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corpse.dm
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//If someone can do this in a neater way, be my guest-Kor
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/mob_spawn
name = "Unknown"
density = TRUE
anchored = TRUE
var/mob_type = null
var/mob_name = ""
var/prompt_name = null
var/mob_gender = null
var/death = TRUE //Kill the mob
var/roundstart = TRUE //fires on initialize
var/instant = FALSE //fires on New
var/short_desc = "A coder forgot to set this!"
var/flavour_text = ""
var/important_info = ""
var/faction = null
var/permanent = FALSE //If true, the spawner will not disappear upon running out of uses.
var/random = FALSE //Don't set a name or gender, just go random
var/antagonist_type
var/objectives = null
var/uses = 1 //how many times can we spawn from it. set to -1 for infinite.
var/brute_damage = 0
var/oxy_damage = 0
var/burn_damage = 0
var/datum/disease/disease = null //Do they start with a pre-spawned disease?
var/mob_color //Change the mob's color
var/assignedrole
var/show_flavour = TRUE
var/banType = "lavaland"
var/ghost_usable = TRUE
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/effect/mob_spawn/attack_ghost(mob/user)
if(!SSticker.HasRoundStarted() || !loc || !ghost_usable)
return
if(!(GLOB.ghost_role_flags & GHOSTROLE_SPAWNER) && !(flags_1 & ADMIN_SPAWNED_1))
to_chat(user, span_warning("An admin has temporarily disabled non-admin ghost roles!"))
return
if(!uses)
to_chat(user, span_warning("This spawner is out of charges!"))
return
if(is_banned_from(user.key, banType))
to_chat(user, span_warning("You are job banned!"))
return
if(QDELETED(src) || QDELETED(user))
return
if(!check_allowed(user))
return
var/ghost_role = alert("Become [prompt_name ? prompt_name : mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
if(!check_allowed(user) || (ghost_role == "No") || !loc || QDELETED(src) || QDELETED(user))
return
log_game("[key_name(user)] became [mob_name]")
create(ckey = user.ckey)
return TRUE
/obj/effect/mob_spawn/Initialize(mapload)
. = ..()
if(instant || (roundstart && (mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))))
create()
else if(ghost_usable)
GLOB.poi_list |= src
LAZYADD(GLOB.mob_spawners[name], src)
/obj/effect/mob_spawn/Destroy()
GLOB.poi_list -= src
var/list/spawners = GLOB.mob_spawners[name]
LAZYREMOVE(spawners, src)
if(!LAZYLEN(spawners))
GLOB.mob_spawners -= name
return ..()
/obj/effect/mob_spawn/proc/check_allowed(mob/M)
return TRUE
/obj/effect/mob_spawn/proc/special(mob/M)
return
/obj/effect/mob_spawn/proc/equip(mob/M)
return
/obj/effect/mob_spawn/proc/create(ckey, name)
var/mob/living/M = new mob_type(get_turf(src)) //living mobs only
if(!random)
M.real_name = mob_name ? mob_name : M.name
if(!mob_gender)
mob_gender = pick(MALE, FEMALE)
M.gender = mob_gender
if(faction)
M.faction = list(faction)
if(disease)
M.ForceContractDisease(new disease)
if(death)
M.death(1) //Kills the new mob
M.adjustOxyLoss(oxy_damage)
M.adjustBruteLoss(brute_damage)
M.adjustFireLoss(burn_damage)
M.color = mob_color
equip(M)
if(ckey)
M.ckey = ckey
var/datum/mind/MM = M.mind
var/datum/antagonist/A
if(show_flavour)
var/output_message = "<span class='big bold'>[short_desc]</span>"
if(flavour_text != "")
output_message += "\n[span_bold("[flavour_text]")]"
if(important_info != "")
output_message += "\n[span_userdanger("[important_info]")]"
to_chat(M, output_message)
MM.memory += flavour_text
if(antagonist_type)
A = MM.add_antag_datum(antagonist_type)
if(objectives)
if(!A)
A = MM.add_antag_datum(/datum/antagonist/custom)
for(var/objective in objectives)
var/datum/objective/O = new/datum/objective(objective)
O.owner = MM
A.objectives += O
if(assignedrole)
M.mind.assigned_role = assignedrole
special(M, name)
MM.name = M.real_name
if(uses > 0)
uses--
if(!permanent && !uses)
qdel(src)
// Base version - place these on maps/templates.
