mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-20 19:44:46 +01:00
Adds Berserk
This commit is contained in:
@@ -19,6 +19,7 @@
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var/light_range = null // How far the light for the above var goes. Not implemented yet.
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var/light_intensity = null // Ditto. Not implemented yet.
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var/mob_overlay_state = null // Icon_state for an overlay to apply to a (human) mob while this exists. This is actually implemented.
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var/client_color = null // If set, the client will have the world be shown in this color, from their perspective.
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// Now for all the different effects.
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// Percentage modifiers are expressed as a multipler. (e.g. +25% damage should be written as 1.25)
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@@ -43,6 +44,7 @@
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var/metabolism_percent // Adjusts the mob's metabolic rate, which affects reagent processing. Won't affect mobs without reagent processing.
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var/icon_scale_percent // Makes the holder's icon get scaled up or down.
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var/attack_speed_percent // Makes the holder's 'attack speed' (click delay) shorter or longer.
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var/pain_immunity // Makes the holder not care about pain while this is on. Only really useful to human mobs.
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/datum/modifier/New(var/new_holder, var/new_origin)
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holder = new_holder
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@@ -52,6 +54,11 @@
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origin = weakref(holder)
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..()
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// Checks if the modifier should be allowed to be applied to the mob before attaching it.
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// Override for special criteria, e.g. forbidding robots from receiving it.
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/datum/modifier/proc/can_apply(var/mob/living/L)
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return TRUE
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// Checks to see if this datum should continue existing.
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/datum/modifier/proc/check_if_valid()
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if(expire_at && expire_at < world.time) // Is our time up?
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@@ -66,8 +73,14 @@
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holder.update_modifier_visuals()
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if(icon_scale_percent) // Correct the scaling.
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holder.update_transform()
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if(client_color)
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holder.update_client_color()
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qdel(src)
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// Override this for special effects when it gets added to the mob.
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/datum/modifier/proc/on_applied()
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return
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// Override this for special effects when it gets removed.
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/datum/modifier/proc/on_expire()
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return
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@@ -114,15 +127,21 @@
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// If we're at this point, the mob doesn't already have it, or it does but stacking is allowed.
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var/datum/modifier/mod = new modifier_type(src, origin)
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if(!mod.can_apply(src))
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qdel(mod)
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return
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if(expire_at)
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mod.expire_at = world.time + expire_at
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if(mod.on_created_text)
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to_chat(src, mod.on_created_text)
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modifiers.Add(mod)
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mod.on_applied()
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if(mod.mob_overlay_state)
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update_modifier_visuals()
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if(mod.icon_scale_percent)
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update_transform()
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if(mod.client_color)
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update_client_color()
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return mod
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@@ -0,0 +1,182 @@
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// File for modifier defines that don't fit anywhere else. Since this is a misc file, it's doomed to get filled with everything like all the others.
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/*
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Berserk is a modifier that grants vastly increased melee capability for a short period of time, easily allowing the
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holder to do more than twice the damage they would normally do, as it both increases outgoing melee damage, and
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reduces their attack delay. The screen will also turn deep red and the holder will get larger in size.
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The modifier also gives some defenses, in that it gives additional max health (this can bite them in the ass later since
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its not permanent), makes them move slightly faster, cancels disabling effects when it triggers, and reduces the power of
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future disables by a very large amount. It also suppresses pain until it expires, however berserking while under massive pain
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is likely to cause them to pass out when exhaustion hits.
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Due to the intense rage felt by the holder, the focus needed to use ranged weapons is lost, making accuracy with them
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massively reduced. The holder also feels less of a need to evade attacks and will be easier to hit.
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Berserk can be extended by having another instance try to affect the holder while in the middle of a berserk.
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After the modifier expires, a second modifier representing exhaustion is placed, which inflicts massive maluses and prevents
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further berserks until it expires. This generally means that someone getting caught while exhausted will be much easier to fight,
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as they will be much slower, attack slower, do less melee damage, be easier to hit, and disabling effects will affect them harder.
