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Code Readability - Gamemodes (#18142)
* changed fake disintegrate to not need a permit (as far as sec bots are concerned) * prefer boolean defines to magic numbers Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> * added check * spells * gamemodes * Revert "spells" This reverts commit66e3c7c57b. * Revert "added check" This reverts commit082aa40246. * removed commented out line * delete borer, to fix merge issue Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
This commit is contained in:
co-authored by
AffectedArc07
parent
4ca73fc3cd
commit
7e43f1c2e5
@@ -13,7 +13,7 @@
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 0
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maxbodytemp = 360
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universal_speak = 1 //So mobs can understand them when a blob uses Blob Broadcast
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universal_speak = TRUE //So mobs can understand them when a blob uses Blob Broadcast
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sentience_type = SENTIENCE_OTHER
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gold_core_spawnable = NO_SPAWN
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can_be_on_fire = TRUE
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@@ -4,9 +4,9 @@
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icon = 'icons/mob/blob.dmi'
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light_range = 3
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desc = "Some blob creature thingy"
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density = 0
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opacity = 0
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anchored = 1
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density = FALSE
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opacity = FALSE
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anchored = TRUE
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max_integrity = 30
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
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var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
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@@ -126,7 +126,7 @@
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if(!T) return 0
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var/obj/structure/blob/normal/B = new /obj/structure/blob/normal(src.loc, min(obj_integrity, 30))
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B.color = a_color
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B.density = 1
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B.density = TRUE
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if(T.Enter(B,src))//Attempt to move into the tile
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B.density = initial(B.density)
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B.loc = T
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@@ -262,7 +262,7 @@
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item_state = "blindfold"
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see_in_dark = 8
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invis_override = SEE_INVISIBLE_HIDDEN_RUNES
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flash_protect = TRUE
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flash_protect = FLASH_PROTECTION_FLASH
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prescription = TRUE
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origin_tech = null
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@@ -16,11 +16,11 @@
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/datum/game_mode
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var/name = "invalid"
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var/config_tag = null
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var/intercept_hacked = 0
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var/votable = 1
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var/intercept_hacked = FALSE
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var/votable = TRUE
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var/probability = 0
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = 0 //sit back and relax
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var/station_was_nuked = FALSE //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = FALSE //sit back and relax
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var/list/datum/mind/modePlayer = new
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var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
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var/list/secondary_restricted_jobs = list() // Same as above, but for secondary antagonists
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@@ -33,7 +33,7 @@
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var/secondary_enemies = 0
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var/secondary_enemies_scaling = 0 // Scaling rate of secondary enemies
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var/newscaster_announcements = null
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var/ert_disabled = 0
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var/ert_disabled = FALSE
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var/uplink_welcome = "Syndicate Uplink Console:"
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var/uplink_uses = 20
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@@ -261,11 +261,11 @@
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name = "doomsday device"
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icon_state = "nuclearbomb_base"
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desc = "A weapon which disintegrates all organic life in a large area."
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anchored = 1
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density = 1
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anchored = TRUE
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density = TRUE
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atom_say_verb = "blares"
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speed_process = TRUE // Disgusting fix. Please remove once #12952 is merged
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var/timing = 0
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var/timing = FALSE
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var/default_timer = 4500
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var/detonation_timer
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var/announced = 0
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@@ -281,7 +281,7 @@
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/obj/machinery/doomsday_device/proc/start()
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detonation_timer = world.time + default_timer
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timing = 1
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timing = TRUE
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START_PROCESSING(SSfastprocess, src)
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SSshuttle.emergencyNoEscape = 1
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@@ -303,7 +303,7 @@
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return
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var/sec_left = seconds_remaining()
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if(sec_left <= 0)
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timing = 0
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timing = FALSE
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detonate(T.z)
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qdel(src)
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else
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@@ -14,7 +14,7 @@
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var/list/datum/mind/agents = list()
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var/list/datum/objective/team_objectives = list()
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var/list/team_names = list()
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var/finished = 0
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var/finished = FALSE
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var/list/datum/mind/possible_abductors = list()
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/datum/game_mode/abduction/announce()
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@@ -188,7 +188,7 @@
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if(con.experiment.points >= objective.target_amount)
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SSshuttle.emergency.request(null, 0.5, reason = "Large amount of abnormal thought patterns detected. All crew are recalled for mandatory evaluation and reconditioning.")
