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Fixes morph movement and replaces magic numbers. (#46358)
* fixes morph speed shizz * fixes morph movement
This commit is contained in:
@@ -14,7 +14,7 @@
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layer = EDGED_TURF_LAYER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/amount = 3
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animate_movement = 0
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animate_movement = NO_STEPS
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var/metal = 0
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var/lifetime = 40
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var/reagent_divisor = 7
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@@ -1,6 +1,6 @@
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/obj
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animate_movement = 2
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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var/obj_flags = CAN_BE_HIT
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var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
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@@ -115,7 +115,7 @@
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//Morphed is weaker
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melee_damage_lower = melee_damage_disguised
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melee_damage_upper = melee_damage_disguised
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speed = 0
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set_varspeed(0)
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morph_time = world.time + MORPH_COOLDOWN
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med_hud_set_health()
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@@ -130,7 +130,7 @@
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form = null
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alpha = initial(alpha)
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color = initial(color)
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animate_movement = initial(animate_movement)
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animate_movement = SLIDE_STEPS
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maptext = null
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visible_message("<span class='warning'>[src] suddenly collapses in on itself, dissolving into a pile of green flesh!</span>", \
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@@ -143,7 +143,7 @@
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//Baseline stats
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melee_damage_lower = initial(melee_damage_lower)
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melee_damage_upper = initial(melee_damage_upper)
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speed = initial(speed)
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set_varspeed(initial(speed))
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morph_time = world.time + MORPH_COOLDOWN
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med_hud_set_health()
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@@ -14,7 +14,7 @@
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icon_state = "mulebot0"
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density = TRUE
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move_resist = MOVE_FORCE_STRONG
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animate_movement = 1
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animate_movement = FORWARD_STEPS
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health = 50
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maxHealth = 50
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damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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@@ -10,7 +10,7 @@
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datum_flags = DF_USE_TAG
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density = TRUE
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layer = MOB_LAYER
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animate_movement = 2
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animate_movement = SLIDE_STEPS
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flags_1 = HEAR_1
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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@@ -42,7 +42,7 @@
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var/original_angle = 0 //Angle at firing
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var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
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var/spread = 0 //amount (in degrees) of projectile spread
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animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
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animate_movement = NO_STEPS //Use SLIDE_STEPS in conjunction with legacy
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var/ricochets = 0
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var/ricochets_max = 2
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var/ricochet_chance = 30
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