mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
* Removes the old "xeno nest" lavaland ruin that currently is blacklisted on the live server, and replaces it with a new "alien nest" ruin. * Tiny ruin description change. * Removed all organs scattered around the nest, and replaced them with corpses you must harvest the organs from. Also slightly changes the loot and the locations of said loot. Drone and Queen corpse spawners have been added. * Removed xenomorph queen corpse, moved drone corpse into a location that is harder to cheese. Added "Hive's Blessing" (Syringe containing alien microbes.)
570 lines
18 KiB
Plaintext
570 lines
18 KiB
Plaintext
//If someone can do this in a neater way, be my guest-Kor
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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/obj/effect/mob_spawn
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name = "Unknown"
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density = TRUE
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anchored = TRUE
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var/mob_type = null
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var/mob_name = ""
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var/mob_gender = null
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var/death = TRUE //Kill the mob
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var/roundstart = TRUE //fires on initialize
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var/instant = FALSE //fires on New
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var/flavour_text = "The mapper forgot to set this!"
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var/faction = null
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var/permanent = FALSE //If true, the spawner will not disappear upon running out of uses.
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var/random = FALSE //Don't set a name or gender, just go random
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var/objectives = null
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var/uses = 1 //how many times can we spawn from it. set to -1 for infinite.
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var/brute_damage = 0
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var/oxy_damage = 0
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var/burn_damage = 0
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var/datum/disease/disease = null //Do they start with a pre-spawned disease?
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var/mob_color //Change the mob's color
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var/assignedrole
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var/show_flavour = TRUE
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var/banType = "lavaland"
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/effect/mob_spawn/attack_ghost(mob/user)
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if(!SSticker.HasRoundStarted() || !loc)
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return
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if(!uses)
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to_chat(user, "<span class='warning'>This spawner is out of charges!</span>")
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return
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if(jobban_isbanned(user, banType))
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to_chat(user, "<span class='warning'>You are jobanned!</span>")
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return
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if(QDELETED(src) || QDELETED(user))
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return
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var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
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if(ghost_role == "No" || !loc)
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return
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log_game("[key_name(user)] became [mob_name]")
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create(ckey = user.ckey)
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/obj/effect/mob_spawn/Initialize(mapload)
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. = ..()
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if(instant || (roundstart && (mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))))
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create()
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else
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GLOB.poi_list |= src
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LAZYADD(GLOB.mob_spawners[name], src)
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/obj/effect/mob_spawn/Destroy()
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GLOB.poi_list -= src
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var/list/spawners = GLOB.mob_spawners[name]
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LAZYREMOVE(spawners, src)
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if(!LAZYLEN(spawners))
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GLOB.mob_spawners -= name
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return ..()
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/obj/effect/mob_spawn/proc/special(mob/M)
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return
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/obj/effect/mob_spawn/proc/equip(mob/M)
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return
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/obj/effect/mob_spawn/proc/create(ckey, name)
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var/mob/living/M = new mob_type(get_turf(src)) //living mobs only
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if(!random)
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M.real_name = mob_name ? mob_name : M.name
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if(!mob_gender)
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mob_gender = pick(MALE, FEMALE)
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M.gender = mob_gender
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if(faction)
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M.faction = list(faction)
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if(disease)
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M.ForceContractDisease(new disease)
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if(death)
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M.death(1) //Kills the new mob
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M.adjustOxyLoss(oxy_damage)
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M.adjustBruteLoss(brute_damage)
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M.adjustFireLoss(burn_damage)
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M.color = mob_color
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equip(M)
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if(ckey)
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M.ckey = ckey
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if(show_flavour)
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to_chat(M, "[flavour_text]")
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var/datum/mind/MM = M.mind
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if(objectives)
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for(var/objective in objectives)
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MM.objectives += new/datum/objective(objective)
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if(assignedrole)
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M.mind.assigned_role = assignedrole
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special(M, name)
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MM.name = M.real_name
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if(uses > 0)
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uses--
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if(!permanent && !uses)
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qdel(src)
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// Base version - place these on maps/templates.
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/obj/effect/mob_spawn/human
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mob_type = /mob/living/carbon/human
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//Human specific stuff.
