12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -4,6 +4,7 @@
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#define FLAG_RETURN_TIME 200 // 20 seconds
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#define INSTAGIB_RESPAWN 50 //5 seconds
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#define DEFAULT_RESPAWN 150 //15 seconds
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#define AMMO_DROP_LIFETIME 300
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@@ -18,6 +19,7 @@
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throw_range = 1
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force = 200
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armour_penetration = 1000
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resistance_flags = INDESTRUCTIBLE
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anchored = TRUE
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flags = HANDSLOW
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var/team = WHITE_TEAM
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@@ -26,6 +28,7 @@
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var/reset_path = /obj/effect/ctf/flag_reset
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/obj/item/weapon/twohanded/required/ctf/New()
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..()
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if(!reset)
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reset = new reset_path(get_turf(src))
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@@ -122,6 +125,7 @@
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icon = 'icons/obj/device.dmi'
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icon_state = "syndbeacon"
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anchored = 1
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resistance_flags = INDESTRUCTIBLE
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var/team = WHITE_TEAM
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//Capture the Flag scoring
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var/points = 0
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@@ -131,6 +135,8 @@
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var/control_points = 0
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var/control_points_to_win = 180
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var/list/team_members = list()
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var/list/spawned_mobs = list()
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var/list/recently_dead_ckeys = list()
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var/ctf_enabled = FALSE
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var/ctf_gear = /datum/outfit/ctf
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var/instagib_gear = /datum/outfit/ctf/instagib
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@@ -157,6 +163,21 @@
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poi_list.Remove(src)
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..()
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/obj/machinery/capture_the_flag/process()
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for(var/i in spawned_mobs)
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if(!i)
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spawned_mobs -= i
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continue
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// Anyone in crit, automatically reap
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var/mob/living/M = i
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if(M.InCritical() || M.stat == DEAD)
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ctf_dust_old(M)
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else
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// The changes that you've been hit with no shield but not
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// instantly critted are low, but have some healing.
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M.adjustBruteLoss(-1)
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M.adjustFireLoss(-1)
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/obj/machinery/capture_the_flag/red
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name = "Red CTF Controller"
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icon_state = "syndbeacon"
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@@ -177,11 +198,12 @@
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if(ticker.current_state != GAME_STATE_PLAYING)
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return
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if(user.ckey in team_members)
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if(user.mind.current && user.mind.current.timeofdeath + respawn_cooldown > world.time)
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if(user.ckey in recently_dead_ckeys)
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user << "It must be more than [respawn_cooldown/10] seconds from your last death to respawn!"
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return
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var/client/new_team_member = user.client
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dust_old(user)
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if(user.mind && user.mind.current)
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ctf_dust_old(user.mind.current)
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spawn_team_member(new_team_member)
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return
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@@ -196,15 +218,20 @@
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return
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team_members |= user.ckey
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var/client/new_team_member = user.client
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dust_old(user)
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if(user.mind && user.mind.current)
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ctf_dust_old(user.mind.current)
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spawn_team_member(new_team_member)
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/obj/machinery/capture_the_flag/proc/dust_old(mob/user)
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if(user.mind && user.mind.current && user.mind.current.z == src.z)
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new /obj/item/ammo_box/magazine/recharge/ctf (get_turf(user.mind.current))
