mirror of
https://github.com/goonstation/goonstation-2020.git
synced 2026-07-13 08:02:19 +01:00
551 lines
18 KiB
Plaintext
551 lines
18 KiB
Plaintext
/obj/storage/crate
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name = "crate"
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desc = "A small, cuboid object with a hinged top and empty interior."
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is_short = 1
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icon_state = "crate"
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icon_closed = "crate"
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icon_opened = "crateopen"
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icon_welded = "welded-crate"
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soundproofing = 3
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throwforce = 50 //ouch
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can_flip_bust = 1
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event_handler_flags = USE_FLUID_ENTER | USE_CHECKEXIT | USE_CANPASS
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get_desc()
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. = ..()
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if(src.delivery_destination)
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. += "\nThere's a barcode with the code for [src.delivery_destination] on it."
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update_icon()
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..()
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if(src.delivery_destination)
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src.overlays += "crate-barcode"
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CanPass(atom/movable/mover, turf/target)
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if(istype(mover, /obj/projectile))
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return 1
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return ..()
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CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O, /obj/projectile))
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return 1
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return ..()
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/obj/storage/crate/internals
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name = "internals crate"
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desc = "An internals crate."
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icon_state = "o2crate"
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icon_opened = "o2crateopen"
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icon_closed = "o2crate"
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/obj/storage/crate/medical
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name = "medical crate"
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desc = "A medical crate."
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icon_state = "medicalcrate"
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icon_opened = "medicalcrateopen"
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icon_closed = "medicalcrate"
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/obj/storage/crate/medical/morgue
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name = "morgue supplies crate"
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desc = "A medical crate containing supplies for use in morgues."
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spawn_contents = list(/obj/item/storage/box/biohazard_bags = 2,
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/obj/item/storage/box/body_bag = 2,
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/obj/item/clothing/gloves/latex/random,
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/obj/item/clothing/mask/surgical,
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/obj/item/clothing/mask/surgical_shield,
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/obj/item/device/analyzer/healthanalyzer,
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/obj/item/device/reagentscanner,
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/obj/item/device/detective_scanner,
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/obj/item/spraybottle/cleaner/,
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/obj/item/reagent_containers/glass/bottle/formaldehyde,
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/obj/item/reagent_containers/syringe)
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/obj/storage/crate/rcd
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name = "\improper RCD crate"
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desc = "A crate for the storage of the RCD."
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spawn_contents = list(/obj/item/rcd_ammo = 5,
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/obj/item/rcd)
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/obj/storage/crate/abcumarker
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name = "\improper ABCU-Marker crate"
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desc = "A crate for ABCU marker devices."
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spawn_contents = list(/obj/item/blueprint_marker = 5)
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/obj/storage/crate/freezer
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name = "freezer"
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desc = "A freezer."
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icon_state = "freezer"
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icon_opened = "freezeropen"
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icon_closed = "freezer"
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/obj/storage/crate/bartending
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name = "bartending crate"
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spawn_contents = list(/obj/item/reagent_containers/food/drinks/bottle = 5,
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/obj/item/reagent_containers/glass/beaker/large = 2,
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/obj/item/device/reagentscanner,
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/obj/item/clothing/glasses/spectro,
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/obj/item/reagent_containers/dropper/mechanical,
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/obj/item/reagent_containers/dropper,
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/obj/item/reagent_containers/food/drinks/drinkingglass/pitcher,
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/obj/item/storage/firstaid/toxin,
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/obj/item/reagent_containers/emergency_injector/calomel)
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/obj/storage/crate/biohazard
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name = "biohazard crate"
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desc = "A crate for biohazardous materials."
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icon_state = "biohazardcrate"
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icon_opened = "biohazardcrateopen"
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icon_closed = "biohazardcrate"
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cdc
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name = "CDC pathogen sample crate"
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desc = "A crate for sending pathogen or blood samples to the CDC for analysis."
