Merge remote-tracking branch 'upstream/master' into lavaland-udpate-split

This commit is contained in:
Fox McCloud
2019-09-08 04:05:25 -04:00
15 changed files with 95 additions and 194 deletions
@@ -4,9 +4,6 @@
#define MOVING_TO_TARGET 3
#define SPINNING_COCOON 4
#define TS_AI_AGGRESSIVE 0
#define TS_AI_DEFENSIVE 1
#define TS_DAMAGE_SIMPLE 0
#define TS_DAMAGE_POISON 1
#define TS_DAMAGE_BRUTE 2
@@ -148,12 +148,6 @@
if(prob(50))
icon_state = "stickyweb2"
/obj/structure/spider/terrorweb/proc/DeCloakNearby()
for(var/mob/living/simple_animal/hostile/poison/terror_spider/gray/G in view(6,src))
if(!G.ckey && G.stat != DEAD)
G.GrayDeCloak()
G.Aggro()
/obj/structure/spider/terrorweb/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /mob/living/simple_animal/hostile/poison/terror_spider))
return 1
@@ -167,7 +161,6 @@
to_chat(mover, "<span class='danger'>You get stuck in [src] for a moment.</span>")
M.Stun(4) // 8 seconds.
M.Weaken(4) // 8 seconds.
DeCloakNearby()
if(iscarbon(mover))
var/mob/living/carbon/C = mover
web_special_ability(C)
@@ -19,7 +19,6 @@
ventcrawler = 1
idle_ventcrawl_chance = 0
ai_playercontrol_allowtype = 0
ai_type = TS_AI_AGGRESSIVE
rapid = 3
canlay = 1000
spider_tier = TS_TIER_5
@@ -39,7 +38,7 @@
empresserase_action = new()
empresserase_action.Grant(src)
/mob/living/simple_animal/hostile/poison/terror_spider/queen/empress/handle_automated_action()
/mob/living/simple_animal/hostile/poison/terror_spider/queen/empress/spider_special_action()
return
/mob/living/simple_animal/hostile/poison/terror_spider/queen/empress/NestMode()
@@ -26,6 +26,8 @@
error_on_humanize = "Dying spiders are not player-controllable."
else if(stat == DEAD)
error_on_humanize = "Dead spiders are not player-controllable."
else if(!(user in GLOB.respawnable_list))
error_on_humanize = "You are not able to rejoin the round."
if(jobban_isbanned(user, "Syndicate") || jobban_isbanned(user, "alien"))
to_chat(user,"You are jobbanned from role of syndicate and/or alien lifeform.")
return
@@ -10,23 +10,35 @@
/mob/living/simple_animal/hostile/poison/terror_spider/gray
name = "Gray Terror spider"
desc = "An ominous-looking gray spider. It twitches occasionally, always seeming ready to pounce."
spider_role_summary = "Stealth spider that ambushes weak humans from vents."
desc = "An ominous-looking gray spider. It seems to blend into webs, making it hard to see."
spider_role_summary = "Stealth spider that ambushes weak humans."
ai_target_method = TS_DAMAGE_BRUTE
icon_state = "terror_gray"
icon_living = "terror_gray"
icon_dead = "terror_gray_dead"
maxHealth = 120 // same health as hunter spider, aka, pretty weak.. but its almost invisible.
maxHealth = 120 // same health as hunter spider, aka, pretty weak.. but its almost invisible while on webs.
health = 120
melee_damage_lower = 10
melee_damage_upper = 20
regen_points_per_hp = 2 // 50% higher regen speed
stat_attack = UNCONSCIOUS // ensures they will target people in crit, too!
wander = 0 // wandering defeats the purpose of stealth
vision_range = 3 // very low idle vision range
delay_web = 20 // double speed
web_type = /obj/structure/spider/terrorweb/gray
ai_spins_webs = FALSE // uses massweb instead
var/prob_ai_massweb = 10
/mob/living/simple_animal/hostile/poison/terror_spider/gray/Move(turf/T)
. = ..(T)
if(stat == DEAD)
icon_state = icon_dead
else
var/obj/structure/spider/terrorweb/W = locate() in get_turf(src)
if(W)
if(icon_state == "terror_gray")
icon_state = "terror_gray_cloaked"
icon_living = "terror_gray_cloaked"
else if(icon_state != "terror_gray")
icon_state = "terror_gray"
icon_living = "terror_gray"
/mob/living/simple_animal/hostile/poison/terror_spider/gray/spider_specialattack(mob/living/carbon/human/L, poisonable)
var/obj/structure/spider/terrorweb/W = locate() in get_turf(L)
@@ -40,101 +52,13 @@
visible_message("<span class='danger'>[src] bites [target]!</span>")
L.attack_animal(src)
/mob/living/simple_animal/hostile/poison/terror_spider/gray/adjustBruteLoss(damage)
. = ..(damage)
if(invisibility > 0)
GrayDeCloak()
/mob/living/simple_animal/hostile/poison/terror_spider/gray/adjustFireLoss(damage)
. = ..(damage)
if(invisibility > 0)
GrayDeCloak()
/mob/living/simple_animal/hostile/poison/terror_spider/gray/Aggro()
GrayDeCloak()
..()
/mob/living/simple_animal/hostile/poison/terror_spider/gray/AttackingTarget()
if(invisibility > 0)
GrayDeCloak()
else
return ..()
/mob/living/simple_animal/hostile/poison/terror_spider/proc/GrayCloak()
visible_message("<span class='notice'>[src] hides in the vent.</span>")
invisibility = SEE_INVISIBLE_LEVEL_ONE
icon_state = "terror_gray_cloaked"
icon_living = "terror_gray_cloaked"
if(!ckey)
vision_range = 3
// Bugged, does not work yet. Also spams webs. Also doesn't look great. But... planned.
move_to_delay = 15 // while invisible, slow.
/mob/living/simple_animal/hostile/poison/terror_spider/proc/GrayDeCloak()
invisibility = 0
icon_state = "terror_gray"
icon_living = "terror_gray"
vision_range = 9
move_to_delay = 5
prob_ai_hides_in_vents = 10
/mob/living/simple_animal/hostile/poison/terror_spider/gray/spider_special_action()
if(prob(prob_ai_hides_in_vents))
var/obj/machinery/atmospherics/unary/vent_pump/e = locate() in get_turf(src)
if(e)
if(!e.welded || spider_awaymission)
if(invisibility != SEE_INVISIBLE_LEVEL_ONE) // aka: 35. ghosts have 15 with no darkness, 60 with darkness. Weird...
var/list/g_turfs_webbed = ListWebbedTurfs()
var/webcount = g_turfs_webbed.len
if(webcount >= 4)
// if there are already at least 4 webs around us, then we have a good web setup already. Cloak.
GrayCloak()
// I wonder if we should settle down here forever?
var/foundqueen = 0
for(var/mob/living/H in view(src, 10))
if(istype(H, /mob/living/simple_animal/hostile/poison/terror_spider/queen))
foundqueen = 1
break
if(!foundqueen)
var/list/g_turfs_visible = ListVisibleTurfs()
if(g_turfs_visible.len >= 12)
// So long as the room isn't tiny, and it has no queen in it, sure, settle there
// since we are settled now, disable most AI behaviors so we don't waste CPU.
ai_ventcrawls = 0
ai_spins_webs = 0
ai_break_lights = 0
prob_ai_hides_in_vents = 3
visible_message("<span class='notice'>[src] finishes setting up its trap in [get_area(src)].</span>")
else
var/list/g_turfs_valid = ListValidTurfs()
var/turfcount = g_turfs_valid.len
if(turfcount == 0)
// if there is literally nowhere else we could put a web, cloak.
GrayCloak()
else
// otherwise, pick one of the valid turfs with no web to create a web there.
