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Moved the space suits into the clothing module section, will do more later.
Forgot to add the bioprotection to the actual radiation suits. Bedsheets actually use the bedsheet item icon now. Tracking implant ID's work again. Certain Critters can be harvested by the chef's knives for meat. Renamed a few critter files. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2053 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -0,0 +1,19 @@
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'glasses.dmi'
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w_class = 2.0
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flags = GLASSESCOVERSEYES
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var
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vision_flags = 0
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darkness_view = 0//Base human is 2
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invisa_view = 0
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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@@ -1,22 +1,3 @@
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'glasses.dmi'
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w_class = 2.0
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flags = GLASSESCOVERSEYES
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var
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vision_flags = 0
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darkness_view = 0//Base human is 2
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invisa_view = 0
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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/obj/item/clothing/glasses/blindfold
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@@ -0,0 +1,35 @@
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/*Contains
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Space suit parts
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/helmet/space*
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/suit/space*
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*/
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/obj/item/clothing/head/helmet/space
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | HEADCOVERSMOUTH
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see_face = 0.0
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item_state = "space"
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 0, bio = 25, rad = 25)
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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heat_transfer_coefficient = 0.02
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radiation_protection = 0.25
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protective_temperature = 1000
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flags = FPRINT | TABLEPASS | SUITSPACE
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 3
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armor = list(melee = 20, bullet = 5, laser = 10, taser = 3, bomb = 15, bio = 30, rad = 40)
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@@ -0,0 +1,62 @@
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/obj/item/clothing/head/helmet/space/capspace
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name = "space helmet"
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icon_state = "capspace"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
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flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES
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see_face = 0.0
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item_state = "capspace"
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permeability_coefficient = 0.01
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armor = list(melee = 60, bullet = 50, laser = 50, taser = 25, bomb = 50, bio = 20, rad = 20)
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/obj/item/clothing/head/helmet/space/deathsquad
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name = "deathsquad helmet"
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desc = "That's not red paint. That's real blood."
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icon_state = "deathsquad"
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item_state = "deathsquad"
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armor = list(melee = 65, bullet = 55, laser = 35, taser = 20, bomb = 30, bio = 30, rad = 30)
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/obj/item/clothing/head/helmet/space/deathsquad/beret
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name = "officer's beret"
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desc = "An armored beret commonly used by special operations officers."
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icon_state = "beret_badge"
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armor = list(melee = 65, bullet = 55, laser = 35, taser = 20, bomb = 30, bio = 30, rad = 30)
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/obj/item/clothing/head/helmet/space/santahat
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name = "Santa's hat"
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desc = "Ho ho ho. Merrry X-mas!"
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icon_state = "santahat"
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/obj/item/clothing/suit/space/santa
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name = "Santa's suit"
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desc = "Festive!"
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icon_state = "santa"
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item_state = "santa"
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slowdown = 1
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL | SUITSPACE
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/obj/item/clothing/head/helmet/space/pirate
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name = "pirate hat"
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desc = "Yarr."
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icon_state = "pirate"
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item_state = "pirate"
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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/obj/item/clothing/suit/space/pirate
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name = "pirate coat"
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desc = "Yarr."
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icon_state = "pirate"
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item_state = "pirate"
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 0
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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@@ -0,0 +1,63 @@
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/obj/item/clothing/head/helmet/space/space_ninja
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desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
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name = "ninja hood"
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icon_state = "s-ninja"
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item_state = "s-ninja_mask"
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radiation_protection = 0.25
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see_face = 1
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allowed = list(/obj/item/weapon/cell)
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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/obj/item/clothing/suit/space/space_ninja
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name = "ninja suit"
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
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icon_state = "s-ninja"
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item_state = "s-ninja_suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/cell)
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radiation_protection = 0.75
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slowdown = 1
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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var
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//Important parts of the suit.
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mob/living/carbon/affecting = null//The wearer.
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obj/item/weapon/cell/cell//Starts out with a high-capacity cell using New().
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datum/effects/system/spark_spread/spark_system//To create sparks.
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reagent_list[] = list("tricordrazine","dexalinp","spaceacillin","anti_toxin","nutriment","radium","hyronalin")//The reagents ids which are added to the suit at New().
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stored_research[]//For stealing station research.
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obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk.
