Merge branch 'master' into hoodies

This commit is contained in:
farie82
2019-08-30 22:57:07 +02:00
committed by GitHub
484 changed files with 15958 additions and 6957 deletions
+22 -1
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@@ -29,6 +29,7 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
var/seedarkness = TRUE
var/data_hud_seen = FALSE //this should one of the defines in __DEFINES/hud.dm
var/ghost_orbit = GHOST_ORBIT_CIRCLE
var/health_scan = FALSE //does the ghost have health scanner mode on? by default it should be off
/mob/dead/observer/New(var/mob/body=null, var/flags=1)
set_invisibility(GLOB.observer_default_invisibility)
@@ -236,6 +237,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return 1
/mob/dead/observer/Move(NewLoc, direct)
update_parallax_contents()
following = null
setDir(direct)
ghostimage.setDir(dir)
@@ -417,6 +419,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return
forceMove(pick(L))
update_parallax_contents()
following = null
/mob/dead/observer/verb/follow()
@@ -511,6 +514,8 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination.
A.forceMove(T)
M.update_parallax_contents()
following = null
return
to_chat(A, "This mob is not located in the game world.")
@@ -537,6 +542,19 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set hidden = 1
to_chat(src, "<span class='warning'>You are dead! You have no mind to store memory!</span>")
/mob/dead/observer/verb/toggle_health_scan()
set name = "Toggle Health Scan"
set desc = "Toggles whether you health-scan living beings on click"
set category = "Ghost"
if(health_scan) //remove old huds
to_chat(src, "<span class='notice'>Health scan disabled.</span>")
health_scan = FALSE
else
to_chat(src, "<span class='notice'>Health scan enabled.</span>")
health_scan = TRUE
/mob/dead/observer/verb/analyze_air()
set name = "Analyze Air"
set category = "Ghost"
@@ -761,14 +779,17 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/proc/incarnate_ghost()
if(!client)
return
var/mob/living/carbon/human/new_char = new(get_turf(src))
client.prefs.copy_to(new_char)
if(mind)
mind.active = 1
mind.active = TRUE
mind.transfer_to(new_char)
else
new_char.key = key
return new_char
/mob/dead/observer/is_literate()
return TRUE
+3 -1
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@@ -762,6 +762,8 @@
desc = "Bark bark bark."
key = "vu"
/mob/proc/grant_all_languages()
for(var/la in GLOB.all_languages)
add_language(la)
#undef SCRAMBLE_CACHE_LEN
+1
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@@ -1128,6 +1128,7 @@ so that different stomachs can handle things in different ways VB*/
var/obj/item/clothing/C = I
if(C.tint || initial(C.tint))
update_tint()
update_sight()
if(I.flags_inv & HIDEMASK || forced)
update_inv_wear_mask()
update_inv_head()
@@ -16,7 +16,7 @@
/mob/living/carbon/water_act(volume, temperature, source, method = TOUCH)
. = ..()
if(volume > 10) //anything over 10 volume will make the mob wetter.
if(volume > 10) // Anything over 10 volume will make the mob wetter.
wetlevel = min(wetlevel + 1,5)
/mob/living/carbon/attackby(obj/item/I, mob/user, params)
@@ -390,7 +390,7 @@
S = H.glasses
return !istype(CIH,/obj/item/organ/internal/cyberimp/eyes/hud/security) && S && S.read_only
if("medical")
return istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(H.glasses, /obj/item/clothing/glasses/hud/health/health_advanced) || istype(CIH,/obj/item/organ/internal/cyberimp/eyes/hud/medical)
return istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(CIH,/obj/item/organ/internal/cyberimp/eyes/hud/medical)
else
return 0
else if(isrobot(M) || isAI(M)) //Stand-in/Stopgap to prevent pAIs from freely altering records, pending a more advanced Records system
+23 -10
View File
@@ -106,6 +106,9 @@
/mob/living/carbon/human/diona/Initialize(mapload)
..(mapload, /datum/species/diona)
/mob/living/carbon/human/pod_diona/Initialize(mapload)
..(mapload, /datum/species/diona/pod)
/mob/living/carbon/human/machine/Initialize(mapload)
..(mapload, /datum/species/machine)
@@ -165,7 +168,11 @@
show_stat_emergency_shuttle_eta()
if(client.statpanel == "Status")
if(locate(/obj/item/assembly/health) in src)
var/total_user_contents = GetAllContents() // cache it
if(locate(/obj/item/gps) in total_user_contents)
var/turf/T = get_turf(src)
stat(null, "GPS: [COORD(T)]")
if(locate(/obj/item/assembly/health) in total_user_contents)
stat(null, "Health: [health]")
if(internal)
if(!internal.air_contents)
@@ -849,7 +856,7 @@
return
var/read = 0
var/perpname = get_visible_name(TRUE)
for(var/datum/data/record/E in data_core.general)
if(E.fields["name"] == perpname)
for(var/datum/data/record/R in data_core.medical)
@@ -1096,17 +1103,22 @@
var/limb_path = organ_data["path"]
var/obj/item/organ/external/O = new limb_path(temp_holder)
if(H.get_limb_by_name(O.name)) //Check to see if the user already has an limb with the same name as the 'missing limb'. If they do, skip regrowth.
continue //In an example, this will prevent duplication of the mob's right arm if the mob is a Human and they have a Diona right arm, since,
//while the limb with the name 'right_arm' the mob has may not be listed in their species' bodyparts definition, it is still viable and has the appropriate limb name.
continue //In an example, this will prevent duplication of the mob's right arm if the mob is a Human and they have a Diona right arm, since,
//while the limb with the name 'right_arm' the mob has may not be listed in their species' bodyparts definition, it is still viable and has the appropriate limb name.
else
O = new limb_path(H) //Create the limb on the player.
O.owner = H
H.bodyparts |= H.bodyparts_by_name[O.limb_name]
if(O.body_part == HEAD) //They're sprouting a fresh head so lets hook them up with their genetic stuff so their new head looks like the original.
H.UpdateAppearance()
//Replacing lost organs with the species default.
temp_holder = new /mob/living/carbon/human()
for(var/index in H.dna.species.has_organ)
var/organ = H.dna.species.has_organ[index]
var/list/species_organs = H.dna.species.has_organ.Copy() //Compile a list of species organs and tack on the mutantears afterward.
if(H.dna.species.mutantears)
species_organs["ears"] = H.dna.species.mutantears
for(var/index in species_organs)
var/organ = species_organs[index]
if(!(organ in types_of_int_organs)) //If the mob is missing this particular organ...
var/obj/item/organ/internal/I = new organ(temp_holder) //Create the organ inside our holder so we can check it before implantation.
if(H.get_organ_slot(I.slot)) //Check to see if the user already has an organ in the slot the 'missing organ' belongs to. If they do, skip implantation.
@@ -1470,12 +1482,12 @@
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(istype(dna.species) && dna.species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', dna.species.eyes)
var/icon/eyes_icon = new /icon('icons/mob/human_face.dmi', dna.species.eyes)
if(eye_implant) //Eye implants override native DNA eye colo(u)r
eyes_icon = eye_implant.generate_icon()
else if(eyes)
eyes_icon = eyes.generate_icon()
else
else //Error 404: Eyes not found!
eyes_icon.Blend("#800000", ICON_ADD)
return eyes_icon
@@ -1484,8 +1496,8 @@
var/obj/item/organ/external/head/head_organ = get_organ("head")
var/datum/sprite_accessory/hair/hair_style = GLOB.hair_styles_full_list[head_organ.h_style]
var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
var/mutable_appearance/MA = mutable_appearance(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1)
MA.plane = LIGHTING_PLANE
var/mutable_appearance/MA = mutable_appearance(get_icon_difference(get_eyecon(), hair), layer = ABOVE_LIGHTING_LAYER)
MA.plane = ABOVE_LIGHTING_PLANE
return MA //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
/*Used to check if eyes should shine in the dark. Returns the image of the eyes on the layer where they will appear to shine.
@@ -1877,6 +1889,7 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
. = ..()
. += "---"
.["Set Species"] = "?_src_=vars;setspecies=[UID()]"
.["Copy Outfit"] = "?_src_=vars;copyoutfit=[UID()]"
.["Make AI"] = "?_src_=vars;makeai=[UID()]"
.["Make cyborg"] = "?_src_=vars;makerobot=[UID()]"
.["Make monkey"] = "?_src_=vars;makemonkey=[UID()]"
@@ -202,6 +202,16 @@
amount = amount * dna.species.tox_mod
. = ..()
/mob/living/carbon/human/adjustStaminaLoss(amount, updating = TRUE)
if(dna.species && amount > 0)
amount = amount * dna.species.stamina_mod
. = ..()
/mob/living/carbon/human/setStaminaLoss(amount, updating = TRUE)
if(dna.species && amount > 0)
amount = amount * dna.species.stamina_mod
. = ..()
////////////////////////////////////////////
//Returns a list of damaged organs
@@ -141,19 +141,19 @@ emp_act
if(l_hand && !istype(l_hand, /obj/item/clothing))
var/final_block_chance = l_hand.block_chance - (Clamp((armour_penetration-l_hand.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
if(l_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
if(l_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
return 1
if(r_hand && !istype(r_hand, /obj/item/clothing))
var/final_block_chance = r_hand.block_chance - (Clamp((armour_penetration-r_hand.armour_penetration)/2,0,100)) + block_chance_modifier //Need to reset the var so it doesn't carry over modifications between attempts
if(r_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
if(r_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
return 1
if(wear_suit)
var/final_block_chance = wear_suit.block_chance - (Clamp((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
return 1
if(w_uniform)
var/final_block_chance = w_uniform.block_chance - (Clamp((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
return 1
return 0
@@ -525,4 +525,4 @@ emp_act
if(head)
to_chat(src, "<span class='danger'>Your [head.name] protects you from the [hot ? "hot" : "cold"] liquid!</span>")
return FALSE
return TRUE
return TRUE
@@ -11,10 +11,11 @@
//Do we have a working jetpack?
