diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/sif/savik.dm b/code/modules/mob/living/simple_mob/subtypes/animal/sif/savik.dm
index cf4467389c6..abc8811372f 100644
--- a/code/modules/mob/living/simple_mob/subtypes/animal/sif/savik.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/animal/sif/savik.dm
@@ -1,56 +1,3 @@
-<<<<<<< HEAD
-// Saviks are dangerous, angry creatures that hit hard, and will berserk if losing a fight.
-
-/mob/living/simple_mob/animal/sif/savik
- name = "savik"
- tt_desc = "S Pistris tellus" //landshark
- player_msg = "You have the ability to berserk at will, which will grant strong physical bonuses for \
- a short period of time, however it will tire you and you will be much weaker for awhile after it expires."
-
- faction = "savik"
-
- icon_state = "savik"
- icon_living = "savik"
- icon_dead = "savik_dead"
- icon = 'icons/jungle.dmi'
-
- maxHealth = 125
- health = 125
-
- movement_cooldown = 0.5 SECONDS
-
- melee_damage_lower = 15
- melee_damage_upper = 35
- attack_armor_pen = 15
- attack_sharp = TRUE
- attack_edge = TRUE
- melee_attack_delay = 1 SECOND
- attacktext = list("mauled")
-
- say_list_type = /datum/say_list/savik
- ai_holder_type = /datum/ai_holder/simple_mob/savik
-
-/datum/say_list/savik
- speak = list("Hruuugh!","Hrunnph")
- emote_see = list("paws the ground","shakes its mane","stomps")
- emote_hear = list("snuffles")
-
-/mob/living/simple_mob/animal/sif/savik/handle_special()
- if((get_AI_stance() in list(STANCE_APPROACH, STANCE_FIGHT)) && !is_AI_busy() && isturf(loc))
- if(health <= (maxHealth * 0.5)) // At half health, and fighting someone currently.
- berserk()
-
-/datum/ai_holder/simple_mob/savik
- mauling = TRUE
-
-// So players can use it too.
-/mob/living/simple_mob/animal/sif/savik/verb/berserk()
- set name = "Berserk"
- set desc = "Enrage and become vastly stronger for a period of time, however you will be weaker afterwards."
- set category = "Abilities"
-
- add_modifier(/datum/modifier/berserk, 30 SECONDS)
-=======
// Saviks are dangerous, angry creatures that hit hard, and will berserk if losing a fight.
/datum/category_item/catalogue/fauna/savik
@@ -119,5 +66,4 @@
set desc = "Enrage and become vastly stronger for a period of time, however you will be weaker afterwards."
set category = "Abilities"
- add_modifier(/datum/modifier/berserk, 30 SECONDS)
->>>>>>> 1afbe8d... Explorer Update - Cataloguers (#6016)
+ add_modifier(/datum/modifier/berserk, 30 SECONDS)
diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/sif/shantak.dm b/code/modules/mob/living/simple_mob/subtypes/animal/sif/shantak.dm
index 40df314e709..881615138e0 100644
--- a/code/modules/mob/living/simple_mob/subtypes/animal/sif/shantak.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/animal/sif/shantak.dm
@@ -1,74 +1,3 @@
-<<<<<<< HEAD
-// Shantaks are essentially sif wolves.
-
-/mob/living/simple_mob/animal/sif/shantak
- name = "shantak"
- desc = "A piglike creature with a bright iridiscent mane that sparkles as though lit by an inner light. \
- Don't be fooled by its beauty though."
- tt_desc = "S Choeros shantak"
-
- faction = "shantak"
-
- icon_state = "shantak"
- icon_living = "shantak"
- icon_dead = "shantak_dead"
- icon = 'icons/jungle.dmi'
-
- maxHealth = 75
-
- movement_cooldown = 5
-
- melee_damage_lower = 6
- melee_damage_upper = 14
- base_attack_cooldown = 1 SECOND
- melee_attack_delay = 0.5 SECONDS
- attack_armor_pen = 5
- attack_sharp = TRUE
- attack_edge = TRUE
- attacktext = list("gouged")
-
- say_list_type = /datum/say_list/shantak
-
-/datum/say_list/shantak
- speak = list("Shuhn.","Shrunnph?","Shunpf.")
