Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into crewobjectivesandmiscreants
This commit is contained in:
@@ -21,15 +21,6 @@
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sight |= SEE_TURFS
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/*
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var/list/watch_locations = list()
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for(var/obj/effect/landmark/landmark in landmarks_list)
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if(landmark.tag == "landmark*new_player")
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watch_locations += landmark.loc
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if(watch_locations.len>0)
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loc = pick(watch_locations)
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*/
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new_player_panel()
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client.playtitlemusic()
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if(SSticker.current_state < GAME_STATE_SETTING_UP)
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@@ -115,15 +115,6 @@
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//no longer is required
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if(SSticker.current_state <= GAME_STATE_PREGAME)
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ready = tready
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var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No")
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if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
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ready = PLAYER_NOT_READY
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src << browse(null, "window=playersetup") //closes the player setup window
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new_player_panel()
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return FALSE
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//if it's post initialisation and they're trying to observe we do the needful
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if(!SSticker.current_state < GAME_STATE_PREGAME && tready == PLAYER_READY_TO_OBSERVE)
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ready = tready
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@@ -268,7 +259,15 @@
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if(QDELETED(src) || !src.client)
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ready = PLAYER_NOT_READY
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return FALSE
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var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No")
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if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
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ready = PLAYER_NOT_READY
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src << browse(null, "window=playersetup") //closes the player setup window
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new_player_panel()
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return FALSE
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var/mob/dead/observer/observer = new()
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spawning = TRUE
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@@ -59,6 +59,7 @@
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if(previewJob && !nude)
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mannequin.job = previewJob.title
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previewJob.equip(mannequin, TRUE)
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mannequin.compile_overlays()
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CHECK_TICK
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preview_icon = icon('icons/effects/effects.dmi', "nothing")
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preview_icon.Scale(48+32, 16+32)
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@@ -67,317 +67,30 @@
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/datum/sprite_accessory/hair
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icon = 'icons/mob/human_face.dmi' // default icon for all hairs
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//Place in order by major style E.G "Afro, Bun, Ponytail"
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//Place different versions under the same style E.G "Bun > Large Bun, Ponytail > Long Ponytail"
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//A
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/datum/sprite_accessory/hair/short
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name = "Short Hair" // try to capatilize the names please~ // try to spell
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icon_state = "hair_a" // you do not need to define _s or _l sub-states, game automatically does this for you
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/datum/sprite_accessory/hair/afro
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name = "Afro" // try to capatilize the names please~ // try to spell
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icon_state = "hair_afro" // you do not need to define _s or _l sub-states, game automatically does this for you
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/datum/sprite_accessory/hair/shorthair2
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name = "Short Hair 2"
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icon_state = "hair_shorthair2"
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/datum/sprite_accessory/hair/afro2
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name = "Afro 2"
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icon_state = "hair_afro2"
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/datum/sprite_accessory/hair/afro_large
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name = "Big Afro"
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icon_state = "hair_bigafro"
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/datum/sprite_accessory/hair/antenna
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name = "Ahoge"
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icon_state = "hair_antenna"
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//B
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/datum/sprite_accessory/hair/bald
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name = "Bald"
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icon_state = null
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/datum/sprite_accessory/hair/balding
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||||
name = "Balding Hair"
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||||
icon_state = "hair_e"
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||||
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||||
/datum/sprite_accessory/hair/longbangs
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name = "Long Bangs"
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icon_state = "hair_lbangs"
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/datum/sprite_accessory/hair/bedhead
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||||
name = "Bedhead"
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||||
icon_state = "hair_bedhead"
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/datum/sprite_accessory/hair/bedhead2
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name = "Bedhead 2"
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||||
icon_state = "hair_bedheadv2"
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||||
/datum/sprite_accessory/hair/bedhead3
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name = "Bedhead 3"
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||||
icon_state = "hair_bedheadv3"
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||||
/datum/sprite_accessory/hair/beehive
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||||
name = "Beehive"
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||||
icon_state = "hair_beehive"
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||||
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||||
/datum/sprite_accessory/hair/beehive2
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||||
name = "Beehive 2"
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||||
icon_state = "hair_beehivev2"
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||||
/datum/sprite_accessory/hair/bob
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||||
name = "Bob"
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||||
icon_state = "hair_bobcut"
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/datum/sprite_accessory/hair/bobcurl
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name = "Bobcurl"
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icon_state = "hair_bobcurl"
