mirror of
https://github.com/VOREStation/VOREStation.git
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Merge pull request #4116 from Neerti/10/20/2017_syndie_borgs_are_back
Syndicate Borgs II, Return of the Salt
This commit is contained in:
@@ -1241,7 +1241,7 @@
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W.message = message
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W.add_fingerprint(src)
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/mob/living/carbon/human/can_inject(var/mob/user, var/error_msg, var/target_zone)
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/mob/living/carbon/human/can_inject(var/mob/user, var/error_msg, var/target_zone, var/ignore_thickness = FALSE)
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. = 1
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if(!target_zone)
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@@ -1261,10 +1261,10 @@
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else
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switch(target_zone)
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if(BP_HEAD)
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if(head && head.item_flags & THICKMATERIAL)
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if(head && (head.item_flags & THICKMATERIAL) && !ignore_thickness)
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. = 0
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else
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if(wear_suit && wear_suit.item_flags & THICKMATERIAL)
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if(wear_suit && (wear_suit.item_flags & THICKMATERIAL) && !ignore_thickness)
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. = 0
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if(!. && error_msg && user)
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if(!fail_msg)
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@@ -26,12 +26,13 @@
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)
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var/id
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// All syndie modules get these, and the base borg items (flash, crowbar, etc).
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/obj/item/weapon/robot_module/robot/syndicate/New(var/mob/living/silicon/robot/R)
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..()
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loc = R
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src.modules += new /obj/item/weapon/pinpointer/shuttle/merc(src)
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src.modules += new /obj/item/weapon/melee/energy/sword(src)
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src.modules += new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(src)
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src.modules += new /obj/item/weapon/card/emag(src)
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var/jetpack = new/obj/item/weapon/tank/jetpack/carbondioxide(src)
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src.modules += jetpack
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R.internals = jetpack
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@@ -43,3 +44,141 @@
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src.modules -= id
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id = null
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return ..()
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// Gets a big shield and a gun that shoots really fast to scare the opposing force.
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/obj/item/weapon/robot_module/robot/syndicate/protector
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name = "protector robot module"
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sprites = list(
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"Cerberus - Treaded" = "syndie_treadhound",
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"Cerberus" = "syndie_bloodhound",
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"Ares" = "squats",
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"XI-ALP" = "syndi-heavy"
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)
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/obj/item/weapon/robot_module/robot/syndicate/protector/New(var/mob/living/silicon/robot/R)
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..()
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src.modules += new /obj/item/shield_projector/rectangle/weak(src)
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src.modules += new /obj/item/weapon/gun/energy/dakkalaser(src)
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src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
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src.modules += new /obj/item/weapon/melee/baton/robot(src)
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// 95% engi-borg and 15% roboticist.
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/obj/item/weapon/robot_module/robot/syndicate/mechanist
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name = "mechanist robot module"
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sprites = list(
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"XI-GUS" = "spidersyndi",
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"WTOperator" = "sleekhos"
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)
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/obj/item/weapon/robot_module/robot/syndicate/mechanist/New(var/mob/living/silicon/robot/R)
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..()
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// General engineering/hacking.
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src.modules += new /obj/item/borg/sight/meson(src)
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src.modules += new /obj/item/weapon/weldingtool/electric/mounted/cyborg(src)
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src.modules += new /obj/item/weapon/screwdriver/cyborg(src)
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src.modules += new /obj/item/weapon/wrench/cyborg(src)
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src.modules += new /obj/item/weapon/wirecutters/cyborg(src)
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src.modules += new /obj/item/device/multitool/ai_detector(src)
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src.modules += new /obj/item/weapon/pickaxe/plasmacutter(src)
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src.modules += new /obj/item/weapon/rcd/borg/lesser(src) // Can't eat rwalls to prevent AI core cheese.
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src.modules += new /obj/item/weapon/melee/energy/sword/ionic_rapier(src)
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// FBP repair.
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src.modules += new /obj/item/device/robotanalyzer(src)
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src.modules += new /obj/item/weapon/shockpaddles/robot/jumper(src)
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src.modules += new /obj/item/weapon/gripper/no_use/organ/robotics(src)
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// Hacking other things.
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src.modules += new /obj/item/weapon/card/robot(src)
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src.modules += new /obj/item/weapon/card/emag(src)
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// Materials.
