mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-21 03:56:47 +01:00
WIP fix of this PR
This commit is contained in:
@@ -10,33 +10,33 @@
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/datum/effect/effect/system/confetti_spread
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var/total_sparks = 0 // To stop it being spammed and lagging!
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set_up(n = 3, c = 0, loca)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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/datum/effect/effect/system/confetti_spread/set_up(n = 3, c = 0, loca)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_sparks > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/sparks/confetti = new /obj/effect/effect/sparks/confetti(src.location)
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src.total_sparks++
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(confetti,direction)
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spawn(20)
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src.total_sparks--
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/datum/effect/effect/system/confetti_spread/start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_sparks > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/sparks/confetti = new /obj/effect/effect/sparks/confetti(src.location)
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src.total_sparks++
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(confetti,direction)
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spawn(20)
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src.total_sparks--
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@@ -72,88 +72,6 @@ var/global/list/image/fluidtrack_cache=list()
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* @param goingdir Direction tracks are going to (or 0).
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* @param bloodcolor Color of the blood when wet.
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*/
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<<<<<<< HEAD
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proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing=goingdir<<4
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// Current bit
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var/b=0
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// When tracks will start to dry out
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var/t=world.time + TRACKS_CRUSTIFY_TIME
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var/datum/fluidtrack/track
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// Process 4 bits
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for(var/bi=0;bi<4;bi++)
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b=1<<bi
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// COMING BIT
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// If setting
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if(comingdir&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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// GOING BIT (shift up 4)
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b=b<<4
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if(realgoing&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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dirs |= comingdir|realgoing
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if(islist(blood_DNA))
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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update_icon()
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cut_overlays()
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color = "#FFFFFF"
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var/truedir=0
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// Update ONLY the overlays that have changed.
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for(var/datum/fluidtrack/track in stack)
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var/stack_idx=setdirs["[track.direction]"]
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var/state=coming_state
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truedir=track.direction
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if(truedir&240) // Check if we're in the GOING block
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state=going_state
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truedir=truedir>>4
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if(track.overlay)
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track.overlay=null
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var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
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I.color = track.basecolor
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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add_overlay(I)
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updatedtracks=0 // Clear our memory of updated tracks.
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=======
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/obj/effect/decal/cleanable/blood/tracks/proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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@@ -211,7 +129,7 @@ var/global/list/image/fluidtrack_cache=list()
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update_icon()
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/obj/effect/decal/cleanable/blood/tracks/update_icon()
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overlays.Cut()
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cut_overlays()
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color = "#FFFFFF"
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var/truedir=0
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@@ -232,9 +150,8 @@ var/global/list/image/fluidtrack_cache=list()
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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overlays += I
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add_overlay(I)
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updatedtracks=0 // Clear our memory of updated tracks.
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>>>>>>> 593246b... Linter diagnostics + bans non-var relative pathing (#8150)
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/obj/effect/decal/cleanable/blood/tracks/footprints
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name = "wet footprints"
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@@ -24,12 +24,7 @@
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mainOverlay.Blend(main,ICON_ADD)
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shadeOverlay.Blend(shade,ICON_ADD)
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<<<<<<< HEAD
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add_overlay(mainOverlay)
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add_overlay(shadeOverlay)
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=======
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overlays += mainOverlay
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overlays += shadeOverlay
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>>>>>>> 593246b... Linter diagnostics + bans non-var relative pathing (#8150)
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add_overlay(mainOverlay)
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add_overlay(shadeOverlay)
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add_hiddenprint(usr)
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@@ -436,5 +436,3 @@
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if("newsfeed")
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newsfeed_channel = text2num(params["newsfeed"])
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#undef DEFAULT_MAP_SIZE
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@@ -9,61 +9,6 @@
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var/icon/virtualIcon
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var/list/bulletholes = list()
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<<<<<<< HEAD
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Destroy()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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T.pinned_target = null
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T.density = 1
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break
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..() // delete target
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Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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// After target moves, check for nearby stakes. If associated, move to target
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for(var/obj/structure/target_stake/M in view(3,src))
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if(M.density == 0 && M.pinned_target == src)
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M.forceMove(loc)
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// This may seem a little counter-intuitive but I assure you that's for a purpose.
