mirror of
https://github.com/VOREStation/VOREStation.git
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Merge pull request #3555 from Woodratt/WR_6302017_Mapstuff
Woodrat breaks map stuff
This commit is contained in:
@@ -244,33 +244,112 @@
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/obj/item/weapon/reagent_containers/food/drinks/bottle/patron)
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/obj/random/energy
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name = "Random Security Energy Weapon"
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name = "Random Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/energy/laser,
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prob(4);/obj/item/weapon/gun/energy/gun,
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prob(3);/obj/item/weapon/gun/energy/gun/burst,
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prob(1);/obj/item/weapon/gun/energy/gun/nuclear,
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prob(2);/obj/item/weapon/gun/energy/retro,
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prob(2);/obj/item/weapon/gun/energy/lasercannon,
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prob(3);/obj/item/weapon/gun/energy/xray,
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prob(1);/obj/item/weapon/gun/energy/sniperrifle,
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prob(1);/obj/item/weapon/gun/energy/plasmastun,
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prob(2);/obj/item/weapon/gun/energy/ionrifle,
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prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol,
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prob(3);/obj/item/weapon/gun/energy/toxgun,
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prob(4);/obj/item/weapon/gun/energy/taser,
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prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
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prob(4);/obj/item/weapon/gun/energy/stunrevolver)
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/obj/random/energy/sec
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name = "Random Security Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/sec/item_to_spawn()
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return pick(prob(2);/obj/item/weapon/gun/energy/laser,
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prob(2);/obj/item/weapon/gun/energy/gun)
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/obj/random/projectile
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name = "Random Security Projectile Weapon"
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name = "Random Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(3);/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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prob(3);/obj/item/weapon/gun/projectile/automatic/tommygun,
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prob(2);/obj/item/weapon/gun/projectile/automatic/c20r,
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prob(2);/obj/item/weapon/gun/projectile/automatic/sts35,
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prob(2);/obj/item/weapon/gun/projectile/automatic/z8,
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prob(4);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/deagle,
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prob(1);/obj/item/weapon/gun/projectile/deagle/camo,
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prob(1);/obj/item/weapon/gun/projectile/deagle/gold,
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prob(3);/obj/item/weapon/gun/projectile/derringer,
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prob(1);/obj/item/weapon/gun/projectile/heavysniper,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown,
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prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(3);/obj/item/weapon/gun/projectile/sec/wood,
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prob(4);/obj/item/weapon/gun/projectile/pistol,
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prob(5);/obj/item/weapon/gun/projectile/pirate,
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prob(2);/obj/item/weapon/gun/projectile/revolver,
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prob(4);/obj/item/weapon/gun/projectile/revolver/deckard,
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prob(4);/obj/item/weapon/gun/projectile/revolver/detective,
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prob(2);/obj/item/weapon/gun/projectile/revolver/judge,
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prob(3);/obj/item/weapon/gun/projectile/revolver/lemat,
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prob(2);/obj/item/weapon/gun/projectile/revolver/mateba,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/shotgun/pump/combat,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/mosin,
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prob(2);/obj/item/weapon/gun/projectile/silenced)
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/obj/random/projectile/sec
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name = "Random Security Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/handgun
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name = "Random Handgun"
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desc = "This is a random security sidearm."
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desc = "This is a random sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(2);/obj/item/weapon/gun/energy/gun,
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prob(2);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/pistol,
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prob(1);/obj/item/weapon/gun/energy/retro,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown)
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/obj/random/handgun/sec
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name = "Random Security Handgun"
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desc = "This is a random security sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood)
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@@ -895,4 +974,91 @@ var/list/multi_point_spawns
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/obj/random_multi/single_item/captains_spare_id
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name = "Multi Point - Captain's Spare"
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id = "Captain's spare id"
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item_path = /obj/item/weapon/card/id/captains_spare
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item_path = /obj/item/weapon/card/id/captains_spare
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//Multiple Object Spawn
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/obj/random/multiple
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/obj/random/multiple/spawn_item()
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var/list/things_to_make = item_to_spawn()
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for(var/new_type in things_to_make)
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new new_type(src.loc)
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/obj/random/multiple/voidsuit
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name = "Random Voidsuit"
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desc = "This is a random voidsuit."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "void"
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/obj/random/multiple/voidsuit/item_to_spawn()
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return pick(
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prob(5);list(
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/obj/item/clothing/suit/space/void,
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/obj/item/clothing/head/helmet/space/void
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/atmos,
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/obj/item/clothing/head/helmet/space/void/atmos
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/atmos/alt,
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/obj/item/clothing/head/helmet/space/void/atmos/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering,
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/obj/item/clothing/head/helmet/space/void/engineering
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/alt,
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/obj/item/clothing/head/helmet/space/void/engineering/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/construction,
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/obj/item/clothing/head/helmet/space/void/engineering/construction
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/salvage,
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/obj/item/clothing/head/helmet/space/void/engineering/salvage
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical,
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/obj/item/clothing/head/helmet/space/void/medical
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/alt,
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/obj/item/clothing/head/helmet/space/void/medical/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/bio,
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/obj/item/clothing/head/helmet/space/void/medical/bio
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/emt,
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/obj/item/clothing/head/helmet/space/void/medical/emt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/merc,
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/obj/item/clothing/head/helmet/space/void/merc
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/mining,
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/obj/item/clothing/head/helmet/space/void/mining
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/mining/alt,
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/obj/item/clothing/head/helmet/space/void/mining/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security,
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/obj/item/clothing/head/helmet/space/void/security
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security/alt,
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/obj/item/clothing/head/helmet/space/void/security/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security/riot,
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/obj/item/clothing/head/helmet/space/void/security/riot
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)
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)
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@@ -29,21 +29,22 @@
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lazors++
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if (istype(G, /obj/item/weapon/gun/projectile/))
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shottas++
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if (lazors || shottas)
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for (var/i = 0 to 2)
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for (var/i = 0 to 2)
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if(lazors || shottas) // only make icons if we have one of the two types.
