Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit262
This commit is contained in:
@@ -20,7 +20,7 @@
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var/heat_protection = 0.5
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var/leaping = 0
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gib_type = /obj/effect/decal/cleanable/xenoblood/xgibs
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gib_type = /obj/effect/decal/cleanable/blood/gibs/xeno
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unique_name = 1
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var/static/regex/alien_name_regex = new("alien (larva|sentinel|drone|hunter|praetorian|queen)( \\(\\d+\\))?")
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@@ -2,7 +2,7 @@
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if(with_bodyparts)
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new /obj/effect/gibspawner/xeno(drop_location())
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else
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new /obj/effect/gibspawner/xenobodypartless(drop_location())
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new /obj/effect/gibspawner/xeno/bodypartless(drop_location())
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/mob/living/carbon/alien/gib_animation()
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new /obj/effect/temp_visual/gib_animation(loc, "gibbed-a")
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@@ -10,7 +10,7 @@
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if(with_bodyparts)
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new /obj/effect/gibspawner/larva(drop_location())
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else
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new /obj/effect/gibspawner/larvabodypartless(drop_location())
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new /obj/effect/gibspawner/larva/bodypartless(drop_location())
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/mob/living/carbon/alien/larva/gib_animation()
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new /obj/effect/temp_visual/gib_animation(loc, "gibbed-l")
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@@ -89,6 +89,8 @@
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owner.adjustFireLoss(-heal_amt)
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owner.adjustOxyLoss(-heal_amt)
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owner.adjustCloneLoss(-heal_amt)
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if(owner.blood_volume && (owner.blood_volume < BLOOD_VOLUME_NORMAL))
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owner.blood_volume += 5
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else
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owner.adjustPlasma(plasma_rate * 0.1)
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@@ -905,7 +905,7 @@
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/mob/living/carbon/do_after_coefficent()
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. = ..()
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GET_COMPONENT_FROM(mood, /datum/component/mood, src) //Currently, only carbons or higher use mood, move this once that changes.
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var/datum/component/mood/mood = src.GetComponent(/datum/component/mood) //Currently, only carbons or higher use mood, move this once that changes.
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if(mood)
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switch(mood.sanity) //Alters do_after delay based on how sane you are
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if(SANITY_INSANE to SANITY_DISTURBED)
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@@ -947,7 +947,7 @@
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return TRUE
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if(HAS_TRAIT(src, TRAIT_DUMB))
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return TRUE
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
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if(mood)
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if(mood.sanity < SANITY_UNSTABLE)
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return TRUE
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@@ -287,7 +287,7 @@
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"<span class='notice'>You give [H] a pat on the head to make [p_them()] feel better!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat)
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if(HAS_TRAIT(M, TRAIT_FRIENDLY))
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
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if (mood.sanity >= SANITY_GREAT)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
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else if (mood.sanity >= SANITY_DISTURBED)
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@@ -322,7 +322,7 @@
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"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
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if(HAS_TRAIT(M, TRAIT_FRIENDLY))
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
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if (mood.sanity >= SANITY_GREAT)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
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else if (mood.sanity >= SANITY_DISTURBED)
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@@ -49,6 +49,7 @@
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//Gets filled up in create_bodyparts()
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var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
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var/list/leg_bodyparts = list()
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var/icon_render_key = ""
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var/static/list/limb_icon_cache = list()
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@@ -1,8 +1,8 @@
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/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE)
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/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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var/hit_percent = (100-blocked)/100
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if(hit_percent <= 0)
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if(!forced && hit_percent <= 0)
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return 0
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var/obj/item/bodypart/BP = null
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@@ -15,34 +15,35 @@
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if(!BP)
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BP = bodyparts[1]
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var/damage_amount = forced ? damage : damage * hit_percent
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switch(damagetype)
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if(BRUTE)
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if(BP)
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if(damage > 0 ? BP.receive_damage(damage * hit_percent, 0) : BP.heal_damage(abs(damage * hit_percent), 0))
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if(damage > 0 ? BP.receive_damage(damage_amount) : BP.heal_damage(abs(damage_amount), 0))
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update_damage_overlays()
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else //no bodypart, we deal damage with a more general method.
