Ayy Laser Guns and UFO Vault Update (#31592)

* Ayy_Laser_Guns_and_Hostile_Mob_Update

* Fixed_In-hand_Inconsistency

* Even_Rounder_Ufo

* Grey_Leader_Soldier_and_Explorer_Suits_Hold_Disintegrators

* Made_Immolation_Ray_Slightly_Stronger_40->45

* Heavy_Disintegrator_Can't_Be_Dual_Wielded

* Armor_Doesn't_Do_Anything_For_Mobs_Anyways

* Hostile_Grayys_Attack_Unconscious_Players

* DOH

* Gives_Space_Greys_A_Faction

* Simpler_Faction_Name

* A_Little_Less_Conversation

* Adds_Blast_Shields_to_Ufo_Bridge

* Some_Finalizing_Edits

* Some_Cleanup_and_Desc_Tweaks

* Removed_Redundancies

* Grey_Hostiles_Speak_Quack
This commit is contained in:
Optimism333
2021-12-20 18:36:23 -08:00
committed by GitHub
parent 312a93dce8
commit c74f8ed23d
18 changed files with 507 additions and 83 deletions

View File

@@ -62,7 +62,7 @@
return equip_guns(R)
/mob/living/carbon/human/proc/equip_guns(var/datum/role/R)
var/randomizeguns = pick("taser","stunrevolver","egun","laser", "lasmusket", "retro","laserak","revolver","detective","c20r","nuclear","deagle","gyrojet","pulse","silenced","cannon","doublebarrel","shotgun","combatshotgun","mateba","smg","uzi","microuzi","crossbow","saw","hecate","osipr","gatling","bison","ricochet","spur","mosin","obrez","beegun","chillgun","hornetgun","beretta","usp","glock","luger","colt","plasmapistol","plasmarifle", "ionpistol", "ioncarbine", "bulletstorm", "combustioncannon", "laserpistol", "siren", "lawgiver", "nt12", "automag", "lolly_lobber")
var/randomizeguns = pick("taser","stunrevolver","egun","laser", "lasmusket", "retro","disintegrator","heavydisintegrator","laserak","revolver","detective","c20r","nuclear","deagle","gyrojet","pulse","silenced","cannon","doublebarrel","shotgun","combatshotgun","mateba","smg","uzi","microuzi","crossbow","saw","hecate","osipr","gatling","bison","ricochet","spur","mosin","obrez","beegun","chillgun","hornetgun","beretta","usp","glock","luger","colt","plasmapistol","plasmarifle", "ionpistol", "ioncarbine", "bulletstorm", "combustioncannon", "laserpistol", "siren", "lawgiver", "nt12", "automag", "lolly_lobber")
switch (randomizeguns)
if("taser")
new /obj/item/weapon/gun/energy/taser(get_turf(src))
@@ -76,6 +76,10 @@
new /obj/item/weapon/gun/energy/lasmusket/preloaded(get_turf(src))
if("retro")
new /obj/item/weapon/gun/energy/laser/retro(get_turf(src))
if("disintegrator")
new /obj/item/weapon/gun/energy/smalldisintegrator(get_turf(src))
if("heavydisintegrator")
new /obj/item/weapon/gun/energy/heavydisintegrator(get_turf(src))
if("laserak")
new /obj/item/weapon/gun/energy/laser/LaserAK(get_turf(src))
if("plasmapistol")

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@@ -1039,6 +1039,27 @@
corpseback = /obj/item/weapon/tank/oxygen
corpsemask = /obj/item/clothing/mask/breath
//////////////////Grey Corpses///////////////////////////
/obj/effect/landmark/corpse/grey
name = "Grey"
mutantrace = "Grey"
corpsegender = G_BOTH
/obj/effect/landmark/corpse/grey/space
name = "Grey"
mutantrace = "Grey"
generate_random_appearance = 1
corpsegender = G_BOTH
corpsemask = /obj/item/clothing/mask/breath
corpsegloves = /obj/item/clothing/gloves/black
corpsesuit = /obj/item/clothing/suit/space/grey
corpseuniform = /obj/item/clothing/under/color/grey
corpseshoes = /obj/item/clothing/shoes/jackboots/steeltoe
corpseback = /obj/item/weapon/tank/oxygen/red
corpsehelmet = /obj/item/clothing/head/helmet/space/grey
corpseid = 0
//////////////////Misc Corpses///////////////////////////
/obj/effect/landmark/corpse/roboticist/spessmart

