mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-27 14:06:43 +01:00
Merge pull request #3668 from VOREStation/polaris-sync-2018-05-01
Polaris Sync 2018-05-01
This commit is contained in:
@@ -74,9 +74,6 @@ What is the naming convention for planes or layers?
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#define DOOR_CLOSED_LAYER 3.1 // Doors when closed
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#define WINDOW_LAYER 3.2 // Windows
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#define ON_WINDOW_LAYER 3.3 // Ontop of a window
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#define SHOWER_OPEN_LAYER 3.4 // Showers when open
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// Obj/Mob layer boundary
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#define SHOWER_CLOSED_LAYER 4.2 // Should be converted to plane swaps
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// Mob planes
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#define MOB_PLANE -25
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@@ -10,6 +10,5 @@
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#define WEATHER_HOT "hot"
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#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
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#define PLANET_PROCESS_WEATHER 0x1
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#define PLANET_PROCESS_SUN 0x2
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#define PLANET_PROCESS_TEMP 0x4
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#define PLANET_PROCESS_SUN 0x1
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#define PLANET_PROCESS_TEMP 0x2
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@@ -21,6 +21,7 @@ var/datum/controller/process/planet/planet_controller = null
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for(var/datum/planet/P in planets)
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if(OT.z in P.expected_z_levels)
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P.planet_floors |= OT
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OT.vis_contents |= P.weather_holder.visuals
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break
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outdoor_turfs.Cut() //Why were you in there INCORRECTLY?
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@@ -36,6 +37,7 @@ var/datum/controller/process/planet/planet_controller = null
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var/datum/planet/P = planet
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if(T.z in P.expected_z_levels)
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P.planet_floors -= T
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T.vis_contents -= P.weather_holder.visuals
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/datum/controller/process/planet/doWork()
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if(outdoor_turfs.len || planetary_walls.len)
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@@ -44,19 +46,6 @@ var/datum/controller/process/planet/planet_controller = null
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for(var/datum/planet/P in planets)
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P.process(schedule_interval / 10)
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SCHECK //Your process() really shouldn't take this long...
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//Weather style needs redrawing
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if(P.needs_work & PLANET_PROCESS_WEATHER)
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P.needs_work &= ~PLANET_PROCESS_WEATHER
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var/image/new_overlay = image(icon = P.weather_holder.current_weather.icon, icon_state = P.weather_holder.current_weather.icon_state)
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new_overlay.plane = PLANE_PLANETLIGHTING
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//Redraw weather icons
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for(var/T in P.planet_floors)
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var/turf/simulated/turf = T
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// turf.overlays -= turf.weather_overlay
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turf.weather_overlay = new_overlay
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// turf.overlays += turf.weather_overlay
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turf.update_icon()
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SCHECK
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//Sun light needs changing
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if(P.needs_work & PLANET_PROCESS_SUN)
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@@ -450,7 +450,7 @@
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item_state_slots = list(slot_r_hand_str = "medicalpack", slot_l_hand_str = "medicalpack")
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foldable = null
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max_w_class = ITEMSIZE_NORMAL
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can_hold = list(/obj/item/organ, /obj/item/weapon/reagent_containers/food, /obj/item/weapon/reagent_containers/glass)
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can_hold = list(/obj/item/organ)
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max_storage_space = ITEMSIZE_COST_NORMAL * 5 // Formally 21. Odd numbers are bad.
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use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
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@@ -1,6 +1,16 @@
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/obj/random/gun/random
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name = "Random Weapon"
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desc = "This is a random energy or ballistic weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energystun100"
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/obj/random/gun/random/item_to_spawn()
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return pick(prob(5);/obj/random/energy,
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prob(5);/obj/random/projectile/random)
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/obj/random/energy
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name = "Random Energy Weapon"
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desc = "This is a random security weapon."
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desc = "This is a random weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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@@ -83,6 +93,18 @@
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prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/projectile/shotgun
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name = "Random Projectile Weapon"
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desc = "This is a random projectile weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "shotgun"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/handgun
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name = "Random Handgun"
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desc = "This is a random sidearm."