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adjustBruteLoss(damage * hit_percent)
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adjustBruteLoss(damage_amount, forced = forced)
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if(BURN)
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if(BP)
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if(damage > 0 ? BP.receive_damage(0, damage * hit_percent) : BP.heal_damage(0, abs(damage * hit_percent)))
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if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount)))
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update_damage_overlays()
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else
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adjustFireLoss(damage * hit_percent)
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adjustFireLoss(damage_amount, forced = forced)
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if(TOX)
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adjustToxLoss(damage * hit_percent)
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adjustToxLoss(damage_amount, forced = forced)
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if(OXY)
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adjustOxyLoss(damage * hit_percent)
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adjustOxyLoss(damage_amount, forced = forced)
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if(CLONE)
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adjustCloneLoss(damage * hit_percent)
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adjustCloneLoss(damage_amount, forced = forced)
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if(STAMINA)
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if(BP)
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if(damage > 0 ? BP.receive_damage(0, 0, damage * hit_percent) : BP.heal_damage(0, 0, abs(damage * hit_percent)))
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if(damage > 0 ? BP.receive_damage(0, 0, damage_amount) : BP.heal_damage(0, 0, abs(damage_amount)))
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update_damage_overlays()
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else
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adjustStaminaLoss(damage * hit_percent)
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adjustStaminaLoss(damage_amount, forced = forced)
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//citadel code
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if(AROUSAL)
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adjustArousalLoss(damage * hit_percent)
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adjustArousalLoss(damage_amount, forced = forced)
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return TRUE
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@@ -85,7 +86,7 @@
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if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage
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amount = -amount
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if(amount > 0)
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blood_volume -= 5*amount
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blood_volume -= 3*amount // x5 is too much, x3 should be still penalizing enough.
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else
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blood_volume -= amount
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return ..()
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@@ -93,7 +93,7 @@
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msg += "[t_He] [t_is] visibly tense[resting ? "." : ", and [t_is] standing in combative stance."]\n"
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msg += common_trait_examine()
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
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if(mood)
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switch(mood.shown_mood)
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if(-INFINITY to MOOD_LEVEL_SAD4)
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@@ -1,5 +1,5 @@
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/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE)
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/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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// depending on the species, it will run the corresponding apply_damage code there
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return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src)
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return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced)
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@@ -5,10 +5,35 @@
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new /obj/effect/temp_visual/dust_animation(loc, "dust-h")
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/mob/living/carbon/human/spawn_gibs(with_bodyparts)
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if(with_bodyparts)
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new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses())
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if(isjellyperson(src))
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if(with_bodyparts)
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new /obj/effect/gibspawner/slime(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/slime/bodypartless(drop_location(), dna, get_static_viruses())
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if(isipcperson(src))
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if(with_bodyparts)
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new /obj/effect/gibspawner/ipc(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/ipc/bodypartless(drop_location(), dna, get_static_viruses())
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if(isxenoperson(src))
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if(with_bodyparts)
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new /obj/effect/gibspawner/xeno/xenoperson(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/xeno/xenoperson/bodypartless(drop_location(), dna, get_static_viruses())
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if(islizard(src))
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if(with_bodyparts)
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new /obj/effect/gibspawner/lizard(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/lizard/bodypartless(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/humanbodypartless(drop_location(), dna, get_static_viruses())