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SSshuttle.emergency.canRecall = FALSE
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finished = 1
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finished = TRUE
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return ..()
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return ..()
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@@ -274,7 +274,7 @@
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for(var/obj/I in all_items)
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if(istype(I, /obj/item/radio))
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var/obj/item/radio/R = I
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R.listening = 0 // Prevents the radio from buzzing due to the EMP, preserving possible stealthiness.
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R.listening = FALSE // Prevents the radio from buzzing due to the EMP, preserving possible stealthiness.
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R.emp_act(1)
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/obj/item/abductor/mind_device
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@@ -80,7 +80,7 @@
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name = "Experimental Robotic Dissection"
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steps = list(/datum/surgery_step/robotics/external/unscrew_hatch,/datum/surgery_step/robotics/external/open_hatch,/datum/surgery_step/internal/extract_organ/synth,/datum/surgery_step/internal/gland_insert,/datum/surgery_step/robotics/external/close_hatch)
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possible_locs = list("chest")
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requires_organic_bodypart = 0
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requires_organic_bodypart = FALSE
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/datum/surgery/organ_extraction/synth/can_start(mob/user, mob/living/carbon/target, target_zone, obj/item/tool,datum/surgery/surgery)
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if(!ishuman(user))
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@@ -11,8 +11,8 @@
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var/cooldown_high = 300
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var/next_activation = 0
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var/uses // -1 For inifinite
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var/human_only = 0
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var/active = 0
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var/human_only = FALSE
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var/active = FALSE
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tough = TRUE //not easily broken by combat damage
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var/mind_control_uses = 1
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@@ -30,7 +30,7 @@
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return FALSE
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/obj/item/organ/internal/heart/gland/proc/Start()
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active = 1
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active = TRUE
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next_activation = world.time + rand(cooldown_low,cooldown_high)
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/obj/item/organ/internal/heart/gland/proc/update_gland_hud()
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@@ -67,7 +67,7 @@
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update_gland_hud()
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/obj/item/organ/internal/heart/gland/remove(mob/living/carbon/M, special = 0)
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active = 0
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active = FALSE
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if(initial(uses) == 1)
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uses = initial(uses)
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var/datum/atom_hud/abductor/hud = GLOB.huds[DATA_HUD_ABDUCTOR]
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@@ -90,14 +90,14 @@
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if(!active)
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return
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if(!ownerCheck())
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active = 0
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active = FALSE
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return
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if(next_activation <= world.time)
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activate()
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uses--
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next_activation = world.time + rand(cooldown_low,cooldown_high)
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if(!uses)
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active = 0
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active = FALSE
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/obj/item/organ/internal/heart/gland/proc/activate()
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return
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@@ -3,7 +3,7 @@
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desc = "Use this to transport to and from human habitat"
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icon = 'icons/obj/abductor.dmi'
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icon_state = "alien-pad-idle"
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anchored = 1
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anchored = TRUE
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var/turf/teleport_target
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/obj/machinery/abductor/pad/proc/Warp(mob/living/target)
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@@ -14,8 +14,8 @@
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speed = 0
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mob_biotypes = NONE
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a_intent = INTENT_HARM
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can_change_intents = 0
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stop_automated_movement = 1
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can_change_intents = FALSE
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stop_automated_movement = TRUE
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flying = TRUE
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attack_sound = 'sound/weapons/punch1.ogg'
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minbodytemp = 0
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@@ -33,7 +33,7 @@
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var/summoned = FALSE
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var/cooldown = 0
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var/damage_transfer = 1 //how much damage from each attack we transfer to the owner
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var/light_on = 0
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var/light_on = FALSE
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var/luminosity_on = 3
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var/mob/living/summoner
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var/range = 10 //how far from the user the spirit can be
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@@ -1,7 +1,7 @@
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/mob/living/simple_animal/hostile/guardian/charger
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melee_damage_lower = 15
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melee_damage_upper = 15
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ranged = 1 //technically
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ranged = TRUE //technically
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ranged_message = "charges"
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ranged_cooldown_time = 40
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speed = -1
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@@ -10,7 +10,7 @@
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magic_fluff_string = "..And draw the Hunter, an alien master of rapid assault."
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tech_fluff_string = "Boot sequence complete. Charge modules loaded. Holoparasite swarm online."
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bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, ready to deal damage."
