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https://github.com/ParadiseSS13/Paradise.git
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Standardised the handle_regular_status_updates() procs for alien hunter, queen and sentinel. They were just copypasta so I fixed the updatehealth() procs and removed the unneeded code.
Removed the invisibility verb for hunters. They now cloak when using stalk intent instead. :3 rawr git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3935 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -2,144 +2,61 @@
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
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R.my_atom = src
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if(src.name == "alien hunter")
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src.name = text("alien hunter ([rand(1, 1000)])")
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src.real_name = src.name
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src.verbs -= /mob/living/carbon/alien/humanoid/verb/corrode
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if(name == "alien hunter")
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name = text("alien hunter ([rand(1, 1000)])")
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real_name = name
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verbs -= /mob/living/carbon/alien/humanoid/verb/corrode
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/mob/living/carbon/alien/humanoid/hunter
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updatehealth()
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if (src.nodamage == 0)
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if(nodamage)
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health = 150
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stat = CONSCIOUS
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else
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//oxyloss is only used for suicide
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//toxloss isn't used for aliens, its actually used as alien powers!!
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src.health = 150 - src.getOxyLoss() - src.getFireLoss() - src.getBruteLoss()
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else
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src.health = 150
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src.stat = 0
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health = 150 - getOxyLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
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handle_regular_hud_updates()
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..() //-Yvarov
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if (src.healths)
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if (src.stat != 2)
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if (healths)
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if (stat != 2)
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switch(health)
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if(150 to INFINITY)
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src.healths.icon_state = "health0"
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healths.icon_state = "health0"
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if(100 to 150)
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src.healths.icon_state = "health1"
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healths.icon_state = "health1"
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if(50 to 100)
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src.healths.icon_state = "health2"
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healths.icon_state = "health2"
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if(25 to 50)
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src.healths.icon_state = "health3"
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healths.icon_state = "health3"
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if(0 to 25)
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src.healths.icon_state = "health4"
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healths.icon_state = "health4"
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else
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src.healths.icon_state = "health5"
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healths.icon_state = "health5"
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else
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src.healths.icon_state = "health6"
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healths.icon_state = "health6"
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handle_environment()
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if(m_intent == "run" || resting)
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//If there are alien weeds on the ground then heal if needed or give some toxins
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if(locate(/obj/effect/alien/weeds) in loc)
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if(health >= 150)
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adjustToxLoss(5)
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else
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adjustBruteLoss(-5)
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adjustFireLoss(-5)
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else
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adjustToxLoss(-5)
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//If there are alien weeds on the ground then heal if needed or give some toxins
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if(locate(/obj/effect/alien/weeds) in loc)
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if(health >= 150)
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adjustToxLoss(5)
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else
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adjustBruteLoss(-5)
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adjustFireLoss(-5)
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handle_regular_status_updates()
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health = 150 - (getOxyLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
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if(getOxyLoss() > 50) Paralyse(3)
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if(src.sleeping)
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Paralyse(3)
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//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
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src.sleeping--
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if(src.resting)
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Weaken(5)
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if(move_delay_add > 0)
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move_delay_add = max(0, move_delay_add - rand(1, 2))
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if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
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death()
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else if(src.health < config.health_threshold_crit)
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if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
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//if(!src.rejuv) src.oxyloss++
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if(!src.reagents.has_reagent("inaprovaline")) src.adjustOxyLoss(1)
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if(src.stat != 2) src.stat = 1
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Paralyse(5)
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if (src.stat != 2) //Alive.
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if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
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if (src.stunned > 0)
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AdjustStunned(-1)
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src.stat = 0
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if (src.weakened > 0)
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AdjustWeakened(-1)
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src.lying = 1
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src.stat = 0
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if (src.paralysis > 0)
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AdjustParalysis(-1)
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src.blinded = 1
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src.lying = 1
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src.stat = 1
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var/h = src.hand
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src.hand = 0
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drop_item()
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src.hand = 1
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drop_item()
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src.hand = h
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else //Not stunned.
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src.lying = 0
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src.stat = 0
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else //Dead.
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src.lying = 1
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src.blinded = 1
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src.stat = 2
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if (src.stuttering) src.stuttering--
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if (src.eye_blind)
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src.eye_blind--
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src.blinded = 1
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if (src.ear_deaf > 0) src.ear_deaf--
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if (src.ear_damage < 25)
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src.ear_damage -= 0.05
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src.ear_damage = max(src.ear_damage, 0)
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src.density = !( src.lying )
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if ((src.sdisabilities & 1))
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src.blinded = 1
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if ((src.sdisabilities & 4))
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src.ear_deaf = 1
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if (src.eye_blurry > 0)
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src.eye_blurry--
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src.eye_blurry = max(0, src.eye_blurry)
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if (src.druggy > 0)
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src.druggy--
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src.druggy = max(0, src.druggy)
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return 1
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//Hunter verbs
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/*
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/mob/living/carbon/alien/humanoid/hunter/verb/invis()
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set name = "Invisibility (50)"
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set desc = "Makes you invisible for 15 seconds"
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@@ -161,7 +78,7 @@
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update_icons()
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src << "\green You are no longer invisible."
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return
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*/
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/mob/living/carbon/alien/humanoid/hunter/verb/regurgitate()
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set name = "Regurgitate"
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set desc = "Empties the contents of your stomach"
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@@ -2,43 +2,44 @@
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
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R.my_atom = src
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if(src.name == "alien sentinel")
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src.name = text("alien sentinel ([rand(1, 1000)])")
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src.real_name = src.name
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src.verbs += /mob/living/carbon/alien/humanoid/proc/corrode_target
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if(name == "alien sentinel")
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name = text("alien sentinel ([rand(1, 1000)])")
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real_name = name
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verbs += /mob/living/carbon/alien/humanoid/proc/corrode_target
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/mob/living/carbon/alien/humanoid/sentinel
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updatehealth()
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if (src.nodamage == 0)
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if(nodamage)
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health = 125
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stat = CONSCIOUS
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else
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//oxyloss is only used for suicide
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//toxloss isn't used for aliens, its actually used as alien powers!!
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src.health = 125 - src.getOxyLoss() - src.getFireLoss() - src.getBruteLoss()
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else
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src.health = 125
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src.stat = 0
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health = 125 - getOxyLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
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handle_regular_hud_updates()
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..() //-Yvarov
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if (src.healths)
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if (src.stat != 2)
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if (healths)
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if (stat != 2)
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switch(health)
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if(125 to INFINITY)
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src.healths.icon_state = "health0"
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healths.icon_state = "health0"
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if(100 to 125)
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src.healths.icon_state = "health1"
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healths.icon_state = "health1"
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if(75 to 100)
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src.healths.icon_state = "health2"
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healths.icon_state = "health2"
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if(25 to 75)
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src.healths.icon_state = "health3"
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healths.icon_state = "health3"
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if(0 to 25)
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src.healths.icon_state = "health4"
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healths.icon_state = "health4"
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else
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src.healths.icon_state = "health5"
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healths.icon_state = "health5"
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else
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src.healths.icon_state = "health6"
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healths.icon_state = "health6"
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handle_environment()
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@@ -46,99 +47,10 @@
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if(locate(/obj/effect/alien/weeds) in loc)
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if(health >= 125)
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adjustToxLoss(10)
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else
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adjustBruteLoss(-10)
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adjustFireLoss(-10)
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handle_regular_status_updates()
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health = 150 - (getOxyLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
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if(getOxyLoss() > 50) Paralyse(3)
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if(src.sleeping)
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Paralyse(3)
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//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
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src.sleeping--
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if(src.resting)
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Weaken(5)
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if(move_delay_add > 0)
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move_delay_add = max(0, move_delay_add - rand(1, 2))
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if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
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death()
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else if(src.health < config.health_threshold_crit)
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if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
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//if(!src.rejuv) src.oxyloss++
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if(!src.reagents.has_reagent("inaprovaline")) src.adjustOxyLoss(1)
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if(src.stat != 2) src.stat = 1
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Paralyse(5)
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if (src.stat != 2) //Alive.
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if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
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if (src.stunned > 0)
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AdjustStunned(-1)
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src.stat = 0
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if (src.weakened > 0)
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AdjustWeakened(-1)
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src.lying = 1
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src.stat = 0
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if (src.paralysis > 0)
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AdjustParalysis(-1)
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src.blinded = 1
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src.lying = 1
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src.stat = 1
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var/h = src.hand
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src.hand = 0
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drop_item()
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src.hand = 1
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drop_item()
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src.hand = h
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else //Not stunned.
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src.lying = 0
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src.stat = 0
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else //Dead.
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src.lying = 1
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src.blinded = 1
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src.stat = 2
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if (src.stuttering) src.stuttering--
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if (src.eye_blind)
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src.eye_blind--
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src.blinded = 1
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if (src.ear_deaf > 0) src.ear_deaf--
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if (src.ear_damage < 25)
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src.ear_damage -= 0.05
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src.ear_damage = max(src.ear_damage, 0)
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src.density = !( src.lying )
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if ((src.sdisabilities & 1))
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src.blinded = 1
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if ((src.sdisabilities & 4))
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src.ear_deaf = 1
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if (src.eye_blurry > 0)
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src.eye_blurry--
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src.eye_blurry = max(0, src.eye_blurry)
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if (src.druggy > 0)
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src.druggy--
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src.druggy = max(0, src.druggy)
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return 1
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//Sentinel verbs
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/mob/living/carbon/alien/humanoid/sentinel/verb/spit(mob/target as mob in oview())
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@@ -166,7 +78,7 @@
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if(!istype(T, /turf))
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return
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if (U == T)
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usr.bullet_act(src, src.get_organ_target())
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usr.bullet_act(src, get_organ_target())
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return
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if(!istype(U, /turf))
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return
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@@ -539,6 +539,6 @@ In all, this is a lot like the monkey code. /N
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else
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//oxyloss is only used for suicide
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//toxloss isn't used for aliens, its actually used as alien powers!!
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health = 100 - getOxyLoss() - getFireLoss() - getBruteLoss()
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health = 100 - getOxyLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
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@@ -54,89 +54,6 @@
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adjustBruteLoss(-5)
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adjustFireLoss(-5)
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handle_regular_status_updates()
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health = 250 - (getOxyLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
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if(getOxyLoss() > 50) Paralyse(3)
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if(src.sleeping)
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Paralyse(3)
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//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
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src.sleeping--
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if(src.resting)
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Weaken(5)
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if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
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death()
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else if(src.health < config.health_threshold_crit)
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if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
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//if(!src.rejuv) src.oxyloss++
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if(!src.reagents.has_reagent("inaprovaline")) src.adjustOxyLoss(1)
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if(src.stat != 2) src.stat = 1
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Paralyse(5)
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if (src.stat != 2) //Alive.
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if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
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if (src.stunned > 0)
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AdjustStunned(-1)
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src.stat = 0
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if (src.weakened > 0)
|
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AdjustWeakened(-1)
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src.lying = 1
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src.stat = 0
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if (src.paralysis > 0)
|
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AdjustParalysis(-1)
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src.blinded = 1
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src.lying = 1
|
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src.stat = 1
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var/h = src.hand
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src.hand = 0
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drop_item()
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src.hand = 1
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drop_item()
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src.hand = h
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else //Not stunned.
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src.lying = 0
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src.stat = 0
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||||
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else //Dead.
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||||
src.lying = 1
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src.blinded = 1
|
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src.stat = 2
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if (src.stuttering) src.stuttering--
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if (src.eye_blind)
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src.eye_blind--
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src.blinded = 1
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if (src.ear_deaf > 0) src.ear_deaf--
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if (src.ear_damage < 25)
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src.ear_damage -= 0.05
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src.ear_damage = max(src.ear_damage, 0)
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src.density = !( src.lying )
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if ((src.sdisabilities & 1))
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src.blinded = 1
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if ((src.sdisabilities & 4))
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src.ear_deaf = 1
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if (src.eye_blurry > 0)
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src.eye_blurry--
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src.eye_blurry = max(0, src.eye_blurry)
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if (src.druggy > 0)
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src.druggy--
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src.druggy = max(0, src.druggy)
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return 1
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//Queen verbs
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||||
/mob/living/carbon/alien/humanoid/queen/verb/lay_egg()
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@@ -155,3 +72,13 @@
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O.show_message(text("\green <B>[src] has laid an egg!</B>"), 1)
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new /obj/effect/alien/egg(loc)
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return
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|
||||
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/mob/living/carbon/alien/humanoid/queen/updatehealth()
|
||||
if(nodamage)
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||||
health = 250
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||||
stat = CONSCIOUS
|
||||
else
|
||||
//oxyloss is only used for suicide
|
||||
//toxloss isn't used for aliens, its actually used as alien powers!!
|
||||
health = 250 - getOxyLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
|
||||
|
||||
@@ -20,13 +20,8 @@
|
||||
for(var/image/I in overlays_lying)
|
||||
overlays += I
|
||||
else
|
||||
if(alien_invis)
|
||||
icon_state = "alienh_cloak" //this is such a crude solution. I'm sorry.
|
||||
//indstead of all that fancy icon processing, it just replaces our base icon
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||||
//Aliens can't wear much anyway :P ~Carn
|
||||
else
|
||||
if(m_intent == "run") icon_state = "alien[caste]_running"
|
||||
else icon_state = "alien[caste]_s"
|
||||
if(m_intent == "run") icon_state = "alien[caste]_running"
|
||||
else icon_state = "alien[caste]_s"
|
||||
for(var/image/I in overlays_standing)
|
||||
overlays += I
|
||||
|
||||
|
||||
@@ -17,14 +17,11 @@
|
||||
|
||||
..()
|
||||
|
||||
if (stat != 2) //still breathing
|
||||
|
||||
if (stat != DEAD) //still breathing
|
||||
//First, resolve location and get a breath
|
||||
|
||||
if(air_master.current_cycle%4==2)
|
||||
//Only try to take a breath every 4 seconds, unless suffocating
|
||||
spawn(0) breathe()
|
||||
|
||||
else //Still give containing object the chance to interact
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
@@ -352,7 +349,7 @@
|
||||
ear_deaf = max(ear_deaf, 1)
|
||||
else if(ear_deaf) //deafness, heals slowly over time
|
||||
ear_deaf = max(ear_deaf-1, 0)
|
||||
else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
|
||||
else if(ear_damage < 25) //ear damage heals slowly under this threshold.
|
||||
ear_damage = max(ear_damage-0.05, 0)
|
||||
|
||||
//Other
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
total_brute += O.brute_dam
|
||||
total_burn += O.burn_dam
|
||||
health = 100 - getOxyLoss() - getToxLoss() - getCloneLoss() - total_burn - total_brute
|
||||
//TODO: fix this husking crap
|
||||
//TODO: fix husking
|
||||
if( ((100 - total_burn) < config.health_threshold_dead) && stat == DEAD) //100 only being used as the magic human max health number, feel free to change it if you add a var for it -- Urist
|
||||
ChangeToHusk()
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user