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// Stakes are the ones that carry targets, yes, but in the stake code we set
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// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
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// the stake now, we have to push the target.
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attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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cut_overlays()
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to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.")
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return
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attack_hand(mob/user as mob)
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// taking pinned targets off!
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var/obj/structure/target_stake/stake
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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stake = T
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break
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if(stake)
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if(stake.pinned_target)
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stake.density = 1
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density = 0
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layer = OBJ_LAYER
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loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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to_chat(user, "You take the target out of the stake.")
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else
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src.loc = get_turf(user)
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=======
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/obj/item/target/Destroy()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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@@ -91,7 +36,7 @@
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if (istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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overlays.Cut()
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cut_overlays()
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to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.")
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return
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@@ -114,7 +59,6 @@
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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>>>>>>> 593246b... Linter diagnostics + bans non-var relative pathing (#8150)
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to_chat(user, "You take the target out of the stake.")
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else
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src.loc = get_turf(user)
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@@ -430,6 +430,6 @@
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/datum/stack_recipe_list
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var/title = "ERROR"
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var/list/recipes = null
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New(title, recipes)
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src.title = title
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src.recipes = recipes
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/datum/stack_recipe_list/New(title, recipes)
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src.title = title
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src.recipes = recipes
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@@ -10,13 +10,13 @@
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var/taurtype = /datum/sprite_accessory/tail/taur/horse //Acceptable taur type to be wearing this
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var/no_message = "You aren't the appropriate taur type to wear this!"
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mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
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if(..())
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if(istype(H) && istype(H.tail_style, taurtype))
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return 1
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else
