mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Cleanup and moving of species files
This commit is contained in:
@@ -21,7 +21,6 @@
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//unarmed_types = list(/datum/unarmed_attack/bite, /datum/unarmed_attack/claws)
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//inherent_verbs = list(/mob/living/proc/ventcrawl)
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hud_type = /datum/hud_data/monkey
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/monkey
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total_health = 75
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@@ -1,74 +0,0 @@
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/datum/hud_data
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var/icon // If set, overrides ui_style.
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var/has_a_intent = 1 // Set to draw intent box.
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var/has_m_intent = 1 // Set to draw move intent box.
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var/has_warnings = 1 // Set to draw environment warnings.
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var/has_pressure = 1 // Draw the pressure indicator.
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var/has_nutrition = 1 // Draw the nutrition indicator.
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var/has_bodytemp = 1 // Draw the bodytemp indicator.
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var/has_hands = 1 // Set to draw hands.
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var/has_drop = 1 // Set to draw drop button.
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var/has_throw = 1 // Set to draw throw button.
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var/has_resist = 1 // Set to draw resist button.
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var/has_internals = 1 // Set to draw the internals toggle button.
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var/list/equip_slots = list() // Checked by mob_can_equip().
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// Contains information on the position and tag for all inventory slots
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// to be drawn for the mob. This is fairly delicate, try to avoid messing with it
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// unless you know exactly what it does.
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var/list/gear = list(
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"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
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"o_clothing" = list("loc" = ui_oclothing, "name" = "Suit", "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
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"mask" = list("loc" = ui_mask, "name" = "Mask", "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
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"gloves" = list("loc" = ui_gloves, "name" = "Gloves", "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
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"eyes" = list("loc" = ui_glasses, "name" = "Glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
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"l_ear" = list("loc" = ui_l_ear, "name" = "Left Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
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"r_ear" = list("loc" = ui_r_ear, "name" = "Right Ear", "slot" = slot_r_ear, "state" = "ears", "toggle" = 1),
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"head" = list("loc" = ui_head, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
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"shoes" = list("loc" = ui_shoes, "name" = "Shoes", "slot" = slot_shoes, "state" = "shoes", "toggle" = 1),
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"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "belt", "dir" = 8),
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"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back", "dir" = NORTH),
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"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id", "dir" = NORTH),
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"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
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"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
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"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt")
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)
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/datum/hud_data/New()
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..()
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for(var/slot in gear)
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equip_slots |= gear[slot]["slot"]
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if(has_hands)
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equip_slots |= slot_l_hand
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equip_slots |= slot_r_hand
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equip_slots |= slot_handcuffed
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if(slot_back in equip_slots)
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equip_slots |= slot_in_backpack
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if(slot_w_uniform in equip_slots)
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equip_slots |= slot_tie
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equip_slots |= slot_legcuffed
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/datum/hud_data/diona
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has_internals = 0
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gear = list(
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"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
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"o_clothing" = list("loc" = ui_shoes, "name" = "Suit", "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
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"l_ear" = list("loc" = ui_gloves, "name" = "Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
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"head" = list("loc" = ui_oclothing, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
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"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "belt", "dir" = 8),
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"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back", "dir" = NORTH),
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"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id", "dir" = NORTH),
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"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
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"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
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"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt")
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)
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/datum/hud_data/monkey
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gear = list(
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"mask" = list("loc" = ui_shoes, "name" = "Mask", "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
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"back" = list("loc" = ui_sstore1, "name" = "Back", "slot" = slot_back, "state" = "back", "dir" = NORTH),
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)
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@@ -331,7 +331,6 @@
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default_language = "Galactic Common"
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language = "Rootspeak"
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unarmed_type = /datum/unarmed_attack/diona
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hud_type = /datum/hud_data/diona
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//primitive_form = "Nymph"
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slowdown = 5
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@@ -1,366 +0,0 @@
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/*
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Datum-based species. Should make for much cleaner and easier to maintain mutantrace code.
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*/
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/datum/species
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var/name // Species name.
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var/path // Species path
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var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
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var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
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// Damage overlay and masks.
