Merge pull request #4 from SkyMarshal/WIPurge

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This commit is contained in:
PsiOmegaDelta
2015-02-03 12:10:31 +01:00
19 changed files with 2130 additions and 2571 deletions
+1 -5
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@@ -1268,6 +1268,7 @@
#include "code\modules\power\antimatter\containment_jar.dm"
#include "code\modules\power\antimatter\control.dm"
#include "code\modules\power\antimatter\shielding.dm"
#include "code\modules\power\rust\areas.dm"
#include "code\modules\power\rust\circuits_and_design.dm"
#include "code\modules\power\rust\core_control.dm"
#include "code\modules\power\rust\core_field.dm"
@@ -1513,11 +1514,6 @@
#include "code\TriDimension\Structures.dm"
#include "code\TriDimension\Structures_presets.dm"
#include "code\TriDimension\Turfs.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_animals.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_plants.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_tribe.dm"
#include "code\WorkInProgress\SkyMarshal\officer_stuff.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
#include "code\ZAS\_docs.dm"
#include "code\ZAS\_gas_mixture_xgm.dm"
#include "code\ZAS\_xgm_gas_data.dm"
@@ -1,158 +0,0 @@
//spawns one of the specified animal type
/obj/effect/landmark/animal_spawner
icon_state = "x3"
var/spawn_type
var/mob/living/spawned_animal
invisibility = 101
/obj/effect/landmark/animal_spawner/New()
if(!spawn_type)
var/new_type = pick(typesof(/obj/effect/landmark/animal_spawner) - /obj/effect/landmark/animal_spawner)
new new_type(get_turf(src))
del(src)
processing_objects.Add(src)
spawned_animal = new spawn_type(get_turf(src))
/obj/effect/landmark/animal_spawner/process()
//if any of our animals are killed, spawn new ones
if(!spawned_animal || spawned_animal.stat == DEAD)
spawned_animal = new spawn_type(src)
//after a random timeout, and in a random position (6-30 seconds)
spawn(rand(1200,2400))
spawned_animal.loc = locate(src.x + rand(-12,12), src.y + rand(-12,12), src.z)
/obj/effect/landmark/animal_spawner/Del()
processing_objects.Remove(src)
/obj/effect/landmark/animal_spawner/panther
name = "panther spawner"
spawn_type = /mob/living/simple_animal/hostile/panther
/obj/effect/landmark/animal_spawner/parrot
name = "parrot spawner"
spawn_type = /mob/living/simple_animal/parrot
/obj/effect/landmark/animal_spawner/monkey
name = "monkey spawner"
spawn_type = /mob/living/carbon/monkey
/obj/effect/landmark/animal_spawner/snake
name = "snake spawner"
spawn_type = /mob/living/simple_animal/hostile/snake
//*********//
// Panther //
//*********//
/mob/living/simple_animal/hostile/panther
name = "panther"
desc = "A long sleek, black cat with sharp teeth and claws."
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "panther"
icon_living = "panther"
icon_dead = "panther_dead"
icon_gib = "panther_dead"
speak_chance = 0
turns_per_move = 3
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "hits the"
stop_automated_movement_when_pulled = 0
maxHealth = 50
health = 50
harm_intent_damage = 8
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "slashed"
attack_sound = 'sound/weapons/bite.ogg'
layer = 3.1 //so they can stay hidde under the /obj/structure/bush
var/stalk_tick_delay = 3
/mob/living/simple_animal/hostile/panther/ListTargets()
var/list/targets = list()
for(var/mob/living/carbon/human/H in view(src, 10))
targets += H
return targets
/mob/living/simple_animal/hostile/panther/FindTarget()
. = ..()
if(.)
emote("nashes at [.]")
/mob/living/simple_animal/hostile/panther/AttackingTarget()
. =..()
var/mob/living/L = .
if(istype(L))
if(prob(15))
L.Weaken(3)
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
/mob/living/simple_animal/hostile/panther/AttackTarget()
..()
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target_mob))
stalk_tick_delay -= 1
if(stalk_tick_delay <= 0)
src.loc = get_step_towards(src, target_mob)
stalk_tick_delay = 3
//*******//
// Snake //
//*******//
/mob/living/simple_animal/hostile/snake
name = "snake"
desc = "A sinuously coiled, venomous looking reptile."