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@@ -684,6 +684,7 @@
item_state = "grey-pressure-suit"
desc = "An outdated pressure suit that was once standard issue for spacefaring grey explorers. It's compact enough to be stored in a bag."
armor = list(melee = 20, bullet = 5, laser = 20, energy = 5, bomb = 15, bio = 100, rad = 10)
allowed = list(/obj/item/weapon/tank, /obj/item/weapon/gun/energy/smalldisintegrator)
w_class = W_CLASS_MEDIUM
species_restricted = list(GREY_SHAPED)
species_fit = list(GREY_SHAPED)

View File

@@ -49,7 +49,7 @@
item_state = "rig_grey_soldier"
slowdown = HARDSUIT_SLOWDOWN_MED
armor = list(melee = 40, bullet = 15, laser = 50, energy = 15, bomb = 30, bio = 100, rad = 20)
allowed = list(/obj/item/weapon/tank, /obj/item/weapon/gun/energy/laser)
allowed = list(/obj/item/weapon/tank, /obj/item/weapon/handcuffs, /obj/item/weapon/gun/energy/smalldisintegrator, /obj/item/weapon/gun/energy/heavydisintegrator)
head_type = /obj/item/clothing/head/helmet/space/rig/grey/soldier
/obj/item/clothing/head/helmet/space/rig/grey/soldier
@@ -68,7 +68,7 @@
icon_state = "rig_grey_leader"
item_state = "rig_grey_leader"
armor = list(melee = 50, bullet = 25, laser = 60, energy = 25, bomb = 40, bio = 100, rad = 50)
allowed = list(/obj/item/weapon/tank, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/handcuffs)
allowed = list(/obj/item/weapon/tank, /obj/item/weapon/handcuffs, /obj/item/weapon/gun/energy/smalldisintegrator, /obj/item/weapon/gun/energy/heavydisintegrator)
head_type = /obj/item/clothing/head/helmet/space/rig/grey/leader

