mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-12 14:50:43 +01:00
76a845d380
* biting off more than I can chew, but I feel like hurting myself * more shit * progress continues, moral stays sameish * bite of 2587 * mod_theme down, but probably broken * 385 errors, 16 warnings, zero tgui interactions * 292 19 * final strech to buggy mess, break time * it compiles. It almost fucking certainly doesnt work, but it compiles * fudhsciffubgsbgpgb actions not working as should for modules * fuck it we'll just open the pr as we work on it * icons work now * tgui stuff * more progress * JUDGEMENT * IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother. * jetpacks, gps, and go do what exo-suits yourself * almost ready * sorry to whoever has to review this * should work™️ * should be good now * pushing changes so I can do reviews next * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * lore™️ Adds illegals level to modsuit parts from syndicate. * early returns * and these illegals * no uplink reference idiot * mod inhands are a good idea * this is needed for inhands nerd * Bomb detector working, modsutis cover ears. skin things * overslotting removal, cyborg charging, ert loadout for gamma * duplicated signal * modsuit themes, removes broken mister / bad base type module, 2 cores in robotics. * tether module, orb module, holster stuff * built in no slip, cheaper 87 * removes modules already installed, engineer ert get jetpack, equip into modsuit storage * comments spaces and duplicate flags * Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Compile TGUI, slowdown adjustment, Modsuit to MODsuit * sonar, do after, more equipment, acid handling * overlay bugs / ERT / DS suits autodeploy * middle click action buttons * traders, sec modsuit energy nerf * surplus weighting * Kinesis module. * Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis * more power / unused module removed * name, ds fix, pre equipped to cc suit * depot / grammer * ok should be good™️ * overslot, dupe gun, missing suit storage * stealth nerf, new kit * gun stuff / ds theme * bio armor is gone * let me push changes please thank you * makes shocks work right * copies over some changes TG made to module prices after porting * Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it- * sirryans changes Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Control define, ERT / DS have gloves / boots again. * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * More changes * god I hate tgui. Why do all the bundles live underground, instead of in my basement? * she updates my master till I testmerge * modsuits can recharge again * fixes a lot of shit * Ready for TM probably * sure fuck it whatever that makes sense I guess * the pinpointer works better™️ * Another storage module bug fix * hair and medical stuff * fuck fuck fuck * fixes sonar * Bag exploit fixes / plasma runtimes / ear nerf * dna lock improvement / cryostorage * whoops * Ball form second cooldown wasn't helping, no more infinite cores * she springs my lock till I ***SNAP*** * plasmaman no longer die * fixes modsuit emp issues * atmos no longer fucking dies * Fixes, module printing, and a restriction on newly constructed modsuits * Inventory code my hated * WOOO PREFERENCE CODE WOOOOO * icons my hated * fix for mods / spaceproof shit * holy shit whhhyyyyy * backpack first * Update mod_theme.dm * prevent infinite gun arms / infinite modsuit cores / syndicate modules * fixes tm error * scream loudly if species sprites break. They shouldn't, but, you know. * deconflicted with luck * converts to refit for species * fix pathfinder * fixes modsuits being funky power wise * lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit * nerfs the atmos modsuit * magboots for ds / CC modsuit * downside of autosave: typing in wrong window saves bad stuff * Gamma ERT have internal cameras again. * spellcheck when * ah fuck * yes delete the null that works * whoops * fixes error / description * un vulps your cannon * fixes tails disapeering on base modsuits * space to underscore * tgui fix / tajaran * springlock buff, cryopod fix * u helps * WHO PUTS A GUN IN ITEMS * tgui moment * mining modsuit nerf / hidden holster module * PAIN * UNATHI TIDE STATION WIDE * I love special code * slightly dense * shark jumpscare * fixes ghost item, fixes springlock being bad * YIPPEEEE IT WORKED * she decons my flict * pain * ebbas days are numbered :^) * hidden * r-r-r-ebuild * fixes more bugs * qwerty, you are dense * fixes gps * fix mulebot crate * level fix * adds back icon * moving storage, fix bug, modules activate / deactivate message * yeah * yeah * yeah™️ * steels requests * windoors no longer make pathfinder module explode * chat spam * oil slicks + modsuits * whoops * bag check * ofc * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/datums/uplink_items/uplink_nuclear.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/modules/module_pathfinder.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
375 lines
12 KiB
Plaintext
375 lines
12 KiB
Plaintext
/obj/effect/spawner/random_spawners
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name = "random spawners"
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icon = 'icons/effects/spawner_icons.dmi'
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icon_state = "questionmark"
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var/list/result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/blood/splatter = 1,
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/obj/effect/decal/cleanable/blood/oil = 1,
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/obj/effect/decal/cleanable/fungus = 1)
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var/spawn_inside = null
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// This needs to use New() instead of Initialize() because the thing it creates might need to be initialized too
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// AA 2022-08-11: The above comment doesnt even make sense. If extra atoms are loaded during SSatoms.Initialize(), they still get initialised!
