Files
Aurora.3/code/modules/awaymissions/corpse.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00

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//These are meant for spawning on maps, namely Away Missions.
//If someone can do this in a neater way, be my guest-Kor
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/landmark/corpse
name = "Unknown"
var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
var/corpsesuit = null
var/corpseshoes = null
var/corpsegloves = null
var/corpseradio = null
var/corpseglasses = null
var/corpsemask = null
var/corpsehelmet = null
var/corpsebelt = null
var/corpsepocket1 = null
var/corpsepocket2 = null
var/corpseback = null
var/corpseid = 0 //Just set to 1 if you want them to have an ID
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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.
var/corpseidicon = null //For setting it to be a gold, silver, centcomm etc ID
var/species = "Human"
/obj/effect/landmark/corpse/Initialize()
. = ..()
createCorpse()
/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.set_species(species)
M.real_name = src.name
M.death(1) //Kills the new mob
if(src.corpseuniform)
var/obj/item/clothing/under/cuniform = new corpseuniform(M)
cuniform.sensor_mode = 0
M.equip_to_slot_or_del(cuniform, slot_w_uniform)
if(src.corpsesuit)
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsehelmet)
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/weapon/card/id/W = new(M)
var/datum/job/jobdatum
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == corpseidaccess)
jobdatum = J
break
if(src.corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
if(jobdatum)
W.access = jobdatum.get_access()
else
W.access = list()
if(corpseidjob)
W.assignment = corpseidjob
M.set_id_info(W)
M.equip_to_slot_or_del(W, slot_wear_id)
qdel(src)
// 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.
/obj/effect/landmark/corpse/syndicatesoldier
name = "Syndicate Operative"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas
corpsehelmet = /obj/item/clothing/head/helmet/swat
corpseback = /obj/item/weapon/storage/backpack
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
/obj/effect/landmark/corpse/syndicatecommando
name = "Syndicate Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/void/merc
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
corpseback = /obj/item/weapon/tank/jetpack/oxygen
corpsepocket1 = /obj/item/weapon/tank/emergency_oxygen
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
///////////Civilians//////////////////////
/obj/effect/landmark/corpse/chef
name = "Chef"
corpseuniform = /obj/item/clothing/under/rank/chef
corpsesuit = /obj/item/clothing/suit/chef/classic
corpseshoes = /obj/item/clothing/shoes/black
corpsehelmet = /obj/item/clothing/head/chefhat
corpseback = /obj/item/weapon/storage/backpack
corpseradio = /obj/item/device/radio/headset
corpseid = 1
corpseidjob = "Chef"
corpseidaccess = "Chef"
/obj/effect/landmark/corpse/doctor
name = "Doctor"
corpseradio = /obj/item/device/radio/headset/headset_med
corpseuniform = /obj/item/clothing/under/rank/medical
corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat
corpseback = /obj/item/weapon/storage/backpack/medic
corpsepocket1 = /obj/item/device/flashlight/pen
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = "Medical Doctor"
corpseidaccess = "Medical Doctor"
/obj/effect/landmark/corpse/engineer
name = "Engineer"
corpseradio = /obj/item/device/radio/headset/headset_eng
corpseuniform = /obj/item/clothing/under/rank/engineer
corpseback = /obj/item/weapon/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/orange
corpsebelt = /obj/item/weapon/storage/belt/utility/full
corpsegloves = /obj/item/clothing/gloves/yellow
corpsehelmet = /obj/item/clothing/head/hardhat
corpseid = 1
corpseidjob = "Station Engineer"
corpseidaccess = "Station Engineer"
/obj/effect/landmark/corpse/engineer/rig
corpsesuit = /obj/item/clothing/suit/space/void/engineering
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/void/engineering
/obj/effect/landmark/corpse/engineer/rotten
name = "unidentifiable corpse"
species = "Skeleton"
corpseid = 0
/obj/effect/landmark/corpse/clown
name = "Clown"
corpseuniform = /obj/item/clothing/under/rank/clown
corpseshoes = /obj/item/clothing/shoes/clown_shoes
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/clown_hat
corpsepocket1 = /obj/item/weapon/bikehorn
corpseback = /obj/item/weapon/storage/backpack/clown
corpseid = 1
corpseidjob = "Clown"
corpseidaccess = "Clown"
/obj/effect/landmark/corpse/scientist
name = "Scientist"
corpseradio = /obj/item/device/radio/headset/headset_sci
corpseuniform = /obj/item/clothing/under/rank/scientist
corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat/science
corpseback = /obj/item/weapon/storage/backpack
corpseshoes = /obj/item/clothing/shoes/white
corpseid = 1
corpseidjob = "Scientist"
corpseidaccess = "Scientist"
/obj/effect/landmark/corpse/miner
corpseradio = /obj/item/device/radio/headset/headset_cargo
corpseuniform = /obj/item/clothing/under/rank/miner
corpsegloves = /obj/item/clothing/gloves/black
corpseback = /obj/item/weapon/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = "Shaft Miner"
corpseidaccess = "Shaft Miner"
/obj/effect/landmark/corpse/miner/rig
corpsesuit = /obj/item/clothing/suit/space/void/mining
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/void/mining
/////////////////Officers//////////////////////
/obj/effect/landmark/corpse/bridgeofficer
name = "Bridge Officer"
corpseradio = /obj/item/device/radio/headset/heads/hop
corpseuniform = /obj/item/clothing/under/rank/centcom_officer
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseshoes = /obj/item/clothing/shoes/black
corpseglasses = /obj/item/clothing/glasses/sunglasses
corpseid = 1
corpseidjob = "Bridge Officer"
corpseidaccess = "Captain"
/obj/effect/landmark/corpse/commander
name = "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
corpsemask = /obj/item/clothing/mask/smokable/cigarette/cigar/cohiba
corpsehelmet = /obj/item/clothing/head/centhat
corpsegloves = /obj/item/clothing/gloves/swat
corpseshoes = /obj/item/clothing/shoes/swat
corpsepocket1 = /obj/item/weapon/flame/lighter/zippo
corpseid = 1
corpseidjob = "Commander"
corpseidaccess = "Captain"