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new /obj/item/ammo_box/magazine/recharge/ctf (get_turf(user.mind.current))
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user.mind.current.dust()
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/obj/machinery/capture_the_flag/proc/ctf_dust_old(mob/living/body)
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if(isliving(body) && body.z == src.z)
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var/turf/T = get_turf(body)
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new /obj/effect/ctf/ammo(T)
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recently_dead_ckeys += body.ckey
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addtimer(src, "clear_cooldown", respawn_cooldown, TIMER_UNIQUE, body.ckey)
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body.dust()
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/obj/machinery/capture_the_flag/proc/clear_cooldown(var/ckey)
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recently_dead_ckeys -= ckey
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/obj/machinery/capture_the_flag/proc/spawn_team_member(client/new_team_member)
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var/mob/living/carbon/human/M = new/mob/living/carbon/human(get_turf(src))
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@@ -212,6 +239,7 @@
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M.key = new_team_member.key
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M.faction += team
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M.equipOutfit(ctf_gear)
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spawned_mobs += M
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/obj/machinery/capture_the_flag/Topic(href, href_list)
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if(href_list["join"])
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@@ -281,12 +309,15 @@
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/obj/machinery/capture_the_flag/proc/stop_ctf()
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ctf_enabled = FALSE
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arena_cleared = FALSE
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var/area/A = get_area(src)
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for(var/i in mob_list)
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var/mob/M = i
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if((get_area(A) == A) && (M.ckey in team_members))
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M.dust()
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team_members.Cut()
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spawned_mobs.Cut()
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recently_dead_ckeys.Cut()
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/obj/machinery/capture_the_flag/proc/instagib_mode()
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for(var/obj/machinery/capture_the_flag/CTF in machines)
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@@ -300,25 +331,45 @@
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CTF.ctf_gear = initial(ctf_gear)
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CTF.respawn_cooldown = DEFAULT_RESPAWN
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/obj/item/weapon/gun/projectile/automatic/pistol/deagle/CTF
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/obj/item/weapon/gun/ballistic/automatic/pistol/deagle/ctf
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desc = "This looks like it could really hurt in melee."
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force = 75
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/obj/item/weapon/gun/projectile/automatic/laser/ctf
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/obj/item/weapon/gun/ballistic/automatic/pistol/deagle/ctf/dropped()
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. = ..()
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addtimer(src, "floor_vanish", 1)
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/obj/item/weapon/gun/ballistic/automatic/pistol/deagle/ctf/proc/floor_vanish()
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if(isturf(loc))
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qdel(src)
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/obj/item/weapon/gun/ballistic/automatic/laser/ctf
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mag_type = /obj/item/ammo_box/magazine/recharge/ctf
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desc = "This looks like it could really hurt in melee."
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force = 50
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flags = NODROP | DROPDEL
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/obj/item/ammo_box/magazine/recharge/ctf
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ammo_type = /obj/item/ammo_casing/caseless/laser/ctf
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/obj/item/ammo_box/magazine/recharge/ctf/dropped()
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. = ..()
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addtimer(src, "floor_vanish", 1)
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/obj/item/ammo_box/magazine/recharge/ctf/proc/floor_vanish()
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if(isturf(loc))
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qdel(src)
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/obj/item/ammo_casing/caseless/laser/ctf
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projectile_type = /obj/item/projectile/beam/ctf
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/obj/item/projectile/beam/ctf
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damage = 150
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icon_state = "omnilaser"
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/obj/item/weapon/gun/projectile/automatic/laser/ctf/red
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// RED TEAM GUNS
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/obj/item/weapon/gun/ballistic/automatic/laser/ctf/red
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mag_type = /obj/item/ammo_box/magazine/recharge/ctf/red
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/obj/item/ammo_box/magazine/recharge/ctf/red
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@@ -330,7 +381,9 @@
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/obj/item/projectile/beam/ctf/red
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icon_state = "laser"
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/obj/item/weapon/gun/projectile/automatic/laser/ctf/blue
