Merge pull request #1131 from Citadel-Station-13/upstream-merge-27534
[MIRROR] Replaced mob spawner vars with outfits
This commit is contained in:
+124
-148
@@ -38,7 +38,7 @@
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create(ckey = user.ckey)
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/obj/effect/mob_spawn/Initialize(mapload)
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..()
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. = ..()
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if(instant || (roundstart && (mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))))
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create()
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else
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@@ -90,29 +90,39 @@
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mob_type = /mob/living/carbon/human
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//Human specific stuff.
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var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
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var/outfit_type = null //Will start with this if exists then apply specific slots. Job outfits are generated with IDs and disabled PDAs.
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var/uniform = null //Set this to an object path to have the slot filled with said object on the corpse.
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var/r_hand = null
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var/l_hand = null
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var/suit = null
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var/shoes = null
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var/gloves = null
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var/radio = null
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var/glasses = null
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var/mask = null
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var/neck = null
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var/helmet = null
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var/belt = null
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var/pocket1 = null
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var/pocket2 = null
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var/back = null
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var/has_id = FALSE //Set to TRUE if you want them to have an ID
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var/datum/outfit/outfit = /datum/outfit //If this is a path, it will be instanced in Initialize()
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var/disable_pda = TRUE
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//All of these only affect the ID that the outfit has placed in the ID slot
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var/id_job = null //Such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/id_access = null //This is for access. See access.dm for which jobs give what access. Use "Captain" if you want it to be all access.
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var/id_access_list = null //Allows you to manually add access to an ID card.
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var/id_icon = null //For setting it to be a gold, silver, centcom etc ID
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var/husk = null
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var/list/implants = list()
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//these vars are for lazy mappers to override parts of the outfit
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//these cannot be null by default, or mappers cannot set them to null if they want nothing in that slot
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var/uniform = -1
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var/r_hand = -1
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var/l_hand = -1
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var/suit = -1
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var/shoes = -1
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var/gloves = -1
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var/ears = -1
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var/glasses = -1
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var/mask = -1
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var/head = -1
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var/belt = -1
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var/r_pocket = -1
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var/l_pocket = -1
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var/back = -1
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var/id = -1
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/obj/effect/mob_spawn/human/Initialize()
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. = ..()
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if(ispath(outfit))
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outfit = new outfit()
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if(!outfit)
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outfit = new /datum/outfit
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/obj/effect/mob_spawn/human/equip(mob/living/carbon/human/H)
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if(mob_species)
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@@ -120,48 +130,20 @@
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if(husk)
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H.Drain()
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if(outfit_type)
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H.equipOutfit(outfit_type)
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// We don't want corpse PDAs to show up in the messenger list.
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var/obj/item/device/pda/PDA = locate(/obj/item/device/pda) in H
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if(PDA)
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PDA.toff = TRUE
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if(uniform)
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H.equip_to_slot_or_del(new uniform(H), slot_w_uniform)
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if(suit)
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H.equip_to_slot_or_del(new suit(H), slot_wear_suit)
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if(shoes)
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H.equip_to_slot_or_del(new shoes(H), slot_shoes)
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if(gloves)
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H.equip_to_slot_or_del(new gloves(H), slot_gloves)
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if(radio)
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H.equip_to_slot_or_del(new radio(H), slot_ears)
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if(glasses)
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H.equip_to_slot_or_del(new glasses(H), slot_glasses)
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if(mask)
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H.equip_to_slot_or_del(new mask(H), slot_wear_mask)
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if(neck)
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H.equip_to_slot_or_del(new neck(H), slot_neck)
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if(helmet)
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H.equip_to_slot_or_del(new helmet(H), slot_head)
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if(belt)
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H.equip_to_slot_or_del(new belt(H), slot_belt)
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if(pocket1)
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H.equip_to_slot_or_del(new pocket1(H), slot_r_store)
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if(pocket2)
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H.equip_to_slot_or_del(new pocket2(H), slot_l_store)
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if(back)
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H.equip_to_slot_or_del(new back(H), slot_back)
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if(l_hand)
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H.put_in_hands_or_del(new l_hand(H))
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if(r_hand)
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H.put_in_hands_or_del(new r_hand(H))
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if(has_id)
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var/obj/item/weapon/card/id/W = new(H)
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if(id_icon)
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W.icon_state = id_icon
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if(outfit)
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var/static/list/slots = list("uniform", "r_hand", "l_hand", "suit", "shoes", "gloves", "ears", "glasses", "mask", "head", "belt", "r_pocket", "l_pocket", "back", "id")
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for(var/slot in slots)
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var/T = vars[slot]
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if(!isnum(T))
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outfit.vars[slot] = T
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H.equipOutfit(outfit)
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if(disable_pda)
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// We don't want corpse PDAs to show up in the messenger list.
