its cool and hip

This commit is contained in:
timothyteakettle
2020-07-21 16:26:51 +01:00
parent 4daf71d99e
commit 99a2068dd2
2 changed files with 54 additions and 10 deletions
+35
View File
@@ -8,6 +8,8 @@
var/obj_alpha
var/obj_color
var/stun_sound //sound that replaces the stun attack when set
//emotes
var/death_emote
var/capture_one
@@ -63,6 +65,9 @@
else
beepers.attack_two = initial(beepers.attack_two)
/datum/beepsky_fashion/proc/stun_attack(mob/living/carbon/C) //fired when beepsky does a stun attack with the fashion worn, for sounds/overlays/etc
return
//actual fashions from here on out
/datum/beepsky_fashion/wizard
obj_icon_state = "wizard"
@@ -74,3 +79,33 @@
infraction = "Magical disturbance of magnitude THREAT_LEVEL detected!"
attack_one = "BOT casts magic missile on CRIMINAL!"
attack_two = "BOT casts magic missile on you!"
/datum/beepsky_fashion/cowboy
obj_icon_state = "cowboy"
name = "Sheriff Beepsky"
desc = "The sheriff of this here station."
capture_one = "BOT is tying CRIMINAL up!"
capture_two = "BOT is tying you up!"
infraction = "Outlaws with a bounty of THREAT_LEVEL000 space dollars detected!"
attack_one = "BOT unloads his revolver onto CRIMINAL!"
attack_two = "BOT unloads his revolver onto you!"
/datum/beepsky_fashion/chef
obj_icon_state = "chef"
name = "Chef Beepsky"
desc = "Cooking up the finest foods the station has ever seen."
death_emote = "Mamma-mia!"
infraction = "Grade THREAT_LEVEL prosciutto detected!"
attack_one = "BOT slices wildly with a cleaver towards CRIMINAL!"
attack_two = "BOT slices wildly with a cleaver towards you!"
/datum/beepsky_fashion/cat
obj_icon_state = "cat"
name = "OwOfficer Bweepskwee"
desc = "A beepsky unit with cat ears. Why?"
death_emote = "Nya!"
capture_one = "BOT is tying CRIMINAL up!!"
capture_two = "BOT is tying you up!"
infraction = "Wevel THREAT_LEVEL infwactwion awert!!!"
attack_one = "BOT shoves CRIMINAL onto a table!"
attack_two = "BOT shoves you onto a table!"
@@ -34,6 +34,7 @@
var/arrest_type = FALSE //If true, don't handcuff
var/obj/item/clothing/head/bot_hat
var/datum/beepsky_fashion/stored_fashion
//emotes (BOT is replaced with bot name, CRIMINAL with criminal name, THREAT_LEVEL with threat level)
var/death_emote = "BOT blows apart!"
@@ -73,7 +74,7 @@
emote = infraction
if("TAUNT")
emote = taunt
if("ATTACK_PME")
if("ATTACK_ONE")
emote = attack_one
if("ATTACK_TWO")
emote = attack_two
@@ -249,20 +250,22 @@ Auto Patrol: []"},
/mob/living/simple_animal/bot/secbot/proc/update_beepsky_fluff()
var/datum/beepsky_fashion/BF = new bot_hat.beepsky_fashion
stored_fashion = BF
if(BF)
BF.apply(src)
/mob/living/simple_animal/bot/secbot/regenerate_icons()
..()
if(bot_hat)
var/datum/beepsky_fashion/fashion = new bot_hat.beepsky_fashion
if(!fashion.obj_icon_state)
fashion.obj_icon_state = bot_hat.icon_state
if(!fashion.obj_alpha)
fashion.obj_alpha = bot_hat.alpha
if(!fashion.obj_color)
fashion.obj_color = bot_hat.color
add_overlay(fashion.get_overlay())
if(!stored_fashion)
stored_fashion = new bot_hat.beepsky_fashion
if(!stored_fashion.obj_icon_state)
stored_fashion.obj_icon_state = bot_hat.icon_state
if(!stored_fashion.obj_alpha)
stored_fashion.obj_alpha = bot_hat.alpha
if(!stored_fashion.obj_color)
stored_fashion.obj_color = bot_hat.color
add_overlay(stored_fashion.get_overlay())
/mob/living/simple_animal/bot/secbot/emag_act(mob/user)
. = ..()
@@ -323,16 +326,22 @@ Auto Patrol: []"},
/mob/living/simple_animal/bot/secbot/proc/stun_attack(mob/living/carbon/C)
var/judgement_criteria = judgement_criteria()
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
icon_state = "secbot-c"
addtimer(CALLBACK(src, /atom/.proc/update_icon), 2)
var/threat = 5
if(ishuman(C))
if(stored_fashion)
stored_fashion.stun_attack(C)
if(stored_fashion.stun_sound)
playsound(src, stun_sound, 50, TRUE, -1)
else
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
C.stuttering = 5
C.DefaultCombatKnockdown(100)
var/mob/living/carbon/human/H = C
threat = H.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
else
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
C.DefaultCombatKnockdown(100)
C.stuttering = 5
threat = C.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))