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https://github.com/CHOMPstation/CHOMPstation.git
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Adds in Drop Noms
Information to include in PR Panel: https://i.imgur.com/Ru0Mb2w.png Pred falling onto prey: https://i.imgur.com/Y28TaJn.gifv Prey falling onto pred: https://i.imgur.com/DzZlQbr.gifv Person falling onto person w/ unaligned prefs: https://i.imgur.com/DzZlQbr.gifv Pred falling onto prey does anywhere from 0 to 30 damage to the pred Prey falling into pred does 0 damage to both. Unaligned causes the faller to suffer damage & a stun, person being fallen on gets stunned Dropping onto someone w/ dropnom: https://i.imgur.com/PywIfAI.png Dropping onto someone w/ dropnom: https://i.imgur.com/H7o5g9f.png
This commit is contained in:
@@ -1,3 +1,5 @@
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/mob
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var/vantag_hud = 0 // Do I have the HUD enabled?
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var/flying = 0 //Allows flight
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var/flying = 0 //Allows flight
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var/can_be_drop_prey = 0
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var/can_be_drop_pred = 1 //Mobs are pred by default.
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@@ -352,11 +352,11 @@
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"You hear something slam into \the [landing].")
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playsound(loc, "punch", 25, 1, -1)
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var/damage = 15 // Because wounds heal rather quickly, 15 should be enough to discourage jumping off but not be enough to ruin you, at least for the first time.
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for(var/mob/M in landing.contents) //VOREStation Edit Start
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if(M != src)
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M.visible_message("<span class='danger'>\The [src] drops onto \the [M]!</span>")
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M.Weaken(8)
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damage = 5 //VOREStation Edit END
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var/mob/living/carbon/human/pred = src //VOREStation Edit Start
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var/belly = src.vore_selected
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var/datum/belly/belly_target = pred.vore_organs[belly]
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if(belly_target && belly_target.internal_contents.len != 0)
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damage = 5 //VOREStation Edit End
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apply_damage(rand(0, damage), BRUTE, BP_HEAD)
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apply_damage(rand(0, damage), BRUTE, BP_TORSO)
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apply_damage(rand(0, damage), BRUTE, BP_L_LEG)
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@@ -1,52 +1,46 @@
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/*/mob/handle_fall(var/turf/landing)
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for(var/mob/M in landing)
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if(M != src && M.CheckFall(src))
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return 1
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for(var/atom/A in landing)
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if(!A.CanPass(src, src.loc, 1, 0))
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return FALSE
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// TODO - Stairs should operate thru a different mechanism, not falling, to allow side-bumping.
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// Now lets move there!
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if(!Move(landing))
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return 1
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// Detect if we made a silent landing.
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if(locate(/obj/structure/stairs) in landing)
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return 1
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if(isopenspace(oldloc))
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oldloc.visible_message("\The [src] falls down through \the [oldloc]!", "You hear something falling through the air.")
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// If the turf has density, we give it first dibs
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if (landing.density && landing.CheckFall(src))
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return
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// First hit objects in the turf!
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for(var/atom/movable/A in landing)
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if(A != src && A.CheckFall(src))
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return
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// If none of them stopped us, then hit the turf itself
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landing.CheckFall(src)
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*/
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/mob/handle_fall(var/turf/landing)
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/mob/living/handle_fall(var/turf/landing)
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var/mob/drop_mob= locate(/mob, loc)
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if(drop_mob)
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drop_mob.visible_message("<span class='danger'>\The [drop_mob] is dropped onto by \the [src]!</span>")
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if(drop_mob && drop_mob != src && ismob(drop_mob)) //Shitload of checks. This is because the game finds various ways to screw me over.
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drop_mob.fall_impact(src)
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// Then call parent to have us actually fall
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return ..()
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/mob/CheckFall(var/atom/movable/falling_atom)
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return falling_atom.fall_impact(src)
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/mob/fall_impact(var/atom/hit_atom)
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if(ismob(hit_atom))
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var/mob/M = hit_atom
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M.visible_message("<span class='danger'>\The [src] falls onto \the [M]!</span>")
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M.Weaken(8)
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/* //Leaving this here to show my previous iterations which failed.
