mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Changelogs <action@github.com> Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com> Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com> Co-authored-by: Kashargul <KashL@t-online.de>
381 lines
15 KiB
Plaintext
381 lines
15 KiB
Plaintext
//These are meant for spawning on maps, namely Away Missions.
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//If someone can do this in a neater way, be my guest-Kor
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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/obj/effect/landmark/corpse
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name = "Unknown"
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var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
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var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
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var/corpsesuit = null
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var/corpseshoes = null
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var/corpsegloves = null
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var/corpseradio = null
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var/corpseglasses = null
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var/corpsemask = null
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var/corpsehelmet = null
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var/corpsebelt = null
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var/corpsepocket1 = null
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var/corpsepocket2 = null
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var/corpseback = null
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var/corpseid = 0 //Just set to 1 if you want them to have an ID
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var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
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var/corpseidicon = null //For setting it to be a gold, silver, CentCom etc ID
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var/species = SPECIES_HUMAN //defaults to generic-ass humans
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var/random_species = FALSE //flip to TRUE to randomize species from the list below
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var/list/random_species_list = list(SPECIES_HUMAN,SPECIES_TAJ,SPECIES_UNATHI,SPECIES_SKRELL) //preset list that can be overriden downstream. only includes common humanoids for voidsuit compatibility's sake.
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// var/random_appearance = FALSE //TODO: make this work
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// var/cause_of_death = null //TODO: set up a cause-of-death system. needs to support both damage types and actual wound types, so a body can have been bitten/stabbed/clawed/shot/burned/lasered/etc. to death
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delete_me = TRUE
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/obj/effect/landmark/corpse/Initialize()
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..()
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createCorpse()
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
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var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
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M.low_sorting_priority = TRUE
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if(random_species)
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var/random_pick = pick(random_species_list)
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M.set_species(random_pick)
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src.species = random_pick
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else
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M.set_species(species)
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//TODO: insert appearance randomization, needs to be species-based
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M.real_name = src.name
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M.death(1) //Kills the new mob
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//TODO: insert cause of death handling/wound simulation here
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if(src.corpseuniform)
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M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
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if(src.corpseshoes)
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M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
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if(src.corpsegloves)
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M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
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if(src.corpseradio)
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M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
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if(src.corpseglasses)
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M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
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if(src.corpsemask)
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M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
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if(src.corpsebelt)
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M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
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if(src.corpsepocket1)
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M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
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if(src.corpsepocket2)
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M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
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if(src.corpseback)
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M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
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if(src.corpseid == 1)
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var/obj/item/card/id/W = new(M)
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var/datum/job/jobdatum
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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if(J.title == corpseidaccess)
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jobdatum = J
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break
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if(src.corpseidicon)
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W.icon_state = corpseidicon
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if(src.corpseidaccess)
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if(jobdatum)
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W.access = jobdatum.get_access()
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else
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W.access = list()
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if(corpseidjob)
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W.assignment = corpseidjob
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M.set_id_info(W)
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M.equip_to_slot_or_del(W, slot_wear_id)
