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* Medical and RnD DMI files split * Cargo DMI split * Security DMI split * Engineering DMI split * Captain DMI split * Civilian/service DMI split This one hurt * Forgot about this one * Color DMI split * Purges everything that was delted up until this point ... with a blindfold and a shotgun * Dress and suit DMI split * Pants and shorts DMI split and merges pants and shorts files... shorts are pants, right? * Donator/fluff jumpsuit clothing organisational relocation * e oops * So this is used, repath bad * Random commit * Costumes DMI split and jumpsuits purge * Some fixes * pennywise * Centcom DMI split * SolGov DMI split * Retro DMI split * Syndicate DMI split * Misc DMI split * centcom officer * Kills off uniform.dmi completely * last fixes * lastest fixes * vox navy gold conflict * civilian barber * Tourist observers work now * Hopefully working non-human humanoid clothing * This being in suit.dmi is one of the reasons I made this PR * This shouldn't be here * Late night coding * Pun Pun regains his drip * Last fixes * security/OFFICER * Most important - clown fix * working subtypes good * Fixes chameleon jumpsuit * Proper QM pathes * Fixes jumpsuit rolling with the power of poor quality code * Cargo tech character setup fix * else instead why didn't I do this in the first place * PURP * Fixes broken character setup job clothing * CC suit fix * Psychedelic jumpsuit proper path * You must wear the jumpsuit to adjust it
93 lines
3.1 KiB
Plaintext
93 lines
3.1 KiB
Plaintext
/**********************Light************************/
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//this item is intended to give the effect of entering the mine, so that light gradually fades
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/obj/effect/light_emitter
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name = "Light emitter"
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anchored = TRUE
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invisibility = 101
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var/set_luminosity = 8
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var/set_cap = 0
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/obj/effect/light_emitter/Initialize(mapload)
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. = ..()
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set_light(set_luminosity, set_cap)
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/obj/effect/light_emitter/singularity_pull()
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return
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/obj/effect/light_emitter/singularity_act()
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return
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/**********************Miner Lockers**************************/
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/obj/structure/closet/wardrobe/miner
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name = "mining wardrobe"
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icon_state = "mixed"
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icon_closed = "mixed"
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/obj/structure/closet/wardrobe/miner/populate_contents()
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new /obj/item/storage/backpack/duffel(src)
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new /obj/item/storage/backpack/explorer(src)
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new /obj/item/storage/backpack/satchel/explorer(src)
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new /obj/item/clothing/under/rank/cargo/miner/lavaland(src)
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new /obj/item/clothing/under/rank/cargo/miner/lavaland(src)
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new /obj/item/clothing/under/rank/cargo/miner/lavaland(src)
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new /obj/item/clothing/shoes/workboots/mining(src)
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new /obj/item/clothing/shoes/workboots/mining(src)
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new /obj/item/clothing/shoes/workboots/mining(src)
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new /obj/item/clothing/gloves/color/black(src)
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new /obj/item/clothing/gloves/color/black(src)
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new /obj/item/clothing/gloves/color/black(src)
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new /obj/item/clothing/suit/jacket/miningbomber(src)
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new /obj/item/clothing/suit/jacket/miningbomber(src)
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new /obj/item/clothing/suit/hooded/wintercoat/miner(src)
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new /obj/item/clothing/suit/hooded/wintercoat/miner(src)
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/obj/structure/closet/secure_closet/miner
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name = "miner's equipment"
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icon_state = "mining"
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open_door_sprite = "mining_door"
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req_access = list(ACCESS_MINING)
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/obj/structure/closet/secure_closet/miner/populate_contents()
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new /obj/item/stack/sheet/mineral/sandbags(src, 5)
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new /obj/item/storage/box/emptysandbags(src)
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new /obj/item/shovel(src)
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new /obj/item/pickaxe/mini(src)
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new /obj/item/radio/headset/headset_cargo/mining(src)
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new /obj/item/flashlight/seclite(src)
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new /obj/item/storage/bag/plants(src)
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new /obj/item/storage/bag/ore(src)
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new /obj/item/t_scanner/adv_mining_scanner/lesser(src)
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new /obj/item/gun/energy/kinetic_accelerator(src)
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new /obj/item/clothing/glasses/meson(src)
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new /obj/item/survivalcapsule(src)
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/**********************Shuttle Computer**************************/
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/obj/machinery/computer/shuttle/mining
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name = "Mining Shuttle Console"
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desc = "Used to call and send the mining shuttle."
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circuit = /obj/item/circuitboard/mining_shuttle
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shuttleId = "mining"
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possible_destinations = "mining_home;mining_away"
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/******************************Lantern*******************************/
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/obj/item/flashlight/lantern
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name = "lantern"
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icon_state = "lantern"
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item_state = "lantern"
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desc = "A mining lantern."
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brightness_on = 6 // luminosity when on
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/**********************Mining car (Crate like thing, not the rail car)**************************/
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/obj/structure/closet/crate/miningcar
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desc = "A mining car. This one doesn't work on rails, but has to be dragged."
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name = "mining car (not for rails)"
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icon_state = "miningcar"
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density = TRUE
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icon_opened = "miningcar_open"
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icon_closed = "miningcar"
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