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Berserking causes the holder to feel hungrier. If they are starving, this modifier cannot be applied. Diona cannot
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be berserked, or those who are suffering from exhaustion. Non-Drone Synthetics that receive the berserk modifier will
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instead get a version that has no benefits, but will not cost nutrition or cause exhaustion. Drones cannot receive berserk, as
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they are emotionless automatrons.
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Berserk is a somewhat rare modifier to obtain freely (and for good reason), however here are ways to see it in action;
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- Red Slimes will berserk if they go rabid.
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- Red slime core reactions will berserk slimes that can see the user in addition to making them go rabid.
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- Red slime core reactions will berserk prometheans that can see the user.
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- Bears will berserk when losing a fight.
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- Changelings can evolve a 2 point ability to use a changeling-specific variant of Berserk, that replaces the text with a 'we' variant.
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Recursive Enhancement allows the changeling to instead used an improved variant that features less exhaustion time and less nutrition drain.
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- Xenoarch artifacts may have forced berserking as one of their effects. This is especially fun if an artifact that makes hostile mobs is nearby.
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Will cause three brainloss in those affected due to the artifact meddling with their mind.
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- A rare alien artifact might be found on the Surface, or obtained from Xenoarch, that causes berserking when it thinks
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the wearer is in danger, however in addition to the usual drawbacks, each use causes three brainloss in the user, due to how
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the artifact triggers the rage.
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*/
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/datum/modifier/berserk
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name = "berserk"
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desc = "You are filled with an overwhelming rage."
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client_color = "#FF0000" // Make everything red!
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mob_overlay_state = "berserk"
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on_created_text = "<span class='critical'>You feel an intense and overwhelming rage overtake you as you go berserk!</span>"
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on_expired_text = "<span class='notice'>The blaze of rage inside you has ran out.</span>"
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stacks = MODIFIER_STACK_EXTEND
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// The good stuff.
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slowdown = -1 // Move a bit faster.
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attack_speed_percent = 0.66 // Attack at 2/3 the normal delay.
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outgoing_melee_damage_percent = 1.5 // 50% more damage from melee.
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max_health_percent = 1.5 // More health as a buffer, however the holder might fall into crit after this expires if they're mortally wounded.
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disable_duration_percent = 0.25 // Disables only last 25% as long.
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icon_scale_percent = 1.2 // Look scarier.
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pain_immunity = TRUE // Avoid falling over from shock (at least until it expires).
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// The less good stuff.
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accuracy = -5 // Aiming requires focus.
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accuracy_dispersion = 3 // Ditto.
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evasion = -3 // Too angry to dodge.
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var/nutrition_cost = 150
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var/exhaustion_duration = 2 MINUTES // How long the exhaustion modifier lasts after it expires. Set to 0 to not apply one.
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var/last_shock_stage = 0
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// For changelings.
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/datum/modifier/berserk/changeling
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on_created_text = "<span class='critical'>We feel an intense and overwhelming rage overtake us as we go berserk!</span>"
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on_expired_text = "<span class='notice'>The blaze of rage inside us has ran out.</span>"
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// For changelings who bought the Recursive Enhancement evolution.
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/datum/modifier/berserk/changeling/recursive
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exhaustion_duration = 1 MINUTE
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nutrition_cost = 75
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/datum/modifier/berserk/on_applied()
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if(ishuman(holder)) // Most other mobs don't really use nutrition and can't get it back.
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holder.nutrition = max(0, holder.nutrition - nutrition_cost)
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holder.visible_message("<span class='critical'>\The [holder] descends into an all consuming rage!</span>")
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// End all stuns.
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holder.SetParalysis(0)
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holder.SetStunned(0)
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holder.SetWeakened(0)
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holder.setHalLoss(0)
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holder.lying = 0
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holder.update_canmove()
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// Temporarily end pain.