- emote_see = list("scratches the ground", "shakes out its mane", "clinks gently as it moves")
-
-
-// The pack leader.
-// Will command other shantaks to follow it.
-/mob/living/simple_mob/animal/sif/shantak/leader
- name = "big shantak"
- desc = "A piglike creature with a bright iridiscent mane that sparkles as though lit by an inner light. \
- This one seems bigger than the others, and has a commanding presence."
- icon_scale = 1.5
- maxHealth = 125
- player_msg = "You have the ability to command other shantaks to follow you."
-
-/mob/living/simple_mob/animal/sif/shantak/leader/verb/rally_pack()
- set name = "Rally Pack"
- set desc = "Commands your fellow packmembers to follow you, the leader."
- set category = "Abilities"
-
- for(var/mob/living/simple_mob/animal/sif/shantak/S in hearers(7, src))
- if(istype(S, /mob/living/simple_mob/animal/sif/shantak/leader)) // Leaders won't follow other leaders. Also avoids trying to follow ourselves.
- continue
- if(!S.ai_holder)
- continue
- if(S.faction != src.faction)
- continue
- var/datum/ai_holder/AI = S.ai_holder
- AI.set_follow(src)
-
-// Variant that automatically commands nearby allies to follow it when created.
-// Suggested to spawn last so it can rally up all the shantaks easily before hunting for tasty explorers.
-/mob/living/simple_mob/animal/sif/shantak/leader/autofollow/Initialize()
- rally_pack()
- return ..()
-
-
-// These ones only retaliate. Used for a PoI.
-/mob/living/simple_mob/animal/sif/shantak/retaliate
-=======
// Shantaks are essentially sif wolves.
/datum/category_item/catalogue/fauna/shantak
@@ -165,6 +94,5 @@
// These ones only retaliate. Used for a PoI.
-/mob/living/simple_mob/animal/sif/shantak/retaliate
->>>>>>> 1afbe8d... Explorer Update - Cataloguers (#6016)
+/mob/living/simple_mob/animal/sif/shantak/retaliate
ai_holder_type = /datum/ai_holder/simple_mob/retaliate
\ No newline at end of file
diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/space/carp.dm b/code/modules/mob/living/simple_mob/subtypes/animal/space/carp.dm
index 5733089a591..ddd852f7793 100644
--- a/code/modules/mob/living/simple_mob/subtypes/animal/space/carp.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/animal/space/carp.dm
@@ -1,133 +1,3 @@
-<<<<<<< HEAD
-// Space carp show up as a random event to wreck hapless people in space or near windows.
-// They generally fit the archetype of 'fast but fragile'.
-// This is compensated by being in groups (usually).
-/mob/living/simple_mob/animal/space/carp
- name = "space carp"
- desc = "A ferocious, fang-bearing creature that resembles a fish."
- icon_state = "carp"
- icon_living = "carp"
- icon_dead = "carp_dead"
- icon_gib = "carp_gib"
-
- faction = "carp"
- maxHealth = 25
- health = 25
- movement_cooldown = 0 // Carp go fast
- hovering = TRUE
-
- response_help = "pets the"
- response_disarm = "gently pushes aside the"
- response_harm = "hits the"
-
- melee_damage_lower = 7 // About 14 DPS.
- melee_damage_upper = 7
- base_attack_cooldown = 10 // One attack a second.
- attack_sharp = TRUE
- attack_sound = 'sound/weapons/bite.ogg'
- attacktext = list("bitten")
-
- meat_amount = 1
- meat_type = /obj/item/weapon/reagent_containers/food/snacks/carpmeat
-
- ai_holder_type = /datum/ai_holder/simple_mob/melee
-
- var/knockdown_chance = 15
-
-/mob/living/simple_mob/animal/space/carp/apply_melee_effects(var/atom/A)
- if(isliving(A))
- var/mob/living/L = A
- if(prob(knockdown_chance))
- L.Weaken(3)
- L.visible_message(span("danger", "\The [src] knocks down \the [L]!"))
-
-// Subtypes.
-
-// Won't wander away.
-/mob/living/simple_mob/animal/space/carp/event
- ai_holder_type = /datum/ai_holder/simple_mob/event
-
-
-/mob/living/simple_mob/animal/space/carp/large
- name = "elder carp"
- desc = "An older, more matured carp. Few survive to this age due to their aggressiveness."
