Added Syndicate NPCs/sprites for them. They come in a few varieties, some with shields and swords, some with guns(yes they shoot). They're simple animals, but they drop a corpse landmark when they die, so you can loot them normally.

A plea to admins: Dont fucking spawn these everywhere, they're meant to be used as badguys in away missions, not for you to fuck up every round by spawning 70 of them.

Clowns also drop a real (lootable) body on death.

Added new corpse types. Syndicates as well as several civillian jobs.

Added a new area/copied a shuttle icon over into floors as part of work on my map.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4839 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
Kortgstation@gmail.com
2012-10-09 19:22:14 +00:00
parent 029429ecc2
commit 18608f3ca6
10 changed files with 403 additions and 19 deletions

View File

@@ -1448,8 +1448,10 @@ proc/process_ghost_teleport_locs()
name = "\improper Fore Block"
icon_state = "away3"
/area/awaymission/spacebattle
name = "\improper Nanotrasen Cruiser"
icon_state = "away"
requires_power = 0
/////////////////////////////////////////////////////////////////////
/*
Lists of areas to be used with is_type_in_list.

View File

@@ -4,7 +4,7 @@
/obj/effect/landmark/corpse
var/mobname = "Uknown" //Names the mob, obviously
var/mobname = "Unknown" //Names the mob, obviously
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
@@ -65,9 +65,93 @@
del(src)
//An example.
// 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
mobname = "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
mobname = "Syndicate Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
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/rig/syndi
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
mobname = "Chef"
corpseuniform = /obj/item/clothing/suit/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
mobname = "Doctor"
corpseradio = /obj/item/device/radio/headset/headset_med
corpseuniform = /obj/item/clothing/under/rank/medical
corpsesuit = /obj/item/clothing/suit/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
mobname = "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/rig
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/rig
/obj/effect/landmark/corpse/clown
mobname = "Giggles"
mobname = "Clown"
corpseuniform = /obj/item/clothing/under/rank/clown
corpseshoes = /obj/item/clothing/shoes/clown_shoes
corpseradio = /obj/item/device/radio/headset
@@ -78,4 +162,13 @@
corpseidjob = "Clown"
corpseidaccess = "Clown"
// 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/scientist
mobname = "Scientist"
corpseradio = /obj/item/device/radio/headset/headset_sci
corpseuniform = /obj/item/clothing/under/rank/scientist
corpsesuit = /obj/item/clothing/suit/labcoat/science
corpseback = /obj/item/weapon/storage/backpack
corpseshoes = /obj/item/clothing/shoes/white
corpseid = 1
corpseidjob = "Scientist"
corpseidaccess = "Scientist"

View File

@@ -48,20 +48,12 @@
var/mob/living/target_mob
/mob/living/simple_animal/clown/Life()
if(stat == DEAD)
walk(src,0)//STOP FUCKING MOVING GODDAMN
if(health > 0)
icon_state = icon_living
dead_mob_list -= src
living_mob_list += src
stat = CONSCIOUS
density = 1
..()
if(stat == 2)
new /obj/effect/landmark/corpse/clown (src.loc)
del src
return
if(health < 1)
Die()
if(health > maxHealth)
health = maxHealth

View File

@@ -14,6 +14,15 @@
stop_automated_movement = 1
status_flags = CANPARALYSE
attack_sound = 'sound/weapons/punch1.ogg'
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
/mob/living/simple_animal/construct/Life()

