mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-20 10:36:28 +01:00
Fixes merge conflict
This commit is contained in:
@@ -0,0 +1,163 @@
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/*
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adds a dizziness amount to a mob
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use this rather than directly changing var/dizziness
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since this ensures that the dizzy_process proc is started
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currently only humans get dizzy
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value of dizziness ranges from 0 to 1000
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below 100 is not dizzy
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*/
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/mob/var/dizziness = 0//Carbon
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/mob/var/is_dizzy = 0
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/mob/proc/make_dizzy(var/amount)
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if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
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return
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dizziness = min(1000, dizziness + amount) // store what will be new value
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// clamped to max 1000
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if(dizziness > 100 && !is_dizzy)
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spawn(0)
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dizzy_process()
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/*
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dizzy process - wiggles the client's pixel offset over time
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spawned from make_dizzy(), will terminate automatically when dizziness gets <100
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note dizziness decrements automatically in the mob's Life() proc.
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*/
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/mob/proc/dizzy_process()
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is_dizzy = 1
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while(dizziness > 100)
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if(client)
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var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
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client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
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client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
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sleep(1)
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//endwhile - reset the pixel offsets to zero
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is_dizzy = 0
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if(client)
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client.pixel_x = 0
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client.pixel_y = 0
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// jitteriness - copy+paste of dizziness
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/mob/var/is_jittery = 0
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/mob/var/jitteriness = 0//Carbon
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/mob/proc/make_jittery(var/amount)
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if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
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return
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jitteriness = min(1000, jitteriness + amount) // store what will be new value
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// clamped to max 1000
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if(jitteriness > 100 && !is_jittery)
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spawn(0)
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jittery_process()
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// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
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/mob/proc/jittery_process()
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//var/old_x = pixel_x
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//var/old_y = pixel_y
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is_jittery = 1
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while(jitteriness > 100)
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// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
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// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
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// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
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var/amplitude = min(4, jitteriness / 100)
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pixel_x = old_x + rand(-amplitude, amplitude)
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pixel_y = old_y + rand(-amplitude/3, amplitude/3)
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sleep(1)
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//endwhile - reset the pixel offsets to zero
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is_jittery = 0
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pixel_x = old_x
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pixel_y = old_y
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//handles up-down floaty effect in space
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/mob/var/is_floating = 0
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/mob/var/floatiness = 0
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/mob/proc/make_floating(var/n)
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floatiness = n
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if(floatiness && !is_floating)
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start_floating()
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else if(!floatiness && is_floating)
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stop_floating()
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/mob/proc/start_floating()
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is_floating = 1
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var/amplitude = 2 //maximum displacement from original position
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var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
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var/top = old_y + amplitude
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var/bottom = old_y - amplitude
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var/half_period = period / 2
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var/quarter_period = period / 4
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animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
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animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
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animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
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/mob/proc/stop_floating()
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animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
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//reset the pixel offsets to zero
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is_floating = 0
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/atom/movable/proc/do_attack_animation(atom/A)
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var/pixel_x_diff = 0
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var/pixel_y_diff = 0
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var/direction = get_dir(src, A)
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switch(direction)
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if(NORTH)
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pixel_y_diff = 8
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if(SOUTH)
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pixel_y_diff = -8
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if(EAST)
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pixel_x_diff = 8
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if(WEST)
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pixel_x_diff = -8
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if(NORTHEAST)
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pixel_x_diff = 8
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pixel_y_diff = 8
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if(NORTHWEST)
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pixel_x_diff = -8
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pixel_y_diff = 8
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if(SOUTHEAST)
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pixel_x_diff = 8
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pixel_y_diff = -8
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if(SOUTHWEST)
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pixel_x_diff = -8
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pixel_y_diff = -8
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
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animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
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/mob/do_attack_animation(atom/A)
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..()
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is_floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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/mob/proc/spin(spintime, speed)
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spawn()
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var/D = dir
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while(spintime >= speed)
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sleep(speed)
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switch(D)
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if(NORTH)
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D = EAST
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if(SOUTH)
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D = WEST
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if(EAST)
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D = SOUTH
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if(WEST)
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D = NORTH
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set_dir(D)
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spintime -= speed
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return
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@@ -218,7 +218,7 @@ var/list/slot_equipment_priority = list( \
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drop_from_inventory(I)
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return 1
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//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
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//Attemps to remove an object on a mob.