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/datum/sprite_accessory/hair/bob
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name = "Bob Hair"
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icon_state = "hair_bob"
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/datum/sprite_accessory/hair/bob2
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||||
name = "Bob Hair 2"
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icon_state = "hair_bob2"
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||||
/datum/sprite_accessory/hair/boddicker
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||||
name = "Boddicker"
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||||
icon_state = "hair_boddicker"
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||||
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||||
/datum/sprite_accessory/hair/bowl
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name = "Bowl"
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icon_state = "hair_bowlcut"
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/datum/sprite_accessory/hair/braided
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name = "Braided"
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icon_state = "hair_braided"
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/datum/sprite_accessory/hair/front_braid
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name = "Braided front"
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icon_state = "hair_braidfront"
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/datum/sprite_accessory/hair/braidtail
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||||
name = "Braided Tail"
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||||
icon_state = "hair_braidtail"
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||||
|
||||
/datum/sprite_accessory/hair/lowbraid
|
||||
name = "Low Braid"
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||||
icon_state = "hair_hbraid"
|
||||
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||||
/datum/sprite_accessory/hair/not_floorlength_braid
|
||||
name = "High Braid"
|
||||
icon_state = "hair_braid2"
|
||||
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||||
/datum/sprite_accessory/hair/shortbraid
|
||||
name = "Short Braid"
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||||
icon_state = "hair_shortbraid"
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||||
|
||||
/datum/sprite_accessory/hair/braid
|
||||
name = "Floorlength Braid"
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||||
icon_state = "hair_braid"
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||||
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||||
/datum/sprite_accessory/hair/business
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||||
name = "Business Hair"
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||||
icon_state = "hair_business"
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||||
/datum/sprite_accessory/hair/business2
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||||
name = "Business Hair 2"
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||||
icon_state = "hair_business2"
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||||
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||||
/datum/sprite_accessory/hair/business3
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||||
name = "Business Hair 3"
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||||
icon_state = "hair_business3"
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||||
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||||
/datum/sprite_accessory/hair/business4
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||||
name = "Business Hair 4"
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||||
icon_state = "hair_business4"
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||||
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||||
/datum/sprite_accessory/hair/bun
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||||
name = "Bun Head"
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||||
icon_state = "hair_bun"
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||||
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||||
/datum/sprite_accessory/hair/bun2
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||||
name = "Bun Head 2"
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||||
icon_state = "hair_bunhead2"
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||||
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||||
/datum/sprite_accessory/hair/largebun
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||||
name = "Large Bun"
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||||
icon_state = "hair_largebun"
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||||
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||||
/datum/sprite_accessory/hair/buzz
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||||
name = "Buzzcut"
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||||
icon_state = "hair_buzzcut"
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||||
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||||
//C
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||||
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||||
/datum/sprite_accessory/hair/crew
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||||
name = "Crewcut"
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||||
icon_state = "hair_crewcut"
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||||
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||||
/datum/sprite_accessory/hair/combover
|
||||
name = "Combover"
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||||
icon_state = "hair_combover"
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||||
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||||
/datum/sprite_accessory/hair/curls
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||||
name = "Curls"
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||||
icon_state = "hair_curls"
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||||
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||||
//D
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||||
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||||
/datum/sprite_accessory/hair/devillock
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||||
name = "Devil Lock"
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||||
icon_state = "hair_devilock"
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||||
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||||
/datum/sprite_accessory/hair/dreadlocks
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||||
name = "Dreadlocks"
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||||
icon_state = "hair_dreads"
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||||
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||||
/datum/sprite_accessory/hair/drillhair
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||||
name = "Drill Hair"
|
||||
icon_state = "hair_drillhair"
|
||||
|
||||
//E
|
||||
|
||||
/datum/sprite_accessory/hair/emo
|
||||
name = "Emo"
|
||||
icon_state = "hair_emo"
|
||||
|
||||
/datum/sprite_accessory/hair/longemo
|
||||
name = "Long Emo"
|
||||
icon_state = "hair_longemo"
|
||||
|
||||
//F
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||||
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||||
/datum/sprite_accessory/hair/feather
|
||||
name = "Feather"
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||||
icon_state = "hair_feather"
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||||
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||||
/datum/sprite_accessory/hair/sargeant
|
||||
name = "Flat Top"
|
||||
icon_state = "hair_sargeant"
|
||||
|
||||
/datum/sprite_accessory/hair/bigflattop
|
||||
name = "Big Flat Top"
|
||||
icon_state = "hair_bigflattop"
|
||||
|
||||
/datum/sprite_accessory/hair/fag
|
||||
name = "Flow Hair"
|
||||
icon_state = "hair_f"
|
||||
|
||||
/datum/sprite_accessory/hair/longfringe
|
||||
name = "Long Fringe"
|
||||
icon_state = "hair_longfringe"
|
||||
|
||||
/datum/sprite_accessory/hair/longestalt
|
||||
name = "Longer Fringe"
|
||||
icon_state = "hair_vlongfringe"
|
||||
|
||||
//G
|
||||
|
||||
/datum/sprite_accessory/hair/gelled
|
||||
name = "Gelled Back"
|
||||
icon_state = "hair_gelled"
|
||||
|
||||
/datum/sprite_accessory/hair/gentle
|
||||
name = "Gentle"
|
||||
icon_state = "hair_gentle"
|
||||
|
||||
//H
|
||||
/datum/sprite_accessory/hair/shorthair3
|
||||
name = "Short Hair 3"
|
||||
icon_state = "hair_shorthair3"
|
||||
|
||||
/datum/sprite_accessory/hair/cut
|
||||
name = "Cut Hair"
|
||||
icon_state = "hair_c"
|
||||
|
||||
/datum/sprite_accessory/hair/halfbang
|
||||
name = "Half-banged Hair"
|
||||
icon_state = "hair_halfbang"
|
||||
|
||||
/datum/sprite_accessory/hair/halfbang2
|
||||
name = "Half-banged Hair 2"
|
||||
icon_state = "hair_halfbang2"
|
||||
|
||||
/datum/sprite_accessory/hair/hedgehog
|
||||
name = "Hedgehog Hair"
|
||||
icon_state = "hair_hedgehog"
|
||||
|
||||
/datum/sprite_accessory/hair/hitop
|
||||
name = "Hitop"
|
||||
icon_state = "hair_hitop"
|
||||
|
||||
/datum/sprite_accessory/hair/himecut
|
||||
name = "Hime Cut"
|
||||
icon_state = "hair_himecut"
|
||||
|
||||
/datum/sprite_accessory/hair/himecut2
|
||||
name = "Hime Cut 2"
|
||||
icon_state = "hair_himecut2"
|
||||
|
||||
/datum/sprite_accessory/hair/himeup
|
||||
name = "Hime Updo"
|
||||
icon_state = "hair_himeup"
|
||||
|
||||
//I
|
||||
|
||||
//J
|
||||
|
||||
/datum/sprite_accessory/hair/jensen
|
||||
name = "Jensen Hair"
|
||||
icon_state = "hair_jensen"
|
||||
|
||||
//K
|
||||
|
||||
/datum/sprite_accessory/hair/keanu
|
||||
name = "Keanu Hair"
|
||||
icon_state = "hair_keanu"
|
||||
|
||||
/datum/sprite_accessory/hair/kusangi
|
||||
name = "Kusanagi Hair"
|
||||
icon_state = "hair_kusanagi"
|
||||
|
||||
//L
|
||||
/datum/sprite_accessory/hair/long
|
||||
name = "Shoulder-length Hair"
|
||||
icon_state = "hair_b"
|
||||
|
||||
/datum/sprite_accessory/hair/longer
|
||||
name = "Long Hair"
|
||||
icon_state = "hair_vlong"
|
||||
|
||||
/datum/sprite_accessory/hair/long
|
||||
name = "Long Hair 1"
|
||||
icon_state = "hair_long"
|
||||
|
||||
/datum/sprite_accessory/hair/long2
|
||||
name = "Long Hair 2"
|
||||
icon_state = "hair_long2"
|
||||
|
||||
/datum/sprite_accessory/hair/longest
|
||||
name = "Very Long Hair"
|
||||
icon_state = "hair_longest"
|
||||
|
||||
//M
|
||||
|
||||
/datum/sprite_accessory/hair/megaeyebrows
|
||||
name = "Mega Eyebrows"
|
||||
icon_state = "hair_megaeyebrows"
|
||||
|
||||
/datum/sprite_accessory/hair/messy
|
||||
name = "Messy"
|
||||
icon_state = "hair_messy"
|
||||
|
||||
/datum/sprite_accessory/hair/mohawk
|
||||
name = "Mohawk"
|
||||
icon_state = "hair_d"
|
||||
|
||||
/datum/sprite_accessory/hair/reversemohawk
|
||||
name = "Reverse Mohawk"
|
||||
icon_state = "hair_reversemohawk"
|
||||
|
||||
//N
|
||||
|
||||
//O
|
||||
|
||||
/datum/sprite_accessory/hair/odango
|
||||
name = "Odango"
|
||||
icon_state = "hair_odango"
|
||||
|
||||
/datum/sprite_accessory/hair/ombre
|
||||
name = "Ombre"
|
||||
icon_state = "hair_ombre"
|
||||
|
||||
/datum/sprite_accessory/hair/over_eye
|
||||
name = "Over Eye"
|
||||
icon_state = "hair_shortovereye"
|
||||
@@ -390,39 +103,29 @@
|
||||
name = "Very Long Over Eye"
|
||||
icon_state = "hair_longest2"
|
||||
|
||||
//P
|
||||
/datum/sprite_accessory/hair/longest
|
||||
name = "Very Long Hair"
|
||||
icon_state = "hair_longest"
|
||||
|
||||
/datum/sprite_accessory/hair/parted
|
||||
name = "Parted"
|
||||
icon_state = "hair_parted"
|
||||
/datum/sprite_accessory/hair/longfringe
|
||||
name = "Long Fringe"
|
||||
icon_state = "hair_longfringe"
|
||||
|
||||
/datum/sprite_accessory/hair/sidepartlongalt
|
||||
name = "Long Side Part"
|
||||
icon_state = "hair_longsidepart"
|
||||
/datum/sprite_accessory/hair/longestalt
|
||||
name = "Longer Fringe"
|
||||
icon_state = "hair_vlongfringe"
|
||||
|
||||
/datum/sprite_accessory/hair/kagami
|
||||
name = "Pigtails"
|
||||
icon_state = "hair_kagami"
|
||||
/datum/sprite_accessory/hair/gentle
|
||||
name = "Gentle"
|
||||
icon_state = "hair_gentle"
|
||||
|
||||
/datum/sprite_accessory/hair/pigtail
|
||||
name = "Pigtails 2"
|
||||
icon_state = "hair_pigtails"
|
||||
/datum/sprite_accessory/hair/halfbang
|
||||
name = "Half-banged Hair"
|
||||
icon_state = "hair_halfbang"
|
||||
|
||||
/datum/sprite_accessory/hair/pigtail
|
||||
name = "Pigtails 3"
|
||||
icon_state = "hair_pigtails2"
|
||||
|
||||
/datum/sprite_accessory/hair/pixie
|
||||
name = "Pixie Cut"
|
||||
icon_state = "hair_pixie"
|
||||
|
||||
/datum/sprite_accessory/hair/pompadour
|
||||
name = "Pompadour"
|
||||
icon_state = "hair_pompadour"
|
||||
|
||||
/datum/sprite_accessory/hair/bigpompadour
|
||||
name = "Big Pompadour"
|
||||
icon_state = "hair_bigpompadour"
|
||||
/datum/sprite_accessory/hair/halfbang2
|
||||
name = "Half-banged Hair 2"
|
||||
icon_state = "hair_halfbang2"
|
||||
|
||||
/datum/sprite_accessory/hair/ponytail1
|
||||
name = "Ponytail"
|
||||
@@ -444,36 +147,6 @@
|
||||
name = "Ponytail 5"
|
||||
icon_state = "hair_ponytail5"
|
||||
|
||||
/datum/sprite_accessory/hair/highponytail
|
||||
name = "High Ponytail"
|
||||
icon_state = "hair_highponytail"
|
||||
|
||||
/datum/sprite_accessory/hair/longponytail
|
||||
name = "Long Ponytail"
|
||||
icon_state = "hair_longstraightponytail"
|
||||
|
||||
//Q
|
||||
|
||||
/datum/sprite_accessory/hair/quiff
|
||||
name = "Quiff"
|
||||
icon_state = "hair_quiff"
|
||||
|
||||
|
||||
//R
|
||||
|
||||
//S
|
||||
|
||||
/datum/sprite_accessory/hair/oneshoulder
|
||||
name = "One Shoulder"
|
||||
icon_state = "hair_oneshoulder"
|
||||
|
||||
/datum/sprite_accessory/hair/tressshoulder
|
||||
name = "Tress Shoulder"
|
||||
icon_state = "hair_tressshoulder"
|
||||
|
||||
/datum/sprite_accessory/hair/sidecut
|
||||
name = "Sidecut"
|
||||
icon_state = "hair_sidecut"
|
||||
|
||||
/datum/sprite_accessory/hair/sidetail
|
||||
name = "Side Pony"
|
||||
@@ -491,33 +164,141 @@
|
||||
name = "Side Pony 4"
|
||||
icon_state = "hair_sidetail4"
|
||||
|
||||
/datum/sprite_accessory/hair/short
|
||||
name = "Short Hair"
|
||||
icon_state = "hair_a"
|
||||
/datum/sprite_accessory/hair/oneshoulder
|
||||
name = "One Shoulder"
|
||||
icon_state = "hair_oneshoulder"
|
||||
|
||||
/datum/sprite_accessory/hair/shorthair2
|
||||
name = "Short Hair 2"
|
||||
icon_state = "hair_shorthair2"
|
||||
|
||||
/datum/sprite_accessory/hair/shorthair3
|
||||
name = "Short Hair 3"
|
||||
icon_state = "hair_shorthair3"
|
||||
|
||||
/datum/sprite_accessory/hair/long
|
||||
name = "Shoulder-length Hair"
|
||||
icon_state = "hair_b"
|
||||
/datum/sprite_accessory/hair/tressshoulder
|
||||
name = "Tress Shoulder"
|
||||
icon_state = "hair_tressshoulder"
|
||||
|
||||
/datum/sprite_accessory/hair/parted
|
||||
name = "Side Part"
|
||||
icon_state = "hair_part"
|
||||
name = "Parted"
|
||||
icon_state = "hair_parted"
|
||||
|
||||
/datum/sprite_accessory/hair/skinhead
|
||||
name = "Skinhead"
|
||||
icon_state = "hair_skinhead"
|
||||
/datum/sprite_accessory/hair/pompadour
|
||||
name = "Pompadour"
|
||||
icon_state = "hair_pompadour"
|
||||
|
||||
/datum/sprite_accessory/hair/protagonist
|
||||
name = "Slightly Long"
|
||||
icon_state = "hair_protagonist"
|
||||
/datum/sprite_accessory/hair/bigpompadour
|
||||
name = "Big Pompadour"
|
||||
icon_state = "hair_bigpompadour"
|
||||
|
||||
/datum/sprite_accessory/hair/quiff
|
||||
name = "Quiff"
|
||||
icon_state = "hair_quiff"
|
||||
|
||||
/datum/sprite_accessory/hair/bedhead
|
||||
name = "Bedhead"
|
||||
icon_state = "hair_bedhead"
|
||||
|
||||
/datum/sprite_accessory/hair/bedhead2
|
||||
name = "Bedhead 2"
|
||||
icon_state = "hair_bedheadv2"
|
||||
|
||||
/datum/sprite_accessory/hair/bedhead3
|
||||
name = "Bedhead 3"
|
||||
icon_state = "hair_bedheadv3"
|
||||
|
||||
/datum/sprite_accessory/hair/messy
|
||||
name = "Messy"
|
||||
icon_state = "hair_messy"
|
||||
|
||||
/datum/sprite_accessory/hair/beehive
|
||||
name = "Beehive"
|
||||
icon_state = "hair_beehive"
|
||||
|
||||
/datum/sprite_accessory/hair/beehive2
|
||||
name = "Beehive 2"
|
||||
icon_state = "hair_beehivev2"
|
||||
|
||||
/datum/sprite_accessory/hair/bobcurl
|
||||
name = "Bobcurl"
|
||||
icon_state = "hair_bobcurl"
|
||||
|
||||
/datum/sprite_accessory/hair/bob
|
||||
name = "Bob"
|
||||
icon_state = "hair_bobcut"
|
||||
|
||||
/datum/sprite_accessory/hair/bowl
|
||||
name = "Bowl"
|
||||
icon_state = "hair_bowlcut"
|
||||
|
||||
/datum/sprite_accessory/hair/buzz
|
||||
name = "Buzzcut"
|
||||
icon_state = "hair_buzzcut"
|
||||
|
||||
/datum/sprite_accessory/hair/crew
|
||||
name = "Crewcut"
|
||||
icon_state = "hair_crewcut"
|
||||
|
||||
/datum/sprite_accessory/hair/combover
|
||||
name = "Combover"
|
||||
icon_state = "hair_combover"
|
||||
|
||||
/datum/sprite_accessory/hair/devillock
|
||||
name = "Devil Lock"
|
||||
icon_state = "hair_devilock"
|
||||
|
||||
/datum/sprite_accessory/hair/dreadlocks
|
||||
name = "Dreadlocks"
|
||||
icon_state = "hair_dreads"
|
||||
|
||||
/datum/sprite_accessory/hair/curls
|
||||
name = "Curls"
|
||||
icon_state = "hair_curls"
|
||||
|
||||
/datum/sprite_accessory/hair/afro
|
||||
name = "Afro"
|
||||
icon_state = "hair_afro"
|
||||
|
||||
/datum/sprite_accessory/hair/afro2
|
||||
name = "Afro 2"
|
||||
icon_state = "hair_afro2"
|
||||
|
||||
/datum/sprite_accessory/hair/afro_large
|
||||
name = "Big Afro"
|
||||
icon_state = "hair_bigafro"
|
||||
|
||||
/datum/sprite_accessory/hair/sargeant
|
||||
name = "Flat Top"
|
||||
icon_state = "hair_sargeant"
|
||||
|
||||
/datum/sprite_accessory/hair/emo
|
||||
name = "Emo"
|
||||
icon_state = "hair_emo"
|
||||
|
||||
/datum/sprite_accessory/hair/longemo
|
||||
name = "Long Emo"
