SQUISH
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@@ -11,11 +11,11 @@
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// This is to stop squeak spam from inhand usage
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var/last_use = 0
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var/use_delay = 20
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// squeak cooldowns
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var/last_squeak = 0
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var/squeak_delay = 5
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/// chance we'll be stopped from squeaking by cooldown when something crossing us squeaks
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var/cross_squeak_delay_chance = 33 // about 3 things can squeak at a time
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@@ -25,7 +25,7 @@
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RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak)
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if(ismovable(parent))
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RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
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RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED), .proc/play_squeak_crossed)
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RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED, COMSIG_MOVABLE_CROSS), .proc/play_squeak_crossed)
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RegisterSignal(parent, COMSIG_CROSS_SQUEAKED, .proc/delay_squeak)
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RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
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if(isitem(parent))
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@@ -712,6 +712,7 @@
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H.add_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
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H.update_disabled_bodyparts(silent = TRUE)
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H.layer -= 1 //go one layer down so people go over you
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H.pass_flags &= PASSMOB
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squeak = H.AddComponent(/datum/component/squeak, custom_sounds = list('sound/effects/blobattack.ogg'))
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sleep(in_transformation_duration)
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var/mutable_appearance/puddle_overlay = mutable_appearance(icon = puddle_icon, icon_state = puddle_state)
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@@ -737,6 +738,7 @@
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H.update_disabled_bodyparts(silent = TRUE)
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H.remove_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
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H.layer += 1 //go one layer back above!
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H.pass_flags ^= PASSMOB
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is_puddle = FALSE
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if(squeak)
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squeak.RemoveComponent()
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