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Merge pull request #11125 from Quantum-M/editVampireMuzzle
Vampire edits
This commit is contained in:
@@ -110,12 +110,23 @@
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/obj/item/clothing/mask/muzzle/safety
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name = "safety muzzle"
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desc = "A muzzle designed to prevent biting."
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resist_time = 600
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icon_state = "muzzle_secure"
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item_state = "muzzle_secure"
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resist_time = 0
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mute = MUZZLE_MUTE_NONE
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security_lock = TRUE
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locked = FALSE
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materials = list(MAT_METAL=500, MAT_GLASS=50)
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi',
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"Unathi" = 'icons/mob/species/unathi/mask.dmi',
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"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
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"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
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"Grey" = 'icons/mob/species/grey/mask.dmi',
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"Drask" = 'icons/mob/species/drask/mask.dmi'
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)
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/obj/item/clothing/mask/muzzle/safety/shock
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name = "shock muzzle"
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desc = "A muzzle designed to prevent biting. This one is fitted with a behavior correction system."
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@@ -341,9 +341,6 @@
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if(SKELETON in target.mutations)
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to_chat(user, "<span class='warning'>There is no blood in a skeleton!</span>")
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return
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if(issmall(target) && !target.ckey) //Monkeyized humans are okay, humanized monkeys are okay, NPC monkeys are not.
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to_chat(user, "<span class='warning'>Blood from a monkey is useless!</span>")
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return
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//we're good to suck the blood, blaah
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user.mind.vampire.handle_bloodsucking(target)
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add_attack_logs(user, target, "vampirebit")
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@@ -603,20 +600,37 @@
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H.healthdoll.cached_healthdoll_overlays = new_overlays
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/datum/species/proc/handle_hud_icons_nutrition(mob/living/carbon/human/H)
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switch(H.nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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H.throw_alert("nutrition", /obj/screen/alert/fat)
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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H.throw_alert("nutrition", /obj/screen/alert/full)
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if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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H.throw_alert("nutrition", /obj/screen/alert/well_fed)
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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H.throw_alert("nutrition", /obj/screen/alert/fed)
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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H.throw_alert("nutrition", /obj/screen/alert/hungry)
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else
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H.throw_alert("nutrition", /obj/screen/alert/starving)
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return 1
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if(H.mind && H.mind.vampire && (H.mind in SSticker.mode.vampires)) //Vampires
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switch(H.nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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H.throw_alert("nutrition", /obj/screen/alert/fat/vampire)
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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H.throw_alert("nutrition", /obj/screen/alert/full/vampire)
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if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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H.throw_alert("nutrition", /obj/screen/alert/well_fed/vampire)
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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H.throw_alert("nutrition", /obj/screen/alert/fed/vampire)
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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H.throw_alert("nutrition", /obj/screen/alert/hungry/vampire)
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else
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H.throw_alert("nutrition", /obj/screen/alert/starving/vampire)
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return 1
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else ///Any other non-vampires
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switch(H.nutrition)
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if(NUTRITION_LEVEL_FULL to INFINITY)
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H.throw_alert("nutrition", /obj/screen/alert/fat)
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if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
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H.throw_alert("nutrition", /obj/screen/alert/full)
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if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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H.throw_alert("nutrition", /obj/screen/alert/well_fed)
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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H.throw_alert("nutrition", /obj/screen/alert/fed)
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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H.throw_alert("nutrition", /obj/screen/alert/hungry)
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else
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H.throw_alert("nutrition", /obj/screen/alert/starving)
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return 1
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/*
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Returns the path corresponding to the corresponding organ
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@@ -675,7 +689,7 @@ It'll return null if the organ doesn't correspond, so include null checks when u
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H.see_invisible = G.invis_override
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else
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H.see_invisible = min(G.invis_view, H.see_invisible)
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if(!isnull(G.lighting_alpha))
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H.lighting_alpha = min(G.lighting_alpha, H.lighting_alpha)
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