mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 07:33:34 +01:00
Possibly the finishing touches to the telecomms prototype. They will be included in the game soon-ish.
Some work on critters. Added a new critter type: the VISCERATORS. (http://dl.dropbox.com/u/10657252/SS13/Manhacks.PNG) Includes a small new audio file. They'll probably be created with a traitor item or a box-o-hacks in the armory. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2932 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -21,6 +21,8 @@
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wanderer = 1
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//Will open doors it bumps ignoring access
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opensdoors = 0
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//Will randomly travel through vents
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ventcrawl = 0
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//Internal tracking ignore
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frustration = 0
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@@ -32,6 +34,10 @@
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target = null
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oldtarget_name = null
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target_lastloc = null
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thinkspeed = 15
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chasespeed = 4
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wanderspeed = 10
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//The last guy who attacked it
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attacker = null
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//Will not attack this thing
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@@ -47,6 +53,11 @@
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atksame = 0
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atkmech = 0
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//Attacks syndies/traitors (distinguishes via mind)
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atksynd = 1
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//Attacks things NOT in its obj/req_access list
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atkreq = 0
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//Damage multipliers
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brutevuln = 1
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firevuln = 1
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@@ -59,7 +70,10 @@
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//Basic attack message when they move to attack and attack
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angertext = "charges at"
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attacktext = "attacks"
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deathtext = "dies!"
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chasestate = null // the icon state to use when attacking or chasing a target
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attackflick = null // the icon state to flick when it attacks
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attack_sound = null // the sound it makes when it attacks!
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attack_speed = 25 // delay of attack
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@@ -13,7 +13,7 @@
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if("thinking")
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src.attack = 0
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src.target = null
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sleep(15)
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sleep(thinkspeed)
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walk_to(src,0)
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if (src.aggressive) seek_target()
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if (src.wanderer && !src.target) src.task = "wandering"
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@@ -29,11 +29,13 @@
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var/mob/living/carbon/M = src.target
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ChaseAttack()
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src.task = "attacking"
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if(chasestate)
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icon_state = chasestate
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src.anchored = 1
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src.target_lastloc = M.loc
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else
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var/turf/olddist = get_dist(src, src.target)
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walk_to(src, src.target,1,4)
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walk_to(src, src.target,1,chasespeed)
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if ((get_dist(src, src.target)) >= (olddist))
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src.frustration++
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else
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@@ -45,6 +47,8 @@
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if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc)))
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src.anchored = 0
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src.task = "chasing"
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if(chasestate)
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icon_state = chasestate
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else
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if (get_dist(src, src.target) <= 1)
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var/mob/living/carbon/M = src.target
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@@ -58,20 +62,25 @@
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src.attacking = 0
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else
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if(M!=null)
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if(M.health < 0)
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src.task = "thinking"
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src.target = null
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src.anchored = 0
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src.last_found = world.time
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src.frustration = 0
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src.attacking = 0
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if(ismob(src.target))
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if(M.health < 0)
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src.task = "thinking"
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src.target = null
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src.anchored = 0
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src.last_found = world.time
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src.frustration = 0
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src.attacking = 0
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else
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src.anchored = 0
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src.attacking = 0
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src.task = "chasing"
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if(chasestate)
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icon_state = chasestate
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if("wandering")
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if(chasestate)
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icon_state = initial(icon_state)
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patrol_step()
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sleep(10)
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sleep(wanderspeed)
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spawn(8)
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process()
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return
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@@ -112,29 +121,57 @@
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if (src.target)
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src.task = "chasing"
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break
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// Ignore syndicates and traitors if specified
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if(!atksynd && C.mind)
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var/datum/mind/synd_mind = C.mind
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if( synd_mind.special_role == "Syndicate" || synd_mind.special_role == "traitor" )
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continue
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if((C.name == src.oldtarget_name) && (world.time < src.last_found + 100)) continue
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if(istype(C, /mob/living/carbon/) && !src.atkcarbon) continue
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if(istype(C, /mob/living/silicon/) && !src.atksilicon) continue
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if(atkreq)
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if(src.allowed(C)) continue
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if(C.health < 0) continue
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if(istype(C, /mob/living/carbon/) && src.atkcarbon) src.attack = 1
