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https://github.com/CHOMPStation2/CHOMPStation2.git
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Replaces a section in space in VR into a Roleplay Mall (#8091)
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@@ -146,6 +146,33 @@
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name = "VR Dungeon"
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icon_state = "darkred"
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/area/vr/powered/mall
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name = "VR Mall"
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icon_state = "yellow"
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/area/vr/powered/mall/vw
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name = "VR Vibe"
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icon_state = "pink"
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ambience = list('sound/ambience/vaporwave.ogg')
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/area/vr/powered/mall/dorms
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name = "VR Mall Dorms"
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icon_state = "Sleep"
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soundproofed = TRUE
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limit_mob_size = FALSE
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block_suit_sensors = TRUE
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flags = RAD_SHIELDED
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block_tracking = TRUE
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/area/vr/outdoors/powered/mall
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name = "VR Mall Outdoors"
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icon_state = "bluenew"
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/area/vr/powered/mall/backrooms
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name = "VR ???"
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icon_state = "darkred"
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forced_ambience = list('sound/ambience/fluorescentlight.ogg')
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/area/vr/powered/dungeon/indoors
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name = "VR Sewers"
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icon_state = "red"
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File diff suppressed because one or more lines are too long
38
modular_chomp/game/objects/effects/step_triggers.dm
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38
modular_chomp/game/objects/effects/step_triggers.dm
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@@ -0,0 +1,38 @@
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/obj/effect/step_trigger/teleporter/deathfall/Initialize()
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. = ..()
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teleport_z = src.z //This is for use in gateways, so mappers can hard map the X and Y without worrying about going to brazil
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/obj/effect/step_trigger/teleporter/deathfall/Trigger(var/atom/movable/A)
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var/turf/simulated/T = locate(teleport_x, teleport_y, teleport_z)
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if(!istype(T))
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log_debug("[src] failed to find destination turf.")
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return
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if(A.hovering)//Flying people dont fall
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return
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if(isobserver(A))
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A.forceMove(T) // Harmlessly move ghosts.
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return
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if(A.throwing) //jumpboots
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return
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if(!(A.can_fall())) //test
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return // Phased shifted kin should not fall
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var/mob/living/L
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if(isliving(A))
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L = A
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if(L.is_floating)
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return //Flyers/nograv can ignore it
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A.forceMove(T)
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// Living things should probably be logged when they fall...
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if(isliving(A))
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message_admins("\The [A] fell out of the sky.")
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// ... because they're probably going to die from it.
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A.fall_impact(T, 42, 90, FALSE, TRUE) //Medical gameplay generator
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else
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message_admins("ERROR: planetary_fall step trigger lacks a planet to fall onto.")
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return
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/obj/effect/step_trigger/teleporter/poi/Initialize() //This is for placing teleporters in gateways/POIS, where Z levels can be different and I cant be assed to make fake teleporter stairs
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. = ..()
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teleport_z = src.z
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BIN
sound/ambience/fluorescentlight.ogg
Normal file
BIN
sound/ambience/fluorescentlight.ogg
Normal file
Binary file not shown.
@@ -4983,6 +4983,7 @@
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#include "modular_chomp\game\machinery\traptiles.dm"
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#include "modular_chomp\game\machinery\turrets.dm"
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#include "modular_chomp\game\objects\effects\spiders.dm"
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#include "modular_chomp\game\objects\effects\step_triggers.dm"
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#include "modular_chomp\game\turfs\shuttlewall_types.dm"
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#include "modular_chomp\game\turfs\shuttlewalls.dm"
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#include "modular_chomp\game\turfs\shuttlewalls_attacks.dm"
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