fixed some stuff. Not all of it yet.

This commit is contained in:
BlackMajor
2022-02-17 23:55:34 +13:00
parent c99270b5b1
commit f673cf2261
7 changed files with 63431 additions and 3773 deletions

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@@ -1,75 +0,0 @@
/obj/item/weapon/card/id/gateway/snowfield // Basic access
name = "Class 1 ID"
desc = "An ID card with a basic access for the base. There's a mark of a \
red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-s", "clip")
/obj/item/weapon/card/id/gateway/snowfield/class2 // Service
name = "Class 2 ID"
desc = "An ID card with a service work access for the base.There's a mark of \
a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp","top-green", "stamp-s", "clip")
access = list(26, 28)
/obj/item/weapon/card/id/gateway/snowfield/class3M // Medical
name = "Class 3M ID"
desc = "An ID card with an advanced medical support access for the base. \
There's a mark of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp","top-medblu", "stamp-s", "pips-medblu", "clip")
access = list(5, 33, 45)
/obj/item/weapon/card/id/gateway/snowfield/class3E // Engineering Part time worker
name = "Class 3E ID"
desc = "An ID card with a basic engineering support access for the base. \
There's a mark of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-orange", "stamp-s", "clip")
access = list (10)
/obj/item/weapon/card/id/gateway/snowfield/class4 // Security
name = "Class 4 ID"
desc = "An ID card with a security access for the base. There's a mark of a \
red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-red", "stamp-s", "clip")
access = list (1, 2)
/obj/item/weapon/card/id/gateway/snowfield/class4D // Detective
name = "Class 4D ID"
desc = "An ID card with a forensic security access for the base. There's a mark \
of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-red", "pips-brown", "stamp-s", "clip")
access = list (1, 2, 4)
/obj/item/weapon/card/id/gateway/snowfield/class5R // Researcher
name = "Class 5R ID"
desc = "An ID card with a research access for the base. There's a mark of a red \
star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-s", "clip")
access = list (47, 61)
/obj/item/weapon/card/id/gateway/snowfield/class5E // Engineering
name = "Class 5E ID"
desc = "An ID card with an advanced engineering access for the base. There's a mark \
of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-orange", "stripe-white", "stamp-s", "clip")
access = list (10, 11)
/obj/item/weapon/card/id/gateway/snowfield/class6S // Head of Security-Warden
name = "Class 6S ID"
desc = "An ID card with a full access towards the security of the base. There's a \
mark of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-red", "stripe-gold", "stamp-s", "clip")
access = list (1, 2, 3, 4)
/obj/item/weapon/card/id/gateway/snowfield/class6R // Research Director
name = "Class 6R ID"
desc = "An ID card with a full access towards the secrets of the base. There's a mark of a red \
star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-purple", "stripe-gold", "stamp-s", "clip")
access = list (30, 47, 61)
/obj/item/weapon/card/id/gateway/snowfield/class7 // Facility Director
name = "Class 7"
desc = "An ID card with a full access through out the base. There's a mark of a red \
star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-blue", "pips-gold", "stripe-gold", "stamp-s", "clip")
access = list (1, 3, 20, 30, 47, 61)

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@@ -250,6 +250,8 @@
<B>SPEAKER FOUR, \"MAX\":</B> Predicted to be Maxwell Ulysses Sarevic, zorren, known smuggler, and wanted in the Elysian Colonies for liberation of slaves and, quote, \'harshing my vibe, and being a, like, <U>total lamer</U>, dude\', unquote. 99% confidence. <B>SPEAKER FOUR, \"MAX\":</B> Predicted to be Maxwell Ulysses Sarevic, zorren, known smuggler, and wanted in the Elysian Colonies for liberation of slaves and, quote, \'harshing my vibe, and being a, like, <U>total lamer</U>, dude\', unquote. 99% confidence.
"} "}
//CHOMPADD start - Snowfield blackbox. Could move this to snowfield_ch.dm tbh.
