mirror of
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Modsuits. Ready for review, sorry for the ammount of files changed 👉 👈 (#21147)
* biting off more than I can chew, but I feel like hurting myself * more shit * progress continues, moral stays sameish * bite of 2587 * mod_theme down, but probably broken * 385 errors, 16 warnings, zero tgui interactions * 292 19 * final strech to buggy mess, break time * it compiles. It almost fucking certainly doesnt work, but it compiles * fudhsciffubgsbgpgb actions not working as should for modules * fuck it we'll just open the pr as we work on it * icons work now * tgui stuff * more progress * JUDGEMENT * IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother. * jetpacks, gps, and go do what exo-suits yourself * almost ready * sorry to whoever has to review this * should work™️ * should be good now * pushing changes so I can do reviews next * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * lore™️ Adds illegals level to modsuit parts from syndicate. * early returns * and these illegals * no uplink reference idiot * mod inhands are a good idea * this is needed for inhands nerd * Bomb detector working, modsutis cover ears. skin things * overslotting removal, cyborg charging, ert loadout for gamma * duplicated signal * modsuit themes, removes broken mister / bad base type module, 2 cores in robotics. * tether module, orb module, holster stuff * built in no slip, cheaper 87 * removes modules already installed, engineer ert get jetpack, equip into modsuit storage * comments spaces and duplicate flags * Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Compile TGUI, slowdown adjustment, Modsuit to MODsuit * sonar, do after, more equipment, acid handling * overlay bugs / ERT / DS suits autodeploy * middle click action buttons * traders, sec modsuit energy nerf * surplus weighting * Kinesis module. * Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis * more power / unused module removed * name, ds fix, pre equipped to cc suit * depot / grammer * ok should be good™️ * overslot, dupe gun, missing suit storage * stealth nerf, new kit * gun stuff / ds theme * bio armor is gone * let me push changes please thank you * makes shocks work right * copies over some changes TG made to module prices after porting * Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it- * sirryans changes Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Control define, ERT / DS have gloves / boots again. * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * More changes * god I hate tgui. Why do all the bundles live underground, instead of in my basement? * she updates my master till I testmerge * modsuits can recharge again * fixes a lot of shit * Ready for TM probably * sure fuck it whatever that makes sense I guess * the pinpointer works better™️ * Another storage module bug fix * hair and medical stuff * fuck fuck fuck * fixes sonar * Bag exploit fixes / plasma runtimes / ear nerf * dna lock improvement / cryostorage * whoops * Ball form second cooldown wasn't helping, no more infinite cores * she springs my lock till I ***SNAP*** * plasmaman no longer die * fixes modsuit emp issues * atmos no longer fucking dies * Fixes, module printing, and a restriction on newly constructed modsuits * Inventory code my hated * WOOO PREFERENCE CODE WOOOOO * icons my hated * fix for mods / spaceproof shit * holy shit whhhyyyyy * backpack first * Update mod_theme.dm * prevent infinite gun arms / infinite modsuit cores / syndicate modules * fixes tm error * scream loudly if species sprites break. They shouldn't, but, you know. * deconflicted with luck * converts to refit for species * fix pathfinder * fixes modsuits being funky power wise * lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit * nerfs the atmos modsuit * magboots for ds / CC modsuit * downside of autosave: typing in wrong window saves bad stuff * Gamma ERT have internal cameras again. * spellcheck when * ah fuck * yes delete the null that works * whoops * fixes error / description * un vulps your cannon * fixes tails disapeering on base modsuits * space to underscore * tgui fix / tajaran * springlock buff, cryopod fix * u helps * WHO PUTS A GUN IN ITEMS * tgui moment * mining modsuit nerf / hidden holster module * PAIN * UNATHI TIDE STATION WIDE * I love special code * slightly dense * shark jumpscare * fixes ghost item, fixes springlock being bad * YIPPEEEE IT WORKED * she decons my flict * pain * ebbas days are numbered :^) * hidden * r-r-r-ebuild * fixes more bugs * qwerty, you are dense * fixes gps * fix mulebot crate * level fix * adds back icon * moving storage, fix bug, modules activate / deactivate message * yeah * yeah * yeah™️ * steels requests * windoors no longer make pathfinder module explode * chat spam * oil slicks + modsuits * whoops * bag check * ofc * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/datums/uplink_items/uplink_nuclear.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/modules/module_pathfinder.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
This commit is contained in:
@@ -120,6 +120,7 @@
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continue
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smoked_atoms += A
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chemholder.reagents.reaction(A)
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SEND_SIGNAL(A, COMSIG_ATOM_EXPOSE_REAGENTS, chemholder.reagents, chemholder, chemholder.reagents.total_volume)