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var/datum/matter_synth/nanite = new /datum/matter_synth/nanite(10000)
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synths += nanite
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var/datum/matter_synth/wire = new /datum/matter_synth/wire()
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synths += wire
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var/datum/matter_synth/metal = new /datum/matter_synth/metal(40000)
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synths += metal
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var/datum/matter_synth/glass = new /datum/matter_synth/glass(40000)
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synths += glass
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var/obj/item/stack/nanopaste/N = new /obj/item/stack/nanopaste(src)
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N.uses_charge = 1
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N.charge_costs = list(1000)
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N.synths = list(nanite)
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src.modules += N
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var/obj/item/stack/material/cyborg/steel/M = new (src)
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M.synths = list(metal)
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src.modules += M
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var/obj/item/stack/material/cyborg/glass/G = new (src)
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G.synths = list(glass)
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src.modules += G
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var/obj/item/stack/rods/cyborg/rods = new /obj/item/stack/rods/cyborg(src)
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rods.synths = list(metal)
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src.modules += rods
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var/obj/item/stack/cable_coil/cyborg/C = new /obj/item/stack/cable_coil/cyborg(src)
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C.synths = list(wire)
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src.modules += C
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var/obj/item/stack/material/cyborg/glass/reinforced/RG = new (src)
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RG.synths = list(metal, glass)
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src.modules += RG
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// Mediborg optimized for on-the-field healing, but can also do surgery if needed.
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/obj/item/weapon/robot_module/robot/syndicate/combat_medic
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name = "combat medic robot module"
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sprites = list(
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"Telemachus" = "toiletbotantag"
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)
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/obj/item/weapon/robot_module/robot/syndicate/combat_medic/New(var/mob/living/silicon/robot/R)
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..()
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src.modules += new /obj/item/borg/sight/hud/med(src)
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src.modules += new /obj/item/device/healthanalyzer(src)
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src.modules += new /obj/item/weapon/reagent_containers/borghypo/merc(src)
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// Surgery things.
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src.modules += new /obj/item/weapon/surgical/scalpel/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/hemostat/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/retractor/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/cautery/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/bonegel/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/FixOVein/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/bonesetter/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/circular_saw/cyborg(src)
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src.modules += new /obj/item/weapon/surgical/surgicaldrill/cyborg(src)
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src.modules += new /obj/item/weapon/gripper/no_use/organ(src)
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// General healing.
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src.modules += new /obj/item/weapon/gripper/medical(src)
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src.modules += new /obj/item/weapon/shockpaddles/robot/combat(src)
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src.modules += new /obj/item/weapon/reagent_containers/dropper(src) // Allows borg to fix necrosis apparently
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src.modules += new /obj/item/weapon/reagent_containers/syringe(src)
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src.modules += new /obj/item/roller_holder(src)
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// Materials.
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var/datum/matter_synth/medicine = new /datum/matter_synth/medicine(15000)
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synths += medicine
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var/obj/item/stack/medical/advanced/ointment/O = new /obj/item/stack/medical/advanced/ointment(src)
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var/obj/item/stack/medical/advanced/bruise_pack/B = new /obj/item/stack/medical/advanced/bruise_pack(src)
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var/obj/item/stack/medical/splint/S = new /obj/item/stack/medical/splint(src)
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O.uses_charge = 1
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O.charge_costs = list(1000)
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O.synths = list(medicine)
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B.uses_charge = 1
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B.charge_costs = list(1000)
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B.synths = list(medicine)
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S.uses_charge = 1
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S.charge_costs = list(1000)
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S.synths = list(medicine)
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src.modules += O
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src.modules += B
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src.modules += S
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@@ -6,6 +6,7 @@
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lawchannel = "State"
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braintype = "Drone"
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idcard_type = /obj/item/weapon/card/id
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icon_selected = FALSE
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/mob/living/silicon/robot/gravekeeper/init()
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aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
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@@ -6,6 +6,7 @@
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lawchannel = "State"
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braintype = "Drone"
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idcard_type = /obj/item/weapon/card/id
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icon_selected = FALSE
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/mob/living/silicon/robot/lost/init()
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aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
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@@ -0,0 +1,46 @@
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/mob/living/silicon/robot/syndicate
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lawupdate = 0
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scrambledcodes = 1
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icon_state = "syndie_bloodhound"
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modtype = "Syndicate"
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lawchannel = "State"
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braintype = "Drone"
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idcard_type = /obj/item/weapon/card/id/syndicate
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icon_selected = FALSE
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/mob/living/silicon/robot/syndicate/init()
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aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
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mmi = new /obj/item/device/mmi/digital/robot(src) // Explicitly a drone.
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overlays.Cut()
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init_id()
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updatename("Syndicate")
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if(!cell)
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cell = new /obj/item/weapon/cell/high(src) // 15k cell, because Antag.