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@@ -126,4 +148,256 @@
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prob(4);/obj/item/ammo_magazine/m45/rubber,
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prob(4);/obj/item/ammo_magazine/m45/flash,
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prob(2);/obj/item/ammo_magazine/m9mmt,
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prob(6);/obj/item/ammo_magazine/m9mmt/rubber)
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prob(6);/obj/item/ammo_magazine/m9mmt/rubber)
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/obj/random/projectile/random
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name = "Random Projectile Weapon"
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desc = "This is a random weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/random/item_to_spawn()
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return pick(prob(3);/obj/random/multiple/gun/projectile/handgun,
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prob(2);/obj/random/multiple/gun/projectile/smg,
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prob(2);/obj/random/multiple/gun/projectile/shotgun,
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prob(1);/obj/random/multiple/gun/projectile/rifle)
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/obj/random/multiple/gun/projectile/smg
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name = "random smg projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "saber"
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/obj/random/multiple/gun/projectile/smg/item_to_spawn()
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return pick(
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/wt550,
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/obj/item/ammo_magazine/m9mmt,
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/obj/item/ammo_magazine/m9mmt
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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/obj/item/ammo_magazine/m45uzi,
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/obj/item/ammo_magazine/m45uzi
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/tommygun,
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/obj/item/ammo_magazine/m45tommy,
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/obj/item/ammo_magazine/m45tommy
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/c20r,
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/obj/item/ammo_magazine/m10mm,
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/obj/item/ammo_magazine/m10mm
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/automatic/p90,
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/obj/item/ammo_magazine/m9mmp90
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)
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)
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/obj/random/multiple/gun/projectile/rifle
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name = "random rifle projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "carbine"
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//Concerns about the bullpup, but currently seems to be only a slightly stronger z8. But we shall see.
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/obj/random/multiple/gun/projectile/rifle/item_to_spawn()
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return pick(
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/sts35,
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/obj/item/ammo_magazine/m545,
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/obj/item/ammo_magazine/m545
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/z8,
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/obj/item/ammo_magazine/m762,
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/obj/item/ammo_magazine/m762
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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/obj/item/ammo_magazine/clip/c762,
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/obj/item/ammo_magazine/clip/c762
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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/obj/item/ammo_magazine/clip/c762,
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/obj/item/ammo_magazine/clip/c762
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/garand,
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/obj/item/ammo_magazine/m762garand,
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/obj/item/ammo_magazine/m762garand
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/automatic/bullpup,
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/obj/item/ammo_magazine/m762,
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/obj/item/ammo_magazine/m762
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)
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)
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/obj/random/multiple/gun/projectile/handgun
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name = "random handgun projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/multiple/gun/projectile/handgun/item_to_spawn()
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return pick(
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prob(5);list(