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// BLUE TEAM GUNS
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/obj/item/weapon/gun/ballistic/automatic/laser/ctf/blue
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mag_type = /obj/item/ammo_box/magazine/recharge/ctf/blue
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/obj/item/ammo_box/magazine/recharge/ctf/blue
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@@ -344,16 +397,34 @@
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/datum/outfit/ctf
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name = "CTF"
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/obj/item/device/radio/headset
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ears = /obj/item/device/radio/headset
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uniform = /obj/item/clothing/under/syndicate
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suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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id = /obj/item/weapon/card/id/syndicate
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belt = /obj/item/weapon/gun/projectile/automatic/pistol/deagle/CTF
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belt = /obj/item/weapon/gun/ballistic/automatic/pistol/deagle/ctf
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l_pocket = /obj/item/ammo_box/magazine/recharge/ctf
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r_pocket = /obj/item/ammo_box/magazine/recharge/ctf
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r_hand = /obj/item/weapon/gun/projectile/automatic/laser/ctf
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r_hand = /obj/item/weapon/gun/ballistic/automatic/laser/ctf
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/datum/outfit/ctf/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
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if(visualsOnly)
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return
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var/list/no_drops = list()
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var/obj/item/weapon/card/id/W = H.wear_id
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no_drops += W
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W.registered_name = H.real_name
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W.update_label(W.registered_name, W.assignment)
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// The shielded hardsuit is already NODROP
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no_drops += H.get_item_by_slot(slot_gloves)
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no_drops += H.get_item_by_slot(slot_shoes)
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no_drops += H.get_item_by_slot(slot_w_uniform)
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no_drops += H.get_item_by_slot(slot_ears)
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for(var/i in no_drops)
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var/obj/item/I = i
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I.flags |= NODROP
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/datum/outfit/ctf/instagib
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r_hand = /obj/item/weapon/gun/energy/laser/instakill
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@@ -362,7 +433,9 @@
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/datum/outfit/ctf/red
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ears = /obj/item/device/radio/headset/syndicate/alt
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suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf/red
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r_hand = /obj/item/weapon/gun/projectile/automatic/laser/ctf/red
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r_hand = /obj/item/weapon/gun/ballistic/automatic/laser/ctf/red
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l_pocket = /obj/item/ammo_box/magazine/recharge/ctf/red
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r_pocket = /obj/item/ammo_box/magazine/recharge/ctf/red
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/datum/outfit/ctf/red/instagib
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r_hand = /obj/item/weapon/gun/energy/laser/instakill/red
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@@ -371,49 +444,50 @@
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/datum/outfit/ctf/blue
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ears = /obj/item/device/radio/headset/headset_cent/commander
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suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue
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r_hand = /obj/item/weapon/gun/projectile/automatic/laser/ctf/blue
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r_hand = /obj/item/weapon/gun/ballistic/automatic/laser/ctf/blue
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l_pocket = /obj/item/ammo_box/magazine/recharge/ctf/blue
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r_pocket = /obj/item/ammo_box/magazine/recharge/ctf/blue
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/datum/outfit/ctf/blue/instagib
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r_hand = /obj/item/weapon/gun/energy/laser/instakill/blue
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shoes = /obj/item/clothing/shoes/jackboots/fast
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/datum/outfit/ctf/red/post_equip(mob/living/carbon/human/H)
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..()
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var/obj/item/device/radio/R = H.ears
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R.set_frequency(SYND_FREQ)
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R.freqlock = 1
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/datum/outfit/ctf/blue/post_equip(mob/living/carbon/human/H)
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..()
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var/obj/item/device/radio/R = H.ears
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R.set_frequency(CENTCOM_FREQ)
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R.freqlock = 1
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/obj/structure/divine/trap/ctf
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/obj/structure/trap/ctf
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name = "Spawn protection"
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desc = "Stay outta the enemy spawn!"
