Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze

Conflicts:
	baystation12.dme

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-02-13 12:30:01 +10:00
26 changed files with 257 additions and 102 deletions
@@ -99,6 +99,8 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
handle_pain()
handle_medical_side_effects()
//Status updates, death etc.
handle_regular_status_updates() //TODO: optimise ~Carn
update_canmove()
@@ -13,10 +13,9 @@
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "hits the"
speed = -1
speed = 4
maxHealth = 25
health = 25
destroy_surroundings = 0
harm_intent_damage = 8
melee_damage_lower = 15
@@ -35,6 +34,8 @@
max_n2 = 0
minbodytemp = 0
break_stuff_probability = 2
faction = "carp"
/mob/living/simple_animal/hostile/carp/Process_Spacemove(var/check_drift = 0)
@@ -13,3 +13,4 @@
attacktext = "chomps"
attack_sound = 'sound/weapons/bite.ogg'
faction = "creature"
speed = 4
@@ -28,6 +28,7 @@
min_n2 = 0
max_n2 = 0
minbodytemp = 0
speed = 4
faction = "faithless"
@@ -33,7 +33,7 @@
var/busy = 0
pass_flags = PASSTABLE
move_to_delay = 6
destroy_surroundings = 0
speed = 3
//nursemaids - these create webs and eggs
/mob/living/simple_animal/hostile/giant_spider/nurse
@@ -26,6 +26,7 @@
min_n2 = 0
max_n2 = 0
minbodytemp = 0
speed = 4
/mob/living/simple_animal/hostile/hivebot/range
name = "Hivebot"
@@ -10,6 +10,7 @@
var/casingtype
var/move_to_delay = 2 //delay for the automated movement.
var/list/friends = list()
var/break_stuff_probability = 10
stop_automated_movement_when_pulled = 0
var/destroy_surroundings = 1
@@ -173,7 +174,8 @@
return
/mob/living/simple_animal/hostile/proc/DestroySurroundings()
for(var/dir in cardinal) // North, South, East, West
var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
obstacle.attack_animal(src)
if(prob(break_stuff_probability))
for(var/dir in cardinal) // North, South, East, West
var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
obstacle.attack_animal(src)
@@ -13,7 +13,7 @@
response_help = "touches the"
response_disarm = "pushes the"
response_harm = "hits the"
speed = -1
speed = 4
maxHealth = 250
health = 250
@@ -9,7 +9,7 @@
response_help = "pushes the"
response_disarm = "shoves"
response_harm = "hits the"
speed = -1
speed = 4
stop_automated_movement_when_pulled = 0
maxHealth = 100
health = 100
@@ -10,7 +10,7 @@
response_help = "pokes the"
response_disarm = "shoves the"
response_harm = "hits the"
speed = -1
speed = 4
stop_automated_movement_when_pulled = 0
maxHealth = 100
health = 100
@@ -10,7 +10,7 @@
response_help = "pokes the"
response_disarm = "shoves the"
response_harm = "hits the"
speed = -1
speed = 4
stop_automated_movement_when_pulled = 0
maxHealth = 100
health = 100
@@ -444,7 +444,7 @@
/mob/living/simple_animal/proc/SA_attackable(target_mob)
if (isliving(target_mob))
var/mob/living/L = target_mob
if(!L.stat)
if(!L.stat || L.health <= 0)
return (0)
if (istype(target_mob,/obj/mecha))
var/obj/mecha/M = target_mob