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* fixes * fuck my stupid chungus life * Minion limit, heal fix, dead sac fix * cooldown, no sacrificing star gazer or ascended alive heretics * blade debuff * oopsy * Update tgui.bundle.js * map diff bot what ya doing * fuck that chat spam * lets heretic armour hold a haunted longsword * why not it makes sense * do_after * god I hate this bullshit * other lewc stuff * push * heretic id card fix * she tg on my ui till I css * yes * spent * fix / ipc buff (real)™️ * moderate again * revert * no reserve * bringing up to master * update map files to master * didnt replace centcomm * beginning some rebalancing * aggressive spread tweaks * lots of tweaks and fixes * trying to un-key the maps * maybe this time * this time???? * oops * sql fix * basicmob conversion * paintings! and a critical influence fix * rust + tweaks * monster tweak * small change * removing this * more tweaks. no more dusting * added some examine_more * flower seeds * various tweaks. more to come * no more conduit spacing * fixed some dumb stuff * silly stuff * its always prettier * bugfixes and linters * linters, wow * oops * bah * linter * fuck you * temp check * hidden influence drain * influence visible message * tweak fix * void cloak bugfix * small fixes * fixes * do_after_once broken * fixes and tweaks * heretic blade potential fix + sacrifice changes * batch of fixes * tiny tweak * rebuilt TGUI * no greentext + rerolls * logging + bugfix * unused var * small fix * various fixes * comment * projectile change * tgui rebuild * tgui bundle redo * rune issue solved * influence visible now * fix ui reloading * new moon ascension + fixes + icons * tweaks, species sprites * tgui rebuild * small tweak + linter * harvester icon tweak * spans * fixes and tweaks * caretaker nerf + tweaks * potential fix for knowledge * roller fix * mad mask * Update tgui.bundle.js * void phase tweak * Update tgui.bundle.js * misc tweaks * fix heretic not retargeting correctly with cryo * simplify logic * this is better * lots of fixes and tweaks * Update tgui.bundle.js * linter * linter * fireshark and greyscale insanity * fish * Update tgui.bundle.js * linter * linter * tgui * no window shopping * fish fix * tgui rebundle * moon smile runtime fix * various fixes * sacrifice fixes * insanity is easier now, madness mask changes. * bugfixing + teleport change * linters + tweaks * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> --------- Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Paul <pmerkamp@gmail.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
51 lines
1.7 KiB
Plaintext
51 lines
1.7 KiB
Plaintext
/**
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* ## death gases element!
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*
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* Bespoke element that spawns one type of gas when a mob is killed
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*/
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/datum/element/death_gases
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 3
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///What gas the target spawns when killed
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var/list/gas_types = list(SPAWN_GAS_PLASMA = 50)
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/datum/element/death_gases/Attach(datum/target, list/gas_types)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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if(!gas_types)
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stack_trace("[type] added to [target] with NO GAS TYPE.")
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return ELEMENT_INCOMPATIBLE
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src.gas_types = gas_types
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RegisterSignal(target, COMSIG_MOB_DEATH, PROC_REF(on_death))
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/datum/element/death_gases/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, COMSIG_MOB_DEATH)
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///signal called by the stat of the target changing
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/datum/element/death_gases/proc/on_death(mob/living/target, gibbed)
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SIGNAL_HANDLER
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var/datum/gas_mixture/mix_to_spawn = new()
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for(var/gas_to_add in gas_types)
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switch(gas_to_add)
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if(SPAWN_GAS_NITROGEN)
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mix_to_spawn.set_nitrogen(gas_types[SPAWN_GAS_NITROGEN])
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if(SPAWN_GAS_OXYGEN)
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mix_to_spawn.set_oxygen(gas_types[SPAWN_GAS_OXYGEN])
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if(SPAWN_GAS_N2O)
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mix_to_spawn.sleeping_agent(gas_types[SPAWN_GAS_N2O])
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if(SPAWN_GAS_CO2)
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mix_to_spawn.set_carbon_dioxide(gas_types[SPAWN_GAS_CO2])
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if(SPAWN_GAS_PLASMA)
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mix_to_spawn.set_toxins(gas_types[SPAWN_GAS_PLASMA])
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if(SPAWN_GAS_AGENTB)
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mix_to_spawn.set_agent_b(gas_types[SPAWN_GAS_AGENTB])
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if(SPAWN_GAS_HYDROGEN)
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mix_to_spawn.set_hydrogen(gas_types[SPAWN_GAS_HYDROGEN])
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if(SPAWN_GAS_WATER)
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mix_to_spawn.set_water_vapor(gas_types[SPAWN_GAS_WATER])
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mix_to_spawn.set_temperature(T20C)
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var/turf/turf = get_turf(target)
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turf.blind_release_air(mix_to_spawn)
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