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/mob/proc/remove_from_mob(var/obj/O)
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src.u_equip(O)
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if (src.client)
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@@ -227,6 +227,7 @@ var/list/slot_equipment_priority = list( \
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O.screen_loc = null
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if(istype(O, /obj/item))
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var/obj/item/I = O
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I.loc = src.loc
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I.dropped(src)
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return 1
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@@ -228,6 +228,7 @@
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switch(action)
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if("weed")
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flick("farmbot_hoe", src)
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do_attack_animation(A)
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if(prob(50))
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visible_message("<span class='danger'>[src] swings wildly at [A] with a minihoe, missing completely!</span>")
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return
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@@ -241,7 +242,7 @@
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visible_message("<span class='danger'>[src] blows apart!</span>")
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var/turf/Tsec = get_turf(src)
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new /obj/item/weapon/minihoe(Tsec)
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new /obj/item/weapon/material/minihoe(Tsec)
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new /obj/item/weapon/reagent_containers/glass/bucket(Tsec)
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new /obj/item/device/assembly/prox_sensor(Tsec)
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new /obj/item/device/analyzer/plant_analyzer(Tsec)
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@@ -326,7 +327,7 @@
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user.remove_from_mob(W)
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qdel(W)
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else if((istype(W, /obj/item/weapon/minihoe)) && (build_step == 2))
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else if((istype(W, /obj/item/weapon/material/minihoe)) && (build_step == 2))
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build_step++
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user << "You add a minihoe to [src]."
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name = "farmbot assembly with bucket and minihoe"
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@@ -154,7 +154,7 @@
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target = T
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break
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if(maketiles && !target)
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for(var/obj/item/stack/sheet/metal/T in view(src))
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for(var/obj/item/stack/material/steel/T in view(src))
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if(T in ignorelist)
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continue
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target = T
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@@ -249,8 +249,8 @@
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target = null
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repairing = 0
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update_icons()
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else if(istype(A, /obj/item/stack/sheet/metal) && amount + 3 < maxAmount)
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var/obj/item/stack/sheet/metal/M = A
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else if(istype(A, /obj/item/stack/material/steel) && amount + 3 < maxAmount)
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var/obj/item/stack/material/steel/M = A
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visible_message("<span class='notice'>[src] begins to make tiles.</span>")
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repairing = 1
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update_icons()
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@@ -264,6 +264,7 @@
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if(!cuff)
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C.stun_effect_act(0, 60, null)
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playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
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do_attack_animation(C)
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is_attacking = 1
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update_icons()
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spawn(2)
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@@ -283,6 +284,7 @@
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var/mob/living/simple_animal/S = M
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S.AdjustStunned(10)
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S.adjustBruteLoss(15)
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do_attack_animation(M)
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playsound(loc, "swing_hit", 50, 1, -1)
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is_attacking = 1
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update_icons()
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@@ -132,7 +132,7 @@
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/mob/living/carbon/proc/swap_hand()
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var/obj/item/item_in_hand = src.get_active_hand()
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if(item_in_hand) //this segment checks if the item in your hand is twohanded.