var/obj/item/tank/jetpack/thrust
if(istype(back,/obj/item/tank/jetpack))
if(istype(back, /obj/item/tank/jetpack))
thrust = back
else if(istype(s_store,/obj/item/tank/jetpack))
thrust = s_store
else if(istype(wear_suit, /obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
thrust = C.jetpack
else if(istype(back,/obj/item/rig))
var/obj/item/rig/rig = back
for(var/obj/item/rig_module/maneuvering_jets/module in rig.installed_modules)
@@ -63,7 +64,8 @@
else
//No oldFP or it's a different kind of blood
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
createFootprintsFrom(shoes, dir, T)
if(S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
createFootprintsFrom(shoes, dir, T)
update_inv_shoes()
else if(hasfeet)
if(bloody_feet && bloody_feet[blood_state])
@@ -72,7 +74,8 @@
return
else
bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
createFootprintsFrom(src, dir, T)
if(bloody_feet[blood_state] > BLOOD_LOSS_IN_SPREAD)
createFootprintsFrom(src, dir, T)
update_inv_shoes()
//End bloody footprints
if(S)
@@ -567,3 +567,10 @@
return 0
return O.equip(src, visualsOnly)
//delete all equipment without dropping anything
/mob/living/carbon/human/proc/delete_equipment()
for(var/slot in get_all_slots())//order matters, dependant slots go first
qdel(slot)
for(var/obj/item/I in l_hand, r_hand)
qdel(I)
@@ -50,6 +50,7 @@
var/oxy_mod = 1 // Oxy damage reduction/amplification
var/clone_mod = 1 // Clone damage reduction/amplification
var/brain_mod = 1 // Brain damage damage reduction/amplification
var/stamina_mod = 1
var/stun_mod = 1 // If a species is more/less impacated by stuns/weakens/paralysis
var/blood_damage_type = OXY //What type of damage does this species take if it's low on blood?
@@ -733,8 +734,8 @@ It'll return null if the organ doesn't correspond, so include null checks when u
H.sync_lighting_plane_alpha()
/datum/species/proc/water_act(mob/living/carbon/human/M, volume, temperature, source, method = TOUCH)
if(abs(temperature - M.bodytemperature) > 10) //If our water and mob temperature varies by more than 10K, cool or/ heat them appropriately
M.bodytemperature = (temperature + M.bodytemperature) * 0.5 //Approximation for gradual heating or cooling
if(abs(temperature - M.bodytemperature) > 10) // If our water and mob temperature varies by more than 10K, cool or/ heat them appropriately.
M.bodytemperature = (temperature + M.bodytemperature) * 0.5 // Approximation for gradual heating or cooling.
/datum/species/proc/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H) //return TRUE if hit, FALSE if stopped/reflected/etc
return TRUE
@@ -7,21 +7,11 @@
speech_sounds = list('sound/voice/dionatalk1.ogg') //Credit https://www.youtube.com/watch?v=ufnvlRjsOTI [0:13 - 0:16]
speech_chance = 20
unarmed_type = /datum/unarmed_attack/diona
//primitive_form = "Nymph"
slowdown = 5
remains_type = /obj/effect/decal/cleanable/ash
warning_low_pressure = 50
hazard_low_pressure = -1
cold_level_1 = 50
cold_level_2 = -1
cold_level_3 = -1
heat_level_1 = 300
heat_level_2 = 340
heat_level_3 = 400
burn_mod = 1.25
heatmod = 1.5
var/pod = FALSE //did they come from a pod? If so, they're stronger than normal Diona.
blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
@@ -31,16 +21,14 @@
even the simplest concepts of other minds. Their alien physiology allows them survive happily off a diet of nothing but light, \
water and other radiation."
species_traits = list(NO_BREATHE, RADIMMUNE, IS_PLANT, NO_BLOOD, NO_PAIN)
dies_at_threshold = TRUE
species_traits = list(IS_PLANT)
clothing_flags = HAS_SOCKS
default_hair_colour = "#000000"
has_gender = FALSE
dietflags = 0 //Diona regenerate nutrition in light and water, no diet necessary
taste_sensitivity = TASTE_SENSITIVITY_NO_TASTE
dietflags = DIET_HERB //Diona regenerate nutrition in light and water, no diet necessary, but if they must, they eat other plants *scream
taste_sensitivity = TASTE_SENSITIVITY_DULL
skinned_type = /obj/item/stack/sheet/wood
body_temperature = T0C + 15 //make the plant people have a bit lower body temperature, why not
blood_color = "#004400"
flesh_color = "#907E4A"
butt_sprite = "diona"
@@ -49,6 +37,7 @@
has_organ = list(
"nutrient channel" = /obj/item/organ/internal/liver/diona,
"respiratory vacuoles" = /obj/item/organ/internal/lungs/diona,
"neural strata" = /obj/item/organ/internal/heart/diona,
"receptor node" = /obj/item/organ/internal/eyes/diona, //Default darksight of 2.
"gas bladder" = /obj/item/organ/internal/brain/diona,
@@ -85,29 +74,47 @@
..()
H.gender = NEUTER
/datum/species/diona/handle_life(mob/living/carbon/human/H)
H.radiation = Clamp(H.radiation, 0, 100) //We have to clamp this first, then decrease it, or there's a few edge cases of massive heals if we clamp and decrease at the same time.
var/rads = H.radiation / 25
H.radiation = max(H.radiation-rads, 0)
H.nutrition = min(H.nutrition+rads, NUTRITION_LEVEL_WELL_FED+10)
H.adjustBruteLoss(-(rads))
H.adjustToxLoss(-(rads))
/datum/species/diona/handle_reagents(mob/living/carbon/human/H, datum/reagent/R)
if(R.id == "glyphosate" || R.id == "atrazine")
H.adjustToxLoss(3) //Deal aditional damage
return TRUE
return ..()
/datum/species/diona/handle_life(mob/living/carbon/human/H)
if(H.stat == DEAD)
return
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(isturf(H.loc)) //else, there's considered to be no light
var/turf/T = H.loc
light_amount = min(T.get_lumcount() * 10, 5) //hardcapped so it's not abused by having a ton of flashlights
H.nutrition = min(H.nutrition+light_amount, NUTRITION_LEVEL_WELL_FED+10)
light_amount = min(1, T.get_lumcount()) - 0.5
if(light_amount > 0)
H.clear_alert("nolight")
else
H.throw_alert("nolight", /obj/screen/alert/nolight)
H.nutrition += light_amount * 10
if(H.nutrition > NUTRITION_LEVEL_ALMOST_FULL)
H.nutrition = NUTRITION_LEVEL_ALMOST_FULL
if(light_amount > 0.2 && !H.suiciding) //if there's enough light, heal
if(!pod && H.health <= 0)
return
H.adjustBruteLoss(-1)
H.adjustFireLoss(-1)
H.adjustToxLoss(-1)
H.adjustOxyLoss(-1)
if(light_amount > 0)
H.clear_alert("nolight")
else
H.throw_alert("nolight", /obj/screen/alert/nolight)
if((light_amount >= 5) && !H.suiciding) //if there's enough light, heal
H.adjustBruteLoss(-(light_amount/2))
H.adjustFireLoss(-(light_amount/4))
if(H.nutrition < NUTRITION_LEVEL_STARVING+50)
H.take_overall_damage(10,0)
if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
H.adjustBruteLoss(2)
..()
/datum/species/diona/pod //Same name and everything; we want the same limitations on them; we just want their regeneration to kick in at all times and them to have special factions
pod = TRUE
/datum/species/diona/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.faction |= "plants"
C.faction |= "vines"
/datum/species/diona/pod/on_species_loss(mob/living/carbon/C)
. = ..()
C.faction -= "plants"
C.faction -= "vines"
@@ -251,28 +251,44 @@
attack_verb = list("smash")
attack_sound = 'sound/effects/meteorimpact.ogg'
//More resistant to burn damage
//Add ashstorm resistance if we ever port lavaland
//More resistant to burn damage and immune to ashstorm
/datum/species/golem/titanium
name = "Titanium Golem"
golem_colour = rgb(255, 255, 255)
skinned_type = /obj/item/stack/ore/titanium
info_text = "As a <span class='danger'>Titanium Golem</span>, you are resistant to burn damage."
info_text = "As a <span class='danger'>Titanium Golem</span>, you are resistant to burn damage and immune to ash storms."
burn_mod = 0.3
prefix = "Titanium"
special_names = list("Dioxide")
//Even more resistant to burn damage
//Add ashstorm and lava resistance if we ever port lavaland
/datum/species/golem/titanium/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.weather_immunities |= "ash"
/datum/species/golem/titanium/on_species_loss(mob/living/carbon/C)
. = ..()
C.weather_immunities -= "ash"
//Even more resistant to burn damage and immune to ashstorms and lava
/datum/species/golem/plastitanium
name = "Plastitanium Golem"
golem_colour = rgb(136, 136, 136)
skinned_type = /obj/item/stack/ore/titanium
info_text = "As a <span class='danger'>Plastitanium Golem</span>, you are very resistant to burn damage."
info_text = "As a <span class='danger'>Plastitanium Golem</span>, you are very resistant to burn damage and immune to both ash storms and lava."