- icon = 'icons/mob/64x32.dmi'
- icon_state = "shark"
- icon_living = "shark"
- icon_dead = "shark_dead"
-
- maxHealth = 50
- health = 50
- movement_cooldown = 5 // Slower than the younger carp.
- mob_size = MOB_LARGE
-
- pixel_x = -16
- default_pixel_x = -16
-
- meat_amount = 3
-
-
-/mob/living/simple_mob/animal/space/carp/large/huge
- name = "great white carp"
- desc = "A very rare breed of carp- and a very aggressive one."
- icon = 'icons/mob/64x64.dmi'
- icon_dead = "megacarp_dead"
- icon_living = "megacarp"
- icon_state = "megacarp"
-
- maxHealth = 230
- health = 230
- movement_cooldown = 10
-
- melee_damage_lower = 15 // About 20 DPS.
- melee_damage_upper = 25
-
- pixel_y = -16
- default_pixel_y = -16
-
- meat_amount = 10
-
-
-/mob/living/simple_mob/animal/space/carp/holographic
- name = "holographic carp"
- desc = "An obviously holographic, but still ferocious looking carp."
- // Might be worth using a filter similar to AI holograms in the future.
- icon = 'icons/mob/AI.dmi'
- icon_state = "holo4"
- icon_living = "holo4"
- icon_dead = "holo4"
- alpha = 127
- icon_gib = null
- meat_amount = 0
- meat_type = null
-
- mob_class = MOB_CLASS_PHOTONIC // Xeno-taser won't work on this as its not a 'real' carp.
-
-/mob/living/simple_mob/animal/space/carp/holographic/Initialize()
- set_light(2) // Hologram lighting.
- return ..()
-
-// Presumably the holodeck emag code requires this.
-// Pass TRUE to make safe. Pass FALSE to make unsafe.
-/mob/living/simple_mob/animal/space/carp/holographic/proc/set_safety(safe)
- if(!isnull(get_AI_stance())) // Will return null if lacking an AI holder or a player is controlling it w/o autopilot var.
- ai_holder.hostile = !safe // Inverted so safe = TRUE means hostility = FALSE.
- ai_holder.forget_everything() // Reset state so it'll stop chewing on its target.
-
-// Called on death.
-/mob/living/simple_mob/animal/space/carp/holographic/proc/derez()
- visible_message(span("notice", "\The [src] fades away!"))
- qdel(src)
-
-/mob/living/simple_mob/animal/space/carp/holographic/gib()
- derez() // Holograms can't gib.
-
-/mob/living/simple_mob/animal/space/carp/holographic/death()
- ..()
- derez()
-
-
-=======
// Space carp show up as a random event to wreck hapless people in space or near windows.
// They generally fit the archetype of 'fast but fragile'.
// This is compensated by being in groups (usually).
@@ -280,5 +150,4 @@
..()
derez()
-
->>>>>>> 1afbe8d... Explorer Update - Cataloguers (#6016)
+
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm
index 91836b5dbb7..2f9420bf64b 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm
@@ -1,268 +1,3 @@
-<<<<<<< HEAD
-// Stronger than a regular Dark Gygax, this one has three special attacks, based on intents.
-// First special attack launches three arcing rockets at the current target.
-// Second special attack fires a projectile that creates a short-lived microsingularity that pulls in everything nearby. Magboots can protect from this.
-// Third special attack creates a dangerous electric field that causes escalating electric damage, before emitting a tesla shock and blinding anyone looking at the mecha.
-// The AI will choose one every ten seconds.
-/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced
- name = "advanced dark gygax"
- desc = "An experimental exosuit that utilizes advanced materials to allow for greater protection while still being lightweight and fast. \
- It also is armed with an array of next-generation weaponry."
