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https://github.com/ParadiseSS13/Paradise.git
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Adds Shadow demons (#19732)
* reshuffle * shared base type * moves this to the base type * the monster * event * FUCK * better sprites * refactors bloodcrawl, more nice sprites * review stuff * Apply suggestions from code review Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * heart of darkness * pre TM tweaks * ARGH * hopefully fixes double hits * tweaks * derp * tweaks * TEMP RUNTIME REMOVE LATER * fixes * runtime fixes * cig runtime fix * review + another runtime fix * re adds sprite * removes runtime * oop I forgor * DRUNK CODING * SPRITES Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
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@@ -8,8 +8,9 @@
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/datum/spell_targeting/aoe/choose_targets(mob/user, obj/effect/proc_holder/spell/spell, params, atom/clicked_atom)
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var/list/targets = list()
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var/spell_center = use_turf_of_user ? get_turf(user) : user
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for(var/atom/target in view_or_range(range, user, selection_type))
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for(var/atom/target in view_or_range(range, spell_center, selection_type))
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if(valid_target(target, user, spell, FALSE))
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targets += target
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if(inner_radius >= 0)
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@@ -9,12 +9,13 @@
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action_icon_state = "bloodcrawl"
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action_background_icon_state = "bg_demon"
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panel = "Demon"
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var/allowed_type = /obj/effect/decal/cleanable
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var/phased = FALSE
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/obj/effect/proc_holder/spell/bloodcrawl/create_new_targeting()
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var/datum/spell_targeting/targeted/T = new()
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T.selection_type = SPELL_SELECTION_RANGE
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T.allowed_type = /obj/effect/decal/cleanable
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T.allowed_type = allowed_type
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T.random_target = TRUE
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T.range = 1
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T.use_turf_of_user = TRUE
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@@ -31,11 +32,241 @@
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return FALSE
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/obj/effect/proc_holder/spell/bloodcrawl/cast(list/targets, mob/living/user)
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var/obj/effect/decal/cleanable/target = targets[1] // TODO Test this spell
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var/atom/target = targets[1]
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if(phased)
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if(user.phasein(target))
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if(phasein(target, user))
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phased = FALSE
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else
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if(user.phaseout(target))
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if(phaseout(target, user))
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phased = TRUE
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cooldown_handler.start_recharge()
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//Travel through pools of blood. Slaughter Demon powers for everyone!
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#define BLOODCRAWL 1
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#define BLOODCRAWL_EAT 2
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/obj/item/bloodcrawl
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name = "blood crawl"
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desc = "You are unable to hold anything while in this form."
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icon = 'icons/effects/blood.dmi'
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flags = NODROP|ABSTRACT
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/obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow
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name = "odd blood"
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icon = 'icons/effects/effects.dmi'
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icon_state = "nothing"
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density = FALSE
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anchored = TRUE
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invisibility = 60
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/effect/dummy/slaughter/relaymove(mob/user, direction)
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forceMove(get_step(src, direction))
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/obj/effect/dummy/slaughter/ex_act()
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return
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/obj/effect/dummy/slaughter/bullet_act()
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return
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/obj/effect/dummy/slaughter/singularity_act()
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return
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/obj/effect/proc_holder/spell/bloodcrawl/proc/block_hands(mob/living/carbon/C)
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if(C.l_hand || C.r_hand)
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to_chat(C, "<span class='warning'>You may not hold items while blood crawling!</span>")
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return FALSE
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var/obj/item/bloodcrawl/B1 = new(C)
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var/obj/item/bloodcrawl/B2 = new(C)
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B1.icon_state = "bloodhand_left"
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B2.icon_state = "bloodhand_right"
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C.put_in_hands(B1)
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C.put_in_hands(B2)
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C.regenerate_icons()
