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
This commit is contained in:
Kashargul
2025-04-14 00:07:35 +02:00
committed by GitHub
parent 53ee76ad92
commit cdfa1c853f
170 changed files with 1262 additions and 1219 deletions
+32 -34
View File
@@ -259,11 +259,11 @@ Gunshots/explosions/opening doors/less rare audio (done)
for(var/mob/O in oviewers(world.view , my_target))
to_chat(O, span_bolddanger("[my_target] stumbles around."))
/obj/effect/fake_attacker/New()
..()
/obj/effect/fake_attacker/Initialize(mapload)
. = ..()
QDEL_IN(src, 30 SECONDS)
step_away(src,my_target,2)
spawn attack_loop()
addtimer(CALLBACK(src, PROC_REF(attack_loop)), rand(5, 10), TIMER_DELETE_ME)
/obj/effect/fake_attacker/Destroy()
if(my_target)
@@ -291,35 +291,35 @@ Gunshots/explosions/opening doors/less rare audio (done)
/obj/effect/fake_attacker/proc/attack_loop()
while(1)
sleep(rand(5,10))
if(src.health < 0)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.set_dir(get_dir(src,my_target))
step_towards(src,my_target)
updateimage()
else
if(prob(15))
if(weapon_name)
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
my_target.show_message(span_bolddanger("[my_target] has been attacked with [weapon_name] by [src.name]!"), 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
my_target.show_message(span_bolddanger("[src.name] has punched [my_target]!"), 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
if(src.health < 0)
collapse()
addtimer(CALLBACK(src, PROC_REF(attack_loop)), rand(5, 10), TIMER_DELETE_ME)
return
if(get_dist(src,my_target) > 1)
src.set_dir(get_dir(src,my_target))
step_towards(src,my_target)
updateimage()
else
if(prob(15))
step_away(src,my_target,2)
if(weapon_name)
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
my_target.show_message(span_bolddanger("[my_target] has been attacked with [weapon_name] by [src.name]!"), 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
my_target.show_message(span_bolddanger("[src.name] has punched [my_target]!"), 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
if(prob(15))
step_away(src,my_target,2)
addtimer(CALLBACK(src, PROC_REF(attack_loop)), rand(5, 10), TIMER_DELETE_ME)
/obj/effect/fake_attacker/proc/collapse()
collapse = 1
@@ -330,9 +330,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
O.name = "blood"
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
target << I
spawn(300)
qdel(O)
return
QDEL_IN(O, 30 SECONDS)
var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_magazine/s357,\
/obj/item/gun/energy/crossbow, /obj/item/melee/energy/sword,\