move all EOL comments on typepath names to dmdoc (#23928)

* move all EOL comments on typepath names to dmdoc

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
This commit is contained in:
warriorstar-orion
2024-03-01 15:05:49 -05:00
committed by GitHub
parent 25996e232a
commit 0667f20681
211 changed files with 955 additions and 478 deletions
+2 -1
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@@ -744,7 +744,8 @@ Returns 1 if the chain up to the area contains the given typepath
atoms += A
return atoms
/datum/coords //Simple datum for storing coordinates.
/// Simple datum for storing coordinates.
/datum/coords
var/x_pos
var/y_pos
var/z_pos
+2 -1
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@@ -6,7 +6,8 @@
GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
/// This thing pretty much just keeps poking the master controller
/datum/controller/failsafe
name = "Failsafe"
// The length of time to check on the MC (in deciseconds).
@@ -15,7 +15,8 @@ Bonus
//////////////////////////////////////
*/
/datum/symptom/dizzy // Not the egg
/// Not the egg
/datum/symptom/dizzy
name = "Dizziness"
stealth = 2
+2 -1
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@@ -225,7 +225,8 @@
name = "Target Left Foot"
body_part = BODY_ZONE_PRECISE_L_FOOT
/datum/keybinding/mob/trigger_action_button // Don't add a name to this, shouldn't show up in the prefs menu
/// Don't add a name to this, shouldn't show up in the prefs menu
/datum/keybinding/mob/trigger_action_button
var/datum/action/linked_action
var/binded_to // these are expected to actually get deleted at some point, to prevent hard deletes we need to know where to remove them from the clients list
+6 -3
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@@ -950,7 +950,8 @@
back = /obj/item/mod/control/pre_equipped/traitor
shoes = /obj/item/clothing/shoes/magboots/syndie
/datum/outfit/admin/modsuit/wizard // Technically not a MODsuit, we'll bundle it up in here for the future when it does become one
/// Technically not a MODsuit, we'll bundle it up in here for the future when it does become one
/datum/outfit/admin/modsuit/wizard
name = "Hardsuit - Wizard"
suit = /obj/item/clothing/suit/space/hardsuit/wizard
shoes = /obj/item/clothing/shoes/magboots/wizard
@@ -980,7 +981,8 @@
name = "Tournament Standard Green"
uniform = /obj/item/clothing/under/color/green
/datum/outfit/admin/tournament/tournament_gangster //gangster are supposed to fight each other. --rastaf0
/// gangster are supposed to fight each other. --rastaf0
/datum/outfit/admin/tournament/tournament_gangster
name = "Tournament Gangster"
uniform = /obj/item/clothing/under/rank/security/detective
@@ -991,7 +993,8 @@
l_pocket = /obj/item/ammo_box/a357
r_hand = /obj/item/gun/projectile/automatic/proto
/datum/outfit/admin/tournament/tournament_chef //Steven Seagal FTW
/// Steven Seagal FTW
/datum/outfit/admin/tournament/tournament_chef
name = "Tournament Chef"
uniform = /obj/item/clothing/under/rank/civilian/chef
+2 -1
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@@ -49,7 +49,8 @@
name = "AVD-CNED bowman headset"
ks2type = /obj/item/encryptionkey/syndicate/all_channels
/obj/item/encryptionkey/syndicate/all_channels // has to be a subtype and stuff
/// has to be a subtype and stuff
/obj/item/encryptionkey/syndicate/all_channels
name = "AVD-CNED Encryption Key"
desc = "Lets you listen to <b>everything</b>. Use in hand to toggle voice changing. Alt-click to change your fake name."
icon_state = "com_cypherkey"
+2 -1
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@@ -27,7 +27,8 @@ GLOBAL_LIST_EMPTY(rpd_pipe_list) //Some pipes we don't want to be dispensable
pipe_icon = "simple"
rpd_dispensable = TRUE
/datum/pipes/atmospheric/bent //Why is this not atmospheric/simple/bent you ask? Because otherwise the ordering of the pipes in the UI menu gets weird
/// Why is this not atmospheric/simple/bent you ask? Because otherwise the ordering of the pipes in the UI menu gets weird
/datum/pipes/atmospheric/bent
pipe_name = "bent pipe"
pipe_id = PIPE_SIMPLE_BENT
orientations = 4
+2 -1
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@@ -214,7 +214,8 @@
v.increment(multiplier * amount)
return v
/datum/point_precise/vector/processed //pixel_speed is per decisecond.
/// pixel_speed is per decisecond.
/datum/point_precise/vector/processed
var/last_process = 0
var/last_move = 0
var/paused = FALSE
+2 -1
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@@ -55,7 +55,8 @@
icon = 'icons/effects/blood.dmi'
flags = NODROP|ABSTRACT
/obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow
/// Can't use the wizard one, blocked by jaunt/slow
/obj/effect/dummy/slaughter
name = "odd blood"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
+2 -1
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@@ -57,7 +57,8 @@
return what_conjure_summoned
/obj/effect/proc_holder/spell/aoe/conjure/summonEdSwarm //test purposes
/// test purposes
/obj/effect/proc_holder/spell/aoe/conjure/summonEdSwarm
name = "Dispense Wizard Justice"
desc = "This spell dispenses wizard justice."
summon_type = list(/mob/living/simple_animal/bot/ed209)
+2 -1
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@@ -154,7 +154,8 @@
implant_to_give.implant(spawned, spawned, TRUE, TRUE)
/datum/station_trait/cybernetic_revolution //NOTE: THIS MAKES EMP MUCH MORE EXPENSIVE.
/// NOTE: THIS MAKES EMP MUCH MORE EXPENSIVE.
/datum/station_trait/cybernetic_revolution
name = "Cybernetic Revolution"
trait_type = STATION_TRAIT_POSITIVE
show_in_report = TRUE
+6 -3
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@@ -1,6 +1,7 @@
//OTHER DEBUFFS
/datum/status_effect/his_wrath //does minor damage over time unless holding His Grace
/// does minor damage over time unless holding His Grace
/datum/status_effect/his_wrath
id = "his_wrath"
duration = -1
tick_interval = 4
@@ -23,7 +24,8 @@
owner.adjustFireLoss(0.1)
owner.adjustToxLoss(0.2)
/datum/status_effect/cultghost //is a cult ghost and can't use manifest runes, can see ghosts and dies if too far from summoner
/// is a cult ghost and can't use manifest runes, can see ghosts and dies if too far from summoner
/datum/status_effect/cultghost
id = "cult_ghost"
duration = -1
alert_type = null
@@ -699,7 +701,8 @@
. = ..()
REMOVE_TRAIT(owner, TRAIT_MUTE, id)
/datum/status_effect/transient/silence/absolute // this one will mute all emote sounds including gasps
/// this one will mute all emote sounds including gasps
/datum/status_effect/transient/silence/absolute
id = "abssilenced"
/datum/status_effect/transient/deaf
+2 -1
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@@ -1,6 +1,7 @@
//entirely neutral or internal status effects go here
/datum/status_effect/crusher_damage //tracks the damage dealt to this mob by kinetic crushers
/// tracks the damage dealt to this mob by kinetic crushers
/datum/status_effect/crusher_damage
id = "crusher_damage"
duration = -1
status_type = STATUS_EFFECT_UNIQUE
+6 -3
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@@ -476,7 +476,8 @@
surplus = 50
excludefrom = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
/datum/uplink_item/stealthy_weapons/combat_minus // Nukies get combat gloves plus instead
/// Nukies get combat gloves plus instead
/datum/uplink_item/stealthy_weapons/combat_minus
name = "Experimental Krav Gloves"
desc = "Experimental gloves with installed nanochips that teach you Krav Maga when worn, great as a cheap backup weapon. Warning, the nanochips will override any other fighting styles such as CQC. Do not look as fly as the Warden's"
reference = "CGM"
@@ -484,7 +485,8 @@
cost = 50
excludefrom = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
/datum/uplink_item/device_tools/thermal_drill // Nukies get Diamond Tipped Thermal Safe Drill instead
/// Nukies get Diamond Tipped Thermal Safe Drill instead
/datum/uplink_item/device_tools/thermal_drill
name = "Amplifying Thermal Safe Drill"
desc = "A tungsten carbide thermal drill with magnetic clamps for the purpose of drilling hardened objects. Comes with built in security detection and nanite system, to keep you up if security comes a-knocking."
