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TG: Sanity check for facehuggers.
Sanity checks galore for simple_animals (if(list) behaviour seems to have changed lately). Humans once again get their bodies burned into husks in fire. This only changes their appearance and name now, however, leaving their DNA intact. WIP space worms. Revision: r3140 Author: uporotiy
This commit is contained in:
@@ -220,402 +220,3 @@ var/const
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return
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/* NOPE.png -- Urist
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// Returns the surrounding cardinal turfs with open links
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// Including through doors openable with the ID
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// Includes spacetiles
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/turf/proc/CardinalTurfsWithAccessSpace(var/obj/item/weapon/card/id/ID)
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var/L[] = new()
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for(var/d in cardinal)
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var/turf/simulated/T = get_step(src, d)
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if((istype(T) || istype(T,/turf/space))&& !T.density)
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if(!LinkBlockedWithAccess(src, T, ID))
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L.Add(T)
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return L
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/obj/effect/alien/facehugger
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name = "alien"
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desc = "An alien, looks pretty scary!"
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icon_state = "facehugger"
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layer = 5.0
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density = 1
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anchored = 0
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var/state = 0
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var/list/path = new/list()
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var/frustration = 0
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var/mob/living/carbon/target
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var/list/path_target = new/list()
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var/turf/trg_idle
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var/list/path_idle = new/list()
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var/alive = 1 //1 alive, 0 dead
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var/health = 10
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var/maxhealth = 10
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var/lamarr = 0
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flags = 258.0
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New()
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..()
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if(aliens_allowed)
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health = maxhealth
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process()
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else
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del(src)
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examine()
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set src in view()
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..()
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if(!alive)
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usr << text("\red <B>The alien is not moving.</B>")
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else if (health > 5)
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usr << text("\red <B>The alien looks fresh, just out of the egg.</B>")
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else
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usr << text("\red <B>The alien looks injured.</B>")
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if (lamarr)
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usr << text("\red <B>It looks like the proboscis has been removed.</B>")
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return
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attack_hand(user as mob)
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return
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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switch(W.damtype)
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if("fire")
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health -= W.force * 0.75
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if("brute")
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health -= W.force * 0.5
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else
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if (health <= 0)
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death()
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else if (W.force)
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if(ishuman(user) || ismonkey(user))
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target = user
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state = 1
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..()
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bullet_act(var/obj/item/projectile/Proj)
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health -= round(Proj.damage / 2)
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..()
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healthcheck()
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ex_act(severity)
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switch(severity)
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if(1.0)
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death()
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if(2.0)
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health -= 15
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healthcheck()
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return
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meteorhit()
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death()
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return
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blob_act()
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if(prob(50))
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death()
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return
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Bumped(AM as mob|obj)
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if(ismob(AM) && (ishuman(AM) || ismonkey(AM)) )
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target = AM
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set_attack()
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else if(ismob(AM))
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spawn(0)
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var/turf/T = get_turf(src)
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AM:loc = T
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Bump(atom/A)
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if(ismob(A) && (ishuman(A) || ismonkey(A)))
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target = A
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set_attack()
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else if(ismob(A))
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loc = A:loc
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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health -= 5
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healthcheck()
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verb/follow()
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set src in view() //set src in get_aliens(view()) - does not work, damn shitty byond :( -- rastaf0
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set name = "Follow Me"
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set category = "Object" //"Alien" does not work perfect - humans get "Alien" tab too, that's annoying
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if(!alive) return
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if(!isalien(usr))
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usr << text("\red <B>The alien ignores you.</B>")
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return
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if(state != 2 || health < maxhealth)
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usr << text("\red <B>The alien is too busy to follow you.</B>")
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return
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usr << text("\green <B>The alien will now try to follow you.</B>")
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trg_idle = usr
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path_idle = new/list()
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return
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verb/stop()
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set src in view()
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set name = "Stop Following"
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set category = "Object"
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if(!alive) return
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if(!isalien(usr))
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usr << text("\red <B>The alien ignores you.</B>")
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return
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if(state != 2)
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usr << text("\red <B>The alien is too busy to follow you.</B>")
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return
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usr << text("\green <B>The alien stops following you.</B>")
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set_null()
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return
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proc/call_to(var/mob/user)
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if(!alive || !isalien(user) || state != 2) return
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trg_idle = user
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path_idle = new/list()
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return
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proc/set_attack()
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state = 1
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if(path_idle.len) path_idle = new/list()
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trg_idle = null
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proc/set_idle()
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state = 2
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if (path_target.len) path_target = new/list()
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target = null
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frustration = 0
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proc/set_null()
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state = 0
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if (path_target.len) path_target = new/list()
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if (path_idle.len) path_idle = new/list()
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target = null
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trg_idle = null
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frustration = 0
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process()
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set background = 1
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var/quick_move = 0
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if (!alive)
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return
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if (!target)
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if (path_target.len) path_target = new/list()
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var/last_health = INFINITY
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var/view
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if (lamarr)
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view = 1
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else
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view = viewrange-2
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for (var/mob/living/carbon/C in range(view,loc))
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if (C.stat == 2 || isalien(C) || C.alien_egg_flag || !can_see(src,C,viewrange) || istype(C, /mob/living/carbon/metroid))
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continue
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if(C:stunned || C:paralysis || C:weakened)
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target = C
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break
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if(C:health < last_health)
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last_health = C:health
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target = C
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if(target)
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if (!lamarr || prob(10))
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set_attack()
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else if(state != 2)
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set_idle()
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idle()
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else if(target)
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var/turf/distance = get_dist(src, target)
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if (!lamarr || prob(10))
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set_attack()
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if(can_see(src,target,viewrange))
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if(distance <= 1 && (!lamarr || prob(20)))
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for(var/mob/O in viewers(world.view,src))
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O.show_message("\red <B>[target] has been leapt on by [lamarr ? name : "the alien"]!</B>", 1, "\red You hear someone fall", 2)
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if (!lamarr)
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target:take_overall_damage(5)
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if(prob(70))
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target:paralysis = max(target:paralysis, 5)
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loc = target.loc
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if(!target.alien_egg_flag && ( ishuman(target) || ismonkey(target) ) )
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if (!lamarr && target)
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var/mob/trg = target
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death()
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//if(trg.virus)//Viruses are stored in a global database.