/obj/structure/prop/blackbox/snowfield_base /obj/structure/prop/blackbox/snowfield_base
catalogue_data = list(/datum/category_item/catalogue/information/blackbox/snowfield_base) catalogue_data = list(/datum/category_item/catalogue/information/blackbox/snowfield_base)
@@ -302,4 +304,6 @@
<B>M&1N P0#ER $HU+TING DOWN. . . . .</B><BR> <B>M&1N P0#ER $HU+TING DOWN. . . . .</B><BR>
<B>%AV!NG RECORD . . . . . SAVED.</B><BR> <B>%AV!NG RECORD . . . . . SAVED.</B><BR>
<B>SWITCHING MODE TO : <U>ENERGY-SAVING MODE.</U></B> <B>SWITCHING MODE TO : <U>ENERGY-SAVING MODE.</U></B>
"} "}
//CHOMPADD end

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@@ -1,171 +0,0 @@
// -- Areas -- //
/area/awaymission/snowfield
icon_state = "blank"
// requires_power = 0
base_turf = /turf/snow/snow2
ambience = list('sound/ambience/ambispace.ogg','sound/music/title2.ogg','sound/music/space.ogg','sound/music/main.ogg','sound/music/traitor.ogg')
base_turf = /turf/simulated/floor/snow/snow2
/area/awaymission/snowfield/outside
icon_state = "green"
requires_power = 1
always_unpowered = 1
dynamic_lighting = 1
power_light = 0
power_equip = 0
power_environ = 0
mobcountmax = 100
floracountmax = 7000
valid_mobs = list(/mob/living/simple_mob/animal/sif/sakimm/polar, /mob/living/simple_mob/animal/sif/diyaab/polar,
/mob/living/simple_mob/animal/sif/shantak/polar, /mob/living/simple_mob/animal/space/bear/polar,
/mob/living/simple_mob/animal/wolf)
valid_flora = list(/obj/structure/flora/tree/pine, /obj/structure/flora/tree/pine, /obj/structure/flora/tree/pine,
/obj/structure/flora/tree/dead, /obj/structure/flora/grass/brown, /obj/structure/flora/grass/green,
/obj/structure/flora/grass/both, /obj/structure/flora/bush, /obj/structure/flora/ausbushes/grassybush,
/obj/structure/flora/ausbushes/sunnybush, /obj/structure/flora/ausbushes/genericbush, /obj/structure/flora/ausbushes/pointybush,
/obj/structure/flora/ausbushes/lavendergrass, /obj/structure/flora/ausbushes/sparsegrass, /obj/structure/flora/ausbushes/fullgrass)
/area/awaymission/snowfield/restricted // No mob spawns!
icon_state = "red"
mobcountmax = 1 // Hacky fix.
floracountmax = 100
valid_mobs = list(/obj/structure/flora/tree/pine) // Hacky fix.
valid_flora = list(/obj/structure/flora/tree/pine, /obj/structure/flora/tree/pine, /obj/structure/flora/tree/pine,
/obj/structure/flora/tree/dead, /obj/structure/flora/grass/brown, /obj/structure/flora/grass/green,
/obj/structure/flora/grass/both, /obj/structure/flora/bush, /obj/structure/flora/ausbushes/grassybush,
/obj/structure/flora/ausbushes/sunnybush, /obj/structure/flora/ausbushes/genericbush, /obj/structure/flora/ausbushes/pointybush,
/obj/structure/flora/ausbushes/lavendergrass, /obj/structure/flora/ausbushes/sparsegrass, /obj/structure/flora/ausbushes/fullgrass)
/area/awaymission/snowfield/base
icon_state = "away"
ambience = list() // Todo: Add better ambience.
// -- Mobs -- //
/mob/living/simple_mob/animal/space/bear/polar // More aggressive than normal bears so none of that fancy life() stuff.
name = "polar bear"
desc = "The real question is, why are you examining it, instead of running away?"
icon = 'icons/mob/vore.dmi'
icon_state = "polarbear"
icon_living = "polarbear"
icon_dead = "polarbear-dead"
icon_gib = "bear-gib"
vore_icons = SA_ICON_LIVING
vore_active = 1
say_list_type = /datum/say_list/polar_bear
faction = "polar"
maxHealth = 80
health = 80 // Polar bear will fuck you up.
//stop_when_pulled = 0 //VORESTATION AI TEMPORARY REMOVAL
//turns_per_move = 5 //VORESTATION AI TEMPORARY REMOVAL
see_in_dark = 6
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "desperately attacks"
melee_damage_lower = 20
melee_damage_upper = 50 // srsly u gon get rekt
minbodytemp = 0
//speak_chance = 1 //VORESTATION AI TEMPORARY REMOVAL
meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
/datum/say_list/polar_bear
speak = list("RAWR!","Rawr!","GRR!","Growl!")
emote_hear = list("rawrs","grumbles","grawls")
emote_see = list("stares ferociously", "stomps")
/mob/living/simple_mob/animal/space/bear/polar/death()
desc = "This bastard sure isn't drinking Space Cola anymore."
..()
/mob/living/simple_mob/animal/sif/sakimm/polar
faction = "polar"
/mob/living/simple_mob/animal/sif/diyaab/polar
faction = "polar"
/mob/living/simple_mob/animal/sif/shantak/polar
faction = "polar"
// -- Items -- //
// For fake solar power.