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var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
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var/datum/outfit/outfit = /datum/outfit //If this is a path, it will be instanced in Initialize()
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var/disable_pda = TRUE
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var/disable_sensors = TRUE
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//All of these only affect the ID that the outfit has placed in the ID slot
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var/id_job = null //Such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/id_access = null //This is for access. See access.dm for which jobs give what access. Use "Captain" if you want it to be all access.
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var/id_access_list = null //Allows you to manually add access to an ID card.
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assignedrole = "Ghost Role"
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var/husk = null
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//these vars are for lazy mappers to override parts of the outfit
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//these cannot be null by default, or mappers cannot set them to null if they want nothing in that slot
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var/uniform = -1
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var/r_hand = -1
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var/l_hand = -1
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var/suit = -1
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var/shoes = -1
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var/gloves = -1
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var/ears = -1
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var/glasses = -1
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var/mask = -1
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var/head = -1
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var/belt = -1
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var/r_pocket = -1
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var/l_pocket = -1
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var/back = -1
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var/id = -1
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var/neck = -1
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var/backpack_contents = -1
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var/suit_store = -1
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var/hair_style
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var/facial_hair_style
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var/skin_tone
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/obj/effect/mob_spawn/human/Initialize()
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if(ispath(outfit))
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outfit = new outfit()
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if(!outfit)
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outfit = new /datum/outfit
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return ..()
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/obj/effect/mob_spawn/human/equip(mob/living/carbon/human/H)
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if(mob_species)
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H.set_species(mob_species)
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if(husk)
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H.Drain()
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else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
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H.cure_husk()
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H.underwear = "Nude"
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H.undershirt = "Nude"
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H.socks = "Nude"
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if(hair_style)
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H.hair_style = hair_style
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else
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H.hair_style = random_hair_style(gender)
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if(facial_hair_style)
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H.facial_hair_style = facial_hair_style
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else
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H.facial_hair_style = random_facial_hair_style(gender)
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if(skin_tone)
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H.skin_tone = skin_tone
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else
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H.skin_tone = random_skin_tone()
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H.update_hair()
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H.update_body()
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if(outfit)
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var/static/list/slots = list("uniform", "r_hand", "l_hand", "suit", "shoes", "gloves", "ears", "glasses", "mask", "head", "belt", "r_pocket", "l_pocket", "back", "id", "neck", "backpack_contents", "suit_store")
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for(var/slot in slots)
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var/T = vars[slot]
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if(!isnum(T))
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outfit.vars[slot] = T
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H.equipOutfit(outfit)
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if(disable_pda)
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// We don't want corpse PDAs to show up in the messenger list.
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var/obj/item/pda/PDA = locate(/obj/item/pda) in H
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if(PDA)
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PDA.toff = TRUE
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if(disable_sensors)
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// Using crew monitors to find corpses while creative makes finding certain ruins too easy.
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var/obj/item/clothing/under/C = H.w_uniform
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if(istype(C))
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C.sensor_mode = NO_SENSORS
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var/obj/item/card/id/W = H.wear_id
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if(W)
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if(id_access)
