Merge pull request #4074 from Citadel-Station-13/upstream-merge-32624
[MIRROR] [READY]Refactors uplinks to a component!
This commit is contained in:
@@ -218,15 +218,6 @@
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desc = "This wand uses healing magics to heal and revive. The years of the cold have weakened the magic inside the wand."
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max_charges = 5
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/obj/item/device/radio/uplink/old
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name = "dusty radio"
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desc = "A dusty looking radio."
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/obj/item/device/radio/uplink/old/Initialize()
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. = ..()
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hidden_uplink.name = "dusty radio"
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hidden_uplink.telecrystals = 10
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/obj/effect/mob_spawn/human/syndicatesoldier/coldres
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name = "Syndicate Snow Operative"
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outfit = /datum/outfit/snowsyndie/corpse
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@@ -1,19 +1,19 @@
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/datum/species/corporate
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name = "Corporate Agent"
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id = "agent"
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hair_alpha = 0
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say_mod = "declares"
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speedmod = -2//Fast
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brutemod = 0.7//Tough against firearms
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burnmod = 0.65//Tough against lasers
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coldmod = 0
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heatmod = 0.5//it's a little tough to burn them to death not as hard though.
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punchdamagelow = 20
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punchdamagehigh = 30//they are inhumanly strong
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punchstunthreshold = 25
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attack_verb = "smash"
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attack_sound = 'sound/weapons/resonator_blast.ogg'
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blacklisted = 1
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use_skintones = 0
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species_traits = list(SPECIES_ORGANIC,RADIMMUNE,VIRUSIMMUNE,NOBLOOD,PIERCEIMMUNE,EYECOLOR,NODISMEMBER,NOHUNGER)
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sexes = 0
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/datum/species/corporate
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name = "Corporate Agent"
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id = "agent"
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hair_alpha = 0
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say_mod = "declares"
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speedmod = -2//Fast
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brutemod = 0.7//Tough against firearms
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burnmod = 0.65//Tough against lasers
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coldmod = 0
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heatmod = 0.5//it's a little tough to burn them to death not as hard though.
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punchdamagelow = 20
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punchdamagehigh = 30//they are inhumanly strong
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punchstunthreshold = 25
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attack_verb = "smash"
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attack_sound = 'sound/weapons/resonator_blast.ogg'
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blacklisted = 1
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use_skintones = 0
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species_traits = list(SPECIES_ORGANIC,RADIMMUNE,VIRUSIMMUNE,NOBLOOD,PIERCEIMMUNE,EYECOLOR,NODISMEMBER,NOHUNGER)
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sexes = 0
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@@ -1,71 +1,71 @@
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/datum/species/pod
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// A mutation caused by a human being ressurected in a revival pod. These regain health in light, and begin to wither in darkness.
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name = "Podperson"
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id = "pod"
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default_color = "59CE00"
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species_traits = list(SPECIES_ORGANIC,MUTCOLORS,EYECOLOR)
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attack_verb = "slash"
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attack_sound = 'sound/weapons/slice.ogg'
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miss_sound = 'sound/weapons/slashmiss.ogg'
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burnmod = 1.25
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heatmod = 1.55
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meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/plant
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disliked_food = NONE
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liked_food = NONE
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toxic_food = NONE
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/datum/species/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species)
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. = ..()
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C.faction |= "plants"
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C.faction |= "vines"
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/datum/species/pod/on_species_loss(mob/living/carbon/C)
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. = ..()
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C.faction -= "plants"
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C.faction -= "vines"
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/datum/species/pod/spec_life(mob/living/carbon/human/H)
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if(H.stat == DEAD)
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return
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var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
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if(isturf(H.loc)) //else, there's considered to be no light
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var/turf/T = H.loc
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light_amount = min(1,T.get_lumcount()) - 0.5
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H.nutrition += light_amount * 10
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if(H.nutrition > NUTRITION_LEVEL_FULL)
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H.nutrition = NUTRITION_LEVEL_FULL
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if(light_amount > 0.2) //if there's enough light, heal
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H.heal_overall_damage(0.75,0)
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H.adjustOxyLoss(-0.5)
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if(H.nutrition < NUTRITION_LEVEL_STARVING + 55)
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H.adjustOxyLoss(5) //can eat to negate this unfortunately
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H.adjustToxLoss(3)
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/datum/species/pod/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
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if(chem.id == "plantbgone")
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H.adjustToxLoss(5)
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H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
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H.confused = max(H.confused, 1)
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return TRUE
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/datum/species/pod/on_hit(obj/item/projectile/P, mob/living/carbon/human/H)
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switch(P.type)
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if(/obj/item/projectile/energy/floramut)
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if(prob(15))
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H.rad_act(rand(30,80))
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H.Knockdown(100)
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H.visible_message("<span class='warning'>[H] writhes in pain as [H.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
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if(prob(80))
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H.randmutb()
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else
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H.randmutg()
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H.domutcheck()
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else
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H.adjustFireLoss(rand(5,15))
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H.show_message("<span class='userdanger'>The radiation beam singes you!</span>")
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if(/obj/item/projectile/energy/florayield)
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H.nutrition = min(H.nutrition+30, NUTRITION_LEVEL_FULL)
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/datum/species/pod
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// A mutation caused by a human being ressurected in a revival pod. These regain health in light, and begin to wither in darkness.