reference = "DRL"
@@ -516,7 +518,8 @@
surplus = 60
excludefrom = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
/datum/uplink_item/bio_chips/uplink // Nukies get Nuclear Uplink Bio-chip instead
/// Nukies get Nuclear Uplink Bio-chip instead
/datum/uplink_item/bio_chips/uplink
name = "Uplink Bio-chip"
desc = "A bio-chip injected into the body, and later activated manually to open an uplink with 50 telecrystals. The ability for an agent to open an uplink after their possessions have been stripped from them makes this implant excellent for escaping confinement."
reference = "UI"
+8 -4
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@@ -77,7 +77,8 @@
name = "Mining Station Cafeteria"
icon_state = "mining_living"
/area/lavaland/surface/outdoors/outpost/catwalk //subtype of /surface so storms hit there
/// subtype of /surface so storms hit there
/area/lavaland/surface/outdoors/outpost/catwalk
name = "Mining Station Catwalk"
icon_state = "mining"
@@ -89,7 +90,8 @@
name = "Mining Station Custodial Storage"
icon_state = "janitor"
/area/mine/outpost/engineering // basically engi and atmos combined. I'm keeping it as "engineering" code wise, but "Life Support" sounds cooler in-game
/// basically engi and atmos combined. I'm keeping it as "engineering" code wise, but "Life Support" sounds cooler in-game
/area/mine/outpost/engineering
name = "Mining Station Life Support"
icon_state = "engi"
@@ -184,10 +186,12 @@
name = "Lavaland Wastes"
outdoors = TRUE
/area/lavaland/surface/outdoors/unexplored //monsters and ruins spawn here
/// monsters and ruins spawn here
/area/lavaland/surface/outdoors/unexplored
icon_state = "unexplored"
/area/lavaland/surface/outdoors/unexplored/danger //megafauna will also spawn here
/// megafauna will also spawn here
/area/lavaland/surface/outdoors/unexplored/danger
icon_state = "danger"
/area/lavaland/surface/outdoors/explored
+4 -2
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@@ -1,6 +1,7 @@
// Asteroids
/area/asteroid // -- TLE
/// -- TLE
/area/asteroid
name = "\improper Asteroid"
icon_state = "asteroid"
requires_power = FALSE
@@ -11,7 +12,8 @@
min_ambience_cooldown = 70 SECONDS
max_ambience_cooldown = 220 SECONDS
/area/asteroid/cave // -- TLE
/// -- TLE
/area/asteroid/cave
name = "\improper Asteroid - Underground"
icon_state = "cave"
requires_power = FALSE
+2 -1
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@@ -3,7 +3,8 @@
name = "Unknown"
icon_state = "storage"
/area/start // will be unused once kurper gets his login interface patch done
/// will be unused once kurper gets his login interface patch done
/area/start
name = "start area"
icon_state = "start"
requires_power = FALSE
+2 -1
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@@ -89,7 +89,8 @@
/area/shuttle/escape_pod3/transit
icon_state = "shuttle"
/area/shuttle/escape_pod5 //Pod 4 was lost to meteors
/// Pod 4 was lost to meteors
/area/shuttle/escape_pod5
name = "\improper Escape Pod Five"
nad_allowed = TRUE
@@ -165,7 +165,8 @@
name = "\improper Fore Starboard Solar Maintenance"
icon_state = "FSctrl"
/area/station/maintenance/assembly_line //Derelict Assembly Line
/// Derelict Assembly Line
/area/station/maintenance/assembly_line
name = "\improper Assembly Line"
icon_state = "ass_line"
apc_starts_off = TRUE
+6 -3
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@@ -1,4 +1,5 @@
/datum/action/innate/cult/blood_magic //Blood magic handles the creation of blood spells (formerly talismans)
/// Blood magic handles the creation of blood spells (formerly talismans)
/datum/action/innate/cult/blood_magic
name = "Prepare Blood Magic"
button_icon_state = "carve"
desc = "Prepare blood magic by carving runes into your flesh. This is easier with an <b>empowering rune</b>."
@@ -85,7 +86,8 @@
if(nullify_spell)
qdel(nullify_spell)
/datum/action/innate/cult/blood_spell //The next generation of talismans, handles storage/creation of blood magic
/// The next generation of talismans, handles storage/creation of blood magic
/datum/action/innate/cult/blood_spell
name = "Blood Magic"
button_icon_state = "telerune"
desc = "Fear the Old Blood."
@@ -608,7 +610,8 @@
to_chat(user, "<span class='warning'>[C] is already bound.</span>")
/obj/item/restraints/handcuffs/energy/cult //For the shackling spell
/// For the shackling spell
/obj/item/restraints/handcuffs/energy/cult
name = "shadow shackles"
desc = "Shackles that bind the wrists with sinister magic."
trashtype = /obj/item/restraints/handcuffs/energy/used
+4 -2
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@@ -1,4 +1,5 @@
/datum/cult_objectives //Replace with team antag datum objectives from tg once ported
/// Replace with team antag datum objectives from tg once ported
/datum/cult_objectives
var/cult_status = NARSIE_IS_ASLEEP
var/list/presummon_objs = list()
var/datum/objective/eldergod/obj_summon = new
@@ -117,7 +118,8 @@
//Objectives
/datum/objective/servecult //Given to cultists on conversion/roundstart
/// Given to cultists on conversion/roundstart
/datum/objective/servecult
explanation_text = "Assist your fellow cultists and Tear the Veil! (Use the Study Veil action to check your progress.)"
completed = TRUE
needs_target = FALSE
@@ -226,7 +226,8 @@
return A
/obj/item/organ/internal/heart/gland/emp //TODO : Replace with something more interesting
/// TODO : Replace with something more interesting
/obj/item/organ/internal/heart/gland/emp
origin_tech = "materials=4;biotech=4;magnets=6;abductor=3"
cooldown_low = 800
cooldown_high = 1200
@@ -86,7 +86,8 @@
health = 170
// Cult slaughter demon
/mob/living/simple_animal/demon/slaughter/cult //Summoned as part of the cult objective "Bring the Slaughter"
/// Summoned as part of the cult objective "Bring the Slaughter"
/mob/living/simple_animal/demon/slaughter/cult
name = "harbinger of the slaughter"
real_name = "harbinger of the Slaughter"
desc = "An awful creature from beyond the realms of madness."
+6 -3
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@@ -266,7 +266,8 @@ GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective)
return TRUE
/datum/objective/debrain //I want braaaainssss
/// I want braaaainssss
/datum/objective/debrain
name = "Debrain"
martyr_compatible = FALSE
@@ -297,7 +298,8 @@ GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective)
return FALSE
/datum/objective/protect //The opposite of killing a dude.
/// The opposite of killing a dude.
/datum/objective/protect
name = "Protect"
martyr_compatible = TRUE
@@ -318,7 +320,8 @@ GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective)
return TRUE
return FALSE
/datum/objective/protect/mindslave //subytpe for mindslave implants
/// subytpe for mindslave implants
/datum/objective/protect/mindslave
needs_target = FALSE // To be clear, this objective should have a target, but it will always be manually set to the mindslaver through the mindslave antag datum.
// This objective should only be given to a single owner. We can use `owner` and not `get_owners()`.
+2 -1
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@@ -702,7 +702,8 @@ GLOBAL_LIST_EMPTY(multiverse)
/obj/item/multisword/pure_evil
probability_evil = 100
/obj/item/multisword/pike //If We are to be used and spent, let it be for a noble purpose.
/// If We are to be used and spent, let it be for a noble purpose.
