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:
Poojawa
2016-12-22 03:57:55 -06:00
committed by GitHub
parent f5e143a452
commit cf59ac1c3d
2215 changed files with 707445 additions and 87041 deletions
@@ -1,32 +1,3 @@
//Academy Areas
/area/awaymission/academy
name = "Academy Asteroids"
icon_state = "away"
/area/awaymission/academy/headmaster
name = "Academy Fore Block"
icon_state = "away1"
/area/awaymission/academy/classrooms
name = "Academy Classroom Block"
icon_state = "away2"
/area/awaymission/academy/academyaft
name = "Academy Ship Aft Block"
icon_state = "away3"
/area/awaymission/academy/academygate
name = "Academy Gateway"
icon_state = "away4"
/area/awaymission/academy/academycellar
name = "Academy Cellar"
icon_state = "away4"
/area/awaymission/academy/academyengine
name = "Academy Engine"
icon_state = "away4"
//Academy Items
@@ -57,17 +28,22 @@
icon = 'icons/obj/cult.dmi'
icon_state = "forge"
anchored = 1
var/health = 200
obj_integrity = 200
max_integrity = 200
var/mob/living/current_wizard = null
var/next_check = 0
var/cooldown = 600
var/faction = "wizard"
var/broken = 0
var/braindead_check = 0
/obj/structure/academy_wizard_spawner/New()
START_PROCESSING(SSobj, src)
/obj/structure/academy_wizard_spawner/Destroy()
if(!broken)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/academy_wizard_spawner/process()
if(next_check < world.time)
if(!current_wizard)
@@ -91,7 +67,7 @@
if(!current_wizard)
return
spawn(0)
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as Wizard Academy Defender?", "wizard", null, ROLE_WIZARD)
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as Wizard Academy Defender?", "wizard", null, ROLE_WIZARD, current_wizard)
var/mob/dead/observer/chosen = null
if(candidates.len)
@@ -121,34 +97,18 @@
wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt)
wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile)
wizmind.AddSpell(new /obj/effect/proc_holder/spell/dumbfire/fireball)
wizmind.AddSpell(new /obj/effect/proc_holder/spell/fireball)
current_wizard = wizbody
give_control()
/obj/structure/academy_wizard_spawner/proc/update_status()
if(health<0)
/obj/structure/academy_wizard_spawner/deconstruct(disassembled = TRUE)
if(!broken)
broken = 1
visible_message("<span class='warning'>[src] breaks down!</span>")
icon_state = "forge_off"
STOP_PROCESSING(SSobj, src)
broken = 1
/obj/structure/academy_wizard_spawner/attackby(obj/item/weapon/W, mob/living/user, params)
add_fingerprint(user)
user.changeNext_move(CLICK_CD_MELEE)
if(!broken)
health -= W.force
update_status()
..()
/obj/structure/academy_wizard_spawner/bullet_act(obj/item/projectile/Proj)
if(!broken)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
update_status()
..()
return
/datum/outfit/wizard/academy
name = "Academy Wizard"
@@ -163,9 +123,9 @@
desc = "A die with twenty sides. You can feel unearthly energies radiating from it. Using this might be VERY risky."
icon_state = "d20"
sides = 20
can_be_rigged = FALSE
var/reusable = 1
var/used = 0
var/rigged = -1
/obj/item/weapon/dice/d20/fate/one_use
reusable = 0
@@ -176,7 +136,7 @@
if(!ishuman(user) || !user.mind || (user.mind in ticker.mode.wizards))
user << "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans!</span>"
return
if(rigged > 0)
if(rigged)
effect(user,rigged)
else
effect(user,result)
@@ -253,7 +213,7 @@
new /obj/item/weapon/coin/gold(M)
if(14)
//Free Gun
new /obj/item/weapon/gun/projectile/revolver/mateba(get_turf(src))
new /obj/item/weapon/gun/ballistic/revolver/mateba(get_turf(src))
if(15)
//Random One-use spellbook
new /obj/item/weapon/spellbook/oneuse/random(get_turf(src))
@@ -266,7 +226,7 @@
servant_mind.objectives += O
servant_mind.transfer_to(H)
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as [user.real_name] Servant?", "wizard")
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [user.real_name] Servant?", "wizard", mob = H)
var/mob/dead/observer/chosen = null
if(candidates.len)
+34 -47
View File
@@ -1,74 +1,57 @@
/*Cabin areas*/
/area/awaymission/snowforest
name = "Snow Forest"
icon_state = "away"
requires_power = 0
luminosity = 1
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/cabin
name = "Cabin"
icon_state = "away2"
requires_power = 1
luminosity = 0
