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Human zombies can force open doors (#32580)
* Update necro.dm * headcrab * Update necro.dm * Update necro.dm * Update necro.dm * Update necro.dm * Update necro.dm * Update necro.dm * Update death.dm
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@@ -66,5 +66,6 @@
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/mob/proc/resurrect()
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living_mob_list |= src
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dead_mob_list -= src
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if(src.client)
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clear_fullscreens()
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verbs -= /mob/living/proc/butcher
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@@ -157,7 +157,7 @@
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max_n2 = 0
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minbodytemp = 0
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_WEAK | OPEN_DOOR_SMART
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meat_type = null
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/*
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#define EVOLVING 1
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@@ -207,8 +207,6 @@
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max_n2 = 0
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minbodytemp = 0
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS
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var/times_revived //Tracks how many times the zombie has regenerated from death
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var/times_eaten //Tracks how many times the zombie has chewed on a human corpse
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var/can_evolve = FALSE //False if we don't want it to evolve
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@@ -391,7 +389,7 @@
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clothing.Remove(I)
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..()
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/mob/living/simple_animal/hostile/necro/zombie/turned //Not very useful
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/mob/living/simple_animal/hostile/necro/zombie/turned
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icon_state = "zombie_turned" //Looks almost not unlike just a naked guy to potentially catch others off guard
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icon_living = "zombie_turned"
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icon_dead = "zombie_turned"
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@@ -399,6 +397,7 @@
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maxHealth = 50
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health = 50
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can_evolve = TRUE
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_WEAK | OPEN_DOOR_SMART
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var/mob/living/carbon/human/host //Whoever the zombie was previously, kept in a reference to potentially bring back
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var/being_unzombified = FALSE
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@@ -479,7 +478,7 @@
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maxHealth = 100
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health = 100
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can_evolve = 1
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_WEAK
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_WEAK | OPEN_DOOR_SMART
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/mob/living/simple_animal/hostile/necro/zombie/rotting/check_evolve()
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..()
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@@ -653,7 +652,7 @@
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icon_state = "ghoul"
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icon_dead = "ghoul"
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icon_living = "ghoul"
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desc = "Suffering from onset decay from radiation exposure, this one has lost their mind, their soul, but not their hunger."
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desc = "Suffering from onset decay from radiation exposure. They have lost their mind and soul, but not their hunger."
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can_evolve = 0
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canRegenerate = 0
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@@ -664,7 +663,7 @@
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melee_damage_upper = 20
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attacktext = "punches"
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attack_sound = "sound/weapons/punch1.ogg"
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_WEAK
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_STRONG
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/mob/living/simple_animal/hostile/necro/zombie/ghoul/Life()
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..()
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@@ -691,7 +690,7 @@
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melee_damage_lower = 15
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melee_damage_upper = 25
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_STRONG | OPEN_DOOR_SMART
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var/last_rad_blast = 0
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/mob/living/simple_animal/hostile/necro/zombie/ghoul/glowing_one/Life()
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@@ -738,7 +737,7 @@
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///////////////// HEADCRAB ZOMBIES ////////////////////
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///////////////////////////////////////////////////////
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/mob/living/simple_animal/hostile/necro/zombie/headcrab //Not very useful
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/mob/living/simple_animal/hostile/necro/zombie/headcrab
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icon_state = "zombie_headcrab"
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icon_living = "zombie_headcrab"
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icon_dead = "zombie_headcrab"
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@@ -749,6 +748,7 @@
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canRegenerate = 0
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var/mob/living/carbon/human/host //Whoever the zombie was previously, kept in a reference to potentially bring back
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var/obj/item/clothing/mask/facehugger/headcrab/crab //The crab controlling it.
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environment_smash_flags = SMASH_LIGHT_STRUCTURES | SMASH_CONTAINERS | OPEN_DOOR_WEAK | OPEN_DOOR_SMART
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/mob/living/simple_animal/hostile/necro/zombie/headcrab/New(loc, mob/living/Owner, var/mob/living/Victim, datum/mind/Controller)
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..()
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