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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 19:13:30 +01:00
Removes Tribesman
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@@ -215,16 +215,6 @@
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//put a native tribe somewhere
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num_spawned = 0
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while(num_spawned < 1)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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new /obj/effect/jungle_tribe_spawn(J)
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//place some random path waypoints to confuse players
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max = rand(1,3)
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num_spawned = 0
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@@ -1,92 +0,0 @@
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/obj/item/projectile/jungle_spear
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damage = 10
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damage_type = TOX
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icon_state = "bullet"
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/obj/effect/jungle_tribe_spawn
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name = "campfire"
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desc = "Looks cosy, in an alien sort of way."
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icon = 'code/modules/jungle/jungle.dmi'
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icon_state = "campfire"
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anchored = 1
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var/list/tribesmen = list()
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var/list/enemy_players = list()
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var/tribe_type = 1
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/obj/effect/jungle_tribe_spawn/New()
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processing_objects.Add(src)
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tribe_type = rand(1,5)
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var/num_tribesmen = rand(3,6)
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for(var/i=0,i<num_tribesmen,i++)
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var/mob/living/simple_animal/hostile/tribesman/T = new(src.loc)
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T.my_type = tribe_type
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T.x += rand(-6,6)
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T.y += rand(-6,6)
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tribesmen += T
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/obj/effect/jungle_tribe_spawn/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/effect/jungle_tribe_spawn/process()
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set background = 1
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for(var/mob/living/simple_animal/hostile/tribesman/T in tribesmen)
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if(T.stat == DEAD)
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tribesmen.Remove(T)
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spawn(rand(50,300))
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var/mob/living/simple_animal/hostile/tribesman/B = new(src.loc)
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B.my_type = tribe_type
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B.x += rand(-4,4)
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B.y += rand(-4,4)
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tribesmen += B
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/mob/living/simple_animal/hostile/tribesman
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name = "tribesman"
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desc = "A noble savage, doesn't seem to know what to make of you."
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icon = 'code/modules/jungle/jungle.dmi'
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icon_state = "native1"
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icon_living = "native1"
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icon_dead = "native1_dead"
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speak_chance = 25
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speak = list("Rong a'hu dong'a sik?","Ahi set mep'a teth.","Ohen nek'ti ep esi.")
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speak_emote = list("chatters")
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emote_hear = list("chatters to themselves","chatters away at something","whistles")
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emote_see = list("bends down to examine something")
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melee_damage_lower = 5
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melee_damage_upper = 15
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turns_per_move = 1
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stop_automated_movement_when_pulled = 0
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var/my_type = 1
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/mob/living/simple_animal/hostile/tribesman/New()
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if(prob(33))
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ranged = 1
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spawn(8)
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icon_state = "native[my_type]"
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icon_living = "native[my_type]"
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icon_dead = "native[my_type]_dead"
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/mob/living/simple_animal/hostile/tribesman/ListTargets()
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var/list/targets = list()
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for(var/mob/living/simple_animal/hostile/H in view(src, 10))
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if(istype(H, /mob/living/simple_animal/hostile/tribesman))
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continue
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targets += H
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return targets
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/mob/living/simple_animal/hostile/tribesman/FindTarget()
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. = ..()
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if(.)
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emote("waves a spear at [.]")
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/mob/living/simple_animal/hostile/tribesman/OpenFire(target_mob)
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visible_message("\red <b>[src]</b> throws a spear at [target_mob]!", 1)
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flick(src, "native[my_type]_act")
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var/tturf = get_turf(target_mob)
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Shoot(tturf, src.loc, src)
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