mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-28 14:37:04 +01:00
Pulse Rifles are now more robust, doing excellent melee damage.
Restricted monkeys from picking up guns since that code didn't seem to work/runtime error. Commented out boardgame since it was crashing. More work on CentCom. Fixed aliens receiving two messages when interacting with other aliens. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@695 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -114,12 +114,17 @@
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user.update_clothing()
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return
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/obj/item/attack_paw(mob/user as mob)
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if(isalien(user)) // -- TLE
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user << "Your claws aren't capable of such fine manipulation."
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return
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if(istype(src, /obj/item/weapon/gun)) //Temporary fix until I figure out what's going with monkey/add_blood code./N
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user << "Sorry Mr. Monkey, guns aren't for you."
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return
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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@@ -1,8 +1,9 @@
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/*
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CONTAINS:
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THAT STUPID GAME KIT
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Which I am commenting out /N
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*/
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/*
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/obj/item/weapon/game_kit/New()
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src.board_stat = "BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB"
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src.selected = "CR"
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@@ -134,3 +135,4 @@ THAT STUPID GAME KIT
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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src.attack_hand(M)
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*/
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@@ -34,10 +34,10 @@ TELEPORT GUN
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icon_state = "pulse"
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force = 15
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var/mode = 1
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var/mode = 1//I guess I'll leave this here in case another mode to the weapon is added./N
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
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if ((usr.mutations & 16) && prob(50))
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if ((user.mutations & 16) && prob(50))
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usr << "\red The pulse rifle blows up in your face."
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usr.fireloss += 20
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usr.drop_item()
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@@ -45,7 +45,7 @@ TELEPORT GUN
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return
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if (flag)
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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@@ -86,6 +86,26 @@ TELEPORT GUN
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if(O.client) O.show_message(text("\red <B>[] has been knocked unconscious!</B>", M), 1, "\red You hear someone fall", 2)
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/obj/item/weapon/gun/energy/pulse_rifle/attack(mob/M as mob, mob/user as mob)
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src.add_fingerprint(user)
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if ((istype(M, /mob/living/carbon/human) && istype(M, /obj/item/clothing/head) && M.flags & 8 && prob(80)))
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M << "\blue The helmet protects you from being hit hard in the head!"
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return
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if (prob(50))
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if (M.paralysis < 60)
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M.paralysis = 60
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else
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if (M.weakened < 60)
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M.weakened = 60
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src.force = 35
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..()
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if(M.stat != 2) M.stat = 1
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for(var/mob/O in viewers(M, null))
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if (O.client)
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O.show_message(text("\red <B>[] has been rifle butted by []!</B>", M, user), 1, "\red You hear someone fall", 2)
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return
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// AMMO
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@@ -187,7 +207,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
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// ******* Check
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if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)))
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M << "\red The helmet protects you from being hit hard in the head!"
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M << "\blue The helmet protects you from being hit hard in the head!"
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return
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if ((user.a_intent == "hurt" && src.bullets > 0))
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if (prob(20))
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@@ -635,12 +655,6 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
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return
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// TASER GUN
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@@ -49,6 +49,9 @@ to clean it up, or just beat the shit out of it (which takes ages).
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[11:35] <&Rick> so if the alien loses it
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[11:35] <&Rick> they lose being able to communicate
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[11:35] <&Nannek> kk
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This is all very silly and I will probably remove it in the future. /N
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*/
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//This is fine right now, if we're adding organ specific damage this needs to be updated
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@@ -611,8 +614,8 @@ to clean it up, or just beat the shit out of it (which takes ages).
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src.updatehealth()
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return
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/mob/living/carbon/alien/humanoid/attack_paw(mob/M as mob)
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..()
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/mob/living/carbon/alien/humanoid/attack_paw(mob/living/carbon/monkey/M as mob)
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if(istype(M, /mob/living/carbon/alien)) return//Quick fix since these display double for aliens when they interact with aliens.
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if (M.a_intent == "help")
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src.sleeping = 0
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src.resting = 0
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@@ -620,7 +623,7 @@ to clean it up, or just beat the shit out of it (which takes ages).
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if (src.stunned >= 3) src.stunned -= 3
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if (src.weakened >= 3) src.weakened -= 3
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for(var/mob/O in viewers(src, null))
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O.show_message(text("\blue [M.name] shakes [src] trying to wake him up!", ), 1)
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O.show_message(text("\blue [M.name] shakes [src] trying to wake it up!", ), 1)
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else
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if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
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return
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@@ -753,7 +756,7 @@ As such, they can either help or harm other aliens. Help works like the human he
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In all, this is a lot like the monkey code. /N
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*/
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/mob/living/carbon/alien/attack_alien(mob/living/carbon/alien/M as mob)
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/mob/living/carbon/alien/humanoid/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
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if (!ticker)
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M << "You cannot attack people before the game has started."
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return
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@@ -1,56 +1,3 @@
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/*
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Maybe you could combine elements from the Blob mode into a new Alien mode since Blob rarely seems to get much
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play these days, is hard as fuck to actually win, and gets more use as a random event these days.
