mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
* Remove reagent ids and use typepaths where applicable * Remove reagent ids and use typepaths where applicable * Resolves some easier conflicts * Resolves medical_tools.dm * Resolves robots.dm * Handles cinnamon Wow, I cannot do this manually. Fuckin' regex time. * Removes 27 merge conflicts (!!!!!) * Makes it actually half-attempt to compile * I just -- I give up, it's over * mk * mk * mk * hm * ok * what a bloody chain reaction jesus * ok * and done * went threw and changed the ones I missed * ok * dangit altoids hurry the fek up * Fixes whatever I found find thru this regex: reagents[\s\w]*=[\s\w]*list\([^\/]+\)
192 lines
5.8 KiB
Plaintext
192 lines
5.8 KiB
Plaintext
////////////////////
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//Clusterbang
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////////////////////
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/obj/item/grenade/clusterbuster
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desc = "Use of this weapon may constitute a war crime in your area, consult your local captain."
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name = "clusterbang"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "clusterbang"
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var/base_state = "clusterbang"
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var/payload = /obj/item/grenade/flashbang/cluster
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var/payload_spawner = /obj/effect/payload_spawner
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var/prime_sound = 'sound/weapons/armbomb.ogg'
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var/min_spawned = 4
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var/max_spawned = 8
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var/segment_chance = 35
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/obj/item/grenade/clusterbuster/prime()
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update_mob()
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var/numspawned = rand(min_spawned,max_spawned)
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var/again = 0
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for(var/more = numspawned,more > 0,more--)
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if(prob(segment_chance))
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again++
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numspawned--
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for(var/loop in 1 to again)
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new /obj/item/grenade/clusterbuster/segment(drop_location(), src)//Creates 'segments' that launches a few more payloads
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new payload_spawner(drop_location(), payload, numspawned)//Launches payload
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playsound(src, prime_sound, 75, 1, -3)
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qdel(src)
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//////////////////////
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//Clusterbang segment
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//////////////////////
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/obj/item/grenade/clusterbuster/segment
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desc = "A smaller segment of a clusterbang. Better run."
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name = "clusterbang segment"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "clusterbang_segment"
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base_state = "clusterbang_segment"
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/obj/item/grenade/clusterbuster/segment/Initialize(mapload, obj/item/grenade/clusterbuster/base)
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. = ..()
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if(base)
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name = "[base.name] segment"
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base_state = "[base.base_state]_segment"
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icon_state = base_state
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payload_spawner = base.payload_spawner
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payload = base.payload
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prime_sound = base.prime_sound
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min_spawned = base.min_spawned
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max_spawned = base.max_spawned
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icon_state = "[base_state]_active"
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active = TRUE
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var/steps = rand(1,4)
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for(var/i in 1 to steps)
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step_away(src,loc)
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addtimer(CALLBACK(src, .proc/prime), rand(15,60))
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/obj/item/grenade/clusterbuster/segment/prime()
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new payload_spawner(drop_location(), payload, rand(min_spawned,max_spawned))
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playsound(src, prime_sound, 75, 1, -3)
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qdel(src)
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//////////////////////////////////
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//The payload spawner effect
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/////////////////////////////////
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/obj/effect/payload_spawner/Initialize(mapload, type, numspawned)
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..()
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spawn_payload(type, numspawned)
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return INITIALIZE_HINT_QDEL
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/obj/effect/payload_spawner/proc/spawn_payload(type, numspawned)
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for(var/loop in 1 to numspawned)
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var/obj/item/grenade/P = new type(loc)
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if(istype(P))
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P.active = TRUE
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addtimer(CALLBACK(P, /obj/item/grenade/proc/prime), rand(15,60))
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var/steps = rand(1,4)
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for(var/i in 1 to steps)
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step_away(src,loc)
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/obj/effect/payload_spawner/random_slime
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var/volatile = FALSE
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/obj/effect/payload_spawner/random_slime/volatile
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volatile = TRUE
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/obj/item/slime_extract/proc/activate_slime()
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var/list/slime_chems = src.activate_reagents
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if(!QDELETED(src))
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var/chem = pick(slime_chems)
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var/amount = 5
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if(chem == "lesser plasma") //In the rare case we get another rainbow.