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var/damage_overlays = 'icons/mob/human_races/masks/dam_human.dmi'
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var/damage_mask = 'icons/mob/human_races/masks/dam_mask_human.dmi'
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var/blood_mask = 'icons/mob/human_races/masks/blood_human.dmi'
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var/eyes = "eyes_s" // Icon for eyes.
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var/blurb = "A completely nondescript species." // A brief lore summary for use in the chargen screen.
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var/primitive_form // Lesser form, if any (ie. monkey for humans)
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var/greater_form // Greater form, if any, ie. human for monkeys.
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var/tail // Name of tail image in species effects icon file.
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var/unarmed //For empty hand harm-intent attack
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var/unarmed_type = /datum/unarmed_attack
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var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
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var/breath_type = "oxygen" // Non-oxygen gas breathed, if any.
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var/poison_type = "plasma" // Poisonous air.
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var/exhale_type = "carbon_dioxide" // Exhaled gas type.
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var/cold_level_1 = 260 // Cold damage level 1 below this point.
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var/cold_level_2 = 200 // Cold damage level 2 below this point.
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var/cold_level_3 = 120 // Cold damage level 3 below this point.
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var/heat_level_1 = 360 // Heat damage level 1 above this point.
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var/heat_level_2 = 400 // Heat damage level 2 above this point.
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var/heat_level_3 = 460 // Heat damage level 3 above this point; used for body temperature
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var/heat_level_3_breathe = 1000 // Heat damage level 3 above this point; used for breathed air temperature
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var/body_temperature = 310.15 //non-IS_SYNTHETIC species will try to stabilize at this temperature. (also affects temperature processing)
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var/synth_temp_gain = 0 //IS_SYNTHETIC species will gain this much temperature every second
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var/reagent_tag //Used for metabolizing reagents.
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var/darksight = 2
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var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
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var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
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var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
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var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
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var/brute_mod = null // Physical damage reduction/malus.
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var/burn_mod = null // Burn damage reduction/malus.
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var/light_dam //Light level above which species takes damage, and below which it heals.
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var/light_effect_amp //If 0, takes/heals 1 burn and brute per tick. Otherwise, both healing and damage effects are amplified.
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var/total_health = 100
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var/max_hurt_damage = 9 // Max melee damage dealt + 5 if hulk
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var/list/default_genes = list()
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var/ventcrawler = 0 //Determines if the mob can go through the vents.
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var/has_fine_manipulation = 1 // Can use small items.
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var/flags = 0 // Various specific features.
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var/bloodflags=0
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var/bodyflags=0
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var/dietflags = 0 // Make sure you set this, otherwise it won't be able to digest a lot of foods
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var/list/abilities = list() // For species-derived or admin-given powers
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var/blood_color = "#A10808" //Red.
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var/flesh_color = "#FFC896" //Pink.
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var/single_gib_type = /obj/effect/decal/cleanable/blood/gibs
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var/meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/human
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var/base_color //Used when setting species.
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// HUD data vars.
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var/datum/hud_data/hud
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var/hud_type
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//Used in icon caching.
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var/race_key = 0
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var/icon/icon_template
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var/is_small
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var/show_ssd = 1
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// Language/culture vars.
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var/default_language = "Galactic Common" // Default language is used when 'say' is used without modifiers.
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var/language = "Galactic Common" // Default racial language, if any.
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var/secondary_langs = list() // The names of secondary languages that are available to this species.
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var/list/speech_sounds // A list of sounds to potentially play when speaking.
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var/list/speech_chance // The likelihood of a speech sound playing.
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// Determines the organs that the species spawns with and
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var/list/has_organ = list( // which required-organ checks are conducted.
