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Update mobjects.dm
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@@ -3,13 +3,14 @@
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//Basically this will set some vars to use across them like "obj_icon" and "obj_on"
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mob/living/simple_animal/mobject
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name = "Mobject"
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name = "Metamorphic fox"
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desc = "Something about this seems, off."
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var/animal_icon = 'icons/mob/vore.dmi'
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var/animal_icon_state = "fennec"
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var/obj_icon = 'icons/mob/pai.dmi'
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var/obj_icon_state = "fox"
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var/obj_on
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var/PandL = 1 //Run both Process() and Life //Since Process takes Priority turning the mob off will also turn off Life()
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var/willanchor = 0 //Var that decides if obj state is anchored or not
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var/norest = 1 //Var that makes mobject in animal state unrest automatically //simple workaround to infinite resting
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var/on = 1 //Just another var to turn off the mob object processing
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@@ -59,6 +60,8 @@ mob/living/simple_animal/mobject/Life()
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if(willanchor)
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anchored = 1
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process()
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if(PandL)
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..()
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else
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if(norest && resting)
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resting = !resting
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@@ -68,6 +71,6 @@ mob/living/simple_animal/mobject/Life()
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mob/living/simple_animal/mobject/proc/process() //proccess performed instead of Life in OBJ form.
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if(!on)
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return //A way to disable process()
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return //A way to disable process() //for PandL this will also disable Life()
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//Mobject engineering will Probably be first, basically a Synthetic Mob that can be wrenched into active object mode
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