Woodrat breaks map stuff

Added SC map files for further work. Including hopefully all the related files.

New airlock sprite thanks to Virgo, with a alternate non-see through sprite.

Changes to the space and transit tiles (ported from bay).

Changes done to the NC map that should bring it more up to date with changes (shield defuse stuff and minor bug fixes)
This commit is contained in:
Woodratt
2017-07-02 18:53:17 -07:00
parent 7164f8ed23
commit e75c3887b7
37 changed files with 31868 additions and 14177 deletions
+170 -4
View File
@@ -244,33 +244,112 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle/patron)
/obj/random/energy
name = "Random Security Energy Weapon"
name = "Random Energy Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "energykill100"
/obj/random/energy/item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/energy/laser,
prob(4);/obj/item/weapon/gun/energy/gun,
prob(3);/obj/item/weapon/gun/energy/gun/burst,
prob(1);/obj/item/weapon/gun/energy/gun/nuclear,
prob(2);/obj/item/weapon/gun/energy/retro,
prob(2);/obj/item/weapon/gun/energy/lasercannon,
prob(3);/obj/item/weapon/gun/energy/xray,
prob(1);/obj/item/weapon/gun/energy/sniperrifle,
prob(1);/obj/item/weapon/gun/energy/plasmastun,
prob(2);/obj/item/weapon/gun/energy/ionrifle,
prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol,
prob(3);/obj/item/weapon/gun/energy/toxgun,
prob(4);/obj/item/weapon/gun/energy/taser,
prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
prob(4);/obj/item/weapon/gun/energy/stunrevolver)
/obj/random/energy/sec
name = "Random Security Energy Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "energykill100"
/obj/random/energy/sec/item_to_spawn()
return pick(prob(2);/obj/item/weapon/gun/energy/laser,
prob(2);/obj/item/weapon/gun/energy/gun)
/obj/random/projectile
name = "Random Security Projectile Weapon"
name = "Random Projectile Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550,
prob(3);/obj/item/weapon/gun/projectile/automatic/mini_uzi,
prob(3);/obj/item/weapon/gun/projectile/automatic/tommygun,
prob(2);/obj/item/weapon/gun/projectile/automatic/c20r,
prob(2);/obj/item/weapon/gun/projectile/automatic/sts35,
prob(2);/obj/item/weapon/gun/projectile/automatic/z8,
prob(4);/obj/item/weapon/gun/projectile/colt,
prob(2);/obj/item/weapon/gun/projectile/deagle,
prob(1);/obj/item/weapon/gun/projectile/deagle/camo,
prob(1);/obj/item/weapon/gun/projectile/deagle/gold,
prob(3);/obj/item/weapon/gun/projectile/derringer,
prob(1);/obj/item/weapon/gun/projectile/heavysniper,
prob(4);/obj/item/weapon/gun/projectile/luger,
prob(3);/obj/item/weapon/gun/projectile/luger/brown,
prob(4);/obj/item/weapon/gun/projectile/sec,
prob(3);/obj/item/weapon/gun/projectile/sec/wood,
prob(4);/obj/item/weapon/gun/projectile/pistol,
prob(5);/obj/item/weapon/gun/projectile/pirate,
prob(2);/obj/item/weapon/gun/projectile/revolver,
prob(4);/obj/item/weapon/gun/projectile/revolver/deckard,
prob(4);/obj/item/weapon/gun/projectile/revolver/detective,
prob(2);/obj/item/weapon/gun/projectile/revolver/judge,
prob(3);/obj/item/weapon/gun/projectile/revolver/lemat,
prob(2);/obj/item/weapon/gun/projectile/revolver/mateba,
prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
prob(2);/obj/item/weapon/gun/projectile/shotgun/pump/combat,
prob(4);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/mosin,
prob(2);/obj/item/weapon/gun/projectile/silenced)
/obj/random/projectile/sec
name = "Random Security Projectile Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/sec/item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