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//Other articles of ninja gear worn together, used to easily reference them after initializing.
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obj/item/clothing/head/helmet/space/space_ninja/n_hood
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obj/item/clothing/shoes/space_ninja/n_shoes
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obj/item/clothing/gloves/space_ninja/n_gloves
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//Main function variables.
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s_initialized = 0//Suit starts off.
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s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
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s_cost = 5.0//Base energy cost each ntick.
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s_acost = 25.0//Additional cost for additional powers active.
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k_cost = 200.0//Kamikaze energy cost each ntick.
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k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick.
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s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
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a_transfer = 20.0//How much reagent is transferred when injecting.
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r_maxamount = 80.0//How much reagent in total there is.
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//Support function variables.
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spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works.
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s_active = 0//Stealth off.
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s_busy = 0//Is the suit busy with a process? Like AI hacking. Used for safety functions.
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kamikaze = 0//Kamikaze on or off.
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k_unlock = 0//To unlock Kamikaze.
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//Ability function variables.
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s_bombs = 10.0//Number of starting ninja smoke bombs.
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a_boost = 3.0//Number of adrenaline boosters.
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//Onboard AI related variables.
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mob/living/silicon/ai/AI//If there is an AI inside the suit.
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obj/item/device/paicard/pai//A slot for a pAI device
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obj/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay.
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flush = 0//If an AI purge is in progress.
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s_control = 1//If user in control of the suit.
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@@ -0,0 +1,25 @@
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/obj/item/clothing/head/helmet/space/rig
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name = "Rig helmet"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
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icon_state = "rig-engineering"
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item_state = "rig_helm"
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armor = list(melee = 40, bullet = 5, laser = 20, taser = 5, bomb = 35, bio = 50, rad = 50)
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allowed = list(/obj/item/device/flashlight)
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/obj/item/clothing/head/helmet/space/rig/mining
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icon_state = "rig-mining"
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item_state = "rig_helm"
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/obj/item/clothing/suit/space/rig
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name = "Rig suit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
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icon_state = "rig-engineering"
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item_state = "rig_suit"
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radiation_protection = 0.50
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slowdown = 2
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armor = list(melee = 40, bullet = 5, laser = 20, taser = 5, bomb = 35, bio = 50, rad = 50)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/satchel,/obj/item/device/t_scanner)
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/obj/item/clothing/suit/space/rig/mining
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icon_state = "rig-mining"
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item_state = "rig_suit"
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@@ -0,0 +1,201 @@
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/obj/item/clothing/head/helmet/space/syndicate
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name = "red space helmet"
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desc = "Top secret Spess Helmet."
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icon_state = "syndicate"
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item_state = "syndicate"
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desc = "Has a tag: Totally not property of an enemy corporation, honest."
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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/obj/item/clothing/suit/space/syndicate
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name = "red space suit"
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icon_state = "syndicate"
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item_state = "space_suit_syndicate"
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desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1
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armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
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/obj/item/clothing/head/helmet/space/syndicate/green
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name = "Green Space Helmet"
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icon_state = "syndicate-helm-green"
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item_state = "syndicate-helm-green"
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/obj/item/clothing/suit/space/syndicate/green
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name = "Green Space Suit"
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icon_state = "syndicate-green"
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item_state = "syndicate-green"
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/obj/item/clothing/head/helmet/space/syndicate/green/dark
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name = "Dark Green Space Helmet"
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icon_state = "syndicate-helm-green-dark"
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item_state = "syndicate-helm-green-dark"
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/obj/item/clothing/suit/space/syndicate/green/dark
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name = "Dark Green Space Suit"
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icon_state = "syndicate-green-dark"
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item_state = "syndicate-green-dark"
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/obj/item/clothing/head/helmet/space/syndicate/orange
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name = "Orange Space Helmet"
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icon_state = "syndicate-helm-orange"
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item_state = "syndicate-helm-orange"
