mirror of
https://github.com/VOREStation/VOREStation.git
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/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
169 lines
5.1 KiB
Plaintext
169 lines
5.1 KiB
Plaintext
///////////////////////////////////
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//////// Mecha wreckage ////////
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///////////////////////////////////
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/obj/effect/decal/mecha_wreckage
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name = "Exosuit wreckage"
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desc = "Remains of some unfortunate mecha. Completely unrepairable."
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icon = 'mecha.dmi'
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density = 1
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anchored = 1
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opacity = 0
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var/list/welder_salvage = list(/obj/item/stack/sheet/r_metal,/obj/item/stack/sheet/metal,/obj/item/stack/rods)
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var/list/wirecutters_salvage = list(/obj/item/weapon/cable_coil)
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var/list/crowbar_salvage
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var/salvage_num = 5
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New()
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..()
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crowbar_salvage = new
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return
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/obj/effect/decal/mecha_wreckage/ex_act(severity)
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if(severity < 3)
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spawn
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del src
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return
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/obj/effect/decal/mecha_wreckage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if(salvage_num <= 0)
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user << "You don't see anything that can be cut with [W]."
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return
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if (!isemptylist(welder_salvage) && W:remove_fuel(0,user))
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var/type = prob(70)?pick(welder_salvage):null
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if(type)
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var/N = new type(get_turf(user))
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user.visible_message("[user] cuts [N] from [src]", "You cut [N] from [src]", "You hear a sound of welder nearby")
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if(istype(N, /obj/item/mecha_parts/part))
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welder_salvage -= type
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salvage_num--
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else
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user << "You failed to salvage anything valuable from [src]."
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else
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user << "\blue You need more welding fuel to complete this task."
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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if(salvage_num <= 0)
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user << "You don't see anything that can be cut with [W]."
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return
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else if(!isemptylist(wirecutters_salvage))
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var/type = prob(70)?pick(wirecutters_salvage):null
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if(type)
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var/N = new type(get_turf(user))
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user.visible_message("[user] cuts [N] from [src].", "You cut [N] from [src].")
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salvage_num--
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else
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user << "You failed to salvage anything valuable from [src]."
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if(istype(W, /obj/item/weapon/crowbar))
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if(!isemptylist(crowbar_salvage))
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var/obj/S = pick(crowbar_salvage)
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if(S)
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S.loc = get_turf(user)
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crowbar_salvage -= S
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user.visible_message("[user] pries [S] from [src].", "You pry [S] from [src].")
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return
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else
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user << "You don't see anything that can be pried with [W]."
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else
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..()
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return
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/obj/effect/decal/mecha_wreckage/gygax
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name = "Gygax wreckage"
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icon_state = "gygax-broken"
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New()
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..()
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var/list/parts = list(/obj/item/mecha_parts/part/gygax_torso,
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/obj/item/mecha_parts/part/gygax_head,
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/obj/item/mecha_parts/part/gygax_left_arm,
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/obj/item/mecha_parts/part/gygax_right_arm,
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/obj/item/mecha_parts/part/gygax_left_leg,
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/obj/item/mecha_parts/part/gygax_right_leg)
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for(var/i=0;i<2;i++)
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if(!isemptylist(parts) && prob(40))
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var/part = pick(parts)
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welder_salvage += part
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parts -= part
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return
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/obj/effect/decal/mecha_wreckage/marauder
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name = "Marauder wreckage"
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icon_state = "marauder-broken"
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/obj/effect/decal/mecha_wreckage/mauler
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name = "Mauler Wreckage"
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icon_state = "mauler-broken"
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desc = "The syndicate won't be very happy about this..."
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/obj/effect/decal/mecha_wreckage/seraph
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name = "Seraph wreckage"
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icon_state = "seraph-broken"
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/obj/effect/decal/mecha_wreckage/ripley
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name = "Ripley wreckage"
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icon_state = "ripley-broken"
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New()
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..()
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var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
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/obj/item/mecha_parts/part/ripley_left_arm,
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/obj/item/mecha_parts/part/ripley_right_arm,
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/obj/item/mecha_parts/part/ripley_left_leg,
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/obj/item/mecha_parts/part/ripley_right_leg)
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for(var/i=0;i<2;i++)
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if(!isemptylist(parts) && prob(40))
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var/part = pick(parts)
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welder_salvage += part
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parts -= part
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return
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/obj/effect/decal/mecha_wreckage/honker
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name = "Honker wreckage"
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icon_state = "honker-broken"
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New()
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..()
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var/list/parts = list(
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/obj/item/mecha_parts/chassis/honker,
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/obj/item/mecha_parts/part/honker_torso,
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/obj/item/mecha_parts/part/honker_head,
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/obj/item/mecha_parts/part/honker_left_arm,
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/obj/item/mecha_parts/part/honker_right_arm,
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/obj/item/mecha_parts/part/honker_left_leg,
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/obj/item/mecha_parts/part/honker_right_leg)
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for(var/i=0;i<2;i++)
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if(!isemptylist(parts) && prob(40))
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var/part = pick(parts)
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welder_salvage += part
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parts -= part
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return
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/obj/effect/decal/mecha_wreckage/durand
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name = "Durand wreckage"
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icon_state = "durand-broken"
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New()
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..()
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var/list/parts = list(
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/obj/item/mecha_parts/part/durand_torso,
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/obj/item/mecha_parts/part/durand_head,
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/obj/item/mecha_parts/part/durand_left_arm,
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/obj/item/mecha_parts/part/durand_right_arm,
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/obj/item/mecha_parts/part/durand_left_leg,
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/obj/item/mecha_parts/part/durand_right_leg)
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for(var/i=0;i<2;i++)
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if(!isemptylist(parts) && prob(40))
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var/part = pick(parts)
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welder_salvage += part
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parts -= part
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return
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/obj/effect/decal/mecha_wreckage/phazon
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name = "Phazon wreckage"
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icon_state = "phazon-broken"
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