/obj/machinery/power/fractal_reactor/fluff/smes
name = "power storage unit"
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. The controls are locked."
icon_state = "smes"
/obj/effect/landmark/away
name = "awaystart"
/obj/effect/floor_decal/derelict/d1
name = "derelict1"
icon_state = "derelict1"
/obj/effect/floor_decal/derelict/d2
name = "derelict2"
icon_state = "derelict2"
/obj/effect/floor_decal/derelict/d3
name = "derelict3"
icon_state = "derelict3"
/obj/effect/floor_decal/derelict/d4
name = "derelict4"
icon_state = "derelict4"
/obj/effect/floor_decal/derelict/d5
name = "derelict5"
icon_state = "derelict5"
/obj/effect/floor_decal/derelict/d6
name = "derelict6"
icon_state = "derelict6"
/obj/effect/floor_decal/derelict/d7
name = "derelict7"
icon_state = "derelict7"
/obj/effect/floor_decal/derelict/d8
name = "derelict8"
icon_state = "derelict8"
/obj/effect/floor_decal/derelict/d9
name = "derelict9"
icon_state = "derelict9"
/obj/effect/floor_decal/derelict/d10
name = "derelict10"
icon_state = "derelict10"
/obj/effect/floor_decal/derelict/d11
name = "derelict11"
icon_state = "derelict11"
/obj/effect/floor_decal/derelict/d12
name = "derelict12"
icon_state = "derelict12"
/obj/effect/floor_decal/derelict/d13
name = "derelict13"
icon_state = "derelict13"
/obj/effect/floor_decal/derelict/d14
name = "derelict14"
icon_state = "derelict14"
/obj/effect/floor_decal/derelict/d15
name = "derelict15"
icon_state = "derelict15"
/obj/effect/floor_decal/derelict/d16
name = "derelict16"
icon_state = "derelict16"

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@@ -110,7 +110,6 @@
//CHOMPStation Addition End //CHOMPStation Addition End
lateload_gateway = list( lateload_gateway = list(
list("Carp Farm"),
list("Snow Field") list("Snow Field")
) //CHOMPedit: Gateway maps. For now nothing fancy, just some already existing maps while we make our own. ) //CHOMPedit: Gateway maps. For now nothing fancy, just some already existing maps while we make our own.

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@@ -59,7 +59,7 @@
name = "Gateway Destination" name = "Gateway Destination"
z = Z_LEVEL_GATEWAY z = Z_LEVEL_GATEWAY
#include "gateway/snowfield.dm" #include "gateway/snowfield_ch.dm" //CHOMPEDIT - Use the good one instead
/datum/map_template/sc_lateload/gateway/snowfield /datum/map_template/sc_lateload/gateway/snowfield
name = "Snow Field" name = "Snow Field"
desc = "An old base in middle of snowy wasteland" desc = "An old base in middle of snowy wasteland"

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@@ -0,0 +1,683 @@
// -- Areas -- //
/area/awaymission/snowfield
icon_state = "blank"
base_turf = /turf/simulated/floor/outdoors/dirt
/area/awaymission/snowfield/cavern
icon_state = "blue"
ambience = list('sound/ambience/ambimine.ogg', 'sound/ambience/song_game.ogg', 'sound/music/LRRMenu.ogg', 'sound/music/LRRTrack3.ogg', \
'sound/ambience/cave/AmbCaveDebriA.ogg', 'sound/ambience/cave/AmbCaveDebriB.ogg', 'sound/ambience/cave/AmbCaveDebriC.ogg', \
'sound/ambience/cave/AmbCaveDebriD.ogg')
always_unpowered = 1
/area/awaymission/snowfield/outside
icon_state = "green"
always_unpowered = 1
dynamic_lighting = 1
outdoors = 1
/area/awaymission/snowfield/checkpoint
name = "Checkpoint"
icon_state = "checkpoint1"
requires_power = 0
/area/awaymission/snowfield/solarshack
name = "Solarshack"
icon_state = "panelsA"
/area/awaymission/snowfield/checkpointunpowered // Limiting powered area
name = "Checkpoint"
icon_state = "darkred"
always_unpowered = 1
power_equip = 0
power_environ = 0
power_light = 0
/area/awaymission/snowfield/emergency_pathway/EP_powered
name = "Emergency Pathway"
icon_state = "green"
requires_power = 0
/area/awaymission/snowfield/emergency_pathway/EP_unpowered
name = "Emergency Pathway"
icon_state = "darkred"
always_unpowered = 1
power_equip = 0
power_environ = 0
power_light = 0
/area/awaymission/snowfield/restricted
icon_state = "red"
// Base Area
/area/awaymission/snowfield/hallway/checkpointhallway
name = "Gate Hallway"
icon_state = "entry_1"
requires_power = 0
/area/awaymission/snowfield/hallway/northhallway
name = "Northern Hallway"
icon_state = "north"
/area/awaymission/snowfield/hallway/centerhallway
name = "Center Hallway"