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/obj/effect/spawner/random_spawners/New()
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. = ..()
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var/turf/T = get_turf(src)
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if(!T)
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stack_trace("Spawner placed in nullspace!")
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return
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randspawn(T)
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/obj/effect/spawner/random_spawners/proc/randspawn(turf/T)
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var/thing_to_place = pickweight(result)
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if(ispath(thing_to_place, /datum/nothing))
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// Nothing.
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qdel(src) // See line 13, this needs moving to /Initialize() so we can use the qdel hint already
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return
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else if(ispath(thing_to_place, /turf))
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T.ChangeTurf(thing_to_place)
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else
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if(ispath(spawn_inside, /obj))
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var/obj/O = new thing_to_place(T)
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var/obj/E = new spawn_inside(T)
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O.forceMove(E)
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else
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new thing_to_place(T)
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qdel(src)
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/obj/effect/spawner/random_spawners/blood_maybe
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name = "blood maybe"
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icon_state = "blood"
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result = list(
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/datum/nothing = 20,
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/obj/effect/decal/cleanable/blood/splatter = 1)
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/obj/effect/spawner/random_spawners/blood_often
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name = "blood often"
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icon_state = "blood"
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result = list(
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/datum/nothing = 5,
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/obj/effect/decal/cleanable/blood/splatter = 1)
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/obj/effect/spawner/random_spawners/oil_maybe
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name = "oil maybe"
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icon_state = "oil"
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result = list(
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/datum/nothing = 20,
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/obj/effect/decal/cleanable/blood/oil = 1)
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/obj/effect/spawner/random_spawners/oil_often
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name = "oil often"
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icon_state = "oil"
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result = list(
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/datum/nothing = 5,
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/obj/effect/decal/cleanable/blood/oil = 1)
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/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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/obj/effect/spawner/random_spawners/cobweb_left_frequent
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name = "cobweb left frequent"
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icon_state = "cobwebl"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/cobweb = 1)
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/obj/effect/spawner/random_spawners/cobweb_right_frequent
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name = "cobweb right frequent"
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icon_state = "cobwebr"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/cobweb2 = 1)
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/obj/effect/spawner/random_spawners/cobweb_left_rare
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name = "cobweb left rare"
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icon_state = "cobwebl"
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result = list(
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/datum/nothing = 10,
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/obj/effect/decal/cleanable/cobweb = 1)
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/obj/effect/spawner/random_spawners/cobweb_right_rare
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name = "cobweb right rare"
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icon_state = "cobwebr"
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result = list(
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/datum/nothing = 10,
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/obj/effect/decal/cleanable/cobweb2 = 1)
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/obj/effect/spawner/random_spawners/dirt_frequent
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name = "dirt frequent"
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icon_state = "dirt"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/dirt = 1)
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/obj/effect/spawner/random_spawners/dirt_often
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name = "dirt often"
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icon_state = "dirt"
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result = list(
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/datum/nothing = 5,
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/obj/effect/decal/cleanable/dirt = 1)
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/obj/effect/spawner/random_spawners/dirt_maybe
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name = "dirt maybe"
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icon_state = "dirt"
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result = list(
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/datum/nothing = 7,
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/obj/effect/decal/cleanable/dirt = 1)
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/obj/effect/spawner/random_spawners/fungus_maybe
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name = "fungus maybe"
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icon_state = "fungus"
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color = "#D5820B"
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result = list(
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/datum/nothing = 7,
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/obj/effect/decal/cleanable/fungus = 1)
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/obj/effect/spawner/random_spawners/fungus_probably
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name = "fungus probably"
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icon_state = "fungus"
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color = "#D5820B"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/fungus = 7)
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/obj/effect/spawner/random_spawners/mod
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name = "MOD module spawner"
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desc = "Modularize this, please."