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if(iscarbon(A))
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var/mob/living/carbon/C = A
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if(C.can_breathe_gas())
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@@ -133,6 +133,8 @@
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/obj/item/storage/wallet = 20,
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/obj/item/storage/wallet/random = 5,
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/obj/item/caution = 10,
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/obj/item/mod/construction/broken_core = 4,
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/obj/effect/spawner/random_spawners/mod/maint = 10,
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////////////////CONTRABAND STUFF//////////////////
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/obj/item/grenade/clown_grenade = 3,
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/obj/item/grenade/smokebomb = 3,
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@@ -161,7 +163,7 @@
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/obj/item/storage/fancy/cigarettes/cigpack_syndicate = 2,
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/obj/item/storage/pill_bottle/fakedeath = 2,
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/obj/item/clothing/suit/jacket/syndicatebomber = 5,
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"" = 60 // This should be a decently high number for chances where no loot will spawn
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"" = 61 // This should be a decently high number for chances where no loot will spawn
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)
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/obj/effect/spawner/lootdrop/maintenance/two
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@@ -267,6 +269,7 @@
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/xray = 25, // mecha x-ray laser
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/obj/item/mecha_parts/mecha_equipment/teleporter/precise = 25, // upgraded mecha teleporter
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/obj/item/autosurgeon/organ = 50,
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/obj/item/mod/construction/plating/research = 25,
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// Research / Experimentor
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/obj/item/paper/researchnotes = 150, // papers that give random R&D levels
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@@ -296,7 +299,10 @@
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// Virology
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/obj/item/reagent_containers/glass/bottle/regeneration = 50,
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/obj/item/reagent_containers/glass/bottle/sensory_restoration = 50
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/obj/item/reagent_containers/glass/bottle/sensory_restoration = 50,
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// Medical in general
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/obj/item/mod/construction/plating/rescue = 25
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)
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/obj/effect/spawner/lootdrop/trade_sol/sec
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@@ -310,6 +316,8 @@
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/obj/item/storage/belt/military/assault = 50,
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/obj/item/clothing/mask/gas/sechailer/swat = 50,
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/obj/item/clothing/glasses/thermal = 50, // see heat-source mobs through walls. Less powerful than already-available xray.
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/obj/item/mod/construction/plating/safeguard = 25,
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/obj/item/mod/module/power_kick = 50,
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// Ranged weapons
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/obj/item/storage/box/enforcer_rubber = 50,
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@@ -331,7 +339,8 @@
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/obj/item/storage/backpack/holding = 25,
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/obj/item/clothing/glasses/meson/night = 25, // NV mesons
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/obj/item/clothing/glasses/material = 25, // shows objects, but not mobs, through walls
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/obj/item/grenade/clusterbuster/metalfoam = 25 // cluster metal foam grenade
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/obj/item/grenade/clusterbuster/metalfoam = 25, // cluster metal foam grenade
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/obj/item/mod/construction/plating/advanced = 13
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)
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/obj/effect/spawner/lootdrop/trade_sol/largeitem
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@@ -160,6 +160,18 @@
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/fungus = 7)
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/obj/effect/spawner/random_spawners/mod
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name = "MOD module spawner"
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desc = "Modularize this, please."
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icon_state = "circuit"
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/obj/effect/spawner/random_spawners/mod/maint
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name = "maint MOD module spawner"
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result = list(
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/obj/item/mod/module/springlock = 2,
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/obj/item/mod/module/balloon = 1,
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/obj/item/mod/module/stamp = 1
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)
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// z6 DEPOT SPAWNERS
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@@ -264,7 +276,7 @@
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// Loot schema: space gear, basic armor, basic ammo (10mm, rcd), drugs, more dangerous/useful gimmick items, lower-value minerals
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result = list(/datum/nothing = 27,
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/obj/item/storage/box/syndie_kit/space = 1,
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/obj/item/storage/box/syndie_kit/hardsuit = 1,
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/obj/item/storage/box/syndie_kit/modsuit = 1,
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/obj/item/clothing/shoes/magboots/syndie = 1,
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/obj/item/clothing/suit/armor/vest/combat = 1,
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/obj/item/ammo_box/magazine/m10mm = 1,
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@@ -288,7 +300,9 @@
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/obj/item/pen/edagger = 1,
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/obj/item/stack/sheet/mineral/plasma{amount = 20} = 1,
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/obj/item/stack/sheet/mineral/silver{amount = 20} = 1,
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/obj/item/stack/sheet/mineral/gold{amount = 20} = 1)
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/obj/item/stack/sheet/mineral/gold{amount = 20} = 1,
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/obj/item/mod/module/noslip = 1,
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/obj/item/mod/module/visor/night = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/level3
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name = "officer loot"
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@@ -316,7 +330,11 @@
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/obj/item/ammo_box/magazine/m10mm/hp = 1,
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/obj/item/storage/box/syndie_kit/emp = 1,
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/obj/item/toy/plushie/carpplushie/dehy_carp = 1,
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/obj/item/clothing/glasses/hud/security/chameleon = 1)
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/obj/item/clothing/glasses/hud/security/chameleon = 1,
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/obj/item/mod/module/visor/thermal = 1,
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/obj/item/mod/module/stealth = 1,
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/obj/item/mod/module/power_kick = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/level4
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name = "armory loot"
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@@ -335,7 +353,8 @@
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/obj/item/clothing/glasses/thermal = 1,
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/obj/item/chameleon = 1,
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/obj/item/reagent_containers/hypospray/autoinjector/stimulants = 1,
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/obj/item/grenade/plastic/c4/x4 = 1)
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/obj/item/grenade/plastic/c4/x4 = 1,
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/obj/item/storage/box/syndie_kit/modsuit/elite = 1)// Adding this as it is something an explorer can use to explore space better, that isn't a high powered murder weapon.
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// Layout-affecting spawns
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@@ -198,6 +198,9 @@
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if(istype(array, /obj/item/clothing/head/helmet/space/hardsuit/rd))
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var/obj/item/clothing/head/helmet/space/hardsuit/rd/Helm_Array = array
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Helm_Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
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if(istype(array, /obj/item/mod/module/reagent_scanner/advanced))
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var/obj/item/mod/module/reagent_scanner/advanced/Mod_Array = array
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Mod_Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
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return 1
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@@ -133,6 +133,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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/// Holder var for the item outline filter, null when no outline filter on the item.
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var/outline_filter
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/obj/item/New()
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..()
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@@ -258,7 +258,7 @@
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/obj/item/clothing/glasses/chameleon/thermal,
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/obj/item/borg/upgrade/modkit/indoors,
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/obj/item/storage/box/syndie_kit/chameleon,
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/obj/item/storage/box/syndie_kit/hardsuit,
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/obj/item/storage/box/syndie_kit/modsuit,
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/obj/item/implanter/storage,
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/obj/item/toy/syndicateballoon)
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var/selected_item = pick(traitor_items)
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@@ -24,7 +24,7 @@
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/// If TRUE, the box can't be deployed
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var/on_cooldown = FALSE
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/datum/action/item_action/agent_box/Trigger(trigger_flags)
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/datum/action/item_action/agent_box/Trigger(trigger_flags, left_click)
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. = ..()
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if(!.)
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return FALSE
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@@ -123,6 +123,12 @@
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name = "BioTech Solutions Comedy Bio-chip"
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function = "Plays a sad trombone noise upon death of the implantee, allows clowns to entertain the crew even post-mortem."
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/datum/implant_fluff/pathfinder
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name = "Paizo Productions 5-E Pathfinder Implant"
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life = "Lasts 2-12 months. Known to fail at the worst possible time, space radation may be a factor."
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notes = "By use of an internal private GPS signal, allows the pathfinder module to have the MODsuit find the user. Also wirelessly transfers ID information to the suit, to allow doors to open."
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function = "Allows for the recall of a Modular Outerwear Device by the implant owner at any time."
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/datum/implant_fluff/gorilla_rampage
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name = "Magillitis Serum Bio-chip"
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life = "Unknown, no collected sample has been active long enough to determine lifespan."
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@@ -125,9 +125,13 @@
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/obj/item/storage/lockbox/research/deconstruct(disassembled = TRUE) // Get wrecked, Science nerds
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qdel(src)
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/obj/item/storage/lockbox/research/large
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name = "Large lockbox"
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desc = "A large lockbox"
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max_w_class = WEIGHT_CLASS_BULKY
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max_combined_w_class = 4 //The sum of the w_classes of all the items in this storage item.
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storage_slots = 1
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/obj/item/storage/lockbox/research/modsuit
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name = "Plating lockbox"
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desc = "A larger lockbox. Looks a bit less secure than other lockboxes."
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/obj/item/storage/lockbox/research/modsuit/emp_act(severity) //I want emp to get around it, it's not a gun, I just want people not to always make sec / med modsuits.
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. = ..()
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if(prob(50 / severity))
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locked = FALSE
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icon_state = icon_broken
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origin_tech = null //wipe out any origin tech if it's unlocked in any way so you can't double-dip tech levels at R&D.
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@@ -132,14 +132,29 @@
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/obj/item/gun/projectile/automatic/pistol, // 4TC
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/obj/item/ammo_box/magazine/m10mm/fire, // 2TC
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/obj/item/ammo_box/magazine/m10mm/fire, // 2TC
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/obj/item/storage/box/syndie_kit/hardsuit, // 6TC
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/obj/item/storage/box/syndie_kit/modsuit, // 6TC
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/obj/item/clothing/gloves/combat, // 0TC
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/obj/item/card/id/syndicate, // 2TC
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/obj/item/clothing/shoes/chameleon/noslip, // 2TC
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/obj/item/encryptionkey/syndicate) // 2TC
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var/static/list/metroid = list( // 21 + modules + laser gun
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/obj/item/storage/box/syndie_kit/modsuit/elite, // 9TC
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/obj/item/mod/module/visor/thermal, // 3 TC
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/obj/item/mod/module/stealth, //0 TC but strong
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/obj/item/mod/module/power_kick, //0 TC but funny
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/obj/item/mod/module/sphere_transform, //0TC but should not be allowed to normally be installed
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/obj/item/autosurgeon/organ/syndicate/laser_arm, //0 TC but otherwise not obtainable.
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/obj/item/pinpointer/advpinpointer, //4 TC
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/obj/item/storage/box/syndidonkpockets, //2TC, otherwise they will just die in the first combat to disabler.
