/datum/species/horror // /vg/ name = "Horror" icobase = 'icons/mob/human_races/r_horror.dmi' deform = 'icons/mob/human_races/r_horror.dmi' // TODO: Need deform. language = "Clatter" attack_verb = "slams" flags = NO_BREATHE /*| NON_GENDERED*/ | NO_PAIN pressure_resistance = 30 * ONE_ATMOSPHERE /*No longer will our ascent be foiled by depressurization!*/ //h_style = null // Yep. default_mutations=list(M_HULK) cold_level_1 = 0 //Default 260 - Lower is better cold_level_2 = 10 //Default 200 cold_level_3 = 20 //Default 120 heat_level_1 = 420 //Default 360 - Higher is better heat_level_2 = 480 //Default 400 heat_level_3 = 1100 //Default 1000 warning_low_pressure = 50 hazard_low_pressure = 0 max_hurt_damage = 30 /*It costs 30 points, it should crit in 3 hits.*/ // Same as disposal punch_throw_speed = 1 punch_throw_range = 10 throw_mult = 1.5 // +0.5 for hulk fireloss_mult = 2 // double the damage, half the fun abilities = list( /client/proc/changeling_force_airlock ) override_icon = 'icons/mob/horror.dmi' has_mutant_race = 0 /client/proc/changeling_force_airlock() set category = "Changeling" set name = "Force Airlock" set desc = "We will attempt to force open an airlock in front of us." var/mob/living/carbon/human/H=eye if(!istype(H)) return if(H.stat!=0 || !H.mind.changeling || H.species.name != "Horror") return var/turf/T = get_step(H,H.dir) if(!T) return for(var/obj/machinery/door/D in T) if(D.density) D.visible_message("\The [D]'s motors whine as several great tendrils begin trying to force it open!") if(do_after(H,50) && prob(50)) D.open(1) D.visible_message("[H.name] forces \the [D] open!") // Open firedoors, too. for(var/obj/machinery/door/firedoor/FD in D.loc) if(FD && FD.density) FD.open(1) else usr << "You fail to open \the [D]." return