icon_state = "center"
/area/awaymission/snowfield/hallway/southhallway
name = "Southern Hallway"
icon_state = "south"
/area/awaymission/snowfield/hallway/dormhallway
name = "Dorm Hallway"
icon_state = "hallC"
/area/awaymission/snowfield/hallway/commandhallway
name = "Command Hallway"
icon_state = "hallC1"
/area/awaymission/snowfield/hallway/frontgate_substation
name = "Front Gate Substation"
icon_state = "substation"
/area/awaymission/snowfield/hallway/commandhallway_substation
name = "Command Substation"
icon_state = "substation"
// Security
/area/awaymission/snowfield/security/frontgate
name = "Front Gate Checkpoint"
icon_state = "checkpoint1"
requires_power = 0
power_equip = 1 // Powering entry
/area/awaymission/snowfield/security/seconddesk
name = "Second Gate Checkpoint"
icon_state = "checkpoint2"
requires_power = 0
power_equip = 1 // Powering entry
/area/awaymission/snowfield/security/lobby
name = "Security Lobby"
icon_state = "security"
/area/awaymission/snowfield/security/security_restroom
name = "Security Restroom"
icon_state = "security_bathroom"
/area/awaymission/snowfield/security/hallway
name = "Security Hallway"
icon_state = "red"
/area/awaymission/snowfield/security/detective
name = "Detective's Office"
icon_state = "detective"
/area/awaymission/snowfield/security/evidence_storage
name = "Evidence Storage"
icon_state = "evidence_storage"
/area/awaymission/snowfield/security/security_lockerroom
name = "Security Locker Room"
icon_state = "security_lockerroom"
/area/awaymission/snowfield/security/interrogation
name = "Security Interrogation Room"
icon_state = "interrogation"
/area/awaymission/snowfield/security/observatory
name = "Security Observation Room"
icon_state = "observatory"
/area/awaymission/snowfield/security/warden
name = "Warden's Office"
icon_state = "Warden"
/area/awaymission/snowfield/security/armory_entrance
name = "Armory Entrance"
icon_state = "armory_entrance"
/area/awaymission/snowfield/security/armory
name = "Armory"
icon_state = "armory"
requires_power = 0
/area/awaymission/snowfield/security/heavy_armory
name = "Heavy Armory"
icon_state = "riot_control"
requires_power = 0
/area/awaymission/snowfield/security/hallway2
name = "Security South Hallway"
icon_state = "red"
/area/awaymission/snowfield/security/firingrange
name = "Firing Range"
icon_state = "firingrange"
/area/awaymission/snowfield/security/security_cell_hallway
name = "Cell Hallway"
icon_state = "security_cell_hallway"
/area/awaymission/snowfield/security/security_cell
name = "Security Cell"
icon_state = "brig"
// Medical
/area/awaymission/snowfield/medical/front_desk
name = "Medical Front Desk"
icon_state = "medbay"
/area/awaymission/snowfield/medical/hallway
name = "Medical Hallway"
icon_state = "medbay4"
/area/awaymission/snowfield/medical/patients
name = "Medical Patients Room"
icon_state = "patients"
/area/awaymission/snowfield/medical/medical_restroom
name = "Medical Restroom"
icon_state = "restrooms"
/area/awaymission/snowfield/medical/patient_restroom
name = "Medical Patient Restroom"
icon_state = "restrooms"
/area/awaymission/snowfield/medical/medical_locker
name = "Medical Locker Room"
icon_state = "medbay3"
/area/awaymission/snowfield/medical/chemistry
name = "Chemistry"
icon_state = "chem"
/area/awaymission/snowfield/medical/surgery
name = "Surgery"
icon_state = "surgery"
/area/awaymission/snowfield/medical/medbay_breakroom
name = "Medical Breakroom"
icon_state = "medbay_breakroom"
/area/awaymission/snowfield/medical/staff_room
name = "Medical Staffroom"
icon_state = "medbay2"
/area/awaymission/snowfield/medical/storage_room
name = "Medical Storage Room"
icon_state = "medbay_primary_storage"
/area/awaymission/snowfield/medical/morgue
name = "Morgue"
icon_state = "morgue"
//Engineering
/area/awaymission/snowfield/engineering/hallway
name = "Engineering Hallway"
icon_state = "yellow"
/area/awaymission/snowfield/engineering/tech_storage
name = "Engineering Tech Storage"
icon_state = "storage"
/area/awaymission/snowfield/engineering/secure_tech_storage
name = "Engineering Secure Tech Storage"
icon_state = "auxstorage"
/area/awaymission/snowfield/engineering/primary_storage
name = "Engineering Primary Storage"