burn_mod = 0.15
prefix = "Plastitanium"
special_names = null
/datum/species/golem/plastitanium/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.weather_immunities |= "lava"
C.weather_immunities |= "ash"
/datum/species/golem/plastitanium/on_species_loss(mob/living/carbon/C)
. = ..()
C.weather_immunities -= "ash"
C.weather_immunities -= "lava"
//Fast and regenerates... but can only speak like an abductor
/datum/species/golem/alloy
name = "Alien Alloy Golem"
@@ -357,10 +373,12 @@
/datum/species/golem/uranium/handle_life(mob/living/carbon/human/H)
for(var/mob/living/L in range(2, H))
if(isgolem(H))
continue
to_chat(L, "<span class='danger'>You are enveloped by a soft green glow emanating from [H].</span>")
L.apply_effect(10, IRRADIATE)
if(ishuman(L))
var/mob/living/carbon/human/I = L
if(!(RADIMMUNE in I.dna.species.species_traits))
L.apply_effect(10, IRRADIATE)
if(prob(25)) //reduce spam
to_chat(L, "<span class='danger'>You are enveloped by a soft green glow emanating from [H].</span>")
..()
//Ventcrawler
@@ -592,7 +610,7 @@
punchdamagehigh = 0
punchstunthreshold = 1 //Harmless and can't stun
skinned_type = /obj/item/stack/ore/bananium
info_text = "As a <span class='danger'>Bananium Golem</span>, you are made for pranking. Your body emits natural honks, and you can barely even hurt people when punching them. Your skin also bleeds banana peels when damaged."
info_text = "As a <span class='danger'>Bananium Golem</span>, you are made for pranking. Your body emits natural honks, and punching people will just harmlessly honk them. Your skin also bleeds banana peels when damaged."
prefix = "Bananium"
special_names = null
unarmed_type = /datum/unarmed_attack/golem/bananium
@@ -610,6 +628,12 @@
H.mutations.Add(COMIC)
H.equip_to_slot_or_del(new /obj/item/reagent_containers/food/drinks/bottle/bottleofbanana(H), slot_r_store)
H.equip_to_slot_or_del(new /obj/item/bikehorn(H), slot_l_store)
H.AddComponent(/datum/component/waddling)
/datum/species/golem/bananium/on_species_loss(mob/living/carbon/C)
. = ..()
GET_COMPONENT_FROM(waddling, /datum/component/waddling, C)
waddling.Destroy()
/datum/species/golem/bananium/get_random_name()
var/clown_name = pick(GLOB.clown_names)
@@ -40,15 +40,15 @@
. = ..()
if(method == TOUCH)
if(H.wear_mask)
to_chat(H, "<span class='danger'>Your [H.wear_mask] protects you from the acid!</span>")
return
if(H.head)
to_chat(H, "<span class='danger'>Your [H.wear_mask] protects you from the acid!</span>")
return
if(volume > 25)
if(H.wear_mask)
to_chat(H, "<span class='danger'>Your [H.wear_mask] protects you from the acid!</span>")
return
if(H.head)
to_chat(H, "<span class='danger'>Your [H.wear_mask] protects you from the acid!</span>")
return
if(prob(75))
H.take_organ_damage(5, 10)
H.emote("scream")
@@ -65,9 +65,6 @@
H.adjustFireLoss(min(max(4, (volume - 10) * 2), 20))
H.emote("scream")
to_chat(H, "<span class='warning'>The water stings[volume < 10 ? " you, but isn't concentrated enough to harm you" : null]!</span>")
if(volume >= 10)
H.adjustFireLoss(min(max(4, (volume - 10) * 2), 20))
H.emote("scream")
/datum/species/grey/after_equip_job(datum/job/J, mob/living/carbon/human/H)
var/translator_pref = H.client.prefs.speciesprefs
@@ -6,21 +6,19 @@
dangerous_existence = TRUE //So so much
//language = "Clatter"
species_traits = list(IS_WHITELISTED, NO_BLOOD, NOTRANSSTING)
species_traits = list(IS_WHITELISTED, RADIMMUNE, NO_BLOOD, NOTRANSSTING)
forced_heartattack = TRUE // Plasmamen have no blood, but they should still get heart-attacks
skinned_type = /obj/item/stack/sheet/mineral/plasma // We're low on plasma, R&D! *eyes plasmaman co-worker intently*
dietflags = DIET_OMNI
reagent_tag = PROCESS_ORG
//default_mutations=list(SKELETON) // This screws things up
butt_sprite = "plasma"
breathid = "tox"
heat_level_1 = 350 // Heat damage level 1 above this point.
heat_level_2 = 400 // Heat damage level 2 above this point.
heat_level_3 = 500 // Heat damage level 3 above this point.
burn_mod = 1.5
heatmod = 1.5
brute_mod = 1.5
//Has default darksight of 2.
@@ -48,136 +46,118 @@
message = replacetext(message, "s", stutter("ss"))
return message
/datum/species/plasmaman/after_equip_job(datum/job/J, mob/living/carbon/human/H)
var/assigned_role = H.mind && H.mind.assigned_role ? H.mind.assigned_role : "Civilian"
// Unequip existing suits and hats.
H.unEquip(H.wear_suit)
H.unEquip(H.head)
if(assigned_role != "Clown")
H.unEquip(H.wear_mask)
H.equip_or_collect(new /obj/item/clothing/mask/breath(H), slot_wear_mask)
var/suit=/obj/item/clothing/suit/space/eva/plasmaman/assistant
var/helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/assistant
var/tank_slot = slot_s_store
var/tank_slot_name = "suit storage"
switch(assigned_role)
if("Scientist","Roboticist")
suit=/obj/item/clothing/suit/space/eva/plasmaman/science
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/science
if("Geneticist")
suit=/obj/item/clothing/suit/space/eva/plasmaman/science/geneticist
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/science/geneticist
if("Research Director")
suit=/obj/item/clothing/suit/space/eva/plasmaman/science/rd
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/science/rd
if("Station Engineer", "Mechanic")
suit=/obj/item/clothing/suit/space/eva/plasmaman/engineer
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/engineer
if("Chief Engineer")
suit=/obj/item/clothing/suit/space/eva/plasmaman/engineer/ce
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/engineer/ce
if("Life Support Specialist")
suit=/obj/item/clothing/suit/space/eva/plasmaman/atmostech
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/atmostech
if("Detective")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security
if("Warden","Security Officer","Security Pod Pilot")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security
if("Internal Affairs Agent")
suit=/obj/item/clothing/suit/space/eva/plasmaman/lawyer
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/lawyer
if("Magistrate")
suit=/obj/item/clothing/suit/space/eva/plasmaman/magistrate
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/magistrate
if("Head of Security", "Special Operations Officer")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security/hos
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/hos
if("Captain", "Blueshield")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security/captain
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/captain
if("Head of Personnel")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security/hop
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/hop
if("Nanotrasen Representative", "Nanotrasen Navy Officer")
suit = /obj/item/clothing/suit/space/eva/plasmaman/nt_rep
helm = /obj/item/clothing/head/helmet/space/eva/plasmaman/nt_rep
if("Medical Doctor","Brig Physician","Virologist")
suit=/obj/item/clothing/suit/space/eva/plasmaman/medical
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/medical
if("Paramedic")
suit=/obj/item/clothing/suit/space/eva/plasmaman/medical/paramedic
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/medical/paramedic
if("Chemist")
suit=/obj/item/clothing/suit/space/eva/plasmaman/medical/chemist
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/medical/chemist
if("Chief Medical Officer")
suit=/obj/item/clothing/suit/space/eva/plasmaman/medical/cmo
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/medical/cmo
if("Coroner")
suit=/obj/item/clothing/suit/space/eva/plasmaman/medical/coroner
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/medical/coroner
if("Virologist")
suit=/obj/item/clothing/suit/space/eva/plasmaman/medical/virologist
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/medical/virologist
if("Bartender", "Chef")
suit=/obj/item/clothing/suit/space/eva/plasmaman/service
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/service
if("Cargo Technician", "Quartermaster")
suit=/obj/item/clothing/suit/space/eva/plasmaman/cargo
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/cargo
if("Shaft Miner")
suit=/obj/item/clothing/suit/space/eva/plasmaman/explorer
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/explorer
if("Botanist")
suit=/obj/item/clothing/suit/space/eva/plasmaman/botanist
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/botanist
/datum/species/plasmaman/before_equip_job(datum/job/J, mob/living/carbon/human/H, visualsOnly = FALSE)
var/current_job = J.title
var/datum/outfit/plasmaman/O = new /datum/outfit/plasmaman
switch(current_job)
if("Chaplain")
suit=/obj/item/clothing/suit/space/eva/plasmaman/chaplain
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/chaplain
if("Janitor")
suit=/obj/item/clothing/suit/space/eva/plasmaman/janitor
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/janitor
if("Civilian", "Barber")
suit=/obj/item/clothing/suit/space/eva/plasmaman/assistant
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/assistant
if("Clown")
suit=/obj/item/clothing/suit/space/eva/plasmaman/clown
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/clown
if("Mime")
suit=/obj/item/clothing/suit/space/eva/plasmaman/mime
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/mime
if("Syndicate Officer")
suit=/obj/item/clothing/suit/space/eva/plasmaman/nuclear
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/nuclear
O = new /datum/outfit/plasmaman/chaplain
if((H.mind.special_role == SPECIAL_ROLE_WIZARD) || (H.mind.special_role == SPECIAL_ROLE_WIZARD_APPRENTICE))
H.equip_to_slot(new /obj/item/clothing/suit/space/eva/plasmaman/wizard(H), slot_wear_suit)
H.equip_to_slot(new /obj/item/clothing/head/helmet/space/eva/plasmaman/wizard(H), slot_head)
else
H.equip_or_collect(new suit(H), slot_wear_suit)
H.equip_or_collect(new helm(H), slot_head)
H.equip_or_collect(new /obj/item/tank/plasma/plasmaman(H), tank_slot) // Bigger plasma tank from Raggy.