new /obj/structure/spider/terrorweb(pick(g_turfs_valid))
visible_message("<span class='notice'>[src] spins a web.</span>")
else
if(invisibility == SEE_INVISIBLE_LEVEL_ONE)
// if our vent is welded, decloak
GrayDeCloak()
else
if(invisibility == SEE_INVISIBLE_LEVEL_ONE)
// if there is no vent under us, and we are cloaked, decloak
GrayDeCloak()
var/vdistance = 99
var/temp_vent = null
for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(7,src))
if(!v.welded)
if(get_dist(src,v) < vdistance)
temp_vent = v
vdistance = get_dist(src,v)
if(temp_vent)
if(get_dist(src,temp_vent) > 0 && get_dist(src,temp_vent) < 5)
step_to(src,temp_vent)
// if you're bumped off your vent, try to get back to it
if(prob(prob_ai_massweb))
for(var/turf/simulated/T in oview(2,get_turf(src)))
if(T.density == 0)
var/obj/structure/spider/terrorweb/W = locate() in T
if(!W)
new web_type(T)
/obj/structure/spider/terrorweb/gray
alpha = 100
@@ -18,21 +18,6 @@
hsline += " AI "
to_chat(src,hsline)
/mob/living/simple_animal/hostile/poison/terror_spider/proc/SetHiveCommand(set_ai, set_ventcrawl)
var/numspiders = 0
for(var/mob/living/simple_animal/hostile/poison/terror_spider/T in ts_spiderlist)
if(spider_awaymission && !T.spider_awaymission)
continue
else if(!spider_awaymission && T.spider_awaymission)
continue
numspiders += 1
if(spider_tier >= T.spider_tier)
if(T.ai_type != set_ai)
T.ai_type = set_ai
if(T.idle_ventcrawl_chance != set_ventcrawl)
T.idle_ventcrawl_chance = set_ventcrawl
return numspiders
/mob/living/simple_animal/hostile/poison/terror_spider/proc/CountSpiders()
var/numspiders = 0
for(var/mob/living/simple_animal/hostile/poison/terror_spider/T in ts_spiderlist)
@@ -22,7 +22,7 @@
melee_damage_lower = 30
melee_damage_upper = 40
ventcrawler = 0
ai_ventcrawls = 0
ai_ventcrawls = FALSE
environment_smash = ENVIRONMENT_SMASH_RWALLS
idle_ventcrawl_chance = 0
spider_tier = TS_TIER_3
@@ -38,6 +38,7 @@
/mob/living/simple_animal/hostile/poison/terror_spider/prince/spider_specialattack(mob/living/carbon/human/L)
if(prob(15))
visible_message("<span class='danger'>[src] rams into [L], knocking [L.p_them()] to the floor!</span>")
do_attack_animation(L)
L.Weaken(5)
L.Stun(5)
else
@@ -25,7 +25,7 @@
speed = 0 // '0' (also the default for human mobs) converts to 2.5 total delay, or 4 tiles/sec.
spider_opens_doors = 2
ventcrawler = 0
ai_ventcrawls = 0
ai_ventcrawls = FALSE
environment_smash = ENVIRONMENT_SMASH_RWALLS
idle_ventcrawl_chance = 0 // stick to the queen!
web_type = /obj/structure/spider/terrorweb/purple
@@ -22,6 +22,9 @@
melee_damage_lower = 10
melee_damage_upper = 20
ventcrawler = 1
ai_break_lights = FALSE
ai_spins_webs = FALSE
ai_ventcrawls = FALSE
idle_ventcrawl_chance = 0
force_threshold = 18 // outright immune to anything of force under 18, this means welders can't hurt it, only guns can
ranged = 1
@@ -32,13 +35,13 @@
spider_tier = TS_TIER_4
spider_opens_doors = 2
web_type = /obj/structure/spider/terrorweb/queen
var/spider_spawnfrequency = 1200 // 120 seconds
var/spider_spawnfrequency_stable = 1200 // 120 seconds. Spawnfrequency is set to this on ai spiders once nest setup is complete.
var/spider_spawnfrequency = 1200 // 120 seconds. Default for player queens and NPC queens on station. Awaymission queens have this changed in New()
var/spider_spawnfrequency_stable = 1200 // 120 seconds. Spawnfrequency is set to this on awaymission spiders once nest setup is complete.
var/spider_lastspawn = 0
var/nestfrequency = 300 // 30 seconds
var/lastnestsetup = 0
var/neststep = 0
var/hasnested = 0
var/hasnested = FALSE
var/spider_max_per_nest = 35 // above this, AI queens become stable
var/canlay = 4 // main counter for egg-laying ability! # = num uses, incremented at intervals
var/eggslaid = 0
@@ -82,7 +85,6 @@
/mob/living/simple_animal/hostile/poison/terror_spider/queen/death(gibbed)
if(can_die() && !hasdied)
SetHiveCommand(0, 15) // Hive becomes very aggressive.
if(spider_uo71)
UnlockBlastDoors("UO71_Caves")
// When a queen dies, so do her player-controlled purple-type guardians. Intended as a motivator for purples to ensure they guard her.
@@ -104,17 +106,16 @@
return TRUE
return FALSE
/mob/living/simple_animal/hostile/poison/terror_spider/queen/handle_automated_action()
..()
if(!stat && !ckey && AIStatus != AI_OFF && !target && !path_to_vent)
/mob/living/simple_animal/hostile/poison/terror_spider/queen/spider_special_action()
if(!stat && !ckey)
switch(neststep)
if(0)
// No nest. If current location is eligible for nesting, advance to step 1.
var/ok_to_nest = 1
var/ok_to_nest = TRUE
var/area/new_area = get_area(loc)
if(new_area)
if(findtext(new_area.name, "hall"))
ok_to_nest = 0
ok_to_nest = FALSE
// nesting in a hallway would be very stupid - crew would find and kill you almost instantly
var/numhostiles = 0
for(var/mob/living/H in oview(10, src))
@@ -123,7 +124,7 @@
numhostiles += 1
// nesting RIGHT NEXT TO SOMEONE is even worse
if(numhostiles > 0)
ok_to_nest = 0
ok_to_nest = FALSE
var/vdistance = 99
for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(10, src))
if(!v.welded)
@@ -131,7 +132,7 @@
entry_vent = v
vdistance = get_dist(src, v)
if(!entry_vent)
ok_to_nest = 0
ok_to_nest = FALSE
// don't nest somewhere with no vent - your brood won't be able to get out!
if(ok_to_nest && entry_vent)
nest_vent = entry_vent
@@ -151,14 +152,14 @@
neststep = 2
NestMode()
if(2)
// Create initial pair of purple nest guards.
// Create initial four purple nest guards.
if(world.time > (lastnestsetup + nestfrequency))
lastnestsetup = world.time
spider_lastspawn = world.time
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/purple, 2)
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/purple, 4)
neststep = 3
if(3)
// Create spiders (random T1 types) until nest is full.
// Create spiders (random types) until nest is full.
if(world.time > (spider_lastspawn + spider_spawnfrequency))
if(prob(20))
if(ai_nest_is_full())
@@ -166,18 +167,14 @@
spider_spawnfrequency = spider_spawnfrequency_stable
neststep = 4
else
var/obj/structure/spider/eggcluster/terror_eggcluster/N = locate() in get_turf(src)
if(!N)
spider_lastspawn = world.time
DoLayTerrorEggs(pick(spider_types_standard), 2)
spider_lastspawn = world.time
var/spiders_left_to_spawn = Clamp( (spider_max_per_nest - CountSpiders()), 1, 10)
DoLayTerrorEggs(pick(spider_types_standard), spiders_left_to_spawn)
if(4)
// Nest should be full. If so, pulse attack command. Otherwise, start replenishing nest (stage 5).
// Nest should be full. Otherwise, start replenishing nest (stage 5).
if(world.time > (spider_lastspawn + spider_spawnfrequency))
if(prob(20))
if(ai_nest_is_full())
SetHiveCommand(0, 15) // AI=0 (attack everyone), ventcrawl=15%/tick
else
neststep = 5
if(prob(20) && !ai_nest_is_full())
neststep = 5
if(5)
// If already replenished, go idle (stage 4). Otherwise, replenish nest.
