mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 19:13:30 +01:00
fixes
will still need to look at using transfer_to and the language key
This commit is contained in:
@@ -515,7 +515,7 @@
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ask_verb = "tones"
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exclaim_verb = "tones"
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colour = "say_quote"
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key = "zw"//Zwarmer...Or Zerg!
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key = "z"//Zwarmer...Or Zerg!
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flags = RESTRICTED || HIVEMIND
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follow = 1
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@@ -10,12 +10,14 @@
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..()
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/obj/item/unactivated_swarmer/Topic(href, href_list)
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if(..())
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return 1
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if(href_list["ghostjoin"])
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var/mob/dead/observer/ghost = usr
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if(istype(ghost))
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attack_ghost(ghost)
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/obj/item/unactivated_swarmer/attack_ghost(mob/user)
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/obj/item/unactivated_swarmer/attack_ghost(mob/user as mob)
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var/be_swarmer = alert("Become a swarmer? (Warning, You can no longer be cloned!)",,"Yes","No")
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if(be_swarmer == "No")
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return
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@@ -44,6 +46,14 @@
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harm_intent_damage = 5
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minbodytemp = 0
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maxbodytemp = 500
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min_oxy = 0
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max_oxy = INFINITY
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min_tox = 0
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max_tox = INFINITY
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min_co2 = 0
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max_co2 = INFINITY
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min_n2 = 0
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max_n2 = INFINITY
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unsuitable_atmos_damage = 0
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melee_damage_lower = 15
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melee_damage_upper = 15
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@@ -59,7 +69,6 @@
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pass_flags = PASSTABLE
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ventcrawler = 2
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ranged = 1
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projectiletype = /obj/item/projectile/beam/disabler
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ranged_cooldown_cap = 2
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projectilesound = 'sound/weapons/taser2.ogg'
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AIStatus = AI_OFF
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@@ -224,7 +233,7 @@
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/mob/living/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
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S.DisperseTarget(src)
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/mob/living/simple_animal/slime/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
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/mob/living/carbon/slime/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
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S << "<span class='warning'>This biological resource is somehow resisting our bluespace transceiver. Aborting.</span>"
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////END CTRL CLICK FOR SWARMERS////
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@@ -252,7 +261,6 @@
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var/obj/effect/swarmer/integrate/I = new /obj/effect/swarmer/integrate(get_turf(target))
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I.pixel_x = target.pixel_x
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I.pixel_y = target.pixel_y
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I.pixel_z = target.pixel_z
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if(istype(target, /obj/item/stack))
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var/obj/item/stack/S = target
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S.use(1)
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@@ -268,7 +276,6 @@
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do_attack_animation(target)
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changeNext_move(CLICK_CD_MELEE)
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target.ex_act(3)
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return
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/mob/living/simple_animal/hostile/swarmer/proc/DisperseTarget(var/mob/living/target)
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if(target != src)
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@@ -290,8 +297,7 @@
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if((pressure > 20) && (pressure < 550))//Account for crushing pressure or vaccuums
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if(ishuman(target))//If we're getting rid of a human, slap some zipties on them to keep them away from us a little longer
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var/obj/item/weapon/restraints/handcuffs/cable/zipties/Z = new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
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var/mob/living/carbon/human/H = target
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Z.apply_cuffs(H, src)
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Z.apply_cuffs(target, src)
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do_teleport(target, F, 0)
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playsound(src,'sound/effects/sparks4.ogg',50,1)
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break
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@@ -303,7 +309,6 @@
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var/obj/effect/swarmer/dismantle/D = new /obj/effect/swarmer/dismantle(get_turf(target))
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D.pixel_x = target.pixel_x
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D.pixel_y = target.pixel_y
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D.pixel_z = target.pixel_z
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if(do_mob(src, target, 100))
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src << "<span class='info'>Dismantling complete.</span>"
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var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/metal(target.loc)
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@@ -314,7 +319,6 @@
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var/obj/effect/swarmer/disintegration/N = new /obj/effect/swarmer/disintegration(get_turf(target))
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N.pixel_x = target.pixel_x
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N.pixel_y = target.pixel_y
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N.pixel_z = target.pixel_z
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target.dropContents()
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if(istype(target, /obj/machinery/computer))
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var/obj/machinery/computer/C = target
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@@ -253,22 +253,21 @@
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var/target = the_target
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visible_message("<span class='danger'><b>[src]</b> [ranged_message] at [target]!</span>")
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var/tturf = get_turf(target)
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if(rapid)
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spawn(1)
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype(get_turf(src))
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spawn(4)
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype(get_turf(src))
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spawn(6)
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype(get_turf(src))
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else
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype
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ranged_cooldown = ranged_cooldown_cap
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@@ -278,17 +277,17 @@
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if(target == start)
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return
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var/obj/item/projectile/A = new projectiletype(user:loc)
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var/obj/item/projectile/A = new projectiletype(src.loc)
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playsound(user, projectilesound, 100, 1)
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if(!A) return
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if (!istype(target, /turf))
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qdel(A)
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return
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A.current = target
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A.firer = src
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A.yo = target:y - start:y
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A.xo = target:x - start:x
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if(AIStatus == AI_OFF)//Don't want mindless mobs to have their movement screwed up firing in space
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newtonian_move(get_dir(target, user))
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A.original = target
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spawn( 0 )
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A.process()
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return
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@@ -513,7 +513,7 @@
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/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype)
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if(damage <= force_threshold)
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visible_message("<span class='warning'>[src] looks unharmed.</span>")
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visible_message("<span class='warning'>[src] looks unharmed from the damage.</span>")
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else
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switch(damagetype)
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if(BRUTE)
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