mirror of
https://github.com/ParadiseSS13/Paradise.git
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entire messed up branch in one commit (#30794)
Co-authored-by: Gatchapod <Gatchapod@users.noreply.github.com>
This commit is contained in:
@@ -656,6 +656,23 @@
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if(dreamer.mind?.has_antag_datum(/datum/antagonist/vampire))
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var/mob/living/carbon/human/V = owner
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if(istype(V.loc, /obj/structure/closet/coffin/vampire))
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var/obj/structure/closet/coffin/vampire/C = V.loc
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if(C.vampire == V)
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V.adjustBruteLoss(-3)
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V.adjustFireLoss(-3)
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V.adjustToxLoss(-3)
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V.adjustOxyLoss(-3)
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V.adjustCloneLoss(-1.5)
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if(!isnull(V.viruses) && prob(25))
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for(var/datum/disease/virus in V.viruses)
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virus.cure()
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for(var/obj/item/organ/external/E in V.bodyparts)
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if(E.status & (ORGAN_INT_BLEEDING | ORGAN_BROKEN | ORGAN_SPLINTED | ORGAN_BURNT))
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E.rejuvenate()
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break // just one limb per sleep tick because vampires can just Rejuvenate out of sleep
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for(var/obj/item/organ/internal/I in V.internal_organs)
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I.heal_internal_damage(2, TRUE)
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if(istype(V.loc, /obj/structure/closet/coffin))
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V.adjustBruteLoss(-1)
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V.adjustFireLoss(-1)
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@@ -1196,6 +1196,20 @@ GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective)
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/datum/objective/download/check_completion()
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return TRUE
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/datum/objective/lair
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name = "Build a lair"
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explanation_text = "Build a lair by placing a coffin in the middle of an unoccupied 3x3 area. This requires at least 150 total units of blood."
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needs_target = FALSE
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/datum/objective/lair/check_completion()
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if(..())
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return TRUE
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for(var/datum/mind/M in get_owners())
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var/datum/antagonist/vampire/V = M.has_antag_datum(/datum/antagonist/vampire)
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if(V.has_lair)
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return TRUE
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return FALSE
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// Traders
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// These objectives have no check_completion, they exist only to tell Sol Traders what to aim for.
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@@ -17,3 +17,71 @@
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open_sound = 'sound/effects/stonedoor_openclose.ogg'
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close_sound = 'sound/effects/stonedoor_openclose.ogg'
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material_drop = /obj/item/stack/sheet/mineral/sandstone
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/obj/structure/closet/coffin/vampire
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max_integrity = 500
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anchored = TRUE
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armor = list(MELEE = 200, BULLET = 200, LASER = 80, ENERGY = 200, BOMB = 200, RAD = 200, FIRE = 80, ACID = 200) // just burn it
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custom_fire_overlay = " " // gets rid of regular SSfires overlay, setting it on fire uses something completely different
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/// Owner of the coffin
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var/mob/vampire
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/// Is the coffin being set on fire?
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var/igniting = FALSE
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/// Last time the vampire was warned of the attack
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COOLDOWN_DECLARE(fire_act_cooldown)
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/obj/structure/closet/coffin/vampire/Initialize(mapload, mob/user)
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. = ..()
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name = "\proper the coffin of [user]"
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desc += "<br>This coffin's owner may not actually have been dear to anyone, or even departed quite yet.<br>\
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<span class='warning'>It appears impervious to everything but lasers and fire! Especially fire!</span>"
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vampire = user
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/obj/structure/closet/coffin/vampire/welder_act(mob/user, obj/item/I)
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if(igniting)
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return ITEM_INTERACT_COMPLETE
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if(!I.tool_use_check(user, 30)) // it's a cursed coffin, you will need something better than a maintenance welder to ignite it
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return ITEM_INTERACT_COMPLETE
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igniting = TRUE
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to_chat(user, "<span class='notice'>You attempt to set [src] on fire with [I].</span>")
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to_chat(vampire, "<span class='warning'>Your lair is being attacked!</span>")
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if(do_after(user, 15 SECONDS, target = src))
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fire_act()
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igniting = FALSE
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return ITEM_INTERACT_COMPLETE
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/obj/structure/closet/coffin/vampire/bullet_act(obj/item/projectile/P)
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if(!P.immolate)
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return ..()
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fire_act()
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return ..()
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/obj/structure/closet/coffin/vampire/fire_act()
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. = ..()
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if(!COOLDOWN_FINISHED(src, fire_act_cooldown))
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return
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to_chat(vampire, "<span class='warning'>Your lair is being attacked!</span>")
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switch(rand(1, 4))
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if(1)
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visible_message("<span class='danger'>The wood howls as fire bursts out from seemingly nowhere!</span>")
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playsound(src, "sound/goonstation/voice/howl.ogg", 30)
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if(2 to 3)
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visible_message("<span class='danger'>The wood hisses as fire bursts out from seemingly nowhere!</span>")
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if(prob(50))
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playsound(src, "sound/effects/unathihiss.ogg", 30)
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else
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playsound(src, "sound/effects/tajaranhiss.ogg", 30)
