Adding zlevel 8, for a game/rp element/admindickery thing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@243 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
uhangi@gmail.com
2010-10-04 04:07:38 +00:00
parent 81113d27bb
commit be00348fef
9 changed files with 1445 additions and 961 deletions
@@ -706,6 +706,38 @@
name = "Abandoned ship"
icon_state = "yellow"
/area/construction
name = "Construction Area"
icon_state = "yellow"
/area/construction/supplyshuttle
name = "Supply Shuttle"
icon_state = "yellow"
/area/construction/quarters
name = "Engineer's Quarters"
icon_state = "yellow"
/area/construction/qmaint
name = "Maintenance"
icon_state = "yellow"
/area/construction/hallway
name = "Hallway"
icon_state = "yellow"
/area/construction/solars
name = "Solar Panels"
icon_state = "yellow"
/area/construction/solarscontrol
name = "Solar Panel Control"
icon_state = "yellow"
/area/construction/Storage
name = "Construction Site Storage"
icon_state = "yellow"
/area/ai_monitored/storage/eva
name = "EVA Storage"
icon_state = "eva"
+2
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@@ -121,6 +121,8 @@
var/job = null
var/knowledge = 0.0
var/nodamage = 0
var/logged_in = 0
+11
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@@ -766,6 +766,17 @@
var/permeability_coefficient = 0.99
var/siemens_coefficient = 0.80
/obj/item/weapon/directions
name = "Crumpled Paper"
icon = 'weapons.dmi'
icon_state = "crumpled"
throwforce = 0
w_class = 1.0
throw_speed = 3
throw_range = 15
layer = 4
/obj/item/weapon/paper/Internal
name = "paper- 'Internal Atmosphere Operating Instructions'"
info = "Equipment:<BR>\n\t1+ Tank(s) with appropriate atmosphere<BR>\n\t1 Gas Mask w regulator (standard issue)<BR>\n<BR>\nProcedure:<BR>\n\t1. Wear mask<BR>\n\t2. Attach oxygen tank pipe to regulater (automatic))<BR>\n\t3. Set internal!<BR>\n<BR>\nNotes:<BR>\n\tDon't forget to stop internal when tank is low by<BR>\n\tremoving internal!<BR>\n<BR>\n\tDo not use a tank that has a high concentration of toxins.<BR>\n\tThe filters shut down on internal mode!<BR>\n<BR>\n\tWhen exiting a high danger environment it is advised<BR>\n\tthat you exit through a decontamination zone!<BR>\n<BR>\n\tRefill a tank at a oxygen canister by equiping the tank (Double Click)<BR>\n\tthen 'attacking' the canister (Double Click the canister)."
+96 -4
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@@ -42,7 +42,99 @@
avnums.Remove(tempnum)
BLINDBLOCK = tempnum
/proc/setupcorpses()
for (var/obj/landmark/A in world)
if (A.name == "Corpse")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
del(A)
continue
if (A.name == "Corpse-Engineer")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears)
M.equip_if_possible(new /obj/item/device/pda/engineering(M), M.slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/rank/engineer(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes)
// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head)
else
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
del(A)
continue
if (A.name == "Corpse-Engineer-Space")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears)
M.equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(M), M.slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/rank/engineer(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit)
// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head)
else
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
else
M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head)
del(A)
continue
if (A.name == "Corpse-Engineer-Chief")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears)
M.equip_if_possible(new /obj/item/weapon/storage/utilitybelt(M), M.slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/rank/chief_engineer(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes)
// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head)
else
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
del(A)
continue
if (A.name == "Corpse-Syndicate")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
//M.equip_if_possible(new /obj/item/weapon/gun/revolver(M), M.slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/syndicate(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/weapon/tank/jetpack(M), M.slot_back)
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/suit/space/syndicate(M), M.slot_wear_suit)
if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/swat(M), M.slot_head)
else
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate(M), M.slot_head)
else
M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/swat(M), M.slot_head)
del(A)
continue
+2
View File
@@ -21,6 +21,8 @@ datum/controller/game_controller
setupgenetics()
setupcorpses()
emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
if(!ticker)
+17
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@@ -510,6 +510,23 @@
..()
return
/obj/item/weapon/directions/attack_hand(mob/user as mob)
if (istype(usr, /mob/living/carbon/human))
if (prob(50))
usr << "\blue You try to read the paper, but it breaks apart in your hand. Must have been pretty old.."
del(src)
return
else
if (user.knowledge < 1)
usr << "\red As you read over the paper, you slowly realize what you are reading. You quickly memorize the words on the paper before it breaks apart in your hand, and slips through your fingers."
user.knowledge++
del(src)
return
else
usr << "\blue You already have read this paper."
return
return
/obj/item/assembly/rad_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
+104 -8
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@@ -775,7 +775,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 3
if(istype(A,/mob/living/carbon/human))
if(A:knowledge)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 3
else
A.z = 3
else
A.z = 3
else
A.z = 3
A.x = world.maxx - 2
spawn (0)
if ((A && A.loc))
@@ -784,7 +796,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 4
if(istype(A,/mob/living/carbon/human))
if(A:knowledge)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 4
else
A.z = 4
else
A.z = 4
else
A.z = 4
A.x = world.maxx - 2
spawn (0)
if ((A && A.loc))
@@ -794,7 +818,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 3
if(istype(A,/mob/living/carbon/human))
if(A:knowledge)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 3
else
A.z = 3
else
A.z = 3
else
A.z = 3
A.x = 3
spawn (0)
if ((A && A.loc))
@@ -803,7 +839,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 4
if(istype(A,/mob/living/carbon/human))
if(A:knowledge)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 4
else
A.z = 4
else
A.z = 4
else
A.z = 4
A.x = 3
spawn (0)
if ((A && A.loc))
@@ -813,7 +861,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 3
if(istype(A,/mob/living/carbon/human))
if(A:knowledge)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 3
else
A.z = 3
else
A.z = 3
else
A.z = 3
A.y = world.maxy - 2
spawn (0)
if ((A && A.loc))
@@ -822,7 +882,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 4
if(istype(A,/mob/living/carbon/human))
if(A:knowledge > 0)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 4
else
A.z = 4
else
A.z = 4
else
A.z = 4
A.y = world.maxy - 2
spawn (0)
if ((A && A.loc))
@@ -833,7 +905,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 3
if(istype(A,/mob/living/carbon/human))
if(A:knowledge)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 3
else
A.z = 3
else
A.z = 3
else
A.z = 3
A.y = 3
spawn (0)
if ((A && A.loc))
@@ -842,7 +926,19 @@ turf/simulated/floor/proc/update_icon()
if(istype(A, /obj/meteor))
del(A)
return
A.z = 4
if(istype(A,/mob/living/carbon/human))
if(A:knowledge)
if(A:knowledge > 0)
if(prob(50))
A.z = 8
else
A.z = 3
else
A.z = 3
else
A.z = 3
else
A.z = 3
A.y = 3
spawn (0)
if ((A && A.loc))
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