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// Do suit last to avoid equipping issues
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if(src.corpsehelmet)
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M.equip_voidhelm_to_slot_or_del_with_refit(new src.corpsehelmet(M), slot_head, src.species)
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if(src.corpsesuit)
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M.equip_voidsuit_to_slot_or_del_with_refit(new src.corpsesuit(M), slot_wear_suit, src.species)
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// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
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/obj/effect/landmark/corpse/syndicatesoldier
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name = "Mercenary"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/armor/vest
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corpseshoes = /obj/item/clothing/shoes/boots/swat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseradio = /obj/item/radio/headset
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corpsemask = /obj/item/clothing/mask/gas
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corpsehelmet = /obj/item/clothing/head/helmet/swat
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corpseback = /obj/item/storage/backpack
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = JOB_SYNDICATE
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/obj/effect/landmark/corpse/syndicatecommando
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name = "Mercenary Commando"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/space/void/merc
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corpseshoes = /obj/item/clothing/shoes/boots/swat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseradio = /obj/item/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/syndicate
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
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corpseback = /obj/item/tank/jetpack/oxygen
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corpsepocket1 = /obj/item/tank/emergency/oxygen
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = JOB_SYNDICATE
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///////////Civilians//////////////////////
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/obj/effect/landmark/corpse/random_civ
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name = "Civilian"
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corpseuniform = /obj/item/clothing/under/color/grey
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corpseshoes = /obj/item/clothing/shoes/black
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random_species = TRUE
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/obj/effect/landmark/corpse/chef
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name = JOB_CHEF
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corpseuniform = /obj/item/clothing/under/rank/chef
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corpsesuit = /obj/item/clothing/suit/chef/classic
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corpseshoes = /obj/item/clothing/shoes/black
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corpsehelmet = /obj/item/clothing/head/chefhat
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corpseback = /obj/item/storage/backpack
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corpseradio = /obj/item/radio/headset
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corpseid = 1
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corpseidjob = JOB_CHEF
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corpseidaccess = JOB_CHEF
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/obj/effect/landmark/corpse/doctor
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name = "Doctor"
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corpseradio = /obj/item/radio/headset/headset_med
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corpseuniform = /obj/item/clothing/under/rank/medical
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corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat
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corpseback = /obj/item/storage/backpack/medic
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corpsepocket1 = /obj/item/flashlight/pen
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corpseshoes = /obj/item/clothing/shoes/black
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corpseid = 1
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corpseidjob = JOB_MEDICAL_DOCTOR
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corpseidaccess = JOB_MEDICAL_DOCTOR
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/obj/effect/landmark/corpse/engineer
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name = JOB_ENGINEER
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corpseradio = /obj/item/radio/headset/headset_eng
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corpseuniform = /obj/item/clothing/under/rank/engineer
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corpseback = /obj/item/storage/backpack/industrial
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corpseshoes = /obj/item/clothing/shoes/orange
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corpsebelt = /obj/item/storage/belt/utility/full
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corpsegloves = /obj/item/clothing/gloves/yellow
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corpsehelmet = /obj/item/clothing/head/hardhat
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corpseid = 1
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corpseidjob = JOB_ENGINEER
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corpseidaccess = JOB_ENGINEER
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/obj/effect/landmark/corpse/engineer/rig
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corpsesuit = /obj/item/clothing/suit/space/void/engineering
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corpsemask = /obj/item/clothing/mask/breath
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/engineering
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corpseback = /obj/item/tank/oxygen
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/obj/effect/landmark/corpse/clown
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name = JOB_CLOWN
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corpseuniform = /obj/item/clothing/under/rank/clown
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corpseshoes = /obj/item/clothing/shoes/clown_shoes
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corpseradio = /obj/item/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/clown_hat
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corpsepocket1 = /obj/item/bikehorn
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corpseback = /obj/item/storage/backpack/clown
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corpseid = 1
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corpseidjob = JOB_CLOWN
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corpseidaccess = JOB_CLOWN
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/obj/effect/landmark/corpse/scientist
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name = JOB_SCIENTIST
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corpseradio = /obj/item/radio/headset/headset_sci
