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Improved Cabin Away Mission (#45618)
* The map itself I hope it won't PR on /tg/station immediately. * ok lavaland monster dmi thank you "bruh you added two sprites oh shit im about to m-m-m-malfuncti-" *BOOM* * cabin building stuff Still need to merge master. * Ninja's uniform PR got merged. Good thing I used, like, only one jumpsuit for the entire map. I hope this merges before someone changes winter coats though. * lmao * MrDoomBringer forgot a few things obj/iced_abductor. that's an ayy lmao moment. Besides that, the block should work. Just don't destroy it before the round begins otherwise you see this: https://i.imgur.com/K3GGnqy.png Proof that this works: https://i.imgur.com/MxVO0Og.png * no more claustrophobic medbay It doesn't look as good as I want it to. It also feels way too fucking cramped.
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committed by
Rob Bailey
parent
ff75a1977e
commit
71277af9d3
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@@ -287,3 +287,8 @@
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name = "snowman"
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desc = "Several lumps of snow put together to form a snowman."
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icon_state = "snowman"
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/obj/structure/statue/snow/snowlegion
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name = "snowlegion"
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desc = "Looks like that weird kid with the tiger plushie has been round here again."
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icon_state = "snowlegion"
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@@ -0,0 +1,12 @@
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/obj/structure/fluff/iced_abductor ///Unless more non-machine ayy structures made, it will stay in fluff.
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name = "Mysterious Block of Ice"
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desc = "A shadowy figure lies in this sturdy-looking block of ice. Who knows where it came from?"
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icon = 'icons/effects/freeze.dmi'
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icon_state = "ice_ayy"
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density = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/iced_abductor/Destroy()
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var/turf/T = get_turf(src)
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new /obj/effect/mob_spawn/human/abductor(T)
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. = ..()
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@@ -1,20 +1,39 @@
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/*Cabin areas*/
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/area/awaymission/snowforest
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name = "Snow Forest"
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icon_state = "away"
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requires_power = FALSE
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dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
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/area/awaymission/cabin
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name = "Cabin"
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icon_state = "away2"
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requires_power = TRUE
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dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
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/area/awaymission/snowforest/lumbermill
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/area/awaymission/cabin/snowforest
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name = "Snow Forest"
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icon_state = "away"
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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/area/awaymission/cabin/snowforest/sovietsurface
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name = "Snow Forest"
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icon_state = "awaycontent29"
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requires_power = FALSE
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/area/awaymission/cabin/lumbermill
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name = "Lumbermill"
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icon_state = "away3"
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requires_power = FALSE
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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/area/awaymission/cabin/caves/sovietcave
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name = "Soviet Bunker"
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icon_state = "awaycontent4"
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/area/awaymission/cabin/caves
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name = "North Snowdin Caves"
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icon_state = "awaycontent15"
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dynamic_lighting = DYNAMIC_LIGHTING_FORCED
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/area/awaymission/cabin/caves/mountain
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name = "North Snowdin Mountains"
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icon_state = "awaycontent24"
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/obj/structure/firepit
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name = "firepit"
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@@ -92,7 +111,7 @@
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egg_type = null
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speak = list()
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/*Cabin's forest*/
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/*Cabin's forest. Removed in the new cabin map since it was buggy and I prefer manual placement.*/
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/datum/mapGenerator/snowy
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modules = list(/datum/mapGeneratorModule/bottomlayer/snow, \
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/datum/mapGeneratorModule/snow/pineTrees, \
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@@ -19,5 +19,5 @@
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#_maps/RandomZLevels/caves.dmm
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#_maps/RandomZLevels/snowdin.dmm
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#_maps/RandomZLevels/research.dmm
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#_maps/RandomZLevels/Cabin.dmm
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#_maps/RandomZLevels/SnowCabin.dmm
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_maps/RandomZLevels/VR/snowdin_VR.dmm
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@@ -1222,6 +1222,7 @@
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#include "code\modules\antagonists\_common\antag_spawner.dm"
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#include "code\modules\antagonists\_common\antag_team.dm"
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#include "code\modules\antagonists\abductor\abductor.dm"
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#include "code\modules\antagonists\abductor\ice_abductor.dm"
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#include "code\modules\antagonists\abductor\abductee\abductee_objectives.dm"
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#include "code\modules\antagonists\abductor\equipment\abduction_gear.dm"
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#include "code\modules\antagonists\abductor\equipment\abduction_outfits.dm"
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