Merge pull request #4880 from Novacat/nova-pathfinder

Miscellaneous Fixes.
This commit is contained in:
Spades
2019-03-30 10:06:03 -04:00
committed by GitHub
7 changed files with 120 additions and 7 deletions
@@ -12,6 +12,7 @@
/obj/item/weapon/storage/briefcase/clutch
name = "clutch purse"
desc = "A fashionable handheld bag typically used by women."
icon = 'icons/obj/clothing/backpack.dmi' //VOREStation Edit - Wrong sprite location
icon_state = "clutch"
item_state_slots = list(slot_r_hand_str = "smpurse", slot_l_hand_str = "smpurse")
force = 0
-2
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@@ -564,5 +564,3 @@ var/datum/planet/sif/planet_sif = null
return
if(T.outdoors)
radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high))
>>>>>>> 5fb77b3... Merge pull request #5791 from Neerti/looping_sounds
>>>>>>> Adds Various Sounds, Looping Sound System
+2
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@@ -164,6 +164,7 @@
build_path = /obj/item/weapon/gun/energy/taser/xeno
sort_string = "TBAAC"
/* //VOREStation Edit
// Phase Weapons
/datum/design/item/weapon/phase_pistol
id = "phasepistol"
@@ -192,3 +193,4 @@
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "TPAAD"
*/
+2 -1
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@@ -95,7 +95,7 @@
prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies)
guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports))
mobs_to_pick_from = list(
/mob/living/simple_mob/vore/giant_snake
/mob/living/simple_mob/animal/space/snake
)
/obj/tether_away_spawner/beach_outside_friendly
@@ -164,6 +164,7 @@
//Not going to do sunlight simulations here like virgo3b
//So we just make the whole beach fullbright all the time
dynamic_lighting = 0
requires_power = 0
/area/tether_away/beach/powershed
name = "\improper Away Mission - Virgo 4 Coast PS"
+2 -2
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@@ -3130,7 +3130,6 @@
/turf/simulated/floor/tiled/steel_grid,
/area/engineering/engine_monitoring)
"afT" = (
/obj/structure/table/woodentable,
/obj/effect/floor_decal/borderfloor{
dir = 4
},
@@ -3138,7 +3137,7 @@
icon_state = "bordercolor";
dir = 4
},
/obj/item/device/camera,
/obj/machinery/chemical_analyzer,
/turf/simulated/floor/tiled,
/area/tether/station/explorer_meeting)
"afU" = (
@@ -21923,6 +21922,7 @@
/obj/effect/floor_decal/borderfloor,
/obj/effect/floor_decal/corner/purple/border,
/obj/item/weapon/paper_bin,
/obj/item/device/camera,
/turf/simulated/floor/tiled,
/area/tether/station/explorer_meeting)
"jDS" = (
+2 -1
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@@ -63,6 +63,7 @@
//
// The backup tether shuttle uses experimental engines and can degrade and/or crash!
//
/* //Disabling the crash mechanics per request
/datum/shuttle/ferry/tether_backup
crash_message = "Tether shuttle distress signal received. Shuttle location is approximately 200 meters from tether base."
category = /datum/shuttle/ferry/tether_backup // So shuttle_controller.dm doesn't try and instantiate this type as an acutal mapped in shuttle.
@@ -166,7 +167,7 @@
wear = 20
update_icon()
return 1
*/
////////////////////////////////////////
//////// Excursion Shuttle /////////////
////////////////////////////////////////
+111 -1
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@@ -114,7 +114,10 @@ var/datum/planet/virgo3b/planet_virgo3b = null
WEATHER_RAIN = new /datum/weather/virgo3b/rain(),
WEATHER_STORM = new /datum/weather/virgo3b/storm(),
WEATHER_HAIL = new /datum/weather/virgo3b/hail(),
WEATHER_BLOOD_MOON = new /datum/weather/virgo3b/blood_moon()
WEATHER_BLOOD_MOON = new /datum/weather/virgo3b/blood_moon(),
WEATHER_EMBERFALL = new /datum/weather/virgo3b/emberfall(),
WEATHER_ASH_STORM = new /datum/weather/virgo3b/ash_storm(),
WEATHER_FALLOUT = new /datum/weather/virgo3b/fallout()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 30,
@@ -201,6 +204,8 @@ var/datum/planet/virgo3b/planet_virgo3b = null
"It's starting to snow.",
"The air feels much colder as snowflakes fall from above."
