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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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