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Исправляем меметический эффект 012
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#### Список PRов: | ||
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- https://github.com/CeladonSS13/Foundation-19/tree/beta-dev/##### | ||
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## Мод-пример | ||
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ID мода: SCP012_FIX | ||
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### Описание мода | ||
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Модпак для исправления меметического эффекта 012. Теперь объект не влияет, если стоять к нему спиной или закрыть | ||
глаза повязкой. | ||
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### Изменения *кор кода* | ||
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- `code/modules/SCP/SCP-012.dm`: `/obj/item/paper/scp012/proc/memetic_effect(mob/living/carbon/human/H)` | ||
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### Оверрайды | ||
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Отсуствуют | ||
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### Дефайны | ||
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Отсуствуют | ||
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### Используемые файлы, не содержащиеся в модпаке | ||
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Отсуствуют | ||
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### Авторы: | ||
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OlegDark |
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/datum/modpack/scp012_fix | ||
/// Строковое имя модпака. Используется для поиска других модпаков в init. | ||
name = "scp012_fix" | ||
/// Строковое описание для модпака. Может использоваться для списка глаголов модпака в качестве описания. | ||
desc = "Помогаем 012 правильно определять тех, кто его видит" | ||
/// Строка с авторами этого модпака. | ||
author = "OlegDark" | ||
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///**********************************************************************/// | ||
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#ifndef MODPACK_CELADON_SCP012_FIX | ||
#define MODPACK_CELADON_SCP012_FIX | ||
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#include "_scp012_fix.dm" | ||
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#include "code/scp012_fix.dm" | ||
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#endif |
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// Перегрузка базового метода scp012 | ||
// Возможно изменение параметров стана в дальнейшем. | ||
/obj/item/paper/scp012/memetic_effect(mob/living/carbon/human/H) | ||
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var/obj/item/paper/scp012/A = locate(/obj/item/paper/scp012/) in GLOB.SCP_list // Находим объект | ||
if (!A) // Уходим, если объекта нет O.O | ||
return | ||
if(!H || H.stat == UNCONSCIOUS || H.blinded || !H.can_see(A)) //Unconscious individuals cant keep hurting themselves | ||
return | ||
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if(get_dist(H, src) > 1) | ||
step_to(H, src) | ||
H.Stun(2) | ||
else if(((world.time - effect_cooldown_counter) > effect_cooldown) || abs((world.time - effect_cooldown_counter) - effect_cooldown) < 0.1 SECONDS) //Last part is so that this can run for all affected humans without worrying about cooldown | ||
H.Stun(60) | ||
if(prob(60) && H.getBruteLoss()) | ||
H.visible_message(SPAN_WARNING("[H] smears [H.p_their()] blood on \"[name]\", writing musical notes...")) | ||
else if(prob(50)) | ||
H.visible_message(SPAN_DANGER("[H] rips into [H.p_their()] own flesh and covers [H.p_their()] hands in blood!")) | ||
H.emote("scream") | ||
H.apply_damage(25, BRUTE, prob(50) ? BP_L_ARM : BP_R_ARM) | ||
H.drip(50) | ||
else if(prob(30)) | ||
if(prob(50)) | ||
H.visible_message(SPAN_NOTICE("[H] looks at the \"[name]\" and sighs dejectedly.")) | ||
playsound(H, "sounds/voice/emotes/sigh_[gender2text(H.gender)].ogg", 100) | ||
else | ||
H.visible_message(SPAN_NOTICE("[H] looks at the \"[name]\" and cries.")) | ||
playsound(H, "sounds/voice/emotes/[gender2text(H.gender)]_cry[pick(list("1","2"))].ogg", 100) | ||
effect_cooldown_counter = world.time |