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if(with_bodyparts)
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new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/human/bodypartless(drop_location(), dna, get_static_viruses())
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/mob/living/carbon/human/spawn_dust(just_ash = FALSE)
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if(just_ash)
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@@ -1,4 +1,4 @@
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/mob/living/carbon/human/examine(mob/user) //User is the person being examined
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/mob/living/carbon/human/examine(mob/user)
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//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
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var/t_He = p_they(TRUE)
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var/t_His = p_their(TRUE)
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@@ -45,7 +45,7 @@
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if(wear_suit)
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msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
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//suit/armor storage
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if(s_store)
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if(s_store && !(SLOT_S_STORE in obscured))
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msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
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//back
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if(back)
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@@ -56,11 +56,10 @@
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if(!(I.item_flags & ABSTRACT))
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msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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GET_COMPONENT(FR, /datum/component/forensics)
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//gloves
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if(gloves && !(SLOT_GLOVES in obscured))
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msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
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else if(FR && length(FR.blood_DNA))
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else if(length(blood_DNA))
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var/hand_number = get_num_arms(FALSE)
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if(hand_number)
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msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
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@@ -86,7 +85,7 @@
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if(wear_mask && !(SLOT_WEAR_MASK in obscured))
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msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
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if (wear_neck && !(SLOT_NECK in obscured))
|
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if(wear_neck && !(SLOT_NECK in obscured))
|
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msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
|
||||
|
||||
//eyes
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@@ -152,7 +151,7 @@
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|
||||
var/temp = getBruteLoss() //no need to calculate each of these twice
|
||||
|
||||
msg += "<span class='warning'>"
|
||||
msg += "<span class='warning'>" //Everything below gets this span
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||||
|
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var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
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var/list/disabled = list()
|
||||
@@ -297,7 +296,7 @@
|
||||
msg += "[t_He] seem[p_s()] winded.\n"
|
||||
if (getToxLoss() >= 10)
|
||||
msg += "[t_He] seem[p_s()] sickly.\n"
|
||||
GET_COMPONENT_FROM(mood, /datum/component/mood, src)
|
||||
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
|
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if(mood.sanity <= SANITY_DISTURBED)
|
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msg += "[t_He] seem[p_s()] distressed.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
if(CONFIG_GET(flag/disable_stambuffer))
|
||||
togglesprint()
|
||||
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
|
||||
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /mob/living/carbon/human/clean_blood)
|
||||
|
||||
|
||||
/mob/living/carbon/human/ComponentInitialize()
|
||||
@@ -689,16 +689,17 @@
|
||||
if(..())
|
||||
dropItemToGround(I)
|
||||
|
||||
/mob/living/carbon/human/proc/clean_blood(datum/source, strength)
|
||||
if(strength < CLEAN_STRENGTH_BLOOD)
|
||||
return
|
||||
if(gloves)
|
||||
if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
update_inv_gloves()
|
||||
/mob/living/carbon/human/clean_blood()
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(H.gloves)
|
||||
if(H.gloves.clean_blood())
|
||||
H.update_inv_gloves()
|
||||
else
|
||||
if(bloody_hands)
|
||||
bloody_hands = 0
|
||||
update_inv_gloves()
|
||||
..() // Clear the Blood_DNA list
|
||||
if(H.bloody_hands)
|
||||
H.bloody_hands = 0
|
||||
H.update_inv_gloves()
|
||||
update_icons() //apply the now updated overlays to the mob
|
||||
|
||||
/mob/living/carbon/human/wash_cream()
|
||||
if(creamed) //clean both to prevent a rare bug
|
||||
@@ -1104,3 +1105,18 @@
|
||||
|
||||
/mob/living/carbon/human/species/zombie/krokodil_addict
|
||||
race = /datum/species/krokodil_addict
|
||||
|
||||
/mob/living/carbon/human/species/mammal
|
||||
race = /datum/species/mammal
|
||||
|
||||
/mob/living/carbon/human/species/insect
|
||||
race = /datum/species/insect
|
||||
|
||||
/mob/living/carbon/human/species/xeno
|
||||
race = /datum/species/xeno
|
||||
|
||||
/mob/living/carbon/human/species/ipc
|
||||
race = /datum/species/ipc
|
||||
|
||||
/mob/living/carbon/human/species/roundstartslime
|
||||
race = /datum/species/jelly/roundstartslime
|
||||
|
||||
@@ -51,6 +51,9 @@
|
||||
var/bleed_rate = 0 //how much are we bleeding
|
||||
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
|
||||
|
||||
var/blood_state = BLOOD_STATE_NOT_BLOODY
|
||||
var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
|
||||
var/name_override //For temporary visible name changes
|
||||
var/genital_override = FALSE //Force genitals on things incase of chems
|
||||
|
||||
|
||||
@@ -127,3 +127,9 @@
|
||||
return FALSE
|
||||
|
||||
return .
