12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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@@ -17,12 +17,12 @@
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/obj/item/zombie_hand/equipped(mob/user, slot)
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. = ..()
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switch(slot)
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// Yes, these intentionally don't match
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if(slot_l_hand)
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icon_state = icon_right
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if(slot_r_hand)
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icon_state = icon_left
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//these are intentionally inverted
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var/i = user.get_held_index_of_item(src)
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if(!(i % 2))
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icon_state = icon_left
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else
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icon_state = icon_right
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/obj/item/zombie_hand/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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@@ -40,7 +40,7 @@
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/obj/item/zombie_hand/proc/check_infection(mob/living/carbon/human/target, mob/user)
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CHECK_DNA_AND_SPECIES(target)
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if(NOZOMBIE in target.dna.species.specflags)
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if(NOZOMBIE in target.dna.species.species_traits)
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// cannot infect any NOZOMBIE subspecies (such as high functioning
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// zombies)
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return
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@@ -62,33 +62,28 @@
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/obj/item/zombie_hand/proc/tear_airlock(obj/machinery/door/airlock/A, mob/user)
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removing_airlock = TRUE
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user << "<span class='notice'>You start tearing apart the airlock...\
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</span>"
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user << "<span class='notice'>You start tearing apart the airlock...</span>"
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playsound(src.loc, 'sound/machines/airlock_alien_prying.ogg', 100, 1)
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A.audible_message("<span class='italics'>You hear a loud metallic \
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grinding sound.</span>")
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A.audible_message("<span class='italics'>You hear a loud metallic grinding sound.</span>")
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addtimer(src, "growl", 20, unique=FALSE, user)
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addtimer(src, "growl", 20, TIMER_NORMAL, user)
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if(do_after(user, delay=160, needhand=FALSE, target=A, progress=TRUE))
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playsound(src.loc, 'sound/hallucinations/far_noise.ogg', 50, 1)
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A.audible_message("<span class='danger'>With a screech, [A] is torn \
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apart!</span>")
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A.audible_message("<span class='danger'>With a screech, [A] is torn apart!</span>")
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var/obj/structure/door_assembly/door = new A.assemblytype(get_turf(A))
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door.density = 0
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door.anchored = 1
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door.name = "ravaged [door]"
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door.desc = "An airlock that has been torn apart. Looks like it \
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won't be keeping much out now."
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door.desc = "An airlock that has been torn apart. Looks like it won't be keeping much out now."
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qdel(A)
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removing_airlock = FALSE
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/obj/item/zombie_hand/proc/growl(mob/user)
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if(removing_airlock)
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playsound(src.loc, 'sound/hallucinations/growl3.ogg', 50, 1)
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user.audible_message("<span class='warning'>[user] growls as \
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their claws dig into the metal frame...</span>")
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user.audible_message("<span class='warning'>[user] growls as [user.p_their()] claws dig into the metal frame...</span>")
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/obj/item/zombie_hand/suicide_act(mob/living/carbon/user)
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// Suiciding as a zombie brings someone else in to play it
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@@ -99,10 +94,8 @@
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user.Weaken(30)
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var/success = offer_control(user)
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if(success)
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user.visible_message("<span class='suicide'>[user] appears to have \
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found new spirit.</span>")
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user.visible_message("<span class='suicide'>[user] appears to have found new spirit.</span>")
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return SHAME
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else
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user.visible_message("<span class='suicide'>[user] stops moving.\
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</span>")
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user.visible_message("<span class='suicide'>[user] stops moving.</span>")
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return OXYLOSS
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@@ -52,15 +52,12 @@
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owner.revive(full_heal = TRUE)
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switch(old_stat)
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if(DEAD, UNCONSCIOUS)
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owner.visible_message("<span class='danger'>[owner] staggers to \
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their feet!</span>")
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owner.visible_message("<span class='danger'>[owner] staggers to [owner.p_their()] feet!</span>")
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owner << "<span class='danger'>You stagger to your feet!</span>"
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// Conscious conversions will generally only happen for an event
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// or for a converts_living=TRUE infection
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if(CONSCIOUS)
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owner.visible_message("<span class='danger'>[owner] suddenly \
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convulses, as they gain a ravenous hunger in their \
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eyes!</span>",
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owner.visible_message("<span class='danger'>[owner] suddenly convulses, as [owner.p_they()] gain a ravenous hunger in [owner.p_their()] eyes!</span>",
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"<span class='alien'>You HUNGER!</span>")
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playsound(owner.loc, 'sound/hallucinations/growl3.ogg', 50, 1)
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owner.do_jitter_animation(living_transformation_time)
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