mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-21 12:56:10 +01:00
Resprites mechs, adds a few new things (#9950)
This commit is contained in:
@@ -12,7 +12,6 @@
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name = "mounted ion rifle"
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desc = "An exosuit-mounted ion rifle. Handle with care."
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icon_state = "mecha_ion"
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restricted_hardpoints = list(HARDPOINT_LEFT_HAND, HARDPOINT_RIGHT_HAND)
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holding_type = /obj/item/gun/energy/rifle/ionrifle/mounted/mech
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/obj/item/mecha_equipment/mounted_system/taser/laser
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@@ -31,7 +30,7 @@
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/obj/item/mecha_equipment/mounted_system/pulse
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name = "heavy pulse cannon"
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desc = "A weapon for combat exosuits. The eZ-13 mk2 heavy pulse rifle shoots powerful pulse-based beams, capable of destroying structures."
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icon_state = "railauto"
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icon_state = "pulse"
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holding_type = /obj/item/gun/energy/pulse/mounted/mech
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restricted_hardpoints = list(HARDPOINT_LEFT_HAND, HARDPOINT_RIGHT_HAND, HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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restricted_software = list(MECH_SOFTWARE_ADVWEAPONS)
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@@ -41,7 +40,7 @@
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desc = "A weapon for combat exosuits. Shoots armor penetrating xray beams."
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icon_state = "mecha_xray"
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holding_type = /obj/item/gun/energy/xray/mounted/mech
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restricted_hardpoints = list(HARDPOINT_LEFT_HAND, HARDPOINT_RIGHT_HAND)
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restricted_hardpoints = list(HARDPOINT_LEFT_HAND, HARDPOINT_RIGHT_HAND, HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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restricted_software = list(MECH_SOFTWARE_ADVWEAPONS)
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/obj/item/mecha_equipment/mounted_system/blaster
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@@ -68,22 +67,22 @@
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/obj/item/gun/energy/rifle/ionrifle/mounted/mech
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use_external_power = TRUE
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self_recharge = TRUE
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has_safety = FALSE
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has_safety = FALSE
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/obj/item/gun/energy/laser/mounted/mech
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use_external_power = TRUE
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self_recharge = TRUE
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has_safety = FALSE
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has_safety = FALSE
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/obj/item/gun/energy/pulse/mounted/mech
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use_external_power = TRUE
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self_recharge = TRUE
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has_safety = FALSE
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has_safety = FALSE
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/obj/item/gun/energy/xray/mounted/mech
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use_external_power = TRUE
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self_recharge = TRUE
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has_safety = FALSE
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has_safety = FALSE
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/*Launchers*/
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@@ -98,7 +97,7 @@
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/obj/item/mecha_equipment/mounted_system/grenadefrag
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name = "frag grenade launcher"
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desc = "The SGL-6FR grenade launcher is designed to launch primed fragmentation grenades."
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icon_state = "mecha_fraglnchr"
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icon_state = "mech_gl"
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holding_type = /obj/item/gun/launcher/mech/mountedgl
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restricted_hardpoints = list(HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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restricted_software = list(MECH_SOFTWARE_ADVWEAPONS)
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@@ -106,7 +105,7 @@
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/obj/item/mecha_equipment/mounted_system/grenadeflash
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name = "flashbang launcher"
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desc = "The SGL-6FL grenade launcher is designated to launch primed flashbangs."
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icon_state = "mecha_grenadelnchr"
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icon_state = "mech_gl"
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holding_type = /obj/item/gun/launcher/mech/mountedfl
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restricted_hardpoints = list(HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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restricted_software = list(MECH_SOFTWARE_WEAPONS)
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@@ -114,7 +113,7 @@
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/obj/item/mecha_equipment/mounted_system/grenadetear
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name = "teargas launcher"
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desc = "The SGL-6TGL grenade launcher is designated to launch primed teargas grenades."
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icon_state = "mecha_grenadelnchr"
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icon_state = "mech_gl"
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holding_type = /obj/item/gun/launcher/mech/mountedtgl
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restricted_hardpoints = list(HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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restricted_software = list(MECH_SOFTWARE_WEAPONS)
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@@ -122,7 +121,7 @@
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/obj/item/mecha_equipment/mounted_system/grenadesmoke
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name = "smoke grenade launcher"
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desc = "The SGL-6SGL grenade launcher is designated to launch primed smoke grenades."
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icon_state = "mecha_grenadelnchr"
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icon_state = "mech_gl"
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holding_type = /obj/item/gun/launcher/mech/mountedsgl
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restricted_hardpoints = list(HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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restricted_software = list(MECH_SOFTWARE_WEAPONS)
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@@ -363,7 +362,7 @@
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if((world.time - last_recharge) < cooldown)
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return
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var/obj/item/cell/cell = owner.get_cell()
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var/actual_required_power = Clamp(max_charge - charge, 0, charging_rate)
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charge += cell.use(actual_required_power)
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@@ -396,7 +395,7 @@
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user.vis_contents -= src
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shields = null
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. = ..()
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/obj/aura/mechshield/proc/toggle()
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active = !active
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@@ -406,7 +405,7 @@
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flick("shield_raise", src)
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else
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flick("shield_drop", src)
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/obj/aura/mechshield/update_icon()
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. = ..()
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@@ -20,16 +20,16 @@ proc/get_mech_icon(var/list/components = list(), var/overlay_layer = FLOAT_LAYER
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return all_images
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/mob/living/heavy_vehicle/update_icon()
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var/list/new_overlays = get_mech_icon(list(body, head), MECH_BASE_LAYER)
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var/list/new_overlays = get_mech_icon(list(body), MECH_BASE_LAYER)
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if(body && !hatch_closed)
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new_overlays += get_mech_image("[body.icon_state]_cockpit", body.on_mech_icon, MECH_BASE_LAYER)
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update_pilot_overlay(FALSE)
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if(LAZYLEN(pilot_overlays))
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new_overlays += pilot_overlays
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if(head)
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new_overlays += get_mech_image("[head.icon_state]", head.on_mech_icon, head.color, MECH_INTERMEDIATE_LAYER)
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new_overlays += get_mech_image("[head.icon_state]_eyes", head.on_mech_icon, null, MECH_INTERMEDIATE_LAYER)
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if(body)
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new_overlays += get_mech_image("[body.icon_state]_overlay[hatch_closed ? "" : "_open"]", body.on_mech_icon, body.color, MECH_COCKPIT_LAYER)
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new_overlays += get_mech_image("[body.icon_state]_overlay[hatch_closed ? "" : "_open"]", body.on_mech_icon, body.color, MECH_BASE_LAYER)
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if(arms)
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new_overlays += get_mech_image(arms.icon_state, arms.on_mech_icon, arms.color, MECH_ARM_LAYER)
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if(legs)
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@@ -52,30 +52,11 @@ proc/get_mech_icon(var/list/components = list(), var/overlay_layer = FLOAT_LAYER
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var/use_icon_state = "[object_icon_state]_[hardpoint]"
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if(use_icon_state in mecha_weapon_overlays)
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new_overlays += get_mech_image(use_icon_state, 'icons/mecha/mecha_weapon_overlays.dmi', null, hardpoint_object.mech_layer)
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var/far_icon_state = "[use_icon_state]_far"
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if(far_icon_state in mecha_weapon_overlays)
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new_overlays += get_mech_image(far_icon_state, 'icons/mecha/mecha_weapon_overlays.dmi', null, MECH_BASE_LAYER - 0.01)
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overlays = new_overlays
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/mob/living/heavy_vehicle/proc/update_pilot_overlay(var/update_overlays = TRUE)
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if(update_overlays && LAZYLEN(pilot_overlays))
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overlays -= pilot_overlays
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pilot_overlays = null
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if(!body || ((body.pilot_coverage < 100 || body.transparent_cabin) && !body.hide_pilot))
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for(var/i = 1 to LAZYLEN(pilots))
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var/mob/pilot = pilots[i]
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var/image/draw_pilot = new
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draw_pilot.appearance = pilot
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draw_pilot.layer = MECH_PILOT_LAYER + (body ? ((LAZYLEN(body.pilot_positions)-i)*0.001) : 0)
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draw_pilot.plane = FLOAT_PLANE
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if(body && i <= LAZYLEN(body.pilot_positions))
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var/list/offset_values = body.pilot_positions[i]
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var/list/directional_offset_values = offset_values["[dir]"]
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draw_pilot.pixel_x = directional_offset_values["x"]
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draw_pilot.pixel_y = directional_offset_values["y"]
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draw_pilot.pixel_z = 0
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draw_pilot.transform = null
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LAZYADD(pilot_overlays, draw_pilot)
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if(update_overlays && LAZYLEN(pilot_overlays))
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overlays += pilot_overlays
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/mob/living/heavy_vehicle/regenerate_icons()
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return
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@@ -233,13 +233,11 @@
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user.forceMove(src)
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LAZYDISTINCTADD(pilots, user)
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sync_access()
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update_pilot_overlay()
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playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
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user << sound('sound/mecha/nominal.ogg',volume=50)
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if(user.client) user.client.screen |= hud_elements
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LAZYDISTINCTADD(user.additional_vision_handlers, src)
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update_icon()
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update_pilot_overlay()
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return 1
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/mob/living/heavy_vehicle/proc/sync_access()
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@@ -275,8 +273,6 @@
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set_intent(I_HURT)
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LAZYREMOVE(pilots, user)
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UNSETEMPTY(pilots)
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update_pilot_overlay()
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return
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/mob/living/heavy_vehicle/relaymove(var/mob/living/user, var/direction)
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if(world.time < next_mecha_move)
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@@ -19,7 +19,6 @@
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pilot.client.screen -= hud_elements
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LAZYREMOVE(pilots, pilot)
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UNSETEMPTY(pilots)
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update_pilot_overlay()
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if(radio)
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radio.on = (head?.radio && head.radio.is_functional())
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@@ -180,22 +180,22 @@
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)
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var/mech_colour = super_random ? FALSE : pick(use_colours)
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if(!arms)
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var/list/forbidden_arm_types = list(/obj/item/mech_component/manipulators/cult)
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var/list/forbidden_arm_types = list(/obj/item/mech_component/manipulators/cult, /obj/item/mech_component/manipulators/superheavy, /obj/item/mech_component/manipulators/combat)
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var/armstype = pick(subtypesof(/obj/item/mech_component/manipulators) - forbidden_arm_types)
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arms = new armstype(src)
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arms.color = mech_colour ? mech_colour : pick(use_colours)
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if(!legs)
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var/list/forbidden_leg_types = list(/obj/item/mech_component/propulsion/cult)
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var/list/forbidden_leg_types = list(/obj/item/mech_component/propulsion/cult, /obj/item/mech_component/propulsion/superheavy, /obj/item/mech_component/propulsion/combat)
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var/legstype = pick(subtypesof(/obj/item/mech_component/propulsion) - forbidden_leg_types)
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legs = new legstype(src)
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legs.color = mech_colour ? mech_colour : pick(use_colours)
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if(!head)
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var/list/forbidden_head_types = list(/obj/item/mech_component/sensors/cult)
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var/list/forbidden_head_types = list(/obj/item/mech_component/sensors/cult, /obj/item/mech_component/sensors/superheavy, /obj/item/mech_component/sensors/combat)
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var/headtype = pick(subtypesof(/obj/item/mech_component/sensors) - forbidden_head_types)
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head = new headtype(src)
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head.color = mech_colour ? mech_colour : pick(use_colours)
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if(!body)
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var/list/forbidden_body_types = list(/obj/item/mech_component/chassis/cult)
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var/list/forbidden_body_types = list(/obj/item/mech_component/chassis/cult, /obj/item/mech_component/chassis/superheavy, /obj/item/mech_component/chassis/combat)
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var/bodytype = pick(subtypesof(/obj/item/mech_component/chassis) - forbidden_body_types)
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body = new bodytype(src)
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body.color = mech_colour ? mech_colour : pick(use_colours)
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@@ -9,24 +9,28 @@
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e_legs = /obj/item/mech_component/propulsion/combat
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e_color = COLOR_DARK_GUNMETAL
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h_r_shoulder = /obj/item/mecha_equipment/mounted_system/grenadetear
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h_l_hand = /obj/item/mecha_equipment/mounted_system/blaster
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h_r_hand = /obj/item/mecha_equipment/mounted_system/taser/ion
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h_r_shoulder = /obj/item/mecha_equipment/mounted_system/taser/smg
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h_l_shoulder = /obj/item/mecha_equipment/mounted_system/taser/smg
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/obj/item/mech_component/manipulators/combat
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name = "combat arms"
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exosuit_desc_string = "flexible, advanced manipulators"
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desc = "Extremely fast and responsive weapon mounts for combat mechas. These seem sturdy, but their short nature only permits access to shoulder-mounted weapons."
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icon_state = "combat_arms"
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melee_damage = 30
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action_delay = 10
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action_delay = 5
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max_damage = 130
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power_use = 5000
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has_hardpoints = list(HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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/obj/item/mech_component/propulsion/combat
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name = "combat legs"
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exosuit_desc_string = "sleek hydraulic legs"
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desc = "Complex armor provides excellent protective coverage over the internals of these combat-oriented legs."
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icon_state = "combat_legs"
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move_delay = 3
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turn_delay = 3
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max_damage = 100
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power_use = 5000
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trample_damage = 35
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@@ -34,7 +38,9 @@
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name = "combat sensors"
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gender = PLURAL
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exosuit_desc_string = "high-resolution sensors"
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desc = "A highly advanced cockpit with high-resolution thermal optics installed on its faces. Poorly armored with excellent situational awareness."
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icon_state = "combat_head"
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max_damage = 50
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power_use = 50000
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vision_flags = SEE_MOBS
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see_invisible = SEE_INVISIBLE_NOLIGHTING
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@@ -50,9 +56,12 @@
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hatch_descriptor = "canopy"
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pilot_coverage = 100
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exosuit_desc_string = "an armored chassis"
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desc = "A lightweight composite frame keeps the armor of this chassis respectable, but the interior spacious."
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icon_state = "combat_body"
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max_damage = 200
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power_use = 2500
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transparent_cabin = TRUE
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has_hardpoints = list(HARDPOINT_BACK)
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/obj/item/mech_component/chassis/combat/prebuild()
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. = ..()
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@@ -63,34 +63,3 @@
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. = ..()
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mech_armor = new /obj/item/robot_parts/robot_component/armor/mech/combat(src)
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/obj/item/mech_component/chassis/superheavy
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name = "reinforced exosuit chassis"
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hatch_descriptor = "hatch"
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desc = "The HI-Koloss chassis is a veritable juggernaut, capable of protecting a pilot even in the most hostile of environments. It handles like a battlecruiser, however."
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pilot_coverage = 100
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exosuit_desc_string = "a heavily armored chassis"
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icon_state = "heavy_body"
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max_damage = 450
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mech_health = 1250
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has_hardpoints = list(HARDPOINT_BACK, HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
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power_use = 15000
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/obj/item/mech_component/chassis/superheavy/prebuild()
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. = ..()
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cell = new /obj/item/cell/super(src)
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mech_armor = new /obj/item/robot_parts/robot_component/armor/mech/combat(src)
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/mob/living/heavy_vehicle/premade/superheavy
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name = "Marauder"
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desc = "Heavy-duty, combat exosuit, developed after the Durand model. Rarely found among civilian populations."
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icon_state = "darkgygax"
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e_head = /obj/item/mech_component/sensors/heavy
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e_body = /obj/item/mech_component/chassis/superheavy
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e_arms = /obj/item/mech_component/manipulators/heavy
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e_legs = /obj/item/mech_component/propulsion/heavy
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e_color = COLOR_DARK_GUNMETAL
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h_r_shoulder = /obj/item/mecha_equipment/mounted_system/missile
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h_l_shoulder = /obj/item/mecha_equipment/mounted_system/pulse
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h_r_hand = /obj/item/mecha_equipment/mounted_system/taser/smg
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@@ -1,44 +1,23 @@
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/mob/living/heavy_vehicle/premade/hoverpod
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name = "hoverpod"
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desc = "An aging exosuit, produced to be a cheap variant to traditional space transport."
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icon_state = "engineering_pod"
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e_head = /obj/item/mech_component/sensors/ripley
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e_body = /obj/item/mech_component/chassis/pod
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e_arms = /obj/item/mech_component/manipulators/ripley
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e_legs = /obj/item/mech_component/propulsion/hover
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e_color = COLOR_BLUE_GRAY
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h_l_hand = /obj/item/mecha_equipment/drill
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h_r_hand = /obj/item/mecha_equipment/clamp
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/obj/item/mech_component/propulsion/hover
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name = "hover thrusters"
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exosuit_desc_string = "hover thrusters"
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desc = "An ancient set of hover thrusters capable of keeping a exosuit aloft."