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/obj/item/weapon/gun/projectile/colt,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/contender,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/contender/tacticool,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/deagle,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/deagle/camo,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/deagle/gold,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/derringer,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/luger,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/luger/brown,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/sec/wood,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/p92x,
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/obj/item/ammo_magazine/m9mm,
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/obj/item/ammo_magazine/m9mm
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/p92x/brown,
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/obj/item/ammo_magazine/m9mm,
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/obj/item/ammo_magazine/m9mm
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/p92x/large,
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/obj/item/ammo_magazine/m9mm/large,
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/obj/item/ammo_magazine/m9mm/large
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/pistol,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/silenced,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/revolver/deckard,
|
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/s38
|
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/revolver/detective,
|
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/obj/item/ammo_magazine/s38,
|
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/obj/item/ammo_magazine/s38
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/judge,
|
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/obj/item/ammo_magazine/clip/c12g,
|
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/obj/item/ammo_magazine/clip/c12g,
|
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/obj/item/ammo_magazine/clip/c12g
|
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/lemat,
|
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/obj/item/ammo_magazine/s38,
|
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/obj/item/ammo_magazine/s38,
|
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/obj/item/ammo_magazine/clip/c12g
|
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),
|
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prob(2);list(
|
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/obj/item/weapon/gun/projectile/revolver/mateba,
|
||||
/obj/item/ammo_magazine/s357,
|
||||
/obj/item/ammo_magazine/s357
|
||||
),
|
||||
prob(2);list(
|
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/obj/item/weapon/gun/projectile/revolver/webley,
|
||||
/obj/item/ammo_magazine/s44,
|
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/obj/item/ammo_magazine/s44
|
||||
),
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prob(1);list(
|
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/obj/item/weapon/gun/projectile/revolver/webley/auto,
|
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/obj/item/ammo_magazine/s44,
|
||||
/obj/item/ammo_magazine/s44
|
||||
)
|
||||
)
|
||||
|
||||
/obj/random/multiple/gun/projectile/shotgun
|
||||
name = "random shotgun projectile gun"
|
||||
desc = "Loot for PoIs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "shotgun"
|
||||
|
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/obj/random/multiple/gun/projectile/shotgun/item_to_spawn()
|
||||
return pick(
|
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prob(4);list(
|
||||
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet
|
||||
),
|
||||
prob(3);list(
|
||||
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet,
|
||||
/obj/item/ammo_magazine/clip/c12g/pellet
|
||||
),
|
||||
prob(3);list(
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/slug,
|
||||
/obj/item/weapon/storage/box/shotgunammo
|
||||
),
|
||||
prob(1);list(
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/combat,
|
||||
/obj/item/weapon/storage/box/shotgunammo
|
||||
)
|
||||
)
|
||||
@@ -92,8 +92,8 @@
|
||||
/obj/random/multiple/minevault
|
||||
name = "random vault loot"
|
||||
desc = "Loot for mine vaults."
|
||||
icon = 'icons/misc/mark.dmi'
|
||||
icon_state = "rup"
|
||||
icon = 'icons/obj/storage.dmi'
|
||||
icon_state = "crate"
|
||||
|
||||
/obj/random/multiple/minevault/item_to_spawn()
|
||||
return pick(
|
||||
|
||||
@@ -159,8 +159,8 @@
|
||||
/obj/random/medical
|
||||
name = "Random Medicine"
|
||||
desc = "This is a random medical item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "advfirstaid"
|
||||
icon = 'icons/obj/stacks.dmi'
|
||||
icon_state = "traumakit"
|
||||
|
||||
/obj/random/medical/item_to_spawn()
|
||||
return pick(prob(21);/obj/random/medical/lite,
|
||||
|
||||
@@ -74,6 +74,23 @@
|
||||
prob(1);/mob/living/simple_animal/hostile/goose,
|
||||
prob(20);/mob/living/simple_animal/giant_crab)
|
||||
|
||||
|
||||
/obj/random/mob/sif/peaceful
|
||||
name = "Random Peaceful Sif Animal"
|
||||
desc = "This is a random peaceful cold weather animal."
|
||||
icon_state = "penguin"
|
||||
|
||||
mob_returns_home = 1
|
||||
mob_wander_distance = 12
|
||||
|
||||
/obj/random/mob/sif/peaceful/item_to_spawn()
|
||||
return pick(prob(30);/mob/living/simple_animal/retaliate/diyaab,
|
||||
prob(15);/mob/living/simple_animal/crab,
|
||||
prob(15);/mob/living/simple_animal/penguin,
|
||||
prob(15);/mob/living/simple_animal/mouse,
|
||||
prob(15);/mob/living/simple_animal/corgi/tamaskan,
|
||||
prob(20);/mob/living/simple_animal/giant_crab)
|
||||
|
||||
/obj/random/mob/sif/hostile
|
||||
name = "Random Hostile Sif Animal"
|
||||
desc = "This is a random hostile cold weather animal."