H.equip_or_collect(new /obj/item/plasmensuit_cartridge(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/plasmensuit_cartridge(H), slot_in_backpack) //Two refill cartridges for their suit. Can fit in boxes.
to_chat(H, "<span class='notice'>You are now running on plasma internals from the [H.s_store] in your [tank_slot_name]. You must breathe plasma in order to survive, and are extremely flammable.</span>")
H.internal = H.get_item_by_slot(tank_slot)
if("Librarian")
O = new /datum/outfit/plasmaman/librarian
if("Janitor")
O = new /datum/outfit/plasmaman/janitor
if("Botanist")
O = new /datum/outfit/plasmaman/botany
if("Bartender", "Internal Affairs Agent", "Magistrate", "Nanotrasen Representative", "Nanotrasen Navy Officer")
O = new /datum/outfit/plasmaman/bar
if("Chef")
O = new /datum/outfit/plasmaman/chef
if("Security Officer", "Security Pod Pilot", "Special Operations Officer")
O = new /datum/outfit/plasmaman/security
if("Detective")
O = new /datum/outfit/plasmaman/detective
if("Warden")
O = new /datum/outfit/plasmaman/warden
if("Head of Security")
O = new /datum/outfit/plasmaman/hos
if("Cargo Technician", "Quartermaster")
O = new /datum/outfit/plasmaman/cargo
if("Shaft Miner")
O = new /datum/outfit/plasmaman/mining
if("Medical Doctor", "Brig Physician", "Paramedic", "Coroner")
O = new /datum/outfit/plasmaman/medical
if("Chief Medical Officer")
O = new /datum/outfit/plasmaman/cmo
if("Chemist")
O = new /datum/outfit/plasmaman/chemist
if("Geneticist")
O = new /datum/outfit/plasmaman/genetics
if("Roboticist")
O = new /datum/outfit/plasmaman/robotics
if("Virologist")
O = new /datum/outfit/plasmaman/viro
if("Scientist")
O = new /datum/outfit/plasmaman/science
if("Research Director")
O = new /datum/outfit/plasmaman/rd
if("Station Engineer", "Mechanic")
O = new /datum/outfit/plasmaman/engineering
if("Chief Engineer")
O = new /datum/outfit/plasmaman/ce
if("Life Support Specialist")
O = new /datum/outfit/plasmaman/atmospherics
if("Mime")
O = new /datum/outfit/plasmaman/mime
if("Clown")
O = new /datum/outfit/plasmaman/clown
if("Head of Personnel")
O = new /datum/outfit/plasmaman/hop
if("Captain")
O = new /datum/outfit/plasmaman/captain
if("Blueshield")
O = new /datum/outfit/plasmaman/blueshield
H.equipOutfit(O, visualsOnly)
H.internal = H.r_hand
H.update_action_buttons_icon()
return FALSE
/datum/species/plasmaman/handle_life(mob/living/carbon/human/H)
if(!istype(H.wear_suit, /obj/item/clothing/suit/space/eva/plasmaman) || !istype(H.head, /obj/item/clothing/head/helmet/space/eva/plasmaman))
var/datum/gas_mixture/environment = H.loc.return_air()
if(environment && environment.oxygen && environment.oxygen >= OXYCONCEN_PLASMEN_IGNITION) //Plasmamen so long as there's enough oxygen (0.5 moles, same as it takes to burn gaseous plasma).
H.adjust_fire_stacks(0.5)
if(!H.on_fire && H.fire_stacks > 0)
H.visible_message("<span class='danger'>[H]'s body reacts with the atmosphere and bursts into flames!</span>","<span class='userdanger'>Your body reacts with the atmosphere and bursts into flame!</span>")
H.IgniteMob()
var/datum/gas_mixture/environment = H.loc.return_air()
var/atmos_sealed = FALSE
if (H.wear_suit && H.head && istype(H.wear_suit, /obj/item/clothing) && istype(H.head, /obj/item/clothing))
var/obj/item/clothing/CS = H.wear_suit
var/obj/item/clothing/CH = H.head
if (CS.flags & CH.flags & STOPSPRESSUREDMAGE)
atmos_sealed = TRUE
if((!istype(H.w_uniform, /obj/item/clothing/under/plasmaman) || !istype(H.head, /obj/item/clothing/head/helmet/space/plasmaman)) && !atmos_sealed)
if(environment)
if(environment.total_moles())
if(environment.oxygen && environment.oxygen >= OXYCONCEN_PLASMEN_IGNITION) //Same threshhold that extinguishes fire
H.adjust_fire_stacks(0.5)
if(!H.on_fire && H.fire_stacks > 0)
H.visible_message("<span class='danger'>[H]'s body reacts with the atmosphere and bursts into flames!</span>","<span class='userdanger'>Your body reacts with the atmosphere and bursts into flame!</span>")
H.IgniteMob()
else
if(H.on_fire && H.fire_stacks > 0)
var/obj/item/clothing/suit/space/eva/plasmaman/P = H.wear_suit
if(H.fire_stacks)
var/obj/item/clothing/under/plasmaman/P = H.w_uniform
if(istype(P))
P.Extinguish(H)
H.update_fire()
@@ -7,19 +7,19 @@
/mob/living/carbon/human/SetStunned(amount, updating = 1, force = 0)
if(dna.species)
amount = amount * dna.species.stun_mod
..()
return ..()
/mob/living/carbon/human/SetWeakened(amount, updating = 1, force = 0)
if(dna.species)
amount = amount * dna.species.stun_mod
..()
return ..()
/mob/living/carbon/human/SetParalysis(amount, updating = 1, force = 0)
if(dna.species)
amount = amount * dna.species.stun_mod
..()
return ..()
/mob/living/carbon/human/SetSleeping(amount, updating = 1, no_alert = FALSE)
if(dna.species)
amount = amount * dna.species.stun_mod
..()
return ..()
@@ -586,7 +586,8 @@ var/global/list/damage_icon_parts = list()
standing.overlays += image("icon" = A.sprite_sheets[dna.species.name], "icon_state" = "[A.icon_state]")
else
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
standing.alpha = w_uniform.alpha
standing.color = w_uniform.color
overlays_standing[UNIFORM_LAYER] = standing
else
// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
@@ -716,12 +717,13 @@ var/global/list/damage_icon_parts = list()
l_ear.screen_loc = ui_l_ear //...draw the item in the inventory screen
client.screen += l_ear //Either way, add the item to the HUD
var/t_type = l_ear.icon_state
var/t_type = l_ear.item_state
if(!t_type)
t_type = l_ear.icon_state
if(l_ear.icon_override)
t_type = "[t_type]_l"
overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.icon_override, "[t_type]", layer = -EARS_LAYER)
else if(l_ear.sprite_sheets && l_ear.sprite_sheets[dna.species.name])
t_type = "[t_type]_l"
overlays_standing[EARS_LAYER] = mutable_appearance(l_ear.sprite_sheets[dna.species.name], "[t_type]", layer = -EARS_LAYER)
else
overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER)
@@ -732,12 +734,13 @@ var/global/list/damage_icon_parts = list()
r_ear.screen_loc = ui_r_ear //...draw the item in the inventory screen
client.screen += r_ear //Either way, add the item to the HUD
var/t_type = r_ear.icon_state
var/t_type = r_ear.item_state
if(!t_type)
t_type = r_ear.icon_state
if(r_ear.icon_override)
t_type = "[t_type]_r"
overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.icon_override, "[t_type]", layer = -EARS_LAYER)
else if(r_ear.sprite_sheets && r_ear.sprite_sheets[dna.species.name])
t_type = "[t_type]_r"
overlays_standing[EARS_LAYER] = mutable_appearance(r_ear.sprite_sheets[dna.species.name], "[t_type]", layer = -EARS_LAYER)
else
overlays_standing[EARS_LAYER] = mutable_appearance('icons/mob/ears.dmi', "[t_type]", layer = -EARS_LAYER)
@@ -769,6 +772,8 @@ var/global/list/damage_icon_parts = list()
var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "shoeblood")
bloodsies.color = shoes.blood_color
standing.overlays += bloodsies
standing.alpha = shoes.alpha
standing.color = shoes.color
overlays_standing[SHOES_LAYER] = standing
else
if(feet_blood_DNA)
@@ -819,6 +824,8 @@ var/global/list/damage_icon_parts = list()
var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "helmetblood")
bloodsies.color = head.blood_color
standing.overlays += bloodsies
standing.alpha = head.alpha
standing.color = head.color
overlays_standing[HEAD_LAYER] = standing
apply_overlay(HEAD_LAYER)
@@ -886,6 +893,8 @@ var/global/list/damage_icon_parts = list()
bloodsies.color = wear_suit.blood_color
standing.overlays += bloodsies
standing.alpha = wear_suit.alpha
standing.color = wear_suit.color
overlays_standing[SUIT_LAYER] = standing
apply_overlay(SUIT_LAYER)
@@ -931,27 +940,31 @@ var/global/list/damage_icon_parts = list()
if(inv)
inv.update_icon()
if(wear_mask && (istype(wear_mask, /obj/item/clothing/mask) || istype(wear_mask, /obj/item/clothing/accessory)))
var/obj/item/organ/external/head/head_organ = get_organ("head")
var/datum/sprite_accessory/alt_heads/alternate_head
if(head_organ.alt_head && head_organ.alt_head != "None")
alternate_head = GLOB.alt_heads_list[head_organ.alt_head]
if(!(slot_wear_mask in check_obscured_slots()))
var/obj/item/organ/external/head/head_organ = get_organ("head")
var/datum/sprite_accessory/alt_heads/alternate_head
if(head_organ.alt_head && head_organ.alt_head != "None")
alternate_head = GLOB.alt_heads_list[head_organ.alt_head]
var/mutable_appearance/standing
var/icon/mask_icon = new(wear_mask.icon)
if(wear_mask.icon_override)
mask_icon = new(wear_mask.icon_override)
standing = mutable_appearance(wear_mask.icon_override, "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER)
else if(wear_mask.sprite_sheets && wear_mask.sprite_sheets[dna.species.name])
mask_icon = new(wear_mask.sprite_sheets[dna.species.name])
standing = mutable_appearance(wear_mask.sprite_sheets[dna.species.name], "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER)
else
standing = mutable_appearance('icons/mob/mask.dmi', "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER)
var/mutable_appearance/standing
var/icon/mask_icon = new(wear_mask.icon)
if(wear_mask.icon_override)
mask_icon = new(wear_mask.icon_override)