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if(ishuman(holder))
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var/mob/living/carbon/human/H = holder
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last_shock_stage = H.shock_stage
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H.shock_stage = 0
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/datum/modifier/berserk/on_expire()
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if(exhaustion_duration > 0 && holder.stat != DEAD)
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holder.add_modifier(/datum/modifier/berserk_exhaustion, exhaustion_duration)
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if(prob(last_shock_stage))
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to_chat(holder, "<span class='warning'>You pass out from the pain you were suppressing.</span>")
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holder.Paralyse(5)
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if(ishuman(holder))
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var/mob/living/carbon/human/H = holder
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H.shock_stage = last_shock_stage
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/datum/modifier/berserk/can_apply(var/mob/living/L)
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if(L.stat)
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to_chat(L, "<span class='warning'>You can't be unconscious or dead to berserk.</span>")
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return FALSE // It would be weird to see a dead body get angry all of a sudden.
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if(!L.is_sentient())
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return FALSE // Drones don't feel anything.
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if(L.has_modifier_of_type(/datum/modifier/berserk_exhaustion))
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to_chat(L, "<span class='warning'>You recently berserked, and cannot do so again while exhausted.</span>")
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return FALSE // On cooldown.
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if(L.isSynthetic())
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L.add_modifier(/datum/modifier/berserk_synthetic, 30 SECONDS)
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return FALSE // Borgs can get angry but their metal shell can't be pushed harder by just being mad. Same for Posibrains.
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.species.name == "Diona")
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to_chat(L, "<span class='warning'>You feel strange for a moment, but it passes.</span>")
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return FALSE // Happy trees aren't affected by blood rages.
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if(L.nutrition < nutrition_cost)
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to_chat(L, "<span class='warning'>You are too hungry to berserk.</span>")
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return FALSE // Too hungry to enrage.
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return ..()
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/datum/modifier/berserk/tick()
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if(holder.stat == DEAD)
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expire(silent = TRUE)
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// Applied when berserk expires. Acts as a downside as well as the cooldown for berserk.
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/datum/modifier/berserk_exhaustion
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name = "exhaustion"
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desc = "You recently exerted yourself extremely hard, and need a rest."
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on_created_text = "<span class='warning'>You feel extremely exhausted.</span>"
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on_expired_text = "<span class='notice'>You feel less exhausted now.</span>"
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stacks = MODIFIER_STACK_EXTEND
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slowdown = 2
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attack_speed_percent = 1.5
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outgoing_melee_damage_percent = 0.6
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disable_duration_percent = 1.5
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evasion = -2
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/datum/modifier/berserk_exhaustion/on_applied()
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holder.visible_message("<span class='warning'>\The [holder] looks exhausted.</span>")
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// Synth version with no benefits due to a loss of focus inside a metal shell, which can't be pushed harder just be being mad.
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// Fortunately there is no exhaustion or nutrition cost.
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/datum/modifier/berserk_synthetic
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name = "recklessness"
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desc = "You are filled with an overwhelming rage, however your metal shell prevents taking advantage of this."
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client_color = "#FF0000" // Make everything red!
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mob_overlay_state = "berserk"
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on_created_text = "<span class='danger'>You feel an intense and overwhelming rage overtake you as you go berserk! \
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Unfortunately, your lifeless body cannot benefit from this. You feel reckless...</span>"
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on_expired_text = "<span class='notice'>The blaze of rage inside your mind has ran out.</span>"
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stacks = MODIFIER_STACK_EXTEND
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// Just being mad isn't gonna overclock your body when you're a beepboop.
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accuracy = -5 // Aiming requires focus.
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accuracy_dispersion = 3 // Ditto.
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evasion = -3 // Too angry to dodge.
