Update synths.dm
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@@ -1,125 +1,3 @@
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<<<<<<< HEAD
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/datum/species/synth
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name = "Synth" //inherited from the real species, for health scanners and things
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id = "synth"
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say_mod = "beep boops" //inherited from a user's real species
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sexes = 0
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species_traits = list(NOTRANSSTING,NOBREATH,VIRUSIMMUNE,NODISMEMBER,NOHUNGER) //all of these + whatever we inherit from the real species
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dangerous_existence = 1
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blacklisted = 1
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meat = null
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damage_overlay_type = "synth"
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limbs_id = "synth"
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var/list/initial_species_traits = list(NOTRANSSTING,NOBREATH,VIRUSIMMUNE,NODISMEMBER,NOHUNGER) //for getting these values back for assume_disguise()
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var/disguise_fail_health = 75 //When their health gets to this level their synthflesh partially falls off
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var/datum/species/fake_species = null //a species to do most of our work for us, unless we're damaged
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/datum/species/synth/military
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name = "Military Synth"
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id = "military_synth"
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armor = 25
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punchdamagelow = 10
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punchdamagehigh = 19
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punchstunthreshold = 14 //about 50% chance to stun
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disguise_fail_health = 50
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/datum/species/synth/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
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..()
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assume_disguise(old_species, H)
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/datum/species/synth/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
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if(chem.id == "synthflesh")
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chem.reaction_mob(H, TOUCH, 2 ,0) //heal a little
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H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
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return 1
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else
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return ..()
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/datum/species/synth/proc/assume_disguise(datum/species/S, mob/living/carbon/human/H)
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if(S && !istype(S, type))
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name = S.name
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say_mod = S.say_mod
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sexes = S.sexes
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species_traits = initial_species_traits.Copy()
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species_traits.Add(S.species_traits)
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attack_verb = S.attack_verb
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attack_sound = S.attack_sound
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miss_sound = S.miss_sound
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meat = S.meat
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mutant_bodyparts = S.mutant_bodyparts.Copy()
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mutant_organs = S.mutant_organs.Copy()
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default_features = S.default_features.Copy()
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nojumpsuit = S.nojumpsuit
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no_equip = S.no_equip.Copy()
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limbs_id = S.limbs_id
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use_skintones = S.use_skintones
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fixed_mut_color = S.fixed_mut_color
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hair_color = S.hair_color
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fake_species = new S.type
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else
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name = initial(name)
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say_mod = initial(say_mod)
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species_traits = initial_species_traits.Copy()
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attack_verb = initial(attack_verb)
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attack_sound = initial(attack_sound)
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miss_sound = initial(miss_sound)
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mutant_bodyparts = list()
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default_features = list()
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nojumpsuit = initial(nojumpsuit)
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no_equip = list()
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qdel(fake_species)
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fake_species = null
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meat = initial(meat)
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limbs_id = "synth"
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use_skintones = 0
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sexes = 0
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fixed_mut_color = ""
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hair_color = ""
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for(var/X in H.bodyparts) //propagates the damage_overlay changes
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var/obj/item/bodypart/BP = X
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BP.update_limb()
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H.update_body_parts() //to update limb icon cache with the new damage overlays
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//Proc redirects:
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//Passing procs onto the fake_species, to ensure we look as much like them as possible
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/datum/species/synth/handle_hair(mob/living/carbon/human/H, forced_colour)
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if(fake_species)
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fake_species.handle_hair(H, forced_colour)
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else
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return ..()
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/datum/species/synth/handle_body(mob/living/carbon/human/H)
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if(fake_species)
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fake_species.handle_body(H)
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else
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return ..()
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/datum/species/synth/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
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if(fake_species)
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fake_species.handle_body(H,forced_colour)
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else
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return ..()
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/datum/species/synth/get_spans()
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if(fake_species)
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return fake_species.get_spans()
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return list()
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/datum/species/synth/handle_speech(message, mob/living/carbon/human/H)
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if(H.health > disguise_fail_health)
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if(fake_species)
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return fake_species.handle_speech(message,H)
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else
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return ..()
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else
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=======
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/datum/species/synth
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name = "Synth" //inherited from the real species, for health scanners and things
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id = "synth"
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@@ -240,5 +118,4 @@
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else
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return ..()
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else
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>>>>>>> ed43a09... Prevents the creation of Shadowzombiechangelings (#30681)
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return ..()
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