standing = mutable_appearance(wear_mask.icon_override, "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER)
else if(wear_mask.sprite_sheets && wear_mask.sprite_sheets[dna.species.name])
mask_icon = new(wear_mask.sprite_sheets[dna.species.name])
standing = mutable_appearance(wear_mask.sprite_sheets[dna.species.name], "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER)
else
standing = mutable_appearance('icons/mob/mask.dmi', "[wear_mask.icon_state][(alternate_head && ("[wear_mask.icon_state]_[alternate_head.suffix]" in mask_icon.IconStates())) ? "_[alternate_head.suffix]" : ""]", layer = -FACEMASK_LAYER)
if(!istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA)
var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "maskblood")
bloodsies.color = wear_mask.blood_color
standing.overlays += bloodsies
overlays_standing[FACEMASK_LAYER] = standing
if(!istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA)
var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "maskblood")
bloodsies.color = wear_mask.blood_color
standing.overlays += bloodsies
standing.alpha = wear_mask.alpha
standing.color = wear_mask.color
overlays_standing[FACEMASK_LAYER] = standing
apply_overlay(FACEMASK_LAYER)
@@ -973,6 +986,8 @@ var/global/list/damage_icon_parts = list()
standing = mutable_appearance('icons/mob/back.dmi', "[back.icon_state]", layer = -BACK_LAYER)
//create the image
standing.alpha = back.alpha
standing.color = back.color
overlays_standing[BACK_LAYER] = standing
apply_overlay(BACK_LAYER)
@@ -1006,9 +1021,14 @@ var/global/list/damage_icon_parts = list()
if(!t_state)
t_state = r_hand.icon_state
var/mutable_appearance/I = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = -R_HAND_LAYER)
I = center_image(I, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension)
overlays_standing[R_HAND_LAYER] = I
var/mutable_appearance/standing
if(r_hand.sprite_sheets_inhand && r_hand.sprite_sheets_inhand[dna.species.name])
t_state = "[t_state]_r"
standing = mutable_appearance(r_hand.sprite_sheets_inhand[dna.species.name], "[t_state]", layer = -R_HAND_LAYER)
else
standing = mutable_appearance(r_hand.righthand_file, "[t_state]", layer = -R_HAND_LAYER)
standing = center_image(standing, r_hand.inhand_x_dimension, r_hand.inhand_y_dimension)
overlays_standing[R_HAND_LAYER] = standing
apply_overlay(R_HAND_LAYER)
@@ -1020,9 +1040,14 @@ var/global/list/damage_icon_parts = list()
if(!t_state)
t_state = l_hand.icon_state
var/mutable_appearance/I = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = -L_HAND_LAYER)
I = center_image(I, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension)
overlays_standing[L_HAND_LAYER] = I
var/mutable_appearance/standing
if(l_hand.sprite_sheets_inhand && l_hand.sprite_sheets_inhand[dna.species.name])
t_state = "[t_state]_l"
standing = mutable_appearance(l_hand.sprite_sheets_inhand[dna.species.name], "[t_state]", layer = -L_HAND_LAYER)
else
standing = mutable_appearance(l_hand.lefthand_file, "[t_state]", layer = -L_HAND_LAYER)
standing = center_image(standing, l_hand.inhand_x_dimension, l_hand.inhand_y_dimension)
overlays_standing[L_HAND_LAYER] = standing
apply_overlay(L_HAND_LAYER)
//human HUD updates for items in our inventory
@@ -510,13 +510,15 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
/mob/living/carbon/slime/toggle_throw_mode()
return
/mob/living/carbon/slime/proc/apply_water()
adjustToxLoss(rand(15,20))
if(!client)
if(Target) // Like cats
Target = null
++Discipline
return
/mob/living/carbon/slime/water_act(volume, temperature, source, method = TOUCH)
. = ..()
var/water_damage = rand(10, 15) * volume
adjustToxLoss(water_damage)
if(!client && Target && volume >= 3)
Target = null
++Discipline
/mob/living/carbon/slime/can_use_vents()
if(Victim)
+29 -1
View File
@@ -44,6 +44,22 @@
if(BRAIN)
return adjustBrainLoss(damage)
/mob/living/proc/get_damage_amount(damagetype = BRUTE)
switch(damagetype)
if(BRUTE)
return getBruteLoss()
if(BURN)
return getFireLoss()
if(TOX)
return getToxLoss()
if(OXY)
return getOxyLoss()
if(CLONE)
return getCloneLoss()
if(STAMINA)
return getStaminaLoss()
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0, var/stamina = 0)
if(blocked >= 100) return 0
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
@@ -309,4 +325,16 @@
updatehealth("take overall damage")
/mob/living/proc/has_organic_damage()
return (maxHealth - health)
return (maxHealth - health)
//heal up to amount damage, in a given order
/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
. = amount //we'll return the amount of damage healed
for(var/i in damage_types)
var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
if(amount_to_heal)
apply_damage_type(-amount_to_heal, i)
amount -= amount_to_heal //remove what we healed from our current amount
if(!amount)
break
. -= amount //if there's leftover healing, remove it from what we return
@@ -31,6 +31,7 @@
ai.camera_visibility(src)
if(ai.client && !ai.multicam_on)
ai.client.eye = src
update_parallax_contents()
//Holopad
if(ai.master_multicam)
ai.master_multicam.refresh_view()
+2 -2
View File
@@ -107,6 +107,8 @@
aiRestorePowerRoutine = 0
update_blind_effects()
update_sight()
to_chat(src, "Here are your current laws:")
show_laws()
return
switch(PRP)
@@ -126,8 +128,6 @@
theAPC.attack_ai(src)
apc_override = 0
aiRestorePowerRoutine = 3
to_chat(src, "Here are your current laws:")
src.show_laws() //WHY THE FUCK IS THIS HERE
sleep(50)
theAPC = null
+7
View File
@@ -70,6 +70,13 @@
if(!silent && !isnull(usr))
log_and_message_admins("cleared the supplied laws of [src]")
/mob/living/silicon/proc/clear_zeroth_law(var/silent = FALSE)
throw_alert("newlaw", /obj/screen/alert/newlaw)
laws_sanity_check()
laws.clear_zeroth_laws()
if(!silent && !isnull(usr))
log_and_message_admins("cleared the zeroth law of [src]")
/mob/living/silicon/proc/statelaws(var/datum/ai_laws/laws)
var/prefix = ""
if(MAIN_CHANNEL == lawchannel)
@@ -235,6 +235,12 @@
to_chat(user, "<span class='notice'>Body Temperature: ???</span>")
return
user.visible_message("<span class='notice'>[user] has analyzed [M]'s components.</span>","<span class='notice'>You have analyzed [M]'s components.</span>")
robot_healthscan(user, M)
add_fingerprint(user)
proc/robot_healthscan(mob/user, mob/living/M)
var/scan_type
if(istype(M, /mob/living/silicon/robot))
scan_type = "robot"
@@ -244,7 +250,7 @@
to_chat(user, "<span class='warning'>You can't analyze non-robotic things!</span>")
return
user.visible_message("<span class='notice'>[user] has analyzed [M]'s components.</span>","<span class='notice'>You have analyzed [M]'s components.</span>")
switch(scan_type)
if("robot")
var/BU = M.getFireLoss() > 50 ? "<b>[M.getFireLoss()]</b>" : M.getFireLoss()
@@ -308,5 +314,3 @@
to_chat(user, "<span class='notice'>Internal Fluid Level:[H.blood_volume]/[H.max_blood]</span>")
if(H.bleed_rate)
to_chat(user, "<span class='warning'>Warning:External component leak detected!</span>")
src.add_fingerprint(user)
@@ -885,6 +885,8 @@ var/list/robot_verbs_default = list(
/mob/living/silicon/robot/attack_ghost(mob/user)
if(wiresexposed)
wires.Interact(user)
else
..() //this calls the /mob/living/attack_ghost proc for the ghost health/cyborg analyzer
/mob/living/silicon/robot/proc/allowed(obj/item/I)
var/obj/dummy = new /obj(null) // Create a dummy object to check access on as to avoid having to snowflake check_access on every mob
@@ -165,7 +165,7 @@
/obj/item/clothing/suit/armor/vest,
/obj/item/clothing/suit/armor/vest/blueshield,
/obj/item/clothing/suit/space/deathsquad,
/obj/item/clothing/suit/space/hardsuit/engineering,
/obj/item/clothing/suit/space/hardsuit/engine,
/obj/item/radio,
/obj/item/radio/off,
/obj/item/clothing/suit/cardborg,
@@ -356,7 +356,7 @@
desc = "That's not red paint. That's real corgi blood."
valid = 1
if(/obj/item/clothing/head/helmet/space/hardsuit/engineering)
if(/obj/item/clothing/suit/space/hardsuit/engine)
name = "Space Explorer [real_name]"
desc = "That's one small step for a corgi. One giant yap for corgikind."
valid = 1
@@ -34,13 +34,29 @@
holder_type = /obj/item/holder/mouse
can_collar = 1
gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY
var/chew_probability = 1
/mob/living/simple_animal/mouse/Initialize(mapload)
. = ..()
AddComponent(/datum/component/squeak, list('sound/creatures/mousesqueak.ogg' = 1), 100)
/mob/living/simple_animal/mouse/handle_automated_action()
if(prob(chew_probability))
var/turf/simulated/floor/F = get_turf(src)
if(istype(F) && !F.intact)
var/obj/structure/cable/C = locate() in F
if(C && prob(15))
if(C.avail())
visible_message("<span class='warning'>[src] chews through [C]. It's toast!</span>")
playsound(src, 'sound/effects/sparks2.ogg', 100, 1)
C.deconstruct()
toast() // mmmm toasty.
else
C.deconstruct()
visible_message("<span class='warning'>[src] chews through [C].</span>")
/mob/living/simple_animal/mouse/handle_automated_speech()
..()
..()
if(prob(speak_chance))
for(var/mob/M in view())
M << squeak_sound
@@ -98,7 +114,12 @@
to_chat(M, "<span class='notice'>[bicon(src)] Squeek!</span>")
..()
/mob/living/simple_animal/mouse/death(gibbed)
/mob/living/simple_animal/mouse/proc/toast()
add_atom_colour("#3A3A3A", FIXED_COLOUR_PRIORITY)
desc = "It's toast."