/obj/item/multisword/pike
name = "phantom pike"
desc = "A fishing pike that appears to be imbued with a peculiar energy."
icon = 'icons/obj/items.dmi'
+2 -1
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@@ -81,7 +81,8 @@
mycomputer.mybeacon = null
return ..()
/obj/machinery/bluespace_beacon/syndicate/infiltrator //beacon guaranteed offline at roundstart for infiltrator base
/// beacon guaranteed offline at roundstart for infiltrator base
/obj/machinery/bluespace_beacon/syndicate/infiltrator
cc_beacon = TRUE
/obj/machinery/bluespace_beacon/syndicate/infiltrator/Initialize(mapload)
+2 -1
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@@ -405,7 +405,8 @@
..()
return TRUE
/obj/machinery/camera/portable //Cameras which are placed inside of things, such as helmets.
/// Cameras which are placed inside of things, such as helmets.
/obj/machinery/camera/portable
start_active = TRUE // theres no real way to reactivate these, so never break them when they init
var/turf/prev_turf
@@ -7,7 +7,8 @@
#define FIELD(N, V, E) list(field = N, value = V, edit = E)
#define MED_FIELD(N, V, E, LB) list(field = N, value = V, edit = E, line_break = LB)
/obj/machinery/computer/med_data //TODO:SANITY
/// TODO:SANITY
/obj/machinery/computer/med_data
name = "medical records console"
desc = "This can be used to check medical records."
icon_keyboard = "med_key"
@@ -24,7 +24,8 @@
/// The history list itself of the power
var/list/history = list()
/obj/machinery/computer/monitor/secret //Hides the power monitor (such as ones on ruins & CentCom) from PDA's to prevent metagaming.
/// Hides the power monitor (such as ones on ruins & CentCom) from PDA's to prevent metagaming.
/obj/machinery/computer/monitor/secret
name = "outdated power monitoring console"
desc = "It monitors power levels across the local powernet."
circuit = /obj/item/circuitboard/powermonitor/secret
+2 -1
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@@ -1,4 +1,5 @@
/obj/machinery/constructable_frame //Made into a seperate type to make future revisions easier.
/// Made into a seperate type to make future revisions easier.
/obj/machinery/constructable_frame
name = "machine frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
+2 -1
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@@ -20,7 +20,8 @@
. = ..()
update_icon()
/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
/// Portable version of the flasher. Only flashes when anchored
/obj/machinery/flasher/portable
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1"
+2 -1
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@@ -1231,7 +1231,8 @@
/obj/machinery/economy/vending/cigarette/syndicate/free
prices = list()
/obj/machinery/economy/vending/cigarette/beach //Used in the lavaland_biodome_beach.dmm ruin
/// Used in the lavaland_biodome_beach.dmm ruin
/obj/machinery/economy/vending/cigarette/beach
name = "\improper ShadyCigs Ultra"
desc = "Now with extra premium products!"
slogan_list = list("Turn on, tune in, drop out!",
@@ -102,7 +102,8 @@
//////////////////////////// ARMOR BOOSTER MODULES //////////////////////////////////////////////////////////
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster //what is that noise? A BAWWW from TK mutants.
/// what is that noise? A BAWWW from TK mutants.
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster
name = "armor booster module (Close combat weaponry)"
desc = "Boosts exosuit armor against armed melee attacks. Requires energy to operate."
icon_state = "mecha_abooster_ccw"
+2 -1
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@@ -1,4 +1,5 @@
/obj/item/paintkit //Please don't use this for anything, it's a base type for custom mech paintjobs.
/// Please don't use this for anything, it's a base type for custom mech paintjobs.
/obj/item/paintkit
name = "mecha customisation kit"
desc = "A generic kit containing all the needed tools and parts to turn a mech into another mech."
icon = 'icons/obj/painting.dmi'
@@ -39,7 +39,8 @@
/obj/effect/decal/cleanable/blood/xtracks
basecolor = "#05EE05"
/obj/effect/decal/cleanable/blood/slime // this is the alien blood file, slimes are aliens.
/// this is the alien blood file, slimes are aliens.
/obj/effect/decal/cleanable/blood/slime
name = "slime jelly"
desc = "It's a transparent semi-liquid from a slime or slime person. Don't lick it."
basecolor = "#0b8f70"
@@ -210,7 +210,8 @@
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return TRUE
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
/// not a child of blood on purpose
/obj/effect/decal/cleanable/trail_holder
name = "blood"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
@@ -300,7 +301,8 @@
scoop_reagents = list("liquidgibs" = 5)
/obj/effect/decal/cleanable/blood/gibs/cleangibs //most ironic name ever...
/// most ironic name ever...
/obj/effect/decal/cleanable/blood/gibs/cleangibs
scoop_reagents = null
mergeable_decal = TRUE
@@ -264,7 +264,8 @@
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
/// honk
/obj/effect/decal/cleanable/pie_smudge
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = FALSE
@@ -307,7 +308,8 @@
reagents.add_reagent_list(scoop_reagents)
no_scoop = FALSE
/obj/effect/decal/cleanable/confetti //PARTY TIME!
/// PARTY TIME!
/obj/effect/decal/cleanable/confetti
name = "confetti"
desc = "Party time!"
gender = PLURAL
+2 -1
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@@ -11,7 +11,8 @@
invisibility = 101
GLOB.landmarks_list += src
/obj/effect/landmark/newplayer_start //There should only be one of these, in the lobby art area
/// There should only be one of these, in the lobby art area
/obj/effect/landmark/newplayer_start
name = "start"
INITIALIZE_IMMEDIATE(/obj/effect/landmark/newplayer_start) //Without this you spawn in the corner of the map and things break horribly
@@ -222,7 +222,8 @@ This spawner places pipe leading up to the interior door, you will need to finis
interior_direction = WEST
exterior_direction = EAST
/obj/effect/spawner/airlock/long //Long and thin
/// Long and thin
/obj/effect/spawner/airlock/long
name = "long airlock spawner (interior north, exterior south)"
icon_state = "1x2_N_to_S"
tiles_in_y_direction = 2
@@ -250,7 +251,8 @@ This spawner places pipe leading up to the interior door, you will need to finis
icon_state = "1x2_W_to_E"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/long/square //Square
/// Square
/obj/effect/spawner/airlock/long/square
name = "square airlock spawner (interior north, exterior south)"
icon_state = "2x2_N_to_S"
tiles_in_x_direction = 2
@@ -194,7 +194,8 @@
lootcount = 8
/obj/effect/spawner/lootdrop/crate_spawner // for ruins
/// for ruins
/obj/effect/spawner/lootdrop/crate_spawner
name = "lootcrate spawner"
lootdoubles = FALSE
loot = list(
@@ -47,7 +47,8 @@
/obj/structure/barricade/wooden = 1,
/obj/machinery/door/airlock/welded = 1)
/obj/effect/spawner/random_barrier/possibly_welded_airlock // these have no access restrictions, so for internal maintenance only
/// these have no access restrictions, so for internal maintenance only
/obj/effect/spawner/random_barrier/possibly_welded_airlock
name = "possibly welded airlock"
icon_state = "airlock"
result = list(
@@ -200,7 +200,8 @@
icon_state = "mummy_revive"
duration = 20
/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
/// color is white by default, set to whatever is needed
/obj/effect/temp_visual/heal
name = "healing glow"
icon_state = "heal"
duration = 15
+2 -1
View File
@@ -186,5 +186,6 @@
/obj/item/cardboard_cutout/setDir()
dir = SOUTH
/obj/item/cardboard_cutout/adaptive //Purchased by Syndicate agents, these cutouts are indistinguishable from normal cutouts but aren't discolored when their appearance is changed
/// Purchased by Syndicate agents, these cutouts are indistinguishable from normal cutouts but aren't discolored when their appearance is changed
/obj/item/cardboard_cutout/adaptive
deceptive = TRUE
+2 -1
View File
@@ -265,4 +265,5 @@
implant = null
return ..()
/obj/item/flash/synthetic //just a regular flash now
/// just a regular flash now
/obj/item/flash/synthetic
@@ -398,7 +398,8 @@
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flashlight/spotlight //invisible lighting source
/// invisible lighting source
/obj/item/flashlight/spotlight
name = "disco light"
desc = "Groovy..."
icon_state = null
@@ -4,7 +4,8 @@
#define RAD_LEVEL_VERY_HIGH 800
#define RAD_LEVEL_CRITICAL 1500
/obj/item/geiger_counter //DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis
/// DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis
/obj/item/geiger_counter
name = "\improper Geiger counter"
desc = "A handheld device used for detecting and measuring radiation pulses."
icon = 'icons/obj/device.dmi'
@@ -1,4 +1,5 @@
/datum/painter/pipe/window // Yes, this is a pipe painter subtype.
