Files
VOREStation/code/modules/awaymissions/corpse.dm
Cael_Aislinn aae42d928a Merge branch 'incremental_tg' r5200 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/__HELPERS/global_lists.dm
	code/__HELPERS/type2type.dm
	code/__HELPERS/unsorted.dm
	code/datums/datumvars.dm
	code/datums/disease.dm
	code/datums/organs/organ_external.dm
	code/datums/supplypacks.dm
	code/defines/obj.dm
	code/game/area/areas.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/civilian.dm
	code/game/machinery/alarm.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/effects/decals/contraband.dm
	code/game/objects/effects/signs.dm
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/PDA/cart.dm
	code/game/objects/items/weapons/photography.dm
	code/game/objects/structures/door_assembly.dm
	code/game/objects/structures/window.dm
	code/game/sound.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/DetectiveWork/detective_work.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/DetectiveWork/footprints_and_rag.dm
	code/modules/DetectiveWork/scanner.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminhelp.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/awaymissions/gateway.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/mining/machine_processing.dm
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	code/modules/mining/mint.dm
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	code/modules/mob/living/carbon/alien/alien.dm
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	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human_damage.dm
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	code/modules/mob/living/living.dm
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	code/modules/mob/mob_cleanup.dm
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	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/paperwork/folders.dm
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	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/setup.dm
	code/unused/mining/datum_processing_recipe.dm
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	code/world.dm
	html/changelog.html
	icons/effects/96x96.dmi
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	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/hydroponics.dmi
	icons/obj/items.dmi
	icons/turf/areas.dmi
	icons/turf/walls.dmi
	maps/RandomZLevels/fileList.txt
	maps/RandomZLevels/spacebattle.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-07 00:23:22 +10:00

223 lines
8.3 KiB
Plaintext

//These are meant for spawning on maps, namely Away Missions.
//If someone can do this in a neater way, be my guest-Kor
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/landmark/corpse
name = "Unknown"
var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
var/corpsesuit = null
var/corpseshoes = null
var/corpsegloves = null
var/corpseradio = null
var/corpseglasses = null
var/corpsemask = null
var/corpsehelmet = null
var/corpsebelt = null
var/corpsepocket1 = null
var/corpsepocket2 = null
var/corpseback = null
var/corpseid = 0 //Just set to 1 if you want them to have an ID
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
var/corpseidicon = null //For setting it to be a gold, silver, centcomm etc ID
/obj/effect/landmark/corpse/initialize()
createCorpse()
/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.real_name = src.name
M.death(1) //Kills the new mob
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_ears)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsehelmet)
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
if(src.corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
W.access = get_access(corpseidaccess)
if(corpseidjob)
W.assignment = corpseidjob
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
del(src)
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
/obj/effect/landmark/corpse/syndicatesoldier
name = "Syndicate Operative"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas
corpsehelmet = /obj/item/clothing/head/helmet/swat
corpseback = /obj/item/weapon/storage/backpack
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
/obj/effect/landmark/corpse/syndicatecommando
name = "Syndicate Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/syndi
corpseback = /obj/item/weapon/tank/jetpack/oxygen
corpsepocket1 = /obj/item/weapon/tank/emergency_oxygen
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
///////////Civilians//////////////////////
/obj/effect/landmark/corpse/chef
name = "Chef"
corpseuniform = /obj/item/clothing/under/rank/chef
corpsesuit = /obj/item/clothing/suit/chef/classic
corpseshoes = /obj/item/clothing/shoes/black
corpsehelmet = /obj/item/clothing/head/chefhat
corpseback = /obj/item/weapon/storage/backpack
corpseradio = /obj/item/device/radio/headset
corpseid = 1
corpseidjob = "Chef"
corpseidaccess = "Chef"
/obj/effect/landmark/corpse/doctor
name = "Doctor"
corpseradio = /obj/item/device/radio/headset/headset_med
corpseuniform = /obj/item/clothing/under/rank/medical
corpsesuit = /obj/item/clothing/suit/storage/labcoat
corpseback = /obj/item/weapon/storage/backpack/medic
corpsepocket1 = /obj/item/device/flashlight/pen
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = "Medical Doctor"
corpseidaccess = "Medical Doctor"
/obj/effect/landmark/corpse/engineer
name = "Engineer"
corpseradio = /obj/item/device/radio/headset/headset_eng
corpseuniform = /obj/item/clothing/under/rank/engineer
corpseback = /obj/item/weapon/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/orange
corpsebelt = /obj/item/weapon/storage/belt/utility/full
corpsegloves = /obj/item/clothing/gloves/yellow
corpsehelmet = /obj/item/clothing/head/hardhat
corpseid = 1
corpseidjob = "Station Engineer"
corpseidaccess = "Station Engineer"
/obj/effect/landmark/corpse/engineer/rig
corpsesuit = /obj/item/clothing/suit/space/rig
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/rig
/obj/effect/landmark/corpse/clown
name = "Clown"
corpseuniform = /obj/item/clothing/under/rank/clown
corpseshoes = /obj/item/clothing/shoes/clown_shoes
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/clown_hat
corpsepocket1 = /obj/item/weapon/bikehorn
corpseback = /obj/item/weapon/storage/backpack/clown
corpseid = 1
corpseidjob = "Clown"
corpseidaccess = "Clown"
/obj/effect/landmark/corpse/scientist
name = "Scientist"
corpseradio = /obj/item/device/radio/headset/headset_sci
corpseuniform = /obj/item/clothing/under/rank/scientist
corpsesuit = /obj/item/clothing/suit/storage/labcoat/science
corpseback = /obj/item/weapon/storage/backpack
corpseshoes = /obj/item/clothing/shoes/white
corpseid = 1
corpseidjob = "Scientist"
corpseidaccess = "Scientist"
/obj/effect/landmark/corpse/miner
corpseradio = /obj/item/device/radio/headset/headset_mine
corpseuniform = /obj/item/clothing/under/rank/miner
corpsegloves = /obj/item/clothing/gloves/black
corpseback = /obj/item/weapon/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = "Shaft Miner"
corpseidaccess = "Shaft Miner"
/obj/effect/landmark/corpse/miner/rig
corpsesuit = /obj/item/clothing/suit/space/rig/mining
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/mining
/////////////////Officers//////////////////////
/obj/effect/landmark/corpse/bridgeofficer
name = "Bridge Officer"
corpseradio = /obj/item/device/radio/headset/heads/hop
corpseuniform = /obj/item/clothing/under/rank/centcom_officer
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseshoes = /obj/item/clothing/shoes/black
corpseglasses = /obj/item/clothing/glasses/sunglasses
corpseid = 1
corpseidjob = "Bridge Officer"
corpseidaccess = "Captain"
/obj/effect/landmark/corpse/commander
name = "Commander"
corpseuniform = /obj/item/clothing/under/rank/centcom_commander
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseradio = /obj/item/device/radio/headset/heads/captain
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
corpsehelmet = /obj/item/clothing/head/centhat
corpsegloves = /obj/item/clothing/gloves/swat
corpseshoes = /obj/item/clothing/shoes/swat
corpsepocket1 = /obj/item/weapon/lighter/zippo
corpseid = 1
corpseidjob = "Commander"
corpseidaccess = "Captain"