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* Lets get this show on the road
* Now were talking
* These matter
* Oh the joys of CI testing
* And this
* Wrong version
* Tweaks
* More tweaks
* Lets document this
* This too
* Upgrades this
* Fixed some sanity issues
* This too
* Screw it, this too
* More sanity
* And these
* This too
* Documentation
* This too
* Fixes **awful** scoreboard logic
* Why do we care about only half-absorbing someone
* Revert "Why do we care about only half-absorbing someone"
This reverts commit 8de1cfdf05.
* Refactors these
* Hashing
* Moxian tweaks
76 lines
1.7 KiB
Plaintext
76 lines
1.7 KiB
Plaintext
/mob/living/silicon/robot/gib()
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if(!death(TRUE) && stat != DEAD)
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return FALSE
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//robots don't die when gibbed. instead they drop their MMI'd brain
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var/atom/movable/overlay/animation = null
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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animation = new(loc)
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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playsound(src.loc, 'sound/goonstation/effects/robogib.ogg', 50, 1)
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flick("gibbed-r", animation)
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robogibs(loc)
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GLOB.alive_mob_list -= src
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GLOB.dead_mob_list -= src
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QDEL_IN(animation, 15)
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QDEL_IN(src, 15)
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return TRUE
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/mob/living/silicon/robot/dust()
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if(!death(TRUE) && stat != DEAD)
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return FALSE
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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if(mmi)
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qdel(mmi) //Delete the MMI first so that it won't go popping out.
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GLOB.dead_mob_list -= src
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QDEL_IN(src, 15)
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return TRUE
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/mob/living/silicon/robot/dust_animation()
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var/atom/movable/overlay/animation = null
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animation = new(loc)
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick("dust-r", animation)
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new /obj/effect/decal/remains/robot(loc)
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QDEL_IN(animation, 15)
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/mob/living/silicon/robot/death(gibbed)
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if(can_die())
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if(!gibbed && deathgasp_on_death)
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emote("deathgasp", force = TRUE)
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if(module)
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module.handle_death(src, gibbed)
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// Only execute the below if we successfully died
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. = ..(gibbed)
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if(!.)
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return FALSE
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diag_hud_set_status()
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diag_hud_set_health()
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if(camera)
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camera.status = 0
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update_headlamp(1) //So borg lights are disabled when killed.
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if(in_contents_of(/obj/machinery/recharge_station))//exit the recharge station
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var/obj/machinery/recharge_station/RC = loc
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RC.go_out()
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update_icons()
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SSblackbox.ReportDeath(src)
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