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https://github.com/VOREStation/VOREStation.git
synced 2026-07-20 11:35:19 +01:00
New to init final (#17512)
* Initial * some more * next few * only light left * fix things up * some rmore fixes * guh * Update ai_vr.dm * comment * lets try something * . * hmm * . * . * hmm * push that here * fix layout * grrr
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@@ -259,11 +259,11 @@ Gunshots/explosions/opening doors/less rare audio (done)
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for(var/mob/O in oviewers(world.view , my_target))
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to_chat(O, span_bolddanger("[my_target] stumbles around."))
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/obj/effect/fake_attacker/New()
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..()
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/obj/effect/fake_attacker/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 30 SECONDS)
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step_away(src,my_target,2)
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spawn attack_loop()
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addtimer(CALLBACK(src, PROC_REF(attack_loop)), rand(5, 10), TIMER_DELETE_ME)
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/obj/effect/fake_attacker/Destroy()
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if(my_target)
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@@ -291,35 +291,35 @@ Gunshots/explosions/opening doors/less rare audio (done)
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/obj/effect/fake_attacker/proc/attack_loop()
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while(1)
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sleep(rand(5,10))
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if(src.health < 0)
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collapse()
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continue
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if(get_dist(src,my_target) > 1)
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src.set_dir(get_dir(src,my_target))
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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if(weapon_name)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.show_message(span_bolddanger("[my_target] has been attacked with [weapon_name] by [src.name]!"), 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
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my_target.show_message(span_bolddanger("[src.name] has punched [my_target]!"), 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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if(src.health < 0)
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collapse()
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addtimer(CALLBACK(src, PROC_REF(attack_loop)), rand(5, 10), TIMER_DELETE_ME)
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return
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if(get_dist(src,my_target) > 1)
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src.set_dir(get_dir(src,my_target))
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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step_away(src,my_target,2)
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if(weapon_name)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.show_message(span_bolddanger("[my_target] has been attacked with [weapon_name] by [src.name]!"), 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
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my_target.show_message(span_bolddanger("[src.name] has punched [my_target]!"), 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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if(prob(15))
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step_away(src,my_target,2)
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addtimer(CALLBACK(src, PROC_REF(attack_loop)), rand(5, 10), TIMER_DELETE_ME)
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/obj/effect/fake_attacker/proc/collapse()
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collapse = 1
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@@ -330,9 +330,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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O.name = "blood"
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var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
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target << I
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spawn(300)
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qdel(O)
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return
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QDEL_IN(O, 30 SECONDS)
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var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_magazine/s357,\
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/obj/item/gun/energy/crossbow, /obj/item/melee/energy/sword,\
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