/obj/random/handgun
name = "Random Handgun"
desc = "This is a random security sidearm."
desc = "This is a random sidearm."
icon = 'icons/obj/gun.dmi'
icon_state = "secgundark"
/obj/random/handgun/item_to_spawn()
return pick(prob(4);/obj/item/weapon/gun/projectile/sec,
prob(4);/obj/item/weapon/gun/projectile/luger,
prob(2);/obj/item/weapon/gun/energy/gun,
prob(2);/obj/item/weapon/gun/projectile/colt,
prob(2);/obj/item/weapon/gun/projectile/pistol,
prob(1);/obj/item/weapon/gun/energy/retro,
prob(1);/obj/item/weapon/gun/projectile/sec/wood,
prob(3);/obj/item/weapon/gun/projectile/luger/brown)
/obj/random/handgun/sec
name = "Random Security Handgun"
desc = "This is a random security sidearm."
icon = 'icons/obj/gun.dmi'
icon_state = "secgundark"
/obj/random/handgun/sec/item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
prob(1);/obj/item/weapon/gun/projectile/sec/wood)
@@ -895,4 +974,91 @@ var/list/multi_point_spawns
/obj/random_multi/single_item/captains_spare_id
name = "Multi Point - Captain's Spare"
id = "Captain's spare id"
item_path = /obj/item/weapon/card/id/captains_spare
item_path = /obj/item/weapon/card/id/captains_spare
//Multiple Object Spawn
/obj/random/multiple
/obj/random/multiple/spawn_item()
var/list/things_to_make = item_to_spawn()
for(var/new_type in things_to_make)
new new_type(src.loc)
/obj/random/multiple/voidsuit
name = "Random Voidsuit"
desc = "This is a random voidsuit."
icon = 'icons/obj/clothing/suits.dmi'
icon_state = "void"
/obj/random/multiple/voidsuit/item_to_spawn()
return pick(
prob(5);list(
/obj/item/clothing/suit/space/void,
/obj/item/clothing/head/helmet/space/void
),
prob(5);list(
/obj/item/clothing/suit/space/void/atmos,
/obj/item/clothing/head/helmet/space/void/atmos
),
prob(5);list(
/obj/item/clothing/suit/space/void/atmos/alt,
/obj/item/clothing/head/helmet/space/void/atmos/alt
),
prob(5);list(
/obj/item/clothing/suit/space/void/engineering,
/obj/item/clothing/head/helmet/space/void/engineering
),
prob(5);list(
/obj/item/clothing/suit/space/void/engineering/alt,
/obj/item/clothing/head/helmet/space/void/engineering/alt
),
prob(5);list(
/obj/item/clothing/suit/space/void/engineering/construction,
/obj/item/clothing/head/helmet/space/void/engineering/construction
),
prob(5);list(
/obj/item/clothing/suit/space/void/engineering/salvage,
/obj/item/clothing/head/helmet/space/void/engineering/salvage
),
prob(5);list(
/obj/item/clothing/suit/space/void/medical,
/obj/item/clothing/head/helmet/space/void/medical
),
prob(5);list(
/obj/item/clothing/suit/space/void/medical/alt,
/obj/item/clothing/head/helmet/space/void/medical/alt
),
prob(5);list(
/obj/item/clothing/suit/space/void/medical/bio,
/obj/item/clothing/head/helmet/space/void/medical/bio
),
prob(5);list(
/obj/item/clothing/suit/space/void/medical/emt,
/obj/item/clothing/head/helmet/space/void/medical/emt
),
prob(5);list(
/obj/item/clothing/suit/space/void/merc,
/obj/item/clothing/head/helmet/space/void/merc
),
prob(5);list(
/obj/item/clothing/suit/space/void/mining,
/obj/item/clothing/head/helmet/space/void/mining
),
prob(5);list(
/obj/item/clothing/suit/space/void/mining/alt,
/obj/item/clothing/head/helmet/space/void/mining/alt
),
prob(5);list(
/obj/item/clothing/suit/space/void/security,
/obj/item/clothing/head/helmet/space/void/security
),
prob(5);list(
/obj/item/clothing/suit/space/void/security/alt,
/obj/item/clothing/head/helmet/space/void/security/alt
),
prob(5);list(
/obj/item/clothing/suit/space/void/security/riot,
/obj/item/clothing/head/helmet/space/void/security/riot
)
)