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "snake"
icon_living = "snake"
icon_dead = "snake_dead"
icon_gib = "snake_dead"
speak_chance = 0
turns_per_move = 1
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "hits the"
stop_automated_movement_when_pulled = 0
maxHealth = 25
health = 25
harm_intent_damage = 2
melee_damage_lower = 3
melee_damage_upper = 10
attacktext = "bitten"
attack_sound = 'sound/weapons/bite.ogg'
layer = 3.1 //so they can stay hidde under the /obj/structure/bush
var/stalk_tick_delay = 3
/mob/living/simple_animal/hostile/snake/ListTargets()
var/list/targets = list()
for(var/mob/living/carbon/human/H in view(src, 10))
targets += H
return targets
/mob/living/simple_animal/hostile/snake/FindTarget()
. = ..()
if(.)
emote("hisses wickedly")
/mob/living/simple_animal/hostile/snake/AttackingTarget()
. =..()
var/mob/living/L = .
if(istype(L))
L.apply_damage(rand(3,12), TOX)
/mob/living/simple_animal/hostile/snake/AttackTarget()
..()
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target_mob))
stalk_tick_delay -= 1
if(stalk_tick_delay <= 0)
src.loc = get_step_towards(src, target_mob)
stalk_tick_delay = 3
@@ -1,119 +0,0 @@
//*********************//
// Generic undergrowth //
//*********************//
/obj/structure/bush
name = "foliage"
desc = "Pretty thick scrub, it'll take something sharp and a lot of determination to clear away."
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "bush1"
density = 1
anchored = 1
layer = 3.2
var/indestructable = 0
var/stump = 0
/obj/structure/bush/New()
if(prob(20))
opacity = 1
/obj/structure/bush/Bumped(M as mob)
if (istype(M, /mob/living/simple_animal))
var/mob/living/simple_animal/A = M
A.loc = get_turf(src)
else if (istype(M, /mob/living/carbon/monkey))
var/mob/living/carbon/monkey/A = M
A.loc = get_turf(src)
/obj/structure/bush/attackby(var/obj/I as obj, var/mob/user as mob)
//hatchets can clear away undergrowth
if(istype(I, /obj/item/weapon/hatchet) && !stump)
if(indestructable)
//this bush marks the edge of the map, you can't destroy it
user << "\red You flail away at the undergrowth, but it's too thick here."
else
user.visible_message("\red <b>[user] begins clearing away [src].</b>","\red <b>You begin clearing away [src].</b>")
spawn(rand(15,30))
if(get_dist(user,src) < 2)
user << "\blue You clear away [src]."
var/obj/item/stack/sheet/wood/W = new(src.loc)
W.amount = rand(3,15)
if(prob(50))
icon_state = "stump[rand(1,2)]"
name = "cleared foliage"
desc = "There used to be dense undergrowth here."
density = 0
stump = 1
pixel_x = rand(-6,6)
pixel_y = rand(-6,6)
else
del(src)
else
return ..()
//*******************************//
// Strange, fruit-bearing plants //
//*******************************//
var/list/fruit_icon_states = list("badrecipe","kudzupod","reishi","lime","grapes","boiledrorocore","chocolateegg")
var/list/reagent_effects = list("toxin","anti_toxin","stoxin","space_drugs","mindbreaker","zombiepowder","impedrezene")
var/jungle_plants_init = 0
/proc/init_jungle_plants()
jungle_plants_init = 1
fruit_icon_states = shuffle(fruit_icon_states)
reagent_effects = shuffle(reagent_effects)
/obj/item/weapon/reagent_containers/food/snacks/grown/jungle_fruit
name = "jungle fruit"
desc = "It smells weird and looks off."
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "orange"
potency = 1
/obj/structure/jungle_plant
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "plant1"
desc = "Looks like some of that fruit might be edible."
var/fruits_left = 3
var/fruit_type = -1
var/icon/fruit_overlay
var/plant_strength = 1
var/fruit_r
var/fruit_g
var/fruit_b
/obj/structure/jungle_plant/New()
if(!jungle_plants_init)
init_jungle_plants()
fruit_type = rand(1,7)
icon_state = "plant[fruit_type]"
fruits_left = rand(1,5)
fruit_overlay = icon('code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi',"fruit[fruits_left]")
fruit_r = 255 - fruit_type * 36
fruit_g = rand(1,255)
fruit_b = fruit_type * 36
fruit_overlay.Blend(rgb(fruit_r, fruit_g, fruit_b), ICON_ADD)
overlays += fruit_overlay
plant_strength = rand(20,200)
/obj/structure/jungle_plant/attack_hand(var/mob/user as mob)
if(fruits_left > 0)
fruits_left--
user << "\blue You pick a fruit off [src]."
