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Merge pull request #3555 from Woodratt/WR_6302017_Mapstuff
Woodrat breaks map stuff
This commit is contained in:
@@ -1431,8 +1431,8 @@ area/space/atmosalert()
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name = "\improper Visitor Lodging"
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icon_state = "visitor_lodging"
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/area/crew_quarters/visitor_dinning
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name = "\improper Visitor Dinning"
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/area/crew_quarters/visitor_dining
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name = "\improper Visitor Dining"
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icon_state = "visitor_dinning"
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/area/crew_quarters/visitor_laundry
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@@ -96,6 +96,11 @@
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name = "External Airlock"
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icon = 'icons/obj/doors/Doorext.dmi'
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assembly_type = /obj/structure/door_assembly/door_assembly_ext
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/obj/machinery/door/airlock/glass_external
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name = "External Airlock"
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icon = 'icons/obj/doors/Doorextglass.dmi'
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assembly_type = /obj/structure/door_assembly/door_assembly_ext
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opacity = 0
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glass = 1
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@@ -244,33 +244,112 @@
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/obj/item/weapon/reagent_containers/food/drinks/bottle/patron)
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/obj/random/energy
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name = "Random Security Energy Weapon"
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name = "Random Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/energy/laser,
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prob(4);/obj/item/weapon/gun/energy/gun,
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prob(3);/obj/item/weapon/gun/energy/gun/burst,
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prob(1);/obj/item/weapon/gun/energy/gun/nuclear,
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prob(2);/obj/item/weapon/gun/energy/retro,
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prob(2);/obj/item/weapon/gun/energy/lasercannon,
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prob(3);/obj/item/weapon/gun/energy/xray,
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prob(1);/obj/item/weapon/gun/energy/sniperrifle,
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prob(1);/obj/item/weapon/gun/energy/plasmastun,
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prob(2);/obj/item/weapon/gun/energy/ionrifle,
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prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol,
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prob(3);/obj/item/weapon/gun/energy/toxgun,
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prob(4);/obj/item/weapon/gun/energy/taser,
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prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
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prob(4);/obj/item/weapon/gun/energy/stunrevolver)
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/obj/random/energy/sec
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name = "Random Security Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/sec/item_to_spawn()
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return pick(prob(2);/obj/item/weapon/gun/energy/laser,
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prob(2);/obj/item/weapon/gun/energy/gun)
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/obj/random/projectile
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name = "Random Security Projectile Weapon"
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name = "Random Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(3);/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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prob(3);/obj/item/weapon/gun/projectile/automatic/tommygun,
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prob(2);/obj/item/weapon/gun/projectile/automatic/c20r,
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prob(2);/obj/item/weapon/gun/projectile/automatic/sts35,
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prob(2);/obj/item/weapon/gun/projectile/automatic/z8,
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prob(4);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/deagle,
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prob(1);/obj/item/weapon/gun/projectile/deagle/camo,
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prob(1);/obj/item/weapon/gun/projectile/deagle/gold,
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prob(3);/obj/item/weapon/gun/projectile/derringer,
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prob(1);/obj/item/weapon/gun/projectile/heavysniper,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown,
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prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(3);/obj/item/weapon/gun/projectile/sec/wood,
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prob(4);/obj/item/weapon/gun/projectile/pistol,
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prob(5);/obj/item/weapon/gun/projectile/pirate,
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prob(2);/obj/item/weapon/gun/projectile/revolver,
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prob(4);/obj/item/weapon/gun/projectile/revolver/deckard,
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prob(4);/obj/item/weapon/gun/projectile/revolver/detective,
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prob(2);/obj/item/weapon/gun/projectile/revolver/judge,
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prob(3);/obj/item/weapon/gun/projectile/revolver/lemat,
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prob(2);/obj/item/weapon/gun/projectile/revolver/mateba,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/shotgun/pump/combat,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/mosin,
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prob(2);/obj/item/weapon/gun/projectile/silenced)
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/obj/random/projectile/sec
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name = "Random Security Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/handgun
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name = "Random Handgun"
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desc = "This is a random security sidearm."