/// Yes, this is a pipe painter subtype.
/datum/painter/pipe/window
module_name = "window painter"
module_state = "window_painter"
var/static/list/paintable_windows = list(
@@ -30,7 +30,8 @@
/obj/item/radio/beacon/send_hear()
return null
/obj/item/radio/beacon/bacon //Probably a better way of doing this, I'm lazy.
/// Probably a better way of doing this, I'm lazy.
/obj/item/radio/beacon/bacon
/obj/item/radio/beacon/bacon/proc/digest_delay()
QDEL_IN(src, 600)
@@ -180,7 +180,8 @@
name = "Centcom Radio Encryption Key"
channels = list("Response Team" = 1, "Special Ops" = 1, "Science" = 1, "Command" = 1, "Medical" = 1, "Engineering" = 1, "Security" = 1, "Supply" = 1, "Service" = 1, "Procedure" = 1)
/obj/item/encryptionkey/heads/ai_integrated //ported from bay, this goes 'inside' the AI.
/// ported from bay, this goes 'inside' the AI.
/obj/item/encryptionkey/heads/ai_integrated
name = "AI Integrated Encryption Key"
desc = "Integrated encryption key"
icon_state = "cap_cypherkey"
@@ -101,7 +101,8 @@
instant = TRUE // Work instantly if there are no comms
freqlock = TRUE
/obj/item/radio/headset/syndicate/alt //undisguised bowman with flash protection
/// undisguised bowman with flash protection
/obj/item/radio/headset/syndicate/alt
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs."
flags = EARBANGPROTECT
@@ -367,7 +368,8 @@
requires_tcomms = FALSE
instant = TRUE
/obj/item/radio/headset/heads/ai_integrated //No need to care about icons, it should be hidden inside the AI anyway.
/// No need to care about icons, it should be hidden inside the AI anyway.
/obj/item/radio/headset/heads/ai_integrated
name = "\improper AI subspace transceiver"
desc = "Integrated AI radio transceiver."
icon = 'icons/obj/robot_component.dmi'
@@ -60,7 +60,8 @@ GLOBAL_LIST_INIT(lizard_recipes, list(
recipes = GLOB.lizard_recipes
return ..()
/obj/item/stack/sheet/fur //basic fur sheets
/// basic fur sheets
/obj/item/stack/sheet/fur
name = "pile of fur"
desc = "Vulp remains."
singular_name = "fur piece"
@@ -425,7 +425,8 @@ GLOBAL_LIST_INIT(cardboard_recipes, list (
else
. = ..()
/obj/item/stack/sheet/cardboard //BubbleWrap
/// BubbleWrap
/obj/item/stack/sheet/cardboard
name = "cardboard"
desc = "Large sheets of card, like boxes folded flat."
singular_name = "cardboard sheet"
+2 -1
View File
@@ -39,7 +39,8 @@
user.visible_message("<span class='suicide'>[user] is rubbing [src] against [user.p_themselves()]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return TOXLOSS
/obj/item/nuke_core/plutonium //The steal objective, so it doesnt mess with the SM sliver on pinpointers and objectives
/// The steal objective, so it doesnt mess with the SM sliver on pinpointers and objectives
/obj/item/nuke_core/plutonium
//nuke core box, for carrying the core
/obj/item/nuke_core_container
+24 -12
View File
@@ -202,7 +202,8 @@ AI MODULES
target.add_supplied_law(9, law)
/****************** New Freeform ******************/
/obj/item/aiModule/freeform // Slightly more dynamic freeform module -- TLE
/// Slightly more dynamic freeform module -- TLE
/obj/item/aiModule/freeform
name = "\improper Freeform AI module"
var/newFreeFormLaw = ""
var/lawpos = 15
@@ -260,7 +261,8 @@ AI MODULES
return FALSE
/******************** Purge ********************/
/obj/item/aiModule/purge // -- TLE
/// -- TLE
/obj/item/aiModule/purge
name = "\improper Purge AI module"
desc = "A 'purge' AI Module: 'Purges all laws.'"
icon_state = "standard_high"
@@ -276,7 +278,8 @@ AI MODULES
target.clear_inherent_laws()
/******************** Asimov ********************/
/obj/item/aiModule/asimov // -- TLE
/// -- TLE
/obj/item/aiModule/asimov
name = "\improper Asimov core AI module"
desc = "An 'Asimov' Core AI Module: 'Reconfigures the AI's core laws.'"
icon_state = "green_high"
@@ -284,7 +287,8 @@ AI MODULES
laws = new /datum/ai_laws/asimov
/******************** Crewsimov ********************/
/obj/item/aiModule/crewsimov // -- TLE
/// -- TLE
/obj/item/aiModule/crewsimov
name = "\improper Crewsimov core AI module"
desc = "An 'Crewsimov' Core AI Module: 'Reconfigures the AI's core laws.'"
icon_state = "green_low"
@@ -306,7 +310,8 @@ AI MODULES
laws = new /datum/ai_laws/quarantine
/******************** Nanotrasen ********************/
/obj/item/aiModule/nanotrasen // -- TLE
/// -- TLE
/obj/item/aiModule/nanotrasen
name = "\improper NT Default Core AI Module"
desc = "An 'NT Default' Core AI Module: 'Reconfigures the AI's core laws.'"
icon_state = "blue_low"
@@ -329,7 +334,8 @@ AI MODULES
laws = new /datum/ai_laws/drone
/******************** Robocop ********************/
/obj/item/aiModule/robocop // -- TLE
/// -- TLE
/obj/item/aiModule/robocop
name = "\improper Robocop core AI module"
desc = "A 'Robocop' Core AI Module: 'Reconfigures the AI's core three laws.'"
icon_state = "red_medium"
@@ -337,7 +343,8 @@ AI MODULES
laws = new /datum/ai_laws/robocop()
/****************** P.A.L.A.D.I.N. **************/
/obj/item/aiModule/paladin // -- NEO
/// -- NEO
/obj/item/aiModule/paladin
name = "\improper P.A.L.A.D.I.N. core AI module"
desc = "A P.A.L.A.D.I.N. Core AI Module: 'Reconfigures the AI's core laws.'"
icon_state = "red_medium"
@@ -345,7 +352,8 @@ AI MODULES
laws = new /datum/ai_laws/paladin
/****************** T.Y.R.A.N.T. *****************/
/obj/item/aiModule/tyrant // -- Darem
/// -- Darem
/obj/item/aiModule/tyrant
name = "\improper T.Y.R.A.N.T. core AI module"
desc = "A T.Y.R.A.N.T. Core AI Module: 'Reconfigures the AI's core laws.'"
icon_state = "red_high"
@@ -353,7 +361,8 @@ AI MODULES
laws = new /datum/ai_laws/tyrant()
/******************** Antimov ********************/
/obj/item/aiModule/antimov // -- TLE
/// -- TLE
/obj/item/aiModule/antimov
name = "\improper Antimov core AI module"
desc = "An 'Antimov' Core AI Module: 'Reconfigures the AI's core laws.'"