var/obj/item/weapon/reagent_containers/food/snacks/grown/jungle_fruit/J = new (src.loc)
J.potency = plant_strength
J.icon_state = fruit_icon_states[fruit_type]
J.reagents.add_reagent(reagent_effects[fruit_type], 1+round((plant_strength / 20), 1))
J.bitesize = 1+round(J.reagents.total_volume / 2, 1)
J.attack_hand(user)
overlays -= fruit_overlay
fruit_overlay = icon('code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi',"fruit[fruits_left]")
fruit_overlay.Blend(rgb(fruit_r, fruit_g, fruit_b), ICON_ADD)
overlays += fruit_overlay
else
user << "\red There are no fruit left on [src]."
@@ -1,91 +0,0 @@
/obj/item/projectile/jungle_spear
damage = 10
damage_type = TOX
icon_state = "bullet"
/obj/effect/jungle_tribe_spawn
name = "campfire"
desc = "Looks cosy, in an alien sort of way."
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "campfire"
anchored = 1
var/list/tribesmen = list()
var/list/enemy_players = list()
var/tribe_type = 1
/obj/effect/jungle_tribe_spawn/New()
processing_objects.Add(src)
tribe_type = rand(1,5)
var/num_tribesmen = rand(3,6)
for(var/i=0,i<num_tribesmen,i++)
var/mob/living/simple_animal/hostile/tribesman/T = new(src.loc)
T.my_type = tribe_type
T.x += rand(-6,6)
T.y += rand(-6,6)
tribesmen += T
/obj/effect/jungle_tribe_spawn/Del()
processing_objects.Remove(src)
/obj/effect/jungle_tribe_spawn/process()
set background = 1
for(var/mob/living/simple_animal/hostile/tribesman/T in tribesmen)
if(T.stat == DEAD)
tribesmen.Remove(T)
spawn(rand(50,300))
var/mob/living/simple_animal/hostile/tribesman/B = new(src.loc)
B.my_type = tribe_type
B.x += rand(-4,4)
B.y += rand(-4,4)
tribesmen += B
/mob/living/simple_animal/hostile/tribesman
name = "tribesman"
desc = "A noble savage, doesn't seem to know what to make of you."
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "native1"
icon_living = "native1"
icon_dead = "native1_dead"
speak_chance = 25
speak = list("Rong a'hu dong'a sik?","Ahi set mep'a teth.","Ohen nek'ti ep esi.")
speak_emote = list("chatters")
emote_hear = list("chatters to themselves","chatters away at something","whistles")
emote_see = list("bends down to examine something")
melee_damage_lower = 5
melee_damage_upper = 15
turns_per_move = 1
stop_automated_movement_when_pulled = 0
var/my_type = 1
/mob/living/simple_animal/hostile/tribesman/New()
if(prob(33))
ranged = 1
spawn(8)
icon_state = "native[my_type]"
icon_living = "native[my_type]"
icon_dead = "native[my_type]_dead"
/mob/living/simple_animal/hostile/tribesman/ListTargets()
var/list/targets = list()
for(var/mob/living/simple_animal/hostile/H in view(src, 10))
if(istype(H, /mob/living/simple_animal/hostile/tribesman))
continue
targets += H
return targets
/mob/living/simple_animal/hostile/tribesman/FindTarget()
. = ..()
if(.)
emote("waves a spear at [.]")
/mob/living/simple_animal/hostile/tribesman/OpenFire(target_mob)
visible_message("\red <b>[src]</b> throws a spear at [target_mob]!", 1)
flick(src, "native[my_type]_act")
var/tturf = get_turf(target_mob)
Shoot(tturf, src.loc, src)
@@ -1,32 +0,0 @@
// MOVED HERE FROM ULTRALIGHT WHICH IS PROBABLY A BAD THING
#define UL_I_FALLOFF_SQUARE 0
#define UL_I_FALLOFF_ROUND 1
#define ul_FalloffStyle UL_I_FALLOFF_ROUND // Sets the lighting falloff to be either squared or circular.