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/mob/living/fall_impact(var/atom/hit_atom) //This is called even when a humanoid falls. Dunno why, it just does.
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if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
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var/mob/living/pred = hit_atom
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pred.visible_message("<span class='danger'>\The [pred] falls onto \the [src]! FALL IMPACT MOB</span>")
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pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
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if(isliving(hit_atom) && isliving(src))
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var/mob/living/prey = src
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if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
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pred.feed_grabbed_to_self_falling_nom(pred,prey)
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else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
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pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
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*/
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/mob/zshadow/fall_impact(var/atom/hit_atom) //You actually "fall" onto their shadow, first.
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/*
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var/floor_below = src.loc.below //holy fuck
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for(var/mob/M in floor_below.contents)
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if(M && M != src) //THIS WEAKENS THE MOBS YOU'RE FALLING ONTO
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M.visible_message("<span class='danger'>\The [src] drops onto \the [M]! FALL IMPACT SHADOW WEAKEN 8</span>")
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M.Weaken(8)
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*/
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if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
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var/mob/living/pred = hit_atom
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pred.visible_message("<span class='danger'>\The [hit_atom] falls onto \the [src]!</span>")
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pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
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var/mob/living/prey = src.owner //The shadow's owner
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if(isliving(prey))
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if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
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pred.feed_grabbed_to_self_falling_nom(pred,prey)
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else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
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pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
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else
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prey.Weaken(8) //Just fall onto them if neither of the above apply.
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/mob/proc/CanZPass(atom/A, direction)
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if(z == A.z) //moving FROM this turf
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@@ -235,6 +235,8 @@
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P.vore_taste = src.vore_taste
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P.nif_examine = src.nif_examine
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P.conceal_nif = src.conceal_nif
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P.can_be_drop_prey = src.can_be_drop_prey
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P.can_be_drop_pred = src.can_be_drop_pred
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return 1
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@@ -253,6 +255,8 @@
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src.vore_taste = P.vore_taste
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src.nif_examine = P.nif_examine
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src.conceal_nif = P.conceal_nif
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src.can_be_drop_prey = P.can_be_drop_prey
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src.can_be_drop_pred = P.can_be_drop_pred
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for(var/I in P.belly_prefs)
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var/datum/belly/Bp = P.belly_prefs[I]
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@@ -511,3 +515,50 @@
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B.internal_contents += src
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return
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return
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/mob/living/proc/feed_grabbed_to_self_falling_nom(var/mob/living/user, var/mob/living/prey)
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var/belly = user.vore_selected
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return perform_the_falling_nom(user, prey, user, belly)
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/mob/living/proc/perform_the_falling_nom(var/mob/living/user, var/mob/living/prey, var/mob/living/pred, var/belly) //For dropnoms.
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//Sanity
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belly = pred.vore_selected
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if(!user || !prey || !pred || !belly || !(belly in pred.vore_organs))
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log_debug("[user] attempted to feed [prey] to [pred], via [belly] but it went wrong.")
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return
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// The belly selected at the time of noms
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var/datum/belly/belly_target = pred.vore_organs[belly]
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var/success_msg = "ERROR: Vore message couldn't be created. Notify a dev. (sc)"
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//Final distance check. Time has passed, menus have come and gone. Can't use do_after adjacent because doesn't behave for held micros
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var/user_to_pred = get_dist(get_turf(user),get_turf(pred))
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var/user_to_prey = get_dist(get_turf(user),get_turf(prey))
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if(user_to_pred > 1 || user_to_prey > 1)
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return 0
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// Prepare messages
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if(user == pred) //Feeding someone to yourself
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success_msg = text("<span class='warning'>[] manages to [] [] into their []!</span>",pred,lowertext(belly_target.vore_verb),prey,lowertext(belly_target.name))
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else //Feeding someone to another person. This shouldn't happen.
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success_msg = text("<span class='warning'>[] manages to make [] [] [] into their []!</span>",user,pred,lowertext(belly_target.vore_verb),prey,lowertext(belly_target.name))
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user.visible_message(success_msg)
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if(belly_target.vore_sound)
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playsound(user, belly_target.vore_sound, 100, 1)
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// Actually shove prey into the belly.