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if(istype(item_in_hand,/obj/item/weapon/twohanded))
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if(istype(item_in_hand,/obj/item/weapon/material/twohanded))
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if(item_in_hand:wielded == 1)
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usr << "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>"
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return
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@@ -1026,7 +1026,7 @@
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var/list/visible_implants = list()
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for(var/obj/item/organ/external/organ in src.organs)
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for(var/obj/item/weapon/O in organ.implants)
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if(!istype(O,/obj/item/weapon/implant) && (O.w_class > class) && !istype(O,/obj/item/weapon/shard/shrapnel))
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if(!istype(O,/obj/item/weapon/implant) && (O.w_class > class) && !istype(O,/obj/item/weapon/material/shard/shrapnel))
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visible_implants += O
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return(visible_implants)
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@@ -1061,30 +1061,28 @@
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set src in view(1)
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var/self = 0
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if(usr.stat == 1 || usr.restrained() || !isliving(usr)) return
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if(usr.stat || usr.restrained() || !isliving(usr)) return
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if(usr == src)
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self = 1
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if(!self)
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usr.visible_message("\blue [usr] kneels down, puts \his hand on [src]'s wrist and begins counting their pulse.",\
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usr.visible_message("<span class='notice'>[usr] kneels down, puts \his hand on [src]'s wrist and begins counting their pulse.</span>",\
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"You begin counting [src]'s pulse")
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else
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usr.visible_message("\blue [usr] begins counting their pulse.",\
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usr.visible_message("<span class='notice'>[usr] begins counting their pulse.</span>",\
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"You begin counting your pulse.")
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if(src.pulse)
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usr << "\blue [self ? "You have a" : "[src] has a"] pulse! Counting..."
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usr << "<span class='notice'>[self ? "You have a" : "[src] has a"] pulse! Counting...</span>"
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else
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usr << "\red [src] has no pulse!" //it is REALLY UNLIKELY that a dead person would check his own pulse
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usr << "<span class='danger'>[src] has no pulse!</span>" //it is REALLY UNLIKELY that a dead person would check his own pulse
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return
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usr << "Don't move until counting is finished."
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var/time = world.time
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sleep(60)
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if(usr.l_move_time >= time) //checks if our mob has moved during the sleep()
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usr << "You moved while counting. Try again."
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usr << "You must [self ? "" : "both"] stand until counting is finished."
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if(do_mob(usr, src, 60))
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usr << "<span class='notice'>[self ? "Your" : "[src]'s"] pulse is [src.get_pulse(GETPULSE_HAND)].</span>"
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else
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usr << "\blue [self ? "Your" : "[src]'s"] pulse is [src.get_pulse(GETPULSE_HAND)]."
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usr << "<span class='warning'>You failed to check the pulse. Try again.</span>"
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/mob/living/carbon/human/proc/set_species(var/new_species, var/default_colour)
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@@ -15,10 +15,11 @@
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if(istype(H))
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if((H != src) && check_shields(0, H.name))
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visible_message("\red <B>[H] attempted to touch [src]!</B>")
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H.do_attack_animation(src)
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return 0
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if(istype(H.gloves, /obj/item/clothing/gloves/boxing/hologlove))
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H.do_attack_animation(src)
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var/damage = rand(0, 9)
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if(!damage)
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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@@ -95,6 +96,7 @@
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G.synch()
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LAssailant = M
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H.do_attack_animation(src)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("<span class='warning'>[M] has grabbed [src] passively!</span>")
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return 1
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@@ -186,6 +188,7 @@
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if(!attack)
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return 0
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H.do_attack_animation(src)
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if(!attack_message)
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attack.show_attack(H, src, hit_zone, rand_damage)
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else
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@@ -220,6 +223,7 @@
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been disarmed by [M.name] ([M.ckey])</font>")
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msg_admin_attack("[key_name(M)] disarmed [src.name] ([src.ckey])")
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M.do_attack_animation(src)
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if(w_uniform)
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w_uniform.add_fingerprint(M)
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@@ -278,6 +282,7 @@
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [user.name] ([user.ckey])</font>")
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src.visible_message("<span class='danger'>[user] has [attack_message] [src]!</span>")
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user.do_attack_animation(src)
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var/dam_zone = pick("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg", "groin")
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var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
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@@ -43,7 +43,7 @@ emp_act
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if(P.can_embed())
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var/armor = getarmor_organ(organ, "bullet")
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if(prob(20 + max(P.damage - armor, -10)))
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var/obj/item/weapon/shard/shrapnel/SP = new()
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var/obj/item/weapon/material/shard/shrapnel/SP = new()
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SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
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SP.desc = "[SP.desc] It looks like it was fired from [P.shot_from]."
