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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:
co-authored by
Henri215
Ryan
S34N
SteelSlayer
parent
9108007709
commit
76a845d380
@@ -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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