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var/obj/item/device/pda/PDA = locate(/obj/item/device/pda) in H
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if(PDA)
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PDA.toff = TRUE
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var/obj/item/weapon/card/id/W = H.wear_id
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if(W)
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if(id_access)
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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@@ -176,15 +158,6 @@
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W.assignment = id_job
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W.registered_name = H.real_name
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W.update_label()
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H.equip_to_slot_or_del(W, slot_wear_id)
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for(var/I in implants)
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var/obj/item/weapon/implant/X = new I
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X.implant(H)
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if(!H.head && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit))
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var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
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HS.ToggleHelmet()
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//Instant version - use when spawning corpses during runtime
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/obj/effect/mob_spawn/human/corpse
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@@ -248,52 +221,22 @@
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// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
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/obj/effect/mob_spawn/human/syndicatesoldier
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name = "Syndicate Operative"
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uniform = /obj/item/clothing/under/syndicate
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suit = /obj/item/clothing/suit/armor/vest
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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radio = /obj/item/device/radio/headset
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mask = /obj/item/clothing/mask/gas
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helmet = /obj/item/clothing/head/helmet/swat
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back = /obj/item/weapon/storage/backpack
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has_id = 1
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id_job = "Operative"
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id_access_list = list(GLOB.access_syndicate)
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/obj/effect/mob_spawn/human/syndicatecommando
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name = "Syndicate Commando"
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uniform = /obj/item/clothing/under/syndicate
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suit = /obj/item/clothing/suit/space/hardsuit/syndi
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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radio = /obj/item/device/radio/headset
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mask = /obj/item/clothing/mask/gas/syndicate
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back = /obj/item/weapon/tank/jetpack/oxygen
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pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
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has_id = 1
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id_job = "Operative"
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id_access_list = list(GLOB.access_syndicate)
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///////////Civilians//////////////////////
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/obj/effect/mob_spawn/human/cook
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name = "Cook"
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outfit_type = /datum/outfit/job/cook
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outfit = /datum/outfit/job/cook
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/obj/effect/mob_spawn/human/doctor
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name = "Doctor"
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outfit_type = /datum/outfit/job/doctor
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outfit = /datum/outfit/job/doctor
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/obj/effect/mob_spawn/human/doctor/alive
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death = FALSE
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roundstart = FALSE
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random = TRUE
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radio = null
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back = null
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name = "sleeper"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeper"
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@@ -309,49 +252,40 @@
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/obj/effect/mob_spawn/human/engineer
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name = "Engineer"
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outfit_type = /datum/outfit/job/engineer
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gloves = /obj/item/clothing/gloves/color/yellow
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outfit = /datum/outfit/job/engineer/gloved
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/obj/effect/mob_spawn/human/engineer/rig
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outfit_type = /datum/outfit/job/engineer/rig
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outfit = /datum/outfit/job/engineer/gloved/rig
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/obj/effect/mob_spawn/human/clown
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name = "Clown"
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outfit_type = /datum/outfit/job/clown
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outfit = /datum/outfit/job/clown
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/obj/effect/mob_spawn/human/scientist
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name = "Scientist"
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outfit_type = /datum/outfit/job/scientist
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outfit = /datum/outfit/job/scientist
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/obj/effect/mob_spawn/human/miner
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name = "Shaft Miner"
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outfit_type = /datum/outfit/job/miner/asteroid
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outfit = /datum/outfit/job/miner/asteroid
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/obj/effect/mob_spawn/human/miner/rig
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outfit_type = /datum/outfit/job/miner/equipped/asteroid
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outfit = /datum/outfit/job/miner/equipped/asteroid
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/obj/effect/mob_spawn/human/miner/explorer
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outfit_type = /datum/outfit/job/miner/equipped
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outfit = /datum/outfit/job/miner/equipped
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/obj/effect/mob_spawn/human/plasmaman
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mob_species = /datum/species/plasmaman
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helmet = /obj/item/clothing/head/helmet/space/plasmaman
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uniform = /obj/item/clothing/under/plasmaman
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back = /obj/item/weapon/tank/internals/plasmaman/full
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mask = /obj/item/clothing/mask/breath
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outfit = /datum/outfit/plasmaman
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/obj/effect/mob_spawn/human/bartender
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name = "Space Bartender"
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uniform = /obj/item/clothing/under/rank/bartender
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back = /obj/item/weapon/storage/backpack
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shoes = /obj/item/clothing/shoes/sneakers/black
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suit = /obj/item/clothing/suit/armor/vest
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glasses = /obj/item/clothing/glasses/sunglasses/reagent
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has_id = 1
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id_job = "Bartender"
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id_access_list = list(GLOB.access_bar)
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outfit = /datum/outfit/spacebartender
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/obj/effect/mob_spawn/human/bartender/alive
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death = FALSE
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@@ -362,10 +296,18 @@
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icon_state = "sleeper"
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flavour_text = "You are a space bartender!"
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/datum/outfit/spacebartender
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name = "Space Bartender"
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uniform = /obj/item/clothing/under/rank/bartender
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back = /obj/item/weapon/storage/backpack
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shoes = /obj/item/clothing/shoes/sneakers/black
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suit = /obj/item/clothing/suit/armor/vest
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glasses = /obj/item/clothing/glasses/sunglasses/reagent
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id = /obj/item/weapon/card/id
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/obj/effect/mob_spawn/human/beach
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glasses = /obj/item/clothing/glasses/sunglasses
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uniform = /obj/item/clothing/under/shorts/red
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pocket1 = /obj/item/weapon/storage/wallet/random
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outfit = /datum/outfit/beachbum
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/obj/effect/mob_spawn/human/beach/alive
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death = FALSE
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@@ -377,50 +319,74 @@
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icon_state = "sleeper"
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flavour_text = "You are a beach bum!"
