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Adds basic hostile silicon mobs: borgs and mechs (#31481)
* Adds basic hostile silicon mobs: Cyborgs and Mechs * DVORAK * Map fix * Apply suggestion from @Burzah Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Apply suggestion from @Burzah Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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Burzah
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@@ -148,20 +148,28 @@
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icon = 'icons/obj/grenade.dmi'
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icon_state = "missile"
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damage = 50
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///If the missile will have a heavy, or light explosion.
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var/heavy = TRUE
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/// Devastation from the missile
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var/devastation = 1
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/// Heavy damage from the missile
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var/heavy_damage = 2
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/// Light damage from the missile
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var/light_damage = 3
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/obj/projectile/missile/on_hit(atom/target, blocked, hit_zone)
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..()
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if(heavy)
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explosion(target, 1, 2, 3, cause = "[type] fired by [key_name(firer)]")
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else
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explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
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explosion(target, devastation, heavy_damage, light_damage, cause = "[type] fired by [key_name(firer)]")
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return TRUE
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/obj/projectile/missile/light
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damage = 15
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heavy = FALSE
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devastation = -1
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heavy_damage = 0
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light_damage = 2
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/obj/projectile/missile/medium
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damage = 30
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devastation = -1
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heavy_damage = 1
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/obj/projectile/energy/floramut
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name = "alpha somatoray"
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