-Fixed carp chasing their target around when dead

-Deleted the old /obj/item/weapon/'grenade', there's standardized stuff now, and the old shit doesn't even work. Waste of space, 0/10 would delete again.
-Fixed clusterbangs. Honk

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4426 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
sieve32@gmail.com
2012-08-16 02:06:43 +00:00
parent a2b7a485ab
commit f0ed7dc198
4 changed files with 87 additions and 546 deletions
+24 -1
View File
@@ -42,7 +42,30 @@
var/mob/living/target_mob //Once the bear enters attack stance, it will try to chase this mob. This it to prevent it changing it's mind between multiple mobs.
/mob/living/simple_animal/carp/Life()
..()
if(stat == DEAD)
walk(src,0)//STOP FUCKING MOVING GODDAMN
if(health > 0)
icon_state = icon_living
dead_mob_list -= src
living_mob_list += src
stat = CONSCIOUS
density = 1
return
if(health < 1)
Die()
if(health > maxHealth)
health = maxHealth
if(!ckey && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
if(!(stop_automated_movement_when_pulled && pulledby)) //Soma animals don't move when pulled
Move(get_step(src,pick(cardinal)))
turns_since_move = 0
if(!stat)
switch(stance)