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/obj/effect/mob_spawn/human/beach/equip(mob/living/carbon/human/H)
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/datum/outfit/beachbum
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name = "Beach Bum"
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glasses = /obj/item/clothing/glasses/sunglasses
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uniform = /obj/item/clothing/under/shorts/red
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r_pocket = /obj/item/weapon/storage/wallet/random
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/datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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if(visualsOnly)
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return
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H.dna.add_mutation(STONER)
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/////////////////Officers+Nanotrasen Security//////////////////////
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/obj/effect/mob_spawn/human/bridgeofficer
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name = "Bridge Officer"
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radio = /obj/item/device/radio/headset/heads/hop
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id_job = "Bridge Officer"
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id_access_list = list(GLOB.access_cent_captain)
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outfit = /datum/outfit/nanotrasenbridgeofficercorpse
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/datum/outfit/nanotrasenbridgeofficercorpse
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name = "Bridge Officer Corpse"
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ears = /obj/item/device/radio/headset/heads/hop
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uniform = /obj/item/clothing/under/rank/centcom_officer
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suit = /obj/item/clothing/suit/armor/bulletproof
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shoes = /obj/item/clothing/shoes/sneakers/black
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glasses = /obj/item/clothing/glasses/sunglasses
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has_id = 1
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id_job = "Bridge Officer"
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id_access_list = list(GLOB.access_cent_captain)
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id = /obj/item/weapon/card/id
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/obj/effect/mob_spawn/human/commander
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name = "Commander"
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uniform = /obj/item/clothing/under/rank/centcom_commander
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suit = /obj/item/clothing/suit/armor/bulletproof
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radio = /obj/item/device/radio/headset/heads/captain
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glasses = /obj/item/clothing/glasses/eyepatch
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mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
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helmet = /obj/item/clothing/head/centhat
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gloves = /obj/item/clothing/gloves/combat
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shoes = /obj/item/clothing/shoes/combat/swat
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pocket1 = /obj/item/weapon/lighter
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has_id = 1
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id_job = "Commander"
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id_access_list = list(GLOB.access_cent_captain)
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outfit = /datum/outfit/nanotrasencommandercorpse
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/datum/outfit/nanotrasencommandercorpse
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name = "Nanotrasen Private Security Commander"
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uniform = /obj/item/clothing/under/rank/centcom_commander
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suit = /obj/item/clothing/suit/armor/bulletproof
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ears = /obj/item/device/radio/headset/heads/captain
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glasses = /obj/item/clothing/glasses/eyepatch
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mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
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head = /obj/item/clothing/head/centhat
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gloves = /obj/item/clothing/gloves/combat
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shoes = /obj/item/clothing/shoes/combat/swat
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r_pocket = /obj/item/weapon/lighter
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id = /obj/item/weapon/card/id
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/obj/effect/mob_spawn/human/nanotrasensoldier
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name = "Nanotrasen Private Security Officer"
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id_job = "Private Security Force"
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id_access_list = list(GLOB.access_cent_specops)
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outfit = /datum/outfit/nanotrasensoldiercorpse
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/datum/outfit/nanotrasensoldiercorpse
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name = "NT Private Security Officer Corpse"
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uniform = /obj/item/clothing/under/rank/security
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suit = /obj/item/clothing/suit/armor/vest
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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mask = /obj/item/clothing/mask/gas/sechailer/swat
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helmet = /obj/item/clothing/head/helmet/swat/nanotrasen
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head = /obj/item/clothing/head/helmet/swat/nanotrasen
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back = /obj/item/weapon/storage/backpack/security
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has_id = 1
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id_job = "Private Security Force"
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id_access_list = list(GLOB.access_cent_specops)
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id = /obj/item/weapon/card/id
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/obj/effect/mob_spawn/human/commander/alive
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death = FALSE
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@@ -431,6 +397,7 @@
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icon_state = "sleeper"
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flavour_text = "You are a Nanotrasen Commander!"
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/////////////////Spooky Undead//////////////////////
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/obj/effect/mob_spawn/human/skeleton
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@@ -463,9 +430,14 @@
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name = "abductor"
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mob_name = "alien"
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mob_species = /datum/species/abductor
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outfit = /datum/outfit/abductorcorpse
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/datum/outfit/abductorcorpse
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name = "Abductor Corpse"
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uniform = /obj/item/clothing/under/color/grey
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shoes = /obj/item/clothing/shoes/combat
