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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 22:17:32 +01:00
Updated space carp, walking mushrooms and killer tomatos to use simple_animal instead of critter code.
Notify me if any issues with them, or any simple_animal arise. Fixed a few issues with space bears. Slightly improved teleporter code, and did a few misc runtime fixes. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4258 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -2,16 +2,16 @@
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#define BEAR_STANCE_ALERT 2
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#define BEAR_STANCE_ATTACK 3
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#define BEAR_STANCE_ATTACKING 4
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#define BEAR_STANCE_TIRED 4
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#define BEAR_STANCE_TIRED 5
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//Space bears!
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/mob/living/simple_animal/bear
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name = "space bear"
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desc = "RawrRawr!!"
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icon = 'icons/mob/mob.dmi'
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icon_state = "bearspace"
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icon_living = "bearspace"
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icon_dead = "bear_d"
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icon_state = "bear"
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icon_living = "bear"
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icon_dead = "bear_dead"
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icon_gib = "bear_gib"
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speak = list("RAWR!","Rawr!","GRR!","Growl!")
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speak_emote = list("growls", "roars")
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emote_hear = list("rawrs","grumbles","grawls")
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@@ -25,6 +25,7 @@
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response_harm = "pokes the"
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stop_automated_movement_when_pulled = 0
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maxHealth = 60
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health = 60
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//Space bears aren't affected by atmos.
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@@ -53,8 +54,8 @@
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..()
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if(!stat)
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if( loc && istype(loc,/turf/space) )
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icon_state = "bearspace"
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if(loc && istype(loc,/turf/space))
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icon_state = "bear"
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else
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icon_state = "bearfloor"
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@@ -111,12 +112,12 @@
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stance = BEAR_STANCE_ALERT
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stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
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return
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if( !(target_mob in viewers(7,src)) )
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if(!(target_mob in viewers(7,src)))
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stance = BEAR_STANCE_ALERT
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stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
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target_mob = null
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return
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if( get_dist(src, target_mob) <= 1 ) //Attacking
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if(get_dist(src, target_mob) <= 1) //Attacking
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emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
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var/damage = rand(20,30)
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@@ -130,7 +131,7 @@
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var/mob/living/L = target_mob
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L.adjustBruteLoss(damage)
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if( stance_step >= 20 ) //attacks for 20 ticks, then it gets tired and needs to rest
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if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
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emote( "is worn out and needs to rest" )
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stance = BEAR_STANCE_TIRED
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stance_step = 0
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@@ -160,5 +161,5 @@
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target_mob = M
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..()
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/mob/living/simple_animal/bear/Process_Spacemove(var/check_drift = 0)
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/mob/living/simple_animal/carp/Process_Spacemove(var/check_drift = 0)
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return //No drifting in space for space bears!
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@@ -0,0 +1,93 @@
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#define CARP_STANCE_IDLE 1
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#define CARP_STANCE_ATTACK 2
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#define CARP_STANCE_ATTACKING 3
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/mob/living/simple_animal/carp
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name = "space carp"
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desc = "A ferocious, fang-bearing creature that resembles a fish."
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icon_state = "carp"
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icon_living = "carp"
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icon_dead = "carp_dead"
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icon_gib = "carp_gib"
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speak_chance = 0
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turns_per_move = 5
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/carpmeat
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response_help = "pets the"
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response_disarm = "gently pushes aside the"
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response_harm = "hits the"
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stop_automated_movement_when_pulled = 0
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maxHealth = 25
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health = 25
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harm_intent_damage = 8
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melee_damage_lower = 5
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melee_damage_upper = 15
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attacktext = "bites"
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attack_sound = 'bite.ogg'
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//Space carp aren't affected by atmos.
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min_oxy = 0
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max_oxy = 0
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min_tox = 0
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max_tox = 0
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min_co2 = 0
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max_co2 = 0
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min_n2 = 0
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max_n2 = 0
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var/stance = CARP_STANCE_IDLE //Used to determine behavior
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var/stance_step = 0 //Used to delay checks depending on what stance the bear is in
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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.
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/mob/living/simple_animal/carp/Life()
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..()
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if(!stat)
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switch(stance)
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if(CARP_STANCE_IDLE)
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stop_automated_movement = 0
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stance_step++
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if(stance_step > 5)
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stance_step = 0
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for( var/mob/living/L in viewers(7,src) )
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if(iscarp(L)) continue
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if(!L.stat)
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emote("gnashes at [L]")
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stance = CARP_STANCE_ATTACK
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target_mob = L
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break
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if(CARP_STANCE_ATTACK) //This one should only be active for one tick
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stop_automated_movement = 1
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if(!target_mob || target_mob.stat)
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stance = CARP_STANCE_IDLE
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stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
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if(target_mob in viewers(7,src))
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walk_to(src, target_mob, 1, 3)
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stance = CARP_STANCE_ATTACKING
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stance_step = 0
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if(CARP_STANCE_ATTACKING)
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stop_automated_movement = 1
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stance_step++
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if(!target_mob || target_mob.stat)
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stance = CARP_STANCE_IDLE
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stance_step = 3 //Make it very alert, so it quickly attacks again if a mob returns
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target_mob = null
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return
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if(!(target_mob in viewers(7,src)))
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stance = CARP_STANCE_IDLE
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stance_step = 1
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target_mob = null
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return
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if(get_dist(src, target_mob) <= 1) //Attacking
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if(isliving(target_mob))
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var/mob/living/L = target_mob
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L.attack_animal(src)
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if(prob(10))
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L.Weaken(5)
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L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
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/mob/living/simple_animal/carp/Process_Spacemove(var/check_drift = 0)
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return //No drifting in space for space carp! //original comments do not steal
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@@ -2,7 +2,6 @@
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/mob/living/simple_animal/cat
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name = "cat"
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desc = "Kitty!!"