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desc = "This is a random sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(2);/obj/item/weapon/gun/energy/gun,
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prob(2);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/pistol,
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prob(1);/obj/item/weapon/gun/energy/retro,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown)
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/obj/random/handgun/sec
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name = "Random Security Handgun"
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desc = "This is a random security sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood)
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@@ -895,4 +974,91 @@ var/list/multi_point_spawns
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/obj/random_multi/single_item/captains_spare_id
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name = "Multi Point - Captain's Spare"
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id = "Captain's spare id"
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item_path = /obj/item/weapon/card/id/captains_spare
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item_path = /obj/item/weapon/card/id/captains_spare
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//Multiple Object Spawn
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/obj/random/multiple
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/obj/random/multiple/spawn_item()
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var/list/things_to_make = item_to_spawn()
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for(var/new_type in things_to_make)
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new new_type(src.loc)
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/obj/random/multiple/voidsuit
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name = "Random Voidsuit"
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desc = "This is a random voidsuit."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "void"
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/obj/random/multiple/voidsuit/item_to_spawn()
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return pick(
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prob(5);list(
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/obj/item/clothing/suit/space/void,
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/obj/item/clothing/head/helmet/space/void
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/atmos,
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/obj/item/clothing/head/helmet/space/void/atmos
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/atmos/alt,
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/obj/item/clothing/head/helmet/space/void/atmos/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering,
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/obj/item/clothing/head/helmet/space/void/engineering
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/alt,
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/obj/item/clothing/head/helmet/space/void/engineering/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/construction,
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/obj/item/clothing/head/helmet/space/void/engineering/construction
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/salvage,
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/obj/item/clothing/head/helmet/space/void/engineering/salvage
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical,
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/obj/item/clothing/head/helmet/space/void/medical
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/alt,
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/obj/item/clothing/head/helmet/space/void/medical/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/bio,
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/obj/item/clothing/head/helmet/space/void/medical/bio
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/emt,
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/obj/item/clothing/head/helmet/space/void/medical/emt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/merc,
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/obj/item/clothing/head/helmet/space/void/merc
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/mining,
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/obj/item/clothing/head/helmet/space/void/mining
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/mining/alt,
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/obj/item/clothing/head/helmet/space/void/mining/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security,
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/obj/item/clothing/head/helmet/space/void/security
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security/alt,
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/obj/item/clothing/head/helmet/space/void/security/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security/riot,
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/obj/item/clothing/head/helmet/space/void/security/riot
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)
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)
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@@ -29,21 +29,22 @@
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lazors++
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if (istype(G, /obj/item/weapon/gun/projectile/))
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shottas++
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if (lazors || shottas)
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for (var/i = 0 to 2)
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for (var/i = 0 to 2)
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if(lazors || shottas) // only make icons if we have one of the two types.
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var/image/gun = image(icon(src.icon))
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if (lazors > 0 && (shottas <= 0 || prob(50)))
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if (lazors > shottas)
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lazors--
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gun.icon_state = "laser"
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else if (shottas > 0)
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else if (shottas)
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shottas--
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gun.icon_state = "projectile"
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gun.pixel_x = i*4
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overlays += gun
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overlays += icon(src.icon,"door")
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overlays += icon(src.icon, "door")
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if(welded)
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overlays += icon(src.icon,"welded")
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if(broken)
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overlays += icon(src.icon,"broken")
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@@ -51,3 +52,4 @@
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overlays += icon(src.icon,"locked")
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else
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overlays += icon(src.icon,"open")
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@@ -71,18 +71,18 @@
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glass_type = "/glass_medical"
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airlock_type = "/medical"
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/obj/structure/door_assembly/door_assembly_ext
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base_icon_state = "ext"
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base_name = "External airlock"
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glass_type = "/glass_external"
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airlock_type = "/external"
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/obj/structure/door_assembly/door_assembly_mai
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base_icon_state = "mai"
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base_name = "Maintenance airlock"
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airlock_type = "/maintenance"
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glass = -1
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/obj/structure/door_assembly/door_assembly_ext
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base_icon_state = "ext"
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base_name = "External airlock"
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airlock_type = "/external"
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glass = -1
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/obj/structure/door_assembly/door_assembly_fre
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base_icon_state = "fre"
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base_name = "Freezer airlock"
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@@ -274,6 +274,25 @@
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desc = "A warning sign which reads 'HYDROPONICS'."