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/obj/item/clothing/suit/space/syndicate/orange
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name = "Orange Space Suit"
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icon_state = "syndicate-orange"
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item_state = "syndicate-orange"
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/obj/item/clothing/head/helmet/space/syndicate/blue
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name = "Blue Space Helmet"
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icon_state = "syndicate-helm-blue"
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item_state = "syndicate-helm-blue"
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/obj/item/clothing/suit/space/syndicate/blue
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name = "Blue Space Suit"
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icon_state = "syndicate-blue"
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item_state = "syndicate-blue"
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/obj/item/clothing/head/helmet/space/syndicate/black
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name = "Black Space Helmet"
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icon_state = "syndicate-helm-black"
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item_state = "syndicate-helm-black"
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/obj/item/clothing/suit/space/syndicate/black
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name = "Black Space Suit"
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icon_state = "syndicate-black"
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item_state = "syndicate-black"
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/obj/item/clothing/head/helmet/space/syndicate/black/green
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name = "Black Space Helmet"
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icon_state = "syndicate-helm-black-green"
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item_state = "syndicate-helm-black-green"
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/obj/item/clothing/suit/space/syndicate/black/green
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name = "Black and Green Space Suit"
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icon_state = "syndicate-black-green"
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item_state = "syndicate-black-green"
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||||
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/obj/item/clothing/head/helmet/space/syndicate/black/blue
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name = "Black Space Helmet"
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icon_state = "syndicate-helm-black-blue"
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||||
item_state = "syndicate-helm-black-blue"
|
||||
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||||
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/obj/item/clothing/suit/space/syndicate/black/blue
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name = "Black and Blue Space Suit"
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||||
icon_state = "syndicate-black-blue"
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||||
item_state = "syndicate-black-blue"
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||||
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||||
/obj/item/clothing/head/helmet/space/syndicate/black/med
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||||
name = "Black Space Helmet"
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||||
icon_state = "syndicate-helm-black-med"
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||||
item_state = "syndicate-helm-black"
|
||||
|
||||
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||||
/obj/item/clothing/suit/space/syndicate/black/med
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||||
name = "Green Space Suit"
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||||
icon_state = "syndicate-black-med"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/orange
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-orange"
|
||||
item_state = "syndicate-helm-black"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/orange
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||||
name = "Black and Orange Space Suit"
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||||
icon_state = "syndicate-black-orange"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/red
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||||
name = "Black Space Helmet"
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||||
icon_state = "syndicate-helm-black-red"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/red
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||||
name = "Black and Red Space Suit"
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/engie
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-engie"
|
||||
item_state = "syndicate-helm-black"
|
||||
|
||||
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||||
/obj/item/clothing/suit/space/syndicate/black/engie
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||||
name = "Black Engineering Space Suit"
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||||
icon_state = "syndicate-black-engie"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/elite
|
||||
name = "black space helmet"
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||||
desc = "Professionals Have Standards, Be Polite, Be Efficient, Have a plan to kill everyone you meet."
|
||||
icon_state = "syndicate-helm-black"
|
||||
item_state = "syndicate-helm-black"
|
||||
armor = list(melee = 65, bullet = 55, laser = 35, taser = 20, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/elite
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||||
name = "black space suit"
|
||||
desc = "A space ready suit with special armor inside designed to allow the wearer to take quite a beating."
|
||||
icon_state = "syndicate-black"
|
||||
item_state = "syndicate-black"
|
||||
slowdown = 1
|
||||
armor = list(melee = 80, bullet = 60, laser = 50, taser = 25, bomb = 50, bio = 10, rad = 0)
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/elite/leader
|
||||
name = "black space helmet"
|
||||
icon_state = "syndicate-helm-black-red"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/elite/leader
|
||||
name = "black space suit"
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
/obj/item/clothing/head/helmet/space/nasavoid
|
||||
name = "NASA Void Helmet"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red space suit helmet. Used for AI satellite maintenance."
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
see_face = 1
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/nasavoid
|
||||
name = "NASA Voidsuit"
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red Space suit. Used for AI satellite maintenance."
|
||||
slowdown = 1.5
|
||||
@@ -70,6 +70,7 @@
|
||||
RunAttack()
|
||||
TakeDamage(var/damage = 0)
|
||||
Target_Attacker(var/target)
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)//Controls havesting things from dead critters
|
||||
|
||||
|
||||
|
||||
@@ -5,7 +5,9 @@ Contains the procs that control attacking critters
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/living/user as mob)
|
||||
..()
|
||||
if (!src.alive) return
|
||||
if(!src.alive)
|
||||
Harvest(W,user)
|
||||
return
|
||||
var/damage = 0
|
||||
switch(W.damtype)
|
||||
if("fire") damage = W.force * firevuln
|
||||
@@ -48,7 +50,7 @@ Contains the procs that control attacking critters
|
||||
src.Die()
|
||||
|
||||
|
||||
Die()//Might be more effective to del them and create a dummy item of some sorts
|
||||
Die()
|
||||
if (!src.alive) return
|
||||
src.icon_state += "-dead"
|
||||
src.alive = 0
|
||||
@@ -58,6 +60,12 @@ Contains the procs that control attacking critters
|
||||
src.visible_message("<b>[src]</b> dies!")