|
||||
icon_state = "hair_longemo"
|
||||
|
||||
/datum/sprite_accessory/hair/fag
|
||||
name = "Flow Hair"
|
||||
icon_state = "hair_f"
|
||||
|
||||
/datum/sprite_accessory/hair/feather
|
||||
name = "Feather"
|
||||
icon_state = "hair_feather"
|
||||
|
||||
/datum/sprite_accessory/hair/hitop
|
||||
name = "Hitop"
|
||||
icon_state = "hair_hitop"
|
||||
|
||||
/datum/sprite_accessory/hair/mohawk
|
||||
name = "Mohawk"
|
||||
icon_state = "hair_d"
|
||||
|
||||
/datum/sprite_accessory/hair/reversemohawk
|
||||
name = "Reverse Mohawk"
|
||||
icon_state = "hair_reversemohawk"
|
||||
|
||||
/datum/sprite_accessory/hair/jensen
|
||||
name = "Jensen Hair"
|
||||
icon_state = "hair_jensen"
|
||||
|
||||
/datum/sprite_accessory/hair/gelled
|
||||
name = "Gelled Back"
|
||||
icon_state = "hair_gelled"
|
||||
|
||||
/datum/sprite_accessory/hair/spiky
|
||||
name = "Spiky"
|
||||
@@ -531,6 +312,122 @@
|
||||
name = "Spiky 3"
|
||||
icon_state = "hair_spiky2"
|
||||
|
||||
/datum/sprite_accessory/hair/protagonist
|
||||
name = "Slightly Long"
|
||||
icon_state = "hair_protagonist"
|
||||
|
||||
/datum/sprite_accessory/hair/kusangi
|
||||
name = "Kusanagi Hair"
|
||||
icon_state = "hair_kusanagi"
|
||||
|
||||
/datum/sprite_accessory/hair/kagami
|
||||
name = "Pigtails"
|
||||
icon_state = "hair_kagami"
|
||||
|
||||
/datum/sprite_accessory/hair/pigtail
|
||||
name = "Pigtails 2"
|
||||
icon_state = "hair_pigtails"
|
||||
|
||||
/datum/sprite_accessory/hair/pigtail
|
||||
name = "Pigtails 3"
|
||||
icon_state = "hair_pigtails2"
|
||||
|
||||
/datum/sprite_accessory/hair/himecut
|
||||
name = "Hime Cut"
|
||||
icon_state = "hair_himecut"
|
||||
|
||||
/datum/sprite_accessory/hair/himecut2
|
||||
name = "Hime Cut 2"
|
||||
icon_state = "hair_himecut2"
|
||||
|
||||
/datum/sprite_accessory/hair/himeup
|
||||
name = "Hime Updo"
|
||||
icon_state = "hair_himeup"
|
||||
|
||||
/datum/sprite_accessory/hair/antenna
|
||||
name = "Ahoge"
|
||||
icon_state = "hair_antenna"
|
||||
|
||||
/datum/sprite_accessory/hair/front_braid
|
||||
name = "Braided front"
|
||||
icon_state = "hair_braidfront"
|
||||
|
||||
/datum/sprite_accessory/hair/lowbraid
|
||||
name = "Low Braid"
|
||||
icon_state = "hair_hbraid"
|
||||
|
||||
/datum/sprite_accessory/hair/not_floorlength_braid
|
||||
name = "High Braid"
|
||||
icon_state = "hair_braid2"
|
||||
|
||||
/datum/sprite_accessory/hair/shortbraid
|
||||
name = "Short Braid"
|
||||
icon_state = "hair_shortbraid"
|
||||
|
||||
/datum/sprite_accessory/hair/braid
|
||||
name = "Floorlength Braid"
|
||||
icon_state = "hair_braid"
|
||||
|
||||
/datum/sprite_accessory/hair/odango
|
||||
name = "Odango"
|
||||
icon_state = "hair_odango"
|
||||
|
||||
/datum/sprite_accessory/hair/ombre
|
||||
name = "Ombre"
|
||||
icon_state = "hair_ombre"
|
||||
|
||||
/datum/sprite_accessory/hair/updo
|
||||
name = "Updo"
|
||||
icon_state = "hair_updo"
|
||||
|
||||
/datum/sprite_accessory/hair/skinhead
|
||||
name = "Skinhead"
|
||||
icon_state = "hair_skinhead"
|
||||
|
||||
/datum/sprite_accessory/hair/longbangs
|
||||
name = "Long Bangs"
|
||||
icon_state = "hair_lbangs"
|
||||
|
||||
/datum/sprite_accessory/hair/balding
|
||||
name = "Balding Hair"
|
||||
icon_state = "hair_e"
|
||||
|
||||
/datum/sprite_accessory/hair/bald
|
||||
name = "Bald"
|
||||
icon_state = null
|
||||
|
||||
/datum/sprite_accessory/hair/parted
|
||||
name = "Side Part"
|
||||
icon_state = "hair_part"
|
||||
|
||||
/datum/sprite_accessory/hair/braided
|
||||
name = "Braided"
|
||||
icon_state = "hair_braided"
|
||||
|
||||
/datum/sprite_accessory/hair/bun
|
||||
name = "Bun Head"
|
||||
icon_state = "hair_bun"
|
||||
|
||||
/datum/sprite_accessory/hair/bun2
|
||||
name = "Bun Head 2"
|
||||
icon_state = "hair_bunhead2"
|
||||
|
||||
/datum/sprite_accessory/hair/braidtail
|
||||
name = "Braided Tail"
|
||||
icon_state = "hair_braidtail"
|
||||
|
||||
/datum/sprite_accessory/hair/bigflattop
|
||||
name = "Big Flat Top"
|
||||
icon_state = "hair_bigflattop"
|
||||
|
||||
/datum/sprite_accessory/hair/drillhair
|
||||
name = "Drill Hair"
|
||||
icon_state = "hair_drillhair"
|
||||
|
||||
/datum/sprite_accessory/hair/keanu
|
||||
name = "Keanu Hair"
|
||||
icon_state = "hair_keanu"
|
||||
|
||||
/datum/sprite_accessory/hair/swept
|
||||
name = "Swept Back Hair"
|
||||
icon_state = "hair_swept"
|
||||
@@ -539,24 +436,73 @@
|
||||
name = "Swept Back Hair 2"
|
||||
icon_state = "hair_swept2"
|
||||
|
||||
//T
|
||||
/datum/sprite_accessory/hair/business
|
||||
name = "Business Hair"
|
||||
icon_state = "hair_business"
|
||||
|
||||
//U
|
||||
/datum/sprite_accessory/hair/business2
|
||||
name = "Business Hair 2"
|
||||
icon_state = "hair_business2"
|
||||
|
||||
/datum/sprite_accessory/hair/updo
|
||||
name = "Updo"
|
||||
icon_state = "hair_updo"
|
||||
/datum/sprite_accessory/hair/business3
|
||||
name = "Business Hair 3"
|
||||
icon_state = "hair_business3"
|
||||
|
||||
//V
|
||||
/datum/sprite_accessory/hair/business4
|
||||
name = "Business Hair 4"
|
||||
icon_state = "hair_business4"
|
||||
|
||||
//W
|
||||
/datum/sprite_accessory/hair/hedgehog
|
||||
name = "Hedgehog Hair"
|
||||
icon_state = "hair_hedgehog"
|
||||
|
||||
//X
|
||||
/datum/sprite_accessory/hair/bob
|
||||
name = "Bob Hair"
|
||||
icon_state = "hair_bob"
|
||||
|
||||
//Y
|
||||
/datum/sprite_accessory/hair/bob2
|
||||
name = "Bob Hair 2"
|
||||
icon_state = "hair_bob2"
|
||||
|
||||
//Z
|
||||
/datum/sprite_accessory/hair/boddicker
|
||||
name = "Boddicker"
|
||||
icon_state = "hair_boddicker"
|
||||
|
||||
/datum/sprite_accessory/hair/long
|
||||
name = "Long Hair 1"
|
||||
icon_state = "hair_long"
|
||||
|
||||
/datum/sprite_accessory/hair/long2
|
||||
name = "Long Hair 2"
|
||||
icon_state = "hair_long2"
|
||||
|
||||
/datum/sprite_accessory/hair/pixie
|
||||
name = "Pixie Cut"
|
||||
icon_state = "hair_pixie"
|
||||
|
||||
/datum/sprite_accessory/hair/megaeyebrows
|
||||
name = "Mega Eyebrows"
|
||||
icon_state = "hair_megaeyebrows"
|
||||
|
||||
/datum/sprite_accessory/hair/highponytail
|
||||
name = "High Ponytail"
|
||||
icon_state = "hair_highponytail"
|
||||
|
||||
/datum/sprite_accessory/hair/longponytail
|
||||
name = "Long Ponytail"
|
||||
icon_state = "hair_longstraightponytail"
|
||||
|
||||
/datum/sprite_accessory/hair/sidepartlongalt
|
||||
name = "Long Side Part"
|
||||
icon_state = "hair_longsidepart"
|
||||
|
||||
/datum/sprite_accessory/hair/sidecut
|
||||
name = "Sidecut"
|
||||
icon_state = "hair_sidecut"
|
||||
|
||||
/datum/sprite_accessory/hair/largebun
|
||||
name = "Large Bun"
|
||||
icon_state = "hair_largebun"
|
||||
|
||||
/////////////////////////////
|
||||
// Facial Hair Definitions //
|
||||
@@ -570,81 +516,82 @@
|
||||
icon_state = null
|
||||
gender = NEUTER
|
||||
|
||||
/datum/sprite_accessory/facial_hair/abe
|
||||
name = "Abraham Lincoln Beard"
|
||||
icon_state = "facial_abe"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/brokenman
|
||||
name = "Broken Man"
|
||||
icon_state = "facial_brokenman"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/chinstrap
|
||||
name = "Chinstrap"
|
||||
icon_state = "facial_chin"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/dwarf
|
||||
name = "Dwarf Beard"
|
||||
icon_state = "facial_dwarf"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/elvis
|
||||
name = "Elvis Sideburns"
|
||||
icon_state = "facial_elvis"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/fiveoclock
|
||||
name = "Five o Clock Shadow"
|
||||
icon_state = "facial_fiveoclock"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/fullbeard
|
||||
name = "Full Beard"
|
||||
icon_state = "facial_fullbeard"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/fu
|
||||
name = "Fu Manchu"
|
||||
icon_state = "facial_fumanchu"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/gt
|
||||
name = "Goatee"
|
||||
icon_state = "facial_gt"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/hip
|
||||
name = "Hipster Beard"
|
||||
icon_state = "facial_hip"
|
||||
/datum/sprite_accessory/facial_hair/watson
|
||||
name = "Watson Mustache"
|
||||
icon_state = "facial_watson"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/hogan
|
||||
name = "Hulk Hogan Mustache"
|
||||
icon_state = "facial_hogan" //-Neek
|
||||
|
||||
/datum/sprite_accessory/facial_hair/jensen
|
||||
name = "Jensen Beard"
|
||||
icon_state = "facial_jensen"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/longbeard
|
||||
name = "Long Beard"
|
||||
icon_state = "facial_longbeard"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/neckbeard
|
||||
name = "Neckbeard"
|
||||
icon_state = "facial_neckbeard"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/selleck
|
||||
name = "Selleck Mustache"
|
||||
icon_state = "facial_selleck"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/chaplin
|
||||
name = "Square Mustache"
|
||||
icon_state = "facial_chaplin"
|
||||
|
||||
|
||||
/datum/sprite_accessory/facial_hair/vandyke
|
||||