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SP.loc = organ
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@@ -253,6 +253,6 @@
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visible_message("<span class='warning'>\The [src] quivers slightly, then splits apart with a wet slithering noise.</span>")
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del(src)
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qdel(src)
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@@ -54,8 +54,10 @@ var/const/MAX_ACTIVE_TIME = 400
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user << "\red \b It looks like the proboscis has been removed."
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return
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/obj/item/clothing/mask/facehugger/attackby()
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Die()
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/obj/item/clothing/mask/facehugger/attackby(obj/item/I, mob/user)
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if(I.force)
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user.do_attack_animation(src)
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Die()
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return
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/obj/item/clothing/mask/facehugger/bullet_act()
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@@ -63,7 +65,7 @@ var/const/MAX_ACTIVE_TIME = 400
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return
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/obj/item/clothing/mask/facehugger/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
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if(exposed_temperature > 300)
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if(exposed_temperature > T0C+80)
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Die()
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return
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||||
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||||
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@@ -210,7 +210,7 @@
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visible_message("<span class='warning'><B>[src] vomits up a thick purple substance and begins to shape it!</B></span>", "<span class='alium'>You shape a [choice].</span>")
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switch(choice)
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if("resin door")
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new /obj/structure/mineral_door/resin(loc)
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new /obj/structure/simple_door/resin(loc)
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if("resin wall")
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new /obj/effect/alien/resin/wall(loc)
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if("resin membrane")
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@@ -118,7 +118,7 @@
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||||
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||||
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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||||
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||||
del(handcuffed)
|
||||
qdel(handcuffed)
|
||||
handcuffed = null
|
||||
if(buckled && buckled.buckle_require_restraints)
|
||||
buckled.unbuckle_mob()
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||||
@@ -139,7 +139,7 @@
|
||||
|
||||
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
|
||||
del(legcuffed)
|
||||
qdel(legcuffed)
|
||||
legcuffed = null
|
||||
update_inv_legcuffed()
|
||||
|
||||
|
||||
@@ -777,20 +777,3 @@ default behaviour is:
|
||||
return
|
||||
..()
|
||||
|
||||
/mob/living/carbon/proc/spin(spintime, speed)
|
||||
spawn()
|
||||
var/D = dir
|
||||
while(spintime >= speed)
|
||||
sleep(speed)
|
||||
switch(D)
|
||||
if(NORTH)
|
||||
D = EAST
|
||||
if(SOUTH)
|
||||
D = WEST
|
||||
if(EAST)
|
||||
D = SOUTH
|
||||
if(WEST)
|
||||
D = NORTH
|
||||
set_dir(D)
|
||||
spintime -= speed
|
||||
return
|
||||
|
||||
@@ -194,6 +194,7 @@
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name] ([src.ckey])</font>")
|
||||
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [user.name] ([user.ckey])</font>")
|
||||