icon_state = "primarystorage"
/area/awaymission/snowfield/engineering/staff_room
name = "Engineering Staffroom"
icon_state = "engineering_break"
/area/awaymission/snowfield/engineering/locker_room
name = "Engineering Locker Room"
icon_state = "engineering_locker"
/area/awaymission/snowfield/engineering/restroom
name = "Engineering Restroom"
icon_state = "restrooms"
/area/awaymission/snowfield/engineering/monitor_room
name = "Engine Monitor Room"
icon_state = "engine_monitoring"
/area/awaymission/snowfield/engineering/engine_checkpoint
name = "Engine Checkpoint"
icon_state = "security"
/area/awaymission/snowfield/engineering/engine
name = "Engine Room"
icon_state = "engine"
//Public/Service area
/area/awaymission/snowfield/service/janitor
name = "Custodial Closet"
icon_state = "janitor"
/area/awaymission/snowfield/service/fridge
name = "Fridge"
icon_state = "fridge"
/area/awaymission/snowfield/service/kitchen
name = "Kitchen"
icon_state = "kitchen"
/area/awaymission/snowfield/service/hydro
name = "Hydroponics"
icon_state = "hydro"
/area/awaymission/snowfield/service/cafeteria
name = "Canteen"
icon_state = "cafeteria"
/area/awaymission/snowfield/service/publicstaff
name = "Public Staffroom"
icon_state = "recreation_area"
/area/awaymission/snowfield/public/charger
name = "Tool Storage"
icon_state = "yellow"
/area/awaymission/snowfield/public/toolstorage1
name = "Tool Storage 2"
icon_state = "emergencystorage"
/area/awaymission/snowfield/public/toolstroage2
name = "Command Toolstorage"
icon_state = "emergencystorage"
/area/awaymission/snowfield/public/publicrestroom
name = "Public Restroom"
icon_state = "restrooms"
/area/awaymission/snowfield/public/cafeteria_restroom
name = "Canteen Restroom"
icon_state = "restrooms"
//dorms
/area/awaymission/snowfield/dorms/dorm1
name = "Room 1"
/area/awaymission/snowfield/dorms/dorm2
name = "Room 2"
/area/awaymission/snowfield/dorms/dorm3
name = "Room 3"
/area/awaymission/snowfield/dorms/dorm4
name = "Room 4"
/area/awaymission/snowfield/dorms/dorm5
name = "Room 5"
/area/awaymission/snowfield/dorms/dorm6
name = "Room 6"
/area/awaymission/snowfield/dorms/dorm7
name = "Room 7"
/area/awaymission/snowfield/dorms/dorm8
name = "Room 8"
/area/awaymission/snowfield/dorms/dorm9
name = "Room 9"
/area/awaymission/snowfield/dorms/dorm10
name = "Room 10"
/area/awaymission/snowfield/dorms/dorm11
name = "Room 11"
/area/awaymission/snowfield/dorms/dorm12
name = "Room 12"
/area/awaymission/snowfield/dorms/dorm13
name = "Room 13"
/area/awaymission/snowfield/dorms/dorm14
name = "Room 14"
/area/awaymission/snowfield/dorms/dorm15
name = "Room 15"
/area/awaymission/snowfield/dorms/dorm16
name = "Room 16"
/area/awaymission/snowfield/dorms/panicroom
name = "Panic Room"
icon_state = "purple"
requires_power = 0
//commandroom
/area/awaymission/snowfield/command/server
name = "Server/Blackbox Room"
icon_state = "dark128"
requires_power = 0
/area/awaymission/snowfield/command/bridge
name = "Main Control/Monitoring Room"
icon_state = "bridge"
/area/awaymission/snowfield/command/observatory_path
name = "Observation Hallway"
icon_state = "entry_4"
/area/awaymission/snowfield/command/observatory
name = "Observation Room"
icon_state = "research"
requires_power = 0
/area/awaymission/snowfield/command/testroom
name = "Testing Chamber"
icon_state = "thunder"
requires_power = 0
/area/awaymission/snowfield/command/commandarmory
name = "Emergency Armory"
icon_state = "armory"
/area/awaymission/snowfield/command/monitorroom
name = "BSA Monitoring Room"
icon_state = "entry_1"
/area/awaymission/snowfield/command/sub_chamber
name = "BSA Sub-Chamber"
icon_state = "entry_2"
/area/awaymission/snowfield/command/gateway
name = "BSA-Gateway Chamber"
icon_state = "teleporter"
/area/awaymission/snowfield/command/bsa
name = "BSA Chamber"
icon_state = "security_sub"
requires_power = 0
//Limited function
/area/awaymission/snowfield/base // Limiting powered areas
icon_state = "away"
requires_power = 0
power_equip = 1
power_environ = 1
power_light = 1
/area/awaymission/snowfield/powerless // Limiting powered areas
icon_state = "darkred"
always_unpowered = 1
power_equip = 0
power_environ = 0
power_light = 0
// -- Items -- //
// For fake solar power.