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if(istype(C, /mob/living/silicon/) && src.atksilicon) src.attack = 1
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if(atkreq)
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if(!src.allowed(C)) src.attack = 1
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if(src.attack)
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T = C
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break
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if(!src.attack)
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for(var/obj/effect/critter/C in view(src.seekrange,src))
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if(istype(C, /obj/effect/critter) && !src.atkcritter) continue
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if(istype(C, /obj/mecha) && !src.atkmech) continue
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if(!src.atkcritter) continue
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if(C.health <= 0) continue
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if(istype(C, /obj/effect/critter) && src.atkcritter)
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if(src.atkcritter)
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if((istype(C, src.type) && !src.atksame) || (C == src)) continue
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src.attack = 1
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if(istype(C, /obj/mecha) && src.atkmech) src.attack = 1
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if(src.attack)
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T = C
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break
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if(!src.attack)
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for(var/obj/mecha/C in view(src.seekrange,src))
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if(!C.occupant) continue
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if(atkreq && C.occupant)
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if(src.allowed(C.occupant)) continue
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if(!atksynd && C.occupant)
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if(C.occupant.mind)
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var/datum/mind/synd_mind = C.occupant.mind
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if( synd_mind.special_role == "Syndicate" || synd_mind.special_role == "traitor" )
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continue
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if(!src.atkmech) continue
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if(C.health <= 0) continue
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if(src.atkmech) src.attack = 1
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if(src.attack)
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T = C
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break
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if(src.attack)
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src.target = T
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src.oldtarget_name = T:name
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@@ -150,10 +187,11 @@
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RunAttack()
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src.attacking = 1
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src]</B> [src.attacktext] [src.target]!", 1)
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if(ismob(src.target))
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src]</B> [src.attacktext] [src.target]!", 1)
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var/damage = rand(melee_damage_lower, melee_damage_upper)
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if(istype(target, /mob/living/carbon/human))
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@@ -172,7 +210,8 @@
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if(isobj(src.target))
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if(istype(target, /obj/mecha))
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src.target:take_damage(rand(melee_damage_lower,melee_damage_upper))
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//src.target:take_damage(rand(melee_damage_lower,melee_damage_upper))
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src.target:attack_critter(src)
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else
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src.target:TakeDamage(rand(melee_damage_lower,melee_damage_upper))
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spawn(attack_speed)
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@@ -13,7 +13,7 @@ Contains the procs that control attacking critters
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if("fire") damage = W.force * firevuln
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if("brute") damage = W.force * brutevuln
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TakeDamage(damage)
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if(src.defensive) Target_Attacker(user)
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if(src.defensive && alive) Target_Attacker(user)
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return
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@@ -46,9 +46,10 @@ Contains the procs that control attacking critters
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if(!target) return
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src.target = target
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src.oldtarget_name = target:name
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if(task != "chasing" || task != "attacking")
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <b>[src]</b> [src.angertext] at [target:name]!", 1)
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if(task != "chasing" && task != "attacking")
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if(angertext && angertext != "")
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <b>[src]</b> [src.angertext] at [target:name]!", 1)
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src.task = "chasing"
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return
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@@ -70,7 +71,7 @@ Contains the procs that control attacking critters
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src.anchored = 0
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src.density = 0
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walk_to(src,0)
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src.visible_message("<b>[src]</b> dies!")
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src.visible_message("<b>[src]</b> [deathtext]")
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Harvest(var/obj/item/weapon/W, var/mob/living/user)
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@@ -242,3 +242,36 @@
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atkcarbon = 1
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atksilicon = 1
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attacktext = "bites"
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// We can maybe make these controllable via some console or something
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/obj/effect/critter/manhack
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name = "viscerator"
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desc = "A small, twin-bladed machine capable of inflicting very deadly lacerations."
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icon_state = "viscerator"
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pass_flags = PASSTABLE
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health = 15
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max_health = 15
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aggressive = 1
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opensdoors = 1
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defensive = 1
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wanderer = 1
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atkcarbon = 1
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atksilicon = 1
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atkmech = 1
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firevuln = 0 // immune to fire
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brutevuln = 1
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ventcrawl = 1
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melee_damage_lower = 10
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melee_damage_upper = 15
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attacktext = "cuts"
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attack_sound = 'bladeslice.wav'
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chasestate = "viscerator_attack"
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deathtext = "is smashed into pieces!"
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Die()
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..()
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <b>[src]</b> is smashed into pieces!", 1)
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del(src)
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@@ -192,6 +192,24 @@ proc/isorgan(A)
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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proc/Gibberish(t, p)
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n)
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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