src.visible_message("<span class='danger'>[user] has [attack_message] [src]!</span>")
|
||||
user.do_attack_animation(src)
|
||||
spawn(1) updatehealth()
|
||||
return 1
|
||||
|
||||
|
||||
@@ -92,7 +92,7 @@
|
||||
icon_state = "gripper-sheet"
|
||||
|
||||
can_hold = list(
|
||||
/obj/item/stack/sheet
|
||||
/obj/item/stack/material
|
||||
)
|
||||
|
||||
/obj/item/weapon/gripper/attack_self(mob/user as mob)
|
||||
@@ -328,10 +328,10 @@
|
||||
else if(istype(W,/obj/item/ammo_casing))
|
||||
if(metal)
|
||||
metal.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/shard/shrapnel))
|
||||
else if(istype(W,/obj/item/weapon/material/shard/shrapnel))
|
||||
if(metal)
|
||||
metal.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/shard))
|
||||
else if(istype(W,/obj/item/weapon/material/shard))
|
||||
if(glass)
|
||||
glass.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks/grown))
|
||||
|
||||
@@ -1081,8 +1081,9 @@
|
||||
if(cell.charge == 0)
|
||||
return 0
|
||||
|
||||
if(cell.use(amount * CELLRATE * CYBORG_POWER_USAGE_MULTIPLIER))
|
||||
used_power_this_tick += amount * CYBORG_POWER_USAGE_MULTIPLIER
|
||||
var/power_use = amount * CYBORG_POWER_USAGE_MULTIPLIER
|
||||
if(cell.checked_use(CELLRATE * power_use))
|
||||
used_power_this_tick += power_use
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -37,8 +37,8 @@
|
||||
for(var/obj/I in contents)
|
||||
for(var/mob/M in I.contents)
|
||||
M.death()
|
||||
if(istype(I,/obj/item/stack/sheet))//Only deconsturcts one sheet at a time instead of the entire stack
|
||||
var/obj/item/stack/sheet/S = I
|
||||
if(istype(I,/obj/item/stack/material))//Only deconsturcts one sheet at a time instead of the entire stack
|
||||
var/obj/item/stack/material/S = I
|
||||
if(S.get_amount() > 1)
|
||||
S.use(1)
|
||||
loaded_item = S
|
||||
|
||||
@@ -310,7 +310,7 @@ var/global/list/robot_modules = list(
|
||||
synths += plasteel
|
||||
synths += glass
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/steel/M = new (src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
@@ -318,11 +318,11 @@ var/global/list/robot_modules = list(
|
||||
R.synths = list(metal)
|
||||
src.modules += R
|
||||
|
||||
var/obj/item/stack/sheet/plasteel/cyborg/S = new /obj/item/stack/sheet/plasteel/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/plasteel/S = new (src)
|
||||
S.synths = list(plasteel)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/reinforced/RG = new (src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
@@ -356,11 +356,11 @@ var/global/list/robot_modules = list(
|
||||
MD.glass = glass
|
||||
src.modules += MD
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/steel/M = new (src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
var/obj/item/stack/sheet/glass/cyborg/G = new /obj/item/stack/sheet/glass/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/G = new (src)
|
||||
G.synths = list(glass)
|
||||
src.modules += G
|
||||
|
||||
@@ -376,7 +376,7 @@ var/global/list/robot_modules = list(
|
||||
S.synths = list(metal)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/reinforced/RG = new (src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
@@ -484,8 +484,8 @@ var/global/list/robot_modules = list(
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
src.modules += new /obj/item/weapon/gripper/service(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/glass/bucket(src)
|
||||
src.modules += new /obj/item/weapon/minihoe(src)
|
||||
src.modules += new /obj/item/weapon/hatchet(src)
|
||||
src.modules += new /obj/item/weapon/material/minihoe(src)
|
||||
src.modules += new /obj/item/weapon/material/hatchet(src)
|
||||
src.modules += new /obj/item/device/analyzer/plant_analyzer(src)
|
||||
src.modules += new /obj/item/weapon/storage/bag/plants(src)
|
||||
src.modules += new /obj/item/weapon/robot_harvester(src)
|
||||
@@ -676,11 +676,11 @@ var/global/list/robot_modules = list(
|
||||
MD.plastic = plastic
|
||||
src.modules += MD
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/steel/M = new (src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
var/obj/item/stack/sheet/glass/cyborg/G = new /obj/item/stack/sheet/glass/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/G = new (src)
|
||||
G.synths = list(glass)
|
||||
src.modules += G
|
||||
|
||||
@@ -696,7 +696,7 @@ var/global/list/robot_modules = list(
|
||||