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icon = 'icons/mob/mob.dmi'
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icon_state = "cat"
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icon_living = "cat"
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icon_dead = "cat_dead"
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@@ -35,7 +34,7 @@
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for(var/mob/living/simple_animal/mouse/M in view(1,src))
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if(!M.stat)
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M.splat()
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emote("SPLATS \the [M]")
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emote("splats \the [M]")
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movement_target = null
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stop_automated_movement = 0
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break
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@@ -3,7 +3,6 @@
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name = "\improper corgi"
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real_name = "corgi"
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desc = "It's a corgi."
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icon = 'icons/mob/mob.dmi'
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icon_state = "corgi"
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icon_living = "corgi"
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icon_dead = "corgi_dead"
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@@ -1,9 +1,7 @@
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//Look Sir, free crabs!
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/mob/living/simple_animal/crab
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name = "crab"
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real_name = "crab"
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desc = "Free crabs!"
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icon = 'icons/mob/mob.dmi'
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icon_state = "crab"
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icon_living = "crab"
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icon_dead = "crab_dead"
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@@ -1,12 +1,14 @@
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/mob/living/simple_animal
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name = "animal"
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icon = 'icons/mob/animal.dmi'
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var/icon_living = ""
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var/icon_dead = ""
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var/icon_gib = null //We only try to show a gibbing animation if this exists.
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maxHealth = 20
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var/list/speak = list()
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var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
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var/speak_chance = 0
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var/list/emote_hear = list() //EHearable emotes
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var/list/emote_hear = list() //Hearable emotes
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var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
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health = 20
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var/turns_per_move = 1
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@@ -232,6 +234,8 @@
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..()
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/mob/living/simple_animal/gib()
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if(icon_gib)
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flick(icon_gib, src)
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if(meat_amount && meat_type)
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for(var/i = 0; i < meat_amount; i++)
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new meat_type(src.loc)
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@@ -272,13 +276,13 @@
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switch(M.a_intent)
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if ("help")
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if("help")
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if (health > 0)
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message("\blue [M] [response_help] [src]")
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if ("grab")
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if("grab")
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if (M == src)
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return
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if (nopush)
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@@ -297,13 +301,13 @@
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
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if ("hurt")
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if("hurt")
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health -= harm_intent_damage
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message("\red [M] [response_harm] [src]")
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if ("disarm")
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if("disarm")
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message("\blue [M] [response_disarm] [src]")
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@@ -325,6 +329,13 @@
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M.show_message("\blue [user] applies the [MED] on [src]")
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else
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user << "\blue this [src] is dead, medical items won't bring it back to life."
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if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.
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if(istype(O, /obj/item/weapon/kitchenknife) || istype(O, /obj/item/weapon/butch))
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new meat_type (get_turf(src))
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if(prob(95))
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del(src)
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return
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gib()
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else
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if(O.force)
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health -= O.force
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@@ -1,8 +1,6 @@
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//Mouse
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/mob/living/simple_animal/mouse
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name = "mouse"
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desc = "It's a nasty, ugly, evil, disease-ridden rodent."
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icon = 'icons/mob/mob.dmi'
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icon_state = "mouse_gray"
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icon_living = "mouse_gray"
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icon_dead = "mouse_gray_dead"
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@@ -0,0 +1,14 @@
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/mob/living/simple_animal/mushroom
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name = "walking mushroom"
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desc = "It's a massive mushroom... with legs?"
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icon_state = "mushroom"
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icon_living = "mushroom"
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icon_dead = "mushroom_dead"
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speak_chance = 0
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turns_per_move = 1
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health = 5
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice
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response_help = "pets the"
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response_disarm = "gently pushes aside the"
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response_harm = "whacks the"
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harm_intent_damage = 5
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@@ -0,0 +1,16 @@
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/mob/living/simple_animal/tomato
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name = "tomato"
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desc = "It's a horrifyingly enormous beef tomato, and it's packing extra beef!"
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icon_state = "tomato"
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icon_living = "tomato"
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icon_dead = "tomato_dead"
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speak_chance = 0
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turns_per_move = 5
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health = 15
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/tomatomeat
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response_help = "prods the"
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response_disarm = "pushes aside the"
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response_harm = "smacks the"
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harm_intent_damage = 5
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/mob/living/simple_animal/tomato
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@@ -70,6 +70,11 @@
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return 1
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return 0
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/proc/iscarp(A)
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if(istype(A, /mob/living/simple_animal/carp))
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return 1
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return 0
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/proc/isAI(A)
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if(istype(A, /mob/living/silicon/ai))
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return 1
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