/obj/machinery/power/fractal_reactor/fluff/smes
name = "power storage unit"
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. The controls are locked."
icon_state = "smes"
//For fake engine
/obj/machinery/power/rtg/fake_reactor
name = "Nuclear Reactor"
desc = "PTTO-3, an industrial all-in-one nuclear power plant by Neo-Chernobyl GmbH. The controls are locked."
power_gen = 150000
icon_state = "potatoon"
/obj/effect/landmark/away
name = "awaystart"
//Gateway mission exclusive special loot
/obj/item/weapon/gun/projectile/automatic/serdy/sr25c
name = "SR-25 Carbine"
icon_state="m4"
desc = "Heavily modified, this gun uses 7.62mm rather than 5.54mm and still has its automated fire mode. Equipped with suppressor, telescopic sight and the red dot sight on its side, it has a capability of handling the CQC and both in long range combat, without making much noises. Multi-dozens of accessories provides the improvement on the recoil, too. An old terran flag stamp and a spec-ops mark on the receiver approves its authentic state. Unmodified, cheep slack-off can be found just about everywhere, but this versions are very hard to come by. Chambered in 7.62x51mm."
description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', then click where you want to fire. To reload, click the weapon in your hand to unload (if needed), then add the appropriate ammo. To use the scope, use the appropriate verb in the object tab. The description will tell you what caliber you need."
caliber = "7.62mm"
magazine_type = /obj/item/ammo_magazine/m762
allowed_magazines = list(/obj/item/ammo_magazine/m762, /obj/item/ammo_magazine/m762m)
projectile_type = /obj/item/projectile/bullet/rifle/a762
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-5,-5), dispersion=list(0.0, 0.2, 0.4))
)
auto_loading_type = CLOSED_BOLT | LOCK_OPEN_EMPTY | LOCK_SLAPPABLE
load_method = MAGAZINE
muzzle_velocity = 880
w_class = ITEMSIZE_HUGE
action_button_name = "Use Scope"
accuracy = 10
scoped_accuracy = 20
one_handed_penalty = 65
silenced = 1
recoil = 0.5
/obj/item/weapon/gun/projectile/automatic/serdy/sr25c/ui_action_click()
scope()
/obj/item/weapon/gun/projectile/automatic/serdy/sr25c/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
/obj/item/weapon/gun/launcher/scopedrocket
name = "scoped rocket launcher"
desc = "Upon looking into the scope, you see the word on its center: MAGGOT."
icon_state = "rocket"
item_state = "rocket"
w_class = ITEMSIZE_HUGE //CHOMP Edit.
action_button_name = "Use Scope"
scoped_accuracy = 20
one_handed_penalty = 150 //Good luck shooting one handed.
throw_speed = 2
throw_range = 10
force = 5.0
slot_flags = 0
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
fire_sound = 'sound/weapons/rpg.ogg'
release_force = 15
throw_distance = 30
var/max_rockets = 1
var/list/rockets = new/list()
/obj/item/weapon/gun/launcher/scopedrocket/examine(mob/user)
. = ..()
if(get_dist(user, src) <= 2)
. += "<font color='blue'>[rockets.len] / [max_rockets] rockets.</font>"
/obj/item/weapon/gun/launcher/scopedrocket/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/ammo_casing/rocket))
if(rockets.len < max_rockets)
user.drop_item()
I.loc = src
rockets += I
to_chat(user, "<font color='blue'>You put the rocket in [src].</font>")
to_chat(user, "<font color='blue'>[rockets.len] / [max_rockets] rockets.</font>")
else
to_chat(usr, "<font color='red'>[src] cannot hold more rockets.</font>")
/obj/item/weapon/gun/launcher/scopedrocket/consume_next_projectile()
if(rockets.len)
var/obj/item/ammo_casing/rocket/I = rockets[1]
rockets -= I
return new I.projectile_type(src)
return null
/obj/item/weapon/gun/launcher/scopedrocket/handle_post_fire(mob/user, atom/target)
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]) at [target].")
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]) at [target].")
