Makes the gibber Ultra-Dramatic. Can be toggled on and off via the

'dramatic' variable.
This commit is contained in:
Tigercat2000
2014-11-29 20:50:31 -08:00
parent bfa1536e74
commit 0e99339d52
+51 -19
View File
@@ -10,6 +10,7 @@
var/dirty = 0 // Does it need cleaning?
var/gibtime = 40 // Time from starting until meat appears
var/mob/living/occupant // Mob who has been put inside
var/dramatic = 1
use_power = 1
idle_power_usage = 2
active_power_usage = 500
@@ -134,7 +135,6 @@
visible_message("\red You hear a loud metallic grinding sound.")
return
use_power(1000)
visible_message("\red You hear a loud squelchy grinding sound.")
src.operating = 1
update_icon()
var/sourcename = src.occupant.real_name
@@ -161,23 +161,55 @@
src.occupant.LAssailant = null
else
src.occupant.LAssailant = user
src.occupant.emote("scream")
playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
src.occupant.death(1)
src.occupant.ghostize()
del(src.occupant)
spawn(src.gibtime)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
for (var/i=1 to totalslabs)
var/obj/item/meatslab = allmeat[i]
var/turf/Tx = locate(src.x - i, src.y, src.z)
meatslab.loc = src.loc
meatslab.throw_at(Tx,i,3,src)
if (!Tx.density)
new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
src.operating = 0
update_icon()
if(src.dramatic)
visible_message("\red The hatch closes and locks.")
src.occupant.visible_message("\red The hatch closes and locks behind you.")
sleep(20)
visible_message("\red <b>The Gibber</b> states 'Deploying Grinders.'")
src.occupant.visible_message("\blue You hear a faint voice. \red <b>The Gibber</b> states 'Deploying Grinders.'")
src.occupant.visible_message("\red You feel a panel open underneath you.")
sleep(10)
src.occupant.visible_message("\red A number of sharp points press into your back.")
sleep(20)
visible_message("\red <b>The Gibber</b> states 'Engaging Grinders.'")
src.occupant.visible_message("\blue You hear a faint voice. \red <b>The Gibber</b> states 'Engaging Grinders.'")
src.occupant.visible_message("\red The blades start tearing at your flesh! AHHHHH!")
src.occupant.emote("scream")
visible_message("\red You hear a loud squelchy grinding sound.")
sleep(20)
playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
src.occupant.death(1)
src.occupant.ghostize()
del(src.occupant)
spawn(src.gibtime)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
for (var/i=1 to totalslabs)
var/obj/item/meatslab = allmeat[i]
var/turf/Tx = locate(src.x - i, src.y, src.z)
meatslab.loc = src.loc
meatslab.throw_at(Tx,i,3,src)
if (!Tx.density)
new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
src.operating = 0
update_icon()
else
src.occupant.emote("scream")
playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
src.occupant.death(1)
src.occupant.ghostize()
del(src.occupant)
spawn(src.gibtime)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
for (var/i=1 to totalslabs)
var/obj/item/meatslab = allmeat[i]
var/turf/Tx = locate(src.x - i, src.y, src.z)
meatslab.loc = src.loc
meatslab.throw_at(Tx,i,3,src)
if (!Tx.density)
new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
src.operating = 0
update_icon()