)
outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
indoor_sounds_type = /datum/looping_sound/weather/inside_snow
/datum/weather/virgo3b/snow/process_effects()
..()
@@ -230,6 +235,8 @@ var/datum/planet/virgo3b/planet_virgo3b = null
"Strong winds howl around you as a blizzard appears.",
"It starts snowing heavily, and it feels extremly cold now."
)
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
/datum/weather/virgo3b/blizzard/process_effects()
..()
@@ -436,3 +443,106 @@ var/datum/planet/virgo3b/planet_virgo3b = null
transition_messages = list(
"The sky turns blood red!"
)
outdoor_sounds_type = /datum/looping_sound/weather/wind
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
// Ash and embers fall forever, such as from a volcano or something.
/datum/weather/virgo3b/emberfall
name = "emberfall"
icon_state = "ashfall_light"
light_modifier = 0.7
light_color = "#880000"
temp_high = 293.15 // 20c
temp_low = 283.15 // 10c
flight_failure_modifier = 20
transition_chances = list(
WEATHER_EMBERFALL = 100
)
observed_message = "Soot, ash, and embers float down from above."
transition_messages = list(
"Gentle embers waft down around you like grotesque snow."
)
outdoor_sounds_type = /datum/looping_sound/weather/wind
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
// Like the above but a lot more harmful.
/datum/weather/virgo3b/ash_storm
name = "ash storm"
icon_state = "ashfall_heavy"
light_modifier = 0.1
light_color = "#FF0000"
temp_high = 323.15 // 50c
temp_low = 313.15 // 40c
flight_failure_modifier = 50
transition_chances = list(
WEATHER_ASH_STORM = 100
)
observed_message = "All that can be seen is black smoldering ash."
transition_messages = list(
"Smoldering clouds of scorching ash billow down around you!"
)
// Lets recycle.
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
/datum/weather/virgo3b/ash_storm/process_effects()
..()
for(var/thing in living_mob_list)
var/mob/living/L = thing
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
continue // They're indoors, so no need to burn them with ash.
L.inflict_heat_damage(rand(1, 3))
// Totally radical.
/datum/weather/virgo3b/fallout
name = "fallout"
icon_state = "fallout"
light_modifier = 0.7
light_color = "#CCFFCC"
flight_failure_modifier = 30
transition_chances = list(
WEATHER_FALLOUT = 100
)
observed_message = "Radioactive soot and ash rains down from the heavens."
transition_messages = list(
"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
)
outdoor_sounds_type = /datum/looping_sound/weather/wind
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
// How much radiation a mob gets while on an outside tile.
var/direct_rad_low = RAD_LEVEL_LOW
var/direct_rad_high = RAD_LEVEL_MODERATE
// How much radiation is bursted onto a random tile near a mob.
var/fallout_rad_low = RAD_LEVEL_HIGH
var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
/datum/weather/virgo3b/fallout/process_effects()
..()
for(var/thing in living_mob_list)
var/mob/living/L = thing
if(L.z in holder.our_planet.expected_z_levels)
irradiate_nearby_turf(L)
var/turf/T = get_turf(L)
if(!T.outdoors)
continue // They're indoors, so no need to irradiate them with fallout.
L.rad_act(rand(direct_rad_low, direct_rad_high))
// This makes random tiles near people radioactive for awhile.
// Tiles far away from people are left alone, for performance.
/datum/weather/virgo3b/fallout/proc/irradiate_nearby_turf(mob/living/L)
if(!istype(L))
return
var/list/turfs = RANGE_TURFS(world.view, L)
var/turf/T = pick(turfs) // We get one try per tick.
if(!istype(T))
return
if(T.outdoors)
radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high))