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343 lines
13 KiB
Plaintext
343 lines
13 KiB
Plaintext
//These are meant for spawning on maps, namely Away Missions.
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//If someone can do this in a neater way, be my guest-Kor
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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/obj/effect/landmark/corpse
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name = "Unknown"
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var/mobname = "default" //Use for the ghost spawner variant, so they don't come out named "sleeper"
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var/mobgender = MALE //Set to male by default due to the patriarchy. Other options include FEMALE and NEUTER
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var/mob_species = null //Set to make them a mutant race such as lizard or skeleton
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var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
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var/corpsesuit = null
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var/corpseshoes = null
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var/corpsegloves = null
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var/corpseradio = null
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var/corpseglasses = null
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var/corpsemask = null
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var/corpsehelmet = null
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var/corpsebelt = null
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var/corpsepocket1 = null
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var/corpsepocket2 = null
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var/corpseback = null
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var/corpseid = 0 //Just set to 1 if you want them to have an ID
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var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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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.
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var/corpseidicon = null //For setting it to be a gold, silver, centcom etc ID
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var/corpsehusk = null
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var/corpsebrute = null //set brute damage on the corpse
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var/corpseoxy = null //set suffocation damage on the corpse
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var/roundstart = TRUE
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var/death = TRUE
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var/flavour_text = "The mapper forgot to set this!"
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density = 1
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/obj/effect/landmark/corpse/initialize()
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if(roundstart)
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createCorpse(death = src.death)
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else
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return
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/obj/effect/landmark/corpse/New()
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..()
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invisibility = 0
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/obj/effect/landmark/corpse/proc/createCorpse(death, ckey) //Creates a mob and checks for gear in each slot before attempting to equip it.
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var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
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if(mobname != "default")
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M.real_name = mobname
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else
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M.real_name = src.name
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M.gender = src.mobgender
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if(mob_species)
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M.set_species(mob_species)
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if(death)
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M.death(1) //Kills the new mob
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if(src.corpsehusk)
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M.Drain()
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M.adjustBruteLoss(src.corpsebrute)
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M.adjustOxyLoss(src.corpseoxy)
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if(src.corpseuniform)
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M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
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if(src.corpsesuit)
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M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
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if(src.corpseshoes)
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M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
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if(src.corpsegloves)
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M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
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if(src.corpseradio)
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M.equip_to_slot_or_del(new src.corpseradio(M), slot_ears)
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if(src.corpseglasses)
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M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
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if(src.corpsemask)
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M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
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if(src.corpsehelmet)
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M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
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if(src.corpsebelt)
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M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
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if(src.corpsepocket1)
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M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
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if(src.corpsepocket2)
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M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
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if(src.corpseback)
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M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
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if(src.corpseid == 1)
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var/obj/item/weapon/card/id/W = new(M)
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var/datum/job/jobdatum
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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if(J.title == corpseidaccess)
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jobdatum = J
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break
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if(src.corpseidicon)
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W.icon_state = corpseidicon
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if(src.corpseidaccess)
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if(jobdatum)
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W.access = jobdatum.get_access()
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else
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W.access = list()
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if(corpseidjob)
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W.assignment = corpseidjob
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W.registered_name = M.real_name
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W.update_label()
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M.equip_to_slot_or_del(W, slot_wear_id)
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if(ckey)
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M.ckey = ckey
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M << "[flavour_text]"
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qdel(src)
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/obj/effect/landmark/corpse/AICorpse/createCorpse() //Creates a corrupted AI
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var/A = locate(/mob/living/silicon/ai) in loc //variable A looks for an AI at the location of the landmark
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if(A) //if variable A is true
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return //stop executing the proc
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var/L = new /datum/ai_laws/default/asimov/ //variable L is a new Asimov lawset
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var/B = new /obj/item/device/mmi/ //variable B is a new MMI
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var/mob/living/silicon/ai/M = new(src.loc, L, B, 1) //spawn new AI at landmark as var M
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M.name = src.name
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M.real_name = src.name
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M.aiPDA.toff = 1 //turns the AI's PDA messenger off, stopping it showing up on player PDAs
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M.death() //call the AI's death proc
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qdel(src)
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/obj/effect/landmark/corpse/slimeCorpse
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var/mobcolour = "grey"
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icon = 'icons/mob/slimes.dmi'
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icon_state = "grey baby slime" //sets the icon in the map editor
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/obj/effect/landmark/corpse/slimeCorpse/createCorpse() //proc creates a dead slime
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var/A = locate(/mob/living/simple_animal/slime/) in loc //variable A looks for a slime at the location of the landmark
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if(A) //if variable A is true
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return //stop executing the proc
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var/mob/living/simple_animal/slime/M = new(src.loc) //variable M is a new slime at the location of the landmark
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M.colour = src.mobcolour //slime colour is set by landmark's mobcolour var
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M.adjustToxLoss(9001) //kills the slime, death() doesn't update its icon correctly
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qdel(src)
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/obj/effect/landmark/corpse/facehugCorpse/createCorpse() //Creates a squashed facehugger
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var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
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O.name = src.name
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O.Die() //call the facehugger's death proc
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qdel(src)
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// 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.
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/obj/effect/landmark/corpse/syndicatesoldier
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name = "Syndicate Operative"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/armor/vest
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corpseshoes = /obj/item/clothing/shoes/combat
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corpsegloves = /obj/item/clothing/gloves/combat
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corpseradio = /obj/item/device/radio/headset
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corpsemask = /obj/item/clothing/mask/gas
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corpsehelmet = /obj/item/clothing/head/helmet/swat
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corpseback = /obj/item/weapon/storage/backpack
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = "Syndicate"
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/obj/effect/landmark/corpse/syndicatecommando
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name = "Syndicate Commando"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/space/hardsuit/syndi
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corpseshoes = /obj/item/clothing/shoes/combat
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corpsegloves = /obj/item/clothing/gloves/combat
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corpseradio = /obj/item/device/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/syndicate
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corpsehelmet = /obj/item/clothing/head/helmet/space/hardsuit/syndi
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corpseback = /obj/item/weapon/tank/jetpack/oxygen
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corpsepocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = "Syndicate"
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///////////Civilians//////////////////////
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/obj/effect/landmark/corpse/cook
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name = "Cook"
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corpseuniform = /obj/item/clothing/under/rank/chef
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corpsesuit = /obj/item/clothing/suit/apron/chef
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corpseshoes = /obj/item/clothing/shoes/sneakers/black
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corpsehelmet = /obj/item/clothing/head/chefhat
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corpseback = /obj/item/weapon/storage/backpack
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corpseradio = /obj/item/device/radio/headset
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corpseid = 1
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corpseidjob = "Cook"
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corpseidaccess = "Cook"
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/obj/effect/landmark/corpse/doctor
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name = "Doctor"
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corpseradio = /obj/item/device/radio/headset/headset_med
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corpseuniform = /obj/item/clothing/under/rank/medical
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corpsesuit = /obj/item/clothing/suit/toggle/labcoat
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corpseback = /obj/item/weapon/storage/backpack/medic
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corpsepocket1 = /obj/item/device/flashlight/pen
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corpseshoes = /obj/item/clothing/shoes/sneakers/black
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corpseid = 1
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corpseidjob = "Medical Doctor"
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corpseidaccess = "Medical Doctor"
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/obj/effect/landmark/corpse/engineer
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name = "Engineer"
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corpseradio = /obj/item/device/radio/headset/headset_eng
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corpseuniform = /obj/item/clothing/under/rank/engineer
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corpseback = /obj/item/weapon/storage/backpack/industrial
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corpseshoes = /obj/item/clothing/shoes/sneakers/orange
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corpsebelt = /obj/item/weapon/storage/belt/utility/full
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corpsegloves = /obj/item/clothing/gloves/color/yellow
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corpsehelmet = /obj/item/clothing/head/hardhat
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corpseid = 1
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corpseidjob = "Station Engineer"
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corpseidaccess = "Station Engineer"
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/obj/effect/landmark/corpse/engineer/rig
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corpsesuit = /obj/item/clothing/suit/space/hardsuit/engine
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corpsemask = /obj/item/clothing/mask/breath
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/obj/effect/landmark/corpse/clown
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name = "Clown"
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corpseuniform = /obj/item/clothing/under/rank/clown
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corpseshoes = /obj/item/clothing/shoes/clown_shoes
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corpseradio = /obj/item/device/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/clown_hat
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corpsepocket1 = /obj/item/weapon/bikehorn
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corpseback = /obj/item/weapon/storage/backpack/clown
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corpseid = 1
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corpseidjob = "Clown"
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corpseidaccess = "Clown"
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/obj/effect/landmark/corpse/scientist
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name = "Scientist"
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corpseradio = /obj/item/device/radio/headset/headset_sci
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corpseuniform = /obj/item/clothing/under/rank/scientist
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corpsesuit = /obj/item/clothing/suit/toggle/labcoat/science
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corpseback = /obj/item/weapon/storage/backpack
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corpseshoes = /obj/item/clothing/shoes/sneakers/white
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corpseid = 1
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corpseidjob = "Scientist"
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corpseidaccess = "Scientist"