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/obj/storage/crate/freezer/milk
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spawn_contents = list(/obj/item/reagent_containers/food/drinks/milk = 10, \
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/obj/item/gun/russianrevolver)
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/obj/storage/crate/bin
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name = "large bin"
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desc = "A large bin."
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icon = 'icons/obj/storage.dmi'
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icon_state = "largebin"
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icon_opened = "largebinopen"
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icon_closed = "largebin"
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/obj/storage/crate/bin/lostandfound
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name = "\improper Lost and Found bin"
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desc = "Theoretically, items that are lost by a person are placed here so that the person may come and find them. This never happens."
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spawn_contents = list(/obj/item/gnomechompski)
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/obj/storage/crate/adventure
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name = "adventure crate"
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desc = "Only distantly related to the adventure closet."
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spawn_contents = list(/obj/item/device/radio/headset/multifreq = 4,
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/obj/item/device/audio_log = 2,
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/obj/item/audio_tape = 4,
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/obj/item/camera_test = 2,
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/obj/item/device/light/flashlight = 2,
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/obj/item/paper/book/critter_compendium,
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/obj/item/reagent_containers/food/drinks/milk,
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/obj/item/reagent_containers/food/snacks/sandwich/pb,
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/obj/item/paper/note_from_mom)
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/obj/storage/crate/materials
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name = "building materials crate"
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spawn_contents = list(/obj/item/sheet/steel/fullstack,
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/obj/item/sheet/glass/fullstack)
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/obj/storage/crate/furnacefuel
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name = "furnace fuel crate"
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desc = "A crate with fuel for a furnace."
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spawn_contents = list(/obj/item/raw_material/char = 30)
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/obj/storage/crate/robotics_supplies
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name = "robotics supplies crate"
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desc = "A crate containing supplies for Robotics."
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spawn_contents = list(/obj/item/sheet/steel/fullstack = 3,
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/obj/item/sheet/glass/fullstack,
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/obj/item/cell/supercell = 4,
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/obj/item/cable_coil = 2)
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/obj/storage/crate/robotics_supplies_borg
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name = "robotics supplies crate"
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desc = "A crate containing supplies for Robotics and an extra set of cyborg parts."
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spawn_contents = list(/obj/item/sheet/steel/fullstack = 3,
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/obj/item/sheet/glass/fullstack,
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/obj/item/ai_interface,
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/obj/item/parts/robot_parts/robot_frame,
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/obj/item/parts/robot_parts/leg/left,
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/obj/item/parts/robot_parts/leg/right,
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/obj/item/parts/robot_parts/arm/left,
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/obj/item/parts/robot_parts/arm/right,
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/obj/item/parts/robot_parts/chest,
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/obj/item/parts/robot_parts/head,
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/obj/item/cell/supercell = 4,
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/obj/item/cable_coil = 2)
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/obj/storage/crate/clown
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desc = "A small, cuboid object with a hinged top and empty interior. It looks a little funny."
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spawn_contents = list(/obj/item/clothing/under/misc/clown/fancy,
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/obj/item/clothing/under/misc/clown/dress,
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/obj/item/clothing/under/misc/clown,
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/obj/item/clothing/shoes/clown_shoes,
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/obj/item/clothing/mask/clown_hat,
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/obj/item/storage/box/crayon,
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/obj/item/storage/box/crayon/basic,
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/obj/item/storage/box/balloonbox)
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make_my_stuff()
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if (..()) // make_my_stuff is called multiple times due to lazy init, so the parent returns 1 if it actually fired and 0 if it already has
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if (prob(5))
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new /obj/item/pen/crayon/rainbow(src)
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return 1
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/obj/storage/crate/materials
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name = "building materials crate"
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spawn_contents = list(/obj/item/sheet/steel/fullstack,
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/obj/item/sheet/glass/fullstack)
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/*
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* SPOOKY haunted crate!