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//trg.virus.cure(0)//You need to either cure() or del() them to stop their processing.
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trg.contract_disease(new /datum/disease/alien_embryo(0))//So after that you need to infect the target anew.
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for(var/datum/disease/alien_embryo/A in trg.viruses)
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trg.alien_egg_flag = 1//We finally set their flag to 1.
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return
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else
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sleep(50)
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else
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set_null()
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spawn(cycle_pause) process()
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return
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step_towards(src,get_step_towards2(src , target))
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else
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if( !path_target.len )
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path_attack(target)
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if(!path_target.len)
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set_null()
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spawn(cycle_pause) process()
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return
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else
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var/turf/next = path_target[1]
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if(next in range(1,src))
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path_attack(target)
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if(!path_target.len)
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frustration += 5
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else
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next = path_target[1]
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path_target -= next
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step_towards(src,next)
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quick_move = 1
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if (get_dist(src, target) >= distance) frustration++
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else frustration--
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if(frustration >= 35 || lamarr) set_null()
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if(quick_move)
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spawn(cycle_pause/2)
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process()
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else
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spawn(cycle_pause)
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process()
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proc/idle()
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set background = 1
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var/quick_move = 0
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if(state != 2 || !alive || target) return
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if(locate(/obj/effect/alien/weeds) in loc && health < maxhealth)
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health++
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spawn(cycle_pause) idle()
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return
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if(!path_idle.len)
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if(isalien(trg_idle))
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if(can_see(src,trg_idle,viewrange))
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step_towards(src,get_step_towards2(src , trg_idle))
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else
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path_idle(trg_idle)
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if(!path_idle.len)
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trg_idle = null
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set_idle()
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spawn(cycle_pause) idle()
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return
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else
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var/obj/effect/alien/weeds/W = null
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if(health < maxhealth)
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var/list/the_weeds = new/list()
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find_weeds:
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for(var/obj/effect/alien/weeds/weed in range(viewrange,loc))
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if(!can_see(src,weed,viewrange)) continue
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for(var/atom/A in get_turf(weed))
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if(A.density) continue find_weeds
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the_weeds += weed
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if(the_weeds.len)
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W = pick(the_weeds)
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if(W)
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path_idle(W)
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if(!path_idle.len)
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trg_idle = null
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spawn(cycle_pause) idle()
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return
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else
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for(var/mob/living/carbon/alien/humanoid/H in range(1,src))
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spawn(cycle_pause) idle()
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return
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step(src,pick(cardinal))
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else
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if(can_see(src,trg_idle,viewrange))
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switch(get_dist(src, trg_idle))
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if(1)
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if(istype(trg_idle,/obj/effect/alien/weeds))
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step_towards(src,get_step_towards2(src , trg_idle))
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if(2 to INFINITY)
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step_towards(src,get_step_towards2(src , trg_idle))
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if(path_idle.len) path_idle = new/list()
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/*
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if(viewrange+1 to INFINITY)
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step_towards(src,get_step_towards2(src , trg_idle))
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if(path_idle.len) path_idle = new/list()
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quick_move = 1
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*/
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else
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var/turf/next = path_idle[1]
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if(!next in range(1,src))
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path_idle(trg_idle)
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if(!path_idle.len)
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spawn(cycle_pause) idle()
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return
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else
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next = path_idle[1]
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path_idle -= next
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step_towards(src,next)
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quick_move = 1
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if(quick_move)
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spawn(cycle_pause/2)
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idle()
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else
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spawn(cycle_pause)
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idle()
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proc/path_idle(var/atom/trg)
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path_idle = AStar(loc, get_turf(trg), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, null, null)
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path_idle = reverselist(path_idle)
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proc/path_attack(var/atom/trg)
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target = trg
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path_target = AStar(loc, target.loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, null, null)
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path_target = reverselist(path_target)
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proc/death()
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if(!alive) return
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alive = 0
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density = 0
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icon_state = "facehugger_l"
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set_null()
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] curls up into a ball!</B>", 1)
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proc/healthcheck()
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if (health <= 0)
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death()
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*/
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