/obj/structure/gargoyle name = "statue" desc = "A very lifelike carving." density = TRUE anchored = TRUE var/mob/living/carbon/human/gargoyle var/initial_sleep var/initial_blind var/initial_is_shifted var/initial_lying var/initial_lying_prev var/wagging var/flapping var/obj_integrity = 100 var/original_int = 100 var/max_integrity = 100 var/stored_examine var/identifier = "statue" var/material = "stone" var/adjective = "hardens" var/list/tail_lower_dirs = list(SOUTH, EAST, WEST) var/image/tail_image var/tail_alt = TAIL_UPPER_LAYER var/can_revert = TRUE var/was_rayed = FALSE /obj/structure/gargoyle/Initialize(mapload, var/mob/living/carbon/human/H, var/ident_ovr, var/mat_ovr, var/adj_ovr, var/tint_ovr, var/revert = TRUE, var/discard_clothes) . = ..() if (isspace(loc) || isopenspace(loc)) anchored = FALSE if (!istype(H) || !isturf(H.loc)) return var/datum/component/gargoyle/comp = H.GetComponent(/datum/component/gargoyle) var/tint = "#FFFFFF" if (comp) comp.cooldown = world.time + (15 SECONDS) comp.statue = src comp.transformed = TRUE comp.paused = FALSE identifier = length(comp.identifier) > 0 ? comp.identifier : initial(identifier) material = length(comp.material) > 0 ? comp.material : initial(material) tint = length(comp.tint) > 0 ? comp.tint : initial(tint) adjective = length(comp.adjective) > 0 ? comp.adjective : initial(adjective) if (copytext_char(adjective, -1) != "s") adjective += "s" gargoyle = H if (H.get_effective_size(TRUE) < 0.5) // "So small! I can step over it!" density = FALSE if (ident_ovr) identifier = ident_ovr if (mat_ovr) material = mat_ovr if (adj_ovr) adjective = adj_ovr if (tint_ovr) tint = tint_ovr if (H.tail_style?.clip_mask_state) tail_lower_dirs.Cut() else if (H.tail_style) tail_lower_dirs = H.tail_style.lower_layer_dirs.Copy() tail_alt = H.tail_alt ? TAIL_UPPER_LAYER_ALT : TAIL_UPPER_LAYER max_integrity = H.getMaxHealth() + 100 obj_integrity = H.health + 100 original_int = obj_integrity name = "[identifier] of [H.name]" desc = "A very lifelike [identifier] made of [material]." stored_examine = H.examine(H) description_fluff = H.get_description_fluff() if (H.buckled) H.buckled.unbuckle_mob(H, TRUE) //icon = H.icon //copy_overlays(H) //calculate our tints var/list/RGB = rgb2num(tint) var/colorr = rgb(RGB[1]*0.299, RGB[2]*0.299, RGB[3]*0.299) var/colorg = rgb(RGB[1]*0.587, RGB[2]*0.587, RGB[3]*0.587) var/colorb = rgb(RGB[1]*0.114, RGB[2]*0.114, RGB[3]*0.114) var/tint_color = list(colorr, colorg, colorb, "#000000") var/list/body_layers = HUMAN_BODY_LAYERS var/list/other_layers = HUMAN_OTHER_LAYERS for (var/i = 1; i <= length(H.overlays_standing); i++) if (i in other_layers) continue if (discard_clothes && !(i in body_layers)) continue if (istype(H.overlays_standing[i], /image) && (i in body_layers)) var/image/old_image = H.overlays_standing[i] var/image/new_image = image(old_image) if (i == TAIL_LOWER_LAYER || i == TAIL_UPPER_LAYER || i == TAIL_UPPER_LAYER_ALT) tail_image = new_image new_image.color = tint_color new_image.layer = old_image.layer add_overlay(new_image) else if (!isnull(H.overlays_standing[i])) add_overlay(H.overlays_standing[i]) initial_sleep = H.sleeping initial_blind = H.eye_blind initial_is_shifted = H.is_shifted transform = H.transform layer = H.layer pixel_x = H.pixel_x pixel_y = H.pixel_y dir = H.dir initial_lying = H.lying initial_lying_prev = H.lying_prev H.sdisabilities |= MUTE if (H.appearance_flags & PIXEL_SCALE) appearance_flags |= PIXEL_SCALE wagging = H.wagging H.transforming = TRUE flapping = H.flapping H.toggle_tail(FALSE, FALSE) H.toggle_wing(FALSE, FALSE) H.visible_message("[H]'s skin rapidly [adjective] as they turn to [material]!", "Your skin abruptly [adjective] as you turn to [material]!") H.forceMove(src) H.SetBlinded(0) H.SetSleeping(0) H.status_flags |= GODMODE H.updatehealth() H.canmove = 0 can_revert = revert START_PROCESSING(SSprocessing, src) /obj/structure/gargoyle/Destroy() STOP_PROCESSING(SSprocessing, src) if (!gargoyle) return ..() if (can_revert) unpetrify(deleting = FALSE) //don't delete if we're already deleting! else visible_message("The [identifier] loses shape and crumbles into a pile of [material]!") . = ..() /obj/structure/gargoyle/process() if (!gargoyle) qdel(src) if (gargoyle.loc != src) can_revert = TRUE //something's gone wrong, they escaped, lets not qdel them unpetrify(deal_damage = FALSE, deleting = TRUE) /obj/structure/gargoyle/examine_icon() var/icon/examine_icon = icon(icon=src.icon, icon_state=src.icon_state, dir=SOUTH, frame=1, moving=0) //CHOMPEdit might be needed examine_icon.