|
||||
@@ -97,6 +114,18 @@
|
||||
prob(33);/mob/living/simple_animal/hostile/giant_spider/hunter,
|
||||
prob(45);/mob/living/simple_animal/hostile/giant_spider)
|
||||
|
||||
/obj/random/mob/spider/nurse
|
||||
name = "Random Nurse Spider"
|
||||
desc = "This is a random nurse spider."
|
||||
icon_state = "nurse"
|
||||
|
||||
mob_returns_home = 1
|
||||
mob_wander_distance = 4
|
||||
|
||||
/obj/random/mob/spider/nurse/item_to_spawn()
|
||||
return pick(prob(22);/mob/living/simple_animal/hostile/giant_spider/nurse/hat,
|
||||
prob(45);/mob/living/simple_animal/hostile/giant_spider/nurse)
|
||||
|
||||
/obj/random/mob/spider/mutant
|
||||
name = "Random Mutant Spider"
|
||||
desc = "This is a random mutated spider."
|
||||
|
||||
@@ -97,6 +97,31 @@
|
||||
)
|
||||
)
|
||||
|
||||
/obj/random/multiple/voidsuit/medical
|
||||
name = "Random Mining Voidsuit"
|
||||
desc = "This is a random mining voidsuit."
|
||||
icon = 'icons/obj/clothing/suits.dmi'
|
||||
icon_state = "rig-mining"
|
||||
|
||||
/obj/random/multiple/voidsuit/medical/item_to_spawn()
|
||||
return pick(
|
||||
prob(5);list(
|
||||
/obj/item/clothing/suit/space/void/medical,
|
||||
/obj/item/clothing/head/helmet/space/void/medical
|
||||
),
|
||||
prob(1);list(
|
||||
/obj/item/clothing/suit/space/void/medical/alt,
|
||||
/obj/item/clothing/head/helmet/space/void/medical/alt
|
||||
),
|
||||
prob(3);list(
|
||||
/obj/item/clothing/suit/space/void/medical/bio,
|
||||
/obj/item/clothing/head/helmet/space/void/medical/bio
|
||||
),
|
||||
prob(4);list(
|
||||
/obj/item/clothing/suit/space/void/medical/emt,
|
||||
/obj/item/clothing/head/helmet/space/void/medical/emt
|
||||
)
|
||||
)
|
||||
|
||||
/obj/random/rigsuit
|
||||
name = "Random rigsuit"
|
||||
|
||||
@@ -2,13 +2,15 @@
|
||||
name = "curtain"
|
||||
icon = 'icons/obj/curtain.dmi'
|
||||
icon_state = "closed"
|
||||
layer = SHOWER_OPEN_LAYER
|
||||
plane = MOB_PLANE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
opacity = 1
|
||||
density = 0
|
||||
|
||||
/obj/structure/curtain/open
|
||||
icon_state = "open"
|
||||
layer = SHOWER_CLOSED_LAYER
|
||||
plane = OBJ_PLANE
|
||||
layer = OBJ_LAYER
|
||||
opacity = 0
|
||||
|
||||
/obj/structure/curtain/bullet_act(obj/item/projectile/P, def_zone)
|
||||
@@ -27,10 +29,12 @@
|
||||
set_opacity(!opacity)
|
||||
if(opacity)
|
||||
icon_state = "closed"
|
||||
layer = SHOWER_CLOSED_LAYER
|
||||
plane = MOB_PLANE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
else
|
||||
icon_state = "open"
|
||||
layer = SHOWER_OPEN_LAYER
|
||||
plane = OBJ_PLANE
|
||||
layer = OBJ_LAYER
|
||||
|
||||
/obj/structure/curtain/attackby(obj/item/P, mob/user)
|
||||
if(istype(P, /obj/item/weapon/wirecutters))
|
||||
@@ -76,6 +80,3 @@
|
||||
|
||||
/obj/structure/curtain/open/shower/security
|
||||
color = "#AA0000"
|
||||
|
||||
#undef SHOWER_OPEN_LAYER
|
||||
#undef SHOWER_CLOSED_LAYER
|
||||
|
||||
@@ -830,3 +830,42 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
/obj/item/mecha_parts/mecha_equipment/repair_droid,
|
||||
/obj/item/mecha_parts/mecha_equipment/teleporter
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/surface/drone
|
||||
name = "drone wreckage"
|
||||
desc = "The ruins of some unfortunate drone. Perhaps something is salvageable."
|
||||
icon = 'icons/mob/animal.dmi'
|
||||
icon_state = "drone_dead"
|
||||
|
||||
// Since the actual drone loot is a bit stupid in how it is handled, this is a sparse and empty list with items I don't exactly want in it. But until we can get the proper items in . . .