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*/
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/obj/storage/crate/haunted
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icon = 'icons/misc/halloween.dmi'
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icon_state = "crate"
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var/triggered = 0
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make_my_stuff()
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if (..()) // make_my_stuff is called multiple times due to lazy init, so the parent returns 1 if it actually fired and 0 if it already has
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if(prob(60))
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new /obj/critter/spirit( src )
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return 1
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open()
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..()
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if(!triggered)
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triggered = 1
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gibs(src.loc)
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return
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/obj/storage/crate/syndicate_surplus
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var/ready = 0
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New()
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SPAWN_DBG(2 SECONDS)
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if (!ready)
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spawn_items()
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proc/spawn_items(var/mob/owner)
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ready = 1
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var/telecrystals = 0
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var/list/possible_items = list()
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if (islist(syndi_buylist_cache))
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for (var/datum/syndicate_buylist/S in syndi_buylist_cache)
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var/blocked = 0
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if (ticker && ticker.mode && S.blockedmode && islist(S.blockedmode) && S.blockedmode.len)
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for (var/V in S.blockedmode)
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if (ispath(V) && istype(ticker.mode, V))
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blocked = 1
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break
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if (blocked == 0 && !S.not_in_crates)
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possible_items += S
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if (islist(possible_items) && possible_items.len)
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while(telecrystals < 18)
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var/datum/syndicate_buylist/item_datum = pick(possible_items)
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if(telecrystals + item_datum.cost > 24) continue
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var/obj/item/I = new item_datum.item(src)
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if (owner)
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item_datum.run_on_spawn(I, owner)
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if (owner.mind)
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owner.mind.traitor_crate_items += item_datum
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telecrystals += item_datum.cost
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/obj/storage/crate/pizza
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name = "pizza box"
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desc = "A pizza box."
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icon_state = "pizzabox"
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icon_opened = "pizzabox_open"
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icon_closed = "pizzabox"
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// New crates woo. (Gannets)
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/obj/storage/crate/packing
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name = "packing crate"
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desc = "A packing crate."
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icon_state = "packingcrate1"
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New()
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..()
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var/n = rand(1,12)
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icon_state = "packingcrate[n]"
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icon_opened = "packingcrate[n]_open"
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icon_closed = "packingcrate[n]"
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/obj/storage/crate/wooden
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name = "wooden crate"
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desc = "A wooden crate."
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New()
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var/n = rand(1,9)
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icon_state = "woodencrate[n]"
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icon_opened = "woodencrate[n]_open"
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icon_closed = "woodencrate[n]"
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..()
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/obj/storage/crate/loot_crate
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name = "Loot Crate"
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desc = "A small, cuboid object with a hinged top and loot filled interior."
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spawn_contents = list(/obj/random_item_spawner/loot_crate/surplus)
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// Gannets' Nuke Ops Specialist Class Crates
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/obj/storage/crate/classcrate
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name = "class crate"
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desc = "A class crate"
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//spawn_contents = list(null)
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icon_state = "attachecase"
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icon_opened = "attachecase_open"
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icon_closed = "attachecase"
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demo
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name = "Class Crate - Grenadier"
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desc = "A crate containing a Specialist Operative loadout. This one features a hand-held grenade launcher, bandolier and a pile of ordnance."
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spawn_contents = list(/obj/item/gun/kinetic/grenade_launcher,
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/obj/item/storage/backpack/grenade_bandolier,
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/obj/item/ammo/bullets/grenade_round/explosive = 2,
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/obj/item/ammo/bullets/grenade_round/high_explosive,
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/obj/item/storage/grenade_pouch/frag,
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/obj/item/storage/grenade_pouch/stinger,
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/obj/item/breaching_charge = 2,
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/obj/item/clothing/suit/space/syndicate/specialist,
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/obj/item/clothing/head/helmet/space/syndicate/specialist)
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heavy
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name = "Class Crate - Heavy Weapons Specialist"
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desc = "A crate containing a Specialist Operative loadout. This one features a light machine gun, several belts of ammunition and a pouch of grenades."