View File

@@ -0,0 +1,278 @@
#define SYNDICATE_STANCE_IDLE 1
#define SYNDICATE_STANCE_ATTACK 2
#define SYNDICATE_STANCE_ATTACKING 3
/mob/living/simple_animal/syndicate
name = "Syndicate Operative"
desc = "Death to Nanotrasen."
icon_state = "syndicate"
icon_living = "syndicate"
icon_dead = "syndicate_dead"
icon_gib = "syndicate_gib"
speak_chance = 0
turns_per_move = 5
response_help = "pokes the"
response_disarm = "shoves the"
response_harm = "hits the"
speed = -1
stop_automated_movement_when_pulled = 0
maxHealth = 75
health = 75
var/ranged = 0
var/target
var/rapid = 0
harm_intent_damage = 5
melee_damage_lower = 10
melee_damage_upper = 10
attacktext = "punches"
a_intent = "harm"
var/corpse = /obj/effect/landmark/corpse/syndicatesoldier
var/weapon1
var/weapon2
min_oxy = 5
max_oxy = 0
min_tox = 0
max_tox = 1
min_co2 = 0
max_co2 = 5
min_n2 = 0
max_n2 = 0
unsuitable_atoms_damage = 15
var/stance = SYNDICATE_STANCE_IDLE //Used to determine behavior
var/mob/living/target_mob
/mob/living/simple_animal/syndicate/Life()
..()
if(stat == 2)
new corpse (src.loc)
if(weapon1)
new weapon1 (src.loc)
if(weapon2)
new weapon2 (src.loc)
del src
return
if(health < 1)
Die()
if(health > maxHealth)
health = maxHealth
if(!ckey && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
if(!(stop_automated_movement_when_pulled && pulledby))
Move(get_step(src,pick(cardinal)))
turns_since_move = 0
if(!stat)
switch(stance)
if(SYNDICATE_STANCE_IDLE)
stop_automated_movement = 0
for( var/mob/living/L in viewers(7,src) )
if(isSyndicate(L)) continue
if(!L.stat)
stance = SYNDICATE_STANCE_ATTACK
target_mob = L
break
if(SYNDICATE_STANCE_ATTACK) //This one should only be active for one tick
stop_automated_movement = 1
if(!target_mob || target_mob.stat)
stance = SYNDICATE_STANCE_IDLE
if(target_mob in viewers(10,src))
if(ranged)
if(get_dist(src, target_mob) <= 6)
OpenFire(target_mob)
else
walk_to(src, target_mob, 1, 3)
else
walk_to(src, target_mob, 1, 3)
stance = SYNDICATE_STANCE_ATTACKING
if(SYNDICATE_STANCE_ATTACKING)
stop_automated_movement = 1
if(!target_mob || target_mob.stat)
stance = SYNDICATE_STANCE_IDLE
target_mob = null
return
if(!(target_mob in viewers(7,src)))
stance = SYNDICATE_STANCE_IDLE
target_mob = null
return
if(get_dist(src, target_mob) <= 1) //Attacking
if(isliving(target_mob))
var/mob/living/L = target_mob
L.attack_animal(src)
/mob/living/simple_animal/syndicate/proc/OpenFire(target_mob)
src.target = target_mob
for(var/mob/O in viewers(src, null))
O.show_message("\red <b>[src]</b> fires at [src.target]!", 1)
var/tturf = get_turf(target)
if(rapid)
spawn(1)
Shoot(tturf, src.loc, src)
new /obj/item/ammo_casing/a12mm(get_turf(src))
spawn(4)
Shoot(tturf, src.loc, src)
new /obj/item/ammo_casing/a12mm(get_turf(src))
spawn(6)
Shoot(tturf, src.loc, src)
new /obj/item/ammo_casing/a12mm(get_turf(src))
else
Shoot(tturf, src.loc, src)
new /obj/item/ammo_casing/a12mm(get_turf(src))
stance = SYNDICATE_STANCE_ATTACK
return
/mob/living/simple_animal/syndicate/proc/Shoot(var/target, var/start, var/user, var/bullet = 0)
if(target == start)
return
var/obj/item/projectile/bullet/midbullet2/A = new /obj/item/projectile/bullet/midbullet2(user:loc)
playsound(user, 'sound/weapons/Gunshot_smg.ogg', 100, 1)
if(!A) return
if (!istype(target, /turf))
del(A)
return
A.current = target
A.yo = target:y - start:y
A.xo = target:x - start:x
spawn( 0 )
A.process()
return
///////////////Sword and shield////////////
/mob/living/simple_animal/syndicate/melee
melee_damage_lower = 30
melee_damage_upper = 30
icon_state = "syndicatemelee"
icon_living = "syndicatemelee"
weapon1 = /obj/item/weapon/melee/energy/sword/red
weapon2 = /obj/item/weapon/shield/energy
attacktext = "slashes"
/mob/living/simple_animal/syndicate/melee/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(prob(35))
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] blocks the [O] with its shield! ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/syndicate/melee/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
if(prob(35))
src.health -= Proj.damage
else
visible_message("\red <B>[src] blocks [Proj] with its shield!</B>")
return 0
/mob/living/simple_animal/syndicate/melee/space
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
icon_state = "syndicatemeleespace"
icon_living = "syndicatemeleespace"
name = "Syndicate Commando"
corpse = /obj/effect/landmark/corpse/syndicatecommando
/mob/living/simple_animal/syndicate/melee/space/Process_Spacemove(var/check_drift = 0)
return
/mob/living/simple_animal/syndicate/ranged
ranged = 1
rapid = 1
icon_state = "syndicateranged"
icon_living = "syndicateranged"
weapon1 = /obj/item/weapon/gun/projectile/automatic/c20r
/mob/living/simple_animal/syndicate/ranged/space
icon_state = "syndicaterangedpsace"
icon_living = "syndicaterangedpsace"
name = "Syndicate Commando"
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
corpse = /obj/effect/landmark/corpse/syndicatecommando
/mob/living/simple_animal/syndicate/ranged/space/Process_Spacemove(var/check_drift = 0)
return
/mob/living/simple_animal/syndicate/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(5))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return

View File

@@ -75,6 +75,11 @@
return 1
return 0
/proc/isSyndicate(A)
if(istype(A, /mob/living/simple_animal/syndicate))
return 1
return 0
/proc/isclown(A)
if(istype(A, /mob/living/simple_animal/clown))
return 1

View File

@@ -18,6 +18,9 @@
stun = 5
weaken = 5
/obj/item/projectile/bullet/midbullet2
damage = 25
/obj/item/projectile/bullet/suffocationbullet//How does this even work?
name = "co bullet"
damage = 20

Binary file not shown.

Before

Width:  |  Height:  |  Size: 119 KiB

After

Width:  |  Height:  |  Size: 133 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 326 KiB

After

Width:  |  Height:  |  Size: 327 KiB

View File

@@ -205,7 +205,9 @@
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "maps/RandomZLevels/backup"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience"
@@ -1086,7 +1088,6 @@
#include "code\modules\mob\living\silicon\robot\say.dm"
#include "code\modules\mob\living\silicon\robot\wires.dm"
#include "code\modules\mob\living\simple_animal\bear.dm"
#include "code\modules\mob\living\simple_animal\behemoth.dm"
#include "code\modules\mob\living\simple_animal\carp.dm"
#include "code\modules\mob\living\simple_animal\cat.dm"
#include "code\modules\mob\living\simple_animal\clown.dm"
@@ -1099,6 +1100,7 @@
#include "code\modules\mob\living\simple_animal\parrot.dm"
#include "code\modules\mob\living\simple_animal\shade.dm"
#include "code\modules\mob\living\simple_animal\simple_animal.dm"
#include "code\modules\mob\living\simple_animal\syndicate.dm"
#include "code\modules\mob\living\simple_animal\tomato.dm"
#include "code\modules\mob\living\simple_animal\update_icons.dm"
#include "code\modules\mob\living\simple_animal\worm.dm"