mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 17:43:35 +01:00
Made transformations between mobs with organs work better. Destroying a limb removes implants. Implants now go where you select. Fixed some runtimes and retardedness.
This commit is contained in:
@@ -898,8 +898,23 @@
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/client/proc/CarbonCopy(atom/movable/O as mob|obj in world)
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set category = "Admin"
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var/mob/NewObj = new O.type(usr.loc)
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var/atom/movable/NewObj = new O.type(usr.loc)
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for(var/V in O.vars)
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if (issaved(O.vars[V]))
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NewObj.vars[V] = O.vars[V]
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if(V == "contents")
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for(var/atom/movable/C in O.contents)
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C.CarbonCopy2(NewObj)
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else
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NewObj.vars[V] = O.vars[V]
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return NewObj
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/atom/proc/CarbonCopy2(atom/movable/O as mob|obj in world)
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var/atom/movable/NewObj = new type(O)
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for(var/V in vars)
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if (issaved(vars[V]))
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if(V == "contents")
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for(var/atom/movable/C in contents)
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C.CarbonCopy2(NewObj)
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else
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NewObj.vars[V] = vars[V]
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return NewObj
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@@ -13,6 +13,8 @@
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loc = pick(latejoin)
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if(!istype(body,/mob)) return//This needs to be recoded sometime so it has loc as its first arg
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real_name = body.name
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if(!body.original_name)
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body.original_name = real_name
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original_name = body.original_name
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name = body.original_name
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if(!safety)
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@@ -484,7 +484,7 @@
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// usr << "\red [src.name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
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// continue
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msg += print_flavor_text()
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msg += "[print_flavor_text()]\n"
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msg += "\blue *---------*"
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usr << msg
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@@ -26,6 +26,6 @@
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if(10)
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usr << text("\blue <B>[] seems to have extreme electrical activity inside it!</B>", src.name)
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usr << print_flavor_text()
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usr << "[print_flavor_text()]\n"
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return
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@@ -239,7 +239,7 @@
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msg += wound_flavor_text["right foot"]
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msg += print_flavor_text()
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msg += "[print_flavor_text()]\n"
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msg += "*---------*</span>"
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@@ -46,17 +46,17 @@
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bandaged = 0
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max_damage = 0
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max_size = 0
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obj/item/weapon/implant/implant = null
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tmp/list/obj/item/weapon/implant/implant = list()
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display_name
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list/wounds = list()
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bleeding = 0
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perma_injury = 0
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perma_dmg = 0
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broken = 0
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destroyed = 0
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destspawn = 0 //Has it spawned the broken limb?
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gauzed = 0 //Has the missing limb been patched?
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tmp/list/wounds = list()
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tmp/bleeding = 0
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tmp/perma_injury = 0
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tmp/perma_dmg = 0
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tmp/broken = 0
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tmp/destroyed = 0
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tmp/destspawn = 0 //Has it spawned the broken limb?
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tmp/gauzed = 0 //Has the missing limb been patched?
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min_broken_damage = 30
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datum/organ/external/parent
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damage_msg = "\red You feel a intense pain"
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@@ -281,6 +281,9 @@
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if(override)
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destroyed = 1
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if(destroyed)
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if(implant)
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for(var/implants in implant)
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del(implants)
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//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
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var/obj/item/weapon/organ/H
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@@ -301,7 +304,9 @@
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H:transfer_identity(owner)
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H.pixel_x = -10
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H.pixel_y = 6
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H.name = "[owner.name]'s head"
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if(!owner.original_name)
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owner.original_name = owner.real_name
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H.name = "[owner.original_name]'s head"
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owner.update_face()
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owner.update_body()
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@@ -10,8 +10,6 @@
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canmove = 0
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icon = null
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invisibility = 101
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for(var/name in organs)
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del(organs[name])
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var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
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animation.icon_state = "blank"
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animation.icon = 'mob.dmi'
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@@ -21,6 +19,13 @@
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//animation = null
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var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
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del(animation)
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del(O.organs)
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O.organs = organs
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for(var/name in O.organs)
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var/datum/organ/external/organ = O[name]
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organ.owner = O
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for(var/obj/item/weapon/implant/implant in organ.implant)
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implant.imp_in = O
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O.name = "monkey"
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O.dna = dna
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@@ -15,16 +15,16 @@
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var
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fire_sound = 'Gunshot.ogg'
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obj/item/projectile/in_chamber = null
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tmp/obj/item/projectile/in_chamber = null
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caliber = ""
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silenced = 0
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recoil = 0
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tmp/list/mob/living/target //List of who yer targeting.
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tmp/lock_time = -100
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mouthshoot = 0 ///To stop people from suiciding twice... >.>
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tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
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automatic = 0 //Used to determine if you can target multiple people.
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mob/living/last_moved_mob //Used to fire faster at more than one person.
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told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
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tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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proc/load_into_chamber()
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return 0
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@@ -3,7 +3,7 @@
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name = "large parcel"
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icon = 'storage.dmi'
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icon_state = "deliverycrate"
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var/obj/wrapped = null
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var/tmp/obj/wrapped = null
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density = 1
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var/sortTag = null
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flags = FPRINT
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@@ -99,7 +99,7 @@
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name = "small parcel"
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icon = 'storage.dmi'
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icon_state = "deliverycrateSmall"
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var/obj/item/wrapped = null
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var/tmp/obj/item/wrapped = null
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var/sortTag = null
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flags = FPRINT
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var/examtext = null
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