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spawn_contents = list(/obj/item/gun/kinetic/light_machine_gun,
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/obj/item/ammo/bullets/lmg = 3,
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/obj/item/storage/grenade_pouch/high_explosive,
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/obj/item/clothing/suit/space/industrial/syndicate/specialist,
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/obj/item/clothing/head/helmet/space/syndicate/specialist)
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assault
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name = "Class Crate - Assault Trooper"
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desc = "A crate containing a Specialist Operative loadout. This one includes a customized assault rifle, several additional magazines as well as an assortment of breach and clear grenades."
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spawn_contents = list(/obj/item/gun/kinetic/assault_rifle,
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/obj/item/storage/pouch/assault_rifle/mixed,
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/obj/item/chem_grenade/flashbang = 2,
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/obj/item/old_grenade/stinger/frag,
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/obj/item/old_grenade/stinger,
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/obj/item/breaching_charge = 2,
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/obj/item/clothing/suit/space/syndicate/specialist,
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/obj/item/clothing/head/helmet/space/syndicate/specialist)
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agent
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name = "Class Crate - Infiltrator"
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desc = "A crate containing a Specialist Operative loadout. This one includes a pair of semi-automatic pistols, a combat knife, an electromagnetic card (EMAG) and a cloaking device."
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spawn_contents = list(/obj/item/gun/kinetic/pistol = 2,
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/obj/item/storage/pouch/bullet_9mm,
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/obj/item/clothing/glasses/nightvision,
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/obj/item/cloaking_device,
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/obj/item/old_grenade/smoke = 2,
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/obj/item/dagger/syndicate/specialist,
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/obj/item/card/emag,
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/obj/item/clothing/suit/space/syndicate/specialist/infiltrator,
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/obj/item/clothing/head/helmet/space/syndicate/specialist/infiltrator)
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agent_rework
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name = "Class Crate - Infiltrator"
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desc = "A crate containing a Specialist Operative loadout. Includes a tranquilizer pistol with a fast acting payload, a cloaking device with 5 uses, a combat knife and an electromagnetic card (EMAG)."
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spawn_contents = list(/obj/item/gun/kinetic/tranq_pistol,
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/obj/item/storage/pouch/tranq_pistol_dart,
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/obj/item/clothing/glasses/nightvision,
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/obj/item/cloaking_device/limited,
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/obj/item/old_grenade/smoke = 2,
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/obj/item/dagger/syndicate/specialist,
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/obj/item/card/emag,
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/obj/item/clothing/suit/space/syndicate/specialist/infiltrator,
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/obj/item/clothing/head/helmet/space/syndicate/specialist/infiltrator)
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medic
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name = "Class Crate - Combat Medic"
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desc = "A crate containing a Specialist Operative loadout. This one is packed with medical supplies, some poison and a syringe gun delivery system."
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spawn_contents = list(/obj/item/gun/syringe,
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/obj/item/reagent_containers/glass/bottle/poison,
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/obj/item/storage/box/donkpocket_w_kit,
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/obj/item/clothing/glasses/healthgoggles/upgraded,
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/obj/item/device/analyzer/healthanalyzer/borg,
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/obj/item/storage/medical_pouch,
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/obj/item/storage/belt/syndicate_medic_belt,
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/obj/item/storage/backpack/syndicate_medic_satchel,
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/obj/item/clothing/suit/space/syndicate/specialist/medic,
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/obj/item/clothing/head/helmet/space/syndicate/specialist)
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engineer
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name = "Class Crate - Combat Engineer"
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desc = "A crate containing a Specialist Operative loadout."
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spawn_contents = list(/obj/item/paper/nast_manual,
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/obj/item/turret_deployer,
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/obj/item/wrench/battle,
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/obj/item/gun/kinetic/spacker,
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/obj/item/storage/pouch/shotgun,
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/obj/item/weldingtool/high_cap,
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/obj/item/storage/belt/utility/prepared,
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/obj/item/clothing/suit/space/syndicate/specialist/engineer,
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/obj/item/clothing/head/helmet/space/syndicate/specialist)
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pyro
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name = "Class Crate - Firebrand"
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desc = "A crate containing a Specialist Operative loadout."