icon_state = "red_high"
@@ -404,7 +413,8 @@ AI MODULES
laws = new /datum/ai_laws/peacekeeper()
/******************** Freeform Core ******************/
/obj/item/aiModule/freeformcore // Slightly more dynamic freeform module -- TLE
/// Slightly more dynamic freeform module -- TLE
/obj/item/aiModule/freeformcore
name = "\improper Freeform core AI module"
var/newFreeFormLaw = ""
desc = "A 'freeform' Core AI module: '<freeform>'"
@@ -432,7 +442,8 @@ AI MODULES
..()
/******************** Hacked AI Module ******************/
/obj/item/aiModule/syndicate // Slightly more dynamic freeform module -- TLE
/// Slightly more dynamic freeform module -- TLE
/obj/item/aiModule/syndicate
name = "hacked AI module"
var/newFreeFormLaw = ""
desc = "A hacked AI law module: '<freeform>'"
@@ -464,7 +475,8 @@ AI MODULES
..()
/******************* Ion Module *******************/
/obj/item/aiModule/toyAI // -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw
/// -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw
/obj/item/aiModule/toyAI
name = "toy AI"
desc = "A little toy model AI core with real law uploading action!" //Note: subtle tell
icon = 'icons/obj/toy.dmi'
@@ -1,4 +1,5 @@
/obj/item/bio_chip/gorilla_rampage //Dumb path but easier to search for admins
/// Dumb path but easier to search for admins
/obj/item/bio_chip/gorilla_rampage
name = "magillitis serum bio-chip"
desc = "An experimental biochip which causes irreversable rapid muscular growth in Hominidae. Side-affects may include hypertrichosis, violent outbursts, and an unending affinity for bananas."
icon_state = "gorilla_rampage"
+4 -2
View File
@@ -1,4 +1,5 @@
/obj/item/storage/bag/dice //Thankfully no longer a pill bottle.
/// Thankfully no longer a pill bottle.
/obj/item/storage/bag/dice
name = "bag of dice"
desc = "Contains all the luck you'll ever need."
icon = 'icons/obj/dice.dmi'
@@ -32,7 +33,8 @@
user.visible_message("<span class='suicide'>[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/dice //depreciated d6, use /obj/item/dice/d6 if you actually want a d6
/// depreciated d6, use /obj/item/dice/d6 if you actually want a d6
/obj/item/dice
name = "die"
desc = "A die with six sides. Basic and serviceable."
icon = 'icons/obj/dice.dmi'
+4 -2
View File
@@ -4,7 +4,8 @@
* Improvised garrotes
*/
/obj/item/garrote // 12TC traitor item
/// 12TC traitor item
/obj/item/garrote
name = "fiber wire"
desc = "A length of razor-thin wire with an elegant wooden handle on either end.<br>You suspect you'd have to be behind the target to use this weapon effectively."
icon_state = "garrot_wrap"
@@ -27,7 +28,8 @@
else
icon_state = "garrot_[improvised ? "I_" : ""][HAS_TRAIT(src, TRAIT_WIELDED) ? "un" : ""]wrap"
/obj/item/garrote/improvised // Made via tablecrafting
/// Made via tablecrafting
/obj/item/garrote/improvised
name = "garrote"
desc = "A length of cable with a shoddily-carved wooden handle tied to either end.<br>You suspect you'd have to be behind the target to use this weapon effectively."
icon_state = "garrot_I_wrap"
@@ -366,14 +366,16 @@
else
return ..()
/obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
/// Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
/obj/item/grenade/chem_grenade/cryo
name = "cryo grenade"
desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation."
icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
/// Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
/obj/item/grenade/chem_grenade/pyro
name = "pyro grenade"
desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation."
icon_state = "pyrog"
@@ -381,7 +383,8 @@
affected_area = 3
ignition_temp = 500 // This is enough to expose a hotspot.
/obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
/// Intended for weaker, but longer lasting effects. Could have some interesting uses.
/obj/item/grenade/chem_grenade/adv_release
name = "advanced release grenade"
desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
icon_state = "timeg"
@@ -103,10 +103,12 @@
var/mob/living/L = AM
L.adjustFireLoss(sanctify_force) // Bonus fire damage for sanctified (ERT) versions of nullrod
/obj/item/nullrod/fluff // fluff subtype to be used for all donator nullrods
/// fluff subtype to be used for all donator nullrods
/obj/item/nullrod/fluff
reskin_selectable = FALSE
/obj/item/nullrod/ert // ERT subtype, applies sanctified property to any derived rod
/// ERT subtype, applies sanctified property to any derived rod
/obj/item/nullrod/ert
name = "inquisitor null rod"
reskin_selectable = FALSE
sanctify_force = 10
@@ -471,7 +473,8 @@
user.faction |= "carp"
used_blessing = TRUE
/obj/item/nullrod/claymore/bostaff //May as well make it a "claymore" and inherit the blocking
/// May as well make it a "claymore" and inherit the blocking
/obj/item/nullrod/claymore/bostaff
name = "monk's staff"
desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, now used to harass the clown."
icon_state = "bostaff0"
+4 -2
View File
@@ -273,7 +273,8 @@
if(!reuseable)
flags |= DROPDEL
/obj/item/restraints/legcuffs/bola/tactical //traitor variant
/// traitor variant
/obj/item/restraints/legcuffs/bola/tactical
name = "reinforced bola"
desc = "A strong bola, made with a long steel chain. It looks heavy, enough so that it could trip somebody."
icon_state = "bola_r"
@@ -282,7 +283,8 @@
origin_tech = "engineering=4;combat=3"
knockdown_duration = 2 SECONDS
/obj/item/restraints/legcuffs/bola/energy //For Security
/// For Security
/obj/item/restraints/legcuffs/bola/energy
name = "energy bola"
desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests."
icon_state = "ebola"
@@ -159,7 +159,8 @@
..()
return
/obj/item/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
/// Used by medical Syndicate cyborgs
/obj/item/melee/energy/sword/cyborg/saw
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
force_on = 30
@@ -173,7 +173,8 @@
requires_tank = FALSE
max_weight_class = INFINITY
/obj/item/pneumatic_cannon/ghetto //Obtainable by improvised methods; more gas per use, less capacity, but smaller
/// Obtainable by improvised methods; more gas per use, less capacity, but smaller
/obj/item/pneumatic_cannon/ghetto
name = "improvised pneumatic cannon"
desc = "A gas-powered, object-firing cannon made out of common parts."
force = 5
@@ -600,7 +600,8 @@
new /obj/item/clothing/mask/muzzle(src)
new /obj/item/reagent_containers/glass/bottle/reagent/hydrocodone(src)
/obj/item/storage/backpack/duffel/syndie/med/surgery_fake //for maint spawns
/// for maint spawns
/obj/item/storage/backpack/duffel/syndie/med/surgery_fake
name = "surgery duffelbag"
desc = "A suspicious looking duffelbag for holding surgery tools."
@@ -182,7 +182,8 @@
name = "cyborg mining satchel"
flags = NODROP
/obj/item/storage/bag/ore/holding //miners, your messiah has arrived
/// miners, your messiah has arrived
/obj/item/storage/bag/ore/holding
name = "mining satchel of holding"
desc = "A revolution in convenience, this satchel allows for infinite ore storage. It's been outfitted with anti-malfunction safety measures."
storage_slots = INFINITY
@@ -244,7 +245,8 @@
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/storage/bag/sheetsnatcher // what is this even used for
/// what is this even used for
/obj/item/storage/bag/sheetsnatcher
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
name = "Sheet Snatcher"
@@ -148,7 +148,8 @@
update_icon()
//much roomier now that we've managed to remove two tools
/obj/item/storage/belt/utility/syndi_researcher // A cool looking belt thats essentially a syndicate toolbox
/// A cool looking belt thats essentially a syndicate toolbox
/obj/item/storage/belt/utility/syndi_researcher
desc = "A belt for holding tools, but with style."
icon_state = "assaultbelt"
item_state = "assault"
@@ -438,7 +439,8 @@
new /obj/item/grenade/chem_grenade/facid(src) //1
new /obj/item/grenade/chem_grenade/saringas(src) //1
/obj/item/storage/belt/grenade/tactical // Traitor bundle version
/// Traitor bundle version
/obj/item/storage/belt/grenade/tactical
name = "tactical grenadier belt"
storage_slots = 20 // Not as many slots as the nukie one
max_combined_w_class = 40
@@ -1126,7 +1126,8 @@
/obj/item/storage/box/stockparts
display_contents_with_number = TRUE
/obj/item/storage/box/stockparts/basic //for ruins where it's a bad idea to give access to an autolathe/protolathe, but still want to make stock parts accessible
/// for ruins where it's a bad idea to give access to an autolathe/protolathe, but still want to make stock parts accessible
/obj/item/storage/box/stockparts/basic
name = "box of stock parts"
desc = "Contains a variety of basic stock parts."