death()
/mob/living/simple_animal/mouse/death(gibbed)
// Only execute the below if we successfully died
playsound(src, squeak_sound, 40, 1)
. = ..(gibbed)
@@ -1,100 +1,106 @@
#define EGG_INCUBATION_TIME 120
/mob/living/simple_animal/hostile/headcrab
name = "headslug"
desc = "Absolutely not de-beaked or harmless. Keep away from corpses."
name = "headcrab"
desc = "A small parasitic creature that would like to connect with your brain stem."
icon = 'icons/mob/headcrab.dmi'
icon_state = "headcrab"
icon_living = "headcrab"
icon_dead = "headcrab_dead"
icon = 'icons/mob/mob.dmi'
health = 50
maxHealth = 50
health = 40
maxHealth = 40
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "chomps"
attack_sound = 'sound/weapons/bite.ogg'
faction = list("creature")
robust_searching = 1
stat_attack = 2
obj_damage = 0
environment_smash = 0
speak_emote = list("squeaks")
ventcrawler = 2
var/datum/mind/origin
var/egg_lain = 0
melee_damage_upper = 10
ranged = 1
ranged_message = "leaps"
ranged_cooldown_time = 40
var/jumpdistance = 4
var/jumpspeed = 1
attacktext = "bites"
attack_sound = 'sound/creatures/headcrab_attack.ogg'
speak_emote = list("hisses")
var/is_zombie = 0
stat_attack = 1 //so they continue to attack when they are on the ground.
var/host_species = ""
var/list/human_overlays = list()
/mob/living/simple_animal/hostile/headcrab/examine(mob/user)
/mob/living/simple_animal/hostile/headcrab/Life(seconds, times_fired)
if(!is_zombie && isturf(src.loc) && stat != DEAD)
for(var/mob/living/carbon/human/H in oview(src, 1)) //Only for corpse right next to/on same tile
if(H.stat == DEAD || (!H.check_death_method() && H.health <= HEALTH_THRESHOLD_DEAD))
Zombify(H)
break
..()
if(stat == DEAD)
to_chat(desc = "It appears to be dead.")
/mob/living/simple_animal/hostile/headcrab/proc/Infect(mob/living/carbon/victim)
var/obj/item/organ/internal/body_egg/changeling_egg/egg = new(victim)
egg.insert(victim)
if(origin)
egg.origin = origin
else if(mind) // Let's make this a feature
egg.origin = mind
for(var/obj/item/organ/internal/I in src)
I.loc = egg
visible_message("<span class='warning'>[src] plants something in [victim]'s flesh!</span>", \
"<span class='danger'>We inject our egg into [victim]'s body!</span>")
egg_lain = 1
/mob/living/simple_animal/hostile/headcrab/OpenFire(atom/A)
if(check_friendly_fire)
for(var/turf/T in getline(src,A)) // Not 100% reliable but this is faster than simulating actual trajectory
for(var/mob/living/L in T)
if(L == src || L == A)
continue
if(faction_check(L) && !attack_same)
return
visible_message("<span class='danger'><b>[src]</b> [ranged_message] at [A]!</span>")
throw_at(A, jumpdistance, jumpspeed, spin = FALSE, diagonals_first = TRUE)
ranged_cooldown = world.time + ranged_cooldown_time
/mob/living/simple_animal/hostile/headcrab/AttackingTarget()
if(egg_lain)
target.attack_animal(src)
return
if(iscarbon(target) && !issmall(target))
// Changeling egg can survive in aliens!
var/mob/living/carbon/C = target
if(C.stat == DEAD)
if(C.status_flags & XENO_HOST)
to_chat(src, "<span class='userdanger'>A foreign presence repels us from this body. Perhaps we should try to infest another?</span>")
return
Infect(target)
to_chat(src, "<span class='userdanger'>With our egg laid, our death approaches rapidly...</span>")
spawn(100)
death()
return
target.attack_animal(src)
/mob/living/simple_animal/hostile/headcrab/proc/Zombify(mob/living/carbon/human/H)
if(!H.check_death_method())
H.death()
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
is_zombie = TRUE
if(H.wear_suit)
var/obj/item/clothing/suit/armor/A = H.wear_suit
if(A.armor && A.armor["melee"])
maxHealth += A.armor["melee"] //That zombie's got armor, I want armor!
maxHealth += 50
health = maxHealth
name = "zombie"
desc = "A corpse animated by the alien being on its head."
melee_damage_lower = 10
melee_damage_upper = 15
ranged = 0
icon = H.icon
speak = list('sound/creatures/zombie_idle1.ogg','sound/creatures/zombie_idle2.ogg','sound/creatures/zombie_idle3.ogg')
speak_chance = 50
speak_emote = list("groans")
attacktext = "bites"
attack_sound = 'sound/creatures/zombie_attack.ogg'
icon_state = "zombie2_s"
if(head_organ)
head_organ.h_style = null
H.update_hair()
host_species = H.dna.species.name
human_overlays = H.overlays
update_icons()
H.forceMove(src)
visible_message("<span class='warning'>The corpse of [H.name] suddenly rises!</span>")
/obj/item/organ/internal/body_egg/changeling_egg
name = "changeling egg"
desc = "Twitching and disgusting."
origin_tech = "biotech=7" // You need to be really lucky to obtain it.
var/datum/mind/origin
var/time
/obj/item/organ/internal/body_egg/changeling_egg/egg_process()
// Changeling eggs grow in dead people
time++
if(time >= EGG_INCUBATION_TIME)
Pop()
remove(owner)
/mob/living/simple_animal/hostile/headcrab/death()
..()
if(is_zombie)
qdel(src)
/obj/item/organ/internal/body_egg/changeling_egg/proc/Pop()
var/mob/living/carbon/human/monkey/M = new(owner)
owner.stomach_contents += M
for(var/obj/item/organ/internal/I in src)
I.insert(M, 1)
/mob/living/simple_animal/hostile/headcrab/handle_automated_speech() // This way they have different screams when attacking, sometimes. Might be seen as sphagetthi code though.
if(speak_chance)
if(rand(0,200) < speak_chance)
if(speak && speak.len)
playsound(get_turf(src), pick(speak), 200, 1)
if(origin && origin.current && (origin.current.stat == DEAD))
origin.transfer_to(M)
if(!origin.changeling)
M.make_changeling()
if(origin.changeling.can_absorb_dna(M, owner))
origin.changeling.absorb_dna(owner, M)
/mob/living/simple_animal/hostile/headcrab/Destroy()
if(contents)
for(var/mob/M in contents)
M.loc = get_turf(src)
return ..()
var/datum/action/changeling/humanform/HF = new
HF.Grant(M)
for(var/power in origin.changeling.purchasedpowers)
var/datum/action/changeling/S = power
if(istype(S) && S.needs_button)
S.Grant(M)
M.key = origin.key
owner.gib()
#undef EGG_INCUBATION_TIME
/mob/living/simple_animal/hostile/headcrab/update_icons()
..()
if(is_zombie)
overlays.Cut()
overlays = human_overlays
var/image/I = image('icons/mob/headcrab.dmi', icon_state = "headcrabpod")
if(host_species == "Vox")
I = image('icons/mob/headcrab.dmi', icon_state = "headcrabpod_vox")
else if(host_species == "Gray")
I = image('icons/mob/headcrab.dmi', icon_state = "headcrabpod_gray")
overlays += I
@@ -0,0 +1,100 @@
#define EGG_INCUBATION_TIME 120
/mob/living/simple_animal/hostile/headslug
name = "headslug"
desc = "Absolutely not de-beaked or harmless. Keep away from corpses."
icon_state = "headslug"
icon_living = "headslug"
icon_dead = "headslug_dead"
icon = 'icons/mob/mob.dmi'
health = 50
maxHealth = 50
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "chomps"
attack_sound = 'sound/weapons/bite.ogg'
faction = list("creature")
robust_searching = 1
stat_attack = 2
obj_damage = 0
environment_smash = 0
speak_emote = list("squeaks")
ventcrawler = 2
var/datum/mind/origin
var/egg_lain = 0
/mob/living/simple_animal/hostile/headslug/examine(mob/user)
..()
if(stat == DEAD)
to_chat(desc = "It appears to be dead.")
/mob/living/simple_animal/hostile/headslug/proc/Infect(mob/living/carbon/victim)
var/obj/item/organ/internal/body_egg/changeling_egg/egg = new(victim)
egg.insert(victim)
if(origin)
egg.origin = origin
else if(mind) // Let's make this a feature
egg.origin = mind
for(var/obj/item/organ/internal/I in src)
I.loc = egg
visible_message("<span class='warning'>[src] plants something in [victim]'s flesh!</span>", \
"<span class='danger'>We inject our egg into [victim]'s body!</span>")
egg_lain = 1
/mob/living/simple_animal/hostile/headslug/AttackingTarget()
if(egg_lain)
target.attack_animal(src)
return
if(iscarbon(target) && !issmall(target))
// Changeling egg can survive in aliens!
var/mob/living/carbon/C = target
if(C.stat == DEAD)
if(C.status_flags & XENO_HOST)
to_chat(src, "<span class='userdanger'>A foreign presence repels us from this body. Perhaps we should try to infest another?</span>")
return
Infect(target)
to_chat(src, "<span class='userdanger'>With our egg laid, our death approaches rapidly...</span>")
spawn(100)
death()
return
target.attack_animal(src)
/obj/item/organ/internal/body_egg/changeling_egg
name = "changeling egg"
desc = "Twitching and disgusting."
origin_tech = "biotech=7" // You need to be really lucky to obtain it.