- icon_state = "darkgygax_adv"
- wreckage = /obj/structure/loot_pile/mecha/gygax/dark/adv
- icon_scale = 1.5
- movement_shake_radius = 14
-
- maxHealth = 450
- deflect_chance = 25
- has_repair_droid = TRUE
- armor = list(
- "melee" = 50,
- "bullet" = 50,
- "laser" = 50,
- "energy" = 30,
- "bomb" = 30,
- "bio" = 100,
- "rad" = 100
- )
-
- special_attack_min_range = 1
- special_attack_max_range = 7
- special_attack_cooldown = 10 SECONDS
- projectiletype = /obj/item/projectile/force_missile
- projectilesound = 'sound/weapons/wave.ogg'
- var/obj/effect/overlay/energy_ball/energy_ball = null
-
-/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced/Destroy()
- if(energy_ball)
- energy_ball.stop_orbit()
- qdel(energy_ball)
- return ..()
-
-/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced/do_special_attack(atom/A)
- . = TRUE // So we don't fire a laser as well.
- switch(a_intent)
- if(I_DISARM) // Side gun
- electric_defense(A)
- if(I_HURT) // Rockets
- launch_rockets(A)
- if(I_GRAB) // Micro-singulo
- launch_microsingularity(A)
-
-#define ELECTRIC_ZAP_POWER 20000
-
-// Charges a tesla shot, while emitting a dangerous electric field. The exosuit is immune to electric damage while this is ongoing.
-// It also briefly blinds anyone looking directly at the mech without flash protection.
-/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced/proc/electric_defense(atom/target)
- set waitfor = FALSE
-
- // Temporary immunity to shock to avoid killing themselves with their own attack.
- var/old_shock_resist = shock_resist
- shock_resist = 1
-
- // Make the energy ball. This is purely visual since the tesla ball is hyper-deadly.
- energy_ball = new(loc)
- energy_ball.adjust_scale(0.5)
- energy_ball.orbit(src, 32, TRUE, 1 SECOND)
-
- visible_message(span("warning", "\The [src] creates \an [energy_ball] around itself!"))
-
- playsound(src.loc, 'sound/effects/lightning_chargeup.ogg', 100, 1, extrarange = 30)
-
- // Shock nearby things that aren't ourselves.
- for(var/i = 1 to 10)
- energy_ball.adjust_scale(0.5 + (i/10))
- energy_ball.set_light(i/2, i/2, "#0000FF")
- for(var/thing in range(3, src))
- // This is stupid because mechs are stupid and not mobs.
- if(isliving(thing))
- var/mob/living/L = thing
-
- if(L == src)
- continue
- if(L.stat)
- continue // Otherwise it can get pretty laggy if there's loads of corpses around.
- L.inflict_shock_damage(i * 2)
- if(L && L.has_AI()) // Some mobs delete themselves when dying.
- L.ai_holder.react_to_attack(src)
-
- else if(istype(thing, /obj/mecha))
- var/obj/mecha/M = thing
- M.take_damage(i * 2, "energy") // Mechs don't have a concept for siemens so energy armor check is the best alternative.
-
- sleep(1 SECOND)
-
- // Shoot a tesla bolt, and flashes people who are looking at the mecha without sufficent eye protection.
- visible_message(span("warning", "\The [energy_ball] explodes in a flash of light, sending a shock everywhere!"))
- playsound(src.loc, 'sound/effects/lightningbolt.ogg', 100, 1, extrarange = 30)
- tesla_zap(src.loc, 5, ELECTRIC_ZAP_POWER, FALSE)
- for(var/mob/living/L in viewers(src))
- if(L == src)
- continue
- var/dir_towards_us = get_dir(L, src)
- if(L.dir && L.dir & dir_towards_us)
- to_chat(L, span("danger", "The flash of light blinds you briefly."))
- L.flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = TRUE)
-
- // Get rid of our energy ball.
- energy_ball.stop_orbit()
- qdel(energy_ball)
-
- sleep(1 SECOND)
- // Resist resistance to old value.
- shock_resist = old_shock_resist // Not using initial() in case the value gets modified by an admin or something.
-
-#undef ELECTRIC_ZAP_POWER
-
-/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced/proc/launch_rockets(atom/target)
- set waitfor = FALSE
-
- // Telegraph our next move.
- Beam(target, icon_state = "sat_beam", time = 3.5 SECONDS, maxdistance = INFINITY)
- visible_message(span("warning", "\The [src] deploys a missile rack!"))
