Merge branch 'organremoval' of https://github.com/Zuhayr/Baystation12 into dev

First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
This commit is contained in:
Zuhayr
2014-09-29 00:40:24 +09:30
parent 786e67e94b
commit 223bd86f18
172 changed files with 4201 additions and 7456 deletions

View File

@@ -225,38 +225,6 @@ proc/cmd_admin_mute(mob/M as mob, mute_type, automute = 0)
IonStorm(0)
feedback_add_details("admin_verb","ION") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//I use this proc for respawn character too. /N
/proc/create_xeno(ckey)
if(!ckey)
var/list/candidates = list()
for(var/mob/M in player_list)
if(M.stat != DEAD) continue //we are not dead!
if(!M.client.prefs.be_special & BE_ALIEN) continue //we don't want to be an alium
if(M.client.is_afk()) continue //we are afk
if(M.mind && M.mind.current && M.mind.current.stat != DEAD) continue //we have a live body we are tied to
candidates += M.ckey
if(candidates.len)
ckey = input("Pick the player you want to respawn as a xeno.", "Suitable Candidates") as null|anything in candidates
else
usr << "<font color='red'>Error: create_xeno(): no suitable candidates.</font>"
if(!istext(ckey)) return 0
var/alien_caste = input(usr, "Please choose which caste to spawn.","Pick a caste",null) as null|anything in list("Queen","Hunter","Sentinel","Drone","Larva")
var/obj/effect/landmark/spawn_here = xeno_spawn.len ? pick(xeno_spawn) : pick(latejoin)
var/mob/living/carbon/alien/new_xeno
switch(alien_caste)
if("Queen") new_xeno = new /mob/living/carbon/alien/humanoid/queen(spawn_here)
if("Hunter") new_xeno = new /mob/living/carbon/alien/humanoid/hunter(spawn_here)
if("Sentinel") new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(spawn_here)
if("Drone") new_xeno = new /mob/living/carbon/alien/humanoid/drone(spawn_here)
if("Larva") new_xeno = new /mob/living/carbon/alien/larva(spawn_here)
else return 0
new_xeno.ckey = ckey
message_admins("\blue [key_name_admin(usr)] has spawned [ckey] as a filthy xeno [alien_caste].", 1)
return 1
/*
Allow admins to set players to be able to respawn/bypass 30 min wait, without the admin having to edit variables directly
Ccomp's first proc.
@@ -376,9 +344,6 @@ Ccomp's first proc.
log_admin("[key_name(usr)] has [action] on joining the round if they use AntagHUD")
message_admins("Admin [key_name_admin(usr)] has [action] on joining the round if they use AntagHUD", 1)
/*
If a guy was gibbed and you want to revive him, this is a good way to do so.
Works kind of like entering the game with a new character. Character receives a new mind if they didn't have one.
@@ -406,32 +371,9 @@ Traitors and the like can also be revived with the previous role mostly intact.
return
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
//Check if they were an alien
if(G_found.mind.assigned_role=="Alien")
if(alert("This character appears to have been an alien. Would you like to respawn them as such?",,"Yes","No")=="Yes")
var/turf/T
if(xeno_spawn.len) T = pick(xeno_spawn)
else T = pick(latejoin)
var/mob/living/carbon/alien/new_xeno
switch(G_found.mind.special_role)//If they have a mind, we can determine which caste they were.
if("Hunter") new_xeno = new /mob/living/carbon/alien/humanoid/hunter(T)
if("Sentinel") new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(T)
if("Drone") new_xeno = new /mob/living/carbon/alien/humanoid/drone(T)
if("Queen") new_xeno = new /mob/living/carbon/alien/humanoid/queen(T)
else//If we don't know what special role they have, for whatever reason, or they're a larva.
create_xeno(G_found.ckey)
return
//Now to give them their mind back.
G_found.mind.transfer_to(new_xeno) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_xeno.key = G_found.key
new_xeno << "You have been fully respawned. Enjoy the game."
message_admins("\blue [key_name_admin(usr)] has respawned [new_xeno.key] as a filthy xeno.", 1)
return //all done. The ghost is auto-deleted
//check if they were a monkey
else if(findtext(G_found.real_name,"monkey"))
if(findtext(G_found.real_name,"monkey"))
if(alert("This character appears to have been a monkey. Would you like to respawn them as such?",,"Yes","No")=="Yes")
var/mob/living/carbon/monkey/new_monkey = new(pick(latejoin))
G_found.mind.transfer_to(new_monkey) //be careful when doing stuff like this! I've already checked the mind isn't in use
@@ -440,8 +382,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
message_admins("\blue [key_name_admin(usr)] has respawned [new_monkey.key] as a filthy xeno.", 1)
return //all done. The ghost is auto-deleted
//Ok, it's not a xeno or a monkey. So, spawn a human.
//Ok, it's not a monkey. So, spawn a human.
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
var/datum/data/record/record_found //Referenced to later to either randomize or not randomize the character.