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"heart" = /obj/item/organ/heart,
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"lungs" = /obj/item/organ/lungs,
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"liver" = /obj/item/organ/liver,
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"kidneys" = /obj/item/organ/kidneys,
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"brain" = /obj/item/organ/brain,
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"appendix" = /obj/item/organ/appendix,
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"eyes" = /obj/item/organ/eyes
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)
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var/list/has_limbs = list(
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"chest" = list("path" = /obj/item/organ/external/chest),
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"groin" = list("path" = /obj/item/organ/external/groin),
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"head" = list("path" = /obj/item/organ/external/head),
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"l_arm" = list("path" = /obj/item/organ/external/arm),
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"r_arm" = list("path" = /obj/item/organ/external/arm/right),
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"l_leg" = list("path" = /obj/item/organ/external/leg),
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"r_leg" = list("path" = /obj/item/organ/external/leg/right),
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"l_hand" = list("path" = /obj/item/organ/external/hand),
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"r_hand" = list("path" = /obj/item/organ/external/hand/right),
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"l_foot" = list("path" = /obj/item/organ/external/foot),
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"r_foot" = list("path" = /obj/item/organ/external/foot/right)
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)
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/datum/species/New()
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unarmed = new unarmed_type()
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/datum/species/proc/get_random_name(var/gender)
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var/datum/language/species_language = all_languages[language]
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return species_language.get_random_name(gender)
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/datum/species/proc/create_organs(var/mob/living/carbon/human/H) //Handles creation of mob organs.
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for(var/obj/item/organ/organ in H.contents)
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if((organ in H.organs) || (organ in H.internal_organs))
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del(organ)
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if(H.organs) H.organs.Cut()
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if(H.internal_organs) H.internal_organs.Cut()
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if(H.organs_by_name) H.organs_by_name.Cut()
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if(H.internal_organs_by_name) H.internal_organs_by_name.Cut()
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H.organs = list()
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H.internal_organs = list()
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H.organs_by_name = list()
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H.internal_organs_by_name = list()
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for(var/limb_type in has_limbs)
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var/list/organ_data = has_limbs[limb_type]
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var/limb_path = organ_data["path"]
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var/obj/item/organ/O = new limb_path(H)
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organ_data["descriptor"] = O.name
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for(var/organ in has_organ)
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var/organ_type = has_organ[organ]
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H.internal_organs_by_name[organ] = new organ_type(H,1)
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for(var/name in H.organs_by_name)
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H.organs |= H.organs_by_name[name]
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for(var/obj/item/organ/external/O in H.organs)
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O.owner = H
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if(flags & IS_SYNTHETIC)
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for(var/obj/item/organ/external/E in H.organs)
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if(E.status & ORGAN_CUT_AWAY || E.status & ORGAN_DESTROYED) continue
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E.robotize()
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for(var/obj/item/organ/I in H.internal_organs)
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I.robotize()
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/datum/species/proc/handle_breath(var/datum/gas_mixture/breath, var/mob/living/carbon/human/H)
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var/safe_oxygen_min = 16 // Minimum safe partial pressure of O2, in kPa
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//var/safe_oxygen_max = 140 // Maximum safe partial pressure of O2, in kPa (Not used for now)
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var/safe_co2_max = 10 // Yes it's an arbitrary value who cares?
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var/safe_toxins_max = 0.005
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var/SA_para_min = 1
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var/SA_sleep_min = 5
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var/oxygen_used = 0
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var/nitrogen_used = 0
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var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
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var/vox_oxygen_max = 1 // For vox.
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//Partial pressure of the O2 in our breath
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var/O2_pp = (breath.oxygen/breath.total_moles())*breath_pressure
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// Same, but for the toxins
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var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
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// And CO2, lets say a PP of more than 10 will be bad (It's a little less really, but eh, being passed out all round aint no fun)
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var/CO2_pp = (breath.carbon_dioxide/breath.total_moles())*breath_pressure // Tweaking to fit the hacky bullshit I've done with atmo -- TLE
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// Nitrogen, for Vox.
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var/Nitrogen_pp = (breath.nitrogen/breath.total_moles())*breath_pressure
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// TODO: Split up into Voxs' own proc.
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if(O2_pp < safe_oxygen_min && name != "Vox") // Too little oxygen
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if(prob(20))
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spawn(0)
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H.emote("gasp")
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if(O2_pp > 0)
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var/ratio = safe_oxygen_min/O2_pp
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H.adjustOxyLoss(min(5*ratio, HUMAN_MAX_OXYLOSS)) // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!)
