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zombies.dm
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zombies.dm
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#define REGENERATION_DELAY 60 // After taking damage, how long it takes for automatic regeneration to begin
/datum/species/zombie
// 1spooky
name = "High-Functioning Zombie"
id = "zombie"
say_mod = "moans"
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING, HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_NOMETABOLISM,TRAIT_TOXIMMUNE,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_EASILY_WOUNDED,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH,TRAIT_NOCLONELOSS)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/zombie
var/static/list/spooks = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/wail.ogg')
disliked_food = NONE
liked_food = GROSS | MEAT | RAW
changesource_flags = MIRROR_BADMIN | WABBAJACK | MIRROR_PRIDE | ERT_SPAWN
bodytemp_normal = T0C // They have no natural body heat, the environment regulates body temp
bodytemp_heat_damage_limit = FIRE_MINIMUM_TEMPERATURE_TO_EXIST // Take damage at fire temp
bodytemp_cold_damage_limit = MINIMUM_TEMPERATURE_TO_MOVE // take damage below minimum movement temp
/datum/species/zombie/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/zombie/infectious
name = "Infectious Zombie"
id = "memezombies"
limbs_id = "zombie"
mutanthands = /obj/item/zombie_hand
armor = 20 // 120 damage to KO a zombie, which kills it
speedmod = 1.6
mutanteyes = /obj/item/organ/eyes/night_vision/zombie
var/heal_rate = 1
var/regen_cooldown = 0
changesource_flags = MIRROR_BADMIN | WABBAJACK | ERT_SPAWN
/// Zombies do not stabilize body temperature they are the walking dead and are cold blooded
/datum/species/zombie/natural_bodytemperature_stabilization(datum/gas_mixture/environment, mob/living/carbon/human/H)
return
/datum/species/zombie/infectious/check_roundstart_eligible()
return FALSE
/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, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
. = ..()
if(.)
regen_cooldown = world.time + REGENERATION_DELAY
/datum/species/zombie/infectious/spec_life(mob/living/carbon/C)
. = ..()
C.a_intent = INTENT_HARM // THE SUFFERING MUST FLOW
//Zombies never actually die, they just fall down until they regenerate enough to rise back up.
//They must be restrained, beheaded or gibbed to stop being a threat.
if(regen_cooldown < world.time)
var/heal_amt = heal_rate
if(HAS_TRAIT(C, TRAIT_CRITICAL_CONDITION))
heal_amt *= 2
C.heal_overall_damage(heal_amt,heal_amt)
C.adjustToxLoss(-heal_amt)
for(var/i in C.all_wounds)
var/datum/wound/iter_wound = i
if(prob(4-iter_wound.severity))
iter_wound.remove_wound()
if(!HAS_TRAIT(C, TRAIT_CRITICAL_CONDITION) && prob(4))
playsound(C, pick(spooks), 50, TRUE, 10)
//Congrats you somehow died so hard you stopped being a zombie
/datum/species/zombie/infectious/spec_death(gibbed, mob/living/carbon/C)
. = ..()
var/obj/item/organ/zombie_infection/infection
infection = C.getorganslot(ORGAN_SLOT_ZOMBIE)
if(infection)
qdel(infection)
/datum/species/zombie/infectious/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
// Deal with the source of this zombie corruption
// Infection organ needs to be handled separately from mutant_organs
// because it persists through species transitions
var/obj/item/organ/zombie_infection/infection
infection = C.getorganslot(ORGAN_SLOT_ZOMBIE)
if(!infection)
infection = new()
infection.Insert(C)
// Your skin falls off
/datum/species/krokodil_addict
name = "Human"
id = "goofzombies"
limbs_id = "zombie" //They look like zombies
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
mutanttongue = /obj/item/organ/tongue/zombie
changesource_flags = MIRROR_BADMIN | WABBAJACK | ERT_SPAWN
species_traits = list(HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_EASILY_WOUNDED)
#undef REGENERATION_DELAY