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if(4)
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visible_message("<span class='danger'>The wood growls as fire bursts out from seemingly nowhere!</span>")
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playsound(src, 'sound/goonstation/voice/growl3.ogg', 30)
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var/turf/new_fire = pick(oview(2, src))
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new /obj/effect/fire(get_turf(new_fire), T20C, 30 SECONDS, 1)
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new /obj/effect/fire(loc, T20C, 30 SECONDS, 1)
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COOLDOWN_START(src, fire_act_cooldown, 10 SECONDS)
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/obj/structure/closet/coffin/vampire/burn()
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playsound(src, 'sound/hallucinations/wail.ogg', 20, extrarange = SOUND_RANGE_SET(5))
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visible_message("<span class='danger'>Fire bursts out from [name] as it falls apart!</span>")
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for(var/turf/T in range(1, src))
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new /obj/effect/fire(T, T20C, 30 SECONDS, 1)
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..()
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@@ -25,11 +25,14 @@ RESTRICT_TYPE(/datum/antagonist/vampire)
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/datum/vampire_passive/vision = 100,
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/datum/spell/vampire/self/specialize = 150,
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/datum/spell/vampire/self/exfiltrate = 150,
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/datum/spell/vampire/lair = 150,
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/datum/vampire_passive/regen = 200,
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/datum/vampire_passive/vision/advanced = 500)
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/// list of the peoples UIDs that we have drained, and how much blood from each one
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var/list/drained_humans = list()
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/// did the vampire build a lair?
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var/has_lair = FALSE
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blurb_text_color = COLOR_RED
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blurb_r = 255
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blurb_g = 221
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@@ -363,6 +366,7 @@ RESTRICT_TYPE(/datum/antagonist/vampire)
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add_antag_objective(/datum/objective/protect)
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else
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add_antag_objective(/datum/objective/steal)
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add_antag_objective(/datum/objective/lair)
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if(prob(20)) // 20% chance of getting survive. 80% chance of getting escape.
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add_antag_objective(/datum/objective/survive)
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@@ -206,6 +206,65 @@
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C.charge_duration = 2 SECONDS
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return C
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/datum/spell/vampire/lair
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name = "Lair"
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desc = "Pick a coffin for yourself, the centrepiece of your new lair."
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gain_desc = "You can now start a lair."
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action_icon = 'icons/obj/closet.dmi'
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action_icon_state = "coffin"
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base_cooldown = 2 SECONDS
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/datum/spell/vampire/lair/create_new_targeting()
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var/datum/spell_targeting/click/T = new
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T.range = 1
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T.allowed_type = /obj/structure/closet/coffin
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return T
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/datum/spell/vampire/lair/cast(list/targets, mob/user)
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var/obj/structure/closet/coffin/C = targets[1] // this spell will basically always target a singular coffin unless you stack multiple on the same tile
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if(!istype(C, /obj/structure/closet/coffin))
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to_chat(user, "<span class='warning'>This only works on coffins!</span>")
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return
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if(istype(C, /obj/structure/closet/coffin/vampire))
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to_chat(user, "<span class='warning'>This coffin serves another and refuses to bend to your will!</span>")
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return
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if(istype(C, /obj/structure/closet/coffin/sarcophagus))
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to_chat(user, "<span class='warning'>Making such a lavish lair would likely upset an ancient. You should really use a wooden coffin for now.</span>")
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return
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for(var/turf/T in range(1, C))
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if(T.density)
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to_chat(user, "<span class='warning'>You need more space around the coffin for the ritual!</span>")
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return
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to_chat(user, "<span class='danger'>You begin marking the coffin!</span>")
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C.Beam(user, icon_state = "drainbeam", maxdistance = 1, time = 10 SECONDS)
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playsound(C, 'sound/misc/enter_blood.ogg', 20)
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for(var/obj/machinery/light/L in range(5, user))
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L.forced_flicker()
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var/obj/effect/lair_rune/rune = new /obj/effect/lair_rune(get_turf(C), user)
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if(!do_after(user, 10 SECONDS, target = C))
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qdel(rune)
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return
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playsound(user, 'sound/hallucinations/im_here1.ogg', 30)
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new /obj/structure/closet/coffin/vampire(get_turf(C), user)
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qdel(C)
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var/datum/antagonist/vampire/V = user.mind.has_antag_datum(/datum/antagonist/vampire)
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V.has_lair = TRUE
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user.mind.RemoveSpell(src)
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/obj/effect/lair_rune
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = FLOOR_PLANE
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layer = SIGIL_LAYER
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icon = 'icons/effects/96x96.dmi'
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icon_state = "vampiric_rune"
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pixel_x = -34
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pixel_y = -38
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/obj/effect/lair_rune/Initialize(mapload, mob/user)
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. = ..()
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if(user)
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color = user.dna.species.blood_color
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/// No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view.
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#define DEVIATION_NONE 3
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/// Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes.
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