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name = "Podperson"
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id = "pod"
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default_color = "59CE00"
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species_traits = list(SPECIES_ORGANIC,MUTCOLORS,EYECOLOR)
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attack_verb = "slash"
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attack_sound = 'sound/weapons/slice.ogg'
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miss_sound = 'sound/weapons/slashmiss.ogg'
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burnmod = 1.25
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heatmod = 1.55
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meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/plant
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disliked_food = NONE
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liked_food = NONE
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toxic_food = NONE
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/datum/species/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species)
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. = ..()
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C.faction |= "plants"
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C.faction |= "vines"
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/datum/species/pod/on_species_loss(mob/living/carbon/C)
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. = ..()
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C.faction -= "plants"
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C.faction -= "vines"
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/datum/species/pod/spec_life(mob/living/carbon/human/H)
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if(H.stat == DEAD)
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return
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var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
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if(isturf(H.loc)) //else, there's considered to be no light
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var/turf/T = H.loc
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light_amount = min(1,T.get_lumcount()) - 0.5
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H.nutrition += light_amount * 10
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if(H.nutrition > NUTRITION_LEVEL_FULL)
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H.nutrition = NUTRITION_LEVEL_FULL
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if(light_amount > 0.2) //if there's enough light, heal
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H.heal_overall_damage(0.75,0)
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H.adjustOxyLoss(-0.5)
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if(H.nutrition < NUTRITION_LEVEL_STARVING + 55)
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H.adjustOxyLoss(5) //can eat to negate this unfortunately
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H.adjustToxLoss(3)
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/datum/species/pod/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
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if(chem.id == "plantbgone")
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H.adjustToxLoss(5)
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H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
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H.confused = max(H.confused, 1)
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return TRUE
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/datum/species/pod/on_hit(obj/item/projectile/P, mob/living/carbon/human/H)
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switch(P.type)
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if(/obj/item/projectile/energy/floramut)
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if(prob(15))
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H.rad_act(rand(30,80))
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H.Knockdown(100)
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H.visible_message("<span class='warning'>[H] writhes in pain as [H.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
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if(prob(80))
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H.randmutb()
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else
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H.randmutg()
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H.domutcheck()
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else
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H.adjustFireLoss(rand(5,15))
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H.show_message("<span class='userdanger'>The radiation beam singes you!</span>")
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if(/obj/item/projectile/energy/florayield)
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H.nutrition = min(H.nutrition+30, NUTRITION_LEVEL_FULL)
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@@ -34,7 +34,8 @@
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/mob/living/simple_animal/drone/syndrone/Initialize()
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. = ..()
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internal_storage.hidden_uplink.telecrystals = 10
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GET_COMPONENT_FROM(hidden_uplink, /datum/component/uplink, internal_storage)
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hidden_uplink.telecrystals = 10
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/mob/living/simple_animal/drone/syndrone/Login()
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..()
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@@ -47,7 +48,8 @@
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/mob/living/simple_animal/drone/syndrone/badass/Initialize()
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. = ..()
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internal_storage.hidden_uplink.telecrystals = 30
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GET_COMPONENT_FROM(hidden_uplink, /datum/component/uplink, internal_storage)
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hidden_uplink.telecrystals = 30
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var/obj/item/implant/weapons_auth/W = new/obj/item/implant/weapons_auth(src)
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W.implant(src)
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@@ -1,18 +1,18 @@
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/mob/living/simple_animal/hostile/creature
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name = "creature"
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desc = "A sanity-destroying otherthing."