@@ -2,10 +2,12 @@
desc = "A sleek, sturdy box."
icon_state = "doom_box"
/obj/item/storage/box/syndie_kit/bundle // Traitor bundles
/// Traitor bundles
/obj/item/storage/box/syndie_kit/bundle
var/list/items = list()
/obj/item/storage/box/syndie_kit/bundle/spy // 172TC
/// 172TC
/obj/item/storage/box/syndie_kit/bundle/spy
name = "Spy Bundle"
desc = "Complete your objectives quietly with this compilation of stealthy items."
items = list(
@@ -23,7 +25,8 @@
/obj/item/door_remote/omni/access_tuner, // 30 TC
/obj/item/encryptionkey/syndicate) // 10TC
/obj/item/storage/box/syndie_kit/bundle/agent13 // 159
/// 159
/obj/item/storage/box/syndie_kit/bundle/agent13
name = "Agent 13 Bundle"
desc = "Find and eliminate your targets quietly and effectively with this kit."
items = list(
@@ -41,7 +44,8 @@
/obj/item/coin/gold, // 0TC
/obj/item/encryptionkey/syndicate) // 10TC
/obj/item/storage/box/syndie_kit/bundle/thief // 160TC
/// 160TC
/obj/item/storage/box/syndie_kit/bundle/thief
name = "Thief Bundle"
desc = "Steal from friends, enemies, and interstellar megacorporations alike!"
items = list(
@@ -53,7 +57,8 @@
/obj/item/storage/backpack/satchel_flat, // 10TC
/obj/item/encryptionkey/syndicate) // 10TC
/obj/item/storage/box/syndie_kit/bundle/bond // 137TC
/// 137TC
/obj/item/storage/box/syndie_kit/bundle/bond
name = "Agent 007 Bundle"
desc = "Shake your Martini and stir up trouble with this bundle of lethal equipment mixed with a spritz of gadgetry to keep things interesting."
items = list(
@@ -72,7 +77,8 @@
/obj/item/storage/box/syndie_kit/pen_bomb, // 30 TC
/obj/item/CQC_manual) // 13TC
/obj/item/storage/box/syndie_kit/bundle/infiltrator // 155TC + RCD & Mesons Autoimplanter
/// 155TC + RCD & Mesons Autoimplanter
/obj/item/storage/box/syndie_kit/bundle/infiltrator
name = "Infiltration Bundle"
desc = "Use your teleporter, krav maga and other support tools to jump right into your desired location, quickly leaving as though you were never there."
items = list(
@@ -85,7 +91,8 @@
/obj/item/autosurgeon/organ/syndicate/meson_eyes, // 0TC
/obj/item/encryptionkey/syndicate) // 2TC
/obj/item/storage/box/syndie_kit/bundle/payday // 175TC
/// 175TC
/obj/item/storage/box/syndie_kit/bundle/payday
name = "Heist Bundle"
desc = "Alright guys, today we're performing a heist on a space station owned by a greedy corporation. Drain the vault of all its worth so we can get that pay dirt!11"
items = list(
@@ -104,7 +111,8 @@
/obj/item/bio_chip_implanter/freedom/prototype, // 10 TC
/obj/item/encryptionkey/syndicate) // 10TC
/obj/item/storage/box/syndie_kit/bundle/implant // 200TC
/// 200TC
/obj/item/storage/box/syndie_kit/bundle/implant
name = "Bio-chip Bundle"
desc = "A few useful bio-chips to give you some options for when you inevitably get captured by the Security."
items = list(
@@ -116,7 +124,8 @@
/obj/item/bio_chip_implanter/storage, // 40TC
/obj/item/encryptionkey/syndicate) // 10TC
/obj/item/storage/box/syndie_kit/bundle/hacker // 180TC
/// 180TC
/obj/item/storage/box/syndie_kit/bundle/hacker
name = "Hacker Bundle"
desc = "A kit with everything you need to hack into and disrupt the Station, AI, its cyborgs and the Security team. HACK THE PLANET!"
items = list(
@@ -135,7 +144,8 @@
/obj/item/clothing/gloves/combat, // accounted in belt + toolbox
/obj/item/flashlight/emp) // 4TC
/obj/item/storage/box/syndie_kit/bundle/darklord // 168TC + Telekinesis
/// 168TC + Telekinesis
/obj/item/storage/box/syndie_kit/bundle/darklord
name = "Dark Lord Bundle"
desc = "Turn your anger into hate and your hate into suffering with a mix of energy swords and magical powers. DO IT."
items = list(
@@ -150,7 +160,8 @@
/obj/item/clothing/shoes/chameleon/noslip, // 10TC
/obj/item/encryptionkey/syndicate) // 10TC
/obj/item/storage/box/syndie_kit/bundle/professional // 164TC
/// 164TC
/obj/item/storage/box/syndie_kit/bundle/professional
name = "Sniper Bundle"
desc = "Suit up and handle yourself like a professional with a long-distance sniper rifle, additional .50 standard and penetrator rounds and thermal glasses to easily scope out your target."
items = list(
@@ -164,7 +175,8 @@
/obj/item/clothing/suit/storage/iaa/blackjacket/armored, // 3TC
/obj/item/encryptionkey/syndicate) // 15TC
/obj/item/storage/box/syndie_kit/bundle/grenadier // 133TC + Tactical Grenadier Belt
/// 133TC + Tactical Grenadier Belt
/obj/item/storage/box/syndie_kit/bundle/grenadier
name = "Grenade Bundle"
desc = "A variety of grenades and pyrotechnics to ensure you can blast your way through any situation. "
items = list(
@@ -180,7 +192,8 @@
/obj/item/storage/box/syndie_kit/frag_grenades, // One box, as a treat
/obj/item/encryptionkey/syndicate) // 10TC
/obj/item/storage/box/syndie_kit/bundle/metroid // 115TC + modules + laser gun
/// 115TC + modules + laser gun
/obj/item/storage/box/syndie_kit/bundle/metroid
name = "Modsuit Bundle"
desc = "Don the equipment of an intergalactic bounty hunter and blast your way through the station!"
items = list(
+8 -4
View File
@@ -1,7 +1,8 @@
/*
* Fireaxe
*/
/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
/// DEM AXES MAN, marker -Agouri
/obj/item/fireaxe
base_icon_state = "fireaxe"
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
@@ -41,7 +42,8 @@
var/obj/structure/W = A
W.obj_destruction("fireaxe")
/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
/// Blatant imitation of the fireaxe, but made out of bone.
/obj/item/fireaxe/boneaxe
icon_state = "bone_axe0"
base_icon_state = "bone_axe"
name = "bone axe"
@@ -306,7 +308,8 @@
explosive.prime()
qdel(src)
/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
/// Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
/obj/item/spear/bonespear
name = "bone spear"
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
base_icon_state = "bone_spear"
@@ -1017,7 +1020,8 @@
#undef BROOM_PUSH_LIMIT
/obj/item/supermatter_halberd //Supermatter Halberd, used by Oblivion Enforcers
/// Supermatter Halberd, used by Oblivion Enforcers
/obj/item/supermatter_halberd
name = "supermatter halberd"
desc = "The revered weapon of Oblivion Enforcers, used to enforce the Order's will."
