mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 20:17:15 +01:00
More merge conflict fixing that didn't happen before, plus fix rolling down khi jumpsuits, and change my own spacesuit
This commit is contained in:
@@ -47,8 +47,4 @@
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T.hotspot_expose(1000, 50, 1)
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T.create_fire(fire_power)
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<<<<<<< HEAD
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adjust_instability(1)
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=======
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adjust_instability(1)
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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@@ -36,8 +36,4 @@
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var/cold_factor = abs(protection - 1)
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H.bodytemperature = max( (H.bodytemperature - temp_change) * cold_factor, temp_cap)
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<<<<<<< HEAD
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adjust_instability(1)
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=======
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adjust_instability(1)
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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@@ -25,8 +25,4 @@
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if(H)
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H.adjustFireLoss(-heal_power / 5)
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sleep(1 SECOND)
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<<<<<<< HEAD
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on_expire()
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=======
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on_expire()
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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@@ -28,8 +28,4 @@
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continue
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O.heal_damage(heal_power / 5, 0, internal = 1, robo_repair = 1)
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sleep(1 SECOND)
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<<<<<<< HEAD
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on_expire()
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=======
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on_expire()
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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@@ -49,8 +49,4 @@
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H.restore_blood() // Fix bloodloss
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sleep(1 SECOND)
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<<<<<<< HEAD
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on_expire()
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=======
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on_expire()
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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@@ -28,8 +28,4 @@
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continue
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O.heal_damage(0, heal_power / 5, internal = 1, robo_repair = 1)
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sleep(1 SECOND)
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<<<<<<< HEAD
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on_expire()
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=======
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on_expire()
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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@@ -5,10 +5,7 @@
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strike up to four targets, including yourself if conditions allow it to occur."
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cost = 150
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obj_path = /obj/item/weapon/spell/projectile/chain_lightning
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<<<<<<< HEAD
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=======
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ability_icon_state = "tech_chain_lightning"
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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category = OFFENSIVE_SPELLS
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/obj/item/weapon/spell/projectile/chain_lightning
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@@ -32,21 +32,8 @@
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var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
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P.launch(hit_atom)
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if(check_for_scepter())
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<<<<<<< HEAD
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P.damage = round(energy_before_firing * 0.004) // 4% of their current energy pool.
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else
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P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
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adjust_instability(instability_per_shot)
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return 1
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// muzzle_type = /obj/effect/projectile/lightning/muzzle
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// tracer_type = /obj/effect/projectile/lightning/tracer
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// impact_type = /obj/effect/projectile/lightning/impact
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=======
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P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool.
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else
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P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
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adjust_instability(instability_per_shot)
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return 1
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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@@ -1,11 +1,7 @@
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/obj/item/device/electronic_assembly
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name = "electronic assembly"
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desc = "It's a case, for building electronics with."
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<<<<<<< HEAD
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w_class = ITEMSIZE_SMALL
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=======
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w_class = 2
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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icon = 'icons/obj/electronic_assemblies.dmi'
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icon_state = "setup_small"
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var/max_components = 10
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@@ -15,33 +11,21 @@
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/obj/item/device/electronic_assembly/medium
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name = "electronic mechanism"
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icon_state = "setup_medium"
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<<<<<<< HEAD
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w_class = ITEMSIZE_NORMAL
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=======
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w_class = 3
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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max_components = 20
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max_complexity = 80
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/obj/item/device/electronic_assembly/large
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name = "electronic machine"
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icon_state = "setup_large"
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<<<<<<< HEAD
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w_class = ITEMSIZE_LARGE
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=======
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w_class = 4
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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max_components = 30
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max_complexity = 120
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/obj/item/device/electronic_assembly/drone
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name = "electronic drone"
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icon_state = "setup_drone"
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<<<<<<< HEAD
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w_class = ITEMSIZE_NORMAL
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=======
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w_class = 3
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>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
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max_components = 25
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max_complexity = 100
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@@ -121,8 +121,10 @@
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New()
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..()
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new /obj/item/clothing/head/helmet/space/fluff/aronai(src)
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new /obj/item/clothing/suit/space/fluff/aronai(src)
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//new /obj/item/clothing/head/helmet/space/fluff/aronai(src)
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//new /obj/item/clothing/suit/space/fluff/aronai(src)
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new /obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai(src)
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new /obj/item/clothing/suit/space/void/medical/emt/fluff/aronai(src)
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new /obj/item/device/suit_cooling_unit(src)
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new /obj/item/weapon/material/hatchet/tacknife/combatknife(src)
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new /obj/item/weapon/card/id/centcom/fluff/aro(src)
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@@ -599,7 +599,7 @@
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action_button_name = "Toggle pom-pom"
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// arokha : Aronai Kadigan
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/obj/item/clothing/head/helmet/space/fluff/aronai
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/obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai
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name = "Aronai's Helmet"
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desc = "This spacesuit helmet appears to be custom-made for someone with pointed ears and a muzzle. \
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It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \
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@@ -622,7 +622,7 @@
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else
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return 1
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/obj/item/clothing/suit/space/fluff/aronai
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/obj/item/clothing/suit/space/void/medical/emt/fluff/aronai
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name = "Aronai's Spacesuit"
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desc = "This spacesuit appears to be custom-made for someone with digitigrade legs and a tail. \
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It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \
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@@ -716,7 +716,7 @@
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/obj/item/clothing/under/rank/khi
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name = "Delete Me"
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desc = "Why did you spawn this one? Dork."