var/list/ul_FastRoot = list(0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7)
atom/proc/ul_FalloffAmount(var/atom/ref)
if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
var/delta_x = (ref.x - src.x)
var/delta_y = (ref.y - src.y)
#ifdef ul_LightingResolution
if (round((delta_x*delta_x + delta_y*delta_y)*ul_LightingResolutionSqrt,1) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= round(delta_x*delta_x+delta_y*delta_y*ul_LightingResolutionSqrt,1), i++)
ul_FastRoot += round(sqrt(i))
return ul_FastRoot[round((delta_x*delta_x + delta_y*delta_y)*ul_LightingResolutionSqrt, 1) + 1]/ul_LightingResolution
#else
if ((delta_x*delta_x + delta_y*delta_y) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= delta_x*delta_x+delta_y*delta_y, i++)
ul_FastRoot += round(sqrt(i))
return ul_FastRoot[delta_x*delta_x + delta_y*delta_y + 1]
#endif
else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
return get_dist(src, ref)
return 0
@@ -1,41 +0,0 @@
// Reference: http://www.teuse.net/personal/harrington/hh_bible.htm
// http://www.trmn.org/portal/images/uniforms/rmn/rmn_officer_srv_dress_lrg.png
/obj/item/clothing/head/beret/centcom/officer
name = "officers beret"
desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the NanoTrasen security forces, announcing to the world that the wearer is a defender of NanoTrasen."
icon_state = "centcomofficerberet"
/obj/item/clothing/head/beret/centcom/captain
name = "captains beret"
desc = "A white beret adorned with the shield—a cobalt kite shield with an engraved sword—of the NanoTrasen security forces, worn only by those captaining a vessel of the NanoTrasen Navy."
icon_state = "centcomcaptain"
/obj/item/clothing/shoes/centcom
name = "dress shoes"
desc = "They appear impeccably polished."
icon_state = "laceups"
/obj/item/clothing/under/rank/centcom/representative
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Ensign\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Navy Uniform"
icon_state = "officer"
item_state = "g_suit"
item_color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/officer
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Lieutenant Commander\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Officers Uniform"
icon_state = "officer"
item_state = "g_suit"
item_color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/captain
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Captain\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Captains Uniform"
icon_state = "centcom"
item_state = "dg_suit"
item_color = "centcom"
displays_id = 0
+2 -2
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@@ -89,7 +89,7 @@ obj/item/check_airflow_movable(n)
if(src:shoes:magpulse)
return
src << "\red You are sucked away by airflow!"
var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful.
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if(airflow_falloff < 1)
airflow_dest = null
return
@@ -154,7 +154,7 @@ obj/item/check_airflow_movable(n)
return
src << "\red You are pushed away by airflow!"
last_airflow = world.time
var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful.
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if(airflow_falloff < 1)
airflow_dest = null
return
+4 -10
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@@ -10,16 +10,10 @@
return null
/proc/get_area(O)
var/atom/location = O
var/i
for(i=1, i<=20, i++)
if(isarea(location))
return location
else if (istype(location))
location = location.loc
else
return null
return 0
var/turf/loc = get_turf(O)
if(!loc)
return null
return loc.loc
/proc/get_area_name(N) //get area by its name
for(var/area/A in world)
-4
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@@ -119,7 +119,3 @@ var/list/sqrtTable = list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4,
var/d = max - min
var/t = Floor((val - min) / d)
return val - (t * d)
proc/RaiseToPower(num, power)
if(!power) return 1
return (power-- > 1 ? num * RaiseToPower(num, power) : num)
+6 -6
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@@ -736,8 +736,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_syndicate_commando()
if("nanotrasen representative")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
@@ -761,8 +761,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(W, slot_wear_id)
if("nanotrasen officer")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
@@ -786,8 +786,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("nanotrasen captain")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
+1 -1
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@@ -219,7 +219,7 @@
/obj/effect/landmark/corpse/commander
name = "Commander"
corpseuniform = /obj/item/clothing/under/rank/centcom_commander
corpseuniform = /obj/item/clothing/under/rank/centcom_captain
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseradio = /obj/item/device/radio/headset/heads/captain
corpseglasses = /obj/item/clothing/glasses/eyepatch
+1 -1
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@@ -657,7 +657,7 @@ var/global/list/gear_datums = list()
/datum/gear/dress_shoes
display_name = "shoes, dress"
path = /obj/item/clothing/shoes/centcom
path = /obj/item/clothing/shoes/laceup
cost = 1
slot = slot_shoes
+8 -1
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@@ -78,7 +78,14 @@
name = "purple beret"
desc = "A stylish, if purple, beret."
