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