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//For ghost bar.
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/obj/effect/mob_spawn/human/alive/space_bar_patron
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name = "Bar cryogenics"
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@@ -473,11 +445,7 @@
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random = TRUE
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permanent = TRUE
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||||
uses = -1
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||||
uniform = /obj/item/clothing/under/rank/bartender
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||||
back = /obj/item/weapon/storage/backpack
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||||
shoes = /obj/item/clothing/shoes/sneakers/black
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||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
glasses = /obj/item/clothing/glasses/sunglasses/reagent
|
||||
outfit = /datum/outfit/spacebartender
|
||||
|
||||
/obj/effect/mob_spawn/human/alive/space_bar_patron/attack_hand(mob/user)
|
||||
var/despawn = alert("Return to cryosleep? (Warning, Your mob will be deleted!)",,"Yes","No")
|
||||
@@ -485,3 +453,11 @@
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user.name] climbs back into cryosleep...</span>")
|
||||
qdel(user)
|
||||
|
||||
/datum/outfit/cryobartender
|
||||
name = "Cryogenic Bartender"
|
||||
uniform = /obj/item/clothing/under/rank/bartender
|
||||
back = /obj/item/weapon/storage/backpack
|
||||
shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
glasses = /obj/item/clothing/glasses/sunglasses/reagent
|
||||
|
||||
@@ -186,12 +186,11 @@
|
||||
|
||||
/obj/effect/mob_spawn/human/syndicatesoldier/coldres
|
||||
name = "Syndicate Snow Operative"
|
||||
uniform = /obj/item/clothing/under/syndicate/coldres
|
||||
shoes = /obj/item/clothing/shoes/combat/coldres
|
||||
radio = /obj/item/device/radio/headset/syndicate/alt
|
||||
pocket1 = /obj/item/weapon/gun/ballistic/automatic/pistol
|
||||
pocket2 = /obj/item/weapon/card/id/syndicate
|
||||
has_id = 0
|
||||
outfit = /datum/outfit/snowsyndie/corpse
|
||||
|
||||
/datum/outfit/snowsyndie/corpse
|
||||
name = "Syndicate Snow Operative Corpse"
|
||||
implants = null
|
||||
|
||||
/obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive
|
||||
name = "sleeper"
|
||||
@@ -200,11 +199,20 @@
|
||||
icon_state = "sleeper"
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
implants = list(/obj/item/weapon/implant/exile)
|
||||
faction = "syndicate"
|
||||
outfit = /datum/outfit/snowsyndie
|
||||
flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record infomation. All intruders should be
|
||||
disposed of swirfly to assure no gathered infomation is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
|
||||
|
||||
/datum/outfit/snowsyndie
|
||||
name = "Syndicate Snow Operative"
|
||||
uniform = /obj/item/clothing/under/syndicate/coldres
|
||||
shoes = /obj/item/clothing/shoes/combat/coldres
|
||||
ears = /obj/item/device/radio/headset/syndicate/alt
|
||||
r_pocket = /obj/item/weapon/gun/ballistic/automatic/pistol
|
||||
l_pocket = /obj/item/weapon/card/id/syndicate
|
||||
implants = list(/obj/item/weapon/implant/exile)
|
||||
|
||||
/obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive/female
|
||||
mob_gender = FEMALE
|
||||
|
||||
|
||||
@@ -98,13 +98,16 @@ Station Engineer
|
||||
pda_slot = slot_l_store
|
||||
backpack_contents = list(/obj/item/device/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
/datum/outfit/job/engineer/rig
|
||||
/datum/outfit/job/engineer/gloved
|
||||
name = "Station Engineer (Gloves)"
|
||||
gloves = /obj/item/clothing/gloves/color/yellow
|
||||
|
||||
/datum/outfit/job/engineer/gloved/rig
|
||||
name = "Station Engineer (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/engine
|
||||
suit_store = /obj/item/weapon/tank/internals/oxygen
|
||||
gloves = /obj/item/clothing/gloves/color/yellow
|
||||
head = null
|
||||
internals_slot = slot_s_store
|
||||
|
||||
|
||||
+185
-192
@@ -1,192 +1,185 @@
|
||||
/datum/job
|
||||
//The name of the job
|
||||
var/title = "NOPE"
|
||||
|
||||
//Job access. The use of minimal_access or access is determined by a config setting: config.jobs_have_minimal_access
|
||||
var/list/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population)
|
||||
var/list/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!)
|
||||
|
||||
//Determines who can demote this position
|
||||
var/department_head = list()
|
||||
|
||||
//Tells the given channels that the given mob is the new department head. See communications.dm for valid channels.
|
||||
var/list/head_announce = null
|
||||
|
||||
//Bitflags for the job
|
||||
var/flag = 0
|
||||
var/department_flag = 0
|
||||
|
||||
//Players will be allowed to spawn in as jobs that are set to "Station"
|
||||
var/faction = "None"
|
||||
|
||||
//How many players can be this job
|
||||
var/total_positions = 0
|
||||
|
||||
//How many players can spawn in as this job
|
||||
var/spawn_positions = 0
|
||||
|
||||
//How many players have this job
|
||||
var/current_positions = 0
|
||||
|
||||
//Supervisors, who this person answers to directly
|
||||
var/supervisors = ""
|
||||
|
||||
//Sellection screen color
|
||||
var/selection_color = "#ffffff"
|
||||
|
||||
|
||||
//If this is set to 1, a text is printed to the player when jobs are assigned, telling him that he should let admins know that he has to disconnect.
|
||||
var/req_admin_notify
|
||||
|
||||
//If you have the use_age_restriction_for_jobs config option enabled and the database set up, this option will add a requirement for players to be at least minimal_player_age days old. (meaning they first signed in at least that many days before.)
|
||||
var/minimal_player_age = 0
|
||||
|
||||
var/outfit = null
|
||||
|
||||
//Only override this proc
|
||||
//H is usually a human unless an /equip override transformed it
|
||||
/datum/job/proc/after_spawn(mob/living/H, mob/M)
|
||||
//do actions on H but send messages to M as the key may not have been transferred_yet
|
||||
|
||||
|
||||
/datum/job/proc/announce(mob/living/carbon/human/H)
|
||||
if(head_announce)
|
||||
announce_head(H, head_announce)
|
||||
|
||||
|
||||
//Don't override this unless the job transforms into a non-human (Silicons do this for example)
|
||||
/datum/job/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE)
|
||||
if(!H)
|
||||
return 0
|
||||
|
||||
//Equip the rest of the gear
|
||||
H.dna.species.before_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(outfit)
|
||||
H.equipOutfit(outfit, visualsOnly)
|
||||
|
||||
H.dna.species.after_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(!visualsOnly && announce)
|
||||
announce(H)
|
||||
|
||||
if(config.enforce_human_authority && (title in GLOB.command_positions))
|
||||
H.dna.features["tail_human"] = "None"
|
||||
H.dna.features["ears"] = "None"
|
||||
H.regenerate_icons()
|
||||
|
||||
/datum/job/proc/get_access()
|
||||
if(!config) //Needed for robots.
|
||||
return src.minimal_access.Copy()
|
||||
|
||||
. = list()
|
||||
|
||||
if(config.jobs_have_minimal_access)
|
||||
. = src.minimal_access.Copy()
|
||||
else
|
||||
. = src.access.Copy()
|
||||
|
||||
if(config.jobs_have_maint_access & EVERYONE_HAS_MAINT_ACCESS) //Config has global maint access set
|
||||
. |= list(GLOB.access_maint_tunnels)
|
||||
|
||||
/datum/job/proc/announce_head(var/mob/living/carbon/human/H, var/channels) //tells the given channel that the given mob is the new department head. See communications.dm for valid channels.
|
||||
if(H && GLOB.announcement_systems.len)
|
||||
//timer because these should come after the captain announcement
|
||||
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/addtimer, CALLBACK(pick(GLOB.announcement_systems), /obj/machinery/announcement_system/proc/announce, "NEWHEAD", H.real_name, H.job, channels), 1))
|
||||
|
||||
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
|
||||
/datum/job/proc/player_old_enough(client/C)
|
||||
if(available_in_days(C) == 0)
|
||||
return 1 //Available in 0 days = available right now = player is old enough to play.