- playsound(src, 'sound/effects/turret/move1.wav', 50, 1)
- sleep(0.5 SECONDS)
-
- for(var/i = 1 to 3)
- if(target) // Might get deleted in the meantime.
- var/turf/T = get_turf(target)
- if(T)
- visible_message(span("warning", "\The [src] fires a rocket into the air!"))
- playsound(src, 'sound/weapons/rpg.ogg', 70, 1)
- face_atom(T)
- var/obj/item/projectile/arc/explosive_rocket/rocket = new(loc)
- rocket.old_style_target(T, src)
- rocket.fire()
- sleep(1 SECOND)
-
- visible_message(span("warning", "\The [src] retracts the missile rack."))
- playsound(src, 'sound/effects/turret/move2.wav', 50, 1)
-
-// Arcing rocket projectile that produces a weak explosion when it lands.
-// Shouldn't punch holes in the floor, but will still hurt.
-/obj/item/projectile/arc/explosive_rocket
- name = "rocket"
- icon_state = "mortar"
-
-/obj/item/projectile/arc/explosive_rocket/on_impact(turf/T)
- new /obj/effect/explosion(T) // Weak explosions don't produce this on their own, apparently.
- explosion(T, 0, 0, 2, adminlog = FALSE)
-
-/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced/proc/launch_microsingularity(atom/target)
- var/turf/T = get_turf(target)
- visible_message(span("warning", "\The [src] fires an energetic sphere into the air!"))
- playsound(src, 'sound/weapons/Laser.ogg', 50, 1)
- face_atom(T)
- var/obj/item/projectile/arc/microsingulo/sphere = new(loc)
- sphere.old_style_target(T, src)
- sphere.fire()
-
-/obj/item/projectile/arc/microsingulo
- name = "micro singularity"
- icon_state = "bluespace"
-
-/obj/item/projectile/arc/microsingulo/on_impact(turf/T)
- new /obj/effect/temporary_effect/pulse/microsingulo(T)
-
-
-/obj/effect/temporary_effect/pulse/microsingulo
- name = "micro singularity"
- desc = "It's sucking everything in!"
- icon = 'icons/obj/objects.dmi'
- icon_state = "bhole3"
- light_range = 4
- light_power = 5
- light_color = "#2ECCFA"
- pulses_remaining = 10
- pulse_delay = 0.5 SECONDS
- var/pull_radius = 3
- var/pull_strength = STAGE_THREE
-
-/obj/effect/temporary_effect/pulse/microsingulo/on_pulse()
- for(var/atom/A in range(pull_radius, src))
- A.singularity_pull(src, pull_strength)
-
-
-// The Advanced Dark Gygax's AI.
-// The mob has three special attacks, based on the current intent.
-// This AI choose the appropiate intent for the situation, and tries to ensure it doesn't kill itself by firing missiles at its feet.
-/datum/ai_holder/simple_mob/intentional/adv_dark_gygax
- conserve_ammo = TRUE // Might help avoid 'I shoot the wall forever' cheese.
- var/closest_desired_distance = 1 // Otherwise run up to them to be able to potentially shock or punch them.
-
- var/electric_defense_radius = 3 // How big to assume electric defense's area is.
- var/microsingulo_radius = 3 // Same but for microsingulo pull.
- var/rocket_explosive_radius = 2 // Explosion radius for the rockets.
-
- var/electric_defense_threshold = 2 // How many non-targeted people are needed in close proximity before electric defense is viable.
- var/microsingulo_threshold = 2 // Similar to above, but uses an area around the target.
-
-// Used to control the mob's positioning based on which special attack it has done.
-// Note that the intent will not change again until the next special attack is about to happen.
-/datum/ai_holder/simple_mob/intentional/adv_dark_gygax/on_engagement(atom/A)
- // Make the AI backpeddle if using an AoE special attack.
- var/list/risky_intents = list(I_GRAB, I_HURT) // Mini-singulo and missiles.
- if(holder.a_intent in risky_intents)
- var/closest_distance = 1
- switch(holder.a_intent) // Plus one just in case.
- if(I_HURT)
- closest_distance = rocket_explosive_radius + 1
- if(I_GRAB)
- closest_distance = microsingulo_radius + 1
-
- if(get_dist(holder, A) <= closest_distance)
- holder.IMove(get_step_away(holder, A, closest_distance))
-
- // Otherwise get up close and personal.
