mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
241 lines
8.7 KiB
Plaintext
241 lines
8.7 KiB
Plaintext
//These are meant for spawning on maps, namely Away Missions.
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//If someone can do this in a neater way, be my guest-Kor
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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/obj/effect/landmark/corpse
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name = "Unknown"
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var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
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var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
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var/corpsesuit = null
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var/corpseshoes = null
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var/corpsegloves = null
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var/corpseradio = null
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var/corpseglasses = null
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var/corpsemask = null
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var/corpsehelmet = null
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var/corpsebelt = null
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var/corpsepocket1 = null
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var/corpsepocket2 = null
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var/corpseback = null
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var/corpseid = 0 //Just set to 1 if you want them to have an ID
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var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
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var/corpseidicon = null //For setting it to be a gold, silver, centcomm etc ID
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var/species = "Human"
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/obj/effect/landmark/corpse/Initialize()
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. = ..()
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createCorpse()
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/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
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var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
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M.set_species(species)
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M.real_name = src.name
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M.death(1) //Kills the new mob
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if(src.corpseuniform)
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var/obj/item/clothing/under/cuniform = new corpseuniform(M)
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cuniform.sensor_mode = 0
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M.equip_to_slot_or_del(cuniform, slot_w_uniform)
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if(src.corpsesuit)
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M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
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if(src.corpseshoes)
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M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
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if(src.corpsegloves)
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M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
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if(src.corpseradio)
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M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
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if(src.corpseglasses)
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M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
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if(src.corpsemask)
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M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
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if(src.corpsehelmet)
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M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
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if(src.corpsebelt)
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M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
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if(src.corpsepocket1)
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M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
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if(src.corpsepocket2)
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M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
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if(src.corpseback)
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M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
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if(src.corpseid == 1)
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var/obj/item/weapon/card/id/W = new(M)
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var/datum/job/jobdatum
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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if(J.title == corpseidaccess)
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jobdatum = J
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break
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if(src.corpseidicon)
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W.icon_state = corpseidicon
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if(src.corpseidaccess)
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if(jobdatum)
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W.access = jobdatum.get_access()
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else
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W.access = list()
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if(corpseidjob)
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W.assignment = corpseidjob
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M.set_id_info(W)
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M.equip_to_slot_or_del(W, slot_wear_id)
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qdel(src)
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// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
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/obj/effect/landmark/corpse/syndicatesoldier
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name = "Syndicate Operative"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/armor/vest
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corpseshoes = /obj/item/clothing/shoes/swat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseradio = /obj/item/device/radio/headset
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corpsemask = /obj/item/clothing/mask/gas
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corpsehelmet = /obj/item/clothing/head/helmet/swat
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corpseback = /obj/item/weapon/storage/backpack
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = "Syndicate"
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/obj/effect/landmark/corpse/syndicatecommando
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name = "Syndicate Commando"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/space/void/merc
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corpseshoes = /obj/item/clothing/shoes/swat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseradio = /obj/item/device/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/syndicate
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
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corpseback = /obj/item/weapon/tank/jetpack/oxygen
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corpsepocket1 = /obj/item/weapon/tank/emergency_oxygen
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = "Syndicate"
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///////////Civilians//////////////////////
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/obj/effect/landmark/corpse/chef
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name = "Chef"
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corpseuniform = /obj/item/clothing/under/rank/chef
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corpsesuit = /obj/item/clothing/suit/chef/classic
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corpseshoes = /obj/item/clothing/shoes/black