|
||||
/*
|
||||
/mob/living/carbon/human/transfer_blood_dna(list/blood_dna)
|
||||
..()
|
||||
if(blood_dna.len)
|
||||
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
|
||||
last_blood_DNA = blood_dna[blood_dna.len]*/
|
||||
|
||||
@@ -56,20 +56,20 @@
|
||||
//Bloody footprints
|
||||
var/turf/T = get_turf(src)
|
||||
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
|
||||
for(var/obj/effect/decal/cleanable/blood/footprints/oldFP in T)
|
||||
if (oldFP.blood_state == S.blood_state)
|
||||
return
|
||||
//No oldFP or they're all a different kind of blood
|
||||
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
|
||||
if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
|
||||
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
|
||||
FP.blood_state = S.blood_state
|
||||
FP.entered_dirs |= dir
|
||||
FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
|
||||
FP.add_blood_DNA(S.return_blood_DNA())
|
||||
FP.update_icon()
|
||||
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
|
||||
if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
|
||||
return
|
||||
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
|
||||
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
|
||||
FP.blood_state = S.blood_state
|
||||
FP.entered_dirs |= dir
|
||||
FP.bloodiness = S.bloody_shoes[S.blood_state]
|
||||
if(S.last_bloodtype)
|
||||
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
|
||||
FP.update_icon()
|
||||
update_inv_shoes()
|
||||
//End bloody footprints
|
||||
|
||||
S.step_action()
|
||||
|
||||
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
/mob/living/carbon/human/say_mod(input, message_mode)
|
||||
verb_say = dna.species.say_mod
|
||||
switch(slurring)
|
||||
if(10 to 25)
|
||||
return "jumbles"
|
||||
if(25 to 50)
|
||||
return "slurs"
|
||||
if(50 to INFINITY)
|
||||
return "garbles"
|
||||
else
|
||||
. = ..()
|
||||
. = ..()
|
||||
if(message_mode != MODE_CUSTOM_SAY && message_mode != MODE_WHISPER_CRIT)
|
||||
switch(slurring)
|
||||
if(10 to 25)
|
||||
return "jumbles"
|
||||
if(25 to 50)
|
||||
return "slurs"
|
||||
if(50 to INFINITY)
|
||||
return "garbles"
|
||||
|
||||
/mob/living/carbon/human/GetVoice()
|
||||
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
|
||||
|
||||
@@ -341,7 +341,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
|
||||
/datum/species/proc/on_species_loss(mob/living/carbon/human/C, datum/species/new_species, pref_load)
|
||||
if(C.dna.species.exotic_bloodtype)
|
||||
C.dna.blood_type = random_blood_type()
|
||||
if(!new_species.exotic_bloodtype)
|
||||
C.dna.blood_type = random_blood_type()
|
||||
else
|
||||
C.dna.blood_type = new_species.exotic_bloodtype
|
||||
if(DIGITIGRADE in species_traits)
|
||||
C.Digitigrade_Leg_Swap(TRUE)
|
||||
for(var/X in inherent_traits)
|
||||
@@ -1028,6 +1031,16 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
return "TAUR"
|
||||
//END EDIT
|
||||
|
||||
/* TODO: Snowflake trail marks
|
||||
// Impliments different trails for species depending on if they're wearing shoes.
|
||||
/datum/species/proc/get_move_trail(var/mob/living/carbon/human/H)
|
||||
if(H.lying)
|
||||
return /obj/effect/decal/cleanable/blood/footprints/tracks/body
|
||||
if(H.shoes || (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)))
|
||||
var/obj/item/clothing/shoes/shoes = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) ? H.wear_suit : H.shoes // suits take priority over shoes
|
||||
return shoes.move_trail
|
||||
else
|
||||
return move_trail */
|
||||
|
||||
/datum/species/proc/spec_life(mob/living/carbon/human/H)
|
||||
if(HAS_TRAIT(H, TRAIT_NOBREATH))
|
||||
@@ -1281,7 +1294,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
if (H.nutrition > 0 && H.stat != DEAD && !HAS_TRAIT(H, TRAIT_NOHUNGER))
|
||||
// THEY HUNGER
|
||||
var/hunger_rate = HUNGER_FACTOR
|
||||