/obj/effect/mob_spawn/human
mob_type = /mob/living/carbon/human
//Human specific stuff.
var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
var/datum/outfit/outfit = /datum/outfit //If this is a path, it will be instanced in Initialize(mapload)
var/disable_pda = TRUE
var/disable_sensors = TRUE
//All of these only affect the ID that the outfit has placed in the ID slot
var/id_job = null //Such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/id_access = null //This is for access. See access.dm for which jobs give what access. Use "Captain" if you want it to be all access.
var/id_access_list = null //Allows you to manually add access to an ID card.
assignedrole = "Ghost Role"
var/husk = null
//these vars are for lazy mappers to override parts of the outfit
//these cannot be null by default, or mappers cannot set them to null if they want nothing in that slot
var/uniform = -1
var/r_hand = -1
var/l_hand = -1
var/suit = -1
var/shoes = -1
var/gloves = -1
var/ears = -1
var/glasses = -1
var/mask = -1
var/head = -1
var/belt = -1
var/r_pocket = -1
var/l_pocket = -1
var/back = -1
var/id = -1
var/neck = -1
var/backpack_contents = -1
var/suit_store = -1
/// The base skills of this ghost role.
var/list/base_skills = list(
SKILL_PHYSIOLOGY = EXP_NONE,
SKILL_MECHANICAL = EXP_NONE,
SKILL_TECHNICAL = EXP_NONE,
SKILL_SCIENCE = EXP_NONE,
SKILL_FITNESS = EXP_NONE,
)
/// The skill points this ghost role can allocate.
var/skill_points = EXP_MASTER
/// Whether this ghost role can allocate up to 5 points into a single skill.
var/exceptional_skill = FALSE
var/hair_style
var/facial_hair_style
var/skin_tone
/obj/effect/mob_spawn/human/Initialize(mapload)
if(ispath(outfit))
outfit = new outfit()
if(!outfit)
outfit = new /datum/outfit
return ..()
/obj/effect/mob_spawn/human/equip(mob/living/carbon/human/H)
if(mob_species)
H.set_species(mob_species)
if(husk)
H.Drain()
else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
H.cure_husk()
H.underwear = "Nude"
H.undershirt = "Nude"
H.socks = "Nude"
if(hair_style)
H.hair_style = hair_style
else
H.hair_style = random_hair_style(gender)
if(facial_hair_style)
H.facial_hair_style = facial_hair_style
else
H.facial_hair_style = random_facial_hair_style(gender)
if(skin_tone)
H.skin_tone = skin_tone
else
H.skin_tone = random_skin_tone()
for(var/skill in base_skills)
H.adjust_skill(skill, base_skills[skill])
H.add_skill_points(skill_points)
if(exceptional_skill && H.mind)
ADD_TRAIT(H.mind, TRAIT_EXCEPTIONAL_SKILL, assignedrole)
H.update_hair()
H.update_body()
if(outfit)
var/static/list/slots = list("uniform", "r_hand", "l_hand", "suit", "shoes", "gloves", "ears", "glasses", "mask", "head", "belt", "r_pocket", "l_pocket", "back", "id", "neck", "backpack_contents", "suit_store")
for(var/slot in slots)
var/T = vars[slot]
if(!isnum(T))
outfit.vars[slot] = T
H.equipOutfit(outfit)
if(disable_pda)
// We don't want corpse PDAs to show up in the messenger list.
var/obj/item/modular_computer/tablet/pda/computer = locate(/obj/item/modular_computer/tablet/pda) in H
if(computer)
var/obj/item/computer_hardware/hard_drive/hdd = computer.all_components[MC_HDD]
var/datum/computer_file/program/pdamessager/messenger_app = locate() in hdd.stored_files
if(messenger_app)
messenger_app.receiving = FALSE
if(disable_sensors)
// Using crew monitors to find corpses while creative makes finding certain ruins too easy.
var/obj/item/clothing/under/C = H.w_uniform
if(istype(C))
C.sensor_mode = NO_SENSORS
var/obj/item/card/id/id = H.get_idcard()
if(id && istype(id))
if(id_access)
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == id_access)
id.access = J.get_access()
break
if(id_access_list)
if(!islist(id.access))
id.access = list()
id.access |= id_access_list
if(id_job)
id.assignment = id_job
id.originalassignment = id_job
id.registered_name = H.real_name
id.update_label()
//Instant version - use when spawning corpses during runtime
/obj/effect/mob_spawn/human/corpse
roundstart = FALSE
instant = TRUE
/obj/effect/mob_spawn/human/corpse/damaged
brute_damage = 1000
/obj/effect/mob_spawn/human/alive
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
death = FALSE
roundstart = FALSE //you could use these for alive fake humans on roundstart but this is more common scenario
/obj/effect/mob_spawn/human/corpse/delayed
ghost_usable = FALSE //These are just not-yet-set corpses.