|
||||
return 0
|
||||
|
||||
|
||||
/datum/job/proc/available_in_days(client/C)
|
||||
if(!C)
|
||||
return 0
|
||||
if(!config.use_age_restriction_for_jobs)
|
||||
return 0
|
||||
if(!isnum(C.player_age))
|
||||
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
|
||||
if(!isnum(minimal_player_age))
|
||||
return 0
|
||||
|
||||
return max(0, minimal_player_age - C.player_age)
|
||||
|
||||
/datum/job/proc/config_check()
|
||||
return 1
|
||||
|
||||
/datum/job/proc/map_check()
|
||||
return TRUE
|
||||
|
||||
|
||||
/datum/outfit/job
|
||||
name = "Standard Gear"
|
||||
|
||||
var/jobtype = null
|
||||
|
||||
uniform = /obj/item/clothing/under/color/grey
|
||||
id = /obj/item/weapon/card/id
|
||||
ears = /obj/item/device/radio/headset
|
||||
belt = /obj/item/device/pda
|
||||
back = /obj/item/weapon/storage/backpack
|
||||
shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
|
||||
var/list/implants = null
|
||||
|
||||
var/backpack = /obj/item/weapon/storage/backpack
|
||||
var/satchel = /obj/item/weapon/storage/backpack/satchel
|
||||
var/dufflebag = /obj/item/weapon/storage/backpack/dufflebag
|
||||
var/box = /obj/item/weapon/storage/box/survival
|
||||
|
||||
var/pda_slot = slot_belt
|
||||
|
||||
/datum/outfit/job/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
switch(H.backbag)
|
||||
if(GBACKPACK)
|
||||
back = /obj/item/weapon/storage/backpack //Grey backpack
|
||||
if(GSATCHEL)
|
||||
back = /obj/item/weapon/storage/backpack/satchel //Grey satchel
|
||||
if(GDUFFLEBAG)
|
||||
back = /obj/item/weapon/storage/backpack/dufflebag //Grey Dufflebag
|
||||
if(LSATCHEL)
|
||||
back = /obj/item/weapon/storage/backpack/satchel/leather //Leather Satchel
|
||||
if(DSATCHEL)
|
||||
back = satchel //Department satchel
|
||||
if(DDUFFLEBAG)
|
||||
back = dufflebag //Department dufflebag
|
||||
else
|
||||
back = backpack //Department backpack
|
||||
|
||||
if(box)
|
||||
if(!backpack_contents)
|
||||
backpack_contents = list()
|
||||
backpack_contents.Insert(1, box) // Box always takes a first slot in backpack
|
||||
backpack_contents[box] = 1
|
||||
|
||||
/datum/outfit/job/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
var/datum/job/J = SSjob.GetJobType(jobtype)
|
||||
if(!J)
|
||||
J = SSjob.GetJob(H.job)
|
||||
|
||||
var/obj/item/weapon/card/id/C = H.wear_id
|
||||
if(istype(C))
|
||||
C.access = J.get_access()
|
||||
C.registered_name = H.real_name
|
||||
C.assignment = J.title
|
||||
C.update_label()
|
||||
H.sec_hud_set_ID()
|
||||
|
||||
var/obj/item/device/pda/PDA = H.get_item_by_slot(pda_slot)
|
||||
if(istype(PDA))
|
||||
PDA.owner = H.real_name
|
||||
PDA.ownjob = J.title
|
||||
PDA.update_label()
|
||||
|
||||
if(implants)
|
||||
for(var/implant_type in implants)
|
||||
var/obj/item/weapon/implant/I = new implant_type(H)
|
||||
I.implant(H, null, silent=TRUE)
|
||||
/datum/job
|
||||
//The name of the job
|
||||
var/title = "NOPE"
|
||||
|
||||
//Job access. The use of minimal_access or access is determined by a config setting: config.jobs_have_minimal_access
|
||||
var/list/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population)
|
||||
var/list/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!)
|
||||
|
||||
//Determines who can demote this position
|
||||
var/department_head = list()
|
||||
|
||||
//Tells the given channels that the given mob is the new department head. See communications.dm for valid channels.
|
||||
var/list/head_announce = null
|
||||
|
||||
//Bitflags for the job
|
||||
var/flag = 0
|
||||
var/department_flag = 0
|
||||
|
||||
//Players will be allowed to spawn in as jobs that are set to "Station"
|
||||
var/faction = "None"
|
||||
|
||||
//How many players can be this job
|
||||
var/total_positions = 0
|
||||
|
||||
//How many players can spawn in as this job
|
||||
var/spawn_positions = 0
|
||||
|
||||
//How many players have this job
|
||||
var/current_positions = 0
|
||||
|
||||
//Supervisors, who this person answers to directly
|
||||
var/supervisors = ""
|
||||
|
||||
//Sellection screen color
|
||||
var/selection_color = "#ffffff"
|
||||
|
||||
|
||||
//If this is set to 1, a text is printed to the player when jobs are assigned, telling him that he should let admins know that he has to disconnect.
|
||||
var/req_admin_notify
|
||||
|
||||
//If you have the use_age_restriction_for_jobs config option enabled and the database set up, this option will add a requirement for players to be at least minimal_player_age days old. (meaning they first signed in at least that many days before.)
