* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
61 lines
2.2 KiB
Plaintext
61 lines
2.2 KiB
Plaintext
/mob/living/simple_animal/cockroach
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name = "cockroach"
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desc = "This station is just crawling with bugs."
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icon_state = "cockroach"
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icon_dead = "cockroach"
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health = 1
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maxHealth = 1
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turns_per_move = 5
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loot = list(/obj/effect/decal/cleanable/deadcockroach)
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 270
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maxbodytemp = INFINITY
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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mob_size = MOB_SIZE_TINY
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response_help = "pokes"
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response_disarm = "shoos"
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response_harm = "splats"
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speak_emote = list("chitters")
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density = 0
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ventcrawler = VENTCRAWLER_ALWAYS
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gold_core_spawnable = 2
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verb_say = "chitters"
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verb_ask = "chitters inquisitively"
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verb_exclaim = "chitters loudly"
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verb_yell = "chitters loudly"
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var/squish_chance = 50
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del_on_death = 1
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/mob/living/simple_animal/cockroach/death(gibbed)
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if(SSticker.cinematic) //If the nuke is going off, then cockroaches are invincible. Keeps the nuke from killing them, cause cockroaches are immune to nukes.
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return
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..()
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/mob/living/simple_animal/cockroach/Crossed(var/atom/movable/AM)
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if(ismob(AM))
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if(isliving(AM))
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var/mob/living/A = AM
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if(A.mob_size > MOB_SIZE_SMALL && !(A.movement_type & FLYING))
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if(prob(squish_chance))
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A.visible_message("<span class='notice'>[A] squashed [src].</span>", "<span class='notice'>You squashed [src].</span>")
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adjustBruteLoss(1) //kills a normal cockroach
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else
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visible_message("<span class='notice'>[src] avoids getting crushed.</span>")
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else
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if(istype(AM,/obj/structure))
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if(prob(squish_chance))
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AM.visible_message("<span class='notice'>[src] was crushed under [AM].</span>")
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adjustBruteLoss(1)
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else
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visible_message("<span class='notice'>[src] avoids getting crushed.</span>")
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/mob/living/simple_animal/cockroach/ex_act() //Explosions are a terrible way to handle a cockroach.
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return
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/obj/effect/decal/cleanable/deadcockroach
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name = "cockroach guts"
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desc = "One bug squashed. Four more will rise in its place."
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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