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var/charging = 0
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var/charging = FALSE
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var/obj/screen/alert/chargealert
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/mob/living/simple_animal/hostile/guardian/charger/Life()
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@@ -31,11 +31,11 @@
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Shoot(A)
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/mob/living/simple_animal/hostile/guardian/charger/Shoot(atom/targeted_atom)
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charging = 1
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charging = TRUE
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throw_at(targeted_atom, range, 1, src, 0, callback = CALLBACK(src, .proc/charging_end))
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/mob/living/simple_animal/hostile/guardian/charger/proc/charging_end()
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charging = 0
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charging = FALSE
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/mob/living/simple_animal/hostile/guardian/charger/Move()
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if(charging)
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@@ -69,4 +69,4 @@
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shake_camera(L, 4, 3)
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shake_camera(src, 2, 3)
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charging = 0
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charging = FALSE
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@@ -14,7 +14,7 @@
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projectiletype = /obj/item/projectile/guardian
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ranged_cooldown_time = 5 //fast!
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projectilesound = 'sound/effects/hit_on_shattered_glass.ogg'
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ranged = 1
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ranged = TRUE
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range = 13
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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see_in_dark = 8
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@@ -28,7 +28,7 @@
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/mob/living/simple_animal/hostile/guardian/ranged/ToggleMode()
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if(loc == summoner)
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if(toggle)
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ranged = 1
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ranged = TRUE
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melee_damage_lower = 10
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melee_damage_upper = 10
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obj_damage = initial(obj_damage)
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@@ -40,7 +40,7 @@
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to_chat(src, "<span class='danger'>You switch to combat mode.</span>")
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toggle = FALSE
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else
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ranged = 0
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ranged = FALSE
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melee_damage_lower = 0
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melee_damage_upper = 0
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obj_damage = 0
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@@ -13,7 +13,7 @@
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icon_dead = "morph_dead"
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speed = 1.5
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a_intent = INTENT_HARM
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stop_automated_movement = 1
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stop_automated_movement = TRUE
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status_flags = CANPUSH
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pass_flags = PASSTABLE
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move_resist = MOVE_FORCE_STRONG // Fat being
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@@ -31,7 +31,7 @@
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see_in_dark = 8
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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vision_range = 1 // Only attack when target is close
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wander = 0
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wander = FALSE
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attacktext = "glomps"
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attack_sound = 'sound/effects/blobattack.ogg'
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butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 2)
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@@ -16,7 +16,7 @@
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return
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var/datum/mind/player_mind = new /datum/mind(key_of_morph)
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player_mind.active = 1
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player_mind.active = TRUE
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if(!GLOB.xeno_spawn)
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kill()
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return
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@@ -23,7 +23,7 @@
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maxHealth = INFINITY
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see_in_dark = 8
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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universal_understand = 1
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universal_understand = TRUE
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response_help = "passes through"
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response_disarm = "swings at"
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response_harm = "punches"
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@@ -33,8 +33,8 @@
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harm_intent_damage = 0
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friendly = "touches"
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status_flags = 0
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wander = 0
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density = 0
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wander = FALSE
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density = FALSE
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flying = TRUE
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move_resist = INFINITY
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mob_size = MOB_SIZE_TINY
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@@ -84,7 +84,7 @@
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to_chat(src, "<span class='revenboldnotice'>You are once more concealed.</span>")
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if(unstun_time && world.time >= unstun_time)
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unstun_time = 0
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notransform = 0
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notransform = FALSE
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to_chat(src, "<span class='revenboldnotice'>You can move again!</span>")
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update_spooky_icon()
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@@ -217,7 +217,7 @@
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return FALSE
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to_chat(src, "<span class='revendanger'>NO! No... it's too late, you can feel your essence breaking apart...</span>")
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notransform = 1
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notransform = TRUE
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revealed = 1
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invisibility = 0
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playsound(src, 'sound/effects/screech.ogg', 100, 1)
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@@ -290,7 +290,7 @@
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/mob/living/simple_animal/revenant/proc/stun(time)
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if(time <= 0)
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return
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notransform = 1
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notransform = TRUE
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if(!unstun_time)
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to_chat(src, "<span class='revendanger'>You cannot move!</span>")
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unstun_time = world.time + time
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@@ -429,7 +429,7 @@
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visible_message("<span class='revenwarning'>[src] settles down and seems lifeless.</span>")
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return
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var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
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player_mind.active = 1
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player_mind.active = TRUE
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player_mind.transfer_to(R)
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player_mind.assigned_role = SPECIAL_ROLE_REVENANT
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player_mind.special_role = SPECIAL_ROLE_REVENANT
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@@ -119,7 +119,7 @@
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desc = "Telepathically transmits a message to the target."