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/obj/effect/landmark/corpse/miner
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corpseradio = /obj/item/device/radio/headset/headset_cargo
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corpseuniform = /obj/item/clothing/under/rank/miner
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corpsegloves = /obj/item/clothing/gloves/fingerless
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corpseback = /obj/item/weapon/storage/backpack/industrial
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corpseshoes = /obj/item/clothing/shoes/sneakers/black
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corpseid = 1
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corpseidjob = "Shaft Miner"
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corpseidaccess = "Shaft Miner"
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/obj/effect/landmark/corpse/miner/rig
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corpsesuit = /obj/item/clothing/suit/space/hardsuit/mining
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corpsemask = /obj/item/clothing/mask/breath
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/obj/effect/landmark/corpse/plasmaman
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mob_species = "plasmaman"
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corpsehelmet = /obj/item/clothing/head/helmet/space/plasmaman
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corpseuniform = /obj/item/clothing/under/plasmaman
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corpseback = /obj/item/weapon/tank/internals/plasmaman/full
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corpsemask = /obj/item/clothing/mask/breath
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/////////////////Officers//////////////////////
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/obj/effect/landmark/corpse/bridgeofficer
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name = "Bridge Officer"
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corpseradio = /obj/item/device/radio/headset/heads/hop
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corpseuniform = /obj/item/clothing/under/rank/centcom_officer
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corpsesuit = /obj/item/clothing/suit/armor/bulletproof
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corpseshoes = /obj/item/clothing/shoes/sneakers/black
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corpseglasses = /obj/item/clothing/glasses/sunglasses
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corpseid = 1
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corpseidjob = "Bridge Officer"
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corpseidaccess = "Captain"
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/obj/effect/landmark/corpse/commander
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name = "Commander"
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corpseuniform = /obj/item/clothing/under/rank/centcom_commander
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corpsesuit = /obj/item/clothing/suit/armor
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corpseradio = /obj/item/device/radio/headset/heads/captain
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corpseglasses = /obj/item/clothing/glasses/eyepatch
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corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
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corpsehelmet = /obj/item/clothing/head/centhat
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corpsegloves = /obj/item/clothing/gloves/combat
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corpseshoes = /obj/item/clothing/shoes/combat/swat
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corpsepocket1 = /obj/item/weapon/lighter
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corpseid = 1
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corpseidjob = "Commander"
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corpseidaccess = "Captain"
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/obj/effect/landmark/corpse/commander/alive
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death = FALSE
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roundstart = FALSE
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mobname = "Nanotrasen Commander"
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name = "sleeper"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeper"
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flavour_text = "You are a Nanotrasen Commander!"
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/obj/effect/landmark/corpse/attack_ghost(mob/user)
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if(ticker.current_state != GAME_STATE_PLAYING)
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return
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var/ghost_role = alert("Become [mobname]? (Warning, You can no longer be cloned!)",,"Yes","No")
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if(ghost_role == "No")
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return
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createCorpse(death = src.death, ckey = user.ckey)
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/////////////////Spooky Undead//////////////////////
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/obj/effect/landmark/corpse/skeleton
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name = "skeletal remains"
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mobname = "skeleton"
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mob_species = "skeleton"
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mobgender = NEUTER
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/obj/effect/landmark/corpse/skeleton/alive
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death = FALSE
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roundstart = FALSE
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icon = 'icons/effects/blood.dmi'
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icon_state = "remains"
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flavour_text = "By unknown powers, your skeletal remains have been reanimated! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
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/obj/effect/landmark/corpse/zombie
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name = "rotting corpse"
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mobname = "zombie"
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mob_species = "zombie"
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/obj/effect/landmark/corpse/zombie/alive
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death = FALSE
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roundstart = FALSE
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icon = 'icons/effects/blood.dmi'
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icon_state = "remains"
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flavour_text = "By unknown powers, your rotting remains have been resurrected! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
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