S.synths = list(metal)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/reinforced/RG = new (src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
@@ -704,11 +704,11 @@ var/global/list/robot_modules = list(
|
||||
WT.synths = list(wood)
|
||||
src.modules += WT
|
||||
|
||||
var/obj/item/stack/sheet/wood/cyborg/W = new /obj/item/stack/sheet/wood/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/wood/W = new (src)
|
||||
W.synths = list(wood)
|
||||
src.modules += W
|
||||
|
||||
var/obj/item/stack/sheet/mineral/plastic/cyborg/P = new /obj/item/stack/sheet/mineral/plastic/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/plastic/P = new (src)
|
||||
P.synths = list(plastic)
|
||||
src.modules += P
|
||||
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
|
||||
if(locate(/obj/machinery/portable_atmospherics/hydroponics/soil/invisible) in loc)
|
||||
var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/SP = locate() in loc
|
||||
del(SP)
|
||||
qdel(SP)
|
||||
|
||||
if(!pulledby)
|
||||
var/obj/effect/plant/food
|
||||
|
||||
@@ -135,19 +135,7 @@
|
||||
spawn(300) src.explode()
|
||||
|
||||
else
|
||||
if(O.force)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with the [O]. ")
|
||||
attacked_with_item(O, user)
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/transfer_personality(var/obj/item/device/mmi/M as obj)
|
||||
|
||||
|
||||
@@ -232,8 +232,8 @@
|
||||
if(istype(A,/obj/machinery/door/airlock))
|
||||
var/obj/machinery/door/airlock/D = A
|
||||
D.open(1)
|
||||
else if(istype(A,/obj/structure/mineral_door))
|
||||
var/obj/structure/mineral_door/D = A
|
||||
else if(istype(A,/obj/structure/simple_door))
|
||||
var/obj/structure/simple_door/D = A
|
||||
if(D.density)
|
||||
D.Open()
|
||||
else if(istype(A,/obj/structure/cult/pylon))
|
||||
|
||||
@@ -170,16 +170,16 @@
|
||||
var/obj/O
|
||||
|
||||
//shards
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(75))
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(50))
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(25))
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
|
||||
//rods
|
||||
@@ -196,16 +196,16 @@
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
|
||||
//plasteel
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(75))
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(50))
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(25))
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
|
||||
//also drop dummy circuit boards deconstructable for research (loot)
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
attacktext = "punched"
|
||||
a_intent = I_HURT
|
||||
var/corpse = /obj/effect/landmark/mobcorpse/russian
|
||||
var/weapon1 = /obj/item/weapon/kitchenknife
|
||||
var/weapon1 = /obj/item/weapon/material/knife
|
||||
min_oxy = 5
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
|
||||
@@ -68,6 +68,7 @@
|
||||
visible_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
visible_message("\red \b [src] blocks the [O] with its shield! ")
|
||||
//user.do_attack_animation(src)
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
visible_message("\red [user] gently taps [src] with the [O]. ")
|
||||
|
||||
@@ -52,5 +52,5 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/tree/death()
|
||||
..(null,"is hacked into pieces!")
|
||||
new /obj/item/stack/sheet/wood(loc)
|
||||
new /obj/item/stack/material/wood(loc)
|
||||
qdel(src)
|
||||
@@ -240,6 +240,7 @@
|
||||
|
||||
if(I_DISARM)
|
||||
M.visible_message("\blue [M] [response_disarm] \the [src]")
|
||||
M.do_attack_animation(src)
|
||||
//TODO: Push the mob away or something
|
||||
|
||||
if(I_GRAB)
|
||||
@@ -257,10 +258,12 @@
|
||||
LAssailant = M
|
||||
|
||||
M.visible_message("\red [M] has grabbed [src] passively!")
|
||||
M.do_attack_animation(src)
|
||||
|
||||
if(I_HURT)
|
||||
adjustBruteLoss(harm_intent_damage)
|
||||
M.visible_message("\red [M] [response_harm] \the [src]")
|
||||
M.do_attack_animation(src)
|
||||
|
||||
return
|
||||
|
||||
@@ -279,28 +282,33 @@
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='notice'>[user] applies the [MED] on [src].</span>")
|
||||
else
|
||||
user << "<span class='notice'>\The [src] is dead, medical items won't bring it back to life.</span>"
|
||||
user << "<span class='notice'>\The [src] is dead, medical items won't bring \him back to life.</span>"
|
||||
if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.