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowforest/lumbermill
name = "Lumbermill"
icon_state = "away3"
/*Cabin code*/
/obj/structure/fireplace
name = "fireplace"
/obj/structure/firepit
name = "firepit"
desc = "warm and toasty"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "fireplace-active"
icon = 'icons/obj/fireplace.dmi'
icon_state = "firepit-active"
density = 0
var/active = 1
/obj/structure/fireplace/initialize()
/obj/structure/firepit/initialize()
..()
toggleFireplace()
toggleFirepit()
/obj/structure/fireplace/attack_hand(mob/living/user)
/obj/structure/firepit/attack_hand(mob/living/user)
if(active)
active = 0
toggleFireplace()
toggleFirepit()
else
..()
/obj/structure/fireplace/attackby(obj/item/W,mob/living/user,params)
/obj/structure/firepit/attackby(obj/item/W,mob/living/user,params)
if(!active)
if(W.is_hot())
active = 1
toggleFireplace()
var/msg = W.ignition_effect(src, user)
if(msg)
active = TRUE
visible_message(msg)
toggleFirepit()
else
return ..()
else
W.fire_act()
/obj/structure/fireplace/proc/toggleFireplace()
/obj/structure/firepit/proc/toggleFirepit()
if(active)
set_light(8)
icon_state = "fireplace-active"
SetLuminosity(8)
icon_state = "firepit-active"
else
set_light(0)
icon_state = "fireplace"
SetLuminosity(0)
icon_state = "firepit"
/obj/structure/fireplace/extinguish()
/obj/structure/firepit/extinguish()
if(active)
active = 0
toggleFireplace()
active = FALSE
toggleFirepit()
/obj/structure/fireplace/fire_act()
/obj/structure/firepit/fire_act(exposed_temperature, exposed_volume)
if(!active)
active = 1
toggleFireplace()
active = TRUE
toggleFirepit()
//other Cabin Stuff//
/obj/machinery/recycler/lumbermill
name = "lumbermill saw"
@@ -96,7 +79,8 @@
/*Cabin's forest*/
/datum/mapGenerator/snowy
modules = list(/datum/mapGeneratorModule/snow/pineTrees, \
modules = list(/datum/mapGeneratorModule/bottomlayer/snow, \
/datum/mapGeneratorModule/snow/pineTrees, \
/datum/mapGeneratorModule/snow/deadTrees, \
/datum/mapGeneratorModule/snow/randBushes, \
/datum/mapGeneratorModule/snow/randIceRocks, \
@@ -106,6 +90,9 @@
if(istype(T,/turf/open/floor/plating/asteroid/snow))
return ..(T)
return 0
/datum/mapGeneratorModule/bottomlayer/snow
spawnableTurfs = list(/turf/open/floor/plating/asteroid/snow/atmosphere = 100)
/datum/mapGeneratorModule/snow/pineTrees
spawnableAtoms = list(/obj/structure/flora/tree/pine = 30)
@@ -1,38 +1,4 @@
//centcomAway areas
/area/awaymission/centcomAway
name = "XCC-P5831"
icon_state = "away"
requires_power = 0
/area/awaymission/centcomAway/general
name = "XCC-P5831"
music = "music/ambigen3.ogg"
/area/awaymission/centcomAway/maint
name = "XCC-P5831 Maintenance"
icon_state = "away1"
music = "music/ambisin1.ogg"
/area/awaymission/centcomAway/thunderdome
name = "XCC-P5831 Thunderdome"
icon_state = "away2"
music = "music/ambisin2.ogg"
/area/awaymission/centcomAway/cafe
name = "XCC-P5831 Kitchen Arena"
icon_state = "away3"
music = "music/ambisin3.ogg"
/area/awaymission/centcomAway/courtroom
name = "XCC-P5831 Courtroom"
icon_state = "away4"
music = "music/ambisin4.ogg"
/area/awaymission/centcomAway/hangar
name = "XCC-P5831 Hangars"
icon_state = "away4"
music = "music/ambigen5.ogg"
//centcomAway items
@@ -1,19 +1,3 @@
//Challenge Areas
/area/awaymission/challenge/start
name = "Where Am I?"
icon_state = "away"
/area/awaymission/challenge/main
name = "Danger Room"
icon_state = "away1"
requires_power = 0
/area/awaymission/challenge/end
name = "Administration"
icon_state = "away2"
requires_power = 0
/obj/machinery/power/emitter/energycannon
name = "Energy Cannon"
@@ -22,6 +6,7 @@
icon_state = "emitter"
anchored = 1
density = 1
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF
use_power = 0
idle_power_usage = 0
@@ -4,7 +4,7 @@
name = "Research Outpost"
icon_state = "away"
luminosity = 0
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
// dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/research/interior
name = "Research Inside"
@@ -1,51 +1,15 @@
//Snow Valley Areas//--
/area/awaymission/snowdin
name = "Snowdin Tundra Plains"
icon_state = "away"
requires_power = 0
luminosity = 1
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowdin/post
name = "Snowdin Outpost"
requires_power = 1
/area/awