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Merge remote-tracking branch 'upstream/dev-freeze' into dev
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@@ -83,18 +83,7 @@
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/mob/dead/attackby(obj/item/W, mob/user)
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if(istype(W,/obj/item/weapon/book/tome))
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var/mob/dead/M = src
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if(src.invisibility != 0)
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M.invisibility = 0
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user.visible_message( \
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"\red [user] drags ghost, [M], to our plan of reality!", \
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"\red You drag [M] to our plan of reality!" \
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)
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else
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user.visible_message ( \
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"\red [user] just tried to smash his book into that ghost! It's not very effective", \
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"\red You get the feeling that the ghost can't become any more visible." \
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)
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M.manifest(user)
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/mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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return 1
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@@ -556,9 +545,23 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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usr.visible_message("<span class='deadsay'><b>[src]</b> points to [A]</span>")
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return 1
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/mob/dead/proc/manifest()
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verbs += /mob/dead/proc/toggle_visibility
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toggle_visibility()
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/mob/dead/proc/manifest(mob/user)
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var/is_manifest = 0
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if(!is_manifest)
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is_manifest = 1
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verbs += /mob/dead/proc/toggle_visibility
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if(src.invisibility != 0)
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user.visible_message( \
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"<span class='warning'>[user] drags ghost, [src], to our plan of reality!</span>", \
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"<span class='warning'>You drag [src] to our plan of reality!</span>" \
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)
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toggle_visibility(1)
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else
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user.visible_message ( \
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"<span class='warning'>[user] just tried to smash his book into that ghost! It's not very effective.</span>", \
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"<span class='warning'>You get the feeling that the ghost can't become any more visible.</span>" \
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)
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/mob/dead/proc/toggle_icon(var/icon)
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if(!client)
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@@ -574,22 +577,21 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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var/image/J = image('icons/mob/mob.dmi', loc = src, icon_state = icon)
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client.images += J
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/mob/dead/proc/toggle_visibility()
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/mob/dead/proc/toggle_visibility(var/forced = 0)
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set category = "Ghost"
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set name = "Toggle Visibility"
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set desc = "Allows you to turn (in)visible (almost) at will."
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var/toggled_invisible
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if(invisibility && world.time < toggled_invisible + 600)
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if(!forced && invisibility && world.time < toggled_invisible + 600)
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src << "You must gather strength before you can turn visible again..."
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return
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if(invisibility == 0)
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toggled_invisible = world.time
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visible_message("<span class='emote'>It fades from sight...</span>", "<span class='info'>You are now invisible</span>")
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visible_message("<span class='emote'>It fades from sight...</span>", "<span class='info'>You are now invisible.</span>")
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else
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src << "<span class='info'>You are now visible</span>"
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src << "<span class='info'>You are now visible!</span>"
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invisibility = invisibility == INVISIBILITY_OBSERVER ? 0 : INVISIBILITY_OBSERVER
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// Give the ghost a cult icon which should be visible only to itself
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@@ -88,8 +88,12 @@
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if(wrapped) //Already have an item.
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//Temporary put wrapped into user so target's attackby() checks pass.
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wrapped.loc = user
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//Pass the attack on to the target. This might delete/relocate wrapped.
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wrapped.afterattack(target,user)
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var/resolved = target.attackby(wrapped,user)
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if(!resolved && wrapped && target)
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wrapped.afterattack(target,user,1)
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//If wrapped was neither deleted nor put into target, put it back into the gripper.
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if(wrapped && user && (wrapped.loc == user))
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wrapped.loc = src
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@@ -89,17 +89,17 @@
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/mob/living/simple_animal/hostile/proc/AttackingTarget()
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if(!Adjacent(target_mob))
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return
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//if(isliving(target_mob))
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//var/mob/living/L = target_mob
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//L.attack_animal(src)
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//return L
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//if(istype(target_mob,/obj/mecha))
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//var/obj/mecha/M = target_mob
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//M.attack_animal(src)
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//return M
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//if(istype(target_mob,/obj/machinery/bot))
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//var/obj/machinery/bot/B = target_mob
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//B.attack_animal(src)
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if(isliving(target_mob))
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var/mob/living/L = target_mob
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L.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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return L
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if(istype(target_mob,/obj/mecha))
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var/obj/mecha/M = target_mob
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M.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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return M
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if(istype(target_mob,/obj/machinery/bot))
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var/obj/machinery/bot/B = target_mob
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B.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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/mob/living/simple_animal/hostile/proc/LoseTarget()
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stance = HOSTILE_STANCE_IDLE
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@@ -193,10 +193,10 @@
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/mob/living/simple_animal/hostile/proc/DestroySurroundings()
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if(prob(break_stuff_probability))
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for(var/dir in cardinal) // North, South, East, West
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//for(var/obj/structure/window/obstacle in get_step(src, dir))
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//if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order
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//obstacle.attack_animal(src)
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//return
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//var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
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//if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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//obstacle.attack_animal(src)
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for(var/obj/structure/window/obstacle in get_step(src, dir))
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if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order
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obstacle.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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return
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var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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obstacle.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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