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Merges AI Branch into Master
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@@ -227,7 +227,7 @@
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for(var/t in organs) //this really should not be necessary
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qdel(t)
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var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
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var/mob/living/simple_mob/animal/passive/dog/corgi/new_corgi = new /mob/living/simple_mob/animal/passive/dog/corgi (loc)
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new_corgi.a_intent = I_HURT
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new_corgi.key = key
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@@ -237,7 +237,7 @@
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/mob/living/carbon/human/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal)
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var/list/mobtypes = typesof(/mob/living/simple_mob)
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
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if(!safe_animal(mobpath))
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@@ -271,7 +271,7 @@
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/mob/proc/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal)
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var/list/mobtypes = typesof(/mob/living/simple_mob)
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
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if(!safe_animal(mobpath))
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@@ -297,39 +297,29 @@
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if(!MP)
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return 0 //Sanity, this should never happen.
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/*
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if(ispath(MP, /mob/living/simple_animal/space_worm))
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return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
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if(ispath(MP, /mob/living/simple_animal/construct/behemoth))
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return 0 //I think this may have been an unfinished WiP or something. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/armoured))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/wraith))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/builder))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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*/
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//Good mobs!
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if(ispath(MP, /mob/living/simple_animal/cat))
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if(ispath(MP, /mob/living/simple_mob/animal/passive/cat))
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return 1
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if(ispath(MP, /mob/living/simple_animal/corgi))
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if(ispath(MP, /mob/living/simple_mob/animal/passive/dog))
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return 1
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if(ispath(MP, /mob/living/simple_animal/crab))
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if(ispath(MP, /mob/living/simple_mob/animal/passive/crab))
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return 1
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if(ispath(MP, /mob/living/simple_animal/hostile/carp))
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if(ispath(MP, /mob/living/simple_mob/animal/space/carp))
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return 1
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if(ispath(MP, /mob/living/simple_animal/shade))
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if(ispath(MP, /mob/living/simple_mob/construct))
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return 1
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if(ispath(MP, /mob/living/simple_animal/hostile/tomato))
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if(ispath(MP, /mob/living/simple_mob/tomato))
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return 1
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if(ispath(MP, /mob/living/simple_animal/mouse))
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if(ispath(MP, /mob/living/simple_mob/animal/passive/mouse))
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return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
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if(ispath(MP, /mob/living/simple_animal/hostile/bear))
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if(ispath(MP, /mob/living/simple_mob/animal/space/bear))
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return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
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if(ispath(MP, /mob/living/simple_animal/parrot))
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if(ispath(MP, /mob/living/simple_mob/animal/passive/bird/parrot))
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return 1 //Parrots are no longer unfinished! -Nodrak
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//Not in here? Must be untested!
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