icon_state = "purpleberet"
/obj/item/clothing/head/beret/centcom/officer
name = "officers beret"
desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the NanoTrasen security forces."
icon_state = "centcomofficerberet"
/obj/item/clothing/head/beret/centcom/captain
name = "captains beret"
desc = "A white beret adorned with the shield—a silver kite shield with an engraved sword—of the NanoTrasen security forces."
icon_state = "centcomcaptain"
//Medical
/obj/item/clothing/head/surgery
+17 -6
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@@ -61,19 +61,30 @@
item_state = "gy_suit"
item_color = "vice"
/obj/item/clothing/under/rank/centcom_officer
desc = "It's a jumpsuit worn by CentCom Officers."
name = "\improper CentCom officer's jumpsuit"
/obj/item/clothing/under/rank/centcom
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Ensign.\""
name = "\improper NanoTrasen Navy Uniform"
icon_state = "officer"
item_state = "g_suit"
item_color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom_commander
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
name = "\improper CentCom officer's jumpsuit"
/obj/item/clothing/under/rank/centcom_officer
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Lieutenant Commander.\""
name = "\improper NanoTrasen Officers Uniform"
icon_state = "officer"
item_state = "g_suit"
item_color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom_captain
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Captain.\""
name = "\improper NanoTrasen Captains Uniform"
icon_state = "centcom"
item_state = "dg_suit"
item_color = "centcom"
displays_id = 0
/obj/item/clothing/under/ert
name = "ERT tactical uniform"
+2 -2
View File
@@ -195,12 +195,12 @@
admin_log_and_message_admins("has [report_at_round_end ? "enabled" : "disabled"] the round end event report.")
else if(href_list["dec_timer"])
var/datum/event_container/EC = locate(href_list["event"])
var/decrease = (60 * RaiseToPower(10, text2num(href_list["dec_timer"])))
var/decrease = (60 * 10 ** text2num(href_list["dec_timer"]))
EC.next_event_time -= decrease
admin_log_and_message_admins("decreased timer for [severity_to_string[EC.severity]] events by [decrease/600] minute(s).")
else if(href_list["inc_timer"])
var/datum/event_container/EC = locate(href_list["event"])
var/increase = (60 * RaiseToPower(10, text2num(href_list["inc_timer"])))
var/increase = (60 * 10 ** text2num(href_list["inc_timer"]))
EC.next_event_time += increase
admin_log_and_message_admins("increased timer for [severity_to_string[EC.severity]] events by [increase/600] minute(s).")
else if(href_list["select_event"])
@@ -26,9 +26,7 @@
/mob/living/simple_animal/hostile/giant_spider/nurse,\
/mob/living/simple_animal/hostile/alien,\
/mob/living/simple_animal/hostile/bear,\
/mob/living/simple_animal/hostile/creature,\
/mob/living/simple_animal/hostile/panther,\
/mob/living/simple_animal/hostile/snake\
/mob/living/simple_animal/hostile/creature\
)
else
spawn_type = pick(\
@@ -5,7 +5,7 @@
icon_state = "samak"
icon_living = "samak"
icon_dead = "samak_dead"
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon = 'icons/jungle.dmi'
move_to_delay = 2
maxHealth = 125
health = 125
@@ -26,7 +26,7 @@
icon_state = "diyaab"
icon_living = "diyaab"
icon_dead = "diyaab_dead"
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon = 'icons/jungle.dmi'
move_to_delay = 1
maxHealth = 25
health = 25
@@ -47,7 +47,7 @@
icon_state = "shantak"
icon_living = "shantak"
icon_dead = "shantak_dead"
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon = 'icons/jungle.dmi'
move_to_delay = 1
maxHealth = 75
health = 75
@@ -66,7 +66,7 @@
icon_state = "yithian"
icon_living = "yithian"
icon_dead = "yithian_dead"
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon = 'icons/jungle.dmi'
/mob/living/simple_animal/tindalos
name = "tindalos"
@@ -74,4 +74,4 @@
icon_state = "tindalos"
icon_living = "tindalos"
icon_dead = "tindalos_dead"
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon = 'icons/jungle.dmi'

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