// Legacy version. Need to investigate what the hell lootdrop in loot.dm does later. -Ace /obj/effect/landmark/loot_spawn name = "loot spawner" icon_state = "grabbed1" var/live_cargo = 1 // So you can turn off aliens. var/low_probability = 0 var/spawned_faction = "hostile" // Spawned mobs can have their faction changed. /obj/effect/landmark/loot_spawn/low name = "low prob loot spawner" icon_state = "grabbed" low_probability = 1 /obj/effect/landmark/loot_spawn/New() switch(pick( \ low_probability * 1000;"nothing", \ 200 - low_probability * 175;"treasure", \ 25 + low_probability * 75;"remains", \ 50 + low_probability * 50;"clothes", \ "glasses", \ 100 - low_probability * 50;"weapons", \ 100 - low_probability * 50;"spacesuit", \ "health", \ 25 + low_probability * 75;"snacks", \ /*25;"alien", \ */ //VORESTATION AI TEMPORARY REMOVAL "lights", \ 25 - low_probability * 25;"engineering", \ 25 - low_probability * 25;"coffin", \ /*25;"mimic", \ //VORESTATION AI TEMPORARY REMOVAL 25;"viscerator", \ */ //VORESTATION AI TEMPORARY REMOVAL )) if("treasure") var/obj/structure/closet/crate/C = new(src.loc) if(prob(33)) // Smuggled goodies. new /obj/item/stolenpackage(C) if(prob(33)) //coins var/amount = rand(2,6) var/list/possible_spawns = list() for(var/coin_type in typesof(/obj/item/weapon/coin)) possible_spawns += coin_type var/coin_type = pick(possible_spawns) for(var/i=0,i