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
/obj/item/stack/cable_coil/random,
|
||||
/obj/random/tank,
|
||||
/obj/random/tech_supply/component,
|
||||
/obj/item/stack/material/steel{amount = 25},
|
||||
/obj/item/stack/material/glass{amount = 10},
|
||||
/obj/item/stack/material/plasteel{amount = 5},
|
||||
/obj/item/weapon/cell,
|
||||
/obj/item/weapon/material/shard
|
||||
)
|
||||
|
||||
uncommon_loot = list(
|
||||
/obj/item/weapon/cell/high,
|
||||
/obj/item/robot_parts/robot_component/actuator,
|
||||
/obj/item/robot_parts/robot_component/armour,
|
||||
/obj/item/robot_parts/robot_component/binary_communication_device,
|
||||
/obj/item/robot_parts/robot_component/camera,
|
||||
/obj/item/robot_parts/robot_component/diagnosis_unit,
|
||||
/obj/item/robot_parts/robot_component/radio
|
||||
)
|
||||
|
||||
rare_loot = list(
|
||||
/obj/item/weapon/cell/super,
|
||||
/obj/item/borg/upgrade/restart,
|
||||
/obj/item/borg/upgrade/jetpack,
|
||||
/obj/item/borg/upgrade/tasercooler,
|
||||
/obj/item/borg/upgrade/syndicate,
|
||||
/obj/item/borg/upgrade/vtec
|
||||
)
|
||||
@@ -142,7 +142,8 @@
|
||||
name = "mist"
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
icon_state = "mist"
|
||||
layer = MOB_LAYER + 1
|
||||
plane = MOB_PLANE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
anchored = 1
|
||||
mouse_opacity = 0
|
||||
|
||||
|
||||
@@ -13,6 +13,9 @@
|
||||
return
|
||||
|
||||
/turf/simulated/wall/solidrock //for more stylish anti-cheese.
|
||||
name = "solid rock"
|
||||
desc = "This rock seems dense, impossible to drill."
|
||||
description_info = "Probably not going to be able to drill or bomb your way through this, best to try and find a way around."
|
||||
icon_state = "bedrock"
|
||||
var/base_state = "bedrock"
|
||||
block_tele = TRUE
|
||||
|
||||
@@ -84,9 +84,6 @@ var/image/no_ceiling_image = null
|
||||
if(!isnull(burnt) && (flooring.flags & TURF_CAN_BURN))
|
||||
add_overlay(get_flooring_overlay("[flooring.icon_base]-burned-[burnt]","burned[burnt]")) // VOREStation Edit - Eris overlays
|
||||
|
||||
if(weather_overlay)
|
||||
add_overlay(weather_overlay)
|
||||
|
||||
if(update_neighbors)
|
||||
for(var/turf/simulated/floor/F in range(src, 1))
|
||||
if(F == src)
|
||||
|
||||
@@ -7,8 +7,6 @@ var/list/outdoor_turfs = list()
|
||||
var/edge_blending_priority = 0
|
||||
// Outdoors var determines if the game should consider the turf to be 'outdoors', which controls certain things such as weather effects.
|
||||
var/outdoors = FALSE
|
||||
// This holds the image for the current weather effect.
