massive burndown (#29894)

This commit is contained in:
Contrabang
2025-07-27 13:52:39 -07:00
committed by GitHub
parent a596fba80d
commit 1504ed98be
1043 changed files with 0 additions and 3598 deletions
@@ -1,11 +1,7 @@
/obj/effect/waterfall
name = "waterfall effect"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
opacity = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
density = FALSE
anchored = TRUE
invisibility = 101
var/water_frequency = 15
@@ -29,7 +25,6 @@
/turf/simulated/floor/beach/away
name = "Beach"
icon = 'icons/misc/beach.dmi'
var/water_overlay_image = null
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
@@ -47,10 +42,6 @@
icon_state = "desert"
mouse_opacity = MOUSE_OPACITY_ICON
baseturf = /turf/simulated/floor/beach/away/sand
footstep = FOOTSTEP_SAND
barefootstep = FOOTSTEP_SAND
clawfootstep = FOOTSTEP_SAND
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
/turf/simulated/floor/beach/away/sand/Initialize(mapload)
. = ..() //adds some aesthetic randomness to the beach sand
@@ -118,7 +109,6 @@
oxygen = LAVALAND_OXYGEN
nitrogen = LAVALAND_NITROGEN
temperature = LAVALAND_TEMPERATURE
atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
atmos_environment = ENVIRONMENT_LAVALAND
/// for boundary "walls"
@@ -158,7 +148,6 @@
layer = MOB_LAYER + 0.1
smoothing_flags = SMOOTH_BITMASK
canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
anchored = TRUE
/turf/simulated/floor/beach/away/water/drop/dense
density = TRUE
@@ -2,12 +2,9 @@
/area/awaymission/challenge
name = "Challenge"
icon_state = "away"
report_alerts = FALSE
/area/awaymission/challenge/start
name = "Where Am I?"
icon_state = "away"
/area/awaymission/challenge/main
name = "\improper Danger Room"
@@ -203,7 +203,6 @@
/obj/effect/mob_spawn/human/alive/golem/adamantine
name = "dust-caked free golem shell"
desc = "A humanoid shape, empty, lifeless, and full of potential."
assignedrole = "Free Golem"
can_transfer = FALSE
mob_species = /datum/species/golem/adamantine
@@ -3,8 +3,6 @@
/obj/effect/mob_spawn/human/alive/old
name = "old cryogenics pod"
desc = "A humming cryo pod. You can barely recognise a security uniform underneath the built up ice. The machine is attempting to wake up its occupant."
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper"
description = "Work as a team with your fellow survivors aboard a ruined, ancient space station."
assignedrole = "Ancient Crew"
allow_gender_pick = TRUE
@@ -3,7 +3,6 @@
/mob/living/simple_animal/hostile/megafauna/fleshling
name = "Fleshling"
desc = "A sinister mass of flesh molded into a grotesque shape. Nothing about it looks like the result of natural evolution. It looks agitated and clearly doesn't want you to leave here alive."
health = 1000
icon = 'icons/mob/fleshling.dmi'
icon_state = "fleshling"
icon_living = "fleshling"
@@ -16,12 +15,9 @@
pixel_x = -16
melee_damage_lower = 20
melee_damage_upper = 20
wander = TRUE
move_force = MOVE_FORCE_VERY_STRONG
move_resist = MOVE_FORCE_VERY_STRONG
pull_force = MOVE_FORCE_VERY_STRONG
sentience_type = SENTIENCE_BOSS
a_intent = INTENT_HARM
deathmessage = "collapses into a pile of gibs. From the looks of it this is the deadest it can get... "
butcher_results = list(/obj/item/regen_mesh)
/// Is the boss charging right now?
@@ -246,7 +242,6 @@
/obj/machinery/deepstorage_teleporter
name = "package teleporter"
desc = "It's tuned to maintain one-way teleportation."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "controller"
density = TRUE
anchored = TRUE
@@ -13,7 +13,6 @@
/obj/item/card/id/away/old
name = "A perfectly retrograde identification card"
desc = "A perfectly retrograde identification card. Looks like it could use some flavor."
icon = 'icons/obj/card.dmi'
icon_state = "retro"
access = list(ACCESS_THETA_STATION)
@@ -66,13 +65,9 @@
/obj/item/clothing/head/helmet/space/void/old
name = "Antique Engineering Void Helmet"
desc = "An old helmet meant for EVA engineering work. Any insignia it had has long since worn away. While old and dusty, it still gets the job done."
icon_state = "void-red"
item_state = "void"
/obj/item/clothing/suit/space/void/old
name = "Antique Engineering Void Suit"
icon_state = "void-red"
item_state = "void"
desc = "An old softsuit meant for engineering work. Any insignia it had has long since worn away. Age has degraded the suit making it difficult to move around in."