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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if(J.title == id_access)
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W.access = J.get_access()
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break
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if(id_access_list)
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if(!islist(W.access))
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W.access = list()
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W.access |= id_access_list
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if(id_job)
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W.assignment = id_job
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W.registered_name = H.real_name
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W.update_label()
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//Instant version - use when spawning corpses during runtime
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/obj/effect/mob_spawn/human/corpse
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roundstart = FALSE
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instant = TRUE
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/obj/effect/mob_spawn/human/corpse/damaged
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brute_damage = 1000
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/obj/effect/mob_spawn/human/alive
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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death = FALSE
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roundstart = FALSE //you could use these for alive fake humans on roundstart but this is more common scenario
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//Non-human spawners
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/obj/effect/mob_spawn/AICorpse/create() //Creates a corrupted AI
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var/A = locate(/mob/living/silicon/ai) in loc
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if(A)
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return
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var/mob/living/silicon/ai/spawned/M = new(loc) //spawn new AI at landmark as var M
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M.name = src.name
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M.real_name = src.name
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M.aiPDA.toff = TRUE //turns the AI's PDA messenger off, stopping it showing up on player PDAs
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M.death() //call the AI's death proc
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qdel(src)
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/obj/effect/mob_spawn/slime
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mob_type = /mob/living/simple_animal/slime
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var/mobcolour = "grey"
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icon = 'icons/mob/slimes.dmi'
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icon_state = "grey baby slime" //sets the icon in the map editor
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/obj/effect/mob_spawn/slime/equip(mob/living/simple_animal/slime/S)
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S.colour = mobcolour
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/obj/effect/mob_spawn/human/facehugger/create() //Creates a squashed facehugger
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var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
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O.name = src.name
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O.Die() //call the facehugger's death proc
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qdel(src)
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/obj/effect/mob_spawn/mouse
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name = "sleeper"
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mob_type = /mob/living/simple_animal/mouse
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death = FALSE
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roundstart = FALSE
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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/obj/effect/mob_spawn/cow
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name = "sleeper"
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mob_type = /mob/living/simple_animal/cow
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death = FALSE
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roundstart = FALSE
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mob_gender = FEMALE
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
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///////////Civilians//////////////////////
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/obj/effect/mob_spawn/human/corpse/assistant
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name = "Assistant"
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outfit = /datum/outfit/job/assistant
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/obj/effect/mob_spawn/human/corpse/assistant/beesease_infection
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disease = /datum/disease/beesease
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/obj/effect/mob_spawn/human/corpse/assistant/brainrot_infection
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disease = /datum/disease/brainrot
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/obj/effect/mob_spawn/human/corpse/assistant/spanishflu_infection
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disease = /datum/disease/fluspanish
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/obj/effect/mob_spawn/human/corpse/cargo_tech
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name = "Cargo Tech"
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outfit = /datum/outfit/job/cargo_tech
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/obj/effect/mob_spawn/human/cook
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name = "Cook"
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outfit = /datum/outfit/job/cook
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/obj/effect/mob_spawn/human/doctor
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name = "Doctor"
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outfit = /datum/outfit/job/doctor
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/obj/effect/mob_spawn/human/doctor/alive
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death = FALSE
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roundstart = FALSE
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random = TRUE
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name = "sleeper"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You are a space doctor!</span>"
