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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 08:34:16 +01:00
Committing my mostly finished away mission.
Added a few new corpse types Simple animals can now open doors Added a bluespace artillery control machine. Using PA sprites as placeholders until I get real ones. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4847 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -0,0 +1,59 @@
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/obj/machinery/artillerycontrol
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var/reload = 180
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name = "Bluespace Artillery Control"
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icon_state = "control_boxp1"
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icon = 'particle_accelerator.dmi'
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/obj/machinery/artillerycontrol/process()
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if(src.reload<180)
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src.reload++
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/obj/structure/artilleryplaceholder
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name = "artillery"
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icon = 'particle_accelerator.dmi'
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anchored = 1
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density = 1
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/obj/machinery/artillerycontrol/attack_hand(mob/user as mob)
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user.machine = src
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var/dat = "<B>Bluespace Artillery Control:</B><BR>"
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dat += "Locked on<BR>"
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dat += "<B>180 seconds are required to charge between shots:</B><BR>"
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dat += "<A href='byond://?src=\ref[src];fire=1'>Open Fire</A><BR>"
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dat += "Deployment of weapon authorized by <br>Nanotrasen Naval Command<br><br>Rember, friendly fire is grounds for termination of your contract and life.<HR>"
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user << browse(dat, "window=scroll")
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onclose(user, "scroll")
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return
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/obj/machinery/artillerycontrol/Topic(href, href_list)
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..()
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if (usr.stat || usr.restrained())
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return
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
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var/A
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A = input("Area to jump bombard", "Open Fire", A) in teleportlocs
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var/area/thearea = teleportlocs[A]
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if (usr.stat || usr.restrained()) return
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
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command_alert("Bluespace artillery fire detected. Brace for impact.")
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message_admins("[key_name_admin(usr)] has launched an artillery strike.", 1)
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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L+=T
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var/loc = pick(L)
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explosion(loc,2,5,11)
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reload = 0
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/*mob/proc/openfire()
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var/A
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A = input("Area to jump bombard", "Open Fire", A) in teleportlocs
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var/area/thearea = teleportlocs[A]
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command_alert("Bluespace artillery fire detected. Brace for impact.")
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spawn(30)
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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L+=T
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var/loc = pick(L)
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explosion(loc,2,5,11)*/
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@@ -171,4 +171,33 @@
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corpseshoes = /obj/item/clothing/shoes/white
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corpseid = 1
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corpseidjob = "Scientist"
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corpseidaccess = "Scientist"
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corpseidaccess = "Scientist"
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/////////////////Officers//////////////////////
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/obj/effect/landmark/corpse/bridgeofficer
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mobname = "Bridge Officer"
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corpseradio = /obj/item/device/radio/headset/heads/hop
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corpseuniform = /obj/item/clothing/under/rank/centcom_officer
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corpsesuit = /obj/item/clothing/suit/armor/bulletproof
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corpseshoes = /obj/item/clothing/shoes/black
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corpseglasses = /obj/item/clothing/glasses/sunglasses
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corpseid = 1
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corpseidjob = "Bridge Officer"
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corpseidaccess = "Captain"
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/obj/effect/landmark/corpse/commander
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mobname = "Commander"
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corpseuniform = /obj/item/clothing/under/rank/centcom_commander
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corpsesuit = /obj/item/clothing/suit/armor/bulletproof
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corpseradio = /obj/item/device/radio/headset/heads/captain
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corpseglasses = /obj/item/clothing/glasses/eyepatch
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corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
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corpsehelmet = /obj/item/clothing/head/centhat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseshoes = /obj/item/clothing/shoes/swat
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corpsepocket1 = /obj/item/weapon/lighter/zippo
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corpseid = 1
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corpseidjob = "Commander"
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corpseidaccess = "Captain"
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