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icon_state = "circuit"
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/obj/effect/spawner/random_spawners/mod/maint
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name = "maint MOD module spawner"
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result = list(
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/obj/item/mod/module/springlock = 2,
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/obj/item/mod/module/balloon = 1,
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/obj/item/mod/module/stamp = 1
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)
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// z6 DEPOT SPAWNERS
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/obj/effect/spawner/random_spawners/syndicate
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// Turrets
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/obj/effect/spawner/random_spawners/syndicate/turret
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name = "50pc int turret"
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icon_state = "x"
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result = list(/datum/nothing = 1,
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/obj/machinery/porta_turret/syndicate/interior = 1)
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/obj/effect/spawner/random_spawners/syndicate/turret/external
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name = "50pc ext turret"
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result = list(/datum/nothing = 1,
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/obj/machinery/porta_turret/syndicate/exterior = 1)
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// Mobs
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/obj/effect/spawner/random_spawners/syndicate/mob
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name = "50pc melee syndimob"
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icon_state = "x"
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color = "#333333"
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result = list(/datum/nothing = 1,
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/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot = 1)
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// Traps
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/obj/effect/spawner/random_spawners/syndicate/trap
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icon_state = "x"
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color = "#000000"
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/obj/effect/spawner/random_spawners/syndicate/trap/pizzabomb
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name = "33pc trap pizza"
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result = list(/obj/item/pizzabox/meat = 1,
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/obj/item/pizzabox/hawaiian = 1,
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/obj/item/pizzabox/margherita = 1,
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/obj/item/pizzabox/vegetable = 1,
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/obj/item/pizzabox/mushroom = 1,
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/obj/item/pizzabox/pepperoni = 7, //Higher weight as a pizza bomb looks like pepperoni by default
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/obj/item/pizzabox/garlic = 1,
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/obj/item/pizzabox/firecracker = 1,
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/obj/item/pizzabox/pizza_bomb/autoarm = 7)
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/obj/effect/spawner/random_spawners/syndicate/trap/medbot
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name = "50pc trap medibot"
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result = list(/datum/nothing = 1,
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/mob/living/simple_animal/bot/medbot/syndicate/emagged = 1)
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/obj/effect/spawner/random_spawners/syndicate/trap/mine
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name = "50pc trap landmine"
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result = list(/datum/nothing = 1,
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/obj/effect/mine/depot = 1)
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/obj/effect/spawner/random_spawners/syndicate/trap/documents
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name = "66pc trapped documents"
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result = list(/obj/item/documents/syndicate/yellow = 1,
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/obj/item/documents/syndicate/yellow/trapped = 1)
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// Loot
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/obj/effect/spawner/random_spawners/syndicate/loot
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name = "common loot"
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icon_state = "x3"
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spawn_inside = /obj/structure/closet/secure_closet/syndicate/depot
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// Loot schema: costumes, toys, useless gimmick items
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result = list(/datum/nothing = 13,
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/obj/item/storage/toolbox/syndicate = 1,
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/obj/item/storage/fancy/cigarettes/cigpack_syndicate = 1,
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/obj/item/deck/cards/syndicate = 1,
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/obj/item/storage/secure/briefcase/syndie = 1,
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/obj/item/toy/syndicateballoon = 1,
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/obj/item/soap/syndie = 1,
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/obj/item/clothing/under/syndicate = 1,
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/obj/item/clothing/under/syndicate/tacticool = 1,
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/obj/item/clothing/mask/gas/syndicate = 1,
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/obj/item/suppressor = 1,
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/obj/item/coin/antagtoken/syndicate = 1,
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/obj/item/storage/box/syndie_kit/cutouts = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/stetchkin
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name = "20pc stetchkin"
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icon_state = "x3"
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spawn_inside = null
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result = list(/datum/nothing = 1,
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/obj/item/wrench = 1,
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/obj/item/reagent_containers/food/snacks/syndicake = 1,
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/obj/item/coin/antagtoken/syndicate = 1,
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/obj/item/gun/projectile/automatic/pistol = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/level2
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name = "rare loot"
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// Loot schema: space gear, basic armor, basic ammo (10mm, rcd), drugs, more dangerous/useful gimmick items, lower-value minerals
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result = list(/datum/nothing = 27,
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/obj/item/storage/box/syndie_kit/space = 1,
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/obj/item/storage/box/syndie_kit/modsuit = 1,
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/obj/item/clothing/shoes/magboots/syndie = 1,
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/obj/item/clothing/suit/armor/vest/combat = 1,
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/obj/item/ammo_box/magazine/m10mm = 1,
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/obj/item/storage/pill_bottle/happy = 1,
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/obj/item/storage/pill_bottle/zoom = 1,
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/obj/item/storage/pill_bottle/random_drug_bottle = 2,
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/obj/item/storage/backpack/duffel/syndie/med/surgery = 1,
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/obj/item/clothing/shoes/chameleon/noslip = 1,
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/obj/item/storage/belt/military = 1,
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/obj/item/clothing/under/chameleon = 1,
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/obj/item/storage/backpack/satchel_flat = 1,
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/obj/item/rcd = 1,
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/obj/item/rcd_ammo = 1,
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/obj/item/stamp/chameleon = 1,
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/obj/item/flag/chameleon = 1,
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/obj/item/lighter/zippo/gonzofist = 1,
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/obj/item/clothing/gloves/fingerless/rapid = 1,
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/obj/item/grenade/spawnergrenade/manhacks = 1,
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/obj/item/grenade/syndieminibomb = 1,
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/obj/item/storage/box/syndie_kit/throwing_weapons = 1,
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/obj/item/pen/edagger = 1,
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/obj/item/stack/sheet/mineral/plasma{amount = 20} = 1,
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/obj/item/stack/sheet/mineral/silver{amount = 20} = 1,
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/obj/item/stack/sheet/mineral/gold{amount = 20} = 1,
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/obj/item/mod/module/noslip = 1,
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/obj/item/mod/module/visor/night = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/level3
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name = "officer loot"
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// Loot schema: medkits, very useful devices (jammer, illegal upgrade, RCD), better quality ammo (AP, fire), basic weapons (pistol, empgrenade), high value ores (diamond, uranium)
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result = list(/datum/nothing = 25,
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/obj/item/jammer = 1,
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/obj/item/storage/firstaid/regular = 1,
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/obj/item/storage/box/syndie_kit/bonerepair = 1,
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/obj/item/gun/projectile/automatic/pistol = 1,
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/obj/item/stock_parts/cell/bluespace = 1,
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/obj/item/card/emag = 1,
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/obj/item/encryptionkey/binary = 1,
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/obj/item/pinpointer/advpinpointer = 1,
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/obj/item/borg/upgrade/vtec = 1,
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/obj/item/borg/upgrade/syndicate = 1,
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/obj/item/borg/upgrade/selfrepair = 1,
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/obj/item/stack/sheet/mineral/diamond{amount = 10} = 1,
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/obj/item/stack/sheet/mineral/uranium{amount = 10} = 1,
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/obj/item/clothing/shoes/magboots/syndie/advance = 1,
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/obj/item/grenade/empgrenade = 1,
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/obj/item/grenade/clown_grenade = 1,
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/obj/item/grenade/spawnergrenade/feral_cats = 1,
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/obj/item/ammo_box/magazine/m10mm/ap = 1,
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/obj/item/ammo_box/magazine/m10mm/fire = 1,
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/obj/item/ammo_box/magazine/m10mm/hp = 1,
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/obj/item/storage/box/syndie_kit/emp = 1,
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/obj/item/toy/plushie/carpplushie/dehy_carp = 1,
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/obj/item/clothing/glasses/hud/security/chameleon = 1,
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/obj/item/mod/module/visor/thermal = 1,
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/obj/item/mod/module/stealth = 1,
|
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/obj/item/mod/module/power_kick = 1)
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|
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|
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/obj/effect/spawner/random_spawners/syndicate/loot/level4
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name = "armory loot"
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spawn_inside = /obj/structure/closet/secure_closet/syndicate/depot/armory
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// Loot schema: high-power weapons (m90, esword, ebow, revolver), devices that negate depot challenges (thermal glasses, chameleon device), explosives
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result = list(/obj/item/gun/projectile/automatic/c20r = 1,
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/obj/item/gun/projectile/automatic/m90 = 1,
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/obj/item/gun/projectile/automatic/sniper_rifle/syndicate = 1,
|
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/obj/item/melee/energy/sword/saber = 1,
|
|
/obj/item/gun/energy/kinetic_accelerator/crossbow = 1,
|
|
/obj/item/gun/projectile/revolver = 1,
|
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/obj/item/clothing/gloves/color/yellow/power = 1,
|
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/obj/item/twohanded/chainsaw = 1,
|
|
/obj/item/bee_briefcase = 1,
|
|
/obj/item/twohanded/fireaxe/energized = 1,
|
|
/obj/item/clothing/glasses/thermal = 1,
|
|
/obj/item/chameleon = 1,
|
|
/obj/item/reagent_containers/hypospray/autoinjector/stimulants = 1,
|
|
/obj/item/grenade/plastic/c4/x4 = 1,
|
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/obj/item/storage/box/syndie_kit/modsuit/elite = 1)// Adding this as it is something an explorer can use to explore space better, that isn't a high powered murder weapon.
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// Layout-affecting spawns
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|
|
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/obj/effect/spawner/random_spawners/syndicate/layout
|
|
icon_state = "x2"
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|
|
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/obj/effect/spawner/random_spawners/syndicate/layout/door
|
|
name = "50pc door 25pc falsewall 25pc wall"
|
|
result = list(/obj/machinery/door/airlock/hatch/syndicate = 6,
|
|
/turf/simulated/wall/mineral/plastitanium/nodiagonal = 2,
|
|
/obj/structure/falsewall/plastitanium = 2)
|
|
|
|
/obj/effect/spawner/random_spawners/syndicate/layout/door/vault
|
|
name = "80pc vaultdoor 20pc wall"
|
|
result = list(/obj/machinery/door/airlock/hatch/syndicate/vault = 4,
|
|
/turf/simulated/wall/mineral/plastitanium/nodiagonal = 1)
|