mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-16 13:13:03 +00:00
Generalized all ninja power and gear code to work with new rig system. Added shurikens, weapon mount, more work on deployable items. Readded energy nets and energy blades. Grenade launcher/charge stuff, interface stuff. Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files. Refactored the energy net and teleportation proc. Totally rewrote AI core/intellicard transfer procs. Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process. Updated map paths to use voidsuits. Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use. Added rigsuit verbs, added voice changer. Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets. Added drain_power() procs to vulnerable machinery. Reimplemented data theft. Added suit maluses for losing your cell while wearing one. Transitioned the rig suits to a back-mounted item that also controls a chestpiece. Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
147 lines
4.7 KiB
Plaintext
147 lines
4.7 KiB
Plaintext
/obj/structure/closet/syndicate
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name = "armoury closet"
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desc = "Why is this here?"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/structure/closet/syndicate/personal
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desc = "It's a storage unit for operative gear."
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/obj/structure/closet/syndicate/personal/New()
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..()
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new /obj/item/weapon/tank/jetpack/oxygen(src)
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/clothing/under/syndicate(src)
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new /obj/item/clothing/head/helmet/space/void/merc(src)
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new /obj/item/clothing/suit/space/void/merc(src)
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new /obj/item/weapon/crowbar/red(src)
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new /obj/item/weapon/cell/high(src)
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new /obj/item/weapon/card/id/syndicate(src)
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new /obj/item/device/multitool(src)
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new /obj/item/weapon/shield/energy(src)
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new /obj/item/clothing/shoes/magboots(src)
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/obj/structure/closet/syndicate/suit
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desc = "It's a storage unit for voidsuits."
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/obj/structure/closet/syndicate/suit/New()
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..()
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new /obj/item/weapon/tank/jetpack/oxygen(src)
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new /obj/item/clothing/shoes/magboots(src)
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new /obj/item/clothing/suit/space/void/merc(src)
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/clothing/head/helmet/space/void/merc(src)
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/obj/structure/closet/syndicate/nuclear
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desc = "It's a storage unit for nuclear-operative gear."
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/obj/structure/closet/syndicate/nuclear/New()
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..()
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/weapon/storage/box/handcuffs(src)
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new /obj/item/weapon/storage/box/flashbangs(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/weapon/pinpointer/nukeop(src)
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new /obj/item/weapon/pinpointer/nukeop(src)
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new /obj/item/weapon/pinpointer/nukeop(src)
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new /obj/item/weapon/pinpointer/nukeop(src)
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new /obj/item/weapon/pinpointer/nukeop(src)
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new /obj/item/device/pda/syndicate(src)
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var/obj/item/device/radio/uplink/U = new(src)
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U.hidden_uplink.uses = 40
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return
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/obj/structure/closet/syndicate/resources/
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desc = "An old, dusty locker."
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New()
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..()
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var/common_min = 30 //Minimum amount of minerals in the stack for common minerals
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var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals
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var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals
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var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK
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var/pickednum = rand(1, 50)
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//Sad trombone
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if(pickednum == 1)
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var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
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P.name = "IOU"
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P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
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//Metal (common ore)
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if(pickednum >= 2)
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new /obj/item/stack/sheet/metal(src, rand(common_min, common_max))
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//Glass (common ore)
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if(pickednum >= 5)
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new /obj/item/stack/sheet/glass(src, rand(common_min, common_max))
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//Plasteel (common ore) Because it has a million more uses then phoron
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if(pickednum >= 10)
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new /obj/item/stack/sheet/plasteel(src, rand(common_min, common_max))
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//Phoron (rare ore)
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if(pickednum >= 15)
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new /obj/item/stack/sheet/mineral/phoron(src, rand(rare_min, rare_max))
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//Silver (rare ore)
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if(pickednum >= 20)
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new /obj/item/stack/sheet/mineral/silver(src, rand(rare_min, rare_max))
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//Gold (rare ore)
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if(pickednum >= 30)
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new /obj/item/stack/sheet/mineral/gold(src, rand(rare_min, rare_max))
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//Uranium (rare ore)
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if(pickednum >= 40)
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new /obj/item/stack/sheet/mineral/uranium(src, rand(rare_min, rare_max))
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//Diamond (rare HONK)
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if(pickednum >= 45)
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new /obj/item/stack/sheet/mineral/diamond(src, rand(rare_min, rare_max))
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//Jetpack (You hit the jackpot!)
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if(pickednum == 50)
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new /obj/item/weapon/tank/jetpack/carbondioxide(src)
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return
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/obj/structure/closet/syndicate/resources/everything
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desc = "It's an emergency storage closet for repairs."
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New()
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var/list/resources = list(
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/obj/item/stack/sheet/metal,
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/obj/item/stack/sheet/glass,
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/obj/item/stack/sheet/mineral/gold,
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/obj/item/stack/sheet/mineral/silver,
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/obj/item/stack/sheet/mineral/phoron,
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/obj/item/stack/sheet/mineral/uranium,
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/obj/item/stack/sheet/mineral/diamond,
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/obj/item/stack/sheet/plasteel,
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/obj/item/stack/rods
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)
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for(var/i = 0, i<2, i++)
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for(var/res in resources)
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var/obj/item/stack/R = new res(src)
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R.amount = R.max_amount
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return |