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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 13:37:58 +01:00
butchering is still broke....
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@@ -6,6 +6,7 @@
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// No comment
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/atom/proc/attackby(obj/item/W, mob/living/user, params)
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return
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/atom/movable/attackby(obj/item/W, mob/living/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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@@ -15,12 +16,11 @@
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/mob/living/attackby(obj/item/I, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if((butcher_results) && (stat == DEAD))
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var/sharpness = is_sharp(I)
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if(sharpness)
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if(user.a_intent == I_HARM && stat == DEAD && butcher_results) //can we butcher it?
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if(is_sharp(I))
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user << "<span class='notice'>You begin to butcher [src]...</span>"
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playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
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if(do_mob(user, src, 80/sharpness))
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if(do_mob(user, src, 80))
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harvest(user)
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return
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@@ -32,7 +32,7 @@
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melee_damage_lower = 15
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melee_damage_upper = 15
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AIStatus = AI_OFF
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butcher_results = list(/obj/item/weapon/ectoplasm = 1)
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/ectoplasm = 1)
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var/summoned = FALSE
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var/cooldown = 0
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var/damage_transfer = 1 //how much damage from each attack we transfer to the owner
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@@ -250,7 +250,7 @@
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occupant.reagents.trans_to(new_meat, round(occupant.reagents.total_volume/slab_count,1))
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if(occupant.get_species() == "Human")
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new /obj/item/stack/sheet/animalhide/human
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new /obj/item/stack/sheet/animalhide/human(src)
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new /obj/effect/decal/cleanable/blood/gibs(src)
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if(!UserOverride)
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@@ -23,7 +23,7 @@
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if(R.get_amount() >= 4)
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R.use(4)
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user << "<span class='notice'>You add spikes to the frame.</span>"
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new /obj/structure/kitchenspike(src.loc,)
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new /obj/structure/kitchenspike(loc)
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add_fingerprint(user)
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qdel(src)
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@@ -42,12 +42,12 @@
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/obj/structure/kitchenspike/attackby(obj/item/weapon/grab/G as obj, mob/user as mob)
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if(istype(G, /obj/item/weapon/crowbar))
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if(!src.buckled_mob)
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if(!buckled_mob)
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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if(do_after(user, 20, target = src))
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user << "<span class='notice'>You pry the spikes out of the frame.</span>"
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new /obj/item/stack/rods(loc, 4)
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new /obj/structure/kitchenspike_frame(src.loc,)
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new /obj/structure/kitchenspike_frame(loc)
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add_fingerprint(user)
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qdel(src)
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else
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@@ -58,11 +58,13 @@
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if(buckled_mob)
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user << "<span class = 'danger'>The spike already has something on it, finish collecting its meat first!</span>"
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else
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if(istype(G.affecting, /mob/living/))
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if(isliving(G.affecting))
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if(!buckled_mob)
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if(do_mob(src, src, 120))
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if(do_mob(user, src, 120))
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if(spike(G.affecting))
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G.affecting.visible_message("<span class='danger'>[user] slams [G.affecting] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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qdel(G)
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return
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user << "<span class='danger'>You can't use that on the spike!</span>"
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return
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@@ -77,9 +79,8 @@
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if(victim.buckled)
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return 0
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var/mob/living/H = victim
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playsound(src.loc, "sound/effects/splat.ogg", 25, 1)
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H.visible_message("<span class='danger'>[src] slams [victim] onto the meat spike!</span>", "<span class='userdanger'>[src] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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H.loc = src.loc
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playsound(loc, "sound/effects/splat.ogg", 25, 1)
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H.forceMove(loc)
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H.emote("scream")
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if(istype(H, /mob/living/carbon/human)) //So you don't get human blood when you spike a giant spidere
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var/turf/simulated/pos = get_turf(H)
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@@ -131,7 +132,7 @@
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animate(M, transform = m180, time = 3)
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M.pixel_y = M.get_standard_pixel_y_offset(180)
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M.adjustBruteLoss(30)
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src.visible_message(text("<span class='danger'>[M] falls free of the [src]!</span>"))
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visible_message("<span class='danger'>[M] falls free of the [src]!</span>")
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unbuckle_mob()
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M.emote("scream")
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M.AdjustWeakened(10)
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@@ -955,12 +955,12 @@
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return 0
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/mob/living/proc/harvest(mob/living/user)
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//if(qdeleted(src))
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// return//Replace with what?
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if(butcher_results)
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for(var/path in butcher_results)
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for(var/i = 1; i <= butcher_results[path];i++)
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new path(src.loc)
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butcher_results.Remove(path) //In case you want to have things like simple_animals drop their butcher results on gib, so it won't double up below.
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visible_message("<span class='notice'>[user] butchers [src].</span>")
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gib()
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if(qdeleted(src))
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return
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if(butcher_results)
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for(var/path in butcher_results)
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for(var/i = 1, i <= butcher_results[path], i++)
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new path(loc)
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butcher_results.Remove(path) //In case you want to have things like simple_animals drop their butcher results on gib, so it won't double up below.
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visible_message("<span class='notice'>[user] butchers [src].</span>")
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gib()
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@@ -17,7 +17,7 @@
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density = 0
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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ventcrawler = 2
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat = 1)
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat = 0)
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/mob/living/simple_animal/butterfly/New()
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..()
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@@ -8,7 +8,7 @@
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turns_per_move = 5
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maxHealth = 15
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health = 15
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/tomatomeat = 2)
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/tomatomeat = 3)
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response_help = "prods the"
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response_disarm = "pushes aside the"
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response_harm = "smacks the"
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