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
|
||||
var/datum/component/mood/mood = H.GetComponent(/datum/component/mood)
|
||||
if(mood && mood.sanity > SANITY_DISTURBED)
|
||||
hunger_rate *= max(0.5, 1 - 0.002 * mood.sanity) //0.85 to 0.75
|
||||
|
||||
@@ -1917,10 +1930,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
append_message = "loosening their grip on [target_held_item]"
|
||||
log_combat(user, target, "shoved", append_message)
|
||||
|
||||
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H)
|
||||
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE)
|
||||
var/hit_percent = (100-(blocked+armor))/100
|
||||
hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
|
||||
if(hit_percent <= 0)
|
||||
if(!forced && hit_percent <= 0)
|
||||
return 0
|
||||
|
||||
var/obj/item/bodypart/BP = null
|
||||
@@ -1942,37 +1955,44 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
switch(damagetype)
|
||||
if(BRUTE)
|
||||
H.damageoverlaytemp = 20
|
||||
var/damage_amount = forced ? damage : damage * hit_percent * brutemod * H.physiology.brute_mod
|
||||
if(BP)
|
||||
if(damage > 0 ? BP.receive_damage(damage * hit_percent * brutemod * H.physiology.brute_mod, 0) : BP.heal_damage(abs(damage * hit_percent * brutemod * H.physiology.brute_mod), 0))
|
||||
if(damage > 0 ? BP.receive_damage(damage_amount, 0) : BP.heal_damage(abs(damage_amount), 0))
|
||||
H.update_damage_overlays()
|
||||
if(HAS_TRAIT(H, TRAIT_MASO))
|
||||
H.adjustArousalLoss(damage * brutemod * H.physiology.brute_mod)
|
||||
H.adjustArousalLoss(damage_amount, 0)
|
||||
if (H.getArousalLoss() >= 100 && ishuman(H) && H.has_dna())
|
||||
H.mob_climax(forced_climax=TRUE)
|
||||
|
||||
else//no bodypart, we deal damage with a more general method.
|
||||
H.adjustBruteLoss(damage * hit_percent * brutemod * H.physiology.brute_mod)
|
||||
H.adjustBruteLoss(damage_amount)
|
||||
if(BURN)
|
||||
H.damageoverlaytemp = 20
|
||||
var/damage_amount = forced ? damage : damage * hit_percent * burnmod * H.physiology.burn_mod
|
||||
if(BP)
|
||||
if(damage > 0 ? BP.receive_damage(0, damage * hit_percent * burnmod * H.physiology.burn_mod) : BP.heal_damage(0, abs(damage * hit_percent * burnmod * H.physiology.burn_mod)))
|
||||
if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount)))
|
||||
H.update_damage_overlays()
|
||||
else
|
||||
H.adjustFireLoss(damage * hit_percent * burnmod * H.physiology.burn_mod)
|
||||
H.adjustFireLoss(damage_amount)
|
||||
if(TOX)
|
||||
H.adjustToxLoss(damage * hit_percent * H.physiology.tox_mod)
|
||||
var/damage_amount = forced ? damage : damage * hit_percent * H.physiology.tox_mod
|
||||
H.adjustToxLoss(damage_amount)
|
||||
if(OXY)
|
||||
H.adjustOxyLoss(damage * hit_percent * H.physiology.oxy_mod)
|
||||
var/damage_amount = forced ? damage : damage * hit_percent * H.physiology.oxy_mod
|
||||
H.adjustOxyLoss(damage_amount)
|
||||
if(CLONE)
|
||||
H.adjustCloneLoss(damage * hit_percent * H.physiology.clone_mod)
|
||||
var/damage_amount = forced ? damage : damage * hit_percent * H.physiology.clone_mod
|
||||
H.adjustCloneLoss(damage_amount)
|
||||
if(STAMINA)
|
||||
var/damage_amount = forced ? damage : damage * hit_percent * H.physiology.stamina_mod
|
||||
if(BP)
|
||||
if(damage > 0 ? BP.receive_damage(0, 0, damage * hit_percent * H.physiology.stamina_mod) : BP.heal_damage(0, 0, abs(damage * hit_percent * H.physiology.stamina_mod), only_robotic = FALSE, only_organic = FALSE))
|
||||
if(damage > 0 ? BP.receive_damage(0, 0, damage_amount) : BP.heal_damage(0, 0, abs(damage * hit_percent * H.physiology.stamina_mod), only_robotic = FALSE, only_organic = FALSE))
|
||||
H.update_stamina()
|
||||
else
|
||||
H.adjustStaminaLoss(damage * hit_percent * H.physiology.stamina_mod)
|
||||
H.adjustStaminaLoss(damage_amount)
|
||||
if(BRAIN)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage * hit_percent * H.physiology.brain_mod)