|
||||
if(istype(O, /obj/item/weapon/kitchenknife) || istype(O, /obj/item/weapon/butch))
|
||||
if(istype(O, /obj/item/weapon/material/knife) || istype(O, /obj/item/weapon/material/knife/butch))
|
||||
harvest(user)
|
||||
else
|
||||
user.changeNext_move(8)
|
||||
if(O.force > resistance)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
if(supernatural && istype(O,/obj/item/weapon/nullrod))
|
||||
damage *= 2
|
||||
purge = 3
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='danger>[src] has been attacked with the [O] by [user].</span>")
|
||||
else
|
||||
usr << "<span class='danger>This weapon is ineffective, it does no damage.</span>"
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
|
||||
attacked_with_item(O, user)
|
||||
|
||||
//TODO: refactor mob attackby(), attacked_by(), and friends.
|
||||
/mob/living/simple_animal/proc/attacked_with_item(var/obj/item/O, var/mob/user)
|
||||
user.changeNext_move(8)
|
||||
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)
|
||||
damage = 0
|
||||
if(supernatural && istype(O,/obj/item/weapon/nullrod))
|
||||
damage *= 2
|
||||
purge = 3
|
||||
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>")
|
||||
user.do_attack_animation(src)
|
||||
|
||||
/mob/living/simple_animal/movement_delay()
|
||||
var/tally = 0 //Incase I need to add stuff other than "speed" later
|
||||
|
||||
@@ -175,18 +175,18 @@
|
||||
for(var/atom/movable/stomachContent in contents)
|
||||
if(prob(digestionProbability))
|
||||
if(istype(stomachContent,/obj/item/stack)) //converts to plasma, keeping the stack value
|
||||
if(!istype(stomachContent,/obj/item/stack/sheet/mineral/phoron))
|
||||
if(!istype(stomachContent,/obj/item/stack/material/phoron))
|
||||
var/obj/item/stack/oldStack = stomachContent
|
||||
new /obj/item/stack/sheet/mineral/phoron(src, oldStack.get_amount())
|
||||
new /obj/item/stack/material/phoron(src, oldStack.get_amount())
|
||||
qdel(oldStack)
|
||||
continue
|
||||
else if(istype(stomachContent,/obj/item)) //converts to plasma, keeping the w_class
|
||||
var/obj/item/oldItem = stomachContent
|
||||
new /obj/item/stack/sheet/mineral/phoron(src, oldItem.w_class)
|
||||
new /obj/item/stack/material/phoron(src, oldItem.w_class)
|
||||
qdel(oldItem)
|
||||
continue
|
||||
else
|
||||
new /obj/item/stack/sheet/mineral/phoron(src, flatPlasmaValue) //just flat amount
|
||||
new /obj/item/stack/material/phoron(src, flatPlasmaValue) //just flat amount
|
||||
qdel(stomachContent)
|
||||
continue
|
||||
|
||||
|
||||
@@ -601,111 +601,6 @@
|
||||
for(var/mob/M in viewers())
|
||||
M.see(message)
|
||||
|
||||
/*
|
||||
adds a dizziness amount to a mob
|
||||
use this rather than directly changing var/dizziness
|
||||
since this ensures that the dizzy_process proc is started
|
||||
currently only humans get dizzy
|
||||
|
||||
value of dizziness ranges from 0 to 1000
|
||||
below 100 is not dizzy
|
||||
*/
|
||||
/mob/proc/make_dizzy(var/amount)
|
||||
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
||||
return
|
||||
|
||||
dizziness = min(1000, dizziness + amount) // store what will be new value
|
||||
// clamped to max 1000
|
||||
if(dizziness > 100 && !is_dizzy)
|
||||
spawn(0)
|
||||
dizzy_process()
|
||||
|
||||
|
||||
/*
|
||||
dizzy process - wiggles the client's pixel offset over time
|
||||
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
|
||||
note dizziness decrements automatically in the mob's Life() proc.