|
||||
var/image/weather_overlay = null
|
||||
|
||||
/turf/simulated/floor/outdoors
|
||||
name = "generic ground"
|
||||
@@ -32,7 +30,7 @@ var/list/outdoor_turfs = list()
|
||||
/turf/simulated/floor/Destroy()
|
||||
if(outdoors)
|
||||
planet_controller.unallocateTurf(src)
|
||||
..()
|
||||
return ..()
|
||||
|
||||
/turf/simulated/proc/make_outdoors()
|
||||
outdoors = TRUE
|
||||
@@ -44,20 +42,14 @@ var/list/outdoor_turfs = list()
|
||||
planet_controller.unallocateTurf(src)
|
||||
else // This is happening during map gen, if there's no planet_controller (hopefully).
|
||||
outdoor_turfs -= src
|
||||
if(weather_overlay)
|
||||
cut_overlay(weather_overlay)
|
||||
qdel_null(weather_overlay)
|
||||
update_icon()
|
||||
|
||||
/turf/simulated/post_change()
|
||||
..()
|
||||
// If it was outdoors and still is, it will not get added twice when the planet controller gets around to putting it in.
|
||||
if(outdoors)
|
||||
make_outdoors()
|
||||
// outdoor_turfs += src
|
||||
else
|
||||
make_indoors()
|
||||
// planet_controller.unallocateTurf(src)
|
||||
|
||||
/turf/simulated/proc/update_icon_edge()
|
||||
if(edge_blending_priority)
|
||||
|
||||
@@ -137,6 +137,8 @@ turf/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
animate(O, transform = turn(O.transform, -40), time = 4)
|
||||
sleep(4)
|
||||
animate(O, transform = turn(O.transform, 20), time = 2)
|
||||
sleep(2)
|
||||
O.update_transform()
|
||||
|
||||
/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
|
||||
if(movement_disabled && usr.ckey != movement_disabled_exception)
|
||||
|
||||
@@ -39,7 +39,6 @@
|
||||
var/old_dynamic_lighting = dynamic_lighting
|
||||
var/old_affecting_lights = affecting_lights
|
||||
var/old_lighting_overlay = lighting_overlay
|
||||
var/old_weather_overlay = weather_overlay
|
||||
var/old_corners = corners
|
||||
|
||||
//world << "Replacing [src.type] with [N]"
|
||||
@@ -58,9 +57,6 @@
|
||||
if(old_fire)
|
||||
fire = old_fire
|
||||
|
||||
if(old_weather_overlay)
|
||||
W.weather_overlay = old_weather_overlay
|
||||
|
||||
if (istype(W,/turf/simulated/floor))
|
||||
W.RemoveLattice()
|
||||
|
||||
@@ -85,9 +81,6 @@
|
||||
if(old_fire)
|
||||
old_fire.RemoveFire()
|
||||
|
||||
if(old_weather_overlay)
|
||||
W.weather_overlay = old_weather_overlay
|
||||
|
||||
if(tell_universe)
|
||||
universe.OnTurfChange(W)
|
||||
|
||||
|
||||
@@ -455,4 +455,4 @@ datum/gear/suit/duster
|
||||
/datum/gear/suit/snowsuit/cargo
|
||||
display_name = "snowsuit, supply"
|
||||
path = /obj/item/clothing/suit/storage/snowsuit/cargo
|
||||
allowed_roles = list("Quartermaster","shaft Miner","Cargo Technician","Head of Personnel")
|
||||
allowed_roles = list("Quartermaster","Shaft Miner","Cargo Technician","Head of Personnel")
|
||||
@@ -60,7 +60,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
|
||||
var/list/possible_events = list()
|
||||
for(var/datum/event_meta/EM in available_events)
|
||||
var/event_weight = get_weight(EM, active_with_role)
|
||||
if(event_weight)
|
||||
if(event_weight > 0)
|
||||
possible_events[EM] = event_weight
|
||||
|
||||
if(possible_events.len == 0)
|
||||
|
||||
@@ -49,10 +49,7 @@
|
||||
qdel(src)
|
||||
|
||||
/mob/living/simple_animal/hostile/mimic/MouseEntered(location, control, params)
|
||||
..()
|
||||
closeToolTip(usr)
|
||||
// ideally, we'd remove the code in ..() that opens the tooltip,
|
||||
// but then we'd need to duplicate all the other code in ..()
|
||||
return // Do not call parent: Mimics shouldn't have tooltips!