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laws = new /datum/ai_laws/syndicate_override()
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radio.keyslot = new /obj/item/device/encryptionkey/syndicate(radio)
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radio.recalculateChannels()
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playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
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/mob/living/silicon/robot/syndicate/protector/init()
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..()
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module = new /obj/item/weapon/robot_module/robot/syndicate/protector(src)
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updatename("Protector")
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/mob/living/silicon/robot/syndicate/mechanist/init()
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..()
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module = new /obj/item/weapon/robot_module/robot/syndicate/mechanist(src)
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updatename("Mechanist")
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/mob/living/silicon/robot/syndicate/combat_medic/init()
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..()
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module = new /obj/item/weapon/robot_module/robot/syndicate/combat_medic(src)
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updatename("Combat Medic")
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/mob/living/silicon/robot/syndicate/speech_bubble_appearance()
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return "synthetic_evil"
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@@ -177,4 +177,24 @@ obj/item/weapon/gun/energy/staff/focus
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charge_cost = 200
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user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
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projectile_type = "/obj/item/projectile/forcebolt"
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*/
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*/
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/obj/item/weapon/gun/energy/dakkalaser
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name = "suppression gun"
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desc = "A massive weapon, designed to pressure the opposition by raining down a torrent of energy pellets."
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icon_state = "dakkalaser"
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item_state = "dakkalaser"
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fire_sound = 'sound/weapons/Laser.ogg'
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w_class = ITEMSIZE_HUGE
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charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon.
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projectile_type = /obj/item/projectile/energy/blue_pellet
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self_recharge = 1
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accuracy = 5 // Suppressive weapons don't work too well if there's no risk of being hit.
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burst_delay = 1 // Burst faster than average.
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origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6)
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firemodes = list(
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list(mode_name="single shot", burst = 1, burst_accuracy = list(5), dispersion = list(0), charge_cost = 24),
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list(mode_name="five shot burst", burst = 5, burst_accuracy = list(5,5,5,5,5), dispersion = list(1,1,1,1,1)),
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list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2)),
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)
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@@ -182,4 +182,17 @@
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/obj/item/projectile/energy/plasmastun/on_hit(var/atom/target)
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bang(target)
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. = ..()
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. = ..()
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/obj/item/projectile/energy/blue_pellet
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name = "suppressive pellet"
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icon_state = "blue_pellet"
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damage = 5
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armor_penetration = 75
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage_type = BURN
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check_armour = "energy"
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light_color = "#0000FF"
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embed_chance = 0
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muzzle_type = /obj/effect/projectile/pulse/muzzle
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@@ -691,4 +691,21 @@
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else
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if(world.time > data + ANTIDEPRESSANT_MESSAGE_DELAY)
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data = world.time
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to_chat(M, "<span class='notice'>You feel invigorated and calm.</span>")
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to_chat(M, "<span class='notice'>You feel invigorated and calm.</span>")
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// This exists to cut the number of chemicals a merc borg has to juggle on their hypo.
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/datum/reagent/healing_nanites
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name = "Restorative Nanites"
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id = "healing_nanites"
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description = "Miniature medical robots that swiftly restore bodily damage."
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taste_description = "metal"
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reagent_state = SOLID
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color = "#555555"
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metabolism = REM * 4 // Nanomachines gotta go fast.
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scannable = 1
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/datum/reagent/healing_nanites/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
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M.heal_organ_damage(2 * removed, 2 * removed)
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M.adjustOxyLoss(-4 * removed)
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M.adjustToxLoss(-2 * removed)
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M.adjustCloneLoss(-2 * removed)
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@@ -12,6 +12,7 @@
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var/charge_cost = 50
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var/charge_tick = 0
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var/recharge_time = 5 //Time it takes for shots to recharge (in seconds)
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var/bypass_protection = FALSE // If true, can inject through things like spacesuits and armor.
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var/list/reagent_ids = list("tricordrazine", "inaprovaline", "anti_toxin", "tramadol", "dexalin" ,"spaceacillin")
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var/list/reagent_volumes = list()
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@@ -26,6 +27,13 @@
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/obj/item/weapon/reagent_containers/borghypo/lost
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reagent_ids = list("tricordrazine", "bicaridine", "dexalin", "anti_toxin", "tramadol", "spaceacillin")
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/obj/item/weapon/reagent_containers/borghypo/merc
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name = "advanced cyborg hypospray"
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desc = "An advanced nanite and chemical synthesizer and injection system, designed for heavy-duty medical equipment. This type is capable of safely bypassing \
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thick materials that other hyposprays would struggle with."
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bypass_protection = TRUE // Because mercs tend to be in spacesuits.
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reagent_ids = list("healing_nanites", "hyperzine", "tramadol", "oxycodone", "spaceacillin", "peridaxon", "osteodaxon", "myelamine")
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/obj/item/weapon/reagent_containers/borghypo/New()
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..()
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@@ -72,7 +80,7 @@
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user << "<span class='danger'>You cannot inject a robotic limb.</span>"
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return
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if (M.can_inject(user, 1))
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if(M.can_inject(user, 1, ignore_thickness = bypass_protection))
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user << "<span class='notice'>You inject [M] with the injector.</span>"
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M << "<span class='notice'>You feel a tiny prick!</span>"
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