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f4bf017921
* Unit Test rework & Master/Ticker update * Fixes and working unit testing * Fixes * Test fixes and FA update * Fixed runtimes * Radio subsystem * move that glob wherever later * ident * CIBUILDING compile option * Fixed runtimes * Some changes to the workflow * CI Split * More split * Pathing * Linters and Annotators * ci dir fix * Missing undef fixed * Enable grep checks * More test conversions * More split * Correct file * Removes unneeded inputs * oop * More dependency changes * More conversions * Conversion fixes * Fixes * Some assert fixes * Corrects start gate * Converted some README.dms to README.mds * Removes duplicate proc * Removes unused defines * Example configs * fix dll access viol by double calling * Post-rebase fixes * Cleans up names global list * Undef restart counter * More code/game/ cleanup * Statpanel update * Skybox * add * Fix ticker * Roundend fix * Persistence dependency update * Reordering * Reordering * Reordering * Initstage fix * . * . * Reorder * Reorder * Circle * Mobs * Air * Test fix * CI Script Fix * Configs * More ticker stuff * This is now in 'reboot world' * Restart world announcements * no glob in PreInit * to define * Update * Removed old include * Make this file normal again * moved * test * shared unit testing objects * Updates batched_spritesheets and universal_icon * . * job data debug * rm that * init order * show us * . * i wonder * . * . * urg * do we not have a job ID? * . * rm sleep for now * updated rust-g linux binaries * binaries update 2 * binaries update 3 * testing something * change that * test something * . * . * . * locavar * test * move that * . * debug * don't run this test * strack trace it * cleaner * . * . * cras again * also comment this out * return to official rust g * Update robot_icons.dm * monitor the generation * . --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
124 lines
3.1 KiB
Plaintext
124 lines
3.1 KiB
Plaintext
//This is the proc for gibbing a mob. Cannot gib ghosts.
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//added different sort of gibs and animations. N
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/mob/proc/gib(anim="gibbed-m", do_gibs, gib_file = 'icons/mob/mob.dmi')
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if(stat != DEAD)
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death(1)
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transforming = 1
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canmove = 0
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icon = null
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invisibility = INVISIBILITY_ABSTRACT
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update_canmove()
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GLOB.dead_mob_list -= src
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var/atom/movable/overlay/animation = null
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animation = new(loc)
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animation.icon_state = "blank"
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animation.icon = gib_file
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animation.master = src
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flick(anim, animation)
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if(do_gibs) gibs(loc, dna)
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spawn(15)
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if(animation) qdel(animation)
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if(src) qdel(src)
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//This is the proc for turning a mob into ash. Mostly a copy of gib code (above).
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//Originally created for wizard disintegrate. I've removed the virus code since it's irrelevant here.
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//Dusting robots does not eject the MMI, so it's a bit more powerful than gib() /N
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/mob/proc/dust(anim="dust-m",remains=/obj/effect/decal/cleanable/ash)
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death(1)
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var/atom/movable/overlay/animation = null
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transforming = 1
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canmove = 0
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icon = null
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invisibility = INVISIBILITY_ABSTRACT
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animation = new(loc)
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick(anim, animation)
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new remains(loc)
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GLOB.dead_mob_list -= src
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spawn(15)
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if(animation) qdel(animation)
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if(src) qdel(src)
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/mob/proc/ash(anim="dust-m")
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death(1)
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var/atom/movable/overlay/animation = null
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transforming = 1
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canmove = 0
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icon = null
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invisibility = INVISIBILITY_ABSTRACT
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animation = new(loc)
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick(anim, animation)
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GLOB.dead_mob_list -= src
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spawn(15)
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if(animation) qdel(animation)
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if(src) qdel(src)
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/mob/proc/death(gibbed,deathmessage="seizes up and falls limp...")
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if(stat == DEAD)
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return 0
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SEND_SIGNAL(src, COMSIG_MOB_DEATH, gibbed)
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if(src.loc && istype(loc,/obj/belly) || istype(loc,/obj/item/dogborg/sleeper)) deathmessage = "no message" //VOREStation Add - Prevents death messages from inside mobs
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facing_dir = null
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if(!gibbed && deathmessage != DEATHGASP_NO_MESSAGE)
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src.visible_message(span_infoplain(span_bold("\The [src.name]") + " [deathmessage]"))
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set_stat(DEAD)
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SSmotiontracker.ping(src,80)
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update_canmove()
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layer = MOB_LAYER
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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drop_r_hand()
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drop_l_hand()
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if(viruses)
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for(var/datum/disease/D in viruses)
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if(istype(D, /datum/disease/advance))
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var/datum/disease/advance/AD = D
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for(var/symptom in AD.symptoms)
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var/datum/symptom/S = symptom
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S.OnDeath(AD)
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else
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D.OnDeath()
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if(healths)
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healths.overlays = null // This is specific to humans but the relevant code is here; shouldn't mess with other mobs.
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healths.icon_state = "health6"
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timeofdeath = world.time
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if(mind) mind.store_memory("Time of death: [stationtime2text()]", 0)
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GLOB.living_mob_list -= src
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GLOB.dead_mob_list |= src
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set_respawn_timer()
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update_icon()
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handle_regular_hud_updates()
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handle_vision()
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if(SSticker && SSticker.mode)
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SSticker.mode.check_win()
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return 1
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