instant = FALSE
//Non-human spawners
/obj/effect/mob_spawn/slime
mob_type = /mob/living/simple_animal/slime
var/mobcolour = "grey"
icon = 'icons/mob/slimes.dmi'
icon_state = "grey baby slime" //sets the icon in the map editor
/obj/effect/mob_spawn/slime/equip(mob/living/simple_animal/slime/S)
S.colour = mobcolour
/obj/effect/mob_spawn/facehugger/create(ckey) //Creates a squashed facehugger
var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
O.name = src.name
O.Die() //call the facehugger's death proc
qdel(src)
/obj/effect/mob_spawn/mouse
name = "sleeper"
mob_type = /mob/living/simple_animal/mouse
death = FALSE
roundstart = FALSE
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/cow
name = "sleeper"
mob_type = /mob/living/simple_animal/cow
death = FALSE
roundstart = FALSE
mob_gender = FEMALE
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
///////////Civilians//////////////////////
/obj/effect/mob_spawn/human/corpse/assistant
name = "Assistant"
outfit = /datum/outfit/job/assistant
/obj/effect/mob_spawn/human/corpse/assistant/beesease_infection
disease = /datum/disease/beesease
/obj/effect/mob_spawn/human/corpse/assistant/brainrot_infection
disease = /datum/disease/brainrot
/obj/effect/mob_spawn/human/corpse/assistant/spanishflu_infection
disease = /datum/disease/fluspanish
/obj/effect/mob_spawn/human/corpse/assistant/jitters_infection
disease = /datum/disease/jitters
/obj/effect/mob_spawn/human/corpse/cargo_tech
name = "Cargo Tech"
outfit = /datum/outfit/job/cargo_tech/no_pda
/obj/effect/mob_spawn/human/cook
name = "Cook"
outfit = /datum/outfit/job/cook
/obj/effect/mob_spawn/human/doctor
name = "Doctor"
outfit = /datum/outfit/job/doctor/dead
/obj/effect/mob_spawn/human/doctor/alive
death = FALSE
roundstart = FALSE
random = TRUE
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You are a space doctor!"
assignedrole = "Space Doctor"
base_skills = list(
SKILL_PHYSIOLOGY = EXP_MID,
SKILL_MECHANICAL = EXP_NONE,
SKILL_TECHNICAL = EXP_NONE,
SKILL_SCIENCE = EXP_NONE,
SKILL_FITNESS = EXP_NONE,
)
skill_points = EXP_HIGH
/obj/effect/mob_spawn/human/doctor/alive/equip(mob/living/carbon/human/H)
..()
// Remove radio and PDA so they wouldn't annoy station crew.
var/list/del_types = list(/obj/item/modular_computer/tablet/pda, /obj/item/radio/headset)
for(var/del_type in del_types)
var/obj/item/I = locate(del_type) in H
qdel(I)
/obj/effect/mob_spawn/human/engineer
name = "Engineer"
outfit = /datum/outfit/job/engineer/gloved
/obj/effect/mob_spawn/human/engineer/rig
outfit = /datum/outfit/job/engineer/gloved/rig
/obj/effect/mob_spawn/human/clown
name = "Clown"
outfit = /datum/outfit/job/clown
/obj/effect/mob_spawn/human/scientist
name = "Scientist"
outfit = /datum/outfit/job/scientist
/obj/effect/mob_spawn/human/miner
name = "Shaft Miner"
outfit = /datum/outfit/job/miner
/obj/effect/mob_spawn/human/miner/rig
outfit = /datum/outfit/job/miner/equipped/hardsuit
/obj/effect/mob_spawn/human/miner/explorer
outfit = /datum/outfit/job/miner/equipped
/obj/effect/mob_spawn/human/plasmaman
mob_species = /datum/species/plasmaman
outfit = /datum/outfit/plasmaman
/obj/effect/mob_spawn/human/bartender
name = "Space Bartender"
id_job = "Bartender"
id_access_list = list(ACCESS_BAR)
outfit = /datum/outfit/spacebartender
/obj/effect/mob_spawn/human/bartender/alive
death = FALSE
roundstart = FALSE
random = TRUE
name = "bartender sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You are a space bartender!"