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assignedrole = "Space Doctor"
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/obj/effect/mob_spawn/human/doctor/alive/equip(mob/living/carbon/human/H)
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..()
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// Remove radio and PDA so they wouldn't annoy station crew.
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var/list/del_types = list(/obj/item/pda, /obj/item/radio/headset)
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for(var/del_type in del_types)
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var/obj/item/I = locate(del_type) in H
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qdel(I)
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/obj/effect/mob_spawn/human/engineer
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name = "Engineer"
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outfit = /datum/outfit/job/engineer/gloved
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/obj/effect/mob_spawn/human/engineer/rig
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outfit = /datum/outfit/job/engineer/gloved/rig
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/obj/effect/mob_spawn/human/clown
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name = "Clown"
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outfit = /datum/outfit/job/clown
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/obj/effect/mob_spawn/human/scientist
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name = "Scientist"
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outfit = /datum/outfit/job/scientist
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/obj/effect/mob_spawn/human/miner
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name = "Shaft Miner"
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outfit = /datum/outfit/job/miner/asteroid
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/obj/effect/mob_spawn/human/miner/rig
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outfit = /datum/outfit/job/miner/equipped/asteroid
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/obj/effect/mob_spawn/human/miner/explorer
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outfit = /datum/outfit/job/miner/equipped
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/obj/effect/mob_spawn/human/plasmaman
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mob_species = /datum/species/plasmaman
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outfit = /datum/outfit/plasmaman
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/obj/effect/mob_spawn/human/bartender
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name = "Space Bartender"
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id_job = "Bartender"
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id_access_list = list(ACCESS_BAR)
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outfit = /datum/outfit/spacebartender
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/obj/effect/mob_spawn/human/bartender/alive
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death = FALSE
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roundstart = FALSE
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random = TRUE
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name = "bartender sleeper"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You are a space bartender!</span><b> Time to mix drinks and change lives. Smoking space drugs makes it easier to understand your patrons' odd dialect.</b>"
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assignedrole = "Space Bartender"
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id_job = "Bartender"
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/datum/outfit/spacebartender
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name = "Space Bartender"
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uniform = /obj/item/clothing/under/rank/bartender
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back = /obj/item/storage/backpack
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shoes = /obj/item/clothing/shoes/sneakers/black
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suit = /obj/item/clothing/suit/armor/vest
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glasses = /obj/item/clothing/glasses/sunglasses/reagent
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id = /obj/item/card/id
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/obj/effect/mob_spawn/human/beach
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outfit = /datum/outfit/beachbum
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/obj/effect/mob_spawn/human/beach/alive
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death = FALSE
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roundstart = FALSE
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random = TRUE
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mob_name = "Beach Bum"
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name = "beach bum sleeper"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You're, like, totally a dudebro, bruh.</span><b> Ch'yea. You came here, like, on spring break, hopin' to pick up some bangin' hot chicks, y'knaw?</b>"
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assignedrole = "Beach Bum"
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/obj/effect/mob_spawn/human/beach/alive/lifeguard
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flavour_text = "<span class='big bold'>You're a spunky lifeguard!</span><b> It's up to you to make sure nobody drowns or gets eaten by sharks and stuff.</b>"
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mob_gender = "female"
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name = "lifeguard sleeper"
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id_job = "Lifeguard"
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uniform = /obj/item/clothing/under/shorts/red
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/datum/outfit/beachbum
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name = "Beach Bum"
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glasses = /obj/item/clothing/glasses/sunglasses
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r_pocket = /obj/item/storage/wallet/random
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l_pocket = /obj/item/reagent_containers/food/snacks/pizzaslice/dank;
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uniform = /obj/item/clothing/under/pants/youngfolksjeans
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id = /obj/item/card/id
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/datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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if(visualsOnly)
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return
