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Water_act: Wetlevel for carbon mobs
All carbon mobs have a new variable called wetness, which is increased upon water_act's that have a volume over 10, and is decreased every 22~ cycles of mob_master. This variable currently does absolutely nothing but change their examine text.
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@@ -152,6 +152,10 @@
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bodytemperature += BODYTEMP_HEATING_MAX //If you're on fire, you heat up!
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return
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/mob/living/carbon/alien/proc/handle_wetness()
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if(mob_master.current_cycle%20==2) //dry off a bit once every 20 ticks or so
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wetlevel = max(wetlevel - 1,0)
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return
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/mob/living/carbon/alien/IsAdvancedToolUser()
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return has_fine_manipulation
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@@ -53,6 +53,9 @@
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//Handle being on fire
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handle_fire()
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//Decrease wetness over time
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handle_wetness()
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//Status updates, death etc.
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handle_regular_status_updates()
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update_canmove()
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@@ -14,4 +14,9 @@
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visible_message("<span class='warning'>[src] catches [I]!</span>")
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throw_mode_off()
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return
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..()
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/mob/living/carbon/water_act(volume, temperature, source)
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if(volume > 10) //anything over 10 volume will make the mob wetter.
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wetlevel = min(wetlevel + 1,5)
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..()
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@@ -20,4 +20,5 @@
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var/pulse = PULSE_NORM //current pulse level
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var/heart_attack = 0
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var/heart_attack = 0
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var/wetlevel = 0 //how wet the mob is
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@@ -231,6 +231,18 @@
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if(fire_stacks < 0)
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msg += "[t_He] looks a little soaked.\n"
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switch(wetlevel)
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if(1)
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msg += "[t_He] looks a bit damp.\n"
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if(2)
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msg += "[t_He] looks a little bit wet.\n"
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if(3)
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msg += "[t_He] looks wet.\n"
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if(4)
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msg += "[t_He] looks very wet.\n"
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if(5)
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msg += "[t_He] looks absolutely soaked.\n"
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if(nutrition < 100)
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msg += "[t_He] [t_is] severely malnourished.\n"
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else if(nutrition >= 500)
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@@ -489,7 +489,7 @@ emp_act
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return
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/mob/living/carbon/human/water_act(volume, temperature)
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/mob/living/carbon/human/water_act(volume, temperature, source)
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..()
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if(temperature >= 330) bodytemperature = bodytemperature + (temperature - bodytemperature)
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if(temperature <= 280) bodytemperature = bodytemperature - (bodytemperature - temperature)
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@@ -108,6 +108,9 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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//Check if we're on fire
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handle_fire()
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//Decrease wetness over time
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handle_wetness()
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//stuff in the stomach
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handle_stomach()
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@@ -547,6 +550,10 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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return
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//END FIRE CODE
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proc/handle_wetness()
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if(mob_master.current_cycle%20==2) //dry off a bit once every 20 ticks or so
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wetlevel = max(wetlevel - 1,0)
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return
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/*
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proc/adjust_body_temperature(current, loc_temp, boost)
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@@ -32,6 +32,20 @@
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if(10)
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msg += "<span class='warning'><B>It is radiating with massive levels of electrical activity!</B></span>\n"
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msg += "<span class='warning'>"
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switch(wetlevel)
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if(1)
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msg += "It looks a bit damp.\n"
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if(2)
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msg += "It looks a little bit wet.\n"
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if(3)
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msg += "It looks wet.\n"
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if(4)
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msg += "It looks very wet.\n"
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if(5)
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msg += "It looks absolutely soaked.\n"
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msg += "</span>"
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msg += "*---------*</span>"
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usr << msg
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return
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@@ -42,6 +42,8 @@
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handle_regular_status_updates() // Status updates, death etc.
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handle_wetness()
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/mob/living/carbon/slime/proc/AIprocess() // the master AI process
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if(AIproc || stat == DEAD || client) return
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@@ -285,6 +287,11 @@
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else
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Evolve()
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/mob/living/carbon/slime/proc/handle_wetness()
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if(mob_master.current_cycle%20==2) //dry off a bit once every 20 ticks or so
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wetlevel = max(wetlevel - 1,0)
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return
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/mob/living/carbon/slime/proc/handle_targets()
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if(Tempstun)
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if(!Victim) // not while they're eating!
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@@ -40,6 +40,20 @@
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msg += "It isn't responding to anything around it; it seems to be asleep.\n"
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msg += "</span>"
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msg += "<span class='warning'>"
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switch(wetlevel)
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if(1)
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msg += "It looks a bit damp.\n"
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if(2)
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msg += "It looks a little bit wet.\n"
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if(3)
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msg += "It looks wet.\n"
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if(4)
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msg += "It looks very wet.\n"
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if(5)
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msg += "It looks absolutely soaked.\n"
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msg += "</span>"
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if (src.digitalcamo)
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msg += "It is repulsively uncanny!\n"
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@@ -62,6 +62,9 @@
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//Check if we're on fire
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handle_fire()
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//Decrease wetness over time
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handle_wetness()
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//Status updates, death etc.
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handle_regular_status_updates()
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update_canmove()
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@@ -660,4 +663,9 @@
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return
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adjustFireLoss(6)
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return
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//END FIRE CODE
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//END FIRE CODE
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proc/handle_wetness()
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if(mob_master.current_cycle%20==2) //dry off a bit once every 20 ticks or so
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wetlevel = max(wetlevel - 1,0)
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return
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