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update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs. Fixed the throw code for TKgrab so it can be toggled. Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are) Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little. There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
272 lines
6.2 KiB
Plaintext
272 lines
6.2 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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var/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
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var/const/MAX_IMPREGNATION_TIME = 150
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var/const/MIN_ACTIVE_TIME = 300 //time between being dropped and going idle
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var/const/MAX_ACTIVE_TIME = 600
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/obj/item/clothing/mask/facehugger
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name = "alien"
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desc = "It has some sort of a tube at the end of its tail."
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icon_state = "facehugger"
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item_state = "facehugger"
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w_class = 1 //note: can be picked up by aliens unlike most other items of w_class below 4
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flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH|MASKCOVERSEYES
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var/stat = UNCONSCIOUS //UNCONSCIOUS is the idle state in this case
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var/sterile = 0
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var/strength = 5
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var/attached = 0
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attack_paw(user as mob) //can be picked up by aliens
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if(isalien(user))
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attack_hand(user)
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return
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else
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..()
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return
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attack_hand(user as mob)
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if(stat == CONSCIOUS && !isalien(user))
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Attach(user)
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return
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else
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..()
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return
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attack(mob/living/M as mob, mob/user as mob)
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..()
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Attach(M)
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New()
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if(aliens_allowed)
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..()
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else
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del(src)
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examine()
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..()
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switch(stat)
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if(DEAD,UNCONSCIOUS)
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usr << "\red \b [src] is not moving."
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if(CONSCIOUS)
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usr << "\red \b [src] seems to be active."
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if (sterile)
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usr << "\red \b It looks like the proboscis has been removed."
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return
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attackby()
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Die()
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return
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bullet_act()
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Die()
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return
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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Die()
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return
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HasEntered(atom/target)
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Attach(target)
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return
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dropped()
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..()
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GoActive()
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return
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throw_impact(atom/hit_atom)
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Attach(hit_atom)
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return
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proc/Attach(M as mob)
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if(!isliving(M) || isalien(M))
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return
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if(attached)
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return
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else
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attached++
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spawn(MAX_IMPREGNATION_TIME)
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attached = 0
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var/mob/living/L = M //just so I don't need to use :
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if(stat != CONSCIOUS)
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return
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if(!sterile) L.take_organ_damage(strength,0) //done here so that even borgs and humans in helmets take damage
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loc = L.loc
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if(issilicon(L))
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for(var/mob/O in viewers(src, null))
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O.show_message("\red \b [src] smashes against [L]'s frame!", 1)
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Die()
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return
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var/mob/living/carbon/target = L
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for(var/mob/O in viewers(target, null))
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O.show_message("\red \b [src] leaps at [target]'s face!", 1)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.head && H.head.flags & HEADCOVERSMOUTH)
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for(var/mob/O in viewers(H, null))
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O.show_message("\red \b [src] smashes against [H]'s [H.head]!", 1)
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Die()
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return
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if(target.wear_mask)
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var/obj/item/clothing/W = target.wear_mask
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if(!W.canremove)
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return
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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W.loc = target.loc
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W.dropped(target)
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W.layer = initial(W.layer)
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for(var/mob/O in viewers(target, null))
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O.show_message("\red \b [src] tears [W] off of [target]'s face!", 1)
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if(istype(loc,/mob/living/carbon/alien)) //just taking it off from the alien's UI
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var/mob/living/carbon/alien/host = loc
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host.u_equip(src)
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if (host.client)
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host.client.screen -= src
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add_fingerprint(host)
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loc = target
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layer = 20
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target.wear_mask = src
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target.update_inv_wear_mask()
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GoIdle() //so it doesn't jump the people that tear it off
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if(!sterile) target.Paralyse(MAX_IMPREGNATION_TIME/6) //something like 25 ticks = 20 seconds with the default settings
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spawn(rand(MIN_IMPREGNATION_TIME,MAX_IMPREGNATION_TIME))
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Impregnate(target)
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return
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proc/Impregnate(mob/living/carbon/target as mob)
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if(target.wear_mask != src) //was taken off or something
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return
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if(!sterile)
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target.contract_disease(new /datum/disease/alien_embryo(0)) //so infection chance is same as virus infection chance
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for(var/datum/disease/alien_embryo/A in target.viruses)
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target.alien_egg_flag = max(1,target.alien_egg_flag)
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for(var/mob/O in viewers(target,null))
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O.show_message("\red \b [src] falls limp after violating [target]'s face!", 1)
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Die()
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else
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for(var/mob/O in viewers(target,null))
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O.show_message("\red \b [src] violates [target]'s face!", 1)
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target.update_inv_wear_mask()
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return
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proc/GoActive()
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if(stat == DEAD || stat == CONSCIOUS)
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return
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stat = CONSCIOUS
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for(var/mob/living/carbon/alien/alien in world)
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var/image/activeIndicator = image('alien.dmi', loc = src, icon_state = "facehugger_active")
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activeIndicator.override = 1
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if(alien && alien.client)
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alien.client.images += activeIndicator
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spawn(rand(MIN_ACTIVE_TIME,MAX_ACTIVE_TIME))
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GoIdle()
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return
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proc/GoIdle()
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if(stat == DEAD || stat == UNCONSCIOUS)
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return
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RemoveActiveIndicators()
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stat = UNCONSCIOUS
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return
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proc/Die()
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if(stat == DEAD)
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return
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RemoveActiveIndicators()
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icon_state = "facehugger_dead"
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stat = DEAD
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for(var/mob/O in viewers(src, null))
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O.show_message("\red \b[src] curls up into a ball!", 1)
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return
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proc/RemoveActiveIndicators() //removes the "active" facehugger indicator from all aliens in the world for this hugger
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for(var/mob/living/carbon/alien/alien in world)
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if(alien.client)
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for(var/image/image in alien.client.images)
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if(image.icon_state == "facehugger_active" && image.loc == src)
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del(image)
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return
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/obj/item/clothing/mask/facehugger/angry
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stat = CONSCIOUS
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/obj/item/clothing/mask/facehugger/angry/HasProximity(atom/movable/AM as mob|obj)
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if(istype(AM , /mob/living/))
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Attach(AM)
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/*
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/obj/item/clothing/mask/facehugger/angry/New()
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processing_objects.Add(src)
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/obj/item/clothing/mask/facehugger/angry/process()
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if(!src || src.stat == (DEAD))
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return
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for(var/mob/living/carbon/C in range(1,src))
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Attach(C)
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return
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for(var/mob/living/carbon/C in range(5,src))
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if(isInSight(C,src))
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step_to(src,C,0)
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spawn(5)
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if(C in range(1,src))
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Attach(C)
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return
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step_rand(src)
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return
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/obj/item/clothing/mask/facehugger/angry/Attach(var/mob/M as mob)
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..(M)
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processing_objects.Remove(src)
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*/
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