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H.dna.add_mutation(STONER)
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/////////////////Officers+Nanotrasen Security//////////////////////
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/obj/effect/mob_spawn/human/bridgeofficer
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name = "Bridge Officer"
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id_job = "Bridge Officer"
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id_access_list = list(ACCESS_CENT_CAPTAIN)
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outfit = /datum/outfit/nanotrasenbridgeofficercorpse
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/datum/outfit/nanotrasenbridgeofficercorpse
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name = "Bridge Officer Corpse"
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ears = /obj/item/radio/headset/heads/hop
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uniform = /obj/item/clothing/under/rank/centcom_officer
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suit = /obj/item/clothing/suit/armor/bulletproof
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shoes = /obj/item/clothing/shoes/sneakers/black
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glasses = /obj/item/clothing/glasses/sunglasses
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id = /obj/item/card/id
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/obj/effect/mob_spawn/human/commander
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name = "Commander"
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id_job = "Commander"
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id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE)
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outfit = /datum/outfit/nanotrasencommandercorpse
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/datum/outfit/nanotrasencommandercorpse
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name = "Nanotrasen Private Security Commander"
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uniform = /obj/item/clothing/under/rank/centcom_commander
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suit = /obj/item/clothing/suit/armor/bulletproof
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ears = /obj/item/radio/headset/heads/captain
|
|
glasses = /obj/item/clothing/glasses/eyepatch
|
|
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
|
|
head = /obj/item/clothing/head/centhat
|
|
gloves = /obj/item/clothing/gloves/combat
|
|
shoes = /obj/item/clothing/shoes/combat/swat
|
|
r_pocket = /obj/item/lighter
|
|
id = /obj/item/card/id
|
|
|
|
|
|
/obj/effect/mob_spawn/human/nanotrasensoldier
|
|
name = "Nanotrasen Private Security Officer"
|
|
id_job = "Private Security Force"
|
|
id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE, ACCESS_SECURITY)
|
|
outfit = /datum/outfit/nanotrasensoldiercorpse
|
|
|
|
/datum/outfit/nanotrasensoldiercorpse
|
|
name = "NT Private Security Officer Corpse"
|
|
uniform = /obj/item/clothing/under/rank/security
|
|
suit = /obj/item/clothing/suit/armor/vest
|
|
shoes = /obj/item/clothing/shoes/combat
|
|
gloves = /obj/item/clothing/gloves/combat
|
|
mask = /obj/item/clothing/mask/gas/sechailer/swat
|
|
head = /obj/item/clothing/head/helmet/swat/nanotrasen
|
|
back = /obj/item/storage/backpack/security
|
|
id = /obj/item/card/id
|
|
|
|
|
|
/obj/effect/mob_spawn/human/commander/alive
|
|
death = FALSE
|
|
roundstart = FALSE
|
|
mob_name = "Nanotrasen Commander"
|
|
name = "sleeper"
|
|
icon = 'icons/obj/machines/sleeper.dmi'
|
|
icon_state = "sleeper"
|
|
flavour_text = "<span class='big bold'>You are a Nanotrasen Commander!</span>"
|
|
|
|
/obj/effect/mob_spawn/human/nanotrasensoldier/alive
|
|
death = FALSE
|
|
roundstart = FALSE
|
|
mob_name = "Private Security Officer"
|
|
name = "sleeper"
|
|
icon = 'icons/obj/machines/sleeper.dmi'
|
|
icon_state = "sleeper"
|
|
faction = "nanotrasenprivate"
|
|
flavour_text = "<span class='big bold'>You are a Nanotrasen Private Security Officer!</span>"
|
|
|
|
|
|
/////////////////Spooky Undead//////////////////////
|
|
|
|
/obj/effect/mob_spawn/human/skeleton
|
|
name = "skeletal remains"
|
|
mob_name = "skeleton"
|
|
mob_species = /datum/species/skeleton
|
|
mob_gender = NEUTER
|
|
|
|
/obj/effect/mob_spawn/human/skeleton/alive
|
|
death = FALSE
|
|
roundstart = FALSE
|
|
icon = 'icons/effects/blood.dmi'
|
|
icon_state = "remains"
|
|
flavour_text = "<span class='big bold'>By unknown powers, your skeletal remains have been reanimated!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
|
|
assignedrole = "Skeleton"
|
|
|
|
/obj/effect/mob_spawn/human/zombie
|
|
name = "rotting corpse"
|
|
mob_name = "zombie"
|
|
mob_species = /datum/species/zombie
|
|
assignedrole = "Zombie"
|
|
|
|
/obj/effect/mob_spawn/human/zombie/alive
|
|
death = FALSE
|
|
roundstart = FALSE
|
|
icon = 'icons/effects/blood.dmi'
|
|
icon_state = "remains"
|
|
flavour_text = "<span class='big bold'>By unknown powers, your rotting remains have been resurrected!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
|
|
|
|
|
|
/obj/effect/mob_spawn/human/abductor
|
|
name = "abductor"
|
|
mob_name = "alien"
|
|
mob_species = /datum/species/abductor
|
|
outfit = /datum/outfit/abductorcorpse
|
|
|
|
/datum/outfit/abductorcorpse
|
|
name = "Abductor Corpse"
|
|
uniform = /obj/item/clothing/under/color/grey
|
|
shoes = /obj/item/clothing/shoes/combat
|
|
|
|
|
|
//For ghost bar.
|
|
/obj/effect/mob_spawn/human/alive/space_bar_patron
|
|
name = "Bar cryogenics"
|
|
mob_name = "Bar patron"
|
|
random = TRUE
|
|
permanent = TRUE
|
|
uses = -1
|
|
outfit = /datum/outfit/spacebartender
|
|
assignedrole = "Space Bar Patron"
|
|
|
|
//ATTACK HAND IGNORING PARENT RETURN VALUE
|
|
/obj/effect/mob_spawn/human/alive/space_bar_patron/attack_hand(mob/user)
|
|
var/despawn = alert("Return to cryosleep? (Warning, Your mob will be deleted!)",,"Yes","No")
|
|
if(despawn == "No" || !loc || !Adjacent(user))
|
|
return
|
|
user.visible_message("<span class='notice'>[user.name] climbs back into cryosleep...</span>")
|
|
qdel(user)
|
|
|
|
/datum/outfit/cryobartender
|
|
name = "Cryogenic Bartender"
|
|
uniform = /obj/item/clothing/under/rank/bartender
|
|
back = /obj/item/storage/backpack
|
|
shoes = /obj/item/clothing/shoes/sneakers/black
|
|
suit = /obj/item/clothing/suit/armor/vest
|
|
glasses = /obj/item/clothing/glasses/sunglasses/reagent
|
|
|
|
|
|
//Aliens for the alien nest space ruin.
|
|
/obj/effect/mob_spawn/alien/corpse/humanoid/drone
|
|
mob_type = /mob/living/carbon/alien/humanoid/drone
|
|
death = TRUE
|
|
name = "alien drone"
|
|
mob_name = "alien drone"
|
|
|
|
/obj/effect/mob_spawn/alien/corpse/humanoid/queen
|
|
mob_type = /mob/living/carbon/alien/humanoid/royal/queen
|
|
death = TRUE
|
|
name = "alien queen"
|
|
mob_name = "alien queen" |