|
||||
|
||||
//
|
||||
// Crate Mimic
|
||||
|
||||
@@ -84,13 +84,16 @@ Nurse Family
|
||||
var/atom/cocoon_target
|
||||
var/egg_inject_chance = 5
|
||||
|
||||
// VOREStation Edit - Keep Nurse Hat Spiders
|
||||
/mob/living/simple_animal/hostile/giant_spider/nurse/medical
|
||||
/mob/living/simple_animal/hostile/giant_spider/nurse/hat
|
||||
desc = "Furry and beige, it makes you shudder to look at it. This one has brilliant green eyes and a tiny nurse hat."
|
||||
icon_state = "nursemed"
|
||||
icon_living = "nursemed"
|
||||
icon_dead = "nursemed_dead"
|
||||
|
||||
maxHealth = 50
|
||||
health = 50
|
||||
|
||||
// VOREStation Edit
|
||||
melee_damage_lower = 8
|
||||
melee_damage_upper = 16
|
||||
poison_type = "tramadol"
|
||||
|
||||
@@ -2,9 +2,10 @@
|
||||
|
||||
/mob/new_player
|
||||
var/ready = 0
|
||||
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
|
||||
var/totalPlayers = 0 //Player counts for the Lobby tab
|
||||
var/spawning = 0 //Referenced when you want to delete the new_player later on in the code.
|
||||
var/totalPlayers = 0 //Player counts for the Lobby tab
|
||||
var/totalPlayersReady = 0
|
||||
var/show_hidden_jobs = 0 //Show jobs that are set to "Never" in preferences
|
||||
var/datum/browser/panel
|
||||
universal_speak = 1
|
||||
|
||||
@@ -115,7 +116,7 @@
|
||||
|
||||
if(alert(src,"Are you sure you wish to observe? You will have to wait 1 minute before being able to respawn!","Player Setup","Yes","No") == "Yes")
|
||||
if(!client) return 1
|
||||
|
||||
|
||||
//Make a new mannequin quickly, and allow the observer to take the appearance
|
||||
var/mob/living/carbon/human/dummy/mannequin = new()
|
||||
client.prefs.dress_preview_mob(mannequin)
|
||||
@@ -291,6 +292,10 @@
|
||||
handle_server_news()
|
||||
return
|
||||
|
||||
if(href_list["hidden_jobs"])
|
||||
show_hidden_jobs = !show_hidden_jobs
|
||||
LateChoices()
|
||||
|
||||
/mob/new_player/proc/handle_server_news()
|
||||
if(!client)
|
||||
return
|
||||
@@ -421,10 +426,18 @@
|
||||
dat += "<font color='red'>The station is currently undergoing crew transfer procedures.</font><br>"
|
||||
|
||||
dat += "Choose from the following open/valid positions:<br>"
|
||||
dat += "<a href='byond://?src=\ref[src];hidden_jobs=1'>[show_hidden_jobs ? "Hide":"Show"] Hidden Jobs.</a><br>"
|
||||
for(var/datum/job/job in job_master.occupations)
|
||||
if(job && IsJobAvailable(job.title))
|
||||
// Checks for jobs with minimum age requirements
|
||||
if(job.minimum_character_age && (client.prefs.age < job.minimum_character_age))
|
||||
continue
|
||||
// Checks for jobs set to "Never" in preferences //TODO: Figure out a better way to check for this
|
||||
if(!(client.prefs.GetJobDepartment(job, 1) & job.flag))
|
||||
if(!(client.prefs.GetJobDepartment(job, 2) & job.flag))
|
||||
if(!(client.prefs.GetJobDepartment(job, 3) & job.flag))
|
||||
if(!show_hidden_jobs && job.title != "Assistant") // Assistant is always an option
|
||||
continue
|
||||
var/active = 0
|
||||
// Only players with the job assigned and AFK for less than 10 minutes count as active
|
||||
for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
|
||||
|
||||
@@ -8,6 +8,9 @@
|
||||
var/list/roundstart_weather_chances = list()
|
||||
var/next_weather_shift = null
|
||||
|
||||
// Holds the weather icon, using vis_contents. Documentation says an /atom/movable is required for placing inside another atom's vis_contents.