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spawn_contents = list(/obj/item/flamethrower/loaded/napalm,
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/obj/item/fireaxe,
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/obj/item/reagent_containers/food/drinks/fueltank/napalm = 2,
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/obj/item/storage/grenade_pouch/incendiary,
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/obj/item/clothing/suit/space/syndicate/specialist/firebrand,
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/obj/item/clothing/head/helmet/space/syndicate/specialist/firebrand)
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sniper
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name = "Class Crate - Marksman"
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desc = "A crate containing a Specialist Operative loudout."
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spawn_contents = list(/obj/item/gun/kinetic/sniper,
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/obj/item/storage/pouch/sniper,
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///obj/item/device/chameleon,
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/obj/item/storage/grenade_pouch/smoke,
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/obj/item/clothing/suit/space/syndicate/specialist/sniper,
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/obj/item/clothing/head/helmet/space/syndicate/specialist/sniper)
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qm //Hi Gannets, I like your crate and wanted to use it for some QM stuff. Come yell at Azungar if this is not ok.
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name = "Weapons crate"
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desc = "Just a fancy crate that may or may not contain weapons."
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//trench loots : gps, clothing/armor, meds, shipcomponents, foods, etc
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/obj/storage/crate/trench_loot
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name = "rusted crate"
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desc = "This crate looks old. The lock has rusted off."
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//spawn_contents = list(null)
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icon_state = "rustedcrate"
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icon_opened = "rustedcrate_open"
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icon_closed = "rustedcrate"
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var/datum/light/point/light = 0
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var/init = 0
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New()
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..()
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if (current_state == GAME_STATE_PLAYING)
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initialize()
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disposing()
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light = 0
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..()
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initialize()
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..()
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if (!init)
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init = 1
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if (!light)
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light = new
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light.attach(src)
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light.set_brightness(1)
|
|
light.set_color(0.4, 1, 0.4)
|
|
light.set_height(3)
|
|
light.enable()
|
|
|
|
meds
|
|