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H.failed_last_breath = 1
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oxygen_used = breath.oxygen*ratio/6
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else
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H.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
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H.failed_last_breath = 1
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H.oxygen_alert = max(H.oxygen_alert, 1)
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else if(Nitrogen_pp < safe_oxygen_min && name == "Vox") //Vox breathe nitrogen, not oxygen.
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if(prob(20))
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spawn(0) H.emote("gasp")
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if(Nitrogen_pp > 0)
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var/ratio = safe_oxygen_min/Nitrogen_pp
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H.adjustOxyLoss(min(5*ratio, HUMAN_MAX_OXYLOSS))
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H.failed_last_breath = 1
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nitrogen_used = breath.nitrogen*ratio/6
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else
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H.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
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H.failed_last_breath = 1
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H.oxygen_alert = max(H.oxygen_alert, 1)
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else // We're in safe limits
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H.failed_last_breath = 0
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H.adjustOxyLoss(-5)
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oxygen_used = breath.oxygen/6
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H.oxygen_alert = 0
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breath.oxygen -= oxygen_used
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breath.nitrogen -= nitrogen_used
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breath.carbon_dioxide += oxygen_used
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//CO2 does not affect failed_last_breath. So if there was enough oxygen in the air but too much co2, this will hurt you, but only once per 4 ticks, instead of once per tick.
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if(CO2_pp > safe_co2_max)
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if(!H.co2overloadtime) // If it's the first breath with too much CO2 in it, lets start a counter, then have them pass out after 12s or so.
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H.co2overloadtime = world.time
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else if(world.time - H.co2overloadtime > 120)
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H.Paralyse(3)
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H.adjustOxyLoss(3) // Lets hurt em a little, let them know we mean business
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if(world.time - H.co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
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H.adjustOxyLoss(8)
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if(prob(20)) // Lets give them some chance to know somethings not right though I guess.
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spawn(0) H.emote("cough")
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else
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H.co2overloadtime = 0
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if(Toxins_pp > safe_toxins_max) // Too much toxins
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var/ratio = (breath.toxins/safe_toxins_max) * 10
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//adjustToxLoss(Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE)) //Limit amount of damage toxin exposure can do per second
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if(H.reagents)
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H.reagents.add_reagent("plasma", Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE))
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H.toxins_alert = max(H.toxins_alert, 1)
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|
||||
else if(O2_pp > vox_oxygen_max && name == "Vox") //Oxygen is toxic to vox.
|
||||
var/ratio = (breath.oxygen/vox_oxygen_max) * 1000
|
||||
H.adjustToxLoss(Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE))
|
||||
H.toxins_alert = max(H.toxins_alert, 1)
|
||||
else
|
||||
H.toxins_alert = 0
|
||||
|
||||
if(breath.trace_gases.len) // If there's some other shit in the air lets deal with it here.
|
||||
for(var/datum/gas/sleeping_agent/SA in breath.trace_gases)
|
||||
var/SA_pp = (SA.moles/breath.total_moles())*breath_pressure
|
||||
if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
|
||||
H.Paralyse(3) // 3 gives them one second to wake up and run away a bit!
|
||||
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
|
||||
H.sleeping = max(H.sleeping+2, 10)
|
||||
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
|
||||
if(prob(20))
|
||||
spawn(0) H.emote(pick("giggle", "laugh"))
|
||||
|
||||
handle_temperature(breath, H)
|
||||
|
||||
return 1
|
||||
|
||||
/datum/species/proc/handle_temperature(datum/gas_mixture/breath, var/mob/living/carbon/human/H) // called by human/life, handles temperatures
|
||||
if( (abs(310.15 - breath.temperature) > 50) && !(RESIST_HEAT in H.mutations)) // Hot air hurts :(
|
||||
if(H.status_flags & GODMODE) return 1 //godmode
|
||||
if(breath.temperature < cold_level_1)
|
||||
if(prob(20))
|
||||
H << "\red You feel your face freezing and an icicle forming in your lungs!"
|
||||
else if(breath.temperature > heat_level_1)
|
||||
if(prob(20))
|
||||
H << "\red You feel your face burning and a searing heat in your lungs!"