name = "Van Dyke Mustache"
|
||||
icon_state = "facial_vandyke"
|
||||
|
||||
|
||||
/datum/sprite_accessory/facial_hair/chaplin
|
||||
name = "Square Mustache"
|
||||
icon_state = "facial_chaplin"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/selleck
|
||||
name = "Selleck Mustache"
|
||||
icon_state = "facial_selleck"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/neckbeard
|
||||
name = "Neckbeard"
|
||||
icon_state = "facial_neckbeard"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/fullbeard
|
||||
name = "Full Beard"
|
||||
icon_state = "facial_fullbeard"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/longbeard
|
||||
name = "Long Beard"
|
||||
icon_state = "facial_longbeard"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/vlongbeard
|
||||
name = "Very Long Beard"
|
||||
icon_state = "facial_wise"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/watson
|
||||
name = "Watson Mustache"
|
||||
icon_state = "facial_watson"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/elvis
|
||||
name = "Elvis Sideburns"
|
||||
icon_state = "facial_elvis"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/abe
|
||||
name = "Abraham Lincoln Beard"
|
||||
icon_state = "facial_abe"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/chinstrap
|
||||
name = "Chinstrap"
|
||||
icon_state = "facial_chin"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/hip
|
||||
name = "Hipster Beard"
|
||||
icon_state = "facial_hip"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/gt
|
||||
name = "Goatee"
|
||||
icon_state = "facial_gt"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/jensen
|
||||
name = "Jensen Beard"
|
||||
icon_state = "facial_jensen"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/dwarf
|
||||
name = "Dwarf Beard"
|
||||
icon_state = "facial_dwarf"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/fiveoclock
|
||||
name = "Five o Clock Shadow"
|
||||
icon_state = "facial_fiveoclock"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/fu
|
||||
name = "Fu Manchu"
|
||||
icon_state = "facial_fumanchu"
|
||||
|
||||
/datum/sprite_accessory/facial_hair/brokenman
|
||||
name = "Broken Man"
|
||||
icon_state = "facial_brokenman"
|
||||
|
||||
|
||||
///////////////////////////
|
||||
// Underwear Definitions //
|
||||
|
||||
@@ -18,12 +18,12 @@
|
||||
vital = FALSE
|
||||
decoy_override = TRUE
|
||||
|
||||
/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0)
|
||||
/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0,no_id_transfer = FALSE)
|
||||
..()
|
||||
|
||||
name = "brain"
|
||||
|
||||
if(C.mind && C.mind.changeling) //congrats, you're trapped in a body you don't control
|
||||
if(C.mind && C.mind.changeling && !no_id_transfer) //congrats, you're trapped in a body you don't control
|
||||
if(brainmob && !(C.stat == DEAD || (C.status_flags & FAKEDEATH)))
|
||||
to_chat(brainmob, "<span class = danger>You can't feel your body! You're still just a brain!</span>")
|
||||
loc = C
|
||||
@@ -44,13 +44,9 @@
|
||||
//Update the body's icon so it doesnt appear debrained anymore
|
||||
C.update_hair()
|
||||
|
||||
/obj/item/organ/brain/Remove(mob/living/carbon/C, special = 0)
|
||||
/obj/item/organ/brain/Remove(mob/living/carbon/C, special = 0, no_id_transfer = FALSE)
|
||||
..()
|
||||
if(!special)
|
||||
if(C.has_brain_worms())
|
||||
var/mob/living/simple_animal/borer/B = C.has_brain_worms()
|
||||
B.leave_victim() //Should remove borer if the brain is removed - RR
|
||||
if(!gc_destroyed || (owner && !owner.gc_destroyed))
|
||||
if((!gc_destroyed || (owner && !owner.gc_destroyed)) && !no_id_transfer)
|
||||
transfer_identity(C)
|
||||
C.update_hair()
|
||||
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
dizziness = 0
|
||||
jitteriness = 0
|
||||
|
||||
if(istype(loc, /obj/mecha))
|
||||
if(ismecha(loc))
|
||||
var/obj/mecha/M = loc
|
||||
if(M.occupant == src)
|
||||
M.go_out()
|
||||
|
||||
@@ -277,9 +277,11 @@
|
||||
if(!appears_dead)
|
||||
if(stat == UNCONSCIOUS)
|
||||
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
|
||||
else if(getBrainLoss() >= 60)
|
||||
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
|
||||
|
||||
else
|
||||
if(getBrainLoss() >= 60)
|
||||
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
|
||||
if(InCritical())
|
||||
msg += "[t_He] is barely concious.\n"
|
||||
if(getorgan(/obj/item/organ/brain))
|
||||
if(istype(src, /mob/living/carbon/human/interactive))
|
||||
var/mob/living/carbon/human/interactive/auto = src
|
||||
|
||||
@@ -21,41 +21,12 @@
|
||||
set_species(dna.species.type)
|
||||
|
||||
//initialise organs
|
||||
create_internal_organs()
|
||||
create_internal_organs() //most of it is done in set_species now, this is only for parent call
|
||||
|
||||
handcrafting = new()
|
||||
|
||||
. = ..()
|
||||
|
||||
/mob/living/carbon/human/create_internal_organs()
|
||||
if(!(NOHUNGER in dna.species.species_traits))
|
||||
internal_organs += new /obj/item/organ/appendix
|
||||
if(!(NOBREATH in dna.species.species_traits))
|
||||
if(dna.species.mutantlungs)
|
||||
internal_organs += new dna.species.mutantlungs()
|
||||
else
|
||||
internal_organs += new /obj/item/organ/lungs()
|
||||
if(!(NOBLOOD in dna.species.species_traits))
|
||||
internal_organs += new /obj/item/organ/heart
|
||||
|
||||
if(!(NOLIVER in dna.species.species_traits))
|
||||
if(dna.species.mutantliver)
|
||||
internal_organs += new dna.species.mutantliver()
|
||||
else
|
||||
internal_organs += new /obj/item/organ/liver()
|
||||
|
||||
if(!(NOSTOMACH in dna.species.species_traits))
|
||||
if(dna.species.mutantstomach)
|
||||
internal_organs += new dna.species.mutantstomach()
|
||||
else
|
||||
internal_organs += new /obj/item/organ/stomach()
|
||||
|
||||
internal_organs += new dna.species.mutanteyes
|
||||
internal_organs += new dna.species.mutantears
|
||||
internal_organs += new dna.species.mutanttongue
|
||||
internal_organs += new /obj/item/organ/brain
|
||||
..()
|
||||
|
||||
/mob/living/carbon/human/OpenCraftingMenu()
|
||||
handcrafting.ui_interact(src)
|
||||
|
||||
|
||||
@@ -68,7 +68,8 @@
|
||||
|
||||
//Flight and floating
|
||||
var/override_float = 0
|
||||
|
||||
|
||||
var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain
|
||||
var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes
|
||||
var/obj/item/organ/ears/mutantears = /obj/item/organ/ears
|
||||
var/obj/item/mutanthands
|
||||
@@ -123,6 +124,113 @@
|
||||
return 0
|
||||
return 1
|
||||
|
||||
//Will regenerate missing organs
|
||||
/datum/species/proc/regenerate_organs(mob/living/carbon/C,datum/species/old_species,replace_current=TRUE)
|
||||
var/obj/item/organ/brain/brain = C.getorganslot("brain")
|
||||
var/obj/item/organ/heart/heart = C.getorganslot("heart")
|
||||
var/obj/item/organ/lungs/lungs = C.getorganslot("lungs")
|
||||
var/obj/item/organ/appendix/appendix = C.getorganslot("appendix")
|
||||
var/obj/item/organ/eyes/eyes = C.getorganslot("eye_sight")
|
||||
var/obj/item/organ/ears/ears = C.getorganslot("ears")
|
||||
var/obj/item/organ/tongue/tongue = C.getorganslot("tongue")
|
||||
var/obj/item/organ/liver/liver = C.getorganslot("liver")
|
||||
var/obj/item/organ/stomach/stomach = C.getorganslot("stomach")
|
||||
|
||||
var/should_have_brain = TRUE
|
||||
var/should_have_heart = !(NOBLOOD in species_traits)
|
||||
var/should_have_lungs = !(NOBREATH in species_traits)
|
||||
var/should_have_appendix = !(NOHUNGER in species_traits)
|
||||
var/should_have_eyes = TRUE
|
||||
var/should_have_ears = TRUE
|
||||
var/should_have_tongue = TRUE
|
||||
var/should_have_liver = !(NOLIVER in species_traits)
|
||||
var/should_have_stomach = !(NOSTOMACH in species_traits)
|
||||
|
||||
if(brain && (replace_current || !should_have_brain))
|
||||
if(!brain.decoy_override)//Just keep it if it's fake
|
||||
brain.Remove(C,TRUE,TRUE)
|
||||
QDEL_NULL(brain)
|
||||
if(should_have_brain && !brain)
|
||||
brain = new mutant_brain()
|
||||
brain.Insert(C, TRUE, TRUE)
|
||||
|
||||
if(heart && (!should_have_heart || replace_current))
|
||||
heart.Remove(C,1)
|
||||
QDEL_NULL(heart)
|
||||
if(should_have_heart && !heart)
|
||||
heart = new()
|
||||
heart.Insert(C)
|
||||
|
||||
if(lungs && (replace_current || !should_have_lungs))
|
||||
lungs.Remove(C,1)
|
||||
QDEL_NULL(lungs)
|
||||
if(should_have_lungs && !lungs)
|
||||
if(mutantlungs)
|
||||
lungs = new mutantlungs()
|
||||
else
|
||||
lungs = new()
|
||||
lungs.Insert(C)
|
||||
|
||||
if(liver && (!should_have_liver || replace_current))
|
||||
liver.Remove(C,1)
|
||||
QDEL_NULL(liver)
|
||||
if(should_have_liver && !liver)
|
||||
if(mutantliver)
|
||||
liver = new mutantliver()
|
||||
else
|
||||
liver = new()
|
||||
liver.Insert(C)
|
||||
|
||||
if(stomach && (!should_have_stomach || replace_current))
|
||||
stomach.Remove(C,1)
|
||||
QDEL_NULL(stomach)
|
||||
if(should_have_stomach && !stomach)
|
||||
if(mutantstomach)
|
||||
stomach = new mutantstomach()
|
||||
else
|
||||
stomach = new()
|
||||
