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:
SkyMarshal
2012-04-05 21:55:41 -07:00
parent e8f5e13bd2
commit 5b3ad2a925
19 changed files with 151 additions and 89 deletions
+17 -2
View File
@@ -898,8 +898,23 @@
/client/proc/CarbonCopy(atom/movable/O as mob|obj in world)
set category = "Admin"
var/mob/NewObj = new O.type(usr.loc)
var/atom/movable/NewObj = new O.type(usr.loc)
for(var/V in O.vars)
if (issaved(O.vars[V]))
NewObj.vars[V] = O.vars[V]
if(V == "contents")
for(var/atom/movable/C in O.contents)
C.CarbonCopy2(NewObj)
else
NewObj.vars[V] = O.vars[V]
return NewObj
/atom/proc/CarbonCopy2(atom/movable/O as mob|obj in world)
var/atom/movable/NewObj = new type(O)
for(var/V in vars)
if (issaved(vars[V]))
if(V == "contents")
for(var/atom/movable/C in contents)
C.CarbonCopy2(NewObj)
else
NewObj.vars[V] = vars[V]
return NewObj
@@ -13,6 +13,8 @@
loc = pick(latejoin)
if(!istype(body,/mob)) return//This needs to be recoded sometime so it has loc as its first arg
real_name = body.name
if(!body.original_name)
body.original_name = real_name
original_name = body.original_name
name = body.original_name
if(!safety)
@@ -484,7 +484,7 @@
// usr << "\red [src.name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
// continue
msg += print_flavor_text()
msg += "[print_flavor_text()]\n"
msg += "\blue *---------*"
usr << msg
@@ -26,6 +26,6 @@
if(10)
usr << text("\blue <B>[] seems to have extreme electrical activity inside it!</B>", src.name)
usr << print_flavor_text()
usr << "[print_flavor_text()]\n"
return
@@ -239,7 +239,7 @@
msg += wound_flavor_text["right foot"]
msg += print_flavor_text()
msg += "[print_flavor_text()]\n"
msg += "*---------*</span>"
+15 -10
View File
@@ -46,17 +46,17 @@
bandaged = 0
max_damage = 0
max_size = 0
obj/item/weapon/implant/implant = null
tmp/list/obj/item/weapon/implant/implant = list()
display_name
list/wounds = list()
bleeding = 0
perma_injury = 0
perma_dmg = 0
broken = 0
destroyed = 0
destspawn = 0 //Has it spawned the broken limb?
gauzed = 0 //Has the missing limb been patched?
tmp/list/wounds = list()
tmp/bleeding = 0
tmp/perma_injury = 0
tmp/perma_dmg = 0
tmp/broken = 0
tmp/destroyed = 0
tmp/destspawn = 0 //Has it spawned the broken limb?
tmp/gauzed = 0 //Has the missing limb been patched?
min_broken_damage = 30
datum/organ/external/parent
damage_msg = "\red You feel a intense pain"
@@ -281,6 +281,9 @@
if(override)
destroyed = 1
if(destroyed)
if(implant)
for(var/implants in implant)
del(implants)
//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
var/obj/item/weapon/organ/H
@@ -301,7 +304,9 @@
H:transfer_identity(owner)
H.pixel_x = -10
H.pixel_y = 6
H.name = "[owner.name]'s head"
if(!owner.original_name)
owner.original_name = owner.real_name
H.name = "[owner.original_name]'s head"
owner.update_face()
owner.update_body()
+7 -2
View File
@@ -10,8 +10,6 @@
canmove = 0
icon = null
invisibility = 101
for(var/name in organs)
del(organs[name])
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
@@ -21,6 +19,13 @@
//animation = null
var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
del(animation)
del(O.organs)
O.organs = organs
for(var/name in O.organs)
var/datum/organ/external/organ = O[name]
organ.owner = O
for(var/obj/item/weapon/implant/implant in organ.implant)
implant.imp_in = O
O.name = "monkey"
O.dna = dna
+4 -4
View File
@@ -15,16 +15,16 @@
var
fire_sound = 'Gunshot.ogg'
obj/item/projectile/in_chamber = null
tmp/obj/item/projectile/in_chamber = null
caliber = ""
silenced = 0
recoil = 0
tmp/list/mob/living/target //List of who yer targeting.
tmp/lock_time = -100
mouthshoot = 0 ///To stop people from suiciding twice... >.>
tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
automatic = 0 //Used to determine if you can target multiple people.
mob/living/last_moved_mob //Used to fire faster at more than one person.
told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
proc/load_into_chamber()
return 0
+2 -2
View File
@@ -3,7 +3,7 @@
name = "large parcel"
icon = 'storage.dmi'
icon_state = "deliverycrate"
var/obj/wrapped = null
var/tmp/obj/wrapped = null
density = 1
var/sortTag = null
flags = FPRINT
@@ -99,7 +99,7 @@
name = "small parcel"
icon = 'storage.dmi'
icon_state = "deliverycrateSmall"
var/obj/item/wrapped = null
var/tmp/obj/item/wrapped = null
var/sortTag = null
flags = FPRINT
var/examtext = null