//Travel through pools of blood. Slaughter Demon powers for everyone! #define BLOODCRAWL 1 #define BLOODCRAWL_EAT 2 /mob/living/proc/phaseout(var/obj/effect/decal/cleanable/B) var/mob/living/kidnapped = null var/turf/mobloc = get_turf(src.loc) var/turf/bloodloc = get_turf(B.loc) if(Adjacent(bloodloc)) src.notransform = TRUE spawn(0) src.visible_message("[src] sinks into [B].") playsound(get_turf(src), 'sound/misc/enter_blood.ogg', 100, 1, -1) var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter( mobloc ) var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc ) animation.name = "odd blood" animation.density = 0 animation.anchored = 1 animation.icon = 'icons/mob/mob.dmi' animation.icon_state = "jaunt" animation.layer = 5 animation.master = holder animation.dir = src.dir src.ExtinguishMob() if(src.buckled) src.buckled.unbuckle() if(src.pulling && src.bloodcrawl == BLOODCRAWL_EAT) if(istype(src.pulling, /mob/living/)) var/mob/living/victim = src.pulling if(victim.stat == CONSCIOUS) src.visible_message("[victim] kicks free of \the [src] at the last second!") else victim.loc = holder///holder src.visible_message("\The [src] drags [victim] into [B]!") kidnapped = victim flick("jaunt",animation) src.loc = holder src.holder = holder if(kidnapped) src << "You begin to feast on [kidnapped]. You can not move while you are doing this." src.visible_message("Loud eating sounds come from the blood...") sleep(6) if (animation) qdel(animation) playsound(get_turf(src),'sound/misc/Demon_consume.ogg', 100, 1) sleep(30) playsound(get_turf(src),'sound/misc/Demon_consume.ogg', 100, 1) sleep(30) playsound(get_turf(src),'sound/misc/Demon_consume.ogg', 100, 1) sleep(30) src << "You devour [kidnapped]. Your health is fully restored." src.adjustBruteLoss(-1000) src.adjustFireLoss(-1000) src.adjustOxyLoss(-1000) src.adjustToxLoss(-1000) kidnapped.ghostize() qdel(kidnapped) if (istype(src, /mob/living/simple_animal/slaughter)) //rason, do not want humans to get this var/mob/living/simple_animal/slaughter/demon = src demon.devoured++ else sleep(6) if (animation) qdel(animation) src.notransform = 0 /mob/living/proc/phasein(var/obj/effect/decal/cleanable/B) if(src.notransform) src << "Finish eating first!" else var/atom/movable/overlay/animation = new /atom/movable/overlay( B.loc ) animation.name = "odd blood" animation.density = 0 animation.anchored = 1 animation.icon = 'icons/mob/mob.dmi' animation.icon_state = "jauntup" //Paradise Port:I reversed the jaunt animation so it looks like its rising up animation.layer = 5 animation.master = B.loc animation.dir = src.dir flick("jauntup",animation) src.loc = B.loc src.client.eye = src if (prob(25)) var/list/voice = list('sound/hallucinations/behind_you1.ogg','sound/hallucinations/im_here1.ogg','sound/hallucinations/turn_around1.ogg','sound/hallucinations/i_see_you1.ogg') playsound(get_turf(src), pick(voice),50, 1, -1) src.visible_message("\The [src] rises out of \the [B]!") playsound(get_turf(src), 'sound/misc/exit_blood.ogg', 100, 1, -1) qdel(src.holder) src.holder = null sleep(6) if(animation) qdel(animation) /obj/effect/decal/cleanable/blood/CtrlClick(mob/living/user) ..() if(user.bloodcrawl) if(user.holder) user.phasein(src) else user.phaseout(src) /obj/effect/decal/cleanable/trail_holder/CtrlClick(mob/living/user) ..() if(user.bloodcrawl) if(user.holder) user.phasein(src) else user.phaseout(src) /turf/CtrlClick(var/mob/living/user) ..() if(user.bloodcrawl) for(var/obj/effect/decal/cleanable/B in src.contents) if(istype(B, /obj/effect/decal/cleanable/blood) || istype(B, /obj/effect/decal/cleanable/trail_holder)) if(user.holder) user.phasein(B) break else user.phaseout(B) break /obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow name = "odd blood" icon = 'icons/effects/effects.dmi' icon_state = "nothing" var/canmove = 1 density = 0 anchored = 1 /obj/effect/dummy/slaughter/relaymove(var/mob/user, direction) if (!src.canmove || !direction) return var/turf/newLoc = get_step(src,direction) loc = newLoc src.canmove = 0 spawn(1) src.canmove = 1 /obj/effect/dummy/slaughter/ex_act(severity) return 1 /obj/effect/dummy/slaughter/bullet_act(blah) return /obj/effect/dummy/slaughter/singularity_act(blah) return