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rolled_down = 0
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sensor_mode = 3
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icon = 'icons/vore/custom_clothes_vr.dmi'
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icon_state = "khi_uniform_i"
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@@ -729,6 +729,7 @@
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desc = "Kitsuhana Industrial Navy uniform. An extra-comfortable command one, at that. I guess if you DON'T want anarchy for some reason."
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icon_state = "khi_uniform_cmd_i"
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item_state = "khi_uniform_cmd"
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worn_state = "khi_uniform_cmd"
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armor = list(melee = 5, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
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sec //Security version
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@@ -736,6 +737,7 @@
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desc = "Kitsuhana Industrial Navy uniform. This one has angry red security stripes. Keepin' the peace in style."
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icon_state = "khi_uniform_sec_i"
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item_state = "khi_uniform_sec"
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worn_state = "khi_uniform_sec"
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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med //Medical version
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@@ -743,6 +745,7 @@
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desc = "Kitsuhana Industrial Navy uniform. The medical version. Why not just get a new body, anyway?"
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icon_state = "khi_uniform_med_i"
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item_state = "khi_uniform_med"
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worn_state = "khi_uniform_med"
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 5)
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eng //Engineering version
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@@ -750,6 +753,7 @@
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desc = "Kitsuhana Industrial Navy uniform. One fit for an engineer, by the looks of it. Building the future, one disaster at a time."
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icon_state = "khi_uniform_eng_i"
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item_state = "khi_uniform_eng"
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worn_state = "khi_uniform_eng"
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
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sci //Science version
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@@ -757,6 +761,7 @@
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desc = "Kitsuhana Industrial Navy uniform. For performing science in, based on the color! Only SCIENCE can save us now."
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icon_state = "khi_uniform_sci_i"
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item_state = "khi_uniform_sci"
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worn_state = "khi_uniform_sci"
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 5, bio = 0, rad = 5)
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fluff/aro //Aro fluff version
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@@ -764,4 +769,5 @@
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desc = "Kitsuhana Industrial Navy uniform. This one has the colors of a resleeving or mnemonics engineer. It has 'Aronai' written inside the top."
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icon_state = "khi_uniform_aro_i"
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item_state = "khi_uniform_aro"
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worn_state = "khi_uniform_aro"
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armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
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Binary file not shown.
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Before Width: | Height: | Size: 105 KiB After Width: | Height: | Size: 105 KiB |
@@ -1,4 +1,3 @@
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<<<<<<< HEAD
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/* Station-Collision(sc) away mission map specific stuff
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*
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* Notes:
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@@ -203,210 +202,4 @@ var/sc_safecode5 = "[rand(0,9)]"
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return
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/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
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=======
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/* Station-Collision(sc) away mission map specific stuff
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*
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* Notes:
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* Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :)
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*
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* Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples
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* for anyone who wants to make their own stuff.
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*
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* Contains:
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* Areas
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* Landmarks
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* Guns
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* Safe code hints
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* Captain's safe
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* Modified Nar-Sie
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*/
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/*
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* Areas
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*/
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//Gateroom gets its own APC specifically for the gate
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/area/awaymission/gateroom
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//Library, medbay, storage room
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/area/awaymission/southblock
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//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
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/area/awaymission/arrivalblock
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//Crew quarters, cafeteria, chapel
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/area/awaymission/midblock
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//engineering, bridge (not really north but it doesnt really need its own APC)
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/area/awaymission/northblock
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//That massive research room
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/area/awaymission/research
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//Syndicate shuttle
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/area/awaymission/syndishuttle
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/*
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* Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark!
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*/
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/obj/effect/landmark/sc_bible_spawner
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name = "Safecode hint spawner"
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/obj/effect/landmark/sc_bible_spawner/New()
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var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc)
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B.name = "The Holy book of the Geometer"
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B.deity_name = "Narsie"
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B.icon_state = "melted"
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B.item_state = "melted"
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new /obj/item/weapon/paper/sc_safehint_paper_bible(B)
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new /obj/item/weapon/pen(B)
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del(src)
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/*
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* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
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*/
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//Captain's retro laser - Fires practice laser shots instead.
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obj/item/weapon/gun/energy/laser/retro/sc_retro
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name ="retro laser"
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icon_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by NanoTrasen's security or military forces."
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projectile_type = "/obj/item/projectile/practice"
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clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
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//Syndicate silenced pistol. This definition is not necessary, it's just habit.