|
||||
var/minimal_player_age = 0
|
||||
|
||||
var/outfit = null
|
||||
|
||||
//Only override this proc
|
||||
//H is usually a human unless an /equip override transformed it
|
||||
/datum/job/proc/after_spawn(mob/living/H, mob/M)
|
||||
//do actions on H but send messages to M as the key may not have been transferred_yet
|
||||
|
||||
|
||||
/datum/job/proc/announce(mob/living/carbon/human/H)
|
||||
if(head_announce)
|
||||
announce_head(H, head_announce)
|
||||
|
||||
|
||||
//Don't override this unless the job transforms into a non-human (Silicons do this for example)
|
||||
/datum/job/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE)
|
||||
if(!H)
|
||||
return 0
|
||||
|
||||
//Equip the rest of the gear
|
||||
H.dna.species.before_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(outfit)
|
||||
H.equipOutfit(outfit, visualsOnly)
|
||||
|
||||
H.dna.species.after_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(!visualsOnly && announce)
|
||||
announce(H)
|
||||
|
||||
if(config.enforce_human_authority && (title in GLOB.command_positions))
|
||||
H.dna.features["tail_human"] = "None"
|
||||
H.dna.features["ears"] = "None"
|
||||
H.regenerate_icons()
|
||||
|
||||
/datum/job/proc/get_access()
|
||||
if(!config) //Needed for robots.
|
||||
return src.minimal_access.Copy()
|
||||
|
||||
. = list()
|
||||
|
||||
if(config.jobs_have_minimal_access)
|
||||
. = src.minimal_access.Copy()
|
||||
else
|
||||
. = src.access.Copy()
|
||||
|
||||
if(config.jobs_have_maint_access & EVERYONE_HAS_MAINT_ACCESS) //Config has global maint access set
|
||||
. |= list(GLOB.access_maint_tunnels)
|
||||
|
||||
/datum/job/proc/announce_head(var/mob/living/carbon/human/H, var/channels) //tells the given channel that the given mob is the new department head. See communications.dm for valid channels.
|
||||
if(H && GLOB.announcement_systems.len)
|
||||
//timer because these should come after the captain announcement
|
||||
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/addtimer, CALLBACK(pick(GLOB.announcement_systems), /obj/machinery/announcement_system/proc/announce, "NEWHEAD", H.real_name, H.job, channels), 1))
|
||||
|
||||
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
|
||||
/datum/job/proc/player_old_enough(client/C)
|
||||
if(available_in_days(C) == 0)
|
||||
return 1 //Available in 0 days = available right now = player is old enough to play.
|
||||
return 0
|
||||
|
||||
|
||||
/datum/job/proc/available_in_days(client/C)
|
||||
if(!C)
|
||||
return 0
|
||||
if(!config.use_age_restriction_for_jobs)
|
||||
return 0
|
||||
if(!isnum(C.player_age))
|
||||
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
|
||||
if(!isnum(minimal_player_age))
|
||||
return 0
|
||||
|
||||
return max(0, minimal_player_age - C.player_age)
|
||||
|
||||
/datum/job/proc/config_check()
|
||||
return 1
|
||||
|
||||
/datum/job/proc/map_check()
|
||||
return TRUE
|
||||
|
||||
|
||||
/datum/outfit/job
|
||||
name = "Standard Gear"
|
||||
|
||||
var/jobtype = null
|
||||
|
||||
uniform = /obj/item/clothing/under/color/grey
|
||||
id = /obj/item/weapon/card/id
|
||||
ears = /obj/item/device/radio/headset
|
||||
belt = /obj/item/device/pda
|
||||
back = /obj/item/weapon/storage/backpack
|
||||
shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
|
||||
var/backpack = /obj/item/weapon/storage/backpack
|
||||
var/satchel = /obj/item/weapon/storage/backpack/satchel
|
||||
var/dufflebag = /obj/item/weapon/storage/backpack/dufflebag
|
||||
var/box = /obj/item/weapon/storage/box/survival
|
||||
|
||||
var/pda_slot = slot_belt
|
||||
|
||||
/datum/outfit/job/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
switch(H.backbag)
|
||||
if(GBACKPACK)
|
||||
back = /obj/item/weapon/storage/backpack //Grey backpack
|
||||
if(GSATCHEL)
|
||||
back = /obj/item/weapon/storage/backpack/satchel //Grey satchel
|
||||
if(GDUFFLEBAG)
|
||||
back = /obj/item/weapon/storage/backpack/dufflebag //Grey Dufflebag
|
||||
if(LSATCHEL)
|
||||
back = /obj/item/weapon/storage/backpack/satchel/leather //Leather Satchel
|
||||
if(DSATCHEL)
|
||||
back = satchel //Department satchel
|
||||
if(DDUFFLEBAG)
|
||||
back = dufflebag //Department dufflebag
|
||||
else
|
||||
back = backpack //Department backpack
|
||||
|
||||
if(box)
|
||||
if(!backpack_contents)
|
||||
backpack_contents = list()
|
||||
backpack_contents.Insert(1, box) // Box always takes a first slot in backpack
|
||||
backpack_contents[box] = 1
|
||||
|
||||
/datum/outfit/job/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
var/datum/job/J = SSjob.GetJobType(jobtype)
|
||||
if(!J)
|
||||
J = SSjob.GetJob(H.job)
|
||||
|
||||
var/obj/item/weapon/card/id/C = H.wear_id
|
||||
if(istype(C))
|
||||
C.access = J.get_access()
|
||||
C.registered_name = H.real_name
|
||||
C.assignment = J.title
|
||||
C.update_label()
|
||||
H.sec_hud_set_ID()
|
||||
|
||||
var/obj/item/device/pda/PDA = H.get_item_by_slot(pda_slot)
|
||||
if(istype(PDA))
|
||||
PDA.owner = H.real_name
|
||||
PDA.ownjob = J.title
|
||||
PDA.update_label()
|
||||
|
||||
@@ -10,45 +10,58 @@
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/syndicatesoldier
|
||||
name = "Syndicate Operative"
|
||||
id_job = "Operative"
|
||||
id_access_list = list(GLOB.access_syndicate)