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icon_state = "hydro1"
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/obj/structure/sign/hydro
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name = "\improper HYDROPONICS"
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desc = "A sign labelling an area as a place where plants are grown."
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icon_state = "hydro1"
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/obj/structure/sign/hydrostorage
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name = "\improper HYDROPONICS STORAGE"
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desc = "A sign labelling an area as a place where plant growing supplies are kept."
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icon_state = "hydro3"
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/obj/structure/sign/directions
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name = "direction sign"
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desc = "A direction sign, claiming to know the way."
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icon_state = "direction"
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/obj/structure/sign/directions/New()
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..()
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desc = "A direction sign, pointing out which way \the [src] is."
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/obj/structure/sign/directions/science
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name = "\improper Science department"
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desc = "A direction sign, pointing out which way the Science department is."
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@@ -295,10 +314,14 @@
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icon_state = "direction_med"
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/obj/structure/sign/directions/evac
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name = "\improper Escape Arm"
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name = "\improper Evacuation"
|
||||
desc = "A direction sign, pointing out which way the Escape Shuttle dock is."
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icon_state = "direction_evac"
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||||
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/obj/structure/sign/directions/bridge
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||||
name = "\improper Bridge"
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||||
icon_state = "direction_bridge"
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||||
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||||
/obj/structure/sign/directions/cargo
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||||
name = "\improper Cargo department"
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||||
desc = "A direction sign, pointing out which way the Cargo department is."
|
||||
@@ -315,3 +338,31 @@
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||||
desc = "Prickly and festive."
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||||
icon = 'icons/obj/christmas.dmi'
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||||
icon_state = "doorwreath"
|
||||
|
||||
/obj/structure/sign/deck/first
|
||||
name = "\improper First Deck"
|
||||
icon_state = "deck-1"
|
||||
|
||||
/obj/structure/sign/deck/second
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||||
name = "\improper Second Deck"
|
||||
icon_state = "deck-2"
|
||||
|
||||
/obj/structure/sign/deck/third
|
||||
name = "\improper Third Deck"
|
||||
icon_state = "deck-3"
|
||||
|
||||
/obj/structure/sign/deck/fourth
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||||
name = "\improper Fourth Deck"
|
||||
icon_state = "deck-4"
|
||||
|
||||
/obj/structure/sign/hangar/one
|
||||
name = "\improper Hangar One"
|
||||
icon_state = "hangar-1"
|
||||
|
||||
/obj/structure/sign/hangar/two
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||||
name = "\improper Hangar Two"
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||||
icon_state = "hangar-2"
|
||||
|
||||
/obj/structure/sign/hangar/three
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||||
name = "\improper Hangar Three"
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||||
icon_state = "hangar-3"
|
||||
@@ -6,6 +6,7 @@
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||||
|
||||
temperature = T20C
|
||||
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
|
||||
var/keep_sprite = 0
|
||||
// heat_capacity = 700000 No.
|
||||
|
||||
/turf/space/New()
|
||||
|
||||
@@ -1,77 +1,49 @@
|
||||
/turf/space/transit
|
||||
keep_sprite = 1
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||||
var/pushdirection // push things that get caught in the transit tile this direction
|
||||
|
||||
//Overwrite because we dont want people building rods in space.
|
||||
/turf/space/transit/attackby(obj/O as obj, mob/user as mob)
|
||||
return
|
||||
|
||||
//generates a list used to randomize transit animations so they aren't in lockstep
|
||||
/turf/space/transit/proc/get_cross_shift_list(var/size)
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||||
var/list/result = list()
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||||
|
||||
result += rand(0, 14)
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||||
for(var/i in 2 to size)
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||||
var/shifts = list(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
|
||||
shifts -= result[i - 1] //consecutive shifts should not be equal
|
||||
if(i == size)
|
||||
shifts -= result[1] //because shift list is a ring buffer
|
||||
result += pick(shifts)
|
||||
|
||||
return result
|
||||
|
||||
/turf/space/transit/north // moving to the north
|
||||
|
||||
pushdirection = SOUTH // south because the space tile is scrolling south
|
||||
var/static/list/phase_shift_by_x
|
||||
|
||||
//IF ANYONE KNOWS A MORE EFFICIENT WAY OF MANAGING THESE SPRITES, BE MY GUEST.
