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fix: dupe corpse nullspace spawning (#27145)
* fix: dupe corpse nullspace spawning * remove unused defines too
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@@ -4,11 +4,6 @@
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// To do: Allow customizing the bodies appearance (they're all bald and white right now).
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/// this mob spawn creates the corpse instantly
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#define CORPSE_INSTANT 1
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/// this mob spawn creates the corpse during GAME_STATE_PLAYING
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#define CORPSE_ROUNDSTART 2
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/obj/effect/mob_spawn
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name = "Unknown"
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density = TRUE
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@@ -697,25 +692,11 @@
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/// these mob spawn subtypes trigger immediately (New or Initialize) and are not player controlled... since they're dead, you know?
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/obj/effect/mob_spawn/corpse
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/// when this mob spawn should auto trigger.
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var/spawn_when = CORPSE_INSTANT
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/// what environmental storytelling script should this corpse have
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var/corpse_description = ""
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/// optionally different text to display if the target is a clown
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var/naive_corpse_description = ""
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/obj/effect/mob_spawn/corpse/Initialize(mapload, no_spawn)
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. = ..()
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if(no_spawn)
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return
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switch(spawn_when)
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if(CORPSE_INSTANT)
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INVOKE_ASYNC(src, PROC_REF(create))
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if(CORPSE_ROUNDSTART)
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if(mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))
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INVOKE_ASYNC(src, PROC_REF(create))
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/obj/effect/mob_spawn/corpse/special(mob/living/spawned_mob)
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. = ..()
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spawned_mob.death(TRUE)
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@@ -737,7 +718,3 @@
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icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
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icon_state = "goliath_dead"
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pixel_x = -12
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#undef CORPSE_INSTANT
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#undef CORPSE_ROUNDSTART
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