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The main Alien's objective is to corrupt, infest, whatever you want to call it to a certain % of the station.
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Give it an ability which, every so often allows it to drop a bunch of slime which infests floors and walls. The
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main alien would be poor at actually killing anyone, but very difficult to bring down - maybe it is immune to
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brute and toxic damage, and fire kills it but takes a long exposure time to do so. Suffocation/exposure would
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be the only reliable way to off it.
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Like the Wizard, the Alien can select from a few abilities, though they center around building things in the
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slime rather than being straight up attacks or spells. For instance, it might be able to build tunnels which
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take it instantly from one slime patch to another, or pods which huff poison gas at anyone that gets too close.
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It can only build in areas it slimed, and the abilities have long cooldowns. The structures can also be destroyed
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by anyone determined enough.
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Anyone who stays in the slime for too long will end up becoming a mutant which serves the main alien. This would
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give the alien an incentive to try and incapacitate or find incapacitated people to drag back into its
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territory to gain more slaves. The mutants are basically just monkeys - crippled with only a few equipment
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slots, but share some of the alien's durability.
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To get rid of the slime, you can weld it, taze/laser it, set it on fire, blow it up or get the janitor
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to clean it up, or just beat the shit out of it (which takes ages).
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[11:32] <&Rick> nah dont let it wear clothing
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[11:32] <&Rick> but have alien items that replace suit functions
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[11:32] <&Rick> like an item that lets them walk around in space with no penalty
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[11:32] <&Nannek> yeah cool
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[11:33] <&Nannek> thinking making it breathe plasma or would that make the aliens life too hard
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[11:33] <&Rick> hmm
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[11:33] <&Rick> maybe breathing plasma benefit it
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[11:33] <&Rick> but not required
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[11:33] <&Nannek> yeah makes them stronger/faster or something
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[11:33] <&Rick> like have stamina or something that recharges when the alien is breathing plasma
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[11:33] <&Nannek> which in turn lets it uses special alien abilities
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[11:34] <&Rick> if theres something the alien should be able to wear
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[11:34] <&Rick> is a full human skin body suit
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[11:34] <&Nannek> oh
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[11:34] <&Rick> make it so you can skin dead people
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[11:34] <&Nannek> that could be fun
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[11:34] <&Rick> 8)
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[11:34] <&Rick> but no clothing even if wearing a human suit
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[11:34] <&Nannek> then they can pretend to be the human for a limited time before the suit rips apart
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[11:35] <&Rick> yeah
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[11:35] <&Nannek> thinking not letting aliens understand humans and vice versa
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[11:35] <&Rick> that would be hilarious
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[11:35] <&Rick> have a universal translator item
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[11:35] <&Rick> so if the alien loses it
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[11:35] <&Rick> they lose being able to communicate
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[11:35] <&Nannek> kk
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*/
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//This is fine right now, if we're adding organ specific damage this needs to be updated
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/mob/living/carbon/alien/larva/New()
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spawn (1)
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@@ -383,7 +330,8 @@ to clean it up, or just beat the shit out of it (which takes ages).
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return
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/mob/living/carbon/alien/larva/attack_paw(mob/M as mob)
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/mob/living/carbon/alien/larva/attack_paw(mob/living/carbon/monkey/M as mob)
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if(istype(M, /mob/living/carbon/alien)) return//Quick fix since these display double for aliens when they interact with aliens.
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if (M.a_intent == "help")
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src.sleeping = 0
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src.resting = 0
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@@ -391,7 +339,7 @@ to clean it up, or just beat the shit out of it (which takes ages).
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if (src.stunned >= 3) src.stunned -= 3
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if (src.weakened >= 3) src.weakened -= 3
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for(var/mob/O in viewers(src, null))
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O.show_message(text("\blue [M.name] shakes [src] trying to wake him up!", ), 1)
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O.show_message(text("\blue [M.name] shakes [src] trying to wake it up!", ), 1)
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else
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if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
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return
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@@ -502,7 +450,36 @@ to clean it up, or just beat the shit out of it (which takes ages).
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return
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return
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//Aliens attacking each other is defined in the humanoid.dm file.
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/mob/living/carbon/alien/larva/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
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if (!ticker)
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M << "You cannot attack people before the game has started."
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return
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if (istype(src.loc, /turf) && istype(src.loc.loc, /area/start))
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M << "No attacking people at spawn, you jackass."
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return
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..()
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if (M.a_intent == "help")
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src.sleeping = 0
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src.resting = 0
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if (src.paralysis >= 3) src.paralysis -= 3
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if (src.stunned >= 3) src.stunned -= 3
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if (src.weakened >= 3) src.weakened -= 3
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for(var/mob/O in viewers(src, null))
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O.show_message(text("\blue [M.name] nuzzles [] trying to wake it up!", src), 1)
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else
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if (src.health > 0)
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var/damage = rand(1, 3)
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for(var/mob/O in viewers(src, null))
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O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
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src.bruteloss += damage
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src.updatehealth()
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else
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M << "\green <B>[src.name] is too injured for that.</B>"
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return
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/mob/living/carbon/alien/larva/restrained()
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return 0
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