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Xenochimera things I missed reviewing the cleanup
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+5
-1
@@ -43,6 +43,7 @@
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else
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to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch.</span>")
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verbs |= /mob/living/carbon/human/proc/hatch
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reviving = REVIVING_DONE
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//Dead until nutrition injected.
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else
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@@ -60,11 +61,13 @@
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if(stat != DEAD)
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to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
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verbs |= /mob/living/carbon/human/proc/hatch
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reviving = REVIVING_DONE
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//Was alive, now dead
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else if(hasnutriment())
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to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
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verbs |= /mob/living/carbon/human/proc/hatch
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reviving = REVIVING_DONE
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//Dead until nutrition injected.
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else
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@@ -96,6 +99,7 @@
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//Check again for nutriment (necessary?)
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if(hasnutriment())
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chimera_hatch()
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adjustBrainLoss(10) // if they're reviving from dead, they come back with 10 brainloss on top of whatever's unhealed.
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visible_message("<span class='danger'><p><font size=4>The lifeless husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
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return
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@@ -116,7 +120,7 @@
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//Modify and record values (half nutrition and braindamage)
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var/old_nutrition = nutrition * 0.5
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var/braindamage = (brainloss * 0.5) + 10 //A little damage from the process.
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var/braindamage = (brainloss * 0.5) //Can only heal half brain damage.
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//I did have special snowflake code, but this is easier.
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revive()
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@@ -102,7 +102,7 @@
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if(!feral && (hungry || shock || jittery))
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// If they're hungry, give nag messages (when not bellied)
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if(H.nutrition >= 100 && prob(0.5) && !ismob(H.loc))
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if(H.nutrition >= 100 && prob(0.5) && !isbelly(H.loc))
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switch(H.nutrition)
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if(150 to 200)
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to_chat(H,"<span class='info'>You feel rather hungry. It might be a good idea to find some some food...</span>")
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@@ -110,7 +110,7 @@
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to_chat(H,"<span class='warning'>You feel like you're going to snap and give in to your hunger soon... It would be for the best to find some [pick("food","prey")] to eat...</span>")
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// Going feral due to hunger
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else if(H.nutrition < 100)
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else if(H.nutrition < 100 && !isbelly(H.loc))
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to_chat(H,"<span class='danger'><big>Something in your mind flips, your instincts taking over, no longer able to fully comprehend your surroundings as survival becomes your primary concern - you must feed, survive, there is nothing else. Hunt. Eat. Hide. Repeat.</big></span>")
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log_and_message_admins("has gone feral due to hunger.", H)
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feral = 5
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@@ -190,8 +190,8 @@
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//This is basically the 'lite' version of the below block.
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var/list/nearby = H.living_mobs(world.view)
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//Not in the dark.
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if(!darkish)
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//Not in the dark and out in the open.
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if(!darkish && isturf(H.loc))
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//Always handle feral if nobody's around and not in the dark.
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if(!nearby.len)
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@@ -204,8 +204,8 @@
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//And bail
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return
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// In the darkness. No need for custom scene-protection checks as it's just an occational infomessage.
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if(darkish)
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// In the darkness or "hidden". No need for custom scene-protection checks as it's just an occational infomessage.
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if(darkish || !isturf(H.loc))
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// If hurt, tell 'em to heal up
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if (shock)
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to_chat(H,"<span class='info'>This place seems safe, secure, hidden, a place to lick your wounds and recover...</span>")
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