stomach.Insert(C)
|
||||
|
||||
if(appendix && (!should_have_appendix || replace_current))
|
||||
appendix.Remove(C,1)
|
||||
QDEL_NULL(appendix)
|
||||
if(should_have_appendix && !appendix)
|
||||
appendix = new()
|
||||
appendix.Insert(C)
|
||||
|
||||
if(C.get_bodypart("head"))
|
||||
if(eyes && (replace_current || !should_have_eyes))
|
||||
eyes.Remove(C,1)
|
||||
QDEL_NULL(eyes)
|
||||
if(should_have_eyes && !eyes)
|
||||
eyes = new mutanteyes
|
||||
eyes.Insert(C)
|
||||
|
||||
if(ears && (replace_current || !should_have_ears))
|
||||
ears.Remove(C,1)
|
||||
QDEL_NULL(ears)
|
||||
if(should_have_ears && !ears)
|
||||
ears = new mutantears
|
||||
ears.Insert(C)
|
||||
|
||||
if(tongue && (replace_current || !should_have_tongue))
|
||||
tongue.Remove(C,1)
|
||||
QDEL_NULL(tongue)
|
||||
if(should_have_tongue && !tongue)
|
||||
tongue = new mutanttongue
|
||||
tongue.Insert(C)
|
||||
|
||||
if(old_species)
|
||||
for(var/mutantorgan in old_species.mutant_organs)
|
||||
var/obj/item/organ/I = C.getorgan(mutantorgan)
|
||||
if(I)
|
||||
I.Remove(C)
|
||||
QDEL_NULL(I)
|
||||
|
||||
for(var/path in mutant_organs)
|
||||
var/obj/item/organ/I = new path()
|
||||
I.Insert(C)
|
||||
|
||||
/datum/species/proc/on_species_gain(mob/living/carbon/C, datum/species/old_species)
|
||||
// Drop the items the new species can't wear
|
||||
for(var/slot_id in no_equip)
|
||||
@@ -138,79 +246,7 @@
|
||||
if(DIGITIGRADE in species_traits)
|
||||
C.Digitigrade_Leg_Swap(FALSE)
|
||||
|
||||
var/obj/item/organ/heart/heart = C.getorganslot("heart")
|
||||
var/obj/item/organ/lungs/lungs = C.getorganslot("lungs")
|
||||
var/obj/item/organ/appendix/appendix = C.getorganslot("appendix")
|
||||
var/obj/item/organ/eyes/eyes = C.getorganslot("eye_sight")
|
||||
var/obj/item/organ/ears/ears = C.getorganslot("ears")
|
||||
var/obj/item/organ/tongue/tongue = C.getorganslot("tongue")
|
||||
|
||||
var/obj/item/organ/liver/liver = C.getorganslot("liver")
|
||||
var/obj/item/organ/stomach/stomach = C.getorganslot("stomach")
|
||||
|
||||
|
||||
|
||||
if((NOBLOOD in species_traits) && heart)
|
||||
heart.Remove(C)
|
||||
qdel(heart)
|
||||
else if((!(NOBLOOD in species_traits)) && (!heart))
|
||||
heart = new()
|
||||
heart.Insert(C)
|
||||
|
||||
if(lungs)
|
||||
qdel(lungs)
|
||||
lungs = null
|
||||
|
||||
QDEL_NULL(liver)
|
||||
|
||||
QDEL_NULL(stomach)
|
||||
|
||||
if(C.get_bodypart("head"))
|
||||
if(eyes)
|
||||
qdel(eyes)
|
||||
eyes = new mutanteyes
|
||||
eyes.Insert(C)
|
||||
|
||||
if(ears)
|
||||
qdel(ears)
|
||||
ears = new mutantears
|
||||
ears.Insert(C)
|
||||
|
||||
if(tongue)
|
||||
qdel(tongue)
|
||||
tongue = new mutanttongue
|
||||
tongue.Insert(C)
|
||||
|
||||
if((!(NOBREATH in species_traits)) && !lungs)
|
||||
if(mutantlungs)
|
||||
lungs = new mutantlungs()
|
||||
else
|
||||
lungs = new()
|
||||
lungs.Insert(C)
|
||||
|
||||
if((!(NOLIVER in species_traits)) && (!liver))
|
||||
if(mutantliver)
|
||||
liver = new mutantliver()
|
||||
else
|
||||
liver = new()
|
||||
liver.Insert(C)
|
||||
|
||||
if((!(NOSTOMACH in species_traits)) && (!stomach))
|
||||
if(mutantstomach)
|
||||
stomach = new mutantstomach()
|
||||
else
|
||||
stomach = new()
|
||||
stomach.Insert(C)
|
||||
|
||||
if((NOHUNGER in species_traits) && appendix)
|
||||
qdel(appendix)
|
||||
else if((!(NOHUNGER in species_traits)) && (!appendix))
|
||||
appendix = new()
|
||||
appendix.Insert(C)
|
||||
|
||||
for(var/path in mutant_organs)
|
||||
var/obj/item/organ/I = new path()
|
||||
I.Insert(C)
|
||||
regenerate_organs(C,old_species)
|
||||
|
||||
if(exotic_bloodtype && C.dna.blood_type != exotic_bloodtype)
|
||||
C.dna.blood_type = exotic_bloodtype
|
||||
|
||||
@@ -8,10 +8,13 @@
|
||||
attack_sound = 'sound/weapons/slice.ogg'
|
||||
miss_sound = 'sound/weapons/slashmiss.ogg'
|
||||
burnmod = 1.25
|
||||
heatmod = 1.5
|
||||
heatmod = 1.55
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/plant
|
||||
disliked_food = NONE
|
||||
liked_food = NONE
|
||||
toxic_food = NONE
|
||||
roundstart = TRUE
|
||||
|
||||
|
||||
/datum/species/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species)
|
||||
. = ..()
|
||||
@@ -34,18 +37,21 @@
|
||||
if(H.nutrition > NUTRITION_LEVEL_FULL)
|
||||
H.nutrition = NUTRITION_LEVEL_FULL
|
||||
if(light_amount > 0.2) //if there's enough light, heal
|
||||
H.heal_overall_damage(1,1)
|
||||
H.adjustToxLoss(-1)
|
||||
H.adjustOxyLoss(-1)
|
||||
H.heal_overall_damage(0.05,0)
|
||||
H.adjustOxyLoss(-0.5)
|
||||
|
||||
if(H.nutrition < NUTRITION_LEVEL_STARVING + 55)
|
||||
H.adjustOxyLoss(5) //can eat to negate this unfortunately
|
||||
H.adjustToxLoss(3)
|
||||
|
||||
if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
|
||||
H.take_overall_damage(2,0)
|
||||
|
||||
/datum/species/pod/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
|
||||
if(chem.id == "plantbgone")
|
||||
H.adjustToxLoss(3)
|
||||
H.adjustToxLoss(5)
|
||||
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
|
||||
return 1
|
||||
H.confused = max(H.confused, 1)
|
||||
return TRUE
|
||||
|
||||
|
||||
/datum/species/pod/on_hit(obj/item/projectile/P, mob/living/carbon/human/H)
|
||||
switch(P.type)
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#define HEART_RESPAWN_THRESHHOLD 40
|
||||
|
||||
/datum/species/shadow
|
||||
// Humans cursed to stay in the darkness, lest their life forces drain. They regain health in shadow and die in light.
|
||||
name = "???"
|
||||
@@ -32,31 +34,21 @@
|
||||
no_equip = list(slot_wear_mask, slot_wear_suit, slot_gloves, slot_shoes, slot_w_uniform, slot_s_store)
|
||||
species_traits = list(NOBREATH,RESISTCOLD,RESISTPRESSURE,NOGUNS,NOBLOOD,RADIMMUNE,VIRUSIMMUNE,PIERCEIMMUNE,NODISMEMBER,NO_UNDERWEAR,NOHUNGER,NO_DNA_COPY,NOTRANSSTING)
|
||||
mutanteyes = /obj/item/organ/eyes/night_vision/nightmare
|
||||
var/obj/effect/proc_holder/spell/targeted/shadowwalk/shadowwalk
|
||||
mutant_organs = list(/obj/item/organ/heart/nightmare)
|
||||
mutant_brain = /obj/item/organ/brain/nightmare
|
||||
|
||||
var/info_text = "You are a <span class='danger'>Nightmare</span>. The ability <span class='warning'>shadow walk</span> allows unlimited, unrestricted movement in the dark using. \
|
||||
Your <span class='warning'>light eater</span> will destroy any light producing objects you attack, as well as destroy any lights a living creature may be holding. You will automatically dodge gunfire and melee attacks when on a dark tile."
|
||||
var/info_text = "You are a <span class='danger'>Nightmare</span>. The ability <span class='warning'>shadow walk</span> allows unlimited, unrestricted movement in the dark while activated. \
|
||||
Your <span class='warning'>light eater</span> will destroy any light producing objects you attack, as well as destroy any lights a living creature may be holding. You will automatically dodge gunfire and melee attacks when on a dark tile. If killed, you will eventually revive if left in darkness."
|
||||
|
||||
/datum/species/shadow/nightmare/on_species_gain(mob/living/carbon/C, datum/species/old_species)
|
||||
. = ..()
|
||||
var/obj/effect/proc_holder/spell/targeted/shadowwalk/SW = new
|
||||
C.AddSpell(SW)
|
||||
shadowwalk = SW
|
||||
var/obj/item/light_eater/blade = new
|
||||
C.put_in_hands(blade)
|
||||
|
||||
to_chat(C, "[info_text]")
|
||||
|
||||
C.real_name = "Nightmare"
|
||||
C.name = "Nightmare"
|
||||
C.real_name = "[pick(GLOB.nightmare_names)]"
|
||||
C.name = C.real_name
|
||||
if(C.mind)
|
||||
C.mind.name = "Nightmare"
|
||||
C.dna.real_name = "Nightmare"
|
||||
|
||||
/datum/species/shadow/nightmare/on_species_loss(mob/living/carbon/C)
|
||||
. = ..()
|
||||
if(shadowwalk)
|
||||
C.RemoveSpell(shadowwalk)
|
||||
C.mind.name = C.real_name
|
||||
C.dna.real_name = C.real_name
|
||||
|
||||
/datum/species/shadow/nightmare/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
|
||||
var/turf/T = H.loc
|
||||
@@ -68,6 +60,93 @@
|
||||
return -1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
//Organs
|
||||
|
||||
/obj/item/organ/brain/nightmare
|
||||
name = "tumorous mass"
|
||||
desc = "A fleshy growth that was dug out of the skull of a Nightmare."
|
||||
icon_state = "brain-x-d"
|
||||
var/obj/effect/proc_holder/spell/targeted/shadowwalk/shadowwalk
|
||||
|
||||
/obj/item/organ/brain/nightmare/Insert(mob/living/carbon/M, special = 0)
|
||||
..()
|
||||
if(M.dna.species.id != "nightmare")
|
||||
M.set_species(/datum/species/shadow/nightmare)
|
||||
visible_message("<span class='warning'>[M] thrashes as [src] takes root in their body!</span>")
|
||||
var/obj/effect/proc_holder/spell/targeted/shadowwalk/SW = new
|
||||
M.AddSpell(SW)
|
||||
shadowwalk = SW
|
||||
|
||||
|
||||
/obj/item/organ/brain/nightmare/Remove(mob/living/carbon/M, special = 0)
|
||||
if(shadowwalk)
|
||||
M.RemoveSpell(shadowwalk)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/organ/heart/nightmare
|
||||
name = "heart of darkness"
|
||||
desc = "An alien organ that twists and writhes when exposed to light."
