Revert "Merge branch 'master' into Yeehaw"
This reverts commit972c03f79f, reversing changes made to8ebd698763.
This commit is contained in:
@@ -14,9 +14,10 @@
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var/max_grown = 100
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var/time_of_birth
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rotate_on_lying = FALSE
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rotate_on_lying = 0
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bodyparts = list(/obj/item/bodypart/chest/larva, /obj/item/bodypart/head/larva)
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//This is fine right now, if we're adding organ specific damage this needs to be updated
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/mob/living/carbon/alien/larva/Initialize()
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@@ -40,7 +40,7 @@
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var/gib_type = /obj/effect/decal/cleanable/blood/gibs
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rotate_on_lying = TRUE
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var/rotate_on_lying = 1
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var/tinttotal = 0 // Total level of visualy impairing items
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@@ -22,7 +22,6 @@
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muzzle_ignore = TRUE
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restraint_check = TRUE
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emote_type = EMOTE_AUDIBLE
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mob_type_allowed_typecache = list(/mob/living/carbon, /mob/living/silicon/pai)
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/datum/emote/living/carbon/clap/run_emote(mob/living/user, params)
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. = ..()
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@@ -333,7 +333,7 @@
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switch (severity)
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if (1)
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if(bomb_armor)
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b_loss = (350*bomb_armor)+150
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b_loss = 500*bomb_armor
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var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
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throw_at(throw_target, 200, 4)
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damage_clothes(400*bomb_armor, BRUTE, "bomb")
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@@ -37,16 +37,11 @@
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H.dna.features["caps"] = "Round"
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handle_mutant_bodyparts(H)
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H.faction |= "mushroom"
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mush = new()
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mush.teach(H, TRUE)
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RegisterSignal(C, COMSIG_MOB_ON_NEW_MIND, .proc/on_new_mind)
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/datum/species/mush/proc/on_new_mind(mob/owner)
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mush.teach(owner, TRUE) //make_temporary TRUE as it shouldn't carry over to other mobs on mind transfer_to.
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mush = new(null)
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mush.teach(H)
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/datum/species/mush/on_species_loss(mob/living/carbon/C)
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. = ..()
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UnregisterSignal(C, COMSIG_MOB_ON_NEW_MIND)
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C.faction -= "mushroom"
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mush.remove(C)
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QDEL_NULL(mush)
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@@ -1,3 +1,31 @@
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//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
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/mob/living/carbon/update_transform()
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var/matrix/ntransform = matrix(transform) //aka transform.Copy()
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var/final_pixel_y = pixel_y
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var/final_dir = dir
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var/changed = 0
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if(lying != lying_prev && rotate_on_lying)
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changed++
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ntransform.TurnTo(lying_prev,lying)
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if(lying == 0) //Lying to standing
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final_pixel_y = get_standard_pixel_y_offset()
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else //if(lying != 0)
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if(lying_prev == 0) //Standing to lying
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pixel_y = get_standard_pixel_y_offset()
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final_pixel_y = get_standard_pixel_y_offset(lying)
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if(dir & (EAST|WEST)) //Facing east or west
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final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
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if(resize != RESIZE_DEFAULT_SIZE)
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changed++
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ntransform.Scale(resize)
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resize = RESIZE_DEFAULT_SIZE
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if(changed)
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animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
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setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
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/mob/living/carbon
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var/list/overlays_standing[TOTAL_LAYERS]
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