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6f1d6c524d
* first adjustements * few more * construct * next * next set * next * next * next * next * next * . * last non modular set * make it compile * . * . * change that * synx * teamush * override fix * TEAMUSH * adds organ sell element * adds pick color * get rid of these chompcomments * removes chomp comments * Update gaslamp_vr.dm * zipgun * zip and synx * fixes synx * Update topic.dm * move the trash verbs * . * . * . * port * Update rakshasa_trap.dm * Update slug.dm --------- Co-authored-by: C.L. <killer65311@gmail.com> Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
23 lines
885 B
Plaintext
23 lines
885 B
Plaintext
// The following procs are used to grab players for mobs produced by a seed (mostly for dionaea).
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/datum/seed/proc/handle_living_product(var/mob/living/host)
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if(!host || !istype(host) || ai_mob_product) return
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if(apply_color_to_mob)
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host.color = traits[TRAIT_PRODUCT_COLOUR]
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var/datum/ghosttrap/plant/P = get_ghost_trap("living plant")
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P.request_player(host, "Someone is harvesting [display_name]. ")
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spawn(75)
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if(!host.ckey && !host.client)
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host.death() // This seems redundant, but a lot of mobs don't
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host.set_stat(DEAD) // handle death() properly. Better safe than etc.
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host.visible_message(span_danger("[host] is malformed and unable to survive. It expires pitifully, leaving behind some seeds."))
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var/total_yield = rand(1,3)
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for(var/j = 0;j<=total_yield;j++)
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var/obj/item/seeds/S = new(get_turf(host))
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S.seed_type = name
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S.update_seed()
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