if(world.time > (spider_lastspawn + spider_spawnfrequency))
@@ -185,20 +182,18 @@
if(ai_nest_is_full())
neststep = 4
else
var/obj/structure/spider/eggcluster/terror_eggcluster/N = locate() in get_turf(src)
if(!N)
spider_lastspawn = world.time
var/num_purple = CountSpidersType(/mob/living/simple_animal/hostile/poison/terror_spider/purple)
var/num_white = CountSpidersType(/mob/living/simple_animal/hostile/poison/terror_spider/white)
var/num_brown = CountSpidersType(/mob/living/simple_animal/hostile/poison/terror_spider/brown)
if(num_purple < 4)
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/purple, 2)
else if(num_white < 2)
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/white, 2)
else if(num_brown < 2)
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/brown, 2)
else
DoLayTerrorEggs(pick(spider_types_standard), 2)
spider_lastspawn = world.time
var/num_purple = CountSpidersType(/mob/living/simple_animal/hostile/poison/terror_spider/purple)
var/num_white = CountSpidersType(/mob/living/simple_animal/hostile/poison/terror_spider/white)
var/num_brown = CountSpidersType(/mob/living/simple_animal/hostile/poison/terror_spider/brown)
if(num_purple < 4)
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/purple, 2)
else if(num_white < 2)
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/white, 2)
else if(num_brown < 4)
DoLayTerrorEggs(/mob/living/simple_animal/hostile/poison/terror_spider/brown, 4)
else
DoLayTerrorEggs(pick(spider_types_standard), 5)
/mob/living/simple_animal/hostile/poison/terror_spider/queen/proc/NestPrompt()
var/confirm = alert(src, "Are you sure you want to nest? You will be able to lay eggs, and smash walls, but not ventcrawl.","Nest?","Yes","No")
@@ -213,9 +208,9 @@
queensense_action = new()
queensense_action.Grant(src)
queennest_action.Remove(src)
hasnested = 1
hasnested = TRUE
ventcrawler = 0
ai_ventcrawls = 0
ai_ventcrawls = FALSE
environment_smash = ENVIRONMENT_SMASH_RWALLS
DoQueenScreech(8, 100, 8, 100)
MassFlicker()
@@ -13,8 +13,6 @@
continue
if(H.stat == UNCONSCIOUS && !stat_attack)
continue
if(ai_type == TS_AI_DEFENSIVE && !(H in enemies))
continue
if(isterrorspider(H))
if(H in enemies)
targets3 += H
@@ -92,10 +90,18 @@
// --------------------- TERROR SPIDERS: AI BEHAVIOR CODE -------------------------
// --------------------------------------------------------------------------------
/mob/living/simple_animal/hostile/poison/terror_spider/handle_automated_action()
if (stat || ckey)
return ..()
if(AIStatus != AI_OFF && !target)
if(target)
CreatePath(target)
return ..()
/mob/living/simple_animal/hostile/poison/terror_spider/handle_automated_movement()
// Putting the main terror spider AI code in handle_automated_movement() rather than handle_automated_action() ensures it will still run when the spider AIStatus == AI_IDLE
// This is necessary for the terror spiders in the away mission to work properly.
if(AIStatus != AI_IDLE)
return
if(!target)
var/my_ventcrawl_freq = freq_ventcrawl_idle
if(ts_count_dead > 0)
if(world.time < (ts_death_last + ts_death_window))
@@ -131,10 +137,10 @@
step_to(src,L)
L.on = 1
L.broken()
L.do_attack_animation(src)
do_attack_animation(L)
visible_message("<span class='danger'>[src] smashes the [L.name].</span>")
break
else if(web_type && ai_spins_webs && world.time > (last_spins_webs + freq_spins_webs))
return
else if(ai_spins_webs && web_type && world.time > (last_spins_webs + freq_spins_webs))
last_spins_webs = world.time
var/obj/structure/spider/terrorweb/T = locate() in get_turf(src)
if(!T)
@@ -154,9 +160,7 @@
else
// If none of the general actions apply, check for class-specific actions.
spider_special_action()
else if(AIStatus != AI_OFF && target)
CreatePath(target)
..()
..()
/mob/living/simple_animal/hostile/poison/terror_spider/adjustBruteLoss(damage)
. = ..(damage)
@@ -344,6 +348,11 @@
vturfs += T
return vturfs
/mob/living/simple_animal/hostile/poison/terror_spider/DestroySurroundings()
if(!target)
return
. = ..()
// --------------------------------------------------------------------------------
// --------------------- TERROR SPIDERS: MISC AI CODE -----------------------------
// --------------------------------------------------------------------------------
@@ -37,7 +37,7 @@ var/global/list/ts_spiderling_list = list()
// Movement
pass_flags = PASSTABLE
turns_per_move = 5 // number of turns before AI-controlled spiders wander around. No effect on actual player or AI movement speed!
turns_per_move = 3 // number of turns before AI-controlled spiders wander around. No effect on actual player or AI movement speed!
move_to_delay = 6
// AI spider speed at chasing down targets. Higher numbers mean slower speed. Divide 20 (server tick rate / second) by this to get tiles/sec.