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icon_state = "otherthing"
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icon_living = "otherthing"
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icon_dead = "otherthing-dead"
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health = 80
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maxHealth = 80
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obj_damage = 100
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melee_damage_lower = 25
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melee_damage_upper = 50
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attacktext = "chomps"
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attack_sound = 'sound/weapons/bite.ogg'
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faction = list("creature")
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speak_emote = list("screams")
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gold_core_spawnable = HOSTILE_SPAWN
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 0
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/mob/living/simple_animal/hostile/creature
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name = "creature"
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desc = "A sanity-destroying otherthing."
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icon_state = "otherthing"
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icon_living = "otherthing"
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icon_dead = "otherthing-dead"
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health = 80
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maxHealth = 80
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obj_damage = 100
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melee_damage_lower = 25
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melee_damage_upper = 50
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attacktext = "chomps"
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attack_sound = 'sound/weapons/bite.ogg'
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faction = list("creature")
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speak_emote = list("screams")
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gold_core_spawnable = HOSTILE_SPAWN
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 0
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@@ -99,19 +99,13 @@
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if(deg && (deg > 0 && deg <= 360))
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degrees = deg
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to_chat(user, "<span class='notice'>You rotate the top of the pen to [degrees] degrees.</span>")
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GET_COMPONENT(hidden_uplink, /datum/component/uplink)
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if(hidden_uplink && degrees == traitor_unlock_degrees)
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to_chat(user, "<span class='warning'>Your pen makes a clicking noise, before quickly rotating back to 0 degrees!</span>")
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degrees = 0
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hidden_uplink.locked = FALSE
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hidden_uplink.interact(user)
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/obj/item/pen/attackby(obj/item/I, mob/user, params)
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if(hidden_uplink)
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return hidden_uplink.attackby(I, user, params)
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else
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return ..()
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/obj/item/pen/attack(mob/living/M, mob/user,stealth)
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if(!istype(M))
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return
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@@ -1,162 +0,0 @@
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GLOBAL_LIST_EMPTY(uplinks)
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/**
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* Uplinks
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*
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* All /obj/item(s) have a hidden_uplink var. By default it's null. Give the item one with 'new(src') (it must be in it's contents). Then add 'uses.'
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* Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink.
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* You might also want the uplink menu to open if active. Check if the uplink is 'active' and then interact() with it.
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**/
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/obj/item/device/uplink
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name = "syndicate uplink"
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desc = "There is something wrong if you're examining this."
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var/active = FALSE
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var/lockable = TRUE
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var/telecrystals = 20
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var/selected_cat = null
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var/owner = null
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var/datum/game_mode/gamemode = null
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var/spent_telecrystals = 0
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var/purchase_log = ""
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var/list/uplink_items
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var/hidden_crystals = 0
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/obj/item/device/uplink/Initialize()
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. = ..()
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GLOB.uplinks += src
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uplink_items = get_uplink_items(gamemode)
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/obj/item/device/uplink/proc/set_gamemode(gamemode)
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src.gamemode = gamemode
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uplink_items = get_uplink_items(gamemode)
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/obj/item/device/uplink/Destroy()
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GLOB.uplinks -= src
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return ..()
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/obj/item/device/uplink/attackby(obj/item/I, mob/user, params)
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for(var/item in subtypesof(/datum/uplink_item))
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var/datum/uplink_item/UI = item
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var/path = null
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if(initial(UI.refund_path))
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path = initial(UI.refund_path)
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else
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path = initial(UI.item)
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var/cost = 0
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if(initial(UI.refund_amount))
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cost = initial(UI.refund_amount)
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else
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cost = initial(UI.cost)
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var/refundable = initial(UI.refundable)
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if(I.type == path && refundable && I.check_uplink_validity())
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telecrystals += cost
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spent_telecrystals -= cost
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to_chat(user, "<span class='notice'>[I] refunded.</span>")
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qdel(I)
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return
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..()
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/obj/item/device/uplink/interact(mob/user)
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active = TRUE
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if(user)
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ui_interact(user)
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/obj/item/device/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
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datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "uplink", name, 450, 750, master_ui, state)
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ui.set_autoupdate(FALSE) // This UI is only ever opened by one person, and never is updated outside of user input.