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belly_target.nom_mob(prey, user)
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user.update_icons()
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// Flavor handling
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if(belly_target.can_taste && prey.get_taste_message(0))
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to_chat(belly_target.owner, "<span class='notice'>[prey] tastes of [prey.get_taste_message(0)].</span>")
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// Inform Admins
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if (pred == user)
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msg_admin_attack("[key_name(pred)] ate [key_name(prey)] via dropnoms!. ([pred ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[pred.x];Y=[pred.y];Z=[pred.z]'>JMP</a>" : "null"])")
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else
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msg_admin_attack("[key_name(user)] forced [key_name(pred)] to eat [key_name(prey)] via dropnoms! ([pred ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[pred.x];Y=[pred.y];Z=[pred.z]'>JMP</a>" : "null"])")
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return 1
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@@ -46,6 +46,8 @@ V::::::V V::::::VO:::::::OOO:::::::ORR:::::R R:::::REE::::::EEEEEE
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var/vore_taste
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var/conceal_nif
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var/nif_examine
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var/can_be_drop_prey
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var/can_be_drop_pred
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//Mechanically required
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var/path
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@@ -107,6 +109,8 @@ V::::::V V::::::VO:::::::OOO:::::::ORR:::::R R:::::REE::::::EEEEEE
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S["vore_taste"] >> vore_taste
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S["conceal_nif"] >> conceal_nif
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S["nif_examine"] >> nif_examine
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S["can_be_drop_prey"] >> can_be_drop_prey
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S["can_be_drop_pred"] >> can_be_drop_pred
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if(isnull(digestable))
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digestable = 1
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@@ -127,5 +131,7 @@ V::::::V V::::::VO:::::::OOO:::::::ORR:::::R R:::::REE::::::EEEEEE
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S["vore_taste"] << vore_taste
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S["conceal_nif"] << conceal_nif
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S["nif_examine"] << nif_examine
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S["can_be_drop_prey"] << can_be_drop_prey
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S["can_be_drop_pred"] << can_be_drop_pred
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return 1
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@@ -284,6 +284,9 @@
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dat += "<br><a href='?src=\ref[src];toggle_nif=1'>Set NIF concealment</a>" //These two get their own, custom row.
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dat += "<a href='?src=\ref[src];set_nif_flavor=1'>Set NIF Examine Message.</a>"
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dat += "<br><a href='?src=\ref[src];toggle_dropnom_prey=1'>Toggle Drop-nom Prey Mode</a>" //These two get their own, custom row, too.
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dat += "<a href='?src=\ref[src];toggle_dropnom_pred=1'>Toggle Drop-nom Pred Mode</a>"
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//Returns the dat html to the vore_look
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return dat
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@@ -751,6 +754,26 @@
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else //Returned null
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return 0
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if(href_list["toggle_dropnom_pred"])
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var/choice = alert(user, "You are currently [user.can_be_drop_pred ? " able to eat prey that fall from above or that you fall onto" : "not able to eat prey that fall from above or that you fall onto."]", "", "Be Pred", "Cancel", "Don't be Pred")
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switch(choice)
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if("Cancel")
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return 0
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if("Be Pred")
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user.can_be_drop_pred = 1
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if("Don't be Pred")
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user.can_be_drop_pred = 0
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if(href_list["toggle_dropnom_prey"])
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var/choice = alert(user, "You are currently [user.can_be_drop_prey ? "able to be eaten." : "not able to be eaten."]", "", "Be Prey", "Cancel", "Don't Be Prey")
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switch(choice)
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if("Cancel")
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return 0
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if("Be Prey")
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user.can_be_drop_prey = 1
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if("Don't Be Prey")
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user.can_be_drop_prey = 0
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if(href_list["toggledg"])
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var/choice = alert(user, "This button is for those who don't like being digested. It can make you undigestable. Don't abuse this button by toggling it back and forth to extend a scene or whatever, or you'll make the admins cry. Digesting you is currently: [user.digestable ? "Allowed" : "Prevented"]", "", "Allow Digestion", "Cancel", "Prevent Digestion")
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switch(choice)
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