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(WIP) Necromorph marker redux #13900

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gbasood
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@gbasood gbasood commented Feb 9, 2017

I'm gonna try to work on this bit by bit over time
I'm probably gonna have to revisit how some things work entirely to make them not shit, which is part of the reason I'm putting this up
The other part is so there's as much time to review my shitcode as possible before I feel it's "done"

Original pr is #10742

TODO:

  • Redo the whole Consume() thing because I'm pretty sure it's broken
  • Redo how bodies get fed to the marker because how it currently works is not fun
  • Make it so the marker is no longer a machine because that's dumb. Would mean you can't wrench/unwrench it anymore
  • Make the first blood sacrifice anchor the marker in place
  • Make it so the marker can be destroyed somehow
  • Test changes to doorcode with both humans and simple animals so I'll know if I fucked up

Also todo although I think some of this might have been fixed since:
#10818
#10819
#10820
#10821
#10822

@gbasood gbasood added Content Adds something. Neat! ✋ Do Not Merge ✋ Don't you do it. labels Feb 9, 2017
@N3X15 N3X15 added Needs Changelog Needs Pics / Needs Moar Info Not enough effort put into this, provide more detail. labels Feb 9, 2017
else if(isanimal(user))
var/mob/living/simple_animal/SA = user
if(SA.can_force_doors)
open()
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May want to change this up, as right now it means the big thing with scary claws can open a door instantly, but also can be locked down via door bolts.

Maybe rather than having can_force_doors act as a boolean, have it variable, with 1 being can open doors after some time but not bolted doors, 2 being can open doors that are bolted/welded/jammed, but it takes a bit of time

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I'm changing it on airlocks right now but the base door type applies to non-airlocks as well, so this block will stay as is

@kol1th
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kol1th commented Feb 9, 2017

xenomorph

@gbasood gbasood changed the title (WIP) Xenomorph marker redux (WIP) Necromorph marker redux Feb 9, 2017
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gbasood commented Feb 9, 2017

hahah it's the first PR all over again

@gbasood gbasood force-pushed the xenomorph-marker-redux branch 2 times, most recently from 74e4e86 to c43de27 Compare February 9, 2017 19:33
shock(user, 100)
if(istype(user, /mob/living/simple_animal))
var/mob/living/simple_animal/SA = user
if(locked || welded || jammed || SA.can_force_doors != 2)
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If it's locked, welded, jammed, or can_force_doors does not equal two, return

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@gbasood gbasood Feb 10, 2017

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whoops
I meant to change this

var/mob/living/simple_animal/SA = user
if(locked || welded || jammed || SA.can_force_doors != 2)
to_chat(user, "<span class='notice'>The airlock won't budge!</span>")
else if (SA.can_force_doors > 0)
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Otherwise, if can_force_doors > 0

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ghost commented Feb 17, 2017

More work when?

@gbasood gbasood closed this Feb 27, 2017
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Probe1 commented Feb 27, 2017

One day.

@Shadowmech88 Shadowmech88 added the Derelict For content PRs that were closed, but contain functional features/code to salvage. label Oct 22, 2017
@gbasood gbasood deleted the xenomorph-marker-redux branch February 9, 2018 21:58
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5 participants