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[CLOSED PR] Replaces most instances of fake corpses with real corpses
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[Internal] [Secret] [QoL]

About the PR
Replaces most instances of `/obj/decal/fakeobjects/skeleton` with an instance of `/obj/mapping_helper/mob_spawn/corpse/human`.

Adds additional variables and behaviors to `/obj/mapping_helper/mob_spawn/corpse/human`, namely skeletonized, armless, headless, legless, try_buckle and `var/mob/living/carbon/human/corpse`.

Corpses via corpse spawner will now, on default, attempt to buckle themselves onto any `/obj/stool` when spawned.

Also adds several subtypes to `/obj/mapping_helper/mob_spawn/corpse/human` based on a variety of jobs.

I've manually replaced every instance and have taken great care in preserving the original vibe of most replacements. i.e. when replacing a skeleton in a clown suit, replace it with `/obj/mapping_helper/mob_spawn/corpse/human/clown` and so forth.

All Captain / HoP corpses have by default their pockets, bags, IDs and headsets removed, with the exception of the HoP in the customs shuttle. The same is true for all Security Officer corpses, safe for those that may spawn randomly with a 1% chance.

All corpse replacements inside the Owlery have their IDs removed.

Additionally, a few fake corpses remain due to perhaps unique stuff based around them, particularly on the ice moon.

Note:
There are a handful of maps, such as `ships.dmm`, `lunaport.dmm`, `xg6_fermidzone.dmm` and `ships.ancienttradevessel.dmm` that I was unable to edit due to missing files, perhaps a dev could do those instead.

Why's this needed?
The corpse spawner is a powerful tool to generate more dynamic content, and also allows players to interact with corpses, whereas previously they were merely decoration.


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[CLOSED PR] Replaces most instances of fake corpses with real corpses - by github_bot - 05-19-2024, 01:55 PM

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