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ui.set_style("syndicate")
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ui.open()
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/obj/item/device/uplink/ui_data(mob/user)
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if(!user.mind)
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return
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var/list/data = list()
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data["telecrystals"] = telecrystals
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data["lockable"] = lockable
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data["categories"] = list()
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for(var/category in uplink_items)
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var/list/cat = list(
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"name" = category,
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"items" = (category == selected_cat ? list() : null))
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if(category == selected_cat)
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for(var/item in uplink_items[category])
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var/datum/uplink_item/I = uplink_items[category][item]
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if(I.limited_stock == 0)
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continue
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if(I.restricted_roles.len)
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var/is_inaccessible = 1
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for(var/R in I.restricted_roles)
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if(R == user.mind.assigned_role)
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is_inaccessible = 0
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if(is_inaccessible)
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continue
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cat["items"] += list(list(
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"name" = I.name,
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"cost" = I.cost,
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"desc" = I.desc,
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))
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data["categories"] += list(cat)
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return data
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/obj/item/device/uplink/ui_act(action, params)
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if(!active)
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return
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switch(action)
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if("buy")
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var/item = params["item"]
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var/list/buyable_items = list()
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for(var/category in uplink_items)
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buyable_items += uplink_items[category]
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if(item in buyable_items)
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var/datum/uplink_item/I = buyable_items[item]
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I.buy(usr, src)
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. = TRUE
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if("lock")
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active = FALSE
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telecrystals += hidden_crystals
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hidden_crystals = 0
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SStgui.close_uis(src)
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if("select")
|
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selected_cat = params["category"]
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return 1
|
||||
|
||||
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/obj/item/device/uplink/ui_host()
|
||||
return loc
|
||||
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||||
// Refund certain items by hitting the uplink with it.
|
||||
/obj/item/device/radio/uplink/attackby(obj/item/I, mob/user, params)
|
||||
return hidden_uplink.attackby(I, user, params)
|
||||
|
||||
// A collection of pre-set uplinks, for admin spawns.
|
||||
/obj/item/device/radio/uplink/Initialize()
|
||||
. = ..()
|
||||
icon_state = "radio"
|
||||
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
|
||||
hidden_uplink = new(src)
|
||||
hidden_uplink.active = TRUE
|
||||
hidden_uplink.lockable = FALSE
|
||||
|
||||
/obj/item/device/radio/uplink/nuclear/Initialize()
|
||||
. = ..()
|
||||
hidden_uplink.set_gamemode(/datum/game_mode/nuclear)
|
||||
|
||||
/obj/item/device/multitool/uplink/Initialize()
|
||||
. = ..()
|
||||
hidden_uplink = new(src)
|
||||
hidden_uplink.active = TRUE
|
||||
hidden_uplink.lockable = FALSE
|
||||
|
||||
/obj/item/pen/uplink/Initialize()
|
||||
. = ..()
|
||||
hidden_uplink = new(src)
|
||||
traitor_unlock_degrees = 360
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,178 +0,0 @@
|
||||
/datum/uplink_item/stealthy_tools/syndi_borer
|
||||
name = "Syndicate Brain Slug"
|
||||
desc = "A small cortical borer, modified to be completely loyal to the owner. \
|
||||
Genetically infertile, these brain slugs can assist medically in a support role, or take direct action \
|
||||
to assist their host."
|
||||
item = /obj/item/antag_spawner/syndi_borer
|
||||
refundable = TRUE
|
||||
cost = 10
|
||||
surplus = 20 //Let's not have this be too common
|
||||
exclude_modes = list(/datum/game_mode/nuclear)
|
||||
|
||||
/datum/uplink_item/stealthy_tools/holoparasite
|
||||
name="Holoparasite Injector"
|
||||
desc="An injector containing a swarm of holographic parasites. \
|
||||
They mimic the function of the guardians employed by the Space Wizard Federation, and their form can be selected upon application \
|
||||
NOTE: The precise nature of the symbiosis required by the parasites renders them incompatible with changelings" //updated to actually describe what they do and warn traitorchans not to buy it
|
||||
item = /obj/item/storage/box/syndie_kit/holoparasite
|
||||
refundable = TRUE
|
||||
cost = 15
|
||||
surplus = 20 //Nobody needs a ton of parasites
|
||||
exclude_modes = list(/datum/game_mode/nuclear)
|
||||
refund_path = /obj/item/guardiancreator/tech/choose/traitor
|
||||
|
||||
|
||||
/obj/item/storage/box/syndie_kit/holoparasite
|
||||
name = "box"
|
||||
|
||||
/obj/item/storage/box/syndie_kit/holoparasite/PopulateContents()
|
||||
new /obj/item/guardiancreator/tech/choose/traitor(src)
|
||||
new /obj/item/paper/guides/antag/guardian(src)
|
||||
|
||||
/datum/uplink_item/dangerous/antitank
|
||||
name = "Anti Tank Pistol"
|
||||
desc = "Essentially amounting to a sniper rifle with no stock and barrel (or indeed, any rifling at all), \
|
||||
this extremely dubious pistol is guaranteed to dislocate your wrists and hit the broad side of a barn! \
|
||||
Uses sniper ammo. \
|
||||
Bullets tend to veer off-course. We are not responsible for any unintentional damage or injury resulting from inaacuracy."
