Fixes mob corpses processing life() needlessly

This commit is contained in:
clusterfack
2015-04-01 13:31:38 -05:00
parent b1801bd033
commit 60b5d455ec
7 changed files with 54 additions and 184 deletions

View File

@@ -1,8 +1,3 @@
//These are meant for spawning on maps, namely Away Missions.
//If someone can do this in a neater way, be my guest-Kor
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/landmark/corpse
name = "Unknown"
@@ -29,10 +24,10 @@
createCorpse()
/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
var/mob/living/carbon/human/M = new /mob/living/carbon/human (loc)
M.dna.mutantrace = mutantrace
M.real_name = src.name
M.death(1) //Kills the new mob
M.adjustOxyLoss(200) //Kills the new mob
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)
@@ -77,7 +72,7 @@
W.assignment = corpseidjob
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
del(src)
qdel(src)
@@ -243,3 +238,33 @@
corpseid = 1
corpseidjob = "Commander"
corpseidaccess = "Captain"
/////////////////Simple-Mob Corpses/////////////////////
/obj/effect/landmark/corpse/pirate
name = "Pirate"
corpseuniform = /obj/item/clothing/under/pirate
corpseshoes = /obj/item/clothing/shoes/jackboots
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsehelmet = /obj/item/clothing/head/bandana
/obj/effect/landmark/corpse/pirate
name = "Pirate"
corpseuniform = /obj/item/clothing/under/pirate
corpseshoes = /obj/item/clothing/shoes/jackboots
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsehelmet = /obj/item/clothing/head/bandana
/obj/effect/landmark/corpse/pirate/ranged
name = "Pirate Gunner"
corpsesuit = /obj/item/clothing/suit/pirate
corpsehelmet = /obj/item/clothing/head/pirate
/obj/effect/landmark/corpse/russian
name = "Russian"
corpseuniform = /obj/item/clothing/under/soviet
corpseshoes = /obj/item/clothing/shoes/jackboots
corpsehelmet = /obj/item/clothing/head/bearpelt
/obj/effect/landmark/corpse/russian/ranged
corpsehelmet = /obj/item/clothing/head/ushanka

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@@ -1,157 +0,0 @@
//Meant for simple animals to drop lootable human bodies.
//If someone can do this in a neater way, be my guest-Kor
//This has to be seperate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/landmark/mobcorpse
name = "Unknown"
var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
var/corpsesuit = null
var/corpseshoes = null
var/corpsegloves = null
var/corpseradio = null
var/corpseglasses = null
var/corpsemask = null
var/corpsehelmet = null
var/corpsebelt = null
var/corpsepocket1 = null
var/corpsepocket2 = null
var/corpseback = null
var/corpseid = 0 //Just set to 1 if you want them to have an ID
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
var/corpseidicon = null //For setting it to be a gold, silver, centcomm etc ID
/obj/effect/landmark/mobcorpse/New()
createCorpse()
/obj/effect/landmark/mobcorpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.real_name = src.name
M.stat = 2 //Kills the new mob
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_ears)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsehelmet)
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
var/datum/job/jobdatum
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == corpseidaccess)
jobdatum = J
break
if(src.corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
if(jobdatum)
W.access = jobdatum.get_access()
else
W.access = list()
if(corpseidjob)
W.assignment = corpseidjob
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
del(src)
//List of different corpse types
/obj/effect/landmark/mobcorpse/syndicatesoldier
name = "Syndicate Operative"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas
corpsehelmet = /obj/item/clothing/head/helmet/swat
corpseback = /obj/item/weapon/storage/backpack
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
/obj/effect/landmark/mobcorpse/syndicatecommando
name = "Syndicate Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/syndi
corpseback = /obj/item/weapon/tank/jetpack/oxygen
corpsepocket1 = /obj/item/weapon/tank/emergency_oxygen
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
/obj/effect/landmark/mobcorpse/clown
name = "Clown"
corpseuniform = /obj/item/clothing/under/rank/clown
corpseshoes = /obj/item/clothing/shoes/clown_shoes
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/clown_hat
corpsepocket1 = /obj/item/weapon/bikehorn
corpseback = /obj/item/weapon/storage/backpack/clown
corpseid = 1
corpseidjob = "Clown"
corpseidaccess = "Clown"
/obj/effect/landmark/mobcorpse/pirate
name = "Pirate"
corpseuniform = /obj/item/clothing/under/pirate
corpseshoes = /obj/item/clothing/shoes/jackboots
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsehelmet = /obj/item/clothing/head/bandana
/obj/effect/landmark/mobcorpse/pirate/ranged
name = "Pirate Gunner"
corpsesuit = /obj/item/clothing/suit/pirate
corpsehelmet = /obj/item/clothing/head/pirate
/obj/effect/landmark/mobcorpse/russian
name = "Russian"
corpseuniform = /obj/item/clothing/under/soviet
corpseshoes = /obj/item/clothing/shoes/jackboots
corpsehelmet = /obj/item/clothing/head/bearpelt
/obj/effect/landmark/mobcorpse/russian/ranged
corpsehelmet = /obj/item/clothing/head/ushanka