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@@ -1,16 +1,33 @@
/mob/living/simple_animal/hostile/humanoid/grey
name = "grey"
name = "Grey"
desc = "A thin alien humanoid. This one seems to be feral."
icon = 'icons/mob/hostile_humanoid.dmi'
icon_state = "grey"
icon_living = "grey"
attacktext = "bites"
attack_sound = 'sound/weapons/bite.ogg'
corpse = /obj/effect/landmark/corpse/grey
/mob/living/simple_animal/hostile/humanoid/grey/space
desc = "A thin alien humanoid in a space suit."
/mob/living/simple_animal/hostile/humanoid/grey/New()
..()
languages += all_languages[LANGUAGE_GREY]
icon_state = "grey_space"
/mob/living/simple_animal/hostile/humanoid/grey/space
name = "Grey Explorer"
desc = "A thin alien humanoid in a space suit. This one seems to be hostile."
icon_state = "greyspace"
icon_living = "greyspace"
melee_damage_lower = 5
melee_damage_upper = 8 // Their arms may be noodly and weak, but getting kicked by a steel toed boot hurts!
stat_attack = UNCONSCIOUS // Grey hostile humanoids are too smart to think that someone is dead just because they fell over
attacktext = "kicks"
attack_sound = 'sound/weapons/punch1.ogg'
min_oxy = 0
max_oxy = 0
@@ -20,18 +37,75 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
corpse = /obj/effect/landmark/corpse/grey/space
/obj/effect/landmark/corpse/grey
name = "grey"
mutantrace = "Grey"
faction = "mothership"
/obj/effect/landmark/corpse/grey/space
corpsemask = /obj/item/clothing/mask/breath
corpsegloves = /obj/item/clothing/gloves/grey
corpsesuit = /obj/item/clothing/suit/space/grey
corpseuniform = /obj/item/clothing/under/color/grey
corpseshoes = /obj/item/clothing/shoes/black
corpseback = /obj/item/weapon/tank/oxygen/red
corpsehelmet = /obj/item/clothing/head/helmet/space/grey
/mob/living/simple_animal/hostile/humanoid/grey/space/Process_Spacemove(var/check_drift = 0)
return 1
/mob/living/simple_animal/hostile/humanoid/grey/space/melee/toolbox
name = "Grey Explorer"
desc = "A thin alien humanoid in a space suit. This one seems to be hostile."
icon_state = "greyspace_toolbox"
icon_living = "greyspace_toolbox"
melee_damage_lower = 12
melee_damage_upper = 15
items_to_drop = list(/obj/item/weapon/storage/toolbox/mechanical)
speak = list("Speak softly, and carry a robust toolbox.","Where did I put that soldering iron?","Mothership guide us...")
speak_chance = 5
/mob/living/simple_animal/hostile/humanoid/grey/space/melee/toolbox/Aggro()
..()
say(pick("I won't allow you to damage mothership equipment!","Time to apply percussive maintenance!"), all_languages[LANGUAGE_GREY])
attacktext = "batters"
attack_sound = 'sound/weapons/toolbox.ogg'
/mob/living/simple_animal/hostile/humanoid/grey/space/melee/scalpel
name = "Grey Explorer"
desc = "A thin alien humanoid in a space suit. This one seems to be hostile."
icon_state = "greyspace_scalpel"
icon_living = "greyspace_scalpel"
melee_damage_lower = 15
melee_damage_upper = 18
items_to_drop = list(/obj/item/tool/scalpel)
speak = list("I need a new specimen to dissect.","A dissection is all I need... just one more dissection.","Praise the mothership.")
speak_chance = 5
/mob/living/simple_animal/hostile/humanoid/grey/space/melee/scalpel/Aggro()
..()
say(pick("I need your organs for testing!","You'll make a fine specimen for an operation!"), all_languages[LANGUAGE_GREY])
attacktext = "slices"
attack_sound = 'sound/weapons/bladeslice.ogg'
/mob/living/simple_animal/hostile/humanoid/grey/space/ranged
name = "Grey Explorer"
desc = "A thin alien humanoid in a space suit. This one seems to be hostile."
icon_state = "greyspace_laser"
icon_living = "greyspace_laser"
items_to_drop = list(/obj/item/weapon/gun/energy/smalldisintegrator)
speak = list("Set disintegrators to scorch, medium well.","Praise the mothership, and all hail the Chairman.","Disintegrate all unidentified targets.")
speak_chance = 5
/mob/living/simple_animal/hostile/humanoid/grey/space/ranged/Aggro()
..()
say(pick("Intruder!","You will be disintegrated!"), all_languages[LANGUAGE_GREY])
projectilesound = 'sound/weapons/ray1.ogg'
ranged = 1
retreat_distance = 3
minimum_distance = 3
projectiletype = /obj/item/projectile/beam/scorchray