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corpsehelmet = /obj/item/clothing/head/chefhat
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corpseback = /obj/item/weapon/storage/backpack
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corpseradio = /obj/item/device/radio/headset
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corpseid = 1
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corpseidjob = "Chef"
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corpseidaccess = "Chef"
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/obj/effect/landmark/corpse/doctor
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name = "Doctor"
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corpseradio = /obj/item/device/radio/headset/headset_med
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corpseuniform = /obj/item/clothing/under/rank/medical
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corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat
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corpseback = /obj/item/weapon/storage/backpack/medic
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corpsepocket1 = /obj/item/device/flashlight/pen
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corpseshoes = /obj/item/clothing/shoes/black
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corpseid = 1
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corpseidjob = "Medical Doctor"
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corpseidaccess = "Medical Doctor"
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/obj/effect/landmark/corpse/engineer
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name = "Engineer"
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corpseradio = /obj/item/device/radio/headset/headset_eng
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corpseuniform = /obj/item/clothing/under/rank/engineer
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corpseback = /obj/item/weapon/storage/backpack/industrial
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corpseshoes = /obj/item/clothing/shoes/orange
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corpsebelt = /obj/item/weapon/storage/belt/utility/full
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corpsegloves = /obj/item/clothing/gloves/yellow
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corpsehelmet = /obj/item/clothing/head/hardhat
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corpseid = 1
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corpseidjob = "Station Engineer"
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corpseidaccess = "Station Engineer"
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/obj/effect/landmark/corpse/engineer/rig
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corpsesuit = /obj/item/clothing/suit/space/void/engineering
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corpsemask = /obj/item/clothing/mask/breath
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/engineering
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/obj/effect/landmark/corpse/engineer/rotten
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name = "unidentifiable corpse"
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species = "Skeleton"
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corpseid = 0
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/obj/effect/landmark/corpse/clown
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name = "Clown"
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corpseuniform = /obj/item/clothing/under/rank/clown
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corpseshoes = /obj/item/clothing/shoes/clown_shoes
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corpseradio = /obj/item/device/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/clown_hat
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corpsepocket1 = /obj/item/weapon/bikehorn
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corpseback = /obj/item/weapon/storage/backpack/clown
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corpseid = 1
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corpseidjob = "Clown"
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corpseidaccess = "Clown"
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/obj/effect/landmark/corpse/scientist
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name = "Scientist"
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corpseradio = /obj/item/device/radio/headset/headset_sci
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corpseuniform = /obj/item/clothing/under/rank/scientist
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corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat/science
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corpseback = /obj/item/weapon/storage/backpack
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corpseshoes = /obj/item/clothing/shoes/white
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corpseid = 1
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corpseidjob = "Scientist"
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corpseidaccess = "Scientist"
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/obj/effect/landmark/corpse/miner
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corpseradio = /obj/item/device/radio/headset/headset_cargo
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corpseuniform = /obj/item/clothing/under/rank/miner
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corpsegloves = /obj/item/clothing/gloves/black
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corpseback = /obj/item/weapon/storage/backpack/industrial
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corpseshoes = /obj/item/clothing/shoes/black
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corpseid = 1
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corpseidjob = "Shaft Miner"
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corpseidaccess = "Shaft Miner"
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/obj/effect/landmark/corpse/miner/rig
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corpsesuit = /obj/item/clothing/suit/space/void/mining
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corpsemask = /obj/item/clothing/mask/breath
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/mining
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/////////////////Officers//////////////////////
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/obj/effect/landmark/corpse/bridgeofficer
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name = "Bridge Officer"
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corpseradio = /obj/item/device/radio/headset/heads/hop
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corpseuniform = /obj/item/clothing/under/rank/centcom_officer
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corpsesuit = /obj/item/clothing/suit/armor/bulletproof
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corpseshoes = /obj/item/clothing/shoes/black
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corpseglasses = /obj/item/clothing/glasses/sunglasses
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corpseid = 1
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corpseidjob = "Bridge Officer"
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corpseidaccess = "Captain"
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/obj/effect/landmark/corpse/commander
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name = "Commander"
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corpseuniform = /obj/item/clothing/under/rank/centcom_captain
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corpsesuit = /obj/item/clothing/suit/armor/bulletproof
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corpseradio = /obj/item/device/radio/headset/heads/captain
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corpseglasses = /obj/item/clothing/glasses/eyepatch
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corpsemask = /obj/item/clothing/mask/smokable/cigarette/cigar/cohiba
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corpsehelmet = /obj/item/clothing/head/centhat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseshoes = /obj/item/clothing/shoes/swat
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corpsepocket1 = /obj/item/weapon/flame/lighter/zippo
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corpseid = 1
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corpseidjob = "Commander"
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corpseidaccess = "Captain"
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