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "demon_heart-on"
|
||||
color = "#1C1C1C"
|
||||
var/respawn_progress = 0
|
||||
var/obj/item/light_eater/blade
|
||||
|
||||
|
||||
/obj/item/organ/heart/nightmare/attack(mob/M, mob/living/carbon/user, obj/target)
|
||||
if(M != user)
|
||||
return ..()
|
||||
user.visible_message("<span class='warning'>[user] raises [src] to their mouth and tears into it with their teeth!</span>", \
|
||||
"<span class='danger'>[src] feels unnaturally cold in your hands. You raise [src] your mouth and devour it!</span>")
|
||||
playsound(user, 'sound/magic/demon_consume.ogg', 50, 1)
|
||||
|
||||
|
||||
user.visible_message("<span class='warning'>Blood erupts from [user]'s arm as it reforms into a weapon!</span>", \
|
||||
"<span class='userdanger'>Icy blood pumps through your veins as your arm reforms itself!</span>")
|
||||
user.temporarilyRemoveItemFromInventory(src, TRUE)
|
||||
Insert(user)
|
||||
|
||||
/obj/item/organ/heart/nightmare/Insert(mob/living/carbon/M, special = 0)
|
||||
..()
|
||||
blade = new/obj/item/light_eater
|
||||
M.put_in_hands(blade)
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/organ/heart/nightmare/Remove(mob/living/carbon/M, special = 0)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
respawn_progress = 0
|
||||
if(blade)
|
||||
QDEL_NULL(blade)
|
||||
M.visible_message("<span class='warning'>\The [blade] disintegrates!</span>")
|
||||
..()
|
||||
|
||||
/obj/item/organ/heart/nightmare/Stop()
|
||||
return 0
|
||||
|
||||
/obj/item/organ/heart/nightmare/update_icon()
|
||||
return //always beating visually
|
||||
|
||||
/obj/item/organ/heart/nightmare/process()
|
||||
if(QDELETED(owner) || owner.stat != DEAD)
|
||||
respawn_progress = 0
|
||||
return
|
||||
var/turf/T = get_turf(owner)
|
||||
if(istype(T))
|
||||
var/light_amount = T.get_lumcount()
|
||||
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
|
||||
respawn_progress++
|
||||
playsound(owner,'sound/effects/singlebeat.ogg',40,1)
|
||||
if(respawn_progress >= HEART_RESPAWN_THRESHHOLD)
|
||||
owner.revive(full_heal = TRUE)
|
||||
owner.visible_message("<span class='warning'>[owner] staggers to their feet!</span>")
|
||||
playsound(owner, 'sound/hallucinations/far_noise.ogg', 50, 1)
|
||||
respawn_progress = 0
|
||||
|
||||
//Weapon
|
||||
|
||||
/obj/item/light_eater
|
||||
name = "light eater"
|
||||
icon_state = "arm_blade"
|
||||
@@ -113,3 +192,5 @@
|
||||
visible_message("<span class='danger'>[O] is disintegrated by [src]!</span>")
|
||||
O.burn()
|
||||
playsound(src, 'sound/items/welder.ogg', 50, 1)
|
||||
|
||||
#undef HEART_RESPAWN_THRESHHOLD
|
||||
@@ -1,13 +1,13 @@
|
||||
/datum/species/skeleton
|
||||
// 2spooky
|
||||
name = "Spooky Scary Skeleton"
|
||||
id = "skeleton"
|
||||
say_mod = "rattles"
|
||||
blacklisted = 1
|
||||
sexes = 0
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
|
||||
species_traits = list(NOBREATH,RESISTHOT,RESISTCOLD,RESISTPRESSURE,NOBLOOD,RADIMMUNE,VIRUSIMMUNE,PIERCEIMMUNE,NOHUNGER,EASYDISMEMBER,EASYLIMBATTACHMENT)
|
||||
mutant_organs = list(/obj/item/organ/tongue/bone)
|
||||
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
|
||||
disliked_food = NONE
|
||||
liked_food = NONE
|
||||
/datum/species/skeleton
|
||||
// 2spooky
|
||||
name = "Spooky Scary Skeleton"
|
||||
id = "skeleton"
|
||||
say_mod = "rattles"
|
||||
blacklisted = 1
|
||||
sexes = 0
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
|
||||
species_traits = list(NOBREATH,RESISTHOT,RESISTCOLD,RESISTPRESSURE,NOBLOOD,RADIMMUNE,VIRUSIMMUNE,PIERCEIMMUNE,NOHUNGER,EASYDISMEMBER,EASYLIMBATTACHMENT)
|
||||
mutanttongue = /obj/item/organ/tongue/bone
|
||||
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
|
||||
disliked_food = NONE
|
||||
liked_food = NONE
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
blacklisted = 1
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
|
||||
species_traits = list(NOBREATH,RESISTCOLD,RESISTPRESSURE,NOBLOOD,RADIMMUNE,NOZOMBIE,EASYDISMEMBER,EASYLIMBATTACHMENT,NOTRANSSTING)
|
||||
mutant_organs = list(/obj/item/organ/tongue/zombie)
|
||||
mutanttongue = /obj/item/organ/tongue/zombie
|
||||
var/static/list/spooks = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/wail.ogg')
|
||||
disliked_food = NONE
|
||||
liked_food = NONE
|
||||
@@ -64,6 +64,6 @@
|
||||
limbs_id = "zombie" //They look like zombies
|
||||
sexes = 0
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
|
||||
mutant_organs = list(/obj/item/organ/tongue/zombie)
|
||||
mutanttongue = /obj/item/organ/tongue/zombie
|
||||
|
||||
#undef REGENERATION_DELAY
|
||||
|
||||
@@ -884,7 +884,7 @@
|
||||
on_fire = 1
|
||||
src.visible_message("<span class='warning'>[src] catches fire!</span>", \
|
||||
"<span class='userdanger'>You're set on fire!</span>")
|
||||
src.set_light(3)
|
||||
new/obj/effect/dummy/fire(src)
|
||||
throw_alert("fire", /obj/screen/alert/fire)
|
||||
update_fire()
|
||||
return TRUE
|
||||
@@ -894,7 +894,8 @@
|
||||
if(on_fire)
|
||||
on_fire = 0
|
||||
fire_stacks = 0
|
||||
src.set_light(0)
|
||||
for(var/obj/effect/dummy/fire/F in src)
|
||||
qdel(F)
|
||||
clear_alert("fire")
|
||||
update_fire()
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
|
||||
/mob/living/silicon/apply_effect(effect = 0,effecttype = STUN, blocked = FALSE)
|
||||
return 0 //The only effect that can hit them atm is flashes and they still directly edit so this works for now
|
||||
return FALSE //The only effect that can hit them atm is flashes and they still directly edit so this works for now
|
||||
|
||||
/mob/living/silicon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE) //immune to tox damage
|
||||
return FALSE
|
||||
@@ -30,8 +30,13 @@
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/adjustStaminaLoss(amount, updating_stamina = 1)//immune to stamina damage.
|
||||
return
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/setStaminaLoss(amount, updating_stamina = 1)
|
||||
return
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/adjustBrainLoss(amount)
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/setBrainLoss(amount)
|
||||
return FALSE
|
||||
|
||||
@@ -180,10 +180,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
|
||||
new /obj/effect/temp_visual/guardian/phase(loc)
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/canSuicide()
|
||||
return 0
|
||||
return FALSE
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/proc/is_deployed()
|
||||
return loc != summoner
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/AttackingTarget()
|
||||
if(loc == summoner)
|
||||
if(!is_deployed())
|
||||
to_chat(src, "<span class='danger'><B>You must be manifested to attack!</span></B>")
|
||||
return FALSE
|
||||
else
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/healer/AttackingTarget()
|
||||
. = ..()
|
||||
if(. && toggle && iscarbon(target))
|
||||
if(is_deployed() && toggle && iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
C.adjustBruteLoss(-5)
|
||||
C.adjustFireLoss(-5)
|
||||
|
||||
@@ -105,22 +105,22 @@
|
||||
/mob/living/simple_animal/hostile/poison/bees/CanAttack(atom/the_target)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return 0
|
||||
return FALSE
|
||||
if(isliving(the_target))
|
||||
var/mob/living/H = the_target
|
||||
return !H.bee_friendly()
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/poison/bees/Found(atom/A)
|
||||
if(isliving(A))
|
||||
var/mob/living/H = A
|
||||
return !H.bee_friendly()
|
||||
if(istype(A, /obj/machinery/hydroponics))
|
||||
var/obj/machinery/hydroponics/Hydro = A
|
||||
if(Hydro.myseed && !Hydro.dead && !Hydro.recent_bee_visit)
|
||||
wanted_objects |= typecacheof(/obj/machinery/hydroponics) //so we only hunt them while they're alive/seeded/not visisted
|
||||
return 1
|
||||
if(isliving(A))
|
||||
var/mob/living/H = A
|
||||
return !H.bee_friendly()
|
||||
return 0
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/poison/bees/AttackingTarget()
|
||||
@@ -187,7 +187,7 @@
|
||||
if(loc == beehome)
|
||||
idle = min(100, ++idle)
|
||||
if(idle >= BEE_IDLE_ROAMING && prob(BEE_PROB_GOROAM))
|
||||
forceMove(get_turf(beehome))
|
||||
forceMove(beehome.drop_location())
|
||||
else
|
||||
idle = max(0, --idle)
|
||||
if(idle <= BEE_IDLE_GOHOME && prob(BEE_PROB_GOHOME))
|
||||
@@ -200,6 +200,7 @@
|
||||
continue
|
||||
BB.bees |= src
|
||||
beehome = BB
|
||||
break // End loop after the first compatible find.
|
||||
|
||||
/mob/living/simple_animal/hostile/poison/bees/toxin/Initialize()
|
||||
. = ..()
|
||||
@@ -215,7 +216,7 @@
|
||||
|
||||
//the Queen doesn't leave the box on her own, and she CERTAINLY doesn't pollinate by herself
|
||||
/mob/living/simple_animal/hostile/poison/bees/queen/Found(atom/A)
|
||||
return 0
|
||||
return FALSE
|
||||
|
||||
|
||||
//leave pollination for the peasent bees
|
||||
@@ -234,10 +235,10 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/poison/bees/proc/reagent_incompatible(mob/living/simple_animal/hostile/poison/bees/B)
|
||||
if(!B)
|
||||
return 0
|
||||
return FALSE
|
||||
if(B.beegent && beegent && B.beegent.id != beegent.id || B.beegent && !beegent || !B.beegent && beegent)
|
||||
return 1
|
||||
return 0
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
/obj/item/queen_bee
|
||||
@@ -255,7 +256,7 @@
|
||||
if(S.reagents.has_reagent("royal_bee_jelly")) //checked twice, because I really don't want royal bee jelly to be duped
|
||||
if(S.reagents.has_reagent("royal_bee_jelly",5))
|
||||
S.reagents.remove_reagent("royal_bee_jelly", 5)
|
||||
var/obj/item/queen_bee/qb = new(get_turf(user))
|
||||
var/obj/item/queen_bee/qb = new(user.drop_location())
|
||||
qb.queen = new(qb)
|
||||
if(queen && queen.beegent)
|
||||
qb.queen.assign_reagent(queen.beegent) //Bees use the global singleton instances of reagents, so we don't need to worry about one bee being deleted and her copies losing their reagents.
|
||||
|
||||
@@ -115,7 +115,11 @@
|
||||
if(can_see(targets_from, HM, vision_range))
|
||||
. += HM
|
||||
else
|
||||
. = oview(vision_range, targets_from)
|
||||
. = list() // The following code is only very slightly slower than just returning oview(vision_range, targets_from), but it saves us much more work down the line, particularly when bees are involved
|
||||
for (var/obj/A in oview(vision_range, targets_from))
|
||||
. += A
|
||||
for (var/mob/A in oview(vision_range, targets_from))
|
||||
. += A
|
||||
|
||||
/mob/living/simple_animal/hostile/proc/FindTarget(var/list/possible_targets, var/HasTargetsList = 0)//Step 2, filter down possible targets to things we actually care about
|
||||
. = list()
|
||||
@@ -165,7 +169,7 @@
|
||||
return chosen_target
|
||||
|
||||
// Please do not add one-off mob AIs here, but override this function for your mob
|
||||
/mob/living/simple_animal/hostile/CanAttack(atom/the_target)//Can we actually attack a possible target?
|
||||
/mob/living/simple_animal/hostile/CanAttack(atom/the_target)//Can we actually attack a possible target?
|
||||
if(isturf(the_target) || !the_target || the_target.type == /atom/movable/lighting_object) // bail out on invalids
|
||||
return FALSE
|
||||
|
||||
@@ -187,7 +191,7 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
if(istype(the_target, /obj/mecha))
|
||||
if(ismecha(the_target))
|
||||
var/obj/mecha/M = the_target
|
||||
if(M.occupant)//Just so we don't attack empty mechs
|
||||
if(CanAttack(M.occupant))
|
||||
|
||||
@@ -184,7 +184,7 @@
|
||||
mecha_face_target(target)
|
||||
target.mech_melee_attack(mecha)
|
||||
else
|
||||
if(istype(target, /obj/mecha))
|
||||
if(ismecha(target))
|
||||
var/obj/mecha/M = target
|
||||
if(is_valid_mecha(M))
|
||||
enter_mecha(M)
|
||||
@@ -259,7 +259,7 @@
|
||||
//Yes they actually try and pull this shit
|
||||
//~simple animals~
|
||||
/mob/living/simple_animal/hostile/syndicate/mecha_pilot/CanAttack(atom/the_target)
|
||||
if(istype(the_target, /obj/mecha))
|
||||
if(ismecha(the_target))
|
||||
var/obj/mecha/M = the_target
|
||||
if(mecha)
|
||||
if(M == mecha || !CanAttack(M.occupant))
|
||||
|
||||
@@ -385,6 +385,7 @@ Difficulty: Medium
|
||||
melee_damage_lower = 30
|
||||
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
|
||||
loot = list()
|
||||
butcher_results = list(/obj/item/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/bone = 30)
|
||||
|
||||
/mob/living/simple_animal/hostile/megafauna/dragon/lesser/grant_achievement(medaltype,scoretype)
|
||||
return
|
||||
|
||||
@@ -62,6 +62,9 @@
|
||||
|
||||
return TRUE
|
||||
|
||||
if(isobj(the_target) && is_type_in_typecache(the_target, wanted_objects))
|
||||
return TRUE
|
||||
|
||||
return FALSE
|
||||
|
||||
/mob/living/simple_animal/hostile/asteroid/gutlunch/Destroy()
|
||||
|
||||
@@ -1,47 +1,47 @@
|
||||
/mob/living/simple_animal/hostile/retaliate
|
||||
var/list/enemies = list()
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/Found(atom/A)
|
||||
if(isliving(A))
|
||||
var/mob/living/L = A
|
||||
if(!L.stat)
|
||||
return L
|
||||
else
|
||||
enemies -= L
|
||||
else if(istype(A, /obj/mecha))
|
||||
var/obj/mecha/M = A
|
||||
if(M.occupant)
|
||||
return A
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/ListTargets()
|
||||
if(!enemies.len)
|
||||
return list()
|
||||
var/list/see = ..()
|
||||
see &= enemies // Remove all entries that aren't in enemies
|
||||
return see
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/proc/Retaliate()
|
||||
var/list/around = view(src, vision_range)
|
||||
|
||||
for(var/atom/movable/A in around)
|
||||
if(A == src)
|
||||
continue
|
||||
if(isliving(A))
|
||||
var/mob/living/M = A
|
||||
if(faction_check_mob(M) && attack_same || !faction_check_mob(M))
|
||||
enemies |= M
|
||||
else if(istype(A, /obj/mecha))
|
||||
var/obj/mecha/M = A
|
||||
if(M.occupant)
|
||||
enemies |= M
|
||||
enemies |= M.occupant
|
||||
|
||||
for(var/mob/living/simple_animal/hostile/retaliate/H in around)
|
||||
if(faction_check_mob(H) && !attack_same && !H.attack_same)
|
||||
H.enemies |= enemies
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
|
||||
. = ..()
|
||||
if(. > 0 && stat == CONSCIOUS)
|
||||
Retaliate()
|
||||
/mob/living/simple_animal/hostile/retaliate
|
||||
var/list/enemies = list()
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/Found(atom/A)
|
||||
if(isliving(A))
|
||||
var/mob/living/L = A
|
||||
if(!L.stat)
|
||||
return L
|
||||
else
|
||||
enemies -= L
|
||||
else if(ismecha(A))
|
||||
var/obj/mecha/M = A
|
||||
if(M.occupant)
|
||||
return A
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/ListTargets()
|
||||
if(!enemies.len)
|
||||
return list()
|
||||
var/list/see = ..()
|
||||
see &= enemies // Remove all entries that aren't in enemies
|
||||
return see
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/proc/Retaliate()
|
||||
var/list/around = view(src, vision_range)
|
||||
|
||||
for(var/atom/movable/A in around)
|
||||
if(A == src)
|
||||
continue
|
||||
if(isliving(A))
|
||||
var/mob/living/M = A
|
||||
if(faction_check_mob(M) && attack_same || !faction_check_mob(M))
|
||||
enemies |= M
|
||||
else if(ismecha(A))
|
||||
var/obj/mecha/M = A
|
||||
if(M.occupant)
|
||||
enemies |= M
|
||||
enemies |= M.occupant
|
||||
|
||||
for(var/mob/living/simple_animal/hostile/retaliate/H in around)
|
||||
if(faction_check_mob(H) && !attack_same && !H.attack_same)
|
||||
H.enemies |= enemies
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
|
||||
. = ..()
|
||||
if(. > 0 && stat == CONSCIOUS)
|
||||
Retaliate()
|
||||
|
||||
@@ -317,7 +317,7 @@
|
||||
var/mob/living/L = the_target
|
||||
if(L.stat != CONSCIOUS)
|
||||
return 0
|
||||
if (istype(the_target, /obj/mecha))
|
||||
if (ismecha(the_target))
|
||||
var/obj/mecha/M = the_target
|
||||
if (M.occupant)
|
||||
return 0
|
||||
|
||||
@@ -386,7 +386,7 @@
|
||||
set category = "Object"
|
||||
set src = usr
|
||||
|
||||
if(istype(loc, /obj/mecha))
|
||||
if(ismecha(loc))
|
||||
return
|
||||
|
||||
if(incapacitated())
|
||||
|
||||
@@ -329,16 +329,14 @@
|
||||
continue
|
||||
loc_landmark = sloc.loc
|
||||
if(!loc_landmark)
|
||||
for(var/obj/effect/landmark/tripai in GLOB.landmarks_list)
|
||||
if(tripai.name == "tripai")
|
||||
if(locate(/mob/living/silicon/ai) in tripai.loc)
|
||||
continue
|
||||
loc_landmark = tripai.loc
|
||||
for(var/obj/effect/landmark/tripai/L in GLOB.landmarks_list)
|
||||
if(locate(/mob/living/silicon/ai) in L.loc)
|
||||
continue
|
||||
loc_landmark = L.loc
|
||||
if(!loc_landmark)
|
||||
to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
|
||||
for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list)
|
||||
if (sloc.name == "AI")
|
||||
loc_landmark = sloc.loc
|
||||
for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
|
||||
loc_landmark = sloc.loc
|
||||
|
||||
if(!transfer_after)
|
||||
mind.active = FALSE
|
||||
|
||||
Reference in New Issue
Block a user