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panel = "Revenant Abilities"
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charge_max = 0
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clothes_req = 0
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clothes_req = FALSE
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action_icon_state = "r_transmit"
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action_background_icon_state = "bg_revenant"
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@@ -141,7 +141,7 @@
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/obj/effect/proc_holder/spell/aoe_turf/revenant
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clothes_req = 0
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clothes_req = FALSE
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action_background_icon_state = "bg_revenant"
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panel = "Revenant Abilities (Locked)"
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name = "Report this to a coder"
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@@ -367,8 +367,8 @@
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if(prob(15))
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if(intact && floor_tile)
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new floor_tile(src)
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broken = 0
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burnt = 0
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broken = FALSE
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burnt = FALSE
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make_plating(1)
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/turf/simulated/floor/plating/defile()
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@@ -26,7 +26,7 @@
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return
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var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
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player_mind.active = 1
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player_mind.active = TRUE
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/spawner/rev/R in GLOB.landmarks_list)
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spawn_locs += get_turf(R)
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@@ -26,8 +26,8 @@
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var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(mobloc)
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var/atom/movable/overlay/animation = new /atom/movable/overlay(mobloc)
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animation.name = "odd blood"
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animation.density = 0
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animation.anchored = 1
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animation.density = FALSE
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animation.anchored = TRUE
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animation.icon = 'icons/mob/mob.dmi'
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animation.icon_state = "jaunt"
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animation.layer = 5
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@@ -96,7 +96,7 @@
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sleep(6)
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if(animation)
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qdel(animation)
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notransform = 0
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notransform = FALSE
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return 1
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/obj/item/bloodcrawl
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@@ -120,8 +120,8 @@
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var/atom/movable/overlay/animation = new /atom/movable/overlay( B.loc )
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animation.name = "odd blood"
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animation.density = 0
|
||||
animation.anchored = 1
|
||||
animation.density = FALSE
|
||||
animation.anchored = TRUE
|
||||
animation.icon = 'icons/mob/mob.dmi'
|
||||
animation.icon_state = "jauntup" //Paradise Port:I reversed the jaunt animation so it looks like its rising up
|
||||
animation.layer = 5
|
||||
@@ -157,8 +157,8 @@
|
||||
name = "odd blood"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "nothing"
|
||||
density = 0
|
||||
anchored = 1
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
invisibility = 60
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
speed = 1
|
||||
a_intent = INTENT_HARM
|
||||
mob_biotypes = MOB_ORGANIC | MOB_HUMANOID
|
||||
stop_automated_movement = 1
|
||||
stop_automated_movement = TRUE
|
||||
status_flags = CANPUSH
|
||||
attack_sound = 'sound/misc/demon_attack1.ogg'
|
||||
var/feast_sound = 'sound/misc/demon_consume.ogg'
|
||||
@@ -29,7 +29,6 @@
|
||||
maxHealth = 200
|
||||
health = 200
|
||||
environment_smash = 1
|
||||
//universal_understand = 1
|
||||
obj_damage = 50
|
||||
melee_damage_lower = 30
|
||||
melee_damage_upper = 30
|
||||
@@ -50,7 +49,7 @@
|
||||
You may use the blood crawl icon when on blood pools to travel through them, appearing and dissapearing from the station at will. \
|
||||
Pulling a dead or critical mob while you enter a pool will pull them in with you, allowing you to feast. \
|
||||
You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. </B>"
|
||||
del_on_death = 1
|
||||
del_on_death = TRUE
|
||||
deathmessage = "screams in anger as it collapses into a puddle of viscera!"
|
||||
|
||||
var/datum/action/innate/demon/whisper/whisper_action
|
||||
@@ -65,7 +64,7 @@
|
||||
whisper_action = new()
|
||||
whisper_action.Grant(src)
|
||||
if(istype(loc, /obj/effect/dummy/slaughter))
|
||||
bloodspell.phased = 1
|
||||
bloodspell.phased = TRUE
|
||||
addtimer(CALLBACK(src, .proc/attempt_objectives), 5 SECONDS)
|
||||
|
||||
|
||||
@@ -141,7 +140,7 @@
|
||||
name = "Sense Victims"
|
||||
desc = "Sense the location of heretics"
|
||||
charge_max = 0
|
||||
clothes_req = 0
|
||||
clothes_req = FALSE
|
||||
cooldown_min = 0
|
||||
overlay = null
|
||||
action_icon_state = "bloodcrawl"
|
||||
|
||||
@@ -16,7 +16,7 @@ GLOBAL_VAR(bomb_set)
|
||||
desc = "Uh oh. RUN!!!!"
