mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Merge with dev.
This commit is contained in:
@@ -145,9 +145,14 @@
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/obj/item/rig_module/vision/meson
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)
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chest_type = /obj/item/clothing/suit/space/rig/ce
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boot_type = null
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glove_type = null
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/obj/item/clothing/suit/space/rig/ce
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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/obj/item/weapon/rig/hazmat
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name = "AMI control module"
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@@ -236,13 +236,22 @@ var/global/list/damage_icon_parts = list()
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//CACHING: Generate an index key from visible bodyparts.
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//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
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//Create a new, blank icon for our mob to use.
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if(stand_icon)
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qdel(stand_icon)
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stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
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var/icon_key = ""
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var/obj/item/organ/eyes/eyes = internal_organs_by_name["eyes"]
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var/g = "male"
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if(gender == FEMALE)
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g = "female"
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var/icon_key = "[species.race_key][g][s_tone][r_skin][g_skin][b_skin]"
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if(lip_style)
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icon_key += "[lip_style]"
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else
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icon_key += "nolips"
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var/obj/item/organ/eyes/eyes = internal_organs_by_name["eyes"]
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if(eyes)
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icon_key += "[rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3])]"
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else
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@@ -643,6 +652,7 @@ var/global/list/damage_icon_parts = list()
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t_icon = head.icon_override
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else if(head.sprite_sheets && head.sprite_sheets[species.name])
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t_icon = head.sprite_sheets[species.name]
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else if(head.item_icons && (slot_head_str in head.item_icons))
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t_icon = head.item_icons[slot_head_str]
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else
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@@ -650,12 +660,17 @@ var/global/list/damage_icon_parts = list()
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//Determine the state to use
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var/t_state
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if(head.item_state_slots && head.item_state_slots[slot_head_str])
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t_state = head.item_state_slots[slot_head_str]
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else if(head.item_state)
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t_state = head.item_state
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if(istype(head, /obj/item/weapon/paper))
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/* I don't like this, but bandaid to fix half the hats in the game
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being completely broken without re-breaking paper hats */
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t_state = "paper"
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else
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t_state = head.icon_state
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if(head.item_state_slots && head.item_state_slots[slot_head_str])
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t_state = head.item_state_slots[slot_head_str]
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else if(head.item_state)
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t_state = head.item_state
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else
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t_state = head.icon_state
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//Create the image
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var/image/standing = image(icon = t_icon, icon_state = t_state)
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@@ -195,14 +195,9 @@
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switch(fitting)
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if("tube")
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brightness_range = 8
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brightness_power = 3
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if(prob(2))
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broken(1)
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if("bulb")
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brightness_range = 4
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brightness_power = 2
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brightness_color = "#a0a080"
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if(prob(5))
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broken(1)
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spawn(1)
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@@ -118,7 +118,7 @@
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return 1
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firer = user
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def_zone = user.zone_sel.selecting
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def_zone = target_zone
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if(user == target) //Shooting yourself
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user.bullet_act(src, target_zone)
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@@ -78,23 +78,30 @@
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sleep_until_launch()
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if (location)
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var/obj/machinery/light/small/readylight/light = locate() in get_location_area()
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if(light) light.set_state(0)
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//launch
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radio_announce("ALERT: INITIATING LAUNCH SEQUENCE")
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..(user)
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/datum/shuttle/ferry/multidock/specops/move(var/area/origin,var/area/destination)
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..(origin, destination)
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if (!location) //just arrived home
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for(var/turf/T in get_area_turfs(destination))
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var/mob/M = locate(/mob) in T
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M << "\red You have arrived at Central Command. Operation has ended!"
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else //just left for the station
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launch_mauraders()
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for(var/turf/T in get_area_turfs(destination))
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var/mob/M = locate(/mob) in T
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M << "\red You have arrived at [station_name]. Commence operation!"
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reset_time = world.time + specops_return_delay //set the timeout
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spawn(20)
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if (!location) //just arrived home
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for(var/turf/T in get_area_turfs(destination))
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var/mob/M = locate(/mob) in T
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M << "\red You have arrived at Central Command. Operation has ended!"
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else //just left for the station
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launch_mauraders()
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for(var/turf/T in get_area_turfs(destination))
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var/mob/M = locate(/mob) in T
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M << "\red You have arrived at [station_name]. Commence operation!"
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var/obj/machinery/light/small/readylight/light = locate() in T
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if(light) light.set_state(1)
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/datum/shuttle/ferry/multidock/specops/cancel_launch()
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if (!can_cancel())
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@@ -219,3 +226,17 @@
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M.close()
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special_ops.readyreset()//Reset firealarm after the team launched.
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//End Marauder launchpad.
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/obj/machinery/light/small/readylight
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brightness_range = 5
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brightness_power = 1
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brightness_color = "#DA0205"
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var/state = 0
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/obj/machinery/light/small/readylight/proc/set_state(var/new_state)
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state = new_state
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if(state)
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brightness_color = "00FF00"
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else
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brightness_color = initial(brightness_color)
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update()
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