Files
vgstation13/code/game/gamemodes/changeling/horror.dm
D3athrow 01d2471fc9 Merge branch 'color_replace_2_electric_boogaloo' into Bleeding-Edge
Conflicts:
	code/ATMOSPHERICS/pipe/pipe_dispenser.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/embedded_controller/embedded_controller_base.dm
	code/modules/mining/money_bag.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/silicon/mommi/mommi.dm
	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/rdconsole.dm
	code/modules/research/xenoarchaeology/machinery/analysis_base.dm
	code/modules/research/xenoarchaeology/machinery/artifact_harvester.dm
	code/modules/research/xenoarchaeology/tools/ano_device_battery.dm
2015-04-12 16:40:59 -05:00

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/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("<span class='warning'>\The [D]'s motors whine as several great tendrils begin trying to force it open!</span>")
if(do_after(H,50) && prob(50))
D.open(1)
D.visible_message("<span class='warning'>[H.name] forces \the [D] open!</span>")
// Open firedoors, too.
for(var/obj/machinery/door/firedoor/FD in D.loc)
if(FD && FD.density)
FD.open(1)
else
usr << "<span class='warning'>You fail to open \the [D].</span>"
return