/obj/mecha/combat/marauder desc = "Heavy-duty, combat exosuit, developed after the Durand model. Rarely found among civilian populations." name = "Marauder" catalogue_data = list(/datum/category_item/catalogue/technology/marauder) icon_state = "marauder" initial_icon = "marauder" step_in = 5 health = 350 maxhealth = 350 //Don't forget to update the /old variant if you change this number. deflect_chance = 25 damage_absorption = list("brute"=0.5,"fire"=0.7,"bullet"=0.45,"laser"=0.6,"energy"=0.7,"bomb"=0.7) max_temperature = 60000 infra_luminosity = 3 operation_req_access = list(access_cent_specops) wreckage = /obj/effect/decal/mecha_wreckage/marauder add_req_access = 0 internal_damage_threshold = 25 force = 45 max_equip = 4 mech_faction = MECH_FACTION_NT max_hull_equip = 3 max_weapon_equip = 3 max_utility_equip = 3 max_universal_equip = 1 max_special_equip = 1 smoke_possible = 1 zoom_possible = 1 thrusters_possible = 1 starting_components = list( /obj/item/mecha_parts/component/hull/durable, /obj/item/mecha_parts/component/actuator, /obj/item/mecha_parts/component/armor/military, /obj/item/mecha_parts/component/gas, /obj/item/mecha_parts/component/electrical ) starting_equipment = list( /obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive, /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay, /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster ) icon_scale_x = 1.5 icon_scale_y = 1.5 /obj/mecha/combat/marauder/seraph desc = "Heavy-duty, command-type exosuit. This is a custom model, utilized only by high-ranking military personnel." name = "Seraph" catalogue_data = list(/datum/category_item/catalogue/technology/seraph) icon_state = "seraph" initial_icon = "seraph" operation_req_access = list(access_cent_creed) step_in = 3 health = 450 wreckage = /obj/effect/decal/mecha_wreckage/seraph internal_damage_threshold = 20 force = 55 max_equip = 5 starting_equipment = list( /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive, /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay, /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster, /obj/item/mecha_parts/mecha_equipment/teleporter ) //Note that is the Mauler /obj/mecha/combat/marauder/mauler desc = "Heavy-duty, combat exosuit, developed off of the existing Marauder model." name = "Mauler" icon_state = "mauler" initial_icon = "mauler" operation_req_access = list(access_syndicate) wreckage = /obj/effect/decal/mecha_wreckage/mauler mech_faction = MECH_FACTION_SYNDI //I'll break this down later /obj/mecha/combat/marauder/relaymove(mob/user,direction) if(user != src.occupant) //While not "realistic", this piece is player friendly. user.loc = get_turf(src) to_chat(user, "You climb out from [src]") return 0 if(!can_move) return 0 if(zoom) if(world.time - last_message > 20) src.occupant_message("Unable to move while in zoom mode.") last_message = world.time return 0 if(connected_port) if(world.time - last_message > 20) src.occupant_message("Unable to move while connected to the air system port") last_message = world.time return 0 if(!thrusters && src.pr_inertial_movement.active()) return 0 if(state || !has_charge(step_energy_drain)) return 0 var/tmp_step_in = step_in var/tmp_step_energy_drain = step_energy_drain var/move_result = 0 if(internal_damage&MECHA_INT_CONTROL_LOST) move_result = mechsteprand() else if(src.dir!=direction) move_result = mechturn(direction) else move_result = mechstep(direction) if(move_result) if(istype(src.loc, /turf/space)) if(!src.check_for_support()) src.pr_inertial_movement.start(list(src,direction)) if(thrusters) src.pr_inertial_movement.set_process_args(list(src,direction)) tmp_step_energy_drain = step_energy_drain*2 can_move = 0 spawn(tmp_step_in) can_move = 1 use_power(tmp_step_energy_drain) return 1 return 0 //To be kill ltr /obj/mecha/combat/marauder/get_commands() var/output = {"