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/obj/item/storage/belt/utility/full/multitool, //0 TC
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/obj/item/clothing/head/collectable/slime, //Priceless (0 TC)
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/obj/item/encryptionkey/syndicate) //2 TC
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/obj/item/storage/box/syndie_kit/bundle/populate_contents()
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var/list/bundle = pick(spy, agent13, thief, bond, infiltrator, payday, implant, hacker, darklord, professional, grenadier)
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var/list/bundle = pick(spy, agent13, thief, bond, infiltrator, payday, implant, hacker, darklord, professional, grenadier, metroid)
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for(var/item in bundle)
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new item(src)
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@@ -154,13 +169,21 @@
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/tank/internals/emergency_oxygen/engi/syndi(src)
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/obj/item/storage/box/syndie_kit/hardsuit
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name = "Boxed Blood Red Suit and Helmet"
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can_hold = list(/obj/item/clothing/suit/space/hardsuit/syndi, /obj/item/tank/internals/emergency_oxygen/engi/syndi, /obj/item/clothing/mask/gas/syndicate)
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/obj/item/storage/box/syndie_kit/modsuit
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name = "Boxed Blood Red MODsuit"
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can_hold = list(/obj/item/tank/internals/emergency_oxygen/engi/syndi, /obj/item/clothing/mask/gas/syndicate)
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max_w_class = WEIGHT_CLASS_NORMAL
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/obj/item/storage/box/syndie_kit/hardsuit/populate_contents()
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new /obj/item/clothing/suit/space/hardsuit/syndi(src)
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/obj/item/storage/box/syndie_kit/modsuit/populate_contents()
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new /obj/item/mod/control/pre_equipped/traitor(src)
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/tank/internals/emergency_oxygen/engi/syndi(src)
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/obj/item/storage/box/syndie_kit/modsuit/elite //I have been informed this is a good idea.
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name = "Boxed Elite MODsuit"
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/obj/item/storage/box/syndie_kit/modsuit/elite/populate_contents()
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new /obj/item/mod/control/pre_equipped/traitor_elite(src)
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/tank/internals/emergency_oxygen/engi/syndi(src)
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@@ -133,11 +133,6 @@
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item_state = "jetpack-captain"
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volume = 90
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w_class = WEIGHT_CLASS_NORMAL
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //steal objective items are hard to destroy.
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/obj/item/tank/jetpack/oxygen/captain/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_PARENT_QDELETING, PROC_REF(alert_admins_on_destroy))
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/obj/item/tank/jetpack/oxygen/security
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name = "security jetpack (oxygen)"
|
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@@ -13,7 +13,7 @@
|
||||
new /obj/item/areaeditor/blueprints/ce(src)
|
||||
new /obj/item/storage/box/permits(src)
|
||||
new /obj/item/storage/bag/garment/chief_engineer(src)
|
||||
new /obj/item/tank/jetpack/suit(src)
|
||||
new /obj/item/mod/module/jetpack/advanced(src)
|
||||
new /obj/item/cartridge/ce(src)
|
||||
new /obj/item/radio/headset/heads/ce(src)
|
||||
new /obj/item/storage/toolbox/mechanical(src)
|
||||
|
||||
@@ -197,15 +197,14 @@
|
||||
|
||||
/obj/structure/closet/secure_closet/paramedic
|
||||
name = "paramedic EVA gear"
|
||||
desc = "A locker with a Paramedic EVA suit."
|
||||
desc = "A locker with a Rescue MODsuit."
|
||||
icon_state = "med"
|
||||
open_door_sprite = "med_door"
|
||||
icon_opened = "med_open"
|
||||
req_access = list(ACCESS_PARAMEDIC)
|
||||
|
||||
/obj/structure/closet/secure_closet/paramedic/populate_contents()
|
||||
new /obj/item/clothing/suit/space/eva/paramedic(src)
|
||||
new /obj/item/clothing/head/helmet/space/eva/paramedic(src)
|
||||
new /obj/item/mod/control/pre_equipped/rescue(src)
|
||||
new /obj/item/sensor_device(src)
|
||||
new /obj/item/key/ambulance(src)
|
||||
new /obj/item/pinpointer/crew(src)
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
open_door_sprite = "white_secure_door"
|
||||
|
||||
/obj/structure/closet/secure_closet/roboticist/populate_contents()
|
||||
new /obj/item/mod/core/standard(src)
|
||||
new /obj/item/storage/backpack(src)
|
||||
new /obj/item/storage/backpack(src)
|
||||
new /obj/item/storage/backpack/satchel_norm(src)
|
||||
|
||||
Reference in New Issue
Block a user