View File

@@ -0,0 +1,85 @@
////////////////////////////////////SMALL DISINTEGRATOR/////////////////////////////////////////////////////
/obj/item/weapon/gun/energy/smalldisintegrator
name = "Disintegrator"
desc = "An energy weapon commonly used by mothership greys for self-defense. A power cord secured to the grip controls firing mode selection."
inhand_states = list("left_hand" = 'icons/mob/in-hand/left/guninhands_left.dmi', "right_hand" = 'icons/mob/in-hand/right/guninhands_right.dmi')
icon_state = "disintegratorscorch100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/ray1.ogg'
charge_cost = 100 //How much energy is needed to fire.
projectile_type = "/obj/item/projectile/beam/scorchray"
origin_tech = Tc_COMBAT + "=3;" + Tc_MAGNETS + "=2;" + Tc_MATERIALS + "=1"
modifystate = "disintegratorscorch"
fire_delay = 0.6 SECONDS // Barely noticeable, mostly here to allow the firing noise .ogg to finish ~0.55 seconds
var/mode = 0 //0 = scorch, 1 = microwave
/obj/item/weapon/gun/energy/smalldisintegrator/isHandgun()
return TRUE
/obj/item/weapon/gun/energy/smalldisintegrator/attack_self(mob/living/user as mob)
switch(mode)
if(0)
mode = 1
fire_sound = 'sound/weapons/ray2.ogg'
to_chat(user, "<span class='warning'>\The [src] is now set to microwave.</span>")
projectile_type = "/obj/item/projectile/energy/microwaveray"
modifystate = "disintegratormicrowave"
if (power_supply.charge > 0)
playsound(user,'sound/weapons/egun_toggle_laser.ogg',70,0,-5)
else
playsound(user,'sound/weapons/egun_toggle_noammo.ogg',73,0,-5)
if(1)
mode = 0
fire_sound = 'sound/weapons/ray1.ogg'
to_chat(user, "<span class='warning'>\The [src] is now set to scorch.</span>")
projectile_type = "/obj/item/projectile/beam/scorchray"
modifystate = "disintegratorscorch"
if (power_supply.charge > 0)
playsound(user,'sound/weapons/egun_toggle_taser.ogg',70,0,-5)
else
playsound(user,'sound/weapons/egun_toggle_noammo.ogg',73,0,-5)
update_icon()
////////////////////////////////////HEAVY DISINTEGRATOR/////////////////////////////////////////////////////
/obj/item/weapon/gun/energy/heavydisintegrator
name = "Heavy Disintegrator"
desc = "An upgraded disintegrator, standard issue for the mothership's defense forces."
inhand_states = list("left_hand" = 'icons/mob/in-hand/left/guninhands_left.dmi', "right_hand" = 'icons/mob/in-hand/right/guninhands_right.dmi')
icon_state = "heavydisintegratorimmolate100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/ray1.ogg'
charge_cost = 50 //How much energy is needed to fire.
projectile_type = "/obj/item/projectile/beam/immolationray"
origin_tech = Tc_COMBAT + "=4;" + Tc_MAGNETS + "=2;" + Tc_MATERIALS + "=2"
modifystate = "heavydisintegratorimmolate"
fire_delay = 1.2 SECONDS // Here to slightly counterbalance the more damaging ray, but a lot less noticeable than the laser cannon
var/mode = 0 //0 = immolate, 1 = scramble
/obj/item/weapon/gun/energy/heavydisintegrator/attack_self(mob/living/user as mob)
switch(mode)
if(0)
mode = 1
fire_sound = 'sound/weapons/ray2.ogg'
to_chat(user, "<span class='warning'>\The [src] is now set to scramble.</span>")
projectile_type = "/obj/item/projectile/energy/scramblerray"
modifystate = "heavydisintegratorscramble"
if (power_supply.charge > 0)
playsound(user,'sound/weapons/egun_toggle_laser.ogg',70,0,-5)
else
playsound(user,'sound/weapons/egun_toggle_noammo.ogg',73,0,-5)
if(1)
mode = 0
fire_sound = 'sound/weapons/ray1.ogg'
to_chat(user, "<span class='warning'>\The [src] is now set to immolate.</span>")
projectile_type = "/obj/item/projectile/beam/immolationray"
modifystate = "heavydisintegratorimmolate"
if (power_supply.charge > 0)
playsound(user,'sound/weapons/egun_toggle_taser.ogg',70,0,-5)
else
playsound(user,'sound/weapons/egun_toggle_noammo.ogg',73,0,-5)
update_icon()

View File

@@ -481,6 +481,160 @@ var/list/beam_master = list()
var/message = pick("\the [src] narrowly whizzes past [L]!","\the [src] almost hits [L]!","\the [src] straight up misses its target.","[L]'s hair is singed off by \the [src]!","\the [src] misses [L] by a millimetre!","\the [src] doesn't hit","\the [src] misses its intended target.","[L] has a lucky escape from \the [src]!")
target.loc.visible_message("<span class='danger'>[message]</span>")
/obj/item/projectile/beam/scorchray
name = "scorch ray"
icon_state = "scorchray"
damage = 30
fire_sound = 'sound/weapons/ray1.ogg'
/obj/item/projectile/beam/scorchray/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
var/datum/organ/external/head/head_organ = H.get_organ(LIMB_HEAD)
if (H.isDead())
if (H.species.anatomy_flags & NO_BLOOD) // This way it should only apply to the more fleshy species (To-Do: Add animations for mushmen, catbeasts, skrell, and unathi)
return 0
if(isgrey(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1) // Their body melts, but the head flies off (so they can be revived)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-g2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-g-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
if(isvox(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-v2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-v-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
if(isinsectoid(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-i2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-i-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
if(ishuman(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1) // Their body melts, but the head flies off
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-h2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-h-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
else
return 1
/obj/item/projectile/beam/immolationray
name = "immolation ray"
icon_state = "immolationray"
damage = 45
fire_sound = 'sound/weapons/ray1.ogg'
/obj/item/projectile/beam/immolationray/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
var/datum/organ/external/head/head_organ = H.get_organ(LIMB_HEAD)
if (H.isDead())
if (H.species.anatomy_flags & NO_BLOOD) // This way it should only apply to the more fleshy species (To-Do: Add animations for mushmen, catbeasts, skrell, and unathi)
return 0
if(isgrey(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1) // Their body melts, but the head flies off (so they can be revived)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-g2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-g-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
if(isvox(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-v2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-v-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
if(isinsectoid(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-i2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-i-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
if(ishuman(H))
H.visible_message("<span class='danger'>[H.name]'s body disintegrates into ash!</span>")
if(H.lying)
H.drop_all() // So their gear doesn't all get deleted
head_organ.droplimb(1,1) // Their body melts, but the head flies off (so they can be revived)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-h2-nohead", sleeptime = 15)
else
H.drop_all()
head_organ.droplimb(1,1)
anim(target = H, a_icon = 'icons/mob/mob.dmi', flick_anim = "dust-h-nohead", sleeptime = 15)
new /obj/effect/decal/cleanable/ash(get_turf(target))
qdel(H)
else
return 1
/obj/item/projectile/beam/lightlaser
name = "light laser"
damage = 25