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to_chat(H, "<span class='warning'>[no_message]</span>")
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return 0
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/obj/item/weapon/storage/backpack/saddlebag/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
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if(..())
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if(istype(H) && istype(H.tail_style, taurtype))
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return 1
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else
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to_chat(H, "<span class='warning'>[no_message]</span>")
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return 0
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/* If anyone wants to make some... this is how you would.
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/obj/item/weapon/storage/backpack/saddlebag/spider
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@@ -38,15 +38,15 @@
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slowdown = 1 //And are slower, too...
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var/no_message = "You aren't the appropriate taur type to wear this!"
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mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
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if(..())
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if(!istype(H))//Error, non HUMAN.
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log_runtime("[H] was not a valid human!")
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return
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/obj/item/weapon/storage/backpack/saddlebag_common/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
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if(..())
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if(!istype(H))//Error, non HUMAN.
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log_runtime("[H] was not a valid human!")
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return
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var/datum/sprite_accessory/tail/taur/TT = H.tail_style
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item_state = "[icon_base]_[TT.icon_sprite_tag]" //icon_sprite_tag is something like "deer"
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return 1
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var/datum/sprite_accessory/tail/taur/TT = H.tail_style
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item_state = "[icon_base]_[TT.icon_sprite_tag]" //icon_sprite_tag is something like "deer"
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return 1
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+121
-121
@@ -4,88 +4,88 @@
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icon = 'icons/obj/gun.dmi'
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icon_state = "p08"
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spawn_nothing_percentage = 50
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item_to_spawn()
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return pick(prob(11);/obj/random/ammo_all,\
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prob(11);/obj/item/weapon/gun/energy/laser,\
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prob(11);/obj/item/weapon/gun/projectile/pirate,\
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prob(10);/obj/item/weapon/material/twohanded/spear,\
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prob(10);/obj/item/weapon/gun/energy/stunrevolver,\
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prob(10);/obj/item/weapon/gun/energy/taser,\
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prob(10);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet,\
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prob(10);/obj/item/weapon/material/knife,\
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prob(10);/obj/item/weapon/gun/projectile/luger,\
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/* prob(10);/obj/item/weapon/gun/projectile/pipegun,\ */
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prob(10);/obj/item/weapon/gun/projectile/revolver/detective,\
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prob(10);/obj/item/weapon/gun/projectile/revolver/judge,\
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prob(10);/obj/item/weapon/gun/projectile/colt,\
|
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prob(10);/obj/item/weapon/gun/projectile/shotgun/pump,\