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icon_state = "hoverlegs"
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name = "heavy thrusters"
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exosuit_desc_string = "heavy thrusters"
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desc = "An set of very powerful hover-thrusters meant to propel an exosuit. These seem bulky."
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icon_state = "heavy-hoverlegs"
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mech_turn_sound = null
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||||
mech_step_sound = null
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||||
max_damage = 80
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||||
move_delay = 4
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||||
max_damage = 150
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||||
move_delay = 5
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turn_delay = 2
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power_use = 3000
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||||
power_use = 4000
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trample_damage = 0
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hover = TRUE
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/obj/item/mech_component/chassis/pod
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name = "spherical exosuit chassis"
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desc = "A simple spherical exosuit cockpit commonly used in space pods."
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hatch_descriptor = "window"
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||||
pilot_coverage = 100
|
||||
transparent_cabin = TRUE
|
||||
hide_pilot = TRUE
|
||||
exosuit_desc_string = "a spherical chassis"
|
||||
icon_state = "pod_body"
|
||||
max_damage = 150
|
||||
power_use = 5
|
||||
has_hardpoints = list(HARDPOINT_BACK)
|
||||
|
||||
/obj/item/mech_component/chassis/pod/prebuild()
|
||||
. = ..()
|
||||
mech_armor = new /obj/item/robot_parts/robot_component/armor/mech/radproof(src)
|
||||
/obj/item/mech_component/propulsion/hover/light
|
||||
name = "light thrusters"
|
||||
exosuit_desc_string = "light thrusters"
|
||||
desc = "A set of fragile hover-thrusters. This variant seems to sacrifice vast structural integrity for... more speed."
|
||||
icon_state = "light-hoverlegs"
|
||||
max_damage = 40
|
||||
move_delay = 2
|
||||
turn_delay = 2
|
||||
power_use = 1500
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
/obj/item/mech_component/manipulators/superheavy
|
||||
name = "superheavy arms"
|
||||
exosuit_desc_string = "super-heavy reinforced manipulators"
|
||||
icon_state = "strider_arms"
|
||||
desc = "These basic, heavy plasteel mounts are used for mounting only the meanest weapons. Probably good at breaking things, too."
|
||||
melee_damage = 50
|
||||
action_delay = 15
|
||||
max_damage = 4000
|
||||
power_use = 7500
|
||||
has_hardpoints = list(HARDPOINT_LEFT_SHOULDER, HARDPOINT_RIGHT_SHOULDER)
|
||||
punch_sound = 'sound/mecha/mech_punch_slow.ogg'
|
||||
|
||||
/obj/item/mech_component/propulsion/superheavy
|
||||
name = "superheavy motivators"
|
||||
exosuit_desc_string = "heavy hydraulic legs"
|
||||
desc = "Four utterly goliath stump-like pistons hold this propulsion mechanism together."
|
||||
icon_state = "strider_legs"
|
||||
move_delay = 5
|
||||
max_damage = 650
|
||||
power_use = 5000
|
||||
trample_damage = 45
|
||||
|
||||
/obj/item/mech_component/sensors/superheavy
|
||||
name = "superheavy sensors"
|
||||
exosuit_desc_string = "a reinforced monoeye"
|
||||
desc = "A small optic is all that can be discerned of this faceless, unmarked spire of an exosuit control center."
|
||||
icon_state = "strider_head"
|
||||
max_damage = 550
|
||||
power_use = 0
|
||||
|
||||
/obj/item/mech_component/sensors/superheavy/prebuild()
|
||||
..()
|
||||
software = new(src)
|
||||
software.installed_software = list(MECH_SOFTWARE_WEAPONS, MECH_SOFTWARE_ADVWEAPONS)
|
||||
|
||||
/obj/item/mech_component/chassis/superheavy
|
||||
name = "heavy-duty military chassis"
|
||||
hatch_descriptor = "hatch"
|
||||
desc = "A cramped compartment and a senseless amount of armor is all this steel coffin contains."
|
||||
pilot_coverage = 100
|
||||
exosuit_desc_string = "a heavily armored chassis"
|
||||
icon_state = "strider_body"
|
||||
max_damage = 750
|
||||
mech_health = 3500
|
||||
power_use = 15000
|
||||
|
||||
/obj/item/mech_component/chassis/superheavy/prebuild()
|
||||
. = ..()
|
||||
cell = new /obj/item/cell/super(src)
|
||||
mech_armor = new /obj/item/robot_parts/robot_component/armor/mech/combat(src)
|
||||
|
||||
/mob/living/heavy_vehicle/premade/superheavy
|
||||
name = "Basilisk"
|
||||
desc = "An incredibly heavy-duty quadruped war machine derived from an Interstellar War design."