|
||||
var/damage_amount = forced ? damage : damage * hit_percent * H.physiology.brain_mod
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage_amount)
|
||||
if(AROUSAL) //Citadel edit - arousal
|
||||
H.adjustArousalLoss(damage * hit_percent)
|
||||
return 1
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
toxic_food = MEAT | RAW
|
||||
mutanteyes = /obj/item/organ/eyes/insect
|
||||
should_draw_citadel = TRUE
|
||||
exotic_bloodtype = "BUG"
|
||||
|
||||
/datum/species/insect/on_species_gain(mob/living/carbon/C)
|
||||
. = ..()
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/fly
|
||||
disliked_food = null
|
||||
liked_food = GROSS
|
||||
exotic_bloodtype = "BUG"
|
||||
|
||||
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
|
||||
if(chem.id == "pestkiller")
|
||||
|
||||
@@ -65,7 +65,7 @@
|
||||
miss_sound = 'sound/weapons/slashmiss.ogg'
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno
|
||||
skinned_type = /obj/item/stack/sheet/animalhide/xeno
|
||||
exotic_bloodtype = "L"
|
||||
exotic_bloodtype = "X*"
|
||||
damage_overlay_type = "xeno"
|
||||
liked_food = MEAT
|
||||
|
||||
|
||||
@@ -634,9 +634,10 @@
|
||||
id = "clockwork golem"
|
||||
say_mod = "clicks"
|
||||
limbs_id = "clockgolem"
|
||||
info_text = "<span class='bold alloy'>As a </span><span class='bold brass'>Clockwork Golem</span><span class='bold alloy'>, you are faster than other types of golems. On death, you will break down into scrap.</span>"
|
||||
info_text = "<span class='bold alloy'>As a </span><span class='bold brass'>Clockwork Golem</span><span class='bold alloy'>, you are faster than other types of golems, and are capable of using guns. On death, you will break down into scrap.</span>"
|
||||
species_traits = list(NOBLOOD,NO_UNDERWEAR,NOEYES,NOGENITALS,NOAROUSAL)
|
||||
inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID)
|
||||
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOFIRE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER)
|
||||
armor = 20 //Reinforced, but much less so to allow for fast movement
|
||||
attack_verb = "smash"
|
||||
attack_sound = 'sound/magic/clockwork/anima_fragment_attack.ogg'
|
||||
@@ -682,7 +683,7 @@
|
||||
blacklisted = TRUE
|
||||
dangerous_existence = TRUE
|
||||
random_eligible = FALSE
|
||||
info_text = "<span class='bold alloy'>As a </span><span class='bold brass'>Clockwork Golem Servant</span><span class='bold alloy'>, you are faster than other types of golems.</span>" //warcult golems leave a corpse
|
||||
info_text = "<span class='bold alloy'>As a </span><span class='bold brass'>Clockwork Golem Servant</span><span class='bold alloy'>, you are faster than other types of golems, and are capable of using guns.</span>" //warcult golems leave a corpse
|
||||
|
||||
/datum/species/golem/cloth
|
||||
name = "Cloth Golem"
|
||||
|
||||
@@ -12,8 +12,8 @@
|
||||
default_features = list("ipc_screen" = "Blank", "ipc_antenna" = "None")
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
|
||||
mutanttongue = /obj/item/organ/tongue/robot/ipc
|
||||
|
||||
exotic_blood = "oil"
|
||||
mutant_heart = /obj/item/organ/heart/ipc
|
||||
exotic_bloodtype = "HF"
|
||||
|
||||
var/datum/action/innate/monitor_change/screen
|
||||
|
||||
|
||||
@@ -4,13 +4,15 @@
|
||||
id = "jelly"
|
||||
default_color = "00FF90"
|
||||
say_mod = "chirps"
|
||||
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD,WINGCOLOR)
|
||||
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR)
|
||||
mutantlungs = /obj/item/organ/lungs/slime
|
||||
mutant_heart = /obj/item/organ/heart/slime
|
||||
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_snouts", "taur", "deco_wings") //CIT CHANGE
|
||||
default_features = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None") //CIT CHANGE
|
||||
inherent_traits = list(TRAIT_TOXINLOVER)
|
||||
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/slime