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "nuclearbomb0"
|
||||
density = 1
|
||||
density = TRUE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
flags_2 = NO_MALF_EFFECT_2
|
||||
anchored = TRUE
|
||||
@@ -447,7 +447,7 @@ GLOBAL_VAR(bomb_set)
|
||||
icon_state = "nuclearbomb3"
|
||||
playsound(src,'sound/machines/alarm.ogg',100,0,5)
|
||||
if(SSticker && SSticker.mode)
|
||||
SSticker.mode.explosion_in_progress = 1
|
||||
SSticker.mode.explosion_in_progress = TRUE
|
||||
sleep(100)
|
||||
|
||||
GLOB.enter_allowed = 0
|
||||
@@ -469,7 +469,7 @@ GLOBAL_VAR(bomb_set)
|
||||
SSticker.mode:nuke_off_station = off_station
|
||||
SSticker.station_explosion_cinematic(off_station,null)
|
||||
if(SSticker.mode)
|
||||
SSticker.mode.explosion_in_progress = 0
|
||||
SSticker.mode.explosion_in_progress = FALSE
|
||||
if(SSticker.mode.name == "nuclear emergency")
|
||||
SSticker.mode:nukes_left --
|
||||
else if(off_station == 1)
|
||||
|
||||
@@ -134,8 +134,8 @@
|
||||
desc = "You should run now."
|
||||
icon = 'icons/obj/biomass.dmi'
|
||||
icon_state = "rift"
|
||||
density = 1
|
||||
anchored = 1.0
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
var/spawn_path = /mob/living/simple_animal/cow //defaulty cows to prevent unintentional narsies
|
||||
var/spawn_amt_left = 20
|
||||
|
||||
@@ -262,7 +262,7 @@ GLOBAL_LIST_EMPTY(multiverse)
|
||||
slot_flags = SLOT_BELT
|
||||
force = 20
|
||||
throwforce = 10
|
||||
sharp = 1
|
||||
sharp = TRUE
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
var/faction = list("unassigned")
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
name = "ragin' mages"
|
||||
config_tag = "raginmages"
|
||||
required_players = 20
|
||||
use_huds = 1
|
||||
but_wait_theres_more = 1
|
||||
use_huds = TRUE
|
||||
but_wait_theres_more = TRUE
|
||||
var/max_mages = 0
|
||||
var/making_mage = FALSE
|
||||
var/mages_made = 1
|
||||
@@ -78,7 +78,7 @@
|
||||
make_more_mages()
|
||||
else
|
||||
if(wizards.len >= wizard_cap)
|
||||
finished = 1
|
||||
finished = TRUE
|
||||
return 1
|
||||
else
|
||||
make_more_mages()
|
||||
|
||||
@@ -902,7 +902,7 @@
|
||||
/obj/item/spellbook/oneuse
|
||||
var/spell = /obj/effect/proc_holder/spell/projectile/magic_missile //just a placeholder to avoid runtimes if someone spawned the generic
|
||||
var/spellname = "sandbox"
|
||||
var/used = 0
|
||||
var/used = FALSE
|
||||
name = "spellbook of "
|
||||
uses = 1
|
||||
desc = "This template spellbook was never meant for the eyes of man..."
|
||||
@@ -937,7 +937,7 @@
|
||||
user.visible_message("<span class='warning'>[src] glows in a black light!</span>")
|
||||
|
||||
/obj/item/spellbook/oneuse/proc/onlearned(mob/user)
|
||||
used = 1
|
||||
used = TRUE
|
||||
user.visible_message("<span class='caution'>[src] glows dark for a second!</span>")
|
||||
|
||||
/obj/item/spellbook/oneuse/attackby()
|
||||
|
||||
@@ -8,10 +8,10 @@
|
||||
required_players = 20
|
||||
required_enemies = 1
|
||||
recommended_enemies = 1
|
||||
var/use_huds = 1
|
||||
var/use_huds = TRUE
|
||||
|
||||
var/finished = 0
|
||||
var/but_wait_theres_more = 0
|
||||
var/finished = FALSE
|
||||
var/but_wait_theres_more = FALSE
|
||||
|
||||
/datum/game_mode/wizard/announce()
|
||||
to_chat(world, "<B>The current game mode is - Wizard!</B>")
|
||||
@@ -186,7 +186,7 @@
|
||||
if(wizards_alive || apprentices_alive || but_wait_theres_more)
|
||||
return ..()
|
||||
else
|
||||
finished = 1
|
||||
finished = TRUE
|
||||
return 1
|
||||
|
||||
/datum/game_mode/wizard/declare_completion(ragin = 0)
|
||||
|
||||
Reference in New Issue
Block a user