flavour_text = "Time to mix drinks and change lives. Smoking space drugs makes it easier to understand your patrons' odd dialect."
assignedrole = "Space Bartender"
id_job = "Bartender"
/datum/outfit/spacebartender
name = "Space Bartender"
uniform = /obj/item/clothing/under/rank/civilian/bartender
back = /obj/item/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent
implants = list(/obj/item/implant/teleporter/ghost_role)
id = /obj/item/card/id
/obj/effect/mob_spawn/human/bartender/alive/space
name = "space bartender sleeper"
flavour_text = "You got this place from your old man, a bar in the middle of nowhere. Or at least, until Nanotrasen decided to move in. Time to mix drinks and change lives."
important_info = "Do not leave your post under any circumstances!"
outfit = /datum/outfit/spacebartender/space
/obj/effect/mob_spawn/human/bartender/alive/space/special(mob/living/L)
L.fully_replace_character_name(null,"[L.real_name] Jr.")
/datum/outfit/spacebartender/space
ears = /obj/item/radio/headset/headset_srv
backpack_contents = list(/obj/item/storage/box/beanbag=1)
suit_store = /obj/item/gun/ballistic/shotgun/doublebarrel
mask = /obj/item/clothing/mask/breath
l_pocket = /obj/item/tank/internals/emergency_oxygen/double
/obj/effect/mob_spawn/human/beach
outfit = /datum/outfit/beachbum
/obj/effect/mob_spawn/human/beach/alive
death = FALSE
roundstart = FALSE
random = TRUE
mob_name = "Beach Bum"
name = "beach bum sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You're, like, totally a dudebro, bruh."
flavour_text = "Ch'yea. You came here, like, on spring break, hopin' to pick up some bangin' hot chicks, y'knaw?"
assignedrole = "Beach Bum"
/obj/effect/mob_spawn/human/beach/alive/lifeguard
short_desc = "You're a spunky lifeguard!"
flavour_text = "It's up to you to make sure nobody drowns or gets eaten by sharks and stuff."
mob_gender = "female"
name = "lifeguard sleeper"
id_job = "Lifeguard"
uniform = /obj/item/clothing/under/shorts/red
/datum/outfit/beachbum
name = "Beach Bum"
glasses = /obj/item/clothing/glasses/sunglasses
r_pocket = /obj/item/storage/wallet/random
l_pocket = /obj/item/reagent_containers/food/snacks/pizzaslice/dank;
uniform = /obj/item/clothing/under/pants/youngfolksjeans
id = /obj/item/card/id
/datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.dna.add_mutation(STONER)
/obj/effect/mob_spawn/human/corpse/felinid
name = "Felinid"
mob_species = /datum/species/human/felinid
/obj/effect/mob_spawn/human/fishing/alive
death = FALSE
roundstart = FALSE
random = TRUE
mob_name = "Fisherman"
name = "fisherman sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You're a fisherman!"
flavour_text = "You've been fishing in these dang waters your whole life...you're pretty sure, at least...ain't no one gonna stop you now!"
important_info = "Do not abandon your dome under for any situation other than dire emergencies!"