|
||||
item = /obj/item/gun/ballistic/automatic/pistol/antitank/syndicate
|
||||
cost = 14
|
||||
surplus = 25
|
||||
include_modes = list(/datum/game_mode/nuclear)
|
||||
|
||||
/* Commented out due to introduction of reskinnable stetchkins. May still have a niche if people decide it somehow has value.
|
||||
/datum/uplink_item/dangerous/stealthpistol
|
||||
name = "Stealth Pistol"
|
||||
desc = "A compact, easily concealable bullpup pistol that fires 10mm auto rounds in 8 round magazines. \
|
||||
Has an integrated suppressor."
|
||||
item = /obj/item/gun/ballistic/automatic/pistol/stealth
|
||||
cost = 10
|
||||
surplus = 30
|
||||
*/
|
||||
|
||||
///Soporific 10mm mags///
|
||||
|
||||
/datum/uplink_item/ammo/pistolzzz
|
||||
name = "10mm Soporific Magazine"
|
||||
desc = "An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with soporific rounds that put the target to sleep. \
|
||||
NOTE: Soporific is not instant acting due to the constraints of the round's scale. Will usually require three shots to take effect."
|
||||
item = /obj/item/ammo_box/magazine/m10mm/soporific
|
||||
cost = 2
|
||||
|
||||
///flechette memes///
|
||||
|
||||
/datum/uplink_item/dangerous/flechettegun
|
||||
name = "Flechette Launcher"
|
||||
desc = "A compact bullpup that fires micro-flechettes.\
|
||||
Flechettes have very poor performance idividually, but can be very deadly in numbers. \
|
||||
Pre-loaded with armor piercing flechettes that are capable of puncturing most kinds of armor."
|
||||
item = /obj/item/gun/ballistic/automatic/flechette
|
||||
cost = 12
|
||||
surplus = 30
|
||||
include_modes = list(/datum/game_mode/nuclear)
|
||||
|
||||
/datum/uplink_item/ammo/flechetteap
|
||||
name = "Armor Piercing Flechette Magazine"
|
||||
desc = "An additional 40-round flechette magazine; compatible with the Flechette Launcer. \
|
||||
Loaded with armor piercing flechettes that very nearly ignore armor, but are not very effective agaisnt flesh."
|
||||
item = /obj/item/ammo_box/magazine/flechette
|
||||
cost = 2
|
||||
include_modes = list(/datum/game_mode/nuclear)
|
||||
|
||||
/datum/uplink_item/ammo/flechettes
|
||||
name = "Serrated Flechette Magazine"
|
||||
desc = "An additional 40-round flechette magazine; compatible with the Flechette Launcer. \
|
||||
Loaded with serrated flechettes that shreds flesh, but is stopped dead in its tracks by armor. \
|
||||
These flechettes are highly likely to sever arteries, and even limbs."
|
||||
item = /obj/item/ammo_box/magazine/flechette/s
|
||||
cost = 2
|
||||
include_modes = list(/datum/game_mode/nuclear)
|
||||
|
||||
///shredder///
|
||||
|
||||
/datum/uplink_item/nukeoffer/shredder
|
||||
name = "Shredder bundle"
|
||||
desc = "A truly horrific weapon designed simply to maim its victim, the CX Shredder is banned by several intergalactic treaties. \
|
||||
You'll get two of them with this. And spare ammo to boot. And we'll throw in an extra elite hardsuit and chest rig to hold them all!"