View File

@@ -29,7 +29,7 @@
min_n2 = 0
max_n2 = 0
unsuitable_atoms_damage = 15
var/corpse = /obj/effect/landmark/mobcorpse/pirate
var/obj/effect/landmark/corpse/corpse = /obj/effect/landmark/corpse/pirate
var/weapon1 = /obj/item/weapon/melee/energy/sword/pirate
faction = "pirate"
@@ -45,15 +45,16 @@
retreat_distance = 5
minimum_distance = 5
projectiletype = /obj/item/projectile/beam
corpse = /obj/effect/landmark/mobcorpse/pirate/ranged
corpse = /obj/effect/landmark/corpse/pirate/ranged
weapon1 = /obj/item/weapon/gun/energy/laser
/mob/living/simple_animal/hostile/pirate/Die()
..()
if(corpse)
new corpse (src.loc)
new corpse(loc)
corpse.createCorpse()
if(weapon1)
new weapon1 (src.loc)
del src
new weapon1 (get_turf(src))
qdel(src)
return

View File

@@ -19,7 +19,7 @@
melee_damage_upper = 15
attacktext = "punches"
a_intent = I_HURT
var/corpse = /obj/effect/landmark/mobcorpse/russian
var/obj/effect/landmark/corpse/corpse = /obj/effect/landmark/corpse/russian
var/weapon1 = /obj/item/weapon/kitchen/utensil/knife/large
min_oxy = 5
max_oxy = 0
@@ -37,7 +37,7 @@
/mob/living/simple_animal/hostile/russian/ranged
icon_state = "russianranged"
icon_living = "russianranged"
corpse = /obj/effect/landmark/mobcorpse/russian/ranged
corpse = /obj/effect/landmark/corpse/russian/ranged
weapon1 = /obj/item/weapon/gun/projectile/mateba
ranged = 1
retreat_distance = 5
@@ -50,8 +50,9 @@
/mob/living/simple_animal/hostile/russian/Die()
..()
if(corpse)
new corpse (src.loc)
new corpse(loc)
corpse.createCorpse()
if(weapon1)
new weapon1 (src.loc)
del src
new weapon1 (get_turf(src))
qdel(src)
return

View File

@@ -19,7 +19,7 @@
melee_damage_upper = 10
attacktext = "punches"
a_intent = I_HURT
var/corpse = /obj/effect/landmark/mobcorpse/syndicatesoldier
var/obj/effect/landmark/corpse/corpse = /obj/effect/landmark/corpse/syndicatesoldier
var/weapon1
var/weapon2
min_oxy = 5
@@ -37,12 +37,13 @@
/mob/living/simple_animal/hostile/syndicate/Die()
..()
if(corpse)
new corpse (src.loc)
new corpse(loc)
corpse.createCorpse()
if(weapon1)
new weapon1 (src.loc)
new weapon1 (get_turf(src))
if(weapon2)
new weapon2 (src.loc)
del src
new weapon2 (get_turf(src))
qdel(src)
return
///////////////Sword and shield////////////
@@ -95,7 +96,7 @@
icon_state = "syndicatemeleespace"
icon_living = "syndicatemeleespace"
name = "Syndicate Commando"
corpse = /obj/effect/landmark/mobcorpse/syndicatecommando
corpse = /obj/effect/landmark/corpse/syndicatecommando
speed = 0
/mob/living/simple_animal/hostile/syndicate/melee/space/Process_Spacemove(var/check_drift = 0)
@@ -127,7 +128,7 @@
min_n2 = 0
max_n2 = 0
minbodytemp = 0
corpse = /obj/effect/landmark/mobcorpse/syndicatecommando
corpse = /obj/effect/landmark/corpse/syndicatecommando
speed = 0
/mob/living/simple_animal/hostile/syndicate/ranged/space/Process_Spacemove(var/check_drift = 0)