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return TRUE
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/obj/effect/proc_holder/spell/bloodcrawl/proc/sink_animation(atom/A, mob/living/L)
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var/turf/mob_loc = get_turf(L)
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visible_message("<span class='danger'>[L] sinks into [A].</span>")
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playsound(mob_loc, 'sound/misc/enter_blood.ogg', 100, 1, -1)
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var/atom/movable/overlay/animation = new(mob_loc)
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animation.name = "odd blood"
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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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animation.master = mob_loc
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animation.dir = L.dir
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QDEL_IN(animation, 0.6 SECONDS)
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/obj/effect/proc_holder/spell/bloodcrawl/proc/handle_consumption(mob/living/L, mob/living/victim, atom/A, obj/effect/dummy/slaughter/holder)
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if(!HAS_TRAIT(L, TRAIT_BLOODCRAWL_EAT))
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return
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if(!istype(victim))
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return
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if(victim.stat == CONSCIOUS)
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A.visible_message("<span class='warning'>[victim] kicks free of [A] just before entering it!</span>")
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L.stop_pulling()
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return
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victim.forceMove(holder)
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victim.emote("scream")
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A.visible_message("<span class='warning'><b>[L] drags [victim] into [A]!</b></span>")
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L.stop_pulling()
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to_chat(L, "<b>You begin to feast on [victim]. You can not move while you are doing this.</b>")
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A.visible_message("<span class='warning'><B>Loud eating sounds come from the blood...</b></span>")
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var/sound
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if(isslaughterdemon(L))
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var/mob/living/simple_animal/demon/slaughter/SD = L
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sound = SD.feast_sound
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else
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sound = 'sound/misc/demon_consume.ogg'
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for(var/i in 1 to 3)
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playsound(get_turf(L), sound, 100, 1)
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sleep(3 SECONDS)
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if(!victim)
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to_chat(L, "<span class='danger'>You happily devour... nothing? Your meal vanished at some point!</span>")
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return
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if(ishuman(victim) || isrobot(victim))
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to_chat(L, "<span class='warning'>You devour [victim]. Your health is fully restored.</span>")
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L.adjustBruteLoss(-1000)
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L.adjustFireLoss(-1000)
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L.adjustOxyLoss(-1000)
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L.adjustToxLoss(-1000)
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else
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to_chat(L, "<span class='warning'>You devour [victim], but this measly meal barely sates your appetite!</span>")
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L.adjustBruteLoss(-25)
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L.adjustFireLoss(-25)
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if(isslaughterdemon(L))
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var/mob/living/simple_animal/demon/slaughter/demon = L
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demon.devoured++
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to_chat(victim, "<span class='userdanger'>You feel teeth sink into your flesh, and the--</span>")
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victim.adjustBruteLoss(1000)
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victim.forceMove(demon)
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demon.consumed_mobs.Add(victim)
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if(ishuman(victim))
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var/mob/living/carbon/human/H = victim
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if(H.w_uniform && istype(H.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = H.w_uniform
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U.sensor_mode = SENSOR_OFF
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else
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victim.ghostize()
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qdel(victim)
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/obj/effect/proc_holder/spell/bloodcrawl/proc/post_phase_in(mob/living/L, obj/effect/dummy/slaughter/holder)
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L.notransform = FALSE
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/obj/effect/proc_holder/spell/bloodcrawl/proc/phaseout(obj/effect/decal/cleanable/B, mob/living/L)
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if(iscarbon(L) && !block_hands(L))
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return FALSE
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L.notransform = TRUE
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INVOKE_ASYNC(src, PROC_REF(async_phase), B, L)
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return TRUE
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/obj/effect/proc_holder/spell/bloodcrawl/proc/async_phase(obj/effect/decal/cleanable/B, mob/living/L)
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var/turf/mobloc = get_turf(L)
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sink_animation(B, L)
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var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(mobloc)