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var/image/gun = image(icon(src.icon))
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if (lazors > 0 && (shottas <= 0 || prob(50)))
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if (lazors > shottas)
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lazors--
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gun.icon_state = "laser"
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else if (shottas > 0)
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else if (shottas)
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shottas--
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gun.icon_state = "projectile"
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gun.pixel_x = i*4
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overlays += gun
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overlays += icon(src.icon,"door")
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overlays += icon(src.icon, "door")
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if(welded)
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overlays += icon(src.icon,"welded")
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if(broken)
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overlays += icon(src.icon,"broken")
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@@ -51,3 +52,4 @@
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overlays += icon(src.icon,"locked")
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else
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overlays += icon(src.icon,"open")
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@@ -71,18 +71,18 @@
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glass_type = "/glass_medical"
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airlock_type = "/medical"
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/obj/structure/door_assembly/door_assembly_ext
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base_icon_state = "ext"
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base_name = "External airlock"
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glass_type = "/glass_external"
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airlock_type = "/external"
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/obj/structure/door_assembly/door_assembly_mai
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base_icon_state = "mai"
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base_name = "Maintenance airlock"
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airlock_type = "/maintenance"
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glass = -1
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/obj/structure/door_assembly/door_assembly_ext
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base_icon_state = "ext"
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base_name = "External airlock"
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airlock_type = "/external"
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glass = -1
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/obj/structure/door_assembly/door_assembly_fre
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base_icon_state = "fre"
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base_name = "Freezer airlock"
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@@ -274,6 +274,25 @@
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desc = "A warning sign which reads 'HYDROPONICS'."
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icon_state = "hydro1"
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/obj/structure/sign/hydro
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name = "\improper HYDROPONICS"
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desc = "A sign labelling an area as a place where plants are grown."
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icon_state = "hydro1"
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/obj/structure/sign/hydrostorage
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name = "\improper HYDROPONICS STORAGE"
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desc = "A sign labelling an area as a place where plant growing supplies are kept."
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icon_state = "hydro3"
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/obj/structure/sign/directions
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name = "direction sign"
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desc = "A direction sign, claiming to know the way."
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icon_state = "direction"
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/obj/structure/sign/directions/New()
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..()
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desc = "A direction sign, pointing out which way \the [src] is."
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/obj/structure/sign/directions/science
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name = "\improper Science department"
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desc = "A direction sign, pointing out which way the Science department is."
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@@ -295,10 +314,14 @@
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icon_state = "direction_med"
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/obj/structure/sign/directions/evac
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name = "\improper Escape Arm"
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name = "\improper Evacuation"
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desc = "A direction sign, pointing out which way the Escape Shuttle dock is."
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icon_state = "direction_evac"
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/obj/structure/sign/directions/bridge
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name = "\improper Bridge"
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icon_state = "direction_bridge"
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/obj/structure/sign/directions/cargo
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name = "\improper Cargo department"
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desc = "A direction sign, pointing out which way the Cargo department is."
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@@ -315,3 +338,31 @@
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desc = "Prickly and festive."
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icon = 'icons/obj/christmas.dmi'
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icon_state = "doorwreath"
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/obj/structure/sign/deck/first
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name = "\improper First Deck"
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icon_state = "deck-1"
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/obj/structure/sign/deck/second
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name = "\improper Second Deck"
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icon_state = "deck-2"
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/obj/structure/sign/deck/third
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name = "\improper Third Deck"
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icon_state = "deck-3"
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/obj/structure/sign/deck/fourth
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name = "\improper Fourth Deck"
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icon_state = "deck-4"
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/obj/structure/sign/hangar/one
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name = "\improper Hangar One"
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icon_state = "hangar-1"
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/obj/structure/sign/hangar/two
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name = "\improper Hangar Two"
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icon_state = "hangar-2"
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/obj/structure/sign/hangar/three
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name = "\improper Hangar Three"
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icon_state = "hangar-3"
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Reference in New Issue
Block a user