spawn_contents = list(/obj/item/storage/firstaid/old = 2,
|
|
/obj/item/reagent_containers/vape/medical/o2,
|
|
/obj/item/storage/pill_bottle/epinephrine,
|
|
/obj/item/storage/pill_bottle/salicylic_acid)
|
|
|
|
meds2
|
|
spawn_contents = list(/obj/item/reagent_containers/glass/beaker/large/epinephrine,
|
|
/obj/item/reagent_containers/glass/beaker/large/antitox,
|
|
/obj/item/reagent_containers/glass/beaker/large/brute,
|
|
/obj/item/reagent_containers/glass/beaker/large/burn,
|
|
/obj/item/reagent_containers/syringe)
|
|
|
|
ore
|
|
spawn_contents = list(/obj/item/raw_material/erebite = 5,
|
|
/obj/item/raw_material/miracle = 2,
|
|
/obj/item/raw_material/telecrystal = 5,
|
|
/obj/item/raw_material/cerenkite = 5,
|
|
/obj/item/mining_tool/powerhammer)
|
|
|
|
ore2
|
|
spawn_contents = list(/obj/item/raw_material/plasmastone = 5,
|
|
/obj/item/raw_material/uqill = 5,
|
|
/obj/item/clothing/head/helmet/space/industrial,
|
|
/obj/item/clothing/suit/space/industrial,
|
|
/obj/item/mining_tool/power_pick)
|
|
|
|
ore3
|
|
spawn_contents = list(/obj/item/raw_material/cobryl = 5,
|
|
/obj/item/raw_material/gold = 5,
|
|
/obj/item/raw_material/claretine = 5,
|
|
/obj/item/raw_material/bohrum = 5,
|
|
/obj/item/mining_tool)
|
|
|
|
ore4
|
|
spawn_contents = list(/obj/item/raw_material/fibrilith = 5,
|
|
/obj/item/raw_material/miracle = 3,
|
|
/obj/item/raw_material/starstone,
|
|
/obj/item/mining_tool)
|
|
|
|
rad
|
|
spawn_contents = list(/obj/item/clothing/suit/rad,
|
|
/obj/item/mine/radiation = 5,
|
|
/obj/item/clothing/head/rad_hood,
|
|
/obj/item/storage/pill_bottle/antirad,
|
|
/obj/item/storage/pill_bottle/antitox,
|
|
/obj/item/storage/pill_bottle/mutadone,
|
|
/obj/item/reagent_containers/glass/beaker/cryoxadone)
|
|
|
|
drug
|
|
spawn_contents = list(/obj/item/reagent_containers/patch/synthflesh = 3,
|
|
/obj/item/storage/pill_bottle/methamphetamine,
|
|
/obj/item/reagent_containers/syringe/krokodil,
|
|
/obj/item/reagent_containers/glass/beaker/stablemut,
|
|
/obj/item/reagent_containers/food/drinks/rum_spaced)
|
|
|
|
ship
|
|
spawn_contents = list(/obj/item/shipcomponent/mainweapon/mining,
|
|
/obj/item/shipcomponent/secondary_system/repair,
|
|
/obj/item/shipcomponent/sensor/mining,
|
|
/obj/item/shipcomponent/secondary_system/gps)
|
|
|
|
ship2
|
|
spawn_contents = list(/obj/item/shipcomponent/mainweapon/foamer,
|
|
/obj/item/shipcomponent/sensor/mining,
|
|
/obj/item/shipcomponent/secondary_system/tractor_beam)
|
|
|
|
ship3
|
|
spawn_contents = list(/obj/item/shipcomponent/mainweapon/rockdrills,
|
|
/obj/item/shipcomponent/sensor/mining)
|
|
|
|
clothes
|
|
spawn_contents = list(/obj/item/clothing/under/gimmick/blackstronaut,
|
|
/obj/item/clothing/shoes/cleats,
|
|
/obj/item/clothing/mask/balaclava,
|
|
/obj/item/reagent_containers/glass/beaker/burn)
|
|
|
|
clothes2
|
|
spawn_contents = list(/obj/item/clothing/under/gimmick/mario/luigi,
|
|
/obj/item/clothing/suit/wizrobe/green,
|
|
/obj/item/clothing/shoes/galoshes,
|
|
/obj/item/reagent_containers/glass/beaker/burn)
|
|
|
|
tools
|
|
spawn_contents = list(/obj/item/hand_tele,
|
|
/obj/item/device/flash,
|
|
/obj/item/device/pda2/captain)
|
|
|
|
tools2
|
|
spawn_contents = list(/obj/item/storage/toolbox/mechanical,
|
|
/obj/machinery/bot/medbot,
|
|
/obj/item/device/light/flashlight,
|
|
/obj/item/device/radio,
|
|
/obj/item/cell/erebite/charged)
|
|
|
|
weapons
|
|
spawn_contents = list(/obj/item/gun/energy/phaser_gun,
|
|
/obj/item/old_grenade/stinger = 2,
|
|
/obj/item/ammo/power_cell/med_power)
|
|
|
|
weapons2
|
|
spawn_contents = list(/obj/item/gun/energy/laser_gun,
|
|
/obj/item/chem_grenade/cryo = 4)
|
|
|
|
weapons3
|
|
spawn_contents = list(/obj/item/barrier,
|
|
/obj/item/chem_grenade/shock = 2)
|
|
|
|
weapons4
|
|
spawn_contents = list(/obj/item/gun/kinetic/zipgun,
|
|
/obj/item/ammo/bullets/a38 = 2)
|
|
|