Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into stationgoals

# Conflicts:
#	_maps/map_files/cyberiad/z2.dmm
#	code/__DEFINES/is_helpers.dm
#	code/__DEFINES/misc.dm
#	code/_globalvars/lists/objects.dm
#	code/modules/mob/living/living_defines.dm
#	icons/effects/beam.dmi
This commit is contained in:
Markolie
2017-02-05 20:12:51 +01:00
530 changed files with 17239 additions and 11419 deletions
+36 -36
View File
@@ -26,6 +26,8 @@
var/corpseidicon = null //For setting it to be a gold, silver, centcomm etc ID
var/timeofdeath = null
var/coffin = 0
var/brute_damage = 0
var/oxy_damage = 0
/obj/effect/landmark/corpse/initialize()
if(istype(src,/obj/effect/landmark/corpse/clown))
@@ -37,34 +39,36 @@
var/mob/living/carbon/human/human/M = new /mob/living/carbon/human/human (src.loc)
M.real_name = src.name
M.death(1) //Kills the new mob
M.adjustOxyLoss(oxy_damage)
M.adjustBruteLoss(brute_damage)
M.timeofdeath = timeofdeath
if(src.mob_species)
M.set_species(src.mob_species)
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsehelmet)
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
if(mob_species)
M.set_species(mob_species)
if(corpseuniform)
M.equip_to_slot_or_del(new corpseuniform(M), slot_w_uniform)
if(corpsesuit)
M.equip_to_slot_or_del(new corpsesuit(M), slot_wear_suit)
if(corpseshoes)
M.equip_to_slot_or_del(new corpseshoes(M), slot_shoes)
if(corpsegloves)
M.equip_to_slot_or_del(new corpsegloves(M), slot_gloves)
if(corpseradio)
M.equip_to_slot_or_del(new corpseradio(M), slot_l_ear)
if(corpseglasses)
M.equip_to_slot_or_del(new corpseglasses(M), slot_glasses)
if(corpsemask)
M.equip_to_slot_or_del(new corpsemask(M), slot_wear_mask)
if(corpsehelmet)
M.equip_to_slot_or_del(new corpsehelmet(M), slot_head)
if(corpsebelt)
M.equip_to_slot_or_del(new corpsebelt(M), slot_belt)
if(corpsepocket1)
M.equip_to_slot_or_del(new corpsepocket1(M), slot_r_store)
if(corpsepocket2)
M.equip_to_slot_or_del(new corpsepocket2(M), slot_l_store)
if(corpseback)
M.equip_to_slot_or_del(new corpseback(M), slot_back)
if(corpseid == 1)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
var/datum/job/jobdatum
@@ -73,9 +77,9 @@
if(J.title == corpseidaccess)
jobdatum = J
break
if(src.corpseidicon)
if(corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
if(corpseidaccess)
if(jobdatum)
W.access = jobdatum.get_access()
else
@@ -84,18 +88,14 @@
W.assignment = corpseidjob
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
if(src.coffin == 1)
if(coffin == 1)
var/obj/structure/closet/coffin/sarcophagus/sarc = locate(/obj/structure/closet/coffin/sarcophagus) in loc
if(sarc) M.loc = sarc
qdel(src)
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
/obj/effect/landmark/corpse/damaged
brute_damage = 1000
/obj/effect/landmark/corpse/syndicatesoldier
name = "Syndicate Operative"
+10
View File
@@ -205,7 +205,17 @@ var/global/list/potentialRandomZlevels = generateMapList(filename = "config/away
template = safepick(possible_ruins)
if(!template)
return 0
var/turf/central_turf = get_turf(src)
for(var/i in template.get_affected_turfs(central_turf, 1))
var/turf/T = i
for(var/mob/living/simple_animal/monster in T)
qdel(monster)
for(var/obj/structure/flora/ash/plant in T)
qdel(plant)
template.load(get_turf(src),centered = 1)
template.loaded++
var/datum/map_template/ruin = template
if(istype(ruin))
new /obj/effect/landmark/ruin(central_turf, ruin)
qdel(src)
return 1