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0)) return examine_icon /obj/structure/gargoyle/get_description_info() if (gargoyle) if (isspace(loc) || isopenspace(loc)) return return "It can be [anchored ? "un" : ""]anchored with a wrench." /obj/structure/gargoyle/examine(mob/user) . = ..() if (gargoyle && stored_examine) . += "The [identifier] seems to have a bit more to them..." . += stored_examine return /obj/structure/gargoyle/proc/unpetrify(var/deal_damage = TRUE, var/deleting = FALSE) if (!gargoyle) return var/datum/component/gargoyle/comp = gargoyle.GetComponent(/datum/component/gargoyle) if (comp) comp.cooldown = world.time + (15 SECONDS) comp.statue = null comp.transformed = FALSE else if (was_rayed) remove_verb(gargoyle,/mob/living/carbon/human/proc/gargoyle_transformation) //CHOMPEdit if (gargoyle.loc == src) gargoyle.forceMove(loc) gargoyle.transform = transform gargoyle.pixel_x = pixel_x gargoyle.pixel_y = pixel_y gargoyle.is_shifted = initial_is_shifted gargoyle.dir = dir gargoyle.lying = initial_lying gargoyle.lying_prev = initial_lying_prev gargoyle.toggle_tail(wagging, FALSE) gargoyle.toggle_wing(flapping, FALSE) gargoyle.sdisabilities &= ~MUTE //why is there no ADD_TRAIT etc here that's actually ussssed gargoyle.status_flags &= ~GODMODE gargoyle.SetBlinded(initial_blind) gargoyle.SetSleeping(initial_sleep) gargoyle.transforming = FALSE gargoyle.canmove = 1 gargoyle.update_canmove() var/hurtmessage = "" if (deal_damage) if (obj_integrity < original_int) var/f = (original_int - obj_integrity) / 10 for (var/x in 1 to 10) gargoyle.adjustBruteLoss(f) hurtmessage = " You feel your body take the damage that was dealt while being [material]!" gargoyle.updatehealth() alpha = 0 gargoyle.visible_message("[gargoyle]'s skin rapidly reverts, returning them to normal!", "Your skin reverts, freeing your movement once more![hurtmessage]") gargoyle = null if (deleting) qdel(src) /obj/structure/gargoyle/return_air() return return_air_for_internal_lifeform() /obj/structure/gargoyle/return_air_for_internal_lifeform(var/mob/living/lifeform) var/air_type = /datum/gas_mixture/belly_air if(istype(lifeform)) air_type = lifeform.get_perfect_belly_air_type() var/air = new air_type(1000) return air /obj/structure/gargoyle/proc/damage(var/damage) if (was_rayed) return //gargoyle quick regenerates, the others don't, so let's not have them getting too damaged obj_integrity = min(obj_integrity-damage, max_integrity) if(obj_integrity <= 0) qdel(src) /obj/structure/gargoyle/take_damage(var/damage) damage(damage) /obj/structure/gargoyle/attack_generic(var/mob/user, var/damage, var/attack_message = "hits") user.do_attack_animation(src) visible_message("[user] [attack_message] the [src]!") damage(damage) /obj/structure/gargoyle/attackby(var/obj/item/weapon/W as obj, var/mob/living/user as mob) if(W.is_wrench()) if (isspace(loc) || isopenspace(loc)) to_chat(user, "You can't anchor that here!") anchored = FALSE return ..() playsound(src, W.usesound, 50, 1) if (do_after(user, (2 SECONDS) * W.toolspeed, target = src)) to_chat("You [anchored ? "un" : ""]anchor the [src].") anchored = !anchored else if(!isrobot(user) && gargoyle && gargoyle.vore_selected && gargoyle.trash_catching) if(istype(W,/obj/item/weapon/grab || /obj/item/weapon/holder)) gargoyle.vore_attackby(W, user) return if(gargoyle.adminbus_trash || is_type_in_list(W,edible_trash) && W.trash_eatable && !is_type_in_list(W,item_vore_blacklist)) to_chat(user, "You slip [W] into [gargoyle]'s [lowertext(gargoyle.vore_selected.name)] .") user.drop_item() W.forceMove(gargoyle.vore_selected) return else if (!(W.flags & NOBLUDGEON)) user.setClickCooldown(user.get_attack_speed(W)) if(W.damtype == BRUTE || W.damtype == BURN) user.do_attack_animation(src) playsound(src, W.hitsound, 50, 1) damage(W.force) else return ..() /obj/structure/gargoyle/set_dir(var/new_dir) . = ..() if(. && tail_image) cut_overlay(tail_image) tail_image.layer = BODY_LAYER + ((dir in tail_lower_dirs) ? TAIL_LOWER_LAYER : tail_alt) add_overlay(tail_image) /obj/structure/gargoyle/hitby(atom/movable/AM as mob|obj,var/speed = THROWFORCE_SPEED_DIVISOR) if(istype(AM,/obj/item) && gargoyle && gargoyle.vore_selected && gargoyle.trash_catching) var/obj/item/I = AM if(gargoyle.adminbus_trash || is_type_in_list(I,edible_trash) && I.trash_eatable && !is_type_in_list(I,item_vore_blacklist)) gargoyle.hitby(AM, speed) return else if(istype(AM,/mob/living) && gargoyle) var/mob/living/L = AM if(gargoyle.throw_vore && L.throw_vore && gargoyle.can_be_drop_pred && L.can_be_drop_prey) var/drop_prey_temp = FALSE if(gargoyle.can_be_drop_prey) drop_prey_temp = TRUE gargoyle.can_be_drop_prey = FALSE //Making sure the original gargoyle body is not the one getting throwvored instead. gargoyle.hitby(L, speed) if(drop_prey_temp) gargoyle.can_be_drop_prey = TRUE return return ..()