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@@ -461,3 +461,38 @@
/obj/item/projectile/swap/advanced
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/energy/microwaveray
name = "microwave ray"
icon_state = "microwaveray"
damage = 15
damage_type = BURN
flag = "energy"
fire_sound = 'sound/weapons/ray2.ogg'
/obj/item/projectile/energy/microwaveray/on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
if(istype(target, /mob/living))
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
to_chat(M, "<span class='warning'>You are heated by the microwave ray's energy!</span>")
H.eye_blurry = max(M.eye_blurry, 5)
M.bodytemperature += 120
/obj/item/projectile/energy/scramblerray
name = "scrambler ray"
icon_state = "scramblerray"
flag = "energy"
nodamage = 1
fire_sound = 'sound/weapons/ray2.ogg'
/obj/item/projectile/energy/scramblerray/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
to_chat(M, "<span class='warning'>The scrambler ray's energy makes you feel lightheaded and sick!</span>")
H.eye_blurry = max(M.eye_blurry, 5)
M.adjustBrainLoss(2)
H.drop_item()
H.vomit(0,1)

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@@ -1,73 +1,122 @@
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"Aw" = (/obj/item/toy/gasha/wizard,/turf/space,/area)
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"Pb" = (/obj/machinery/light,/obj/structure/rack,/obj/item/clothing/shoes/magboots,/obj/item/clothing/head/helmet/space/nasavoid,/obj/item/clothing/suit/space/nasavoid,/obj/item/weapon/tank/jetpack/carbondioxide,/obj/effect/decal/warning_stripes{icon_state = "unloading"},/turf/simulated/floor{icon_state = "dark"},/area/vault/brokeufo)
"RO" = (/obj/effect/decal/cleanable/blood/drip,/mob/living/simple_animal/hostile/humanoid/grey/space/melee/scalpel{name = "Nikto"},/obj/machinery/vending/wallmed1{pixel_x = 28},/turf/simulated/floor{icon_state = "white"; tag = "icon-white"},/area/vault/brokeufo)
"Tp" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/bag/zam_food,/obj/item/weapon/reagent_containers/food/snacks/zamdinnerclassic,/obj/item/weapon/reagent_containers/food/snacks/zamdinnerclassic,/obj/item/weapon/reagent_containers/food/drinks/soda_cans/zam_sulphuricsplash,/obj/item/weapon/reagent_containers/food/drinks/soda_cans/zam_sulphuricsplash,/obj/effect/decal/cleanable/dirt,/obj/item/weapon/kitchen/utensil/fork/teflon,/obj/item/weapon/kitchen/utensil/fork/teflon,/turf/simulated/floor/carpet,/area/vault/brokeufo)
"TL" = (/obj/machinery/door/unpowered/shuttle{name = "Research Bay"},/turf/simulated/floor{icon_state = "white"; tag = "icon-white"},/area/vault/brokeufo)
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@@ -2259,6 +2259,7 @@
#include "code\modules\projectiles\guns\lawgiver.dm"
#include "code\modules\projectiles\guns\portalgun.dm"
#include "code\modules\projectiles\guns\projectile.dm"
#include "code\modules\projectiles\guns\energy\disintegrator.dm"
#include "code\modules\projectiles\guns\energy\gravitywell.dm"
#include "code\modules\projectiles\guns\energy\laser.dm"
#include "code\modules\projectiles\guns\energy\lasmusket.dm"