|
||||
item = /obj/item/storage/backpack/duffelbag/syndie/shredderbundle
|
||||
cost = 30 // normally 41
|
||||
|
||||
///Modular Pistols///
|
||||
|
||||
/datum/uplink_item/bundle/modular
|
||||
name="Modular Pistol Kit"
|
||||
desc="A heavy briefcase containing one modular pistol (chambered in 10mm), one supressor, and spare ammunition, including a box of soporific ammo. \
|
||||
Includes a suit jacket that is padded with a robust liner."
|
||||
item = /obj/item/storage/briefcase/modularbundle
|
||||
cost = 12
|
||||
|
||||
//////Bundle stuff//////
|
||||
|
||||
///bundle category///
|
||||
|
||||
/datum/uplink_item/bundle
|
||||
category = "Bundles"
|
||||
surplus = 0
|
||||
cant_discount = TRUE
|
||||
|
||||
///place bundle storage items here I guess///
|
||||
|
||||
/obj/item/storage/briefcase/modularbundle
|
||||
name = "briefcase"
|
||||
desc = "It's label reads genuine hardened Captain leather, but suspiciously has no other tags or branding."
|
||||
icon_state = "briefcase"
|
||||
flags_1 = CONDUCT_1
|
||||
force = 10
|
||||
hitsound = "swing_hit"
|
||||
throw_speed = 2
|
||||
throw_range = 4
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
max_w_class = WEIGHT_CLASS_NORMAL
|
||||
max_combined_w_class = 21
|
||||
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
|
||||
resistance_flags = FLAMMABLE
|
||||
max_integrity = 150
|
||||
|
||||
/obj/item/storage/briefcase/modularbundle/PopulateContents()
|
||||
new /obj/item/gun/ballistic/automatic/pistol/modular(src)
|
||||
new /obj/item/suppressor(src)
|
||||
new /obj/item/ammo_box/magazine/m10mm(src)
|
||||
new /obj/item/ammo_box/magazine/m10mm/soporific(src)
|
||||
new /obj/item/ammo_box/c10mm/soporific(src)
|
||||
new /obj/item/clothing/under/lawyer/blacksuit(src)
|
||||
new /obj/item/clothing/accessory/waistcoat(src)
|
||||
new /obj/item/clothing/suit/toggle/lawyer/black/syndie(src)
|
||||
|
||||
/obj/item/clothing/suit/toggle/lawyer/black/syndie
|
||||
desc = "A snappy dress jacket. Suspiciously has no tags or branding."
|
||||
armor = list(melee = 10, bullet = 10, laser = 10, energy = 10, bomb = 10)
|
||||
|
||||
/obj/item/storage/backpack/duffelbag/syndie/shredderbundle
|
||||
desc = "A large duffel bag containing two CX Shredders, some magazines, an elite hardsuit, and a chest rig."
|
||||
|
||||
/obj/item/storage/backpack/duffelbag/syndie/shredderbundle/PopulateContents()
|
||||
new /obj/item/ammo_box/magazine/flechette/shredder(src)
|
||||
new /obj/item/ammo_box/magazine/flechette/shredder(src)
|
||||
new /obj/item/ammo_box/magazine/flechette/shredder(src)
|
||||
new /obj/item/ammo_box/magazine/flechette/shredder(src)
|
||||
new /obj/item/gun/ballistic/automatic/flechette/shredder(src)
|
||||
new /obj/item/gun/ballistic/automatic/flechette/shredder(src)
|
||||
new /obj/item/storage/belt/military(src)
|
||||
new /obj/item/clothing/suit/space/hardsuit/syndi/elite(src)
|
||||
|
||||
///End of Bundle stuff///
|
||||
|
||||
|
||||
/*/////////////////////////////////////////////////////////////////////////
|
||||
///////////// The TRUE Energy Sword ///////////////////////////
|
||||
*//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/datum/uplink_item/dangerous/cxneb
|
||||
name = "Dragon's Tooth Non-Eutactic Blade"
|
||||
desc = "An illegal modification of a weapon that is functionally identical to the energy sword, \
|
||||
the Non-Eutactic Blade (NEB) forges a hardlight blade on-demand, \
|
||||
generating an extremely sharp, unbreakable edge that is guaranteed to satisfy your every need. \
|
||||
This particular model has a polychromic hardlight generator, allowing you to murder in style! \
|
||||
The illegal modifications bring this weapon up to par with the classic energy sword, and also gives it the energy sword's distinctive sounds."
|
||||
item = /obj/item/melee/transforming/energy/sword/cx/traitor
|
||||
cost = 8
|
||||
Reference in New Issue
Block a user