Signalizes ling/bloodsucker life code.
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@@ -138,7 +138,7 @@
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if(owner.current.gender == MALE)
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if(prob(10)) // Gender override
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bloodsucker_reputation = pick("King of the Damned", "Blood King", "Emperor of Blades", "Sinlord", "God-King")
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else
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else if(owner.current.gender == FEMALE)
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if(prob(10)) // Gender override
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bloodsucker_reputation = pick("Queen of the Damned", "Blood Queen", "Empress of Blades", "Sinlady", "God-Queen")
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@@ -341,10 +341,12 @@
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//This handles the application of antag huds/special abilities
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/datum/antagonist/bloodsucker/apply_innate_effects(mob/living/mob_override)
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RegisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE,.proc/LifeTick)
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return
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//This handles the removal of antag huds/special abilities
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/datum/antagonist/bloodsucker/remove_innate_effects(mob/living/mob_override)
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UnregisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE)
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return
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//Assign default team and creates one for one of a kind team antagonists
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@@ -94,6 +94,7 @@
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B.decoy_override = FALSE
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remove_changeling_powers()
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owner.special_role = null
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owner.current.hud_used?.lingchemdisplay?.invisibility = INVISIBILITY_ABSTRACT
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. = ..()
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/datum/antagonist/changeling/proc/remove_clownmut()
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@@ -225,6 +226,8 @@
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else //not dead? no chem/geneticdamage caps.
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chem_charges = min(max(0, chem_charges + chem_recharge_rate - chem_recharge_slowdown), chem_storage)
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geneticdamage = max(0, geneticdamage-1)
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owner.current.hud_used?.lingchemdisplay?.invisibility = 0
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owner.current.hud_used?.lingchemdisplay?.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#dd66dd'>[round(changeling.chem_charges)]</font></div>"
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/datum/antagonist/changeling/proc/get_dna(dna_owner)
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@@ -357,10 +360,12 @@
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B.organ_flags &= ~ORGAN_VITAL
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B.decoy_override = TRUE
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update_changeling_icons_added()
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RegisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE,.proc/regenerate)
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return
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/datum/antagonist/changeling/remove_innate_effects()
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update_changeling_icons_removed()
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UnregisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE)
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return
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@@ -1,8 +1,4 @@
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/mob/living/carbon/BiologicalLife(seconds, times_fired)
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//Updates the number of stored chemicals for powers
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handle_changeling()
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//Handles the unique mentabolism of bloodsuckers, look at /datum/antagonist/bloodsucker/proc/LifeTick()
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handle_bloodsucker()
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//Reagent processing needs to come before breathing, to prevent edge cases.
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handle_organs()
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. = ..() // if . is false, we are dead.
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@@ -410,25 +406,7 @@
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for(var/thing in all_wounds)
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var/datum/wound/W = thing
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if(W.processes) // meh
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W.handle_process()
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//todo generalize this and move hud out
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/mob/living/carbon/proc/handle_changeling()
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if(mind && hud_used && hud_used.lingchemdisplay)
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var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
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if(changeling)
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changeling.regenerate()
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hud_used.lingchemdisplay.invisibility = 0
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hud_used.lingchemdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#dd66dd'>[round(changeling.chem_charges)]</font></div>"
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else
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hud_used.lingchemdisplay.invisibility = INVISIBILITY_ABSTRACT
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/mob/living/carbon/proc/handle_bloodsucker()
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if(mind && AmBloodsucker(src))
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var/datum/antagonist/bloodsucker/B = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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B.LifeTick()
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W.handle_process()
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/mob/living/carbon/handle_mutations_and_radiation()
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if(dna && dna.temporary_mutations.len)
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@@ -43,6 +43,7 @@
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* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
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*/
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/mob/living/proc/BiologicalLife(seconds, times_fired)
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SEND_SIGNAL(src,COMSIG_LIVING_BIOLOGICAL_LIFE, seconds, times_fired)
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handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
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handle_wounds()
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@@ -78,6 +79,7 @@
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* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
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*/
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/mob/living/proc/PhysicalLife(seconds, times_fired)
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SEND_SIGNAL(src,COMSIG_LIVING_PHYSICAL_LIFE, seconds, times_fired)
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if(digitalinvis)
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handle_diginvis() //AI becomes unable to see mob
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