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chem = /datum/reagent/toxin/plasma
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amount = 4
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if(chem == "holy water and uranium")
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chem = /datum/reagent/uranium
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reagents.add_reagent(/datum/reagent/water/holywater)
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reagents.add_reagent(chem,amount)
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/obj/effect/payload_spawner/random_slime/spawn_payload(type, numspawned)
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for(var/loop = numspawned ,loop > 0, loop--)
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var/chosen = pick(subtypesof(/obj/item/slime_extract))
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var/obj/item/slime_extract/P = new chosen(loc)
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if(volatile)
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addtimer(CALLBACK(P, /obj/item/slime_extract/proc/activate_slime), rand(15,60))
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var/steps = rand(1,4)
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for(var/i in 1 to steps)
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step_away(src,loc)
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//////////////////////////////////
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//Custom payload clusterbusters
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/////////////////////////////////
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/obj/item/grenade/flashbang/cluster
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icon_state = "flashbang_active"
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/obj/item/grenade/clusterbuster/emp
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name = "Electromagnetic Storm"
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payload = /obj/item/grenade/empgrenade
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/obj/item/grenade/clusterbuster/smoke
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name = "Ninja Vanish"
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payload = /obj/item/grenade/smokebomb
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/obj/item/grenade/clusterbuster/metalfoam
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name = "Instant Concrete"
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payload = /obj/item/grenade/chem_grenade/metalfoam
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/obj/item/grenade/clusterbuster/inferno
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name = "Inferno"
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payload = /obj/item/grenade/chem_grenade/incendiary
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/obj/item/grenade/clusterbuster/antiweed
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name = "RoundDown"
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payload = /obj/item/grenade/chem_grenade/antiweed
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/obj/item/grenade/clusterbuster/cleaner
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name = "Mr. Proper"
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payload = /obj/item/grenade/chem_grenade/cleaner
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/obj/item/grenade/clusterbuster/teargas
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name = "Oignon Grenade"
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payload = /obj/item/grenade/chem_grenade/teargas
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/obj/item/grenade/clusterbuster/facid
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name = "Aciding Rain"
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payload = /obj/item/grenade/chem_grenade/facid
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/obj/item/grenade/clusterbuster/syndieminibomb
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name = "SyndiWrath"
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payload = /obj/item/grenade/syndieminibomb
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/obj/item/grenade/clusterbuster/spawner_manhacks
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name = "iViscerator"
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payload = /obj/item/grenade/spawnergrenade/manhacks
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/obj/item/grenade/clusterbuster/spawner_spesscarp
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name = "Invasion of the Space Carps"
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payload = /obj/item/grenade/spawnergrenade/spesscarp
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/obj/item/grenade/clusterbuster/soap
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name = "Slipocalypse"
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payload = /obj/item/grenade/spawnergrenade/syndiesoap
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/obj/item/grenade/clusterbuster/clf3
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name = "WELCOME TO HELL"
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payload = /obj/item/grenade/chem_grenade/clf3
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//random clusterbuster spawner
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/obj/item/grenade/clusterbuster/random
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icon_state = "random_clusterbang"
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/obj/item/grenade/clusterbuster/random/Initialize()
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..()
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var/real_type = pick(subtypesof(/obj/item/grenade/clusterbuster))
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new real_type(loc)
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return INITIALIZE_HINT_QDEL
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//rainbow slime effect
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/obj/item/grenade/clusterbuster/slime
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name = "Blorble Blorble"
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icon_state = "slimebang"
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base_state = "slimebang"
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payload_spawner = /obj/effect/payload_spawner/random_slime
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prime_sound = 'sound/effects/bubbles.ogg'
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/obj/item/grenade/clusterbuster/slime/volatile
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payload_spawner = /obj/effect/payload_spawner/random_slime/volatile
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