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L.forceMove(holder)
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L.ExtinguishMob()
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handle_consumption(L, L.pulling, B, holder)
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post_phase_in(L, holder)
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/obj/effect/proc_holder/spell/bloodcrawl/proc/rise_animation(turf/tele_loc, mob/living/L, atom/A)
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var/atom/movable/overlay/animation = new(tele_loc)
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animation.name = "odd blood"
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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 = "jauntup" //Paradise Port:I reversed the jaunt animation so it looks like its rising up
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animation.layer = 5
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animation.master = tele_loc
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animation.dir = L.dir
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if(prob(25) && isdemon(L))
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var/list/voice = list('sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/i_see_you1.ogg')
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playsound(tele_loc, pick(voice),50, 1, -1)
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A.visible_message("<span class='warning'><b>[L] rises out of [A]!</b>")
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playsound(get_turf(tele_loc), 'sound/misc/exit_blood.ogg', 100, 1, -1)
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QDEL_IN(animation, 0.6 SECONDS)
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/obj/effect/proc_holder/spell/bloodcrawl/proc/unblock_hands(mob/living/carbon/C)
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if(!istype(C))
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return
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for(var/obj/item/bloodcrawl/BC in C)
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qdel(BC)
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/obj/effect/proc_holder/spell/bloodcrawl/proc/rise_message(atom/A)
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A.visible_message("<span class='warning'>[A] starts to bubble...</span>")
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/obj/effect/proc_holder/spell/bloodcrawl/proc/post_phase_out(atom/A, mob/living/L)
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if(isslaughterdemon(L))
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var/mob/living/simple_animal/demon/slaughter/S = L
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S.speed = 0
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S.boost = world.time + 6 SECONDS
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L.color = A.color
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addtimer(VARSET_CALLBACK(L, color, null), 6 SECONDS)
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/obj/effect/proc_holder/spell/bloodcrawl/proc/phasein(atom/A, mob/living/L)
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if(L.notransform)
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to_chat(L, "<span class='warning'>Finish eating first!</span>")
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return FALSE
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rise_message(A)
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if(!do_after(L, 2 SECONDS, target = A))
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return FALSE
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if(!A)
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return FALSE
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var/turf/tele_loc = isturf(A) ? A : A.loc
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var/holder = L.loc
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L.forceMove(tele_loc)
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L.client.eye = L
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rise_animation(tele_loc, L, A)
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unblock_hands(L)
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QDEL_NULL(holder)
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post_phase_out(A, L)
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return TRUE
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/obj/effect/proc_holder/spell/bloodcrawl/shadow_crawl
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name = "Shadow Crawl"
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desc = "Use darkness to phase out of existence."
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allowed_type = /turf
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action_background_icon_state = "shadow_demon_bg"
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action_icon_state = "shadow_crawl"
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/obj/effect/proc_holder/spell/bloodcrawl/shadow_crawl/valid_target(turf/target, user)
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return target.get_lumcount() < 0.2
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/obj/effect/proc_holder/spell/bloodcrawl/shadow_crawl/rise_message(atom/A)
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return
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/obj/effect/proc_holder/spell/bloodcrawl/shadow_crawl/rise_animation(turf/tele_loc, mob/living/L, atom/A)
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return
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/obj/effect/proc_holder/spell/bloodcrawl/shadow_crawl/handle_consumption(mob/living/L, mob/living/victim, atom/A, obj/effect/dummy/slaughter/holder)
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return
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/obj/effect/proc_holder/spell/bloodcrawl/shadow_crawl/sink_animation(atom/A, mob/living/L)
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A.visible_message("<span class='danger'>[L] sinks into the shadows...</span>")
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/obj/effect/proc_holder/spell/bloodcrawl/shadow_crawl/post_phase_in(mob/living/L, obj/effect/dummy/slaughter/holder)
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..()
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if(!istype(L, /mob/living/simple_animal/demon/shadow))
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return
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var/mob/living/simple_animal/demon/shadow/S = L
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S.RegisterSignal(holder, COMSIG_MOVABLE_MOVED, TYPE_PROC_REF(/mob/living/simple_animal/demon/shadow, check_darkness))
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