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Critters have been added and livestock removed Xbow damage raised to 30 a shot Centcom Survival Kit is once again a box Sec uniforms moved into their own locker After IRC talk Guns that are created in the protolathe now spawn inside of a lockbox They can be unlocked by an ID with Armory access or an Emag. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
96 lines
2.0 KiB
Plaintext
96 lines
2.0 KiB
Plaintext
/*
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Contains the procs that control attacking critters
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*/
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/obj/critter
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attackby(obj/item/weapon/W as obj, mob/living/user as mob)
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..()
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if (!src.alive) return
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var/damage = 0
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switch(W.damtype)
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if("fire") damage = W.force * firevuln
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if("brute") damage = W.force * brutevuln
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TakeDamage(damage)
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if(src.defensive) Target_Attacker(user)
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return
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attack_hand(var/mob/user as mob)
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if (!src.alive) ..()
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if (user.a_intent == "hurt")
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TakeDamage(rand(1,2) * brutevuln)
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <b>[user]</b> punches [src]!", 1)
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playsound(src.loc, pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'), 100, 1)
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if(src.defensive) Target_Attacker(user)
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else
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <b>[user]</b> touches [src]!", 1)
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Target_Attacker(var/target)
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if(!target) return
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src.target = target
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src.oldtarget_name = target:name
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <b>[src]</b> [src.angertext] [target:name]!", 1)
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src.task = "chasing"
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return
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TakeDamage(var/damage = 0)
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var/tempdamage = (damage-armor)
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if(tempdamage > 0)
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src.health -= tempdamage
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else
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src.health--
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if(src.health <= 0)
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src.Die()
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Die()//Might be more effective to del them and create a dummy item of some sorts
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if (!src.alive) return
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src.icon_state += "-dead"
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src.alive = 0
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src.anchored = 0
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src.density = 0
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walk_to(src,0)
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src.visible_message("<b>[src]</b> dies!")
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bullet_act(var/obj/item/projectile/Proj)
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TakeDamage(Proj.damage)
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ex_act(severity)
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switch(severity)
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if(1.0)
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src.Die()
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return
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if(2.0)
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TakeDamage(20)
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return
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return
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emp_act(serverity)
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switch(serverity)
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if(1.0)
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src.Die()
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return
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if(2.0)
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TakeDamage(20)
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return
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return
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meteorhit()
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src.Die()
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return
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blob_act()
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if(prob(25))
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src.Die()
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return
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