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icon_state = "trap"
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health = INFINITY
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maxhealth = INFINITY
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resistance_flags = INDESTRUCTIBLE
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var/team = WHITE_TEAM
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constructable = FALSE
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time_between_triggers = 1
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alpha = 255
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/obj/structure/divine/trap/examine(mob/user)
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/obj/structure/trap/examine(mob/user)
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return
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/obj/structure/divine/trap/ctf/trap_effect(mob/living/L)
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/obj/structure/trap/ctf/trap_effect(mob/living/L)
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if(!(src.team in L.faction))
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L << "<span class='danger'><B>Stay out of the enemy spawn!</B></span>"
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L.dust()
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L.death()
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/obj/structure/divine/trap/ctf/red
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/obj/structure/trap/ctf/red
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team = RED_TEAM
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icon_state = "trap-fire"
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/obj/structure/divine/trap/ctf/blue
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/obj/structure/trap/ctf/blue
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team = BLUE_TEAM
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icon_state = "trap-frost"
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@@ -429,8 +503,50 @@
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anchored = TRUE
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invisibility = INVISIBILITY_OBSERVER
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alpha = 100
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resistance_flags = INDESTRUCTIBLE
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/obj/effect/ctf/ammo
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name = "ammo pickup"
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desc = "You like revenge, right? Everybody likes revenge! Well, \
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let's go get some!"
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icon = 'icons/effects/effects.dmi'
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icon_state = "at_shield1"
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layer = ABOVE_MOB_LAYER
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alpha = 255
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invisibility = 0
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/obj/effect/ctf/ammo/New()
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..()
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QDEL_IN(src, AMMO_DROP_LIFETIME)
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/obj/effect/ctf/ammo/Crossed(atom/movable/AM)
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reload(AM)
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/obj/effect/ctf/ammo/Bump(atom/movable/AM)
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reload(AM)
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/obj/effect/ctf/ammo/Bumped(atom/movable/AM)
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reload(AM)
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/obj/effect/ctf/ammo/proc/reload(mob/living/M)
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if(!ishuman(M))
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return
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for(var/obj/machinery/capture_the_flag/CTF in machines)
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if(M in CTF.spawned_mobs)
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var/outfit = CTF.ctf_gear
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var/datum/outfit/O = new outfit
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for(var/obj/item/weapon/gun/G in M)
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M.unEquip(G)
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qdel(G)
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O.equip(M)
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M << "<span class='notice'>Ammunition reloaded!</span>"
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playsound(get_turf(M), 'sound/weapons/shotgunpump.ogg', 50, 1, -1)
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qdel(src)
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break
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/obj/effect/ctf/dead_barricade
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name = "dead barrier"
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desc = "It provided cover in fire fights. And now it's gone."
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icon = 'icons/obj/objects.dmi'
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icon_state = "barrier0"
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@@ -443,41 +559,6 @@
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new /obj/structure/barricade/security/ctf(get_turf(src))
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qdel(src)
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//Areas
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/area/ctf
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name = "Capture the Flag"
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icon_state = "yellow"
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requires_power = 0
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has_gravity = 1
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||||
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||||
/area/ctf/control_room
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||||
name = "Control Room A"
|
||||
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||||
/area/ctf/control_room2
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||||
name = "Control Room B"
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||||
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||||
/area/ctf/central
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name = "Central"
|
||||
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||||
/area/ctf/main_hall
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||||
name = "Main Hall A"
|
||||
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||||
/area/ctf/main_hall2
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||||
name = "Main Hall B"
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||||
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||||
/area/ctf/corridor
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||||
name = "Corridor A"
|
||||
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||||
/area/ctf/corridor2
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||||
name = "Corridor B"
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||||
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||||
/area/ctf/flag_room
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||||
name = "Flag Room A"
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||||
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||||
/area/ctf/flag_room2
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||||
name = "Flag Room B"
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||||
|
||||
|
||||
//Control Point
|
||||
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||||
@@ -487,6 +568,7 @@
|
||||
icon = 'icons/obj/machines/dominator.dmi'
|
||||
icon_state = "dominator"
|
||||
anchored = 1
|
||||
resistance_flags = INDESTRUCTIBLE
|
||||
var/obj/machinery/capture_the_flag/controlling
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||||
var/team = "none"
|
||||
var/point_rate = 1
|
||||
|
||||
Reference in New Issue
Block a user