|
||||
shuttlespace_ns1
|
||||
icon_state = "speedspace_ns_1"
|
||||
shuttlespace_ns2
|
||||
icon_state = "speedspace_ns_2"
|
||||
shuttlespace_ns3
|
||||
icon_state = "speedspace_ns_3"
|
||||
shuttlespace_ns4
|
||||
icon_state = "speedspace_ns_4"
|
||||
shuttlespace_ns5
|
||||
icon_state = "speedspace_ns_5"
|
||||
shuttlespace_ns6
|
||||
icon_state = "speedspace_ns_6"
|
||||
shuttlespace_ns7
|
||||
icon_state = "speedspace_ns_7"
|
||||
shuttlespace_ns8
|
||||
icon_state = "speedspace_ns_8"
|
||||
shuttlespace_ns9
|
||||
icon_state = "speedspace_ns_9"
|
||||
shuttlespace_ns10
|
||||
icon_state = "speedspace_ns_10"
|
||||
shuttlespace_ns11
|
||||
icon_state = "speedspace_ns_11"
|
||||
shuttlespace_ns12
|
||||
icon_state = "speedspace_ns_12"
|
||||
shuttlespace_ns13
|
||||
icon_state = "speedspace_ns_13"
|
||||
shuttlespace_ns14
|
||||
icon_state = "speedspace_ns_14"
|
||||
shuttlespace_ns15
|
||||
icon_state = "speedspace_ns_15"
|
||||
/turf/space/transit/north/New()
|
||||
..()
|
||||
if(!phase_shift_by_x)
|
||||
phase_shift_by_x = get_cross_shift_list(15)
|
||||
|
||||
var/x_shift = phase_shift_by_x[src.x % (phase_shift_by_x.len - 1) + 1]
|
||||
var/transit_state = (world.maxy - src.y + x_shift)%15 + 1
|
||||
|
||||
icon_state = "speedspace_ns_[transit_state]"
|
||||
|
||||
/turf/space/transit/east // moving to the east
|
||||
|
||||
pushdirection = WEST
|
||||
var/static/list/phase_shift_by_y
|
||||
|
||||
shuttlespace_ew1
|
||||
icon_state = "speedspace_ew_1"
|
||||
shuttlespace_ew2
|
||||
icon_state = "speedspace_ew_2"
|
||||
shuttlespace_ew3
|
||||
icon_state = "speedspace_ew_3"
|
||||
shuttlespace_ew4
|
||||
icon_state = "speedspace_ew_4"
|
||||
shuttlespace_ew5
|
||||
icon_state = "speedspace_ew_5"
|
||||
shuttlespace_ew6
|
||||
icon_state = "speedspace_ew_6"
|
||||
shuttlespace_ew7
|
||||
icon_state = "speedspace_ew_7"
|
||||
shuttlespace_ew8
|
||||
icon_state = "speedspace_ew_8"
|
||||
shuttlespace_ew9
|
||||
icon_state = "speedspace_ew_9"
|
||||
shuttlespace_ew10
|
||||
icon_state = "speedspace_ew_10"
|
||||
shuttlespace_ew11
|
||||
icon_state = "speedspace_ew_11"
|
||||
shuttlespace_ew12
|
||||
icon_state = "speedspace_ew_12"
|
||||
shuttlespace_ew13
|
||||
icon_state = "speedspace_ew_13"
|
||||
shuttlespace_ew14
|
||||
icon_state = "speedspace_ew_14"
|
||||
shuttlespace_ew15
|
||||
icon_state = "speedspace_ew_15"
|
||||
/turf/space/transit/east/New()
|
||||
..()
|
||||
if(!phase_shift_by_y)
|
||||
phase_shift_by_y = get_cross_shift_list(15)
|
||||
|
||||
var/y_shift = phase_shift_by_y[src.y % (phase_shift_by_y.len - 1) + 1]
|
||||
var/transit_state = (world.maxx - src.x + y_shift)%15 + 1
|
||||
|
||||
icon_state = "speedspace_ew_[transit_state]"
|
||||
|
||||
Reference in New Issue
Block a user