id_job = "Fisherman"
assignedrole = "Fisherman"
outfit = /datum/outfit/fishing
/datum/outfit/fishing
name = "Fisherman"
head = /obj/item/clothing/head/fishing
gloves = /obj/item/clothing/gloves/fishing
glasses = /obj/item/clothing/glasses/sunglasses/cheap
r_pocket = /obj/item/storage/wallet/random
l_pocket = /obj/item/reagent_containers/food/snacks/bait/master
uniform = /obj/item/clothing/under/pants/jeans
suit = /obj/item/clothing/suit/fishing
shoes = /obj/item/clothing/shoes/fishing
id = /obj/item/card/id
/////////////////Officers+Nanotrasen Security//////////////////////
/obj/effect/mob_spawn/human/bridgeofficer
name = "Bridge Officer"
id_job = "Bridge Officer"
id_access_list = list(ACCESS_CENT_CAPTAIN)
outfit = /datum/outfit/nanotrasenbridgeofficercorpse
/datum/outfit/nanotrasenbridgeofficercorpse
name = "Bridge Officer Corpse"
ears = /obj/item/radio/headset/heads/hop
uniform = /obj/item/clothing/under/rank/centcom/officer
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/sneakers/black
glasses = /obj/item/clothing/glasses/sunglasses
id = /obj/item/card/id
/obj/effect/mob_spawn/human/commander
name = "Commander"
id_job = "Commander"
id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE)
outfit = /datum/outfit/nanotrasencommandercorpse
/datum/outfit/nanotrasencommandercorpse
name = "Nanotrasen Private Security Commander"
uniform = /obj/item/clothing/under/rank/centcom/commander
suit = /obj/item/clothing/suit/armor/bulletproof
ears = /obj/item/radio/headset/heads/captain
glasses = /obj/item/clothing/glasses/eyepatch
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
head = /obj/item/clothing/head/centhat
gloves = /obj/item/clothing/gloves/combat
shoes = /obj/item/clothing/shoes/combat/swat
r_pocket = /obj/item/lighter
id = /obj/item/card/id
/obj/effect/mob_spawn/human/nanotrasensoldier
name = "Nanotrasen Private Security Officer"
id_job = "Private Security Force"
id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE, ACCESS_SECURITY, ACCESS_MECH_SECURITY)
outfit = /datum/outfit/nanotrasensoldiercorpse
/datum/outfit/nanotrasensoldiercorpse
name = "NT Private Security Officer Corpse"
uniform = /obj/item/clothing/under/rank/security/officer
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
mask = /obj/item/clothing/mask/gas/sechailer/swat
head = /obj/item/clothing/head/helmet/swat/nanotrasen
back = /obj/item/storage/backpack/security
id = /obj/item/card/id
/obj/effect/mob_spawn/human/commander/alive
death = FALSE
roundstart = FALSE
mob_name = "Nanotrasen Commander"
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
short_desc = "You are a Nanotrasen Commander!"
/obj/effect/mob_spawn/human/nanotrasensoldier/alive
death = FALSE
roundstart = FALSE
mob_name = "Private Security Officer"
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
faction = "nanotrasenprivate"
short_desc = "You are a Nanotrasen Private Security Officer!"
/////////////////Spooky Undead//////////////////////
/obj/effect/mob_spawn/human/skeleton
name = "skeletal remains"
mob_name = "skeleton"
mob_species = /datum/species/skeleton
mob_gender = NEUTER
/obj/effect/mob_spawn/human/skeleton/alive
death = FALSE
roundstart = FALSE
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
short_desc = "By unknown powers, your skeletal remains have been reanimated!"
flavour_text = "Walk this mortal plain and terrorize all living adventurers who dare cross your path."
assignedrole = "Skeleton"
/obj/effect/mob_spawn/human/zombie
name = "rotting corpse"
mob_name = "zombie"
mob_species = /datum/species/zombie
assignedrole = "Zombie"
/obj/effect/mob_spawn/human/zombie/alive
death = FALSE
roundstart = FALSE
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
short_desc = "By unknown powers, your rotting remains have been resurrected!"
flavour_text = "Walk this mortal plain and terrorize all living adventurers who dare cross your path."
/obj/effect/mob_spawn/human/abductor
name = "abductor"
mob_name = "alien"
mob_species = /datum/species/abductor
outfit = /datum/outfit/abductorcorpse
/datum/outfit/abductorcorpse
name = "Abductor Corpse"
uniform = /obj/item/clothing/under/color/grey
shoes = /obj/item/clothing/shoes/combat
//For ghost bar.
/obj/effect/mob_spawn/human/alive/space_bar_patron
name = "Bar cryogenics"
mob_name = "Bar patron"
random = TRUE
permanent = TRUE
uses = -1
outfit = /datum/outfit/spacebartender
assignedrole = "Space Bar Patron"
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/effect/mob_spawn/human/alive/space_bar_patron/attack_hand(mob/user)
var/despawn = alert("Return to cryosleep? (Warning, Your mob will be deleted!)",,"Yes","No")
if(despawn == "No" || !loc || !Adjacent(user))
return
user.visible_message(span_notice("[user.name] climbs back into cryosleep..."))
qdel(user)
/datum/outfit/cryobartender
name = "Cryogenic Bartender"
uniform = /obj/item/clothing/under/rank/civilian/bartender
back = /obj/item/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent