mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge remote-tracking branch 'upstream/master' into disease-controller-bye-bye
This commit is contained in:
@@ -294,3 +294,9 @@ Des: Removes all infected images from the alien.
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playsound(T, S, volume, 1, range)
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return 1
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return 0
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/mob/living/carbon/alien/getTrail()
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if(getBruteLoss() < 200)
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return pick("xltrails_1", "xltrails_2")
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else
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return pick("xttrails_1", "xttrails_2")
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@@ -107,7 +107,7 @@
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for(var/i=0 to distance)
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if(blood)
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if(T)
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T.add_blood_floor(src)
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add_splatter_floor(T)
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if(stun)
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adjustBruteLoss(3)
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else
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@@ -477,21 +477,6 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
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if(istype(loc, /obj/machinery/atmospherics))
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add_ventcrawl(loc)
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/mob/living/carbon/clean_blood()
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. = ..()
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if(H.gloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves(0,0)
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H.gloves.germ_level = 0
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else
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if(H.bloody_hands)
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H.bloody_hands = 0
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H.update_inv_gloves(0,0)
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H.germ_level = 0
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update_icons() //apply the now updated overlays to the mob
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//Throwing stuff
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@@ -30,3 +30,5 @@
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var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
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var/co2overloadtime = null
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blood_volume = BLOOD_VOLUME_NORMAL
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@@ -441,6 +441,11 @@
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if(display_gloves)
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msg += "<span class='warning'><b>[src] has blood running from under [t_his] gloves!</b></span>\n"
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if(blood_volume < BLOOD_VOLUME_SAFE)
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msg += "[t_He] [t_has] pale skin.\n"
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if(bleedsuppress)
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msg += "[t_He] [t_is] bandaged with something.\n"
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if(digitalcamo)
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msg += "[t_He] [t_is] repulsively uncanny!\n"
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if(!(skipface || ( wear_mask && ( wear_mask.flags_inv & HIDEFACE || wear_mask.flags_cover & MASKCOVERSMOUTH) ) ) && is_thrall(src) && in_range(user,src))
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@@ -33,7 +33,6 @@
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create_reagents(330)
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prev_gender = gender // Debug for plural genders
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make_blood()
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martial_art = default_martial_art
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@@ -539,12 +538,10 @@
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popup.open()
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// called when something steps onto a human
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// this handles mulebots and vehicles
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/mob/living/carbon/human/Crossed(var/atom/movable/AM)
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if(istype(AM, /obj/vehicle))
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var/obj/vehicle/V = AM
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V.RunOver(src)
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/mob/living/carbon/human/Crossed(atom/movable/AM)
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var/mob/living/simple_animal/bot/mulebot/MB = AM
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if(istype(MB))
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MB.RunOver(src)
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// Get rank from ID, ID inside PDA, PDA, ID in wallet, etc.
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/mob/living/carbon/human/proc/get_authentification_rank(var/if_no_id = "No id", var/if_no_job = "No job")
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@@ -1255,12 +1252,6 @@
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I.insert(H)
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/mob/living/carbon/human/revive()
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if(species && !(species.flags & NO_BLOOD))
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var/blood_reagent = get_blood_name()
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vessel.add_reagent(blood_reagent, max_blood-vessel.total_volume)
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fixblood()
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//Fix up all organs and replace lost ones.
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restore_all_organs() //Rejuvenate and reset all existing organs.
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check_and_regenerate_organs(src) //Regenerate limbs and organs only if they're really missing.
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@@ -1332,23 +1323,13 @@
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*/
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//returns 1 if made bloody, returns 0 otherwise
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/mob/living/carbon/human/add_blood(mob/living/carbon/human/M as mob)
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if(!..())
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return 0
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//if this blood isn't already in the list, add it
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if(blood_DNA[M.dna.unique_enzymes])
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return 0 //already bloodied with this blood. Cannot add more.
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blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
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hand_blood_color = blood_color
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src.update_inv_gloves()
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verbs += /mob/living/carbon/human/proc/bloody_doodle
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return 1 //we applied blood to the item
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/mob/living/carbon/human/clean_blood(var/clean_feet)
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.=..()
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if(clean_feet && !shoes && istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
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feet_blood_color = null
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qdel(feet_blood_DNA)
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bloody_feet = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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update_inv_shoes(1)
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return 1
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@@ -1443,10 +1424,6 @@
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tail = species.tail
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if(vessel)
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vessel = null
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make_blood()
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maxHealth = species.total_health
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toxins_alert = 0
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@@ -1543,7 +1520,6 @@
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overlays.Cut()
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update_mutantrace(1)
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regenerate_icons()
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fixblood()
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if(!delay_icon_update)
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UpdateAppearance()
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@@ -300,15 +300,6 @@
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////////////////////////////////////////////
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/*
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This function restores the subjects blood to max.
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*/
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/mob/living/carbon/human/proc/restore_blood()
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if(!(species.flags & NO_BLOOD))
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var/blood_type = get_blood_name()
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var/blood_volume = vessel.get_reagent_amount(blood_type)
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vessel.add_reagent(blood_type, BLOOD_VOLUME_NORMAL - blood_volume)
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/*
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This function restores all organs.
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*/
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@@ -8,6 +8,7 @@ emp_act
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*/
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/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
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if(P.is_reflectable)
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@@ -185,7 +186,7 @@ emp_act
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newmeat.subjectjob = src.job
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newmeat.reagents.add_reagent ("nutriment", (src.nutrition / 15) / 3)
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src.reagents.trans_to (newmeat, round ((src.reagents.total_volume) / 3, 1))
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src.loc.add_blood(src)
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add_mob_blood(src)
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--src.meatleft
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to_chat(user, "<span class='warning'>You hack off a chunk of meat from [src.name]</span>")
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if(!src.meatleft)
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@@ -232,19 +233,18 @@ emp_act
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var/bloody = 0
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if(I.damtype == BRUTE && I.force && prob(25 + I.force * 2))
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I.add_blood(src) //Make the weapon bloody, not the person.
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I.add_mob_blood(src) //Make the weapon bloody, not the person.
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// if(user.hand) user.update_inv_l_hand() //updates the attacker's overlay for the (now bloodied) weapon
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// else user.update_inv_r_hand() //removed because weapons don't have on-mob blood overlays
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if(prob(33))
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if(prob(I.force * 2)) //blood spatter!
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bloody = 1
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var/turf/location = loc
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if(istype(location, /turf/simulated))
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location.add_blood(src)
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add_splatter_floor(location)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(get_dist(H, src) <= 1) //people with TK won't get smeared with blood
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H.bloody_body(src)
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H.bloody_hands(src)
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H.add_mob_blood(src)
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if(!stat)
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switch(hit_area)
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@@ -260,15 +260,16 @@ emp_act
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if(bloody)//Apply blood
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if(wear_mask)
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wear_mask.add_blood(src)
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wear_mask.add_mob_blood(src)
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update_inv_wear_mask(0)
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if(head)
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head.add_blood(src)
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head.add_mob_blood(src)
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update_inv_head(0,0)
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if(glasses && prob(33))
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glasses.add_blood(src)
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glasses.add_mob_blood(src)
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update_inv_glasses(0)
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if("upper body")//Easier to score a stun but lasts less time
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if(stat == CONSCIOUS && I.force && prob(I.force + 10))
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visible_message("<span class='combat danger'>[src] has been knocked down!</span>", \
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@@ -276,7 +277,13 @@ emp_act
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apply_effect(5, WEAKEN, armor)
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if(bloody)
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bloody_body(src)
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if(wear_suit)
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wear_suit.add_mob_blood(src)
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update_inv_wear_suit(1)
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if(w_uniform)
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w_uniform.add_mob_blood(src)
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update_inv_w_uniform(1)
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if(Iforce > 10 || Iforce >= 5 && prob(33))
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@@ -313,22 +320,20 @@ emp_act
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/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
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if(gloves)
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gloves.add_blood(source)
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gloves.add_mob_blood(source)
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gloves:transfer_blood = amount
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gloves:bloody_hands_mob = source
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else
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add_blood(source)
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add_mob_blood(source)
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bloody_hands = amount
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bloody_hands_mob = source
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update_inv_gloves(1) //updates on-mob overlays for bloody hands and/or bloody gloves
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/mob/living/carbon/human/proc/bloody_body(var/mob/living/source)
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if(wear_suit)
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wear_suit.add_blood(source)
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wear_suit.add_mob_blood(source)
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update_inv_wear_suit(0)
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return
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if(w_uniform)
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w_uniform.add_blood(source)
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w_uniform.add_mob_blood(source)
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update_inv_w_uniform(1)
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/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
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@@ -65,6 +65,8 @@ var/global/default_martial_art = new/datum/martial_art
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var/meatleft = 3 //For chef item
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var/decaylevel = 0 // For rotting bodies
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var/max_blood = BLOOD_VOLUME_NORMAL // For stuff in the vessel
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var/bleed_rate = 0
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var/bleedsuppress = 0 //for stopping bloodloss
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|
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var/check_mutations=0 // Check mutations on next life tick
|
||||
|
||||
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@@ -35,12 +35,52 @@
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||||
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||||
/mob/living/carbon/human/Move(NewLoc, direct)
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. = ..()
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||||
if(shoes && .) // did we actually move?
