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Update mobjects.dm
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@@ -3,23 +3,18 @@
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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 = "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/animal_icon
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var/animal_icon_state
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var/obj_icon
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var/obj_icon_state
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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 //for PandL this means the mob will wander if 0
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var/PandL = 0 //Run both Process() and Life //Since Process takes Priority turning the mob off will also turn off Life()
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var/willanchor = 1 //Var that decides if obj state is anchored or not //for PandL this means the mob will wander if 0
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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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var/morphitem = /obj/item/weapon/wrench //Since its the most used item for anchoring this wil be default
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var/powertoggle //off by default
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var/altpowertoggle = 1 //on by default, turn off/on on click by hand
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hostile = 0
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retaliate = 0
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icon_dead = "fennec_dead" //oof
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mob/living/simple_animal/mobject/New()
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..()
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@@ -76,4 +71,17 @@ mob/living/simple_animal/mobject/proc/process() //proccess performed instead of
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if(!on)
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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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mob/living/simple_animal/mobject/metamorphicfennec
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name = "Metamorphic fox"
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desc = "Something about this seems, off."
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animal_icon = 'icons/mob/vore.dmi'
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animal_icon_state = "fennec"
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obj_icon = 'icons/mob/pai.dmi'
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obj_icon_state = "fox"
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//Process handling
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PandL = 1
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willanchor = 0
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hostile = 0
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retaliate = 0
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icon_dead = "fennec_dead" //oof
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