var/datum/mind/origin
var/time
/obj/item/organ/internal/body_egg/changeling_egg/egg_process()
// Changeling eggs grow in dead people
time++
if(time >= EGG_INCUBATION_TIME)
Pop()
remove(owner)
qdel(src)
/obj/item/organ/internal/body_egg/changeling_egg/proc/Pop()
var/mob/living/carbon/human/monkey/M = new(owner)
owner.stomach_contents += M
for(var/obj/item/organ/internal/I in src)
I.insert(M, 1)
if(origin && origin.current && (origin.current.stat == DEAD))
origin.transfer_to(M)
if(!origin.changeling)
M.make_changeling()
if(origin.changeling.can_absorb_dna(M, owner))
origin.changeling.absorb_dna(owner, M)
var/datum/action/changeling/humanform/HF = new
HF.Grant(M)
for(var/power in origin.changeling.purchasedpowers)
var/datum/action/changeling/S = power
if(istype(S) && S.needs_button)
S.Grant(M)
M.key = origin.key
owner.gib()
#undef EGG_INCUBATION_TIME
@@ -309,14 +309,18 @@
else
M.Goto(src,M.move_to_delay,M.minimum_distance)
/mob/living/simple_animal/hostile/proc/OpenFire(atom/A)
/mob/living/simple_animal/hostile/proc/CheckFriendlyFire(atom/A)
if(check_friendly_fire)
for(var/turf/T in getline(src,A)) // Not 100% reliable but this is faster than simulating actual trajectory
for(var/mob/living/L in T)
if(L == src || L == A)
continue
if(faction_check(L) && !attack_same)
return
if(faction_check_mob(L) && !attack_same)
return TRUE
/mob/living/simple_animal/hostile/proc/OpenFire(atom/A)
if(CheckFriendlyFire(A))
return
visible_message("<span class='danger'><b>[src]</b> [ranged_message] at [A]!</span>")
if(rapid)
@@ -37,6 +37,7 @@ Difficulty: Medium
ranged = 1
ranged_cooldown_time = 16
pixel_x = -16
crusher_loot = list(/obj/item/melee/energy/cleaving_saw, /obj/item/gun/energy/kinetic_accelerator, /obj/item/crusher_trophy/miner_eye)
loot = list(/obj/item/melee/energy/cleaving_saw, /obj/item/gun/energy/kinetic_accelerator)
wander = FALSE
del_on_death = TRUE
@@ -48,7 +49,7 @@ Difficulty: Medium
var/guidance = FALSE
deathmessage = "falls to the ground, decaying into glowing particles."
death_sound = "bodyfall"
/obj/item/gps/internal/miner
icon_state = null
gpstag = "Resonant Signal"
@@ -42,6 +42,7 @@ Difficulty: Hard
ranged = 1
pixel_x = -32
del_on_death = 1
crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher)
loot = list(/obj/structure/closet/crate/necropolis/bubblegum)
var/charging = 0
medal_type = BOSS_MEDAL_BUBBLEGUM
@@ -45,7 +45,8 @@ Difficulty: Very Hard
del_on_death = 1
medal_type = BOSS_MEDAL_COLOSSUS
score_type = COLOSSUS_SCORE
loot = list(/obj/machinery/anomalous_crystal/random, /obj/item/organ/internal/vocal_cords/colossus)
crusher_loot = list(/obj/structure/closet/crate/necropolis/colossus/crusher)
loot = list(/obj/structure/closet/crate/necropolis/colossus)
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/animalhide/ashdrake = 10, /obj/item/stack/sheet/bone = 30)
deathmessage = "disintegrates, leaving a glowing core in its wake."
death_sound = 'sound/misc/demon_dies.ogg'
@@ -43,6 +43,7 @@ Difficulty: Medium
move_to_delay = 10
ranged = 1
pixel_x = -16
crusher_loot = list(/obj/structure/closet/crate/necropolis/dragon/crusher)
loot = list(/obj/structure/closet/crate/necropolis/dragon)
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/animalhide/ashdrake = 10, /obj/item/stack/sheet/bone = 30)
var/swooping = 0
@@ -271,6 +272,7 @@ Difficulty: Medium
melee_damage_lower = 30
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
loot = list()
crusher_loot = list()
/mob/living/simple_animal/hostile/megafauna/dragon/lesser/grant_achievement(medaltype,scoretype)
return
@@ -53,6 +53,7 @@ Difficulty: Hard
ranged_cooldown_time = 40
aggro_vision_range = 23
loot = list(/obj/item/hierophant_staff)
crusher_loot = list(/obj/item/hierophant_staff, /obj/item/crusher_trophy/vortex_talisman)
wander = FALSE
var/burst_range = 3 //range on burst aoe
var/beam_range = 5 //range on cross blast beams
@@ -556,6 +557,37 @@ Difficulty: Hard
playsound(M,'sound/weapons/sear.ogg', 50, 1, -4)
M.take_damage(damage, BURN, 0, 0)
/obj/effect/temp_visual/hierophant/wall //smoothing and pooling were not friends, but pooling is dead.
name = "vortex wall"
icon = 'icons/turf/walls/hierophant_wall_temp.dmi'
icon_state = "wall"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
duration = 100
smooth = SMOOTH_TRUE
/obj/effect/temp_visual/hierophant/wall/New(loc, new_caster)
..()
queue_smooth_neighbors(src)
queue_smooth(src)
/obj/effect/temp_visual/hierophant/wall/Destroy()
queue_smooth_neighbors(src)
return ..()
/obj/effect/temp_visual/hierophant/wall/CanPass(atom/movable/mover, turf/target)
if(QDELETED(caster))
return FALSE
if(mover == caster.pulledby)
return TRUE
if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
if(P.firer == caster)
return TRUE
if(mover == caster)
return TRUE
return FALSE
/obj/effect/hierophant
name = "hierophant rune"
desc = "A powerful magic mark allowing whomever attunes themself to it to return to it at will."
@@ -31,6 +31,7 @@
/obj/structure/barricade,
/obj/machinery/field,
/obj/machinery/power/emitter)
var/list/crusher_loot
var/medal_type
var/score_type = BOSS_SCORE
var/elimination = 0
@@ -43,6 +44,10 @@
layer = LARGE_MOB_LAYER //Looks weird with them slipping under mineral walls and cameras and shit otherwise
mouse_opacity = MOUSE_OPACITY_OPAQUE // Easier to click on in melee, they're giant targets anyway
/mob/living/simple_animal/hostile/megafauna/New()
..()
apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
/mob/living/simple_animal/hostile/megafauna/Destroy()
QDEL_NULL(internal_gps)
. = ..()
@@ -53,11 +58,17 @@
/mob/living/simple_animal/hostile/megafauna/death(gibbed)
// this happens before the parent call because `del_on_death` may be set
if(can_die() && !admin_spawned)
feedback_set_details("megafauna_kills","[initial(name)]")
var/datum/status_effect/crusher_damage/C = has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
if(C && crusher_loot && C.total_damage >= maxHealth * 0.6)
spawn_crusher_loot()
if(!elimination) //used so the achievment only occurs for the last legion to die.
grant_achievement(medal_type,score_type)
feedback_set_details("megafauna_kills","[initial(name)]")
return ..()
/mob/living/simple_animal/hostile/megafauna/proc/spawn_crusher_loot()
loot = crusher_loot
/mob/living/simple_animal/hostile/megafauna/AttackingTarget()
..()
if(isliving(target))
@@ -77,6 +77,7 @@
stat_attack = 1
flying = TRUE
robust_searching = 1
crusher_loot = /obj/item/crusher_trophy/watcher_wing
loot = list()
butcher_results = list(/obj/item/stack/ore/diamond = 2, /obj/item/stack/sheet/sinew = 2, /obj/item/stack/sheet/bone = 1)
@@ -102,6 +103,8 @@
light_power = 2.5
light_color = LIGHT_COLOR_ORANGE
projectiletype = /obj/item/projectile/temp/basilisk/magmawing
crusher_loot = /obj/item/crusher_trophy/blaster_tubes/magma_wing
crusher_drop_mod = 60
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/icewing
name = "icewing watcher"
@@ -114,6 +117,8 @@
health = 170
projectiletype = /obj/item/projectile/temp/basilisk/icewing
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/bone = 1) //No sinew; the wings are too fragile to be usable
crusher_loot = /obj/item/crusher_trophy/watcher_wing/ice_wing
crusher_drop_mod = 30
/obj/item/projectile/temp/basilisk/magmawing
name = "scorching blast"
@@ -83,6 +83,7 @@
icon_dead = "goliath_dead"
throw_message = "does nothing to the tough hide of the"
pre_attack_icon = "goliath2"
crusher_loot = /obj/item/crusher_trophy/goliath_tentacle
butcher_results = list(/obj/item/reagent_containers/food/snacks/goliath = 2, /obj/item/stack/sheet/animalhide/goliath_hide = 1, /obj/item/stack/sheet/bone = 2)
loot = list()
stat_attack = TRUE
@@ -45,6 +45,9 @@
/mob/living/simple_animal/hostile/asteroid/hivelord/AttackingTarget()
OpenFire()
/mob/living/simple_animal/hostile/asteroid/hivelord/spawn_crusher_loot()
loot += crusher_loot //we don't butcher
/mob/living/simple_animal/hostile/asteroid/hivelord/death(gibbed)
// Only execute the below if we successfully died
. = ..(gibbed)
@@ -52,80 +55,6 @@
return FALSE
mouse_opacity = MOUSE_OPACITY_ICON
/obj/item/organ/internal/hivelord_core
name = "hivelord remains"
desc = "All that remains of a hivelord, it seems to be what allows it to break pieces of itself off without being hurt... its healing properties will soon become inert if not used quickly."
