06-25-2019, 06:17 AM
(This post was last modified: 06-25-2019, 06:24 AM by Gerhazo. Edited 1 time in total.)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/298827721604071425/593075177860890674/unknown.png)
https://drive.google.com/open?id=149NwW1...ibNeiDRAGt link to the specialoperative.dm file
Contains:
Tranquilizer pistol and ammo for it, using the safari kit sodium thiopental darts and borrowing the existing pistol sprites.
A new gimmick human mob, similar to how macho-man works. They are given a random name, carry the aforementioned equipment, sneaking suit as well as have the special passive ability to counterattack people in melee trying to punch him or disarm and knock down people trying to attack him with objects or weapons. Remains fully vulnerable to projectiles however and cannot counter attacks when stunned on the ground.
Bringing him into a round involves spawning the /mob/living/carbon/human/specialoperative mob with admin commands and swapping a player into the body.
note: The close quarters combat counter attacks affect status effects(weakened specifically) which have been overhauled since the 2016 version. With some consultation I've adjusted the code to fit the new system. I believe it should work as it is currently but in case there's some sudden issues that could be a reason for them and please yell at me. This also means that it won't compile on the 2016 code(but should on modern one, hopefully) without doing some minor changes that are described in the comments.