|
||||
if(.) // did we actually move?
|
||||
if(!lying && !buckled)
|
||||
var/obj/item/clothing/shoes/S = shoes
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if(!has_gravity(loc))
|
||||
return
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||||
var/obj/item/clothing/shoes/S = shoes
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||||
S.step_action(src)
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||||
//Bloody footprints
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var/turf/T = get_turf(src)
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||||
var/obj/item/organ/external/l_foot = get_organ("l_foot")
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var/obj/item/organ/external/r_foot = get_organ("r_foot")
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var/hasfeet = 1
|
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if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
|
||||
hasfeet = 0
|
||||
|
||||
if(shoes)
|
||||
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
|
||||
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
|
||||
if(oldFP && oldFP.blood_state == S.blood_state && oldFP.basecolor == S.blood_color)
|
||||
return
|
||||
else
|
||||
//No oldFP or it's a different kind of blood
|
||||
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
|
||||
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
|
||||
FP.blood_state = S.blood_state
|
||||
FP.entered_dirs |= dir
|
||||
FP.bloodiness = S.bloody_shoes[S.blood_state]
|
||||
FP.blood_DNA = S.blood_DNA
|
||||
FP.basecolor = S.blood_color
|
||||
FP.update_icon()
|
||||
update_inv_shoes()
|
||||
else if(hasfeet)
|
||||
if(bloody_feet && bloody_feet[blood_state])
|
||||
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
|
||||
if(oldFP && oldFP.blood_state == blood_state && oldFP.basecolor == feet_blood_color)
|
||||
return
|
||||
else
|
||||
bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
|
||||
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
|
||||
FP.blood_state = blood_state
|
||||
FP.entered_dirs |= dir
|
||||
FP.bloodiness = bloody_feet[blood_state]
|
||||
FP.basecolor = feet_blood_color
|
||||
FP.update_icon()
|
||||
update_inv_shoes()
|
||||
//End bloody footprints
|
||||
if(S)
|
||||
S.step_action(src)
|
||||
|
||||
/mob/living/carbon/human/handle_footstep(turf/T)
|
||||
if(..())
|
||||
|
||||
@@ -195,47 +195,62 @@
|
||||
|
||||
if(!(species.flags & RADIMMUNE))
|
||||
if(radiation)
|
||||
if(radiation > 100)
|
||||
if(!weakened)
|
||||
emote("collapse")
|
||||
Weaken(10)
|
||||
to_chat(src, "<span class='danger'>You feel weak.</span>")
|
||||
|
||||
radiation = Clamp(radiation, 0, 100)
|
||||
radiation = Clamp(radiation, 0, 200)
|
||||
|
||||
var/autopsy_damage = 0
|
||||
switch(radiation)
|
||||
if(0 to 50)
|
||||
if(1 to 49)
|
||||
radiation = max(radiation-1, 0)
|
||||
if(prob(25))
|
||||
adjustToxLoss(1)
|
||||
autopsy_damage = 1
|
||||
adjustFireLoss(1)
|
||||
autopsy_damage = 2
|
||||
|
||||
if(50 to 75)
|
||||
if(50 to 74)
|
||||
radiation = max(radiation-2, 0)
|
||||
adjustToxLoss(1)
|
||||
autopsy_damage = 1
|
||||
adjustFireLoss(1)
|
||||
autopsy_damage = 2
|
||||
if(prob(5))
|
||||
radiation = max(radiation-5, 0)
|
||||
if(!weakened)
|
||||
emote("collapse")
|
||||
Weaken(3)
|
||||
to_chat(src, "<span class='danger'>You feel weak.</span>")
|
||||
emote("collapse")
|
||||
|
||||
if(75 to 100)
|
||||
radiation = max(radiation-3, 0)
|
||||
adjustToxLoss(3)
|
||||
autopsy_damage = 3
|
||||
if(prob(1))
|
||||
radiation = max(radiation-2, 0)
|
||||
adjustToxLoss(2)
|
||||
adjustFireLoss(2)
|
||||
autopsy_damage = 4
|
||||
if(prob(2))
|
||||
to_chat(src, "<span class='danger'>You mutate!</span>")
|
||||
randmutb(src)
|
||||
domutcheck(src, null)
|
||||
emote("gasp")
|
||||
|
||||
if(autopsy_damage && bodyparts.len)
|
||||
var/obj/item/organ/external/O = pick(bodyparts)
|
||||
if(istype(O))
|
||||
O.add_autopsy_data("Radiation Poisoning", autopsy_damage)
|
||||
if(101 to 150)
|
||||
radiation = max(radiation-3, 0)
|
||||
adjustToxLoss(2)
|
||||
adjustFireLoss(3)
|
||||
autopsy_damage = 5
|
||||
if(prob(4))
|
||||
to_chat(src, "<span class='danger'>You mutate!</span>")
|
||||
randmutb(src)
|
||||
domutcheck(src, null)
|
||||
|
||||
if(151 to INFINITY)
|
||||
radiation = max(radiation-3, 0)
|
||||
adjustToxLoss(2)
|
||||
adjustFireLoss(3)
|
||||
autopsy_damage = 5
|
||||
if(prob(6))
|
||||
to_chat(src, "<span class='danger'>You mutate!</span>")
|
||||
randmutb(src)
|
||||
domutcheck(src, null)
|
||||
|
||||
if(autopsy_damage)
|
||||
var/obj/item/organ/external/chest/chest = get_organ("chest")
|
||||
if(chest)
|
||||
chest.add_autopsy_data("Radiation Poisoning", autopsy_damage)
|
||||
|
||||
/mob/living/carbon/human/breathe()
|
||||
|
||||
@@ -878,7 +893,6 @@
|
||||
|
||||
if(!in_stasis)
|
||||
handle_organs()
|
||||
handle_blood()
|
||||
|
||||
|
||||
else //dead
|
||||
@@ -1025,8 +1039,7 @@
|
||||
|
||||
var/temp = PULSE_NORM
|
||||
|
||||
var/blood_type = get_blood_name()
|
||||
if(round(vessel.get_reagent_amount(blood_type)) <= BLOOD_VOLUME_BAD) //how much blood do we have
|
||||
if(blood_volume <= BLOOD_VOLUME_BAD)//how much blood do we have
|
||||
temp = PULSE_THREADY //not enough :(
|
||||
|
||||
if(status_flags & FAKEDEATH)
|
||||
|
||||
@@ -519,6 +519,7 @@
|
||||
"is cracking their exoskeleton!",
|
||||
"is stabbing themselves with their mandibles!",
|
||||
"is holding their breath!")
|
||||
|
||||
/datum/species/slime
|
||||
name = "Slime People"
|
||||
name_plural = "Slime People"
|
||||
@@ -547,6 +548,7 @@
|
||||
bodyflags = HAS_SKIN_COLOR | NO_EYES
|
||||
dietflags = DIET_CARN
|
||||
reagent_tag = PROCESS_ORG
|
||||
blood_color = "#0064C8"
|
||||
exotic_blood = "water"
|
||||
//ventcrawler = 1 //ventcrawling commented out
|
||||
butt_sprite = "slime"
|
||||
@@ -575,7 +577,7 @@
|
||||
#define SLIMEPERSON_BLOOD_SCALING_FACTOR 5 // Used to adjust how much of an effect the blood has on the rate of color change. Higher is slower.
|
||||
// Slowly shifting to the color of the reagents
|
||||
if((H in recolor_list) && H.reagents.total_volume > SLIMEPERSON_COLOR_SHIFT_TRIGGER)
|
||||
var/blood_amount = H.vessel.total_volume
|
||||
var/blood_amount = H.blood_volume
|
||||
var/r_color = mix_color_from_reagents(H.reagents.reagent_list)
|
||||
var/new_body_color = BlendRGB(r_color, rgb(H.r_skin, H.g_skin, H.b_skin), (blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)/((blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)+(H.reagents.total_volume)))
|
||||
var/list/new_color_list = ReadRGB(new_body_color)
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
|
||||
if(..())
|
||||
. = 1
|
||||
handle_blood()
|
||||
for(var/obj/item/organ/internal/O in internal_organs)
|
||||
O.on_life()
|
||||
handle_changeling()
|
||||
@@ -205,6 +206,8 @@
|
||||
D.stage_act()
|
||||
|
||||
//remember to remove the "proc" of the child procs of these.
|
||||
/mob/living/carbon/proc/handle_blood()
|
||||
return
|
||||
|
||||
/mob/living/carbon/proc/handle_changeling()
|
||||
return
|
||||
|
||||
@@ -525,6 +525,7 @@
|
||||
stat = CONSCIOUS
|
||||
update_fire()
|
||||
regenerate_icons()
|
||||
restore_blood()
|
||||
if(human_mob)
|
||||
human_mob.update_eyes()
|
||||
human_mob.update_dna()
|
||||
@@ -578,10 +579,10 @@
|
||||
|
||||
var/pull_dir = get_dir(src, pulling)
|
||||
if(get_dist(src, pulling) > 1 || ((pull_dir - 1) & pull_dir)) // puller and pullee more than one tile away or in diagonal position
|
||||
//if(isliving(pulling))
|
||||
//var/mob/living/M = pulling
|
||||
//if(M.lying && !M.buckled && (prob(M.getBruteLoss() * 200 / M.maxHealth)))
|
||||
//M.makeTrail(T)
|
||||
if(isliving(pulling))
|
||||
var/mob/living/M = pulling
|
||||
if(M.lying && !M.buckled && (prob(M.getBruteLoss() * 200 / M.maxHealth)))
|
||||
M.makeTrail(T)
|
||||
pulling.Move(T, get_dir(pulling, T)) // the pullee tries to reach our previous position
|
||||
if(pulling && get_dist(src, pulling) > 1) // the pullee couldn't keep up
|
||||
stop_pulling()
|
||||
@@ -602,6 +603,55 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/living/proc/makeTrail(turf/T)
|
||||
if(!has_gravity(src))
|
||||
return
|
||||
var/blood_exists = 0
|
||||
|
||||
for(var/obj/effect/decal/cleanable/trail_holder/C in loc) //checks for blood splatter already on the floor
|
||||
blood_exists = 1
|
||||
if(isturf(loc))
|
||||
var/trail_type = getTrail()
|
||||
if(trail_type)
|
||||
var/brute_ratio = round(getBruteLoss()/maxHealth, 0.1)
|
||||
if(blood_volume && blood_volume > max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
|
||||
blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage.
|
||||
var/newdir = get_dir(T, loc)
|
||||
if(newdir != src.dir)
|
||||
newdir = newdir | dir
|
||||
if(newdir == 3) //N + S
|
||||
newdir = NORTH
|
||||
else if(newdir == 12) //E + W
|
||||
newdir = EAST
|
||||
if((newdir in cardinal) && (prob(50)))
|
||||
newdir = turn(get_dir(T, loc), 180)
|
||||
if(!blood_exists)
|
||||
new /obj/effect/decal/cleanable/trail_holder(loc)
|
||||
for(var/obj/effect/decal/cleanable/trail_holder/TH in loc)
|
||||
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
|
||||
TH.existing_dirs += newdir
|
||||
TH.overlays.Add(image('icons/effects/blood.dmi', trail_type, dir = newdir))
|
||||
TH.transfer_mob_blood_dna(src)
|
||||
if(ishuman(src))
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(H.species.blood_color)
|
||||
TH.color = H.species.blood_color
|
||||
else
|
||||
TH.color = "#A10808"
|
||||
|
||||
/mob/living/carbon/human/makeTrail(turf/T)
|
||||
|
||||
if((species.flags & NO_BLOOD) || species.exotic_blood || !bleed_rate || bleedsuppress)
|
||||
return
|
||||
..()
|
||||
|
||||
/mob/living/proc/getTrail()
|
||||
if(getBruteLoss() < 300)
|
||||
return pick("ltrails_1", "ltrails_2")
|
||||
else
|
||||
return pick("trails_1", "trails_2")
|
||||
|
||||
|
||||
/*//////////////////////
|
||||
START RESIST PROCS
|
||||
*///////////////////////
|
||||
|
||||
@@ -59,3 +59,5 @@
|
||||
var/tesla_ignore = FALSE
|
||||
|
||||
var/list/say_log = list() //a log of what we've said, plain text, no spans or junk, essentially just each individual "message"
|
||||
|
||||
var/blood_volume = 0 //how much blood the mob has
|
||||
|
||||
@@ -255,8 +255,9 @@
|
||||
modules += new /obj/item/weapon/reagent_containers/food/condiment/enzyme(src)
|
||||
modules += new /obj/item/weapon/pen(src)
|
||||
modules += new /obj/item/weapon/razor(src)
|
||||
modules += new /obj/item/device/violin(src)
|
||||
modules += new /obj/item/device/guitar(src)
|
||||
modules += new /obj/item/device/instrument/violin(src)
|
||||
modules += new /obj/item/device/instrument/guitar(src)
|
||||
modules += new /obj/item/device/instrument/eguitar(src)
|
||||
|
||||
var/obj/item/weapon/rsf/M = new /obj/item/weapon/rsf(src)
|
||||
M.matter = 30
|
||||
|
||||
@@ -568,23 +568,6 @@
|
||||
|
||||
mode = BOT_NO_ROUTE
|
||||
|
||||
/mob/living/simple_animal/bot/mulebot/Move(turf/simulated/next)
|
||||
var/turf/simulated/last = loc
|
||||
|
||||
if(istype(last) && bloodiness)
|
||||
last.AddTracks(/obj/effect/decal/cleanable/blood/tracks/wheels, currentDNA, 0, get_dir(last, next), currentBloodColor)
|
||||
|
||||
. = ..()
|
||||
|
||||
if(. && istype(next))
|
||||
if(bloodiness)
|
||||
next.AddTracks(/obj/effect/decal/cleanable/blood/tracks/wheels, currentDNA, get_dir(last, next), 0, currentBloodColor)
|
||||
bloodiness--
|
||||
|
||||
for(var/mob/living/carbon/human/H in next)
|
||||
if(H != load)
|
||||
RunOver(H)
|
||||
|
||||
// calculates a path to the current destination
|
||||
// given an optional turf to avoid
|
||||
/mob/living/simple_animal/bot/mulebot/calc_path(turf/avoid = null)
|
||||
@@ -668,6 +651,30 @@
|
||||
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/bot/mulebot/Move(turf/simulated/next)
|
||||
. = ..()
|
||||
|
||||
if(. && istype(next))
|
||||
if(bloodiness)
|
||||
var/obj/effect/decal/cleanable/blood/tracks/B = locate() in next
|
||||
if(!B)
|
||||
B = new /obj/effect/decal/cleanable/blood/tracks(loc)
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
B.blood_DNA |= blood_DNA.Copy()
|
||||
B.basecolor = currentBloodColor
|
||||
var/newdir = get_dir(next, loc)
|
||||
if(newdir == dir)
|
||||
B.setDir(newdir)
|
||||
else
|
||||
newdir = newdir | dir
|
||||
if(newdir == 3)
|
||||
newdir = 1
|
||||
else if(newdir == 12)
|
||||
newdir = 4
|
||||
B.setDir(newdir)
|
||||
B.update_icon()
|
||||
bloodiness--
|
||||
|
||||
// called when bot bumps into anything
|
||||
/mob/living/simple_animal/bot/mulebot/Bump(atom/obs)
|
||||
if(!wires.MobAvoid()) // usually just bumps, but if avoidance disabled knock over mobs
|
||||
@@ -697,21 +704,18 @@
|
||||
H.apply_damage(0.5*damage, BRUTE, "l_arm", run_armor_check("l_arm", "melee"))
|
||||
H.apply_damage(0.5*damage, BRUTE, "r_arm", run_armor_check("r_arm", "melee"))
|
||||
|
||||
var/obj/effect/decal/cleanable/blood/B = new(loc)
|
||||
B.blood_DNA = list()
|
||||
B.blood_DNA[H.dna.unique_enzymes] = H.dna.b_type
|
||||
currentDNA = B.blood_DNA
|
||||
|
||||
var/turf/T = get_turf(src)
|
||||
H.add_mob_blood(H)
|
||||
H.add_splatter_floor(T)
|
||||
|
||||
bloodiness += 4
|
||||
|
||||
currentBloodColor = "#A10808"
|
||||
if(istype(H))
|
||||
var/datum/reagent/blood/bld = H.get_blood(H.vessel)
|
||||
if(bld.data["blood_colour"])
|
||||
currentBloodColor = bld.data["blood_colour"]
|
||||
return
|
||||
B.basecolor = currentBloodColor
|
||||
B.update_icon()
|
||||
var/list/blood_dna = H.get_blood_dna_list()
|
||||
if(blood_dna)
|
||||
transfer_blood_dna(blood_dna)
|
||||
currentBloodColor = H.species.blood_color
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/bot/mulebot/bot_control_message(command, mob/user, user_turf)
|
||||
switch(command)
|
||||
|
||||
@@ -27,6 +27,7 @@
|
||||
stop_automated_movement_when_pulled = 1
|
||||
var/milk_content = 0
|
||||
can_collar = 1
|
||||
blood_volume = BLOOD_VOLUME_NORMAL
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/goat/handle_automated_movement()
|
||||
..()
|
||||
@@ -110,6 +111,7 @@
|
||||
var/milk_content = 0
|
||||
can_collar = 1
|
||||
gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY
|
||||
blood_volume = BLOOD_VOLUME_NORMAL
|
||||
|
||||
/mob/living/simple_animal/cow/New()
|
||||
..()
|
||||
@@ -312,6 +314,7 @@ var/global/chicken_count = 0
|
||||
maxHealth = 50
|
||||
can_collar = 1
|
||||
gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY
|
||||
blood_volume = BLOOD_VOLUME_NORMAL
|
||||
|
||||
/mob/living/simple_animal/turkey
|
||||
name = "turkey"
|
||||
@@ -381,6 +384,7 @@ var/global/chicken_count = 0
|
||||
maxHealth = 50
|
||||
can_collar = 1
|
||||
gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY
|
||||
blood_volume = BLOOD_VOLUME_NORMAL
|
||||
|
||||
/mob/living/simple_animal/walrus
|
||||
name = "walrus"
|
||||
@@ -404,3 +408,4 @@ var/global/chicken_count = 0
|
||||
maxHealth = 50
|
||||
can_collar = 1
|
||||
gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY
|
||||
blood_volume = BLOOD_VOLUME_NORMAL
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
icon = 'icons/mob/pets.dmi'
|
||||
can_collar = 1
|
||||
mob_size = MOB_SIZE_SMALL
|
||||
blood_volume = BLOOD_VOLUME_NORMAL
|
||||
|
||||
/mob/living/simple_animal/pet/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
|
||||
if(istype(O, /obj/item/weapon/newspaper))
|
||||
|
||||
@@ -203,9 +203,9 @@
|
||||
reagents.reaction(C, INGEST, fraction)
|
||||
reagents.trans_to(C, volume)
|
||||
|
||||
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/blood/proc/link_host(mob/living/carbon/human/H)
|
||||
faction = list("\ref[src]", "\ref[H]") // Hostile to everyone except the host.
|
||||
H.vessel.trans_to(src, 30)
|
||||
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/blood/proc/link_host(mob/living/carbon/C)
|
||||
faction = list("\ref[src]", "\ref[C]") // Hostile to everyone except the host.
|
||||
C.transfer_blood_to(src, 30)
|
||||
color = mix_color_from_reagents(reagents.reagent_list)
|
||||
|
||||
// Legion
|
||||
|
||||
@@ -422,6 +422,13 @@
|
||||
damage = O.force
|
||||
if(O.damtype == STAMINA)
|
||||
damage = 0
|
||||
if(O.damtype == BRUTE)
|
||||
if(prob(33))
|
||||
O.add_mob_blood(src)
|
||||
var/turf/location = get_turf(src)
|
||||
add_splatter_floor(location)
|
||||
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
|
||||
user.add_mob_blood(src)
|
||||
visible_message("<span class='danger'>[user] has [O.attack_verb.len ? "[pick(O.attack_verb)]": "attacked"] [src] with [O]!</span>",\
|
||||
"<span class='userdanger'>[user] has [O.attack_verb.len ? "[pick(O.attack_verb)]": "attacked"] you with [O]!</span>")
|
||||
else
|
||||
@@ -432,7 +439,6 @@
|
||||
"<span class='warning'>This weapon is ineffective, it does no damage.</span>")
|
||||
adjustBruteLoss(damage)
|
||||
|
||||
|
||||
/mob/living/simple_animal/movement_delay()
|
||||
. = ..()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user