mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-17 10:02:41 +01:00
Updates blob
Remains of player blob axed. blob_act() axed. Blob now has an arbitary set of things it can attack. It will flow over everything else. Blob has an awful tendency to destroy non-craftables. Will test more tomorrow. Blob will now attack mechs. Fixes #8106. Fixes #10705.
This commit is contained in:
@@ -77,11 +77,6 @@
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healthcheck()
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return
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/obj/effect/alien/resin/blob_act()
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health-=50
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healthcheck()
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return
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/obj/effect/alien/resin/hitby(AM as mob|obj)
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..()
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for(var/mob/O in viewers(src, null))
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@@ -150,9 +150,6 @@
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/obj/structure/foamedmetal/ex_act(severity)
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qdel(src)
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/obj/structure/foamedmetal/blob_act()
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qdel(src)
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/obj/structure/foamedmetal/bullet_act()
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if(metal == 1 || prob(50))
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qdel(src)
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@@ -108,9 +108,6 @@
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else
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return
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/obj/item/blob_act()
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return
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//user: The mob that is suiciding
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//damagetype: The type of damage the item will inflict on the user
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//BRUTELOSS = 1
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@@ -63,17 +63,6 @@
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descriptive = "cold"
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user << "<span class='notice'>\The [src] feels [descriptive].</span>"
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/obj/item/weapon/tank/blob_act()
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if(prob(50))
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var/turf/location = src.loc
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if (!( istype(location, /turf) ))
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qdel(src)
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if(src.air_contents)
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location.assume_air(air_contents)
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qdel(src)
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/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(src.loc, /obj/item/assembly))
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@@ -213,10 +213,6 @@
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health = 0
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healthcheck()
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/obj/effect/energy_net/blob_act()
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health = 0
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healthcheck()
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/obj/effect/energy_net/attack_hand(var/mob/user)
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var/mob/living/carbon/human/H = user
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@@ -28,10 +28,6 @@
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return ..()
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/obj/structure/blob_act()
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if(prob(50))
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qdel(src)
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/obj/structure/attack_tk()
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return
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@@ -196,13 +196,6 @@
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return
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// this should probably use dump_contents()
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/obj/structure/closet/blob_act()
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if(prob(75))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(src.loc)
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qdel(src)
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/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(src.opened)
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if(istype(W, /obj/item/weapon/grab))
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@@ -96,10 +96,6 @@
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for(var/mob/M in src)
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shatter(M)
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/obj/structure/closet/statue/blob_act()
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for(var/mob/M in src)
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shatter(M)
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/obj/structure/closet/statue/ex_act(severity)
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for(var/mob/M in src)
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M.ex_act(severity)
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@@ -34,15 +34,6 @@
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src.healthcheck()
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return
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/obj/structure/displaycase/blob_act()
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if (prob(75))
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new /obj/item/weapon/material/shard( src.loc )
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if (occupied)
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new /obj/item/weapon/gun/energy/captain( src.loc )
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occupied = 0
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qdel(src)
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/obj/structure/displaycase/proc/healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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@@ -202,10 +202,6 @@
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return
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return ..()
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/obj/structure/girder/blob_act()
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if(prob(40))
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qdel(src)
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/obj/structure/girder/ex_act(severity)
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switch(severity)
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@@ -16,9 +16,6 @@
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/obj/structure/grille/ex_act(severity)
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qdel(src)
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/obj/structure/grille/blob_act()
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qdel(src)
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/obj/structure/grille/update_icon()
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if(destroyed)
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icon_state = "[initial(icon_state)]-b"
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@@ -60,9 +60,6 @@
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deflate(1)
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return
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/obj/structure/inflatable/blob_act()
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deflate(1)
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/obj/structure/inflatable/attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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@@ -32,13 +32,6 @@
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src.healthcheck()
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return
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/obj/structure/lamarr/blob_act()
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if (prob(75))
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new /obj/item/weapon/material/shard( src.loc )
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Break()
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qdel(src)
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/obj/structure/lamarr/proc/healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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@@ -34,10 +34,6 @@
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L.updateOverlays(src.loc)
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..()
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/obj/structure/lattice/blob_act()
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qdel(src)
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return
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/obj/structure/lattice/ex_act(severity)
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switch(severity)
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if(1.0)
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@@ -160,10 +160,6 @@ FLOOR SAFES
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return
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obj/structure/safe/blob_act()
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return
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obj/structure/safe/ex_act(severity)
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return
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@@ -19,10 +19,6 @@
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else
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return
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/obj/structure/sign/blob_act()
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qdel(src)
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return
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/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
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if(istype(tool, /obj/item/weapon/screwdriver) && !istype(src, /obj/structure/sign/double))
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user << "You unfasten the sign with your [tool]."
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@@ -86,11 +86,6 @@
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qdel(src)
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return
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/obj/structure/bed/blob_act()
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if(prob(75))
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material.place_sheet(get_turf(src))
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qdel(src)
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/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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@@ -95,11 +95,6 @@ var/global/list/stool_cache = list() //haha stool
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qdel(src)
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return
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/obj/item/weapon/stool/blob_act()
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if(prob(75))
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material.place_sheet(get_turf(src))
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qdel(src)
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/obj/item/weapon/stool/proc/dismantle()
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if(material)
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material.place_sheet(get_turf(src))
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@@ -122,10 +122,6 @@
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shatter(0)
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return
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/obj/structure/window/blob_act()
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shatter()
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//TODO: Make full windows a separate type of window.
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//Once a full window, it will always be a full window, so there's no point
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//having the same type for both.
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