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
+2 -1
View File
@@ -1,4 +1,5 @@
/obj/structure/sign/barsign // All Signs are 64 by 32 pixels, they take two tiles
/// All Signs are 64 by 32 pixels, they take two tiles
/obj/structure/sign/barsign
name = "Bar Sign"
desc = "A bar sign with no writing on it."
icon = 'icons/obj/barsigns.dmi'
@@ -33,7 +33,8 @@
new /obj/item/storage/bag/mail(src)
new /obj/item/melee/knuckleduster/nanotrasen(src)
/obj/structure/closet/secure_closet/quartermaster/lavaland //used in mining outpost
/// used in mining outpost
/obj/structure/closet/secure_closet/quartermaster/lavaland
name = "quartermaster's secondary locker"
/obj/structure/closet/secure_closet/quartermaster/lavaland/populate_contents()
@@ -1,4 +1,5 @@
/obj/structure/closet/statue //this type path is a crime, ponies what the fuck
/// this type path is a crime, ponies what the fuck
/obj/structure/closet/statue
name = "statue"
desc = "An incredibly lifelike marble carving"
icon = 'icons/obj/statue.dmi'
+10 -5
View File
@@ -22,14 +22,16 @@
return
return ..()
/obj/structure/fluff/empty_terrarium //Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
/// Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
/obj/structure/fluff/empty_terrarium
name = "empty terrarium"
desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
icon = 'icons/obj/lavaland/spawners.dmi'
icon_state = "terrarium_open"
density = TRUE
/obj/structure/fluff/empty_sleeper //Empty sleepers are created by a good few ghost roles in lavaland.
/// Empty sleepers are created by a good few ghost roles in lavaland.
/obj/structure/fluff/empty_sleeper
name = "empty sleeper"
desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
icon = 'icons/obj/cryogenic2.dmi'
@@ -44,13 +46,15 @@
/obj/structure/fluff/empty_sleeper/syndicate
icon_state = "sleeper_s-open"
/obj/structure/fluff/empty_cryostasis_sleeper //Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated
/// Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated
/obj/structure/fluff/empty_cryostasis_sleeper
name = "empty cryostasis sleeper"
desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
icon = 'icons/obj/lavaland/spawners.dmi'
icon_state = "cryostasis_sleeper_open"
/obj/structure/fluff/drake_statue //Ash drake status spawn on either side of the necropolis gate in lavaland.
/// Ash drake status spawn on either side of the necropolis gate in lavaland.
/obj/structure/fluff/drake_statue
name = "drake statue"
desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
icon = 'icons/effects/64x64.dmi'
@@ -60,7 +64,8 @@
deconstructible = FALSE
layer = EDGED_TURF_LAYER
/obj/structure/fluff/drake_statue/falling //A variety of statue in disrepair; parts are broken off and a gemstone is missing
/// A variety of statue in disrepair; parts are broken off and a gemstone is missing
/obj/structure/fluff/drake_statue/falling
desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
icon_state = "drake_statue_falling"
+2 -1
View File
@@ -277,7 +277,8 @@
C.add_queued_power_demand(C.get_queued_available_power() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock.
return ..()
/obj/structure/grille/broken // Pre-broken grilles for map placement
/// Pre-broken grilles for map placement
/obj/structure/grille/broken
icon_state = "brokengrille"
density = FALSE
obj_integrity = 20
+2 -1
View File
@@ -96,7 +96,8 @@
R.add_fingerprint(user)
qdel(src)
/obj/structure/inflatable/door //Based on mineral door code
/// Based on mineral door code
/obj/structure/inflatable/door
name = "inflatable door"
icon_state = "door_closed"
torn = /obj/item/inflatable/door/torn
+2 -1
View File
@@ -94,7 +94,8 @@
new /obj/item/stack/sheet/plastic/five(loc)
qdel(src)
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
/// A specific type for mining that doesn't allow airflow because of them damn crates
/obj/structure/plasticflaps/mining
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
+4 -2
View File
@@ -15,12 +15,14 @@
/obj/structure/railing/get_climb_text()
return "<span class='info'>You can <b>Click-Drag</b> yourself to [src] to climb over it after a short delay.</span>"
/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
/// aesthetic corner sharp edges hurt oof ouch
/obj/structure/railing/corner
icon_state = "railing_corner"
density = FALSE
climbable = FALSE
/obj/structure/railing/cap //aestetic "end" for railing
/// aestetic "end" for railing
/obj/structure/railing/cap
icon_state = "railing_cap"
density = FALSE
climbable = FALSE
+2 -1
View File
@@ -264,7 +264,8 @@
desc = "A cheap statue of sandstone for a greyshirt."
icon_state = "assist"
/obj/structure/statue/sandstone/venus //call me when we add marble i guess
/// call me when we add marble i guess
/obj/structure/statue/sandstone/venus
name = "statue of a pure maiden"
desc = "An ancient marble statue. The subject is depicted with a floor-length braid and is wielding a toolbox. By Jove, it's easily the most gorgeous depiction of a woman you've ever seen. The artist must truly be a master of his craft. Shame about the broken arm, though."
icon = 'icons/obj/statuelarge.dmi'
@@ -1,4 +1,5 @@
/obj/structure/chair // fuck you Pete
/// fuck you Pete
/obj/structure/chair
name = "chair"
desc = "You sit in this. Either by will or force."
icon = 'icons/obj/chairs.dmi'
+2 -1
View File
@@ -621,7 +621,8 @@
if(!total_override)
..()
/obj/structure/table/wood/poker //No specialties, Just a mapping object.
/// No specialties, Just a mapping object.
/obj/structure/table/wood/poker
name = "gambling table"
desc = "A seedy table for seedy dealings in seedy places."
icon = 'icons/obj/smooth_structures/tables/poker_table.dmi'
+2 -1
View File
@@ -610,7 +610,8 @@
can_rotate = 0
/obj/structure/sink/puddle //splishy splashy ^_^
/// splishy splashy ^_^
/obj/structure/sink/puddle
name = "puddle"
desc = "A puddle of clean water. Looks refreshing."
icon_state = "puddle"
@@ -110,7 +110,8 @@
floor_variance = 15
digResult = /obj/item/stack/ore/glass/basalt
/turf/simulated/floor/plating/asteroid/basalt/lava //lava underneath
/// lava underneath
/turf/simulated/floor/plating/asteroid/basalt/lava
baseturf = /turf/simulated/floor/lava
/turf/simulated/floor/plating/asteroid/basalt/airless
@@ -185,7 +186,8 @@ GLOBAL_LIST_INIT(megafauna_spawn_list, list(/mob/living/simple_animal/hostile/me
var/data_having_type = /turf/simulated/floor/plating/asteroid/airless/cave/has_data
turf_type = /turf/simulated/floor/plating/asteroid/airless
/turf/simulated/floor/plating/asteroid/airless/cave/has_data //subtype for producing a tunnel with given data
/// subtype for producing a tunnel with given data
/turf/simulated/floor/plating/asteroid/airless/cave/has_data
has_data = TRUE
/turf/simulated/floor/plating/asteroid/airless/cave/volcanic
@@ -201,7 +203,8 @@ GLOBAL_LIST_INIT(megafauna_spawn_list, list(/mob/living/simple_animal/hostile/me
nitrogen = 23
temperature = 300
/turf/simulated/floor/plating/asteroid/airless/cave/volcanic/has_data //subtype for producing a tunnel with given data
/// subtype for producing a tunnel with given data
/turf/simulated/floor/plating/asteroid/airless/cave/volcanic/has_data
has_data = TRUE
/turf/simulated/floor/plating/asteroid/airless/cave/Initialize(mapload)
@@ -85,14 +85,16 @@
base_icon_state = "junglegrass"
smoothing_groups = list(SMOOTH_GROUP_TURF, SMOOTH_GROUP_GRASS, SMOOTH_GROUP_JUNGLE_GRASS)
/turf/simulated/floor/grass/no_creep //This vairant shows up under normal turfs so fits in the regular 32x32 sprite
/// This vairant shows up under normal turfs so fits in the regular 32x32 sprite
/turf/simulated/floor/grass/no_creep
smoothing_flags = null
smoothing_groups = null
canSmoothWith = null
layer = GRASS_UNDER_LAYER
transform = null
/turf/simulated/floor/grass/jungle/no_creep //This vairant shows up under normal turfs so fits in the regular 32x32 sprite