|
||||
|
||||
|
||||
|
||||
switch(breath.temperature)
|
||||
if(-INFINITY to cold_level_3)
|
||||
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
|
||||
H.fire_alert = max(H.fire_alert, 1)
|
||||
|
||||
if(cold_level_3 to cold_level_2)
|
||||
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold")
|
||||
H.fire_alert = max(H.fire_alert, 1)
|
||||
|
||||
if(cold_level_2 to cold_level_1)
|
||||
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold")
|
||||
H.fire_alert = max(H.fire_alert, 1)
|
||||
|
||||
if(heat_level_1 to heat_level_2)
|
||||
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Heat")
|
||||
H.fire_alert = max(H.fire_alert, 2)
|
||||
|
||||
if(heat_level_2 to heat_level_3_breathe)
|
||||
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Heat")
|
||||
H.fire_alert = max(H.fire_alert, 2)
|
||||
|
||||
if(heat_level_3_breathe to INFINITY)
|
||||
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat")
|
||||
H.fire_alert = max(H.fire_alert, 2)
|
||||
return
|
||||
|
||||
/datum/species/proc/handle_post_spawn(var/mob/living/carbon/C) //Handles anything not already covered by basic species assignment.
|
||||
handle_dna(C)
|
||||
return
|
||||
|
||||
/datum/species/proc/handle_dna(var/mob/living/carbon/C, var/remove) //Handles DNA mutations, as that doesn't work at init.
|
||||
return
|
||||
|
||||
// Used for species-specific names (Vox, etc)
|
||||
/datum/species/proc/makeName(var/gender,var/mob/living/carbon/human/H=null)
|
||||
if(gender==FEMALE) return capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
|
||||
else return capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
|
||||
|
||||
/datum/species/proc/handle_death(var/mob/living/carbon/human/H) //Handles any species-specific death events (such as dionaea nymph spawns).
|
||||
return
|
||||
|
||||
/datum/species/proc/handle_attack_hand(var/mob/living/carbon/human/H, var/mob/living/carbon/human/M) //Handles any species-specific attackhand events.
|
||||
return
|
||||
|
||||
/datum/species/proc/say_filter(mob/M, message, datum/language/speaking)
|
||||
return message
|
||||
|
||||
/datum/species/proc/equip(var/mob/living/carbon/human/H)
|
||||
return
|
||||
|
||||
/datum/species/proc/can_understand(var/mob/other)
|
||||
return
|
||||
|
||||
// Called in life() when the mob has no client.
|
||||
/datum/species/proc/handle_npc(var/mob/living/carbon/human/H)
|
||||
return
|
||||
|
||||
//Species unarmed attacks
|
||||
|
||||
/datum/unarmed_attack
|
||||
var/attack_verb = list("attack") // Empty hand hurt intent verb.
|
||||
var/damage = 0 // Extra empty hand attack damage.
|
||||
var/attack_sound = "punch"
|
||||
var/miss_sound = 'sound/weapons/punchmiss.ogg'
|
||||
var/sharp = 0
|
||||
var/edge = 0
|
||||
|
||||
/datum/unarmed_attack/punch
|
||||
attack_verb = list("punch")
|
||||
|
||||
/datum/unarmed_attack/punch/weak
|
||||
attack_verb = list("flail")
|
||||
damage = 1
|
||||
|
||||
/datum/unarmed_attack/diona
|
||||
attack_verb = list("lash", "bludgeon")
|
||||
|
||||
/datum/unarmed_attack/claws
|
||||
attack_verb = list("scratch", "claw")
|
||||
attack_sound = 'sound/weapons/slice.ogg'
|
||||
miss_sound = 'sound/weapons/slashmiss.ogg'
|
||||
sharp = 1
|
||||
edge = 1
|
||||
|
||||
/datum/unarmed_attack/claws/armalis
|
||||
attack_verb = list("slash", "claw")
|
||||
damage = 6 //they're huge! they should do a little more damage, i'd even go for 15-20 maybe...
|
||||
Reference in New Issue
Block a user