|
||||
|
||||
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if((!W) || (!user)) return 0
|
||||
if(src.alive) return 0
|
||||
return 1
|
||||
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
TakeDamage(Proj.damage)
|
||||
|
||||
@@ -39,6 +39,7 @@
|
||||
..()
|
||||
del(src)
|
||||
|
||||
|
||||
/obj/critter/killertomato
|
||||
name = "killer tomato"
|
||||
desc = "Oh shit, you're really fucked now."
|
||||
@@ -53,12 +54,24 @@
|
||||
firevuln = 2
|
||||
brutevuln = 2
|
||||
|
||||
Die()
|
||||
..()
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
|
||||
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(..())
|
||||
var/success = 0
|
||||
if(istype(W, /obj/item/weapon/butch))
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
|
||||
success = 1
|
||||
if(istype(W, /obj/item/weapon/kitchenknife))
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
|
||||
success = 1
|
||||
if(success)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red [user.name] cuts apart the [src.name]!", 1)
|
||||
del(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/critter/spore
|
||||
@@ -76,6 +89,7 @@
|
||||
firevuln = 2
|
||||
brutevuln = 2
|
||||
|
||||
|
||||
Die()
|
||||
src.visible_message("<b>[src]</b> ruptures and explodes!")
|
||||
src.alive = 0
|
||||
@@ -85,10 +99,12 @@
|
||||
explosion(T, -1, -1, 2, 3)
|
||||
del src
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
src.Die()
|
||||
|
||||
|
||||
|
||||
/obj/critter/spesscarp
|
||||
name = "Spess Carp"
|
||||
desc = "Oh shit, you're really fucked now."
|
||||
@@ -109,12 +125,24 @@
|
||||
angertext = "swims at"
|
||||
attacktext = "bites"
|
||||
|
||||
Die()
|
||||
..()
|
||||
new/obj/item/weapon/reagent_containers/food/snacks/carpmeat(src.loc)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/carpmeat(src)
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/carpmeat(src)
|
||||
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(..())
|
||||
var/success = 0
|
||||
if(istype(W, /obj/item/weapon/butch))
|
||||
new/obj/item/weapon/reagent_containers/food/snacks/carpmeat(src.loc)
|
||||
new/obj/item/weapon/reagent_containers/food/snacks/carpmeat(src.loc)
|
||||
success = 1
|
||||
if(istype(W, /obj/item/weapon/kitchenknife))
|
||||
new/obj/item/weapon/reagent_containers/food/snacks/carpmeat(src.loc)
|
||||
success = 1
|
||||
if(success)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red [user.name] cuts apart the [src.name]!", 1)
|
||||
del(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/critter/spesscarp/elite
|
||||
@@ -125,6 +153,8 @@
|
||||
melee_damage_upper = 20
|
||||
// opensdoors = 1 would give all access dono if want
|
||||
|
||||
|
||||
|
||||
/obj/critter/walkingmushroom
|
||||
name = "Walking Mushroom"
|
||||
desc = "A...huge...mushroom...with legs!?"
|
||||
@@ -139,12 +169,24 @@
|
||||
firevuln = 2
|
||||
brutevuln = 1
|
||||
|
||||
Die()
|
||||
..()
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src.loc)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src.loc)
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src.loc)
|
||||
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(..())
|
||||
var/success = 0
|
||||
if(istype(W, /obj/item/weapon/butch))
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src.loc)
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src.loc)
|
||||
success = 1
|
||||
if(istype(W, /obj/item/weapon/kitchenknife))
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src.loc)
|
||||
success = 1
|
||||
if(success)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red [user.name] cuts apart the [src.name]!", 1)
|
||||
del(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/critter/lizard
|
||||
|
||||
Reference in New Issue
Block a user