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prob(10);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,\
|
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prob(10);/obj/item/weapon/melee/baton,\
|
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prob(10);/obj/item/weapon/melee/telebaton,\
|
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prob(10);/obj/item/weapon/melee/classic_baton,\
|
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prob(9);/obj/item/weapon/gun/projectile/automatic/wt550/lethal,\
|
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prob(9);/obj/item/weapon/gun/projectile/automatic/pdw,\
|
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prob(9);/obj/item/weapon/gun/projectile/automatic/sol, \
|
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prob(9);/obj/item/weapon/gun/energy/crossbow/largecrossbow,\
|
||||
prob(9);/obj/item/weapon/gun/projectile/pistol,\
|
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prob(9);/obj/item/weapon/gun/projectile/shotgun/pump,\
|
||||
prob(9);/obj/item/weapon/cane/concealed,\
|
||||
prob(9);/obj/item/weapon/gun/energy/gun,\
|
||||
prob(8);/obj/item/weapon/gun/energy/retro,\
|
||||
prob(8);/obj/item/weapon/gun/energy/gun/eluger,\
|
||||
prob(8);/obj/item/weapon/gun/energy/xray,\
|
||||
prob(8);/obj/item/weapon/gun/projectile/automatic/c20r,\
|
||||
prob(8);/obj/item/weapon/melee/energy/sword,\
|
||||
prob(8);/obj/item/weapon/gun/projectile/derringer,\
|
||||
prob(8);/obj/item/weapon/gun/projectile/revolver/lemat,\
|
||||
/* prob(8);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/mosin,\ */
|
||||
/* prob(8);/obj/item/weapon/gun/projectile/automatic/m41a,\ */
|
||||
prob(7);/obj/item/weapon/material/butterfly,\
|
||||
prob(7);/obj/item/weapon/material/butterfly/switchblade,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/giskard,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/automatic/p90,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/automatic/sts35,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/shotgun/pump/combat,\
|
||||
prob(6);/obj/item/weapon/gun/energy/sniperrifle,\
|
||||
prob(6);/obj/item/weapon/gun/projectile/automatic/z8,\
|
||||
prob(6);/obj/item/weapon/gun/energy/captain,\
|
||||
prob(6);/obj/item/weapon/material/knife/tacknife,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/shotgun/pump/USDF,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/giskard/olivaw,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/revolver/consul,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/revolver/mateba,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/revolver,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/deagle,\
|
||||
prob(4);/obj/item/weapon/material/knife/tacknife/combatknife,\
|
||||
prob(4);/obj/item/weapon/melee/energy/sword,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/automatic/mini_uzi,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/contender,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/contender/tacticool,\
|
||||
prob(3);/obj/item/weapon/gun/projectile/SVD,\
|
||||
prob(3);/obj/item/weapon/gun/energy/lasercannon,\
|
||||
prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,\
|
||||
prob(3);/obj/item/weapon/gun/projectile/automatic/bullpup,\
|
||||
prob(2);/obj/item/weapon/gun/energy/pulse_rifle,\
|
||||
prob(2);/obj/item/weapon/gun/energy/gun/nuclear,\
|
||||
prob(2);/obj/item/weapon/gun/projectile/automatic/l6_saw,\
|
||||
prob(2);/obj/item/weapon/gun/energy/gun/burst,\
|
||||
prob(2);/obj/item/weapon/storage/box/frags,\
|
||||
prob(2);/obj/item/weapon/twohanded/fireaxe,\
|
||||
prob(2);/obj/item/weapon/gun/projectile/luger/brown,\
|
||||
prob(2);/obj/item/weapon/gun/launcher/crossbow,\
|
||||
/* prob(1);/obj/item/weapon/gun/projectile/automatic/battlerifle,\ */ // Too OP
|
||||
prob(1);/obj/item/weapon/gun/projectile/deagle/gold,\
|
||||
prob(1);/obj/item/weapon/gun/energy/imperial,\
|
||||
prob(1);/obj/item/weapon/gun/projectile/automatic/as24,\
|
||||
prob(1);/obj/item/weapon/gun/launcher/rocket,\
|
||||
prob(1);/obj/item/weapon/gun/launcher/grenade,\
|
||||
prob(1);/obj/item/weapon/gun/projectile/gyropistol,\
|
||||
prob(1);/obj/item/weapon/gun/projectile/heavysniper,\
|
||||
prob(1);/obj/item/weapon/plastique,\
|
||||
prob(1);/obj/item/weapon/gun/energy/ionrifle,\
|
||||
prob(1);/obj/item/weapon/material/sword,\
|
||||
prob(1);/obj/item/weapon/cane/concealed,\
|
||||
prob(1);/obj/item/weapon/material/sword/katana)
|
