its cool and hip
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@@ -34,6 +34,7 @@
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var/arrest_type = FALSE //If true, don't handcuff
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var/obj/item/clothing/head/bot_hat
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var/datum/beepsky_fashion/stored_fashion
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//emotes (BOT is replaced with bot name, CRIMINAL with criminal name, THREAT_LEVEL with threat level)
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var/death_emote = "BOT blows apart!"
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@@ -73,7 +74,7 @@
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emote = infraction
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if("TAUNT")
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emote = taunt
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if("ATTACK_PME")
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if("ATTACK_ONE")
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emote = attack_one
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if("ATTACK_TWO")
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emote = attack_two
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@@ -249,20 +250,22 @@ Auto Patrol: []"},
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/mob/living/simple_animal/bot/secbot/proc/update_beepsky_fluff()
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var/datum/beepsky_fashion/BF = new bot_hat.beepsky_fashion
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stored_fashion = BF
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if(BF)
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BF.apply(src)
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/mob/living/simple_animal/bot/secbot/regenerate_icons()
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..()
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if(bot_hat)
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var/datum/beepsky_fashion/fashion = new bot_hat.beepsky_fashion
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if(!fashion.obj_icon_state)
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fashion.obj_icon_state = bot_hat.icon_state
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if(!fashion.obj_alpha)
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fashion.obj_alpha = bot_hat.alpha
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if(!fashion.obj_color)
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fashion.obj_color = bot_hat.color
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add_overlay(fashion.get_overlay())
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if(!stored_fashion)
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stored_fashion = new bot_hat.beepsky_fashion
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if(!stored_fashion.obj_icon_state)
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stored_fashion.obj_icon_state = bot_hat.icon_state
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if(!stored_fashion.obj_alpha)
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stored_fashion.obj_alpha = bot_hat.alpha
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if(!stored_fashion.obj_color)
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stored_fashion.obj_color = bot_hat.color
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add_overlay(stored_fashion.get_overlay())
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/mob/living/simple_animal/bot/secbot/emag_act(mob/user)
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. = ..()
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@@ -323,16 +326,22 @@ Auto Patrol: []"},
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/mob/living/simple_animal/bot/secbot/proc/stun_attack(mob/living/carbon/C)
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var/judgement_criteria = judgement_criteria()
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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icon_state = "secbot-c"
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addtimer(CALLBACK(src, /atom/.proc/update_icon), 2)
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var/threat = 5
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if(ishuman(C))
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if(stored_fashion)
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stored_fashion.stun_attack(C)
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if(stored_fashion.stun_sound)
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playsound(src, stun_sound, 50, TRUE, -1)
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else
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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C.stuttering = 5
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C.DefaultCombatKnockdown(100)
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var/mob/living/carbon/human/H = C
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threat = H.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
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else
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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C.DefaultCombatKnockdown(100)
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C.stuttering = 5
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threat = C.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
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