slowdown = 4
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
@@ -85,28 +80,21 @@
/obj/item/clothing/suit/armor/vest/old
name = "degrading armor vest"
desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in."
icon_state = "armor"
item_state = "armor"
slowdown = 1
/obj/item/gun/energy/laser/retro/old
name = "degrading L-1 laser gun"
icon_state = "retro"
desc = "A first-generation lasergun developed by Maiman Photonics. It has a unique rechargable internal cell that cannot be removed. \
Due to degredation over time, the battery cannot hold as much charge as it used to. You really hope someone has developed a better laser gun while you were in cryo."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
ammo_x_offset = 3
/obj/item/ammo_casing/energy/lasergun/old
projectile_type = /obj/item/projectile/beam/laser
e_cost = 200
select_name = "kill"
/obj/item/gun/energy/e_gun/old
name = "\improper NT-EW-P:01 prototype energy gun"
desc = "A long-lost prototype energy gun developed by Nanotrasen's Theta R&D team. The fire selector has two settings: 'stun', and 'kill'."
icon_state = "protolaser"
ammo_x_offset = 2
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old)
/obj/item/gun/energy/e_gun/old/examine(mob/user)
@@ -434,7 +422,6 @@
// MARK: ENGINES
//////////////////////////////
/obj/structure/shuttle/engine/large
name = "engine"
opacity = TRUE
icon = 'icons/obj/2x2.dmi'
icon_state = "large_engine"
@@ -444,7 +431,6 @@
appearance_flags = LONG_GLIDE
/obj/structure/shuttle/engine/huge
name = "engine"
icon = 'icons/obj/3x3.dmi'
icon_state = "huge_engine"
desc = "An extremely large bluespace engine used to propel extremely large ships."
@@ -460,13 +446,11 @@
/area/ruin/ancientstation
name = "Charlie Station Main Corridor"
icon_state = "green"
has_gravity = TRUE
/area/ruin/ancientstation/powered
name = "Powered Tile"
icon_state = "teleporter"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
/area/ruin/ancientstation/atmo
name = "Beta Station Atmospherics"
@@ -501,7 +485,6 @@
/area/ruin/ancientstation/thetacorridor
name = "Theta Station Main Corridor"
icon_state = "green"
/area/ruin/ancientstation/proto
name = "Theta Station Prototype Lab"
@@ -51,7 +51,6 @@
health = 750
maxHealth = 750
rapid_melee = 3
wander = FALSE
move_force = MOVE_FORCE_DEFAULT
loot = list(/obj/item/organ/internal/cyberimp/arm/razorwire/harbinger)
death_simplemob_representation = /obj/effect/temp_visual/dir_setting/syndicate_harbinger_death
@@ -165,7 +164,6 @@ GLOBAL_LIST_INIT(ruin_sieged_lab_research_loot, list(
/obj/effect/spawner/random/mine
name = "50pc landmine"
icon = 'icons/effects/random_spawners.dmi'
icon_state = "mine"
loot = list(/obj/effect/mine/sieged_lab)
spawn_loot_chance = 50
@@ -302,7 +302,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
desc = "Looks like the cover to a turret. Not deploying, however?"
icon = 'icons/obj/turrets.dmi'
icon_state = "turret_cover"
layer = /obj/machinery/shieldgen/telecomms::layer + 0.1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
anchored = TRUE
/// Trap we create on activation
@@ -333,7 +332,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
health = 200
maxHealth = 200
faction = list("malf_drone")
ranged = TRUE
rapid = 2
speed = 0.5
projectiletype = /obj/item/projectile/beam/disabler/weak
@@ -432,7 +430,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
/obj/effect/spawner/random/telecomms_core_table
name = "telecomms core table spawner"
spawn_loot_count = 1
loot = list(
/obj/item/rcd/combat,
/obj/item/gun/medbeam,
@@ -478,7 +475,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
anchored = TRUE
layer = HOLOPAD_LAYER
plane = FLOOR_PLANE
max_integrity = 300
/// Have we been activated? If we have, we do not activate again.
var/activated = FALSE
/// Tied effect to kill when we die.
@@ -1,5 +1,4 @@
/obj/machinery/atmospherics/unary/passive_vent/high_volume/shadow
on = FALSE
/obj/machinery/atmospherics/unary/passive_vent/high_volume/shadow/process_atmos()
if(!on)
@@ -15,7 +14,6 @@
name = "gas filter (Co2 Outlet)"
dir = 1
filter_type = 3
on = FALSE
target_pressure = 99999
/obj/machinery/atmospherics/trinary/filter/shadow/on_changed_z_level(turf/old_turf, turf/new_turf)