- else if(get_dist(holder, A) > closest_desired_distance)
- holder.IMove(get_step_towards(holder, A))
-
-// Changes the mob's intent, which controls which special attack is used.
-// I_DISARM causes Electric Defense, I_GRAB causes Micro-Singularity, and I_HURT causes Missile Barrage.
-/datum/ai_holder/simple_mob/intentional/adv_dark_gygax/pre_special_attack(atom/A)
- if(isliving(A))
- var/mob/living/target = A
-
- // If we're surrounded, Electric Defense will quickly fix that.
- var/tally = 0
- var/list/potential_targets = list_targets() // Returns list of mobs and certain objects like mechs and turrets.
- for(var/atom/movable/AM in potential_targets)
- if(get_dist(holder, AM) > electric_defense_radius)
- continue
- if(!can_attack(AM))
- continue
- tally++
-
- // Should we shock them?
- if(tally >= electric_defense_threshold || get_dist(target, holder) <= electric_defense_radius)
- holder.a_intent = I_DISARM
- return
-
- // Otherwise they're a fair distance away and we're not getting mobbed up close.
- // See if we should use missiles or microsingulo.
- tally = 0 // Let's recycle the var.
- for(var/atom/movable/AM in potential_targets)
- if(get_dist(target, AM) > microsingulo_radius) // Deliberately tests distance between target and nearby targets and not the holder.
- continue
- if(!can_attack(AM))
- continue
- if(AM.anchored) // Microsingulo doesn't do anything to anchored things.
- tally--
- else
- tally++
-
- // Lots of people means minisingulo would be more useful.
- if(tally >= microsingulo_threshold)
- holder.a_intent = I_GRAB
- else // Otherwise use rockets.
- holder.a_intent = I_HURT
-
- else
- if(get_dist(holder, A) >= rocket_explosive_radius + 1)
- holder.a_intent = I_HURT // Fire rockets if it's an obj/turf.
- else
- holder.a_intent = I_DISARM // Electricity might not work but it's safe up close.
-=======
// Stronger than a regular Dark Gygax, this one has three special attacks, based on intents.
// First special attack launches three arcing rockets at the current target.
// Second special attack fires a projectile that creates a short-lived microsingularity that pulls in everything nearby. Magboots can protect from this.
@@ -610,5 +345,4 @@
if(get_dist(holder, A) >= rocket_explosive_radius + 1)
holder.a_intent = I_HURT // Fire rockets if it's an obj/turf.
else
- holder.a_intent = I_DISARM // Electricity might not work but it's safe up close.
->>>>>>> 1afbe8d... Explorer Update - Cataloguers (#6016)
+ holder.a_intent = I_DISARM // Electricity might not work but it's safe up close.
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/durand.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/durand.dm
index df8740a3c18..198bc1bd7dc 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/durand.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/durand.dm
@@ -1,58 +1,3 @@
-<<<<<<< HEAD
-// Durands are slow, tanky, beefy, and hit really hard.
-// They can also root themselves to become even tankier.
-// The AI doesn't do this currently.
-
-/mob/living/simple_mob/mechanical/mecha/combat/durand
- name = "durand"
- desc = "An aging combat exosuit utilized by many corporations. It was originally developed to fight in the First Contact War."
- icon_state = "durand"
- movement_cooldown = 10
- wreckage = /obj/structure/loot_pile/mecha/durand
-
- maxHealth = 400
- deflect_chance = 20
- armor = list(
- "melee" = 50,
- "bullet" = 35,
- "laser" = 15,
- "energy" = 10,
- "bomb" = 20,
- "bio" = 100,
- "rad" = 100
- )
- melee_damage_lower = 40
- melee_damage_upper = 40
- base_attack_cooldown = 2 SECONDS
- projectiletype = /obj/item/projectile/beam/heavylaser
-
- var/defense_mode = FALSE
- var/defense_deflect = 35
-
-/mob/living/simple_mob/mechanical/mecha/combat/durand/proc/set_defense_mode(new_mode)
- defense_mode = new_mode
- deflect_chance = defense_mode ? defense_deflect : initial(deflect_chance)
- to_chat(src, span("notice", "You [defense_mode ? "en" : "dis"]able defense mode."))