|
||||
exotic_blood = "slimejelly"
|
||||
exotic_blood = "jellyblood"
|
||||
exotic_bloodtype = "GEL"
|
||||
damage_overlay_type = ""
|
||||
var/datum/action/innate/regenerate_limbs/regenerate_limbs
|
||||
var/datum/action/innate/slime_change/slime_change //CIT CHANGE
|
||||
@@ -121,7 +123,7 @@
|
||||
name = "Xenobiological Slime Entity"
|
||||
id = "slime"
|
||||
default_color = "00FFFF"
|
||||
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD)
|
||||
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
|
||||
say_mod = "says"
|
||||
hair_color = "mutcolor"
|
||||
hair_alpha = 150
|
||||
@@ -396,7 +398,7 @@
|
||||
id = "slimeperson"
|
||||
limbs_id = "slime"
|
||||
default_color = "00FFFF"
|
||||
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD)
|
||||
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
|
||||
inherent_traits = list(TRAIT_TOXINLOVER)
|
||||
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "taur")
|
||||
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_body_markings" = "Plain", "mam_snouts" = "None", "taur" = "None")
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
/datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount)
|
||||
. = min(20, amount)
|
||||
|
||||
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H)
|
||||
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE)
|
||||
. = ..()
|
||||
if(.)
|
||||
regen_cooldown = world.time + REGENERATION_DELAY
|
||||
|
||||
@@ -180,7 +180,7 @@ There are several things that need to be remembered:
|
||||
inv.update_icon()
|
||||
|
||||
if(!gloves && bloody_hands)
|
||||
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER)
|
||||
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
|
||||
if(get_num_arms() < 2)
|
||||
if(has_left_hand())
|
||||
bloody_overlay.icon_state = "bloodyhands_left"
|
||||
@@ -270,6 +270,32 @@ There are several things that need to be remembered:
|
||||
if(client && hud_used)
|
||||
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
|
||||
inv.update_icon()
|
||||
/*
|
||||
if(!shoes && bloody_feet)
|
||||
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
|
||||
if(dna.features["taur"] != "None")
|
||||
if(dna.features["taur"] in GLOB.noodle_taurs)
|
||||
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "snekbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
|
||||
if(get_num_legs() < 2)
|
||||
if(has_left_leg())
|
||||
bloody_overlay.icon_state = "snekbloodyfeet_left"
|
||||
else if(has_right_leg())
|
||||
bloody_overlay.icon_state = "snekbloodyfeet_right"
|
||||
else if(dna.features["taur"] in GLOB.paw_taurs)
|
||||
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "pawbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
|
||||
if(get_num_legs() < 2)
|
||||
if(has_left_leg())
|
||||
bloody_overlay.icon_state = "pawbloodyfeet_left"
|
||||
else if(has_right_leg())
|
||||
bloody_overlay.icon_state = "pawbloodyfeet_right"
|
||||
else
|
||||
if(get_num_legs() < 2)
|
||||
if(has_left_leg())
|
||||
bloody_overlay.icon_state = "bloodyfeet_left"
|
||||
else if(has_right_leg())
|
||||
bloody_overlay.icon_state = "bloodyfeet_right"
|
||||
|
||||
overlays_standing[GLOVES_LAYER] = bloody_overlay*/
|
||||
|
||||
if(shoes)
|
||||
var/obj/item/clothing/shoes/S = shoes
|
||||
|
||||
@@ -97,8 +97,12 @@
|
||||
|
||||
/mob/living/carbon/update_damage_overlays()
|
||||
remove_overlay(DAMAGE_LAYER)
|
||||
var/dam_colors = "#E62525"
|
||||
if(ishuman(src))
|
||||
var/mob/living/carbon/human/H = src
|
||||
dam_colors = bloodtype_to_color(H.dna.blood_type)
|
||||
|
||||
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER)
|
||||
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER, color = dam_colors)
|
||||
overlays_standing[DAMAGE_LAYER] = damage_overlay
|
||||
|
||||
for(var/X in bodyparts)
|
||||
|
||||
Reference in New Issue
Block a user