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Original file line number | Diff line number | Diff line change |
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/* | ||
Information: | ||
State 0 = INACTIVE | ||
State 1 = ACTIVE | ||
State 2 = ACTIVE, PHASE 2 | ||
State 3 = ACTIVE, PHASE 3 | ||
State 4 = DEAD | ||
*/ | ||
//I KNOW ITS A OBJECT, I DONT WANT PLAYERS CONTROLLING IT | ||
/area/BossArena | ||
name = "Boss Arena" | ||
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/obj/boss/crystal | ||
name = "Strange statue" | ||
desc = "What" | ||
var/state = 0 //State of the boss, used for things, Start at 0 | ||
bound_width = 96 | ||
bound_height = 96 | ||
var/health = 2000 //temp value, will adjust for amount of players in the Arena | ||
var/list/opponents = null // I SEE ALL | ||
var/list/fists = null // Start null, catalog fists on New() | ||
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/obj/boss/crystal/New() | ||
var/area/A = get_area() | ||
if(!istype(A,/area/BossArena)) | ||
qdel(src) //Don't fucking SPAWN THIS OUTSIDE THE ARENA REEEEEEEEEEEE | ||
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/obj/boss/crystal/attacked_by(obj/item/I, mob/living/user) | ||
if(!(I.force > 5) || I.damtype == STAMINA) | ||
user << "<span class='warning'>The [I.name] does no damage!</span>" | ||
else | ||
take_damage(I.force,I.damtype) | ||
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/obj/boss/crystal/proc/take_damage(var/damage, var/damtype) //Do damage calculations | ||
if(damtype == STAMINA) | ||
return //Immune to Stamina damage you fucks | ||
health = health - damage | ||
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/obj/boss/crystal/bullet_act(var/obj/item/projectile/Proj) | ||
take_damage(Proj.damage,Proj.damage_type) | ||
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/obj/boss/crystal/proc/activate() //This turns on the boss, who knew? | ||
START_PROCESSING(SSobj, src) | ||
state = 1 //I HAVE AWOKEN, MORTALS | ||
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/obj/stonefist | ||
name = "large stone hand" | ||
desc = "A large hand, made of stone." | ||
bound_width = 64 | ||
bound_height = 32 | ||
icon = 'icons/obj/items.dmi' | ||
icon_state = "latexballon" | ||
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/obj/stonefist/proc/smashdown() | ||
//Play animation | ||
var/list/turfs1 = circlerange(src,2) | ||
var/list/turfs2 = circlerange(src,3) | ||
turfs2 =- turfs1 | ||
turfs1 =- get_turf(src) | ||
var/list/turfs3 = circlerange(src,4) | ||
turfs3 =- turfs2 | ||
world << "FUCK" | ||
for(var/turf/T in turfs1) | ||
animate_shockwave(T) | ||
spawn(2) | ||
for(var/turf/T in turfs2) | ||
animate_shockwave(T) | ||
world << "FUCK2" | ||
spawn(2) | ||
for(var/turf/T in turfs3) | ||
animate_shockwave(T) | ||
world << "FUCK3" |