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/obj/item/weapon/gun/projectile/silenced/sc_silenced
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//Make it so that these guns only spawn with a couple bullets... if any
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/obj/item/weapon/gun/projectile/silenced/sc_silenced/New()
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for(var/ammo in loaded)
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if(prob(95)) //95% chance
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loaded -= ammo
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//Syndicate sub-machine guns.
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/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
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/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
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for(var/ammo in loaded)
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if(prob(95)) //95% chance
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loaded -= ammo
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//Barman's shotgun
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/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump
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/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump/New()
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for(var/ammo in loaded)
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if(prob(95)) //95% chance
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loaded -= ammo
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//Lasers
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/obj/item/weapon/gun/energy/laser/practice/sc_laser
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name = "Old laser"
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desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly."
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clumsy_check = 0
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/*
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* Safe code hints
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*/
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//These vars hold the code itself, they'll be generated at round-start
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var/sc_safecode1 = "[rand(0,9)]"
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var/sc_safecode2 = "[rand(0,9)]"
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var/sc_safecode3 = "[rand(0,9)]"
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var/sc_safecode4 = "[rand(0,9)]"
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var/sc_safecode5 = "[rand(0,9)]"
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//Pieces of paper actually containing the hints
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/obj/item/weapon/paper/sc_safehint_paper_prison
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name = "smudged paper"
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/obj/item/weapon/paper/sc_safehint_paper_prison/New()
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info = "<i>The ink is smudged, you can only make out a couple numbers:</i> '[sc_safecode1]**[sc_safecode4]*'"
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/obj/item/weapon/paper/sc_safehint_paper_hydro
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name = "shredded paper"
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/obj/item/weapon/paper/sc_safehint_paper_hydro/New()
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info = "<i>Although the paper is shredded, you can clearly see the number:</i> '[sc_safecode2]'"
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/obj/item/weapon/paper/sc_safehint_paper_caf
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name = "blood-soaked paper"
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//This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode]
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info = "<font color=red><i>This paper is soaked in blood, it is impossible to read any text.</i></font>"
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/obj/item/weapon/paper/sc_safehint_paper_bible
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name = "hidden paper"
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/obj/item/weapon/paper/sc_safehint_paper_bible/New()
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info = {"<i>It would appear that the pen hidden with the paper had leaked ink over the paper.
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However you can make out the last three digits:</i>'[sc_safecode3][sc_safecode4][sc_safecode5]'
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"}
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/obj/item/weapon/paper/sc_safehint_paper_shuttle
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info = {"<b>Target:</b> Research-station Epsilon<br>
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<b>Objective:</b> Prototype weaponry. The captain likely keeps them locked in her safe.<br>
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<br>
|
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Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security
|
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Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and
|
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secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.<br>
|
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<br>
|
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<u>As always, eliminate anyone who gets in the way.</u><br>
|
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<br>
|
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Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives.
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It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto!
|
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"}
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/*
|
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* Captain's safe
|
||||
*/
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||||
/obj/item/weapon/storage/secure/safe/sc_ssafe
|
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name = "Captain's secure safe"
|
||||
|
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/obj/item/weapon/storage/secure/safe/sc_ssafe/New()
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..()
|
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l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]"
|
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l_set = 1
|
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new /obj/item/weapon/gun/energy/mindflayer(src)
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||||
new /obj/item/device/soulstone(src)
|
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new /obj/item/clothing/head/helmet/space/cult(src)
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new /obj/item/clothing/suit/space/cult(src)
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||||
//new /obj/item/weapon/teleportation_scroll(src)
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new /obj/item/weapon/ore/diamond(src)
|
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|
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/*
|
||||
* Modified Nar-Sie
|
||||
*/
|
||||
/obj/machinery/singularity/narsie/sc_Narsie
|
||||
desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible."
|
||||
move_self = 0 //Contianed narsie does not move!
|
||||
grav_pull = 0 //Contained narsie does not pull stuff in!
|
||||
|
||||
//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup()
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/process()
|
||||
eat()
|
||||
if(prob(25))
|
||||
mezzer()
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A)
|
||||
if(is_type_in_list(A, uneatable))
|
||||
return 0
|
||||
if (istype(A,/mob/living))
|
||||
var/mob/living/L = A
|
||||
L.gib()
|
||||
else if(istype(A,/obj/))
|
||||
var/obj/O = A
|
||||
O.ex_act(1.0)
|
||||
if(O) del(O)
|
||||
else if(isturf(A))
|
||||
var/turf/T = A
|
||||
if(T.intact)
|
||||
for(var/obj/O in T.contents)
|
||||
if(O.level != 1)
|
||||
continue
|
||||
if(O.invisibility == 101)
|
||||
src.consume(O)
|
||||
T.ChangeTurf(/turf/space)
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
|
||||
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
|
||||
return
|
||||
Reference in New Issue
Block a user