icon_state = "roro core 2"
flags = NOBLUDGEON
slot = "hivecore"
force = 0
actions_types = list(/datum/action/item_action/organ_action/use)
var/inert = 0
var/preserved = 0
/obj/item/organ/internal/hivelord_core/New()
..()
addtimer(CALLBACK(src, .proc/inert_check), 2400)
/obj/item/organ/internal/hivelord_core/proc/inert_check()
if(owner)
preserved(implanted = 1)
else if(preserved)
preserved()
else
go_inert()
/obj/item/organ/internal/hivelord_core/proc/preserved(implanted = 0)
inert = FALSE
preserved = TRUE
update_icon()
if(implanted)
feedback_add_details("hivelord_core", "[type]|implanted")
else
feedback_add_details("hivelord_core", "[type]|stabilizer")
/obj/item/organ/internal/hivelord_core/proc/go_inert()
inert = TRUE
desc = "The remains of a hivelord that have become useless, having been left alone too long after being harvested."
feedback_add_details("hivelord_core", "[src.type]|inert")
update_icon()
/obj/item/organ/internal/hivelord_core/ui_action_click()
owner.revive()
qdel(src)
/obj/item/organ/internal/hivelord_core/on_life()
..()
if(owner.health < HEALTH_THRESHOLD_CRIT)
ui_action_click()
/obj/item/organ/internal/hivelord_core/afterattack(atom/target, mob/user, proximity_flag)
if(proximity_flag && ishuman(target))
var/mob/living/carbon/human/H = target
if(inert)
to_chat(user, "<span class='notice'>[src] has become inert, its healing properties are no more.</span>")
return
else
if(H.stat == DEAD)
to_chat(user, "<span class='notice'>[src] are useless on the dead.</span>")
return
if(H != user)
H.visible_message("[user] forces [H] to apply [src]... They quickly regenerate all injuries!")
feedback_add_details("hivelord_core","[src.type]|used|other")
else
to_chat(user, "<span class='notice'>You start to smear [src] on yourself. It feels and smells disgusting, but you feel amazingly refreshed in mere moments.</span>")
feedback_add_details("hivelord_core","[src.type]|used|self")
playsound(src.loc,'sound/items/eatfood.ogg', rand(10,50), 1)
H.revive()
user.drop_item()
qdel(src)
..()
/obj/item/organ/internal/hivelord_core/prepare_eat()
return null
/mob/living/simple_animal/hostile/asteroid/hivelordbrood
name = "hivelord brood"
desc = "A fragment of the original Hivelord, rallying behind its original. One isn't much of a threat, but..."
@@ -231,6 +160,7 @@
speak_emote = list("echoes")
attack_sound = 'sound/weapons/pierce.ogg'
throw_message = "bounces harmlessly off of"
crusher_loot = /obj/item/crusher_trophy/legion_skull
loot = list(/obj/item/organ/internal/hivelord_core/legion)
brood_type = /mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion
del_on_death = 1
@@ -322,34 +252,6 @@
H.forceMove(L)
qdel(src)
/obj/item/organ/internal/hivelord_core/legion
name = "legion's soul"
desc = "A strange rock that still crackles with power... its \
healing properties will soon become inert if not used quickly."
icon_state = "legion_soul"
/obj/item/organ/internal/hivelord_core/legion/New()
..()
update_icon()
/obj/item/organ/internal/hivelord_core/legion/update_icon()
icon_state = inert ? "legion_soul_inert" : "legion_soul"
overlays.Cut()
if(!inert && !preserved)
overlays += image(icon, "legion_soul_crackle")
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/organ/internal/hivelord_core/legion/go_inert()
. = ..()
desc = "[src] has become inert, it crackles no more and is useless for \
healing injuries."
/obj/item/organ/internal/hivelord_core/legion/preserved(implanted = 0)
..()
desc = "[src] has been stabilized. It no longer crackles with power, but it's healing properties are preserved indefinitely."
/obj/item/legion_skull
name = "legion's head"
desc = "The once living, now empty eyes of the former human's skull cut deep into your soul."
@@ -403,7 +305,7 @@
if(prob(95))
head = /obj/item/clothing/head/helmet/gladiator
else
head = /obj/item/clothing/head/skullhelmet
head = /obj/item/clothing/head/helmet/skull
suit = /obj/item/clothing/suit/armor/bone
if(prob(5))
back = pickweight(list(/obj/item/twohanded/spear/bonespear = 3, /obj/item/twohanded/fireaxe/boneaxe = 2))
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/asteroid/
/mob/living/simple_animal/hostile/asteroid
vision_range = 2
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)
unsuitable_atmos_damage = 15
@@ -13,12 +13,18 @@
response_harm = "strikes"
status_flags = 0
a_intent = INTENT_HARM
var/crusher_loot
var/throw_message = "bounces off of"
var/icon_aggro = null // for swapping to when we get aggressive
var/fromtendril = FALSE
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
mob_size = MOB_SIZE_LARGE
var/crusher_drop_mod = 25
/mob/living/simple_animal/hostile/asteroid/New()
..()
apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
/mob/living/simple_animal/hostile/asteroid/Aggro()
..()
@@ -46,3 +52,12 @@
visible_message("<span class='notice'>The [T.name] [src.throw_message] [src.name]!</span>")
return
..()
/mob/living/simple_animal/hostile/asteroid/death(gibbed)
var/datum/status_effect/crusher_damage/C = has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
if(C && crusher_loot && prob((C.total_damage/maxHealth) * crusher_drop_mod)) //on average, you'll need to kill 4 creatures before getting the item
spawn_crusher_loot()
..(gibbed)
/mob/living/simple_animal/hostile/asteroid/proc/spawn_crusher_loot()
butcher_results[crusher_loot] = 1
@@ -17,6 +17,8 @@
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = INFINITY
move_resist = INFINITY
anchored = TRUE
loot = list(/obj/effect/collapse, /obj/structure/closet/crate/necropolis/tendril)
del_on_death = 1
var/gps = null
@@ -76,4 +78,4 @@
mob_types = list(/mob/living/simple_animal/hostile/asteroid/goliath/beast/tendril)
/mob/living/simple_animal/hostile/spawner/lavaland/legion
mob_types = list(/mob/living/simple_animal/hostile/asteroid/hivelord/legion/tendril)
mob_types = list(/mob/living/simple_animal/hostile/asteroid/hivelord/legion/tendril)
@@ -0,0 +1,49 @@
/mob/living/simple_animal/hostile/skeleton
name = "reanimated skeleton"
desc = "A real bonefied skeleton, doesn't seem like it wants to socialize."
icon = 'icons/mob/animal.dmi'
icon_state = "skeleton"
icon_living = "skeleton"
turns_per_move = 5
speak_emote = list("rattles")
emote_see = list("rattles")
a_intent = INTENT_HARM
maxHealth = 40
health = 40
speed = 1
harm_intent_damage = 5
melee_damage_lower = 15
melee_damage_upper = 15
minbodytemp = 0
maxbodytemp = 1500
healable = FALSE //they're skeletons how would bruise packs help them??
attacktext = "slashes"
attack_sound = 'sound/hallucinations/growl1.ogg'
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)
unsuitable_atmos_damage = 10
robust_searching = 1
stat_attack = UNCONSCIOUS
gold_core_spawnable = CHEM_MOB_SPAWN_HOSTILE
faction = list("skeleton")
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
deathmessage = "collapses into a pile of bones!"
del_on_death = TRUE
loot = list(/obj/effect/decal/remains/human)
/mob/living/simple_animal/hostile/skeleton/eskimo
name = "undead eskimo"
desc = "The reanimated remains of some poor traveler."
icon_state = "eskimo"
icon_living = "eskimo"
maxHealth = 55
health = 55
weather_immunities = list("snow")
gold_core_spawnable = CHEM_MOB_SPAWN_INVALID
melee_damage_lower = 17
melee_damage_upper = 20
deathmessage = "collapses into a pile of bones, its gear falling to the floor!"
loot = list(/obj/effect/decal/remains/human,
/obj/item/twohanded/spear,
/obj/item/clothing/shoes/winterboots,
/obj/item/clothing/suit/hooded/wintercoat)
+6
View File
@@ -397,6 +397,9 @@
// STUN
/mob/living/Stun(amount, updating = 1, force = 0)
if(status_flags & CANSTUN || force)
if(absorb_stun(amount, force))
return FALSE
return SetStunned(max(stunned, amount), updating, force)
/mob/living/SetStunned(amount, updating = 1, force = 0) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
@@ -434,6 +437,9 @@
// WEAKEN
/mob/living/Weaken(amount, updating = 1, force = 0)
if(status_flags & CANWEAKEN || force)
if(absorb_stun(amount, force))
return FALSE
return SetWeakened(max(weakened, amount), updating, force)
/mob/living/SetWeakened(amount, updating = 1, force = 0)
+2 -9
View File
@@ -193,14 +193,7 @@
var/obj/item/W = get_active_hand()
if(istype(W))
if(istype(W, /obj/item/clothing))
var/obj/item/clothing/C = W
if(C.hardsuit_restrict_helmet)
to_chat(src, "<span class='warning'>You must fasten the helmet to a hardsuit first. (Target the head and use on a hardsuit)</span>")// Stop eva helms equipping.
else
equip_to_slot_if_possible(C, slot)
else
equip_to_slot_if_possible(W, slot)
equip_to_slot_if_possible(W, slot)
else if(!restrained())
W = get_item_by_slot(slot)
if(W)
@@ -693,7 +686,7 @@ var/list/slot_equipment_priority = list( \
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize_simple(html_encode(msg), list("\n" = "<BR>"))
var/combined = length(memory + msg)
if(mind && (combined < MAX_PAPER_MESSAGE_LEN))
mind.store_memory(msg)
-6
View File
@@ -409,12 +409,6 @@
qdel(src)
/obj/item/grab/proc/checkvalid(var/mob/attacker, var/mob/prey) //does all the checking for the attack proc to see if a mob can eat another with the grab
if(ishuman(attacker) && (/datum/dna/gene/basic/grant_spell/mattereater in attacker.active_genes)) // MATTER EATER CARES NOT OF YOUR FORM
return 1
if(ishuman(attacker) && (FAT in attacker.mutations) && iscarbon(prey) && !isalien(prey)) //Fat people eating carbon mobs but not xenos
return 1
if(isalien(attacker) && iscarbon(prey)) //Xenomorphs eating carbon mobs
return 1