// 5 = 4 tiles/sec, 6 = 3.3 tiles/sec. 3 = 6.6 tiles/sec.
@@ -55,8 +55,8 @@ var/global/list/ts_spiderling_list = list()
// Ventcrawling
ventcrawler = 1 // allows player ventcrawling
var/ai_ventcrawls = 1
var/idle_ventcrawl_chance = 3 // default 3% chance to ventcrawl when not in combat to a random exit vent
var/ai_ventcrawls = TRUE
var/idle_ventcrawl_chance = 15
var/freq_ventcrawl_combat = 1800 // 3 minutes
var/freq_ventcrawl_idle = 9000 // 15 minutes
var/last_ventcrawl_time = -9000 // Last time the spider crawled. Used to prevent excessive crawling. Setting to freq*-1 ensures they can crawl once on spawn.
@@ -99,17 +99,16 @@ var/global/list/ts_spiderling_list = list()
sight = SEE_MOBS
// AI aggression settings
var/ai_type = TS_AI_AGGRESSIVE // 0 = aggressive to everyone, 1 = defends self only
var/ai_target_method = TS_DAMAGE_SIMPLE
// AI player control by ghosts
var/ai_playercontrol_allowtype = 1 // if 0, this specific class of spider is not player-controllable. Default set in code for each class, cannot be changed.
var/ai_break_lights = 1 // AI lightbreaking behavior
var/ai_break_lights = TRUE // AI lightbreaking behavior
var/freq_break_light = 600
var/last_break_light = 0 // leave this, changed by procs.
var/ai_spins_webs = 1 // AI web-spinning behavior
var/ai_spins_webs = TRUE // AI web-spinning behavior
var/freq_spins_webs = 600
var/last_spins_webs = 0 // leave this, changed by procs.
var/delay_web = 40 // delay between starting to spin web, and finishing
@@ -117,8 +116,6 @@ var/global/list/ts_spiderling_list = list()
var/freq_cocoon_object = 1200 // two minutes between each attempt
var/last_cocoon_object = 0 // leave this, changed by procs.
var/prob_ai_hides_in_vents = 15 // probabily of a gray spider hiding in a vent
var/spider_opens_doors = 1 // all spiders can open firedoors (they have no security). 1 = can open depowered doors. 2 = can open powered doors
faction = list("terrorspiders")
var/spider_awaymission = 0 // if 1, limits certain behavior in away missions
@@ -271,12 +268,12 @@ var/global/list/ts_spiderling_list = list()
spider_awaymission = 1
ts_count_alive_awaymission++
if(spider_tier >= 3)
ai_ventcrawls = 0 // means that pre-spawned bosses on away maps won't ventcrawl. Necessary to keep prince/mother in one place.
ai_ventcrawls = FALSE // means that pre-spawned bosses on away maps won't ventcrawl. Necessary to keep prince/mother in one place.
if(istype(get_area(src), /area/awaymission/UO71)) // if we are playing the away mission with our special spiders...
spider_uo71 = 1
if(world.time < 600)
// these are static spiders, specifically for the UO71 away mission, make them stay in place
ai_ventcrawls = 0
ai_ventcrawls = FALSE
spider_placed = 1
else
ts_count_alive_station++
@@ -41,7 +41,7 @@
var/inject_target = pick("chest","head")
L.attack_animal(src)
if(L.stunned || L.paralysis || L.can_inject(null, 0, inject_target, 0))
if(!IsTSInfected(L))
if(!IsTSInfected(L) && ishuman(L))
visible_message("<span class='danger'>[src] buries its long fangs deep into the [inject_target] of [L]!</span>")
new /obj/item/organ/internal/body_egg/terror_eggs(L)
if(!ckey)
@@ -64,7 +64,7 @@
/obj/structure/spider/terrorweb/white/web_special_ability(mob/living/carbon/C)
if(istype(C))
if(!IsTSInfected(C))
if(!IsTSInfected(C) && ishuman(C))
var/inject_target = pick("chest","head")
if(C.can_inject(null, 0, inject_target, 0))
to_chat(C, "<span class='danger'>[src] slices into you!</span>")