(var/obj/blob/B in blobs)
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for(var/obj/blob/B in blobs)
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@@ -24,7 +24,7 @@
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Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
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Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
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Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
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Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Holder_Movement()
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IsAssembly()
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IsAssembly()
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return 1
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return 1
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@@ -25,6 +25,7 @@
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Unsecure()
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Unsecure()
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Attach_Assembly(var/obj/A, var/mob/user)
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Attach_Assembly(var/obj/A, var/mob/user)
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Process_cooldown()
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Process_cooldown()
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Holder_Movement()
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IsAssembly()
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IsAssembly()
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@@ -26,6 +26,7 @@
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Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
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Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
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Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
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Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Holder_Movement()
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toggle_scan()
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toggle_scan()
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sense()
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sense()
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@@ -23,6 +23,7 @@
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Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
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Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
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Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
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Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Holder_Movement()
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timer_end()
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timer_end()
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IsAssembly()
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IsAssembly()
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