||||
/obj/random/weapon/item_to_spawn()
|
||||
return pick(prob(11);/obj/random/ammo_all,\
|
||||
prob(11);/obj/item/weapon/gun/energy/laser,\
|
||||
prob(11);/obj/item/weapon/gun/projectile/pirate,\
|
||||
prob(10);/obj/item/weapon/material/twohanded/spear,\
|
||||
prob(10);/obj/item/weapon/gun/energy/stunrevolver,\
|
||||
prob(10);/obj/item/weapon/gun/energy/taser,\
|
||||
prob(10);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet,\
|
||||
prob(10);/obj/item/weapon/material/knife,\
|
||||
prob(10);/obj/item/weapon/gun/projectile/luger,\
|
||||
/* prob(10);/obj/item/weapon/gun/projectile/pipegun,\ */
|
||||
prob(10);/obj/item/weapon/gun/projectile/revolver/detective,\
|
||||
prob(10);/obj/item/weapon/gun/projectile/revolver/judge,\
|
||||
prob(10);/obj/item/weapon/gun/projectile/colt,\
|
||||
prob(10);/obj/item/weapon/gun/projectile/shotgun/pump,\
|
||||
prob(10);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,\
|
||||
prob(10);/obj/item/weapon/melee/baton,\
|
||||
prob(10);/obj/item/weapon/melee/telebaton,\
|
||||
prob(10);/obj/item/weapon/melee/classic_baton,\
|
||||
prob(9);/obj/item/weapon/gun/projectile/automatic/wt550/lethal,\
|
||||
prob(9);/obj/item/weapon/gun/projectile/automatic/pdw,\
|
||||
prob(9);/obj/item/weapon/gun/projectile/automatic/sol, \
|
||||
prob(9);/obj/item/weapon/gun/energy/crossbow/largecrossbow,\
|
||||
prob(9);/obj/item/weapon/gun/projectile/pistol,\
|
||||
prob(9);/obj/item/weapon/gun/projectile/shotgun/pump,\
|
||||
prob(9);/obj/item/weapon/cane/concealed,\
|
||||
prob(9);/obj/item/weapon/gun/energy/gun,\
|
||||
prob(8);/obj/item/weapon/gun/energy/retro,\
|
||||
prob(8);/obj/item/weapon/gun/energy/gun/eluger,\
|
||||
prob(8);/obj/item/weapon/gun/energy/xray,\
|
||||
prob(8);/obj/item/weapon/gun/projectile/automatic/c20r,\
|
||||
prob(8);/obj/item/weapon/melee/energy/sword,\
|
||||
prob(8);/obj/item/weapon/gun/projectile/derringer,\
|
||||
prob(8);/obj/item/weapon/gun/projectile/revolver/lemat,\
|
||||
/* prob(8);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/mosin,\ */
|
||||
/* prob(8);/obj/item/weapon/gun/projectile/automatic/m41a,\ */
|
||||
prob(7);/obj/item/weapon/material/butterfly,\
|
||||
prob(7);/obj/item/weapon/material/butterfly/switchblade,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/giskard,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/automatic/p90,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/automatic/sts35,\
|
||||
prob(7);/obj/item/weapon/gun/projectile/shotgun/pump/combat,\
|
||||
prob(6);/obj/item/weapon/gun/energy/sniperrifle,\
|
||||
prob(6);/obj/item/weapon/gun/projectile/automatic/z8,\
|
||||
prob(6);/obj/item/weapon/gun/energy/captain,\
|
||||
prob(6);/obj/item/weapon/material/knife/tacknife,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/shotgun/pump/USDF,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/giskard/olivaw,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/revolver/consul,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/revolver/mateba,\
|
||||
prob(5);/obj/item/weapon/gun/projectile/revolver,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/deagle,\
|
||||
prob(4);/obj/item/weapon/material/knife/tacknife/combatknife,\
|
||||
prob(4);/obj/item/weapon/melee/energy/sword,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/automatic/mini_uzi,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/contender,\
|
||||
prob(4);/obj/item/weapon/gun/projectile/contender/tacticool,\
|
||||
prob(3);/obj/item/weapon/gun/projectile/SVD,\
|
||||
prob(3);/obj/item/weapon/gun/energy/lasercannon,\
|
||||
prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,\
|
||||
prob(3);/obj/item/weapon/gun/projectile/automatic/bullpup,\
|
||||
prob(2);/obj/item/weapon/gun/energy/pulse_rifle,\
|
||||
prob(2);/obj/item/weapon/gun/energy/gun/nuclear,\
|
||||
prob(2);/obj/item/weapon/gun/projectile/automatic/l6_saw,\
|
||||
prob(2);/obj/item/weapon/gun/energy/gun/burst,\
|
||||
prob(2);/obj/item/weapon/storage/box/frags,\
|
||||
prob(2);/obj/item/weapon/twohanded/fireaxe,\
|
||||
prob(2);/obj/item/weapon/gun/projectile/luger/brown,\
|
||||
prob(2);/obj/item/weapon/gun/launcher/crossbow,\
|
||||
/* prob(1);/obj/item/weapon/gun/projectile/automatic/battlerifle,\ */ // Too OP
|
||||
prob(1);/obj/item/weapon/gun/projectile/deagle/gold,\
|
||||
prob(1);/obj/item/weapon/gun/energy/imperial,\
|
||||
prob(1);/obj/item/weapon/gun/projectile/automatic/as24,\
|
||||
prob(1);/obj/item/weapon/gun/launcher/rocket,\
|
||||
prob(1);/obj/item/weapon/gun/launcher/grenade,\
|
||||
prob(1);/obj/item/weapon/gun/projectile/gyropistol,\
|
||||
prob(1);/obj/item/weapon/gun/projectile/heavysniper,\
|
||||
prob(1);/obj/item/weapon/plastique,\
|
||||
prob(1);/obj/item/weapon/gun/energy/ionrifle,\
|
||||
prob(1);/obj/item/weapon/material/sword,\
|
||||
prob(1);/obj/item/weapon/cane/concealed,\
|
||||
prob(1);/obj/item/weapon/material/sword/katana)
|
||||
|
||||
/obj/random/weapon/guarenteed
|
||||
spawn_nothing_percentage = 0
|
||||
@@ -95,45 +95,45 @@
|
||||
desc = "This is random ammunition. Spawns all ammo types."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "666"
|
||||
item_to_spawn()
|
||||
return pick(prob(5);/obj/item/weapon/storage/box/shotgunammo,\
|
||||
prob(5);/obj/item/weapon/storage/box/shotgunshells,\
|
||||
prob(5);/obj/item/ammo_magazine/clip/c762,\
|
||||
prob(5);/obj/item/ammo_magazine/m380,\
|
||||
prob(5);/obj/item/ammo_magazine/m45,\
|
||||
prob(5);/obj/item/ammo_magazine/m9mm,\
|
||||
prob(5);/obj/item/ammo_magazine/s38,\
|
||||
prob(4);/obj/item/ammo_magazine/clip/c45,\
|
||||
prob(4);/obj/item/ammo_magazine/clip/c9mm,\
|
||||
prob(4);/obj/item/ammo_magazine/m45uzi,\
|
||||
prob(4);/obj/item/ammo_magazine/m9mml,\
|
||||
prob(4);/obj/item/ammo_magazine/m9mmt,\
|
||||
prob(4);/obj/item/ammo_magazine/m9mmp90,\
|
||||
prob(4);/obj/item/ammo_magazine/m10mm,\
|
||||
prob(4);/obj/item/ammo_magazine/m545/small,\
|
||||
prob(3);/obj/item/ammo_magazine/clip/c10mm,\
|
||||
prob(3);/obj/item/ammo_magazine/clip/c44,\
|
||||
prob(3);/obj/item/ammo_magazine/s44,\
|
||||
prob(3);/obj/item/ammo_magazine/m762,\
|
||||
prob(3);/obj/item/ammo_magazine/m545,\
|
||||
prob(3);/obj/item/weapon/cell/device/weapon,\
|
||||
prob(2);/obj/item/ammo_magazine/m44,\
|
||||
prob(2);/obj/item/ammo_magazine/s357,\
|
||||
prob(2);/obj/item/ammo_magazine/m762m,\
|
||||
prob(2);/obj/item/ammo_magazine/clip/c12g,
|
||||
prob(2);/obj/item/ammo_magazine/clip/c12g/pellet,\
|
||||
prob(1);/obj/item/ammo_magazine/m45tommy,\
|
||||
/* prob(1);/obj/item/ammo_magazine/m95,\ */
|
||||
prob(1);/obj/item/ammo_casing/rocket,\
|
||||
prob(1);/obj/item/weapon/storage/box/sniperammo,\
|
||||
prob(1);/obj/item/weapon/storage/box/flashshells,\
|
||||
prob(1);/obj/item/weapon/storage/box/beanbags,\
|
||||
prob(1);/obj/item/weapon/storage/box/stunshells,\
|
||||
prob(1);/obj/item/ammo_magazine/mtg,\
|
||||
prob(1);/obj/item/ammo_magazine/m12gdrum,\
|
||||
prob(1);/obj/item/ammo_magazine/m12gdrum/pellet,\
|
||||
prob(1);/obj/item/ammo_magazine/m45tommydrum
|
||||
)
|
||||
/obj/random/ammo_all/item_to_spawn()
|
||||
return pick(prob(5);/obj/item/weapon/storage/box/shotgunammo,\
|
||||
prob(5);/obj/item/weapon/storage/box/shotgunshells,\
|
||||
prob(5);/obj/item/ammo_magazine/clip/c762,\
|
||||
prob(5);/obj/item/ammo_magazine/m380,\
|
||||
prob(5);/obj/item/ammo_magazine/m45,\
|
||||
prob(5);/obj/item/ammo_magazine/m9mm,\
|
||||
prob(5);/obj/item/ammo_magazine/s38,\
|
||||
prob(4);/obj/item/ammo_magazine/clip/c45,\
|
||||
prob(4);/obj/item/ammo_magazine/clip/c9mm,\
|
||||
prob(4);/obj/item/ammo_magazine/m45uzi,\
|
||||
prob(4);/obj/item/ammo_magazine/m9mml,\
|
||||
prob(4);/obj/item/ammo_magazine/m9mmt,\
|
||||
prob(4);/obj/item/ammo_magazine/m9mmp90,\
|
||||
prob(4);/obj/item/ammo_magazine/m10mm,\
|
||||
prob(4);/obj/item/ammo_magazine/m545/small,\
|
||||
prob(3);/obj/item/ammo_magazine/clip/c10mm,\
|
||||
prob(3);/obj/item/ammo_magazine/clip/c44,\
|
||||
prob(3);/obj/item/ammo_magazine/s44,\
|
||||
prob(3);/obj/item/ammo_magazine/m762,\
|
||||
prob(3);/obj/item/ammo_magazine/m545,\
|
||||
prob(3);/obj/item/weapon/cell/device/weapon,\
|
||||
prob(2);/obj/item/ammo_magazine/m44,\
|
||||
prob(2);/obj/item/ammo_magazine/s357,\
|
||||
prob(2);/obj/item/ammo_magazine/m762m,\
|
||||
prob(2);/obj/item/ammo_magazine/clip/c12g,
|
||||
prob(2);/obj/item/ammo_magazine/clip/c12g/pellet,\
|
||||
prob(1);/obj/item/ammo_magazine/m45tommy,\
|
||||
/* prob(1);/obj/item/ammo_magazine/m95,\ */
|
||||
prob(1);/obj/item/ammo_casing/rocket,\
|
||||
prob(1);/obj/item/weapon/storage/box/sniperammo,\
|
||||
prob(1);/obj/item/weapon/storage/box/flashshells,\
|
||||
prob(1);/obj/item/weapon/storage/box/beanbags,\
|
||||
prob(1);/obj/item/weapon/storage/box/stunshells,\
|
||||
prob(1);/obj/item/ammo_magazine/mtg,\
|
||||
prob(1);/obj/item/ammo_magazine/m12gdrum,\
|
||||
prob(1);/obj/item/ammo_magazine/m12gdrum/pellet,\
|
||||
prob(1);/obj/item/ammo_magazine/m45tommydrum
|
||||
)
|
||||
|
||||
/obj/random/cargopod
|
||||
name = "Random Cargo Item"
|
||||
|
||||
Reference in New Issue
Block a user