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12cf1ed3ad
* More varied and balanced maintenance loot. * linting * assign updatepaths script PR number * went a bit overboard with the trash * get rid of varedited lootdrop spawners on maps * Separate trash and food trash for mappers * fix incorrect food/other trash statistics * TM feedback tweaking round 1 Significantly lower occurrence of all tier 2 items. * allow randomizing angles, use for litter * move trait delta to define, bump loot chance 10%
31 lines
769 B
Plaintext
31 lines
769 B
Plaintext
/obj/effect/spawner/random_spawners/proc/rustify(turf/T)
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var/turf/simulated/wall/W = T
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if(istype(W) && !W.rusted)
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W.rust()
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/obj/effect/spawner/random_spawners/wall_rusted_probably
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name = "rusted wall probably"
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icon_state = "rust"
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/obj/effect/spawner/random_spawners/wall_rusted_probably/randspawn(turf/T)
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if(prob(75))
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rustify(T)
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qdel(src)
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/obj/effect/spawner/random_spawners/wall_rusted_maybe
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name = "rusted wall maybe"
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icon_state = "rust"
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/obj/effect/spawner/random_spawners/wall_rusted_maybe/randspawn(turf/T)
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if(prob(25))
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rustify(T)
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qdel(src)
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/obj/effect/spawner/random_spawners/wall_rusted_always
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name = "rusted wall always"
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icon_state = "rust"
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/obj/effect/spawner/random_spawners/wall_rusted_always/randspawn(turf/T)
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rustify(T)
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qdel(src)
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