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@@ -296,6 +296,9 @@
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/mob/living/bot/proc/explode()
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qdel(src)
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/mob/living/bot/is_sentient()
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return FALSE
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/******************************************************************/
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// Navigation procs
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// Used for A-star pathfinding
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@@ -1511,12 +1511,20 @@
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/mob/living/carbon/human/can_feel_pain(var/obj/item/organ/check_organ)
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if(isSynthetic())
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return 0
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for(var/datum/modifier/M in modifiers)
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if(M.pain_immunity == TRUE)
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return 0
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if(check_organ)
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if(!istype(check_organ))
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return 0
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return check_organ.organ_can_feel_pain()
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return !(species.flags & NO_PAIN)
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/mob/living/carbon/human/is_sentient()
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if(get_FBP_type() == FBP_DRONE)
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return FALSE
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return ..()
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/mob/living/carbon/human/is_muzzled()
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return (wear_mask && (istype(wear_mask, /obj/item/clothing/mask/muzzle) || istype(src.wear_mask, /obj/item/weapon/grenade)))
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@@ -1013,6 +1013,9 @@ default behaviour is:
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/mob/living/proc/equip_post_job()
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return
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// Used to check if something is capable of thought, in the traditional sense.
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/mob/living/proc/is_sentient()
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return TRUE
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/mob/living/update_transform()
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// First, get the correct size.
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@@ -1025,4 +1028,40 @@ default behaviour is:
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var/matrix/M = matrix()
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M.Scale(desired_scale)
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M.Translate(0, 16*(desired_scale-1))
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src.transform = M
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animate(src, transform = M, time = 10)
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// This handles setting the client's color variable, which makes everything look a specific color.
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// This proc is here so it can be called without needing to check if the client exists, or if the client relogs.
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/mob/living/update_client_color()
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if(!client)
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return
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var/list/colors_to_blend = list()
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for(var/datum/modifier/M in modifiers)
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if(!isnull(M.client_color))
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colors_to_blend += M.client_color
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if(colors_to_blend.len)
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var/final_color
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if(colors_to_blend.len == 1) // If it's just one color we can skip all of this work.
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final_color = colors_to_blend[1]
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else // Otherwise we need to do some messy additive blending.
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var/R = 0
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var/G = 0
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var/B = 0
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for(var/C in colors_to_blend)
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var/RGB = hex2rgb(C)
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R = between(0, R + RGB[1], 255)
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G = between(0, G + RGB[2], 255)
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B = between(0, B + RGB[3], 255)
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final_color = rgb(R,G,B)
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if(final_color)
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var/old_color = client.color // Don't know if BYOND has an internal optimization to not care about animate() calls that effectively do nothing.
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if(final_color != old_color) // Gonna do a check just incase.
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animate(client, color = final_color, time = 10)
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else // No colors, so remove the client's color.
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animate(client, color = null, time = 10)
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@@ -791,5 +791,10 @@ var/list/ai_verbs_default = list(
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if(rig)
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rig.force_rest(src)
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/mob/living/silicon/ai/is_sentient()
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// AI cores don't store what brain was used to build them so we're just gonna assume they can think to some degree.
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// If that is ever fixed please update this proc.
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return TRUE
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#undef AI_CHECK_WIRELESS
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#undef AI_CHECK_RADIO
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@@ -67,6 +67,9 @@ var/list/mob_hat_cache = list()
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hat.loc = get_turf(src)
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..()
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/mob/living/silicon/robot/drone/is_sentient()
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return FALSE
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/mob/living/silicon/robot/drone/construction
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icon_state = "constructiondrone"
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law_type = /datum/ai_laws/construction_drone
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@@ -13,6 +13,7 @@
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handle_actions()
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||||
handle_instability()
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||||
// For some reason borg Life() doesn't call ..()
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handle_modifiers()
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handle_light()
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if(client)
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||||
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||||
@@ -1085,3 +1085,6 @@
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src << "Hack attempt detected."
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return 1
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return
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/mob/living/silicon/robot/is_sentient()
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return braintype != "Drone"
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@@ -1,6 +1,6 @@
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// Hivebots are tuned towards how many default lasers are needed to kill them.
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// As such, if laser damage is ever changed, you should change this define.
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||||
#define LASERS_TO_KILL *40
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#define LASERS_TO_KILL *30
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// Default hivebot is melee, and a bit more meaty, so it can meatshield for their ranged friends.