..()
/obj/item/weapon/gun/launcher/scopedrocket/ui_action_click()
scope()
/obj/item/weapon/gun/launcher/scopedrocket/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
//Lore Notes
/obj/item/weapon/paper/awaygate/snowfield/evacuation_order
name = "Order Directives"
info = "<center><B><font size=\"6\">HIGH PRIORITY ORDERS</font></B><BR><BR><BR>ORDERS \
TO <B>ALL CLASS 1, 2, 3 PERSONNEL</B><BR>Date of Order : <B>April 10, 1979</B>.</center> <BR><BR><BR>\
Directives : <B>Evacuation preparation from Facility. <BR>All related personnel, EXCLUDING 3M personnel \
must head to Chelyabinsk until 2100, April 10 and await for further directives.<BR>Base MUST \
maintain necessary items only. </B><BR><BR>Further directives and details shall be guided by <B>Class 4 \
or above personnel.</B>"
/obj/item/weapon/paper/awaygate/snowfield/evacuation_order2
name = "Mid Command Order Directives"
info = "<center><B><font size=\"6\">HIGH PRIORITY ORDERS</font></B><BR><BR><BR>ORDERS \
TO <B>ALL CLASS 4 PERSONNEL</B><BR>Date of Order : <B>April 10, 1979</B>.</center> <BR><BR><BR>\
Directives : <B>Evacuation preparation from Facility. <BR>All class 1,2,3 personnel must head to \
Chelyabinsk and empty the facility, EXCLUDING Medical team. (3M)<BR>Base MUST maintain necessary items only \
to operate 'Tunguska' and supplies for the crews who remains. 'Tunguska' Activation time at 0300, April 11, \
1979.</B><BR><BR>Further directives and details shall be guided by <B>Class 6 or above personnel.</B>"
/obj/item/weapon/paper/awaygate/snowfield/evacuation_order3
name = "High Command Order Directives"
info = "<center><B><font size=\"6\">HIGH PRIORITY ORDERS</font></B><BR><BR><BR>ORDERS \
TO <B>ALL CLASS 5, 6 PERSONNEL</B><BR>Date of Order : <B>April 10, 1979</B>.</center> <BR><BR><BR>\
Directives : <B>Evacuation preparation from Facility. <BR>All Class 1, 2, 3 personnel must head to \
Chelyabinsk and empty the facility, excluding Class 3M, guided by Class 4 personnel. <BR>All Class 5, 6 must \
check the stabiity of 'Tunguska' before the operation. Activation time at 0300, April 11, 1979.</B>"
/obj/item/weapon/paper/awaygate/snowfield/activation_order
name = "High Command Order Directives"
info = "<center><B><font size=\"6\">HIGH PRIORITY ORDERS</font></B><BR><BR><BR>ORDERS \
TO <B>ALL CLASS 5, 6 PERSONNEL</B><BR>Date of Order : <B>April 11, 1979</B>.</center> <BR><BR><BR>\
Directives : <B>Activation of 'Tunguska.' <BR>All class 5, 6 personnel must have a full search by \
Class 4 before entering the operation room. <BR>Any personnel who is not on the operations area shall \
be terminated on the spot. Notify to nearest Class 4 and 6 personnel if necessary.</B><BR><BR>Further directives \
and details shall be guided by <B>Class 6 Personnel.</B>"
/obj/item/weapon/paper/awaygate/snowfield/interrogation
name = "Interrogation note"
info = "(Recording Start)<BR>(00:00) This is Yemelyan Fedoro, the Warden of Sector 108.<BR>(00:09) Time of the \
record... <BR>(00:14) Twenty one-Fourty.<BR>(00:17) Three months of interrogation is finally coming up with \
a progress.<BR>(00:20) The lizard finally speaks, telling us the key points of the blueprint.<BR>(00:25) \
There are missing important componant followed by the blueprint,<BR>(00:32) however, we may manage to get enough \
from the asteroid back from 1908.<BR>(00:39) Exactly what the research team needs, whatever they say. Something \
they won't be able to get in their lifetime, what they say. (00:52) Vlad is just using the lizard as their \
Punching bag, now. (00:59) Gosh, their screams are worser than my grandma. Who would know an overgrown lizard \
would sound like that..<BR>(01:07) Best to finish up, now. We can get more informations from'em. Yemelyan Fedoro, out."
/obj/item/weapon/paper/awaygate/snowfield/note // Little easter egg for appreciation.
desc = "A gift card with a heart on the cover. Hey, there's a scribble on its back..."
name = "letter"
icon_state = "greetingcard_heart"
info = "<center><B><font size=\"6\">Congradulations!</font></B></center><BR><BR>You have just found a paper that \
was sitting at out of nowhere.<BR>Let there be a celebration to you, finding this tiny paper. But leaving this empty \
will be awkward, so, some few honorable mentions shall be here.<BR><BR><B>Maker of the Map:</B> H.K <BR><BR><B>Huge \
Emotional Support (And my life changer):</B> BlackMajor, Salty S<BR><BR><B>Supporters in the most troubled times</B>: \
BlackMajor, Ender, Jack, Lone/Einarr, Mango, Nickner, Salty S, Serdy, Skitz, Verkister<BR><BR><B>Helpers on the map work:</B> \
BlackMajor, Blitzkrieg, Dan 'Clanker' Neposh, Kassc, Mango, Rykka Stormheart, Salty S, Serdy, Verkister<BR><BR>\
<B>Map recovery helper (Curse you github, almost deleting the project):</B> BlackMajor, Helmian, Jennard.L, Kashtan <BR>\
<B>Also, not to forget - Huge thank you to</B>:You, who is reading this note. <BR><BR><BR>Let this be my 25c to remember."
/obj/item/weapon/paper/awaygate/snowfield/diary
desc = "A part of a ripped paper, likely from the book."
name = "diary, 18 of January, 1971"
info = "Dear diary.<BR><BR> This will be the last diary I write in this little outpost.<BR><BR> Militsiya \
has came today, to this middle-out-of-nowhere outpost,<BR> telling us to leave at once.<BR> Thankfully, \
cave is almost dry of coal, and Dmitry wasn't drunk for once just by the time militsiya came. \
Thank goodness. <BR> What the militsiya says it is from the government's orders. We had to leave \
sometime soon and find another coal vein, anyways. <BR><BR> Anatoly, two days ago, said he saw the army \
truck passing by few times around the mountains, so I think this is one of it. <BR><BR> Best to \
take our stuffs tomorrow. And some vodka bottles I have hidden.<BR><BR><BR><BR><B>BLAST, \
IT'S EMPTY! DIMITRY, THAT SCUMBAG - HOW DID HE EVEN KNEW THE BOTTLE'S THERE?!</B>"
/obj/item/weapon/card/id/gateway/snowfield // Basic access
name = "Class 1 ID"
desc = "An ID card with a basic access for the base. There's a mark of a \
red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-s", "clip")
/obj/item/weapon/card/id/gateway/snowfield/class2 // Service
name = "Class 2 ID"
desc = "An ID card with a service work access for the base.There's a mark of \
a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp","top-green", "stamp-s", "clip")
access = list(26, 28)
/obj/item/weapon/card/id/gateway/snowfield/class3M // Medical
name = "Class 3M ID"
desc = "An ID card with an advanced medical support access for the base. \
There's a mark of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp","top-medblu", "stamp-s", "pips-medblu", "clip")
access = list(5, 33, 45)
/obj/item/weapon/card/id/gateway/snowfield/class3E // Engineering Part time worker
name = "Class 3E ID"
desc = "An ID card with a basic engineering support access for the base. \
There's a mark of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-orange", "stamp-s", "clip")
access = list (10)
/obj/item/weapon/card/id/gateway/snowfield/class4 // Security
name = "Class 4 ID"
desc = "An ID card with a security access for the base. There's a mark of a \
red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-red", "stamp-s", "clip")
access = list (1, 2)
/obj/item/weapon/card/id/gateway/snowfield/class4D // Detective
name = "Class 4D ID"
desc = "An ID card with a forensic security access for the base. There's a mark \
of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-red", "pips-brown", "stamp-s", "clip")
access = list (1, 2, 4)
/obj/item/weapon/card/id/gateway/snowfield/class5R // Researcher
name = "Class 5R ID"
desc = "An ID card with a research access for the base. There's a mark of a red \
star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp", "top-purple", "stamp-s", "clip")
access = list (47, 61)
/obj/item/weapon/card/id/gateway/snowfield/class5E // Engineering
name = "Class 5E ID"
desc = "An ID card with an advanced engineering access for the base. There's a mark \
of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-orange", "stripe-white", "stamp-s", "clip")
access = list (10, 11)
/obj/item/weapon/card/id/gateway/snowfield/class6S // Head of Security-Warden
name = "Class 6S ID"
desc = "An ID card with a full access towards the security of the base. There's a \
mark of a red star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-red", "stripe-gold", "stamp-s", "clip")
access = list (1, 2, 3, 4)
/obj/item/weapon/card/id/gateway/snowfield/class6R // Research Director
name = "Class 6R ID"
desc = "An ID card with a full access towards the secrets of the base. There's a mark of a red \
star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-purple", "stripe-gold", "stamp-s", "clip")
access = list (30, 47, 61)
/obj/item/weapon/card/id/gateway/snowfield/class7 // Facility Director
name = "Class 7"
desc = "An ID card with a full access through out the base. There's a mark of a red \
star in the corner with hammer and sickle inside."
initial_sprite_stack = list("base-stamp-dark", "top-blue", "pips-gold", "stripe-gold", "stamp-s", "clip")
access = list (1, 3, 20, 30, 47, 61)