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Polaris/code/modules/mob/dead/corpse.dm
klorpa f445ffde0a Spelling Fixes (#8973)
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* OtherTypos
2023-04-08 21:39:28 -08:00

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//Meant for simple animals to drop lootable human bodies.
//If someone can do this in a neater way, be my guest-Kor
//This has to be separate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/landmark/mobcorpse
name = "Unknown"
var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
var/corpsesuit = null
var/corpseshoes = null
var/corpsegloves = null
var/corpseradio = null
var/corpseglasses = null
var/corpsemask = null
var/corpsehelmet = null
var/corpsebelt = null
var/corpsepocket1 = null
var/corpsepocket2 = null
var/corpseback = null
var/corpseid = 0 //Just set to 1 if you want them to have an ID
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
var/corpseidicon = null //For setting it to be a gold, silver, CentCom etc ID
/obj/effect/landmark/mobcorpse/Initialize()
..()
createCorpse()
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/mobcorpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.real_name = src.name
M.set_stat(DEAD) //Kills the new mob
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsehelmet)
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
var/datum/job/jobdatum
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == corpseidaccess)
jobdatum = J
break
if(src.corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
if(jobdatum)
W.access = jobdatum.get_access()
else
W.access = list()
if(corpseidjob)
W.assignment = corpseidjob
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
delete_me = 1
//List of different corpse types
/obj/effect/landmark/mobcorpse/syndicatesoldier
name = "Mercenary"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/boots/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/radio/headset
corpsemask = /obj/item/clothing/mask/gas
corpsehelmet = /obj/item/clothing/head/helmet/swat
corpseback = /obj/item/storage/backpack
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
/obj/effect/landmark/mobcorpse/solarpeacekeeper
name = "Mercenary"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/pcarrier/blue/sol
corpseshoes = /obj/item/clothing/shoes/boots/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/radio/headset
corpsemask = /obj/item/clothing/mask/gas
corpsehelmet = /obj/item/clothing/head/helmet/swat
corpseback = /obj/item/storage/backpack
corpseid = 1
corpseidjob = "Peacekeeper"
corpseidaccess = "Syndicate"
/obj/effect/landmark/mobcorpse/syndicatecommando
name = "Mercenary Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/void/merc
corpseshoes = /obj/item/clothing/shoes/boots/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
corpseback = /obj/item/tank/jetpack/oxygen
corpsepocket1 = /obj/item/tank/emergency/oxygen
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
/obj/effect/landmark/mobcorpse/android
name = "Android Drone"
var/list/brandList = list(
BP_L_HAND = "Unbranded",
BP_R_HAND = "Unbranded",
BP_L_FOOT = "Unbranded",
BP_R_FOOT = "Unbranded",
BP_L_ARM = "Unbranded",
BP_R_ARM = "Unbranded",
BP_L_LEG = "Unbranded",
BP_R_LEG = "Unbranded",
BP_HEAD = "Unbranded",
BP_TORSO = "Unbranded",
BP_GROIN = "Unbranded"
)
corpseid = 0
/obj/effect/landmark/mobcorpse/android/createCorpse()
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.real_name = src.name
for(var/injuries in 1 to rand(3,5))
var/deal_brute = rand(round(M.species.total_health * 0.10), round(M.species.total_health * 0.30))
M.take_overall_damage(deal_brute, "Death Trauma")
M.set_stat(DEAD) //Kills the new mob
var/obj/item/organ/internal/brain = M.internal_organs_by_name[O_BRAIN] //specific special cases
brain.digitize()
var/obj/item/organ/internal/eyes = M.internal_organs_by_name[O_EYES]
eyes.robotize()
for (var/limb in brandList)
var/obj/item/organ/external/E = M.get_organ(limb)
if(E)
E.robotize(brandList[limb])
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsehelmet)
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
var/datum/job/jobdatum
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == corpseidaccess)
jobdatum = J
break
if(src.corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
if(jobdatum)
W.access = jobdatum.get_access()
else
W.access = list()
if(corpseidjob)
W.assignment = corpseidjob
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
delete_me = 1
/obj/effect/landmark/mobcorpse/android/scientist
name = "Scientific Drone"
corpseuniform = /obj/item/clothing/under/lawyer/bluesuit
corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat
corpseshoes = /obj/item/clothing/shoes/boots/duty
brandList = list(
BP_L_HAND = "Cyber Solutions - Wight",
BP_R_HAND = "Cyber Solutions - Wight",
BP_L_FOOT = "Cyber Solutions - Wight",
BP_R_FOOT = "Cyber Solutions - Wight",
BP_L_ARM = "Cyber Solutions - Wight",
BP_R_ARM = "Cyber Solutions - Wight",
BP_L_LEG = "Cyber Solutions - Wight",
BP_R_LEG = "Cyber Solutions - Wight",
BP_HEAD = "Grayson",
BP_TORSO = "Cyber Solutions - Wight",
BP_GROIN = "Cyber Solutions - Wight"
)
/obj/effect/landmark/mobcorpse/android/combat
name = "Combat Drone"
corpseuniform = /obj/item/clothing/under/color/white
corpsesuit = /obj/item/clothing/suit/armor/vest/alt
corpseshoes = /obj/item/clothing/shoes/boots/duty
corpsegloves = /obj/item/clothing/gloves/swat
brandList = list(
BP_L_HAND = "Unbranded - Mantis Prosis",
BP_R_HAND = "Unbranded - Mantis Prosis",
BP_L_FOOT = "Unbranded - Mantis Prosis",
BP_R_FOOT = "Unbranded - Mantis Prosis",
BP_L_ARM = "Unbranded - Mantis Prosis",
BP_R_ARM = "Unbranded - Mantis Prosis",
BP_L_LEG = "Unbranded - Mantis Prosis",
BP_R_LEG = "Unbranded - Mantis Prosis",
BP_HEAD = "Hephaestus - Athena",
BP_TORSO = "Hephaestus - Athena",
BP_GROIN = "Hephaestus - Athena"
)
/obj/effect/landmark/mobcorpse/clown
name = "Clown"
corpseuniform = /obj/item/clothing/under/rank/clown
corpseshoes = /obj/item/clothing/shoes/clown_shoes
corpseradio = /obj/item/radio/headset
corpsemask = /obj/item/clothing/mask/gas/costume
corpsepocket1 = /obj/item/bikehorn
corpseback = /obj/item/storage/backpack/clown
corpseid = 1
corpseidjob = "Clown"
corpseidaccess = "Clown"
/obj/effect/landmark/mobcorpse/pirate
name = "Pirate"
corpseuniform = /obj/item/clothing/under/costume/pirate
corpseshoes = /obj/item/clothing/shoes/boots/jackboots
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsehelmet = /obj/item/clothing/head/bandana
/obj/effect/landmark/mobcorpse/pirate/ranged
name = "Pirate Gunner"
corpsesuit = /obj/item/clothing/suit/costume
corpsehelmet = /obj/item/clothing/head/collectable/pirate
/obj/effect/landmark/mobcorpse/russian
name = "Russian"
corpseuniform = /obj/item/clothing/under/costume/soviet
corpseshoes = /obj/item/clothing/shoes/boots/jackboots
corpsehelmet = /obj/item/clothing/head/collectable/bearpelt
/obj/effect/landmark/mobcorpse/russian/ranged
corpsehelmet = /obj/item/clothing/head/ushanka