mirror of
https://github.com/vgstation-coders/vgstation13.git
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Multiple Borers in a Single Body (#9066)
* Adds the ability for multiple borers in the same host. Adds upgrade paths for chest and leg borers. * Fully implements the ability to have multiple borers in a single body, complete with unique chems, verbs, and genetic unlocks. * Fixes to do with movement_speed_modifier, and some conflict resolution. * Fixes some paths. * Fixes conflicts. * Fixes more conflicts. * Inorganic limbs can no longer be infested. Removes arm borers' ability to produce creatine. * Removes all mention of the term "cortical" from borers.
This commit is contained in:
committed by
clusterfack
parent
8bdde5306a
commit
0c2ec12d2d
@@ -251,11 +251,13 @@
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/obj/item/weapon/gun/proc/click_empty(mob/user = null)
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if (user)
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user.visible_message("*click click*", "<span class='danger'>*click*</span>")
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playsound(user, empty_sound, 100, 1)
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if(empty_sound)
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user.visible_message("*click click*", "<span class='danger'>*click*</span>")
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playsound(user, empty_sound, 100, 1)
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else
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src.visible_message("*click click*")
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playsound(get_turf(src), empty_sound, 100, 1)
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if(empty_sound)
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src.visible_message("*click click*")
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playsound(get_turf(src), empty_sound, 100, 1)
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/obj/item/weapon/gun/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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//Suicide handling.
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@@ -37,9 +37,14 @@
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/obj/item/weapon/gun/hookshot/New()
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..()
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for(var/i = 0;i <= maxlength; i++)
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var/obj/effect/overlay/hookchain/HC = new(src)
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HC.shot_from = src
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links["[i]"] = HC
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if(istype(src, /obj/item/weapon/gun/hookshot/flesh))
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var/obj/effect/overlay/hookchain/flesh/HC = new(src)
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HC.shot_from = src
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links["[i]"] = HC
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else
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var/obj/effect/overlay/hookchain/HC = new(src)
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HC.shot_from = src
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links["[i]"] = HC
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/obj/item/weapon/gun/hookshot/Destroy()//if a single link of the chain is destroyed, the rest of the chain is instantly destroyed as well.
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if(chain_datum)
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@@ -232,11 +237,11 @@
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undergoing_deletion = 1
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if(extremity_A)
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if(snap)
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extremity_A.visible_message("The chain snaps and let go of \the [extremity_A]")
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extremity_A.visible_message("The chain snaps and lets go of \the [extremity_A].")
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extremity_A.tether = null
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if(extremity_B)
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if(snap)
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extremity_B.visible_message("The chain snaps and let go of \the [extremity_B]")
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extremity_B.visible_message("The chain snaps and lets go of \the [extremity_B].")
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extremity_B.tether = null
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for(var/i = 1; i<= links.len ;i++)
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var/obj/effect/overlay/chain/C = links["[i]"]
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@@ -19,6 +19,7 @@
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sharpness = 1
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hitsound = "sound/weapons/bloodyslice.ogg"
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attack_verb = list("claws", "rends", "slashes")
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mech_flags = MECH_SCAN_ILLEGAL
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conventional_firearm = 0
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var/shots_remaining = 0
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var/has_shot = 0
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@@ -70,8 +70,9 @@
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sleep(sleeptime)
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/obj/item/projectile/hookshot/bullet_die()
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var/obj/item/weapon/gun/hookshot/hookshot = shot_from
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hookshot.hook = null
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if(shot_from)
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var/obj/item/weapon/gun/hookshot/hookshot = shot_from
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hookshot.hook = null
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spawn()
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OnDeath()
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returnToPool(src)
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