|
||||
outfit = /datum/outfit/syndicatesoldiercorpse
|
||||
|
||||
/datum/outfit/syndicatesoldiercorpse
|
||||
name = "Syndicate Operative Corpse"
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
radio = /obj/item/device/radio/headset
|
||||
ears = /obj/item/device/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas
|
||||
helmet = /obj/item/clothing/head/helmet/swat
|
||||
head = /obj/item/clothing/head/helmet/swat
|
||||
back = /obj/item/weapon/storage/backpack
|
||||
has_id = 1
|
||||
id_job = "Operative"
|
||||
id_access_list = list(GLOB.access_syndicate)
|
||||
id = /obj/item/weapon/card/id
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/syndicatecommando
|
||||
name = "Syndicate Commando"
|
||||
id_job = "Operative"
|
||||
id_access_list = list(GLOB.access_syndicate)
|
||||
outfit = /datum/outfit/syndicatecommandocorpse
|
||||
|
||||
/datum/outfit/syndicatecommandocorpse
|
||||
name = "Syndicate Commando Corpse"
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/syndi
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
radio = /obj/item/device/radio/headset
|
||||
ears = /obj/item/device/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas/syndicate
|
||||
back = /obj/item/weapon/tank/jetpack/oxygen
|
||||
pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
|
||||
has_id = 1
|
||||
id_job = "Operative"
|
||||
id_access_list = list(GLOB.access_syndicate)
|
||||
r_pocket = /obj/item/weapon/tank/internals/emergency_oxygen
|
||||
id = /obj/item/weapon/card/id
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/syndicatestormtrooper
|
||||
name = "Syndicate Stormtrooper"
|
||||
id_job = "Operative"
|
||||
id_access_list = list(GLOB.access_syndicate)
|
||||
outfit = /datum/outfit/syndicatestormtroopercorpse
|
||||
|
||||
/datum/outfit/syndicatestormtroopercorpse
|
||||
name = "Syndicate Stormtrooper Corpse"
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/syndi/elite
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
radio = /obj/item/device/radio/headset
|
||||
ears = /obj/item/device/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas/syndicate
|
||||
back = /obj/item/weapon/tank/jetpack/oxygen/harness
|
||||
has_id = 1
|
||||
id_job = "Operative"
|
||||
id_access_list = list(GLOB.access_syndicate)
|
||||
|
||||
id = /obj/item/weapon/card/id
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/clown/corpse
|
||||
@@ -58,62 +71,97 @@
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/pirate
|
||||
name = "Pirate"
|
||||
outfit = /datum/outfit/piratecorpse
|
||||
|
||||
/datum/outfit/piratecorpse
|
||||
name = "Pirate Corpse"
|
||||
uniform = /obj/item/clothing/under/pirate
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
glasses = /obj/item/clothing/glasses/eyepatch
|
||||
helmet = /obj/item/clothing/head/bandana
|
||||
|
||||
head = /obj/item/clothing/head/bandana
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/pirate/ranged
|
||||
name = "Pirate Gunner"
|
||||
outfit = /datum/outfit/piratecorpse/ranged
|
||||
|
||||
/datum/outfit/piratecorpse/ranged
|
||||
name = "Pirate Gunner Corpse"
|
||||
suit = /obj/item/clothing/suit/pirate
|
||||
helmet = /obj/item/clothing/head/pirate
|
||||
head = /obj/item/clothing/head/pirate
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/russian
|
||||
name = "Russian"
|
||||
outfit = /datum/outfit/russiancorpse
|
||||
|
||||
/datum/outfit/russiancorpse
|
||||
name = "Russian Corpse"
|
||||
uniform = /obj/item/clothing/under/soviet
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
helmet = /obj/item/clothing/head/bearpelt
|
||||
head = /obj/item/clothing/head/bearpelt
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/russian/ranged
|
||||
helmet = /obj/item/clothing/head/ushanka
|
||||
outfit = /datum/outfit/russiancorpse/ranged
|
||||
|
||||
/datum/outfit/russiancorpse/ranged
|
||||
name = "Ranged Russian Corpse"
|
||||
head = /obj/item/clothing/head/ushanka
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/russian/ranged/trooper
|
||||
outfit = /datum/outfit/russiancorpse/ranged/trooper
|
||||
|
||||
/datum/outfit/russiancorpse/ranged/trooper
|
||||
name = "Ranged Russian Trooper Corpse"
|
||||
uniform = /obj/item/clothing/under/syndicate/camo
|
||||
suit = /obj/item/clothing/suit/armor/bulletproof
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
radio = /obj/item/device/radio/headset
|
||||
ears = /obj/item/device/radio/headset
|
||||
mask = /obj/item/clothing/mask/balaclava
|
||||
helmet = /obj/item/clothing/head/helmet/alt
|
||||
head = /obj/item/clothing/head/helmet/alt
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/russian/ranged/officer
|
||||
name = "Russian Officer"
|
||||
outfit = /datum/outfit/russiancorpse/officer
|
||||
|
||||
/datum/outfit/russiancorpse/officer
|
||||
name = "Russian Officer Corpse"
|
||||
uniform = /obj/item/clothing/under/rank/security/navyblue/russian
|
||||
suit = /obj/item/clothing/suit/security/officer/russian
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
radio = /obj/item/device/radio/headset
|
||||
helmet = /obj/item/clothing/head/ushanka
|
||||
ears = /obj/item/device/radio/headset
|
||||
head = /obj/item/clothing/head/ushanka
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/wizard