|
||||
icon_state = "darkgygax"
|
||||
|
||||
e_head = /obj/item/mech_component/sensors/superheavy
|
||||
e_body = /obj/item/mech_component/chassis/superheavy
|
||||
e_arms = /obj/item/mech_component/manipulators/superheavy
|
||||
e_legs = /obj/item/mech_component/propulsion/superheavy
|
||||
e_color = COLOR_DARK_GUNMETAL
|
||||
|
||||
h_r_shoulder = /obj/item/mecha_equipment/mounted_system/pulse
|
||||
h_l_shoulder = /obj/item/mecha_equipment/mounted_system/pulse
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/mech_component/propulsion/spider
|
||||
name = "quadlegs"
|
||||
exosuit_desc_string = "hydraulic quadlegs"
|
||||
desc = "Xion Manufacturing Group's arachnid series boasts more leg per leg than the leading competitor."
|
||||
desc = "Xion Manufacturing Group's arachnid series boasts more leg per leg than the leading competitor. Useful for vehicles requiring tight, instant turning."
|
||||
icon_state = "spiderlegs"
|
||||
max_damage = 160
|
||||
move_delay = 4
|
||||
@@ -9,6 +9,17 @@
|
||||
power_use = 2500
|
||||
trample_damage = 10
|
||||
|
||||
/obj/item/mech_component/propulsion/spider/heavy
|
||||
name = "industrial quadlegs"
|
||||
exosuit_desc_string = "hydraulic quadlegs"
|
||||
desc = "A titan's take on the arachnid series from Xion Manufacturing Group. Much heavier than its smaller counterpart at the sacrifice of acceleration and power draw."
|
||||
icon_state = "spiderlegs-industrial"
|
||||
max_damage = 250
|
||||
move_delay = 5
|
||||
turn_delay = 1
|
||||
power_use = 7500
|
||||
trample_damage = 25
|
||||
|
||||
/obj/item/mech_component/propulsion/tracks
|
||||
name = "tracks"
|
||||
exosuit_desc_string = "armored tracks"
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
hatch_descriptor = "roll cage"
|
||||
pilot_coverage = 40
|
||||
exosuit_desc_string = "an industrial rollcage"
|
||||
desc = "A Xion industrial brand roll cage. Technically OSHA compliant. Technically."
|
||||
desc = "A Xion industrial brand roll cage. Technically OSHA compliant. Technically. This variant has an extra compartment for a copilot, but has no sealed atmosphere."
|
||||
max_damage = 200
|
||||
power_use = 5000
|
||||
|
||||
|
||||
@@ -177,18 +177,25 @@
|
||||
build_path = /obj/item/mech_component/propulsion/spider
|
||||
req_tech = list(TECH_ENGINEERING = 2)
|
||||
|
||||
/datum/design/item/mechfab/exosuit/hover_torso
|
||||
name = "Hoverpod Torso"
|
||||
time = 40
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 22000)
|
||||
build_path = /obj/item/mech_component/chassis/pod
|
||||
/datum/design/item/mechfab/exosuit/spider/heavy
|
||||
name = "Industrial Quadruped Motivators"
|
||||
time = 35
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 25000)
|
||||
build_path = /obj/item/mech_component/propulsion/spider/heavy
|
||||
req_tech = list(TECH_ENGINEERING = 4)
|
||||
|
||||
/datum/design/item/mechfab/exosuit/hover_legs
|
||||
name = "Hoverthrusters"
|
||||
name = "Heavy Hoverthrusters"
|
||||
time = 35
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 14000)
|
||||
build_path = /obj/item/mech_component/propulsion/hover
|
||||
|
||||
/datum/design/item/mechfab/exosuit/hover_legs/light
|
||||
name = "Light Hoverthrusters"
|
||||
time = 25
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 7500)
|
||||
build_path = /obj/item/mech_component/propulsion/hover/light
|
||||
|
||||
/datum/design/item/mechfab/exosuit/track
|
||||
name = "Armored Treads"
|
||||
time = 35
|
||||
|
||||
Reference in New Issue
Block a user