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/mob/living/simple_animal/hostile/hivebot
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@@ -11,8 +11,8 @@
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intelligence_level = SA_ANIMAL
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||||
cooperative = 1
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||||
|
||||
maxHealth = 60
|
||||
health = 60
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||||
maxHealth = 120
|
||||
health = 120
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turns_per_move = 5
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||||
see_in_dark = 6
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||||
stop_when_pulled = 0
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||||
@@ -43,9 +43,20 @@
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||||
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
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||||
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||||
var/stance_step = 0
|
||||
// var/stance_step = 0
|
||||
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||||
/mob/living/simple_animal/hostile/bear/handle_stance()
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||||
/mob/living/simple_animal/hostile/bear/handle_stance(var/new_stance)
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||||
// Below was a bunch of code that made this specific mob be 'alert' and will hurt you when it gets closer.
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||||
// It's commented out because it made infinite loops and the AI is going to be moved/rewritten sometime soon (famous last words)
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||||
// and it would be better if this 'alert before attacking' behaviour was on the parent instead of a specific type of mob anyways.
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||||
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||||
// Instead we're just gonna get angry if we're dying.
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||||
..(new_stance)
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||||
if(stance == STANCE_ATTACK || stance == STANCE_ATTACKING)
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||||
if((health / maxHealth) <= 0.5) // At half health, and fighting someone currently.
|
||||
add_modifier(/datum/modifier/berserk, 30 SECONDS)
|
||||
|
||||
/*
|
||||
switch(stance)
|
||||
if(STANCE_TIRED)
|
||||
stop_automated_movement = 1
|
||||
@@ -87,6 +98,7 @@
|
||||
return
|
||||
else
|
||||
..()
|
||||
*/
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/update_icons()
|
||||
..()
|
||||
@@ -103,7 +115,7 @@
|
||||
. = ..()
|
||||
if(.)
|
||||
custom_emote(1,"stares alertly at [.]")
|
||||
handle_stance(STANCE_ALERT)
|
||||
// handle_stance(STANCE_ALERT)
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/PunchTarget()
|
||||
if(!Adjacent(target_mob))
|
||||
|
||||
@@ -1474,6 +1474,9 @@
|
||||
return
|
||||
set_target(new_target)
|
||||
|
||||
/mob/living/simple_animal/is_sentient()
|
||||
return intelligence_level != SA_PLANT && intelligence_level != SA_ROBOTIC
|
||||
|
||||
//Commands, reactions, etc
|
||||
/mob/living/simple_animal/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
|
||||
..()
|
||||
|
||||
@@ -468,6 +468,10 @@
|
||||
enrage() // How dare you try to control the red slime.
|
||||
say("Grrr...!")
|
||||
|
||||
/mob/living/simple_animal/slime/red/enrage()
|
||||
..()
|
||||
add_modifier(/datum/modifier/berserk, 30 SECONDS)
|
||||
|
||||
|
||||
/mob/living/simple_animal/slime/green
|
||||
desc = "This slime is radioactive."
|
||||
|
||||
@@ -46,5 +46,6 @@
|
||||
client.perspective = MOB_PERSPECTIVE
|
||||
reload_fullscreen() // Reload any fullscreen overlays this mob has.
|
||||
add_click_catcher()
|
||||
update_client_color()
|
||||
//set macro to normal incase it was overriden (like cyborg currently does)
|
||||
winset(src, null, "mainwindow.macro=macro hotkey_toggle.is-checked=false input.focus=true input.background-color=#D3B5B5")
|
||||
|
||||
@@ -1117,4 +1117,12 @@ mob/proc/yank_out_object()
|
||||
if(!check_has_body_select())
|
||||
return
|
||||
var/obj/screen/zone_sel/selector = mob.zone_sel
|
||||
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
|
||||
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
|
||||
|
||||
// This handles setting the client's color variable, which makes everything look a specific color.
|
||||
// This proc is here so it can be called without needing to check if the client exists, or if the client relogs.
|
||||
// This is for inheritence since /mob/living will serve most cases. If you need ghosts to use this you'll have to implement that yourself.
|
||||
/mob/proc/update_client_color()
|
||||
if(client && client.color)
|
||||
animate(client, color = null, time = 10)
|
||||
return
|
||||
Reference in New Issue
Block a user