|
||||
var/atom/movable/weather_visuals/visuals = null
|
||||
|
||||
/datum/weather_holder/New(var/source)
|
||||
..()
|
||||
our_planet = source
|
||||
@@ -15,6 +18,7 @@
|
||||
var/datum/weather/W = allowed_weather_types[A]
|
||||
if(istype(W))
|
||||
W.holder = src
|
||||
visuals = new()
|
||||
|
||||
/datum/weather_holder/proc/change_weather(var/new_weather)
|
||||
var/old_light_modifier = null
|
||||
@@ -41,7 +45,7 @@
|
||||
current_weather.process_effects()
|
||||
|
||||
/datum/weather_holder/proc/update_icon_effects()
|
||||
our_planet.needs_work |= PLANET_PROCESS_WEATHER
|
||||
visuals.icon_state = current_weather.icon_state
|
||||
|
||||
/datum/weather_holder/proc/update_temperature()
|
||||
temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
|
||||
@@ -65,3 +69,9 @@
|
||||
|
||||
/datum/weather/proc/process_effects()
|
||||
return
|
||||
|
||||
// All this does is hold the weather icon.
|
||||
/atom/movable/weather_visuals
|
||||
icon = 'icons/effects/weather.dmi'
|
||||
mouse_opacity = 0
|
||||
plane = PLANE_PLANETLIGHTING
|
||||
|
||||
@@ -161,7 +161,7 @@
|
||||
layer = ABOVE_MOB_LAYER
|
||||
use_power = 2
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 20
|
||||
active_power_usage = 20 // VOREStation Edit - Keep lights at 20 power
|
||||
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
|
||||
var/on = 0 // 1 if on, 0 if off
|
||||
var/brightness_range = 10 // luminosity when on, also used in power calculation // VOREStation Edit - Put light range back how it was for now.
|
||||
|
||||
@@ -472,7 +472,7 @@
|
||||
|
||||
/obj/item/ammo_magazine/m44
|
||||
name = "magazine (.44)"
|
||||
icon_state = "44"
|
||||
icon_state = "m44"
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
caliber = ".44"
|
||||
|
||||
@@ -41,6 +41,9 @@
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/slug
|
||||
ammo_type = /obj/item/ammo_casing/a12g
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/combat
|
||||
name = "combat shotgun"
|
||||
desc = "Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders. Uses 12g rounds."
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
icon = 'icons/obj/machines/shielding.dmi'
|
||||
icon_state = "fdiffuser_on"
|
||||
use_power = 2
|
||||
idle_power_usage = 100
|
||||
active_power_usage = 2000
|
||||
idle_power_usage = 25 // Previously 100.
|
||||
active_power_usage = 500 // Previously 2000
|
||||
anchored = 1
|
||||
density = 0
|
||||
level = 1
|
||||
|
||||
@@ -19,6 +19,20 @@
|
||||
else
|
||||
set_light(3, 3, "#33CC33")
|
||||
|
||||
/obj/machinery/crystal/alt
|
||||
name = "Crystal"
|
||||
icon = 'icons/obj/mining.dmi'
|
||||
icon_state = "crystal"
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
|
||||
/obj/machinery/crystal/alt/New()
|
||||
if(prob(50))
|
||||
icon_state = "crystal2"
|
||||
set_light(3, 3, "#CC00CC")
|
||||
else
|
||||
set_light(3, 3, "#33CC33")
|
||||
|
||||
/obj/machinery/crystal/ice //slightly more thematic crystals
|
||||
name = "ice crystal"
|
||||
desc = "A large crystalline ice formation."
|
||||
|
||||
Reference in New Issue
Block a user