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depottt (#27399)
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@@ -374,12 +374,14 @@
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if(S)
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qdel(S)
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shield_list = list()
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for(var/obj/machinery/door/airlock/hatch/syndicate/vault/A in src)
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A.unlock()
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/area/syndicate_depot/core/proc/unlock_lockers() // used on QM's death
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for(var/obj/structure/closet/secure_closet/depot/armory/L in src)
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if(L.locked)
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L.locked = !L.locked
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L.update_icon()
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for(var/obj/machinery/door/airlock/hatch/syndicate/vault/A in src)
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A.unlock()
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/area/syndicate_depot/core/proc/despawn_guards()
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for(var/mob/thismob in list_getmobs(guard_list))
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@@ -3,7 +3,7 @@
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desc = "A red and black lootbox full of things the Head of Security is going to flip their shit over."
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locked = FALSE
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anchored = TRUE
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req_access = list()
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req_access = list(ACCESS_SYNDICATE)
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icon_state = "tac"
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layer = 2.9 // ensures the loot they drop always appears on top of them.
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var/is_armory = FALSE
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@@ -57,6 +57,6 @@
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ignore_use = FALSE
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/obj/structure/closet/secure_closet/depot/armory
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req_access = list(ACCESS_SYNDICATE)
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req_access = list(ACCESS_SYNDICATE_COMMAND) // can't open without killing QM/breaking a closet
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is_armory = TRUE
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icon_state = "armory"
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@@ -87,7 +87,6 @@
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if(!depotarea.used_self_destruct)
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depotarea.used_self_destruct = TRUE // Silences all further alerts from this point onwards.
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depotarea.update_state()
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depotarea.shields_down()
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else
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log_debug("[src] at [x],[y],[z] failed depotarea istype check during Initialize()! Either it was spawned outside the depot area (bad idea), or a bug is happening.")
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@@ -109,6 +108,7 @@
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for(var/obj/O in L)
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qdel(O)
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L.open()
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depotarea.shields_down()
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for(var/mob/living/M in range(30, T))
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M.gib()
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for(var/obj/mecha/E in range(30, T))
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@@ -48,8 +48,8 @@
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///////////////Sword and shield////////////
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/mob/living/simple_animal/hostile/syndicate/melee
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melee_damage_lower = 30
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melee_damage_upper = 25
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melee_damage_lower = 25
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melee_damage_upper = 30
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icon_state = "syndicate_sword"
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icon_living = "syndicate_sword"
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attacktext = "slashes"
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@@ -257,15 +257,12 @@
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. = ..()
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if(prob(50))
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// 50% chance of switching to ranged variant.
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melee_damage_lower = 30
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melee_damage_upper = 25
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attacktext = "punches"
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attack_sound = 'sound/weapons/cqchit1.ogg'
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ranged = TRUE
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rapid = 3
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retreat_distance = 5
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minimum_distance = 3
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melee_block_chance = 0
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ranged_block_chance = 0
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icon_state = "syndicate_pistol"
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icon_living = "syndicate_pistol"
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@@ -277,26 +274,27 @@
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icon_state = "syndicate_stormtrooper_sword"
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icon_living = "syndicate_stormtrooper_sword"
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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armour_penetration_percentage = 50 // same as e-sword
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minbodytemp = 0
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maxHealth = 200
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health = 200
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maxHealth = 250
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health = 250
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melee_block_chance = 40
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ranged_block_chance = 35 // same as officer's
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alert_on_shield_breach = TRUE
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death_sound = 'sound/mecha/mechmove03.ogg'
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loot = list(/obj/effect/mob_spawn/human/corpse/syndicatequartermaster, /obj/effect/decal/cleanable/blood/innards, /obj/effect/decal/cleanable/blood, /obj/effect/gibspawner/generic, /obj/effect/gibspawner/generic)
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/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/armory/Process_Spacemove(movement_dir = 0)
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return TRUE // he should be able to chase us in space
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/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/armory/Initialize(mapload)
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. = ..()
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if(prob(50))
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// 50% chance of switching to extremely dangerous ranged variant
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melee_damage_lower = 10
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melee_damage_upper = 10
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attacktext = "punches"
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attack_sound = 'sound/weapons/punch1.ogg'
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attack_sound = 'sound/weapons/cqchit1.ogg'
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ranged = TRUE
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retreat_distance = 2
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minimum_distance = 2
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melee_block_chance = 0
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ranged_block_chance = 0
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icon_state = "syndicate_stormtrooper_shotgun"
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icon_living = "syndicate_stormtrooper_shotgun"
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@@ -316,6 +314,13 @@
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O.shield_key = TRUE
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depotarea.shields_up()
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/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/armory/death() // i hope it's all right
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if(!istype(depotarea))
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return ..()
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if(!length(depotarea.shield_list)) // not opening lockers without getting shields down
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depotarea.unlock_lockers()
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return ..()
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/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/space
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name = "Syndicate Backup"
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@@ -327,7 +332,6 @@
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wander = FALSE
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alert_on_spacing = FALSE // So it chasing players in space doesn't make depot explode.
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alert_on_timeout = FALSE // So random fauna doesn't make depot explode.
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death_sound = 'sound/mecha/mechmove03.ogg'
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loot = list() // Explodes, doesn't drop loot.
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/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/space/Process_Spacemove(movement_dir = 0)
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