|
||||
name = "Space Wizard"
|
||||
name = "Space Wizard Corpse"
|
||||
outfit = /datum/outfit/wizardcorpse
|
||||
|
||||
/datum/outfit/wizardcorpse
|
||||
name = "Space Wizard Corpse"
|
||||
uniform = /obj/item/clothing/under/color/lightpurple
|
||||
suit = /obj/item/clothing/suit/wizrobe
|
||||
shoes = /obj/item/clothing/shoes/sandal/magic
|
||||
helmet = /obj/item/clothing/head/wizard
|
||||
head = /obj/item/clothing/head/wizard
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/corpse/nanotrasensoldier
|
||||
name = "Nanotrasen Private Security Officer"
|
||||
id_job = "Private Security Force"
|
||||
id_access = "Security Officer"
|
||||
outfit = /datum/outfit/nanotrasensoldiercorpse2
|
||||
|
||||
/datum/outfit/nanotrasensoldiercorpse2
|
||||
name = "NT Private Security Officer Corpse"
|
||||
uniform = /obj/item/clothing/under/rank/security
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
radio = /obj/item/device/radio/headset
|
||||
ears = /obj/item/device/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas/sechailer/swat
|
||||
helmet = /obj/item/clothing/head/helmet/swat/nanotrasen
|
||||
head = /obj/item/clothing/head/helmet/swat/nanotrasen
|
||||
back = /obj/item/weapon/storage/backpack/security
|
||||
has_id = 1
|
||||
id_job = "Private Security Force"
|
||||
id_access = "Security Officer"
|
||||
id = /obj/item/weapon/card/id
|
||||
|
||||
@@ -103,13 +103,13 @@
|
||||
|
||||
if(istype(O, /obj/item/stack/medical/gauze) || istype(O, /obj/item/stack/sheet/cloth))
|
||||
species = /datum/species/golem/cloth
|
||||
|
||||
if(istype(O, /obj/item/stack/sheet/plastic))
|
||||
species = /datum/species/golem/plastic
|
||||
|
||||
if(istype(O, /obj/item/stack/sheet/mineral/adamantine))
|
||||
species = /datum/species/golem/adamantine
|
||||
|
||||
if(istype(O, /obj/item/stack/sheet/plastic))
|
||||
species = /datum/species/golem/plastic
|
||||
|
||||
if(species)
|
||||
if(O.use(10))
|
||||
to_chat(user, "You finish up the golem shell with ten sheets of [O].")
|
||||
@@ -126,30 +126,39 @@
|
||||
shell_type = /obj/effect/mob_spawn/human/golem/servant
|
||||
|
||||
///Syndicate Listening Post
|
||||
|
||||
/obj/effect/mob_spawn/human/lavaland_syndicate
|
||||
r_hand = /obj/item/weapon/gun/ballistic/automatic/sniper_rifle
|
||||
name = "Syndicate Bioweapon Scientist"
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
radio = /obj/item/device/radio/headset/syndicate/alt
|
||||
back = /obj/item/weapon/storage/backpack
|
||||
pocket1 = /obj/item/weapon/gun/ballistic/automatic/pistol
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper"
|
||||
has_id = 1
|
||||
flavour_text = "<font size=3>You are a syndicate agent, employed in a top secret research facility developing biological weapons. Unfortunately, your hated enemy, Nanotrasen, has begun mining in this sector. <b>Continue your research as best you can, and try to keep a low profile. Do not abandon the base without good cause.</b> The base is rigged with explosives should the worst happen, do not let the base fall into enemy hands!</b>"
|
||||
id_access_list = list(GLOB.access_syndicate)
|
||||
faction = list("syndicate")
|
||||
outfit = /datum/outfit/lavaland_syndicate
|
||||
|
||||
/datum/outfit/lavaland_syndicate
|
||||
name = "Lavaland Syndicate Agent"
|
||||
r_hand = /obj/item/weapon/gun/ballistic/automatic/sniper_rifle
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
ears = /obj/item/device/radio/headset/syndicate/alt
|
||||
back = /obj/item/weapon/storage/backpack
|
||||
r_pocket = /obj/item/weapon/gun/ballistic/automatic/pistol
|
||||
id = /obj/item/weapon/card/id
|
||||
|
||||
|
||||
/obj/effect/mob_spawn/human/lavaland_syndicate/comms
|
||||
name = "Syndicate Comms Agent"
|
||||
flavour_text = "<font size=3>You are a syndicate agent, employed in a top secret research facility developing biological weapons. Unfortunately, your hated enemy, Nanotrasen, has begun mining in this sector. <b>Monitor enemy activity as best you can, and try to keep a low profile. Do not abandon the base without good cause.</b> Use the communication equipment to provide support to any field agents, and sow disinformation to throw Nanotrasen off your trail. Do not let the base fall into enemy hands!</b>"
|
||||
outfit = /datum/outfit/lavaland_syndicate/comms
|
||||
|
||||
/datum/outfit/lavaland_syndicate/comms
|
||||
name = "Lavaland Syndicate Comms Agent"
|
||||
r_hand = /obj/item/weapon/melee/energy/sword/saber
|
||||
mask = /obj/item/clothing/mask/chameleon
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
flavour_text = "<font size=3>You are a syndicate agent, employed in a top secret research facility developing biological weapons. Unfortunately, your hated enemy, Nanotrasen, has begun mining in this sector. <b>Monitor enemy activity as best you can, and try to keep a low profile. Do not abandon the base without good cause.</b> Use the communication equipment to provide support to any field agents, and sow disinformation to throw Nanotrasen off your trail. Do not let the base fall into enemy hands!</b>"
|
||||
pocket2 = /obj/item/weapon/card/id/syndicate/anyone
|
||||
|
||||
l_pocket = /obj/item/weapon/card/id/syndicate/anyone
|
||||
|
||||
Reference in New Issue
Block a user