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TG: Added two new variables, "canstun" and "canweaken". They can be modified in
runtime to prevent mobs from ever being weakened and stunned by tasers/batons/electrified doors. Xenos are immune to stunning and weakening. This basically means you cannot run up to a xeno and shoot them with a taser and game over. This makes them a lot more dangerous. To compensate, I've added in a xeno-exclusive variable controlling movement delay addition. When a xeno is stunned, its movement speed goes down. The speed is recovered in the life() proc. Modifications to critter.dmi (manhacks). Added a new lighting icon, floor lights. Possible implementation later. r2886
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@@ -13,4 +13,9 @@
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alien_talk_understand = 1
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var/obj/item/weapon/card/id/wear_id = null // Fix for station bounced radios -- Skie
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var/has_fine_manipulation = 0
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var/has_fine_manipulation = 0
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var/move_delay_add = 0 // movement delay to add
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canstun = 0
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canweaken = 0 // aliens cannot be stunned or knocked down. Massive buff!
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@@ -19,6 +19,11 @@
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see_in_dark = 8
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// canstun and canweaken don't affect metroids because they ignore stun and weakened variables
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// for the sake of cleanliness, though, here they are.
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canstun = 0
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canweaken = 0
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var/amount_grown = 0// controls how long the metroid has been overfed, if 10, grows into an adult
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// if adult: if 10: reproduces
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var/powerlevel = 0 // 1-10 controls how much electricity they are generating
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@@ -161,7 +161,7 @@ STUN BATON
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R.cell.charge -= 20
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else
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charges--
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if (M.stuttering < 1 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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if (M.stuttering < 1 && (!(M.mutations & HULK) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stuttering = 1
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M.Stun(1)
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M.Weaken(1)
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@@ -172,7 +172,7 @@ STUN BATON
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R.cell.charge -= 20
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else
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charges--
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if (M.stuttering < 10 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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if (M.stuttering < 10 && (!(M.mutations & HULK) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stuttering = 10
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M.Stun(10)
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M.Weaken(10)
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@@ -91,6 +91,9 @@
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if(src.resting)
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Weaken(5)
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if(move_delay_add > 0)
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move_delay_add = max(0, move_delay_add - rand(1, 2))
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if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
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death()
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else if(src.health < config.health_threshold_crit)
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@@ -92,6 +92,9 @@
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if(src.resting)
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Weaken(5)
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if(move_delay_add > 0)
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move_delay_add = max(0, move_delay_add - rand(1, 2))
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if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
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death()
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else if(src.health < config.health_threshold_crit)
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@@ -58,7 +58,9 @@
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tally += 2
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if (istype(src, /mob/living/carbon/alien/humanoid/sentinel))
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tally += 1
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return tally
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if (istype(src, /mob/living/carbon/alien/humanoid/hunter))
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tally = -1 // hunters go supersuperfast
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return tally + move_delay_add
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//This needs to be fixed
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/mob/living/carbon/alien/humanoid/Stat()
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@@ -407,6 +407,9 @@
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if(src.resting)
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Weaken(5)
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if(move_delay_add > 0)
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move_delay_add = max(0, move_delay_add - rand(1, 2))
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if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
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death()
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else if(src.health < config.health_threshold_crit)
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@@ -332,6 +332,9 @@
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if(resting)
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Weaken(5)
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if(move_delay_add > 0)
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move_delay_add = max(0, move_delay_add - rand(1, 2))
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if(health < config.health_threshold_dead || brain_op_stage == 4.0)
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death()
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else if(health < config.health_threshold_crit)
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@@ -50,7 +50,8 @@
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if(IRRADIATE)
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radiation += max((effect - (effect*getarmor(null, "rad"))), 0)//Rads auto check armor
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if(STUTTER)
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stuttering = max(stuttering,(effect/(blocked+1)))
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if(canstun) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect/(blocked+1)))
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if(SLUR)
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slurring = max(slurring, (effect/(blocked+1)))
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if(EYE_BLUR)
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@@ -1098,28 +1098,39 @@ note dizziness decrements automatically in the mob's Life() proc.
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/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
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return 0
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/mob/proc/Stun(amount)
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stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
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if(canstun)
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stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
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else
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if(istype(src, /mob/living/carbon/alien)) // add some movement delay
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var/mob/living/carbon/alien/Alien = src
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Alien.move_delay_add = min(Alien.move_delay_add + round(amount / 5), 10) // a maximum delay of 10
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return
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/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
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stunned = max(amount,0)
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if(canstun)
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stunned = max(amount,0)
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return
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/mob/proc/AdjustStunned(amount)
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stunned = max(stunned + amount,0)
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if(canstun)
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stunned = max(stunned + amount,0)
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return
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/mob/proc/Weaken(amount)
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weakened = max(max(weakened,amount),0)
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if(canweaken)
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weakened = max(max(weakened,amount),0)
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return
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/mob/proc/SetWeakened(amount)
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weakened = max(amount,0)
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if(canweaken)
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weakened = max(amount,0)
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return
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/mob/proc/AdjustWeakened(amount)
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weakened = max(weakened + amount,0)
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if(canweaken)
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weakened = max(weakened + amount,0)
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return
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/mob/proc/Paralyse(amount)
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@@ -29,6 +29,7 @@
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var/maxHealth = 100 //Living
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//Vars that should only be accessed via procs ++END
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// var/uses_hud = 0
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var/obj/screen/pain = null
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var/obj/screen/flash = null
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@@ -257,15 +258,6 @@
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var/halloss = 0
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var/hallucination = 0
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// TG Porting Variables
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var/canstun = 1 // determines if this mob can be stunned by things
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var/canweaken = 1 // determines if this mob can be weakened/knocked down by things
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var/nopush = 0 //Can they be shoved?
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var/area/lastarea = null
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var/digitalcamo = 0 // Can they be tracked by the AI?
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/*For ninjas and others. This variable is checked when a mob moves and I guess it was supposed to allow the mob to move
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through dense areas, such as walls. Setting density to 0 does the same thing. The difference here is that
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the mob is also allowed to move without any sort of restriction. For instance, in space or out of holder objects.*/
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@@ -279,6 +271,16 @@ the mob is also allowed to move without any sort of restriction. For instance, i
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var/UI = 'screen1_old.dmi' // For changing the UI from preferences
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// var/obj/effect/organstructure/organStructure = null //for dem organs
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var/canstun = 1 // determines if this mob can be stunned by things
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var/canweaken = 1 // determines if this mob can be weakened/knocked down by things
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var/nopush = 0 //Can they be shoved?
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var/area/lastarea = null
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/list/organs = list( ) //List of organs.
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//Singularity wants you!
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