-
-/mob/living/simple_mob/mechanical/mecha/combat/durand/SelfMove(turf/n, direct)
- if(defense_mode)
- to_chat(src, span("warning", "You are in defense mode, you cannot move."))
- return FALSE
- return ..()
-
-// So players can toggle it too.
-/mob/living/simple_mob/mechanical/mecha/combat/durand/verb/toggle_defense_mode()
- set name = "Toggle Defense Mode"
- set desc = "Toggles a special mode which makes you immobile and much more resilient."
- set category = "Abilities"
-
- set_defense_mode(!defense_mode)
-
-// Variant that starts in defense mode, perhaps for PoIs.
-/mob/living/simple_mob/mechanical/mecha/combat/durand/defensive/Initialize()
- set_defense_mode(TRUE)
- return ..()
-=======
// Durands are slow, tanky, beefy, and hit really hard.
// They can also root themselves to become even tankier.
// The AI doesn't do this currently.
@@ -119,5 +64,4 @@
// Variant that starts in defense mode, perhaps for PoIs.
/mob/living/simple_mob/mechanical/mecha/combat/durand/defensive/Initialize()
set_defense_mode(TRUE)
- return ..()
->>>>>>> 1afbe8d... Explorer Update - Cataloguers (#6016)
+ return ..()
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm
index 1edba2d485c..d113835654e 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm
@@ -1,31 +1,3 @@
-<<<<<<< HEAD
-// Ranged, and capable of flight.
-/mob/living/simple_mob/mechanical/mecha/hoverpod
- name = "hover pod"
- desc = "Stubby and round, this space-capable craft is an ancient favorite. It has a jury-rigged welder-laser."
- icon_state = "engineering_pod"
- movement_sound = 'sound/machines/hiss.ogg'
- wreckage = /obj/structure/loot_pile/mecha/hoverpod
-
- maxHealth = 150
- hovering = TRUE // Can fly.
-
- projectiletype = /obj/item/projectile/beam
- base_attack_cooldown = 2 SECONDS
-
- var/datum/effect/effect/system/ion_trail_follow/ion_trail
-
-/mob/living/simple_mob/mechanical/mecha/hoverpod/manned
- pilot_type = /mob/living/simple_mob/humanoid/merc/ranged
-
-/mob/living/simple_mob/mechanical/mecha/hoverpod/Initialize()
- ion_trail = new /datum/effect/effect/system/ion_trail_follow()
- ion_trail.set_up(src)
- ion_trail.start()
- return ..()
-
-/mob/living/simple_mob/mechanical/mecha/hoverpod/Process_Spacemove(var/check_drift = 0)
-=======
// Ranged, and capable of flight.
/datum/category_item/catalogue/technology/hoverpod
@@ -65,6 +37,5 @@
ion_trail.start()
return ..()
-/mob/living/simple_mob/mechanical/mecha/hoverpod/Process_Spacemove(var/check_drift = 0)
->>>>>>> 1afbe8d... Explorer Update - Cataloguers (#6016)
+/mob/living/simple_mob/mechanical/mecha/hoverpod/Process_Spacemove(var/check_drift = 0)
return TRUE
\ No newline at end of file
diff --git a/vorestation.dme b/vorestation.dme
index 51c524fb15f..e33b381e8b8 100644
--- a/vorestation.dme
+++ b/vorestation.dme
@@ -1522,15 +1522,11 @@
#include "code\modules\blob2\overmind\types.dm"
#include "code\modules\busy_space\air_traffic.dm"
#include "code\modules\busy_space\loremaster.dm"
-<<<<<<< HEAD:vorestation.dme
#include "code\modules\busy_space_vr\organizations.dm"
-=======
-#include "code\modules\busy_space\organizations.dm"
#include "code\modules\catalogue\atoms.dm"
#include "code\modules\catalogue\catalogue_data.dm"
#include "code\modules\catalogue\cataloguer.dm"
#include "code\modules\catalogue\cataloguer_visuals.dm"
->>>>>>> 1afbe8d... Explorer Update - Cataloguers (#6016):polaris.dme
#include "code\modules\client\client defines.dm"
#include "code\modules\client\client procs.dm"
#include "code\modules\client\movement.dm"