|
||||
*/
|
||||
/mob/proc/dizzy_process()
|
||||
is_dizzy = 1
|
||||
while(dizziness > 100)
|
||||
if(client)
|
||||
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
|
||||
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
|
||||
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
|
||||
|
||||
sleep(1)
|
||||
//endwhile - reset the pixel offsets to zero
|
||||
is_dizzy = 0
|
||||
if(client)
|
||||
client.pixel_x = 0
|
||||
client.pixel_y = 0
|
||||
|
||||
// jitteriness - copy+paste of dizziness
|
||||
|
||||
/mob/proc/make_jittery(var/amount)
|
||||
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
||||
return
|
||||
|
||||
jitteriness = min(1000, jitteriness + amount) // store what will be new value
|
||||
// clamped to max 1000
|
||||
if(jitteriness > 100 && !is_jittery)
|
||||
spawn(0)
|
||||
jittery_process()
|
||||
|
||||
|
||||
// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
|
||||
/mob/proc/jittery_process()
|
||||
//var/old_x = pixel_x
|
||||
//var/old_y = pixel_y
|
||||
is_jittery = 1
|
||||
while(jitteriness > 100)
|
||||
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
|
||||
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
|
||||
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
|
||||
|
||||
var/amplitude = min(4, jitteriness / 100)
|
||||
pixel_x = old_x + rand(-amplitude, amplitude)
|
||||
pixel_y = old_y + rand(-amplitude/3, amplitude/3)
|
||||
|
||||
sleep(1)
|
||||
//endwhile - reset the pixel offsets to zero
|
||||
is_jittery = 0
|
||||
pixel_x = old_x
|
||||
pixel_y = old_y
|
||||
|
||||
|
||||
//handles up-down floaty effect in space
|
||||
/mob/proc/make_floating(var/n)
|
||||
|
||||
floatiness = n
|
||||
|
||||
if(floatiness && !is_floating)
|
||||
start_floating()
|
||||
else if(!floatiness && is_floating)
|
||||
stop_floating()
|
||||
|
||||
/mob/proc/start_floating()
|
||||
|
||||
is_floating = 1
|
||||
|
||||
var/amplitude = 2 //maximum displacement from original position
|
||||
var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
|
||||
|
||||
var/top = old_y + amplitude
|
||||
var/bottom = old_y - amplitude
|
||||
var/half_period = period / 2
|
||||
var/quarter_period = period / 4
|
||||
|
||||
animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
|
||||
animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
|
||||
animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
|
||||
|
||||
/mob/proc/stop_floating()
|
||||
animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
|
||||
//reset the pixel offsets to zero
|
||||
is_floating = 0
|
||||
|
||||
/mob/Stat()
|
||||
..()
|
||||
|
||||
|
||||
@@ -108,12 +108,6 @@
|
||||
var/old_x = 0
|
||||
var/old_y = 0
|
||||
var/drowsyness = 0.0//Carbon
|
||||
var/dizziness = 0//Carbon
|
||||
var/is_dizzy = 0
|
||||
var/is_jittery = 0
|
||||
var/jitteriness = 0//Carbon
|
||||
var/is_floating = 0
|
||||
var/floatiness = 0
|
||||
var/charges = 0.0
|
||||
var/nutrition = 400.0//Carbon
|
||||
|
||||
|
||||
@@ -328,6 +328,7 @@
|
||||
bad = 1
|
||||
if(E.status & ORGAN_DEAD)
|
||||
assailant << "<span class='warning'>[E] is decaying!</span>"
|
||||
bad = 1
|
||||
if(!bad)
|
||||
assailant << "<span class='notice'>[H]'s skin is normal.</span>"
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user