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synced 2026-07-20 19:44:09 +01:00
Some hallucination updates. Should make fake attackers work better, and allowed more than one to occur at once. Also: Health properly updates with halloss, which was an oversight on my part.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3330 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -166,7 +166,7 @@ mob/living/carbon/proc/handle_hallucinations()
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if(71 to 72)
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//Fake death
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// src.sleeping_willingly = 1
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src.sleeping = 1
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src.sleeping = 20
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hal_crit = 1
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hal_screwyhud = 1
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spawn(rand(50,100))
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@@ -264,7 +264,7 @@ proc/check_panel(mob/M)
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my_target.hallucinations -= src
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del(src)
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step_away(src,my_target,2)
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processing_objects.Add(src)
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spawn attack_loop()
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proc/updateimage()
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@@ -286,34 +286,36 @@ proc/check_panel(mob/M)
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my_target << currentimage
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process()
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if(src.health < 0)
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collapse()
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return
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if(get_dist(src,my_target) > 1)
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src.dir = get_dir(src,my_target)
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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if(weapon_name)
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my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg'))
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my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'))
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my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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proc/attack_loop()
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while(1)
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sleep(rand(5,10))
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if(src.health < 0)
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collapse()
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continue
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if(get_dist(src,my_target) > 1)
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src.dir = get_dir(src,my_target)
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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if(weapon_name)
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my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg'))
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my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'))
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my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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if(prob(15))
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step_away(src,my_target,2)
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if(prob(15))
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step_away(src,my_target,2)
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proc/collapse()
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collapse = 1
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