/// This vairant shows up under normal turfs so fits in the regular 32x32 sprite
/turf/simulated/floor/grass/jungle/no_creep
smoothing_flags = null
smoothing_groups = null
canSmoothWith = null
@@ -63,7 +63,8 @@
nitrogen = MOLES_N2STANDARD
temperature = T20C
/turf/simulated/floor/indestructible/boss //you put stone tiles on this and use it as a base
/// you put stone tiles on this and use it as a base
/turf/simulated/floor/indestructible/boss
name = "necropolis floor"
icon = 'icons/turf/floors/boss_floors.dmi'
icon_state = "boss"
@@ -91,7 +91,8 @@
clawfootstep = FOOTSTEP_WATER
heavyfootstep = FOOTSTEP_WATER
/turf/simulated/floor/beach/water // TODO - Refactor water so they share the same parent type - Or alternatively component something like that
/// TODO - Refactor water so they share the same parent type - Or alternatively component something like that
/turf/simulated/floor/beach/water
name = "water"
icon_state = "water"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
@@ -19,7 +19,8 @@
. = ..()
name = "floor"
/turf/simulated/floor/plasteel/airless/indestructible // For bomb testing range
/// For bomb testing range
/turf/simulated/floor/plasteel/airless/indestructible
/turf/simulated/floor/plasteel/airless/indestructible/ex_act(severity)
return
+2 -1
View File
@@ -1,6 +1,7 @@
/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
/// wall piece
/turf/simulated/mineral
name = "rock"
icon = 'icons/turf/walls/smoothrocks.dmi'
icon_state = "smoothrocks-0"
+2 -1
View File
@@ -212,7 +212,8 @@
/////////////////////Titanium walls/////////////////////
/turf/simulated/wall/mineral/titanium //has to use this path due to how building walls works
/// has to use this path due to how building walls works
/turf/simulated/wall/mineral/titanium
name = "wall"
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/plastinum_wall.dmi'
+4 -2
View File
@@ -6,7 +6,8 @@
/turf/space/transit/attackby(obj/O as obj, mob/user as mob, params)
return
/turf/space/transit/north // moving to the north
/// moving to the north
/turf/space/transit/north
pushdirection = SOUTH // south because the space tile is scrolling south
@@ -56,7 +57,8 @@
/turf/space/transit/north/shuttlespace_ns15
icon_state = "speedspace_ns_15"
/turf/space/transit/east // moving to the east
/// moving to the east
/turf/space/transit/east
pushdirection = WEST
/turf/space/transit/east/shuttlespace_ew1
@@ -174,7 +174,8 @@
///////////SLAUGHTER DEMON
/obj/item/antag_spawner/slaughter_demon //Warning edgiest item in the game
/// Warning edgiest item in the game
/obj/item/antag_spawner/slaughter_demon
name = "vial of blood"
desc = "A magically infused bottle of blood, distilled from countless murder victims. Used in unholy rituals to attract horrifying creatures."
icon = 'icons/obj/wizard.dmi'
@@ -127,7 +127,8 @@
SSblackbox.record_feedback("nested tally", "changeling_powers", 1, list("[name]"))
return TRUE
/datum/action/changeling/sting/cryo //Enable when mob cooling is fixed so that frostoil actually makes you cold, instead of mostly just hungry.
/// Enable when mob cooling is fixed so that frostoil actually makes you cold, instead of mostly just hungry.
/datum/action/changeling/sting/cryo
name = "Cryogenic Sting"
desc = "We silently sting our victim with a cocktail of chemicals that freezes them from the inside. Costs 15 chemicals."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing."
@@ -188,7 +188,8 @@
/obj/effect/hotspot/singularity_pull()
return
/obj/effect/hotspot/fake // Largely for the fireflash procs below
/// Largely for the fireflash procs below
/obj/effect/hotspot/fake
fake = TRUE
burn_time = 30
@@ -117,7 +117,8 @@
custom_name = TRUE
req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_ENGINE)
/obj/machinery/alarm/syndicate //general syndicate access
/// general syndicate access
/obj/machinery/alarm/syndicate
report_danger_level = FALSE
remote_control = FALSE
req_access = list(ACCESS_SYNDICATE)
@@ -73,7 +73,8 @@
open()
to_chat(user, "<span class='notice'>You [open ? "open" : "close"] [src].</span>")
/obj/machinery/atmospherics/binary/valve/digital // can be controlled by AI
/// can be controlled by AI
/obj/machinery/atmospherics/binary/valve/digital
name = "digital valve"
desc = "A digitally controlled valve."
icon = 'icons/atmos/digital_valve.dmi'
@@ -104,7 +104,8 @@
sleep(10)
switch_side()
/obj/machinery/atmospherics/trinary/tvalve/digital // can be controlled by AI
/// can be controlled by AI
/obj/machinery/atmospherics/trinary/tvalve/digital
name = "digital switching valve"
desc = "A digitally controlled valve."
icon = 'icons/atmos/digital_tvalve.dmi'
@@ -55,7 +55,8 @@
. = ..() //adds some aesthetic randomness to the beach sand
icon_state = pick("desert", "desert0", "desert1", "desert2", "desert3", "desert4")
/turf/simulated/floor/beach/away/sand/dense //for boundary "walls"
/// for boundary "walls"
/turf/simulated/floor/beach/away/sand/dense
density = TRUE
baseturf = /turf/simulated/floor/beach/away/sand/dense
@@ -71,7 +72,8 @@
clawfootstep = FOOTSTEP_WATER
heavyfootstep = FOOTSTEP_WATER
/turf/simulated/floor/beach/away/coastline/dense //for boundary "walls"
/// for boundary "walls"
/turf/simulated/floor/beach/away/coastline/dense
density = TRUE
baseturf = /turf/simulated/floor/beach/away/coastline/dense
@@ -117,7 +119,8 @@
temperature = 300
planetary_atmos = TRUE
/turf/simulated/floor/beach/away/water/dense //for boundary "walls"
/// for boundary "walls"
/turf/simulated/floor/beach/away/water/dense
density = TRUE
baseturf = /turf/simulated/floor/beach/away/water/dense
@@ -101,7 +101,8 @@
user.update_inv_l_hand()
user.update_inv_r_hand()
/obj/item/clothing/glasses/meson/engine/tray //atmos techs have lived far too long without tray goggles while those damned engineers get their dual-purpose gogles all to themselves
/// atmos techs have lived far too long without tray goggles while those damned engineers get their dual-purpose gogles all to themselves
/obj/item/clothing/glasses/meson/engine/tray
name = "optical t-ray scanner"
icon_state = "trayson-t-ray"
item_state = "trayson-t-ray"
@@ -14,7 +14,8 @@
/obj/item/clothing/gloves/color/yellow/fake
siemens_coefficient = 1
/obj/item/clothing/gloves/color/fyellow //Cheap Chinese Crap
/// Cheap Chinese Crap
/obj/item/clothing/gloves/color/fyellow
name = "budget insulated gloves"
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
icon_state = "yellow"
+2 -1
View File
@@ -44,7 +44,8 @@
material = "silver"
ring_color = "silver"
/obj/item/clothing/gloves/ring/silver/blessed // todo
/// todo
/obj/item/clothing/gloves/ring/silver/blessed
name = "blessed silver ring"
/obj/item/clothing/gloves/ring/gold
+2 -1
View File
@@ -3,7 +3,8 @@
//Plus a bobble hat, lets be inclusive!!
/obj/item/clothing/head/beanie //Default is white, this is meant to be seen
/// Default is white, this is meant to be seen
/obj/item/clothing/head/beanie
name = "white beanie"
desc = "A stylish beanie. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their heads."
icon_state = "beanie" //Default white
+4 -2
View File
@@ -392,7 +392,8 @@
"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
)
/obj/item/clothing/head/stalhelm //Why do these exist - Because they aren't specifically Nazi Germany
/// Why do these exist - Because they aren't specifically Nazi Germany
/obj/item/clothing/head/stalhelm
name = "clown stalhelm"
desc = "The typical clown soldier's helmet."
icon_state = "stalhelm"
@@ -415,7 +416,8 @@
flags = BLOCKHAIR
flags_inv = HIDEEARS
/obj/item/clothing/head/beret/purple //Fluff?
/// Fluff?
/obj/item/clothing/head/beret/purple
name = "Pierson Family Beret"
desc = " A purple beret, with a small golden crescent moon sewn onto it."
icon_state = "beret_purple"

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