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corpseuniform = /obj/item/clothing/under/rank/scientist
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corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat/science
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corpseback = /obj/item/storage/backpack
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corpseshoes = /obj/item/clothing/shoes/white
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corpseid = 1
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corpseidjob = JOB_SCIENTIST
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corpseidaccess = JOB_SCIENTIST
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/obj/effect/landmark/corpse/security
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name = JOB_SECURITY_OFFICER
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corpseradio = /obj/item/radio/headset/headset_sec
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corpseuniform = /obj/item/clothing/under/rank/security
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corpsesuit = /obj/item/clothing/suit/armor/vest
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corpseback = /obj/item/storage/backpack/security
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corpseshoes = /obj/item/clothing/shoes/boots/jackboots
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corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
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corpsegloves = /obj/item/clothing/gloves/black
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corpsehelmet = /obj/item/clothing/head/helmet
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corpseid = 1
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corpseidjob = JOB_SECURITY_OFFICER
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corpseidaccess = JOB_SECURITY_OFFICER
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/obj/effect/landmark/corpse/security/rig
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corpsesuit = /obj/item/clothing/suit/space/void/security
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corpsemask = /obj/item/clothing/mask/breath
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/security
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corpseback = /obj/item/tank/jetpack/oxygen
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/obj/effect/landmark/corpse/security/rig/eva
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corpsesuit = /obj/item/clothing/suit/space/void/security/alt
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/security/alt
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corpseidjob = "Starship Security Officer"
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/obj/effect/landmark/corpse/prisoner
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name = "Unknown Prisoner"
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corpseuniform = /obj/item/clothing/under/color/prison
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corpseshoes = /obj/item/clothing/shoes/orange
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corpseid = 1
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corpseidjob = "Prisoner"
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random_species = TRUE
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/obj/effect/landmark/corpse/miner
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corpseradio = /obj/item/radio/headset/headset_cargo
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corpseuniform = /obj/item/clothing/under/rank/miner
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corpsegloves = /obj/item/clothing/gloves/black
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corpseback = /obj/item/storage/backpack/industrial
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corpseshoes = /obj/item/clothing/shoes/black
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corpseid = 1
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corpseidjob = JOB_SHAFT_MINER
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corpseidaccess = JOB_SHAFT_MINER
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/obj/effect/landmark/corpse/miner/rig
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corpsesuit = /obj/item/clothing/suit/space/void/mining
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corpsemask = /obj/item/clothing/mask/breath
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/mining
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corpseback = /obj/item/tank/oxygen
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/////////////////Vintage//////////////////////
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//define the basic props at this level and only change specifics for variants, e.z.
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/obj/effect/landmark/corpse/vintage
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name = "Unknown Crewmate"
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corpseuniform = /obj/item/clothing/under/utility
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corpsesuit = /obj/item/clothing/suit/space/void/refurb
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb
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corpsemask = /obj/item/clothing/mask/breath
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corpseback = /obj/item/tank/oxygen
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corpseid = 1
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corpseidjob = "Crewmate"
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/obj/effect/landmark/corpse/vintage/engineering
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name = "Unknown " + JOB_ENGINEER
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corpsesuit = /obj/item/clothing/suit/space/void/refurb/engineering
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/engineering
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corpsebelt = /obj/item/storage/belt/utility/full
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corpseback = /obj/item/tank/oxygen/yellow
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corpseidjob = JOB_ENGINEER
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/obj/effect/landmark/corpse/vintage/marine
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name = "Unknown Marine"
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corpsesuit = /obj/item/clothing/suit/space/void/refurb/marine
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/marine
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corpsebelt = /obj/item/storage/belt/security/tactical
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corpseidjob = "Marine"
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/obj/effect/landmark/corpse/vintage/medical
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name = "Unknown Medic"
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corpsesuit = /obj/item/clothing/suit/space/void/refurb/medical
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/medical
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corpsebelt = /obj/item/storage/belt/medical
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corpseidjob = "Medic"
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/obj/effect/landmark/corpse/vintage/mercenary
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name = "Unknown Mercenary"
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corpsesuit = /obj/item/clothing/suit/space/void/refurb/mercenary
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/mercenary
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corpsebelt = /obj/item/storage/belt/security/tactical
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corpseback = /obj/item/tank/oxygen/red
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corpseidjob = "Mercenary"
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/obj/effect/landmark/corpse/vintage/officer
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name = "Unknown " + JOB_ALT_CAPTAIN
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corpsesuit = /obj/item/clothing/suit/space/void/refurb/officer
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/officer
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corpseidjob = JOB_ALT_CAPTAIN
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corpseback = /obj/item/tank/oxygen/yellow
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/obj/effect/landmark/corpse/vintage/pilot
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name = "Unknown " + JOB_PILOT
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corpsesuit = /obj/item/clothing/suit/space/void/refurb/pilot
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/pilot
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corpseidjob = JOB_PILOT
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/obj/effect/landmark/corpse/vintage/research
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name = "Unknown " + JOB_ALT_RESEARCHER
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corpsesuit = /obj/item/clothing/suit/space/void/refurb/research
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/refurb/research
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corpseidjob = JOB_ALT_RESEARCHER
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/////////////////Officers//////////////////////
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/obj/effect/landmark/corpse/bridgeofficer
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name = "Bridge Officer"
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corpseradio = /obj/item/radio/headset/heads/hop
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corpseuniform = /obj/item/clothing/under/rank/centcom_officer
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corpsesuit = /obj/item/clothing/suit/armor/bulletproof
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corpseshoes = /obj/item/clothing/shoes/black
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corpseglasses = /obj/item/clothing/glasses/sunglasses
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corpseid = 1
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corpseidjob = "Bridge Officer"
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corpseidaccess = JOB_ALT_CAPTAIN
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/obj/effect/landmark/corpse/commander
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name = "Commander"
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corpseuniform = /obj/item/clothing/under/rank/centcom_captain
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corpsesuit = /obj/item/clothing/suit/armor/bulletproof
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corpseradio = /obj/item/radio/headset/heads/captain
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corpseglasses = /obj/item/clothing/glasses/eyepatch
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corpsemask = /obj/item/clothing/mask/smokable/cigarette/cigar/cohiba
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corpsehelmet = /obj/item/clothing/head/centhat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseshoes = /obj/item/clothing/shoes/boots/swat
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corpsepocket1 = /obj/item/flame/lighter/zippo
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corpseid = 1
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corpseidjob = "Commander"
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corpseidaccess = JOB_ALT_CAPTAIN
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/////////////////Lore Factions//////////////////////
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/obj/effect/landmark/corpse/sifguard
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name = "Patrolman"
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corpseuniform = /obj/item/clothing/under/solgov/utility/sifguard
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corpsesuit = /obj/item/clothing/suit/storage/hooded/wintercoat/solgov
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corpsebelt = /obj/item/storage/belt/security/tactical
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corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
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corpsemask = /obj/item/clothing/mask/balaclava
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corpsehelmet = /obj/item/clothing/head/beret/solgov/sifguard
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corpsegloves = /obj/item/clothing/gloves/duty
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corpseshoes = /obj/item/clothing/shoes/boots/tactical
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corpsepocket1 = /obj/item/clothing/accessory/armor/tag/sifguard
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corpseid = 1
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corpseidjob = "Sif Defense Force Patrolman"
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/obj/effect/landmark/corpse/hedberg
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name = "Hedberg-Hammarstrom Mercenary"
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corpseuniform = /obj/item/clothing/under/solgov/utility/sifguard
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corpsesuit = /obj/item/clothing/suit/storage/vest/solgov/hedberg
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corpsebelt = /obj/item/storage/belt/security
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corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
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corpsehelmet = /obj/item/clothing/head/beret/corp/hedberg
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corpseshoes = /obj/item/clothing/shoes/boots/jackboots
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corpseid = 1
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corpseidjob = "Hedberg-Hammarstrom Officer"
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/obj/effect/landmark/corpse/hedberg/merc
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name = "Hedberg-Hammarstrom Mercenary"
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corpsebelt = /obj/item/storage/belt/security/tactical
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corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud
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corpsehelmet = /obj/item/clothing/head/helmet/flexitac
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corpsegloves = /obj/item/clothing/gloves/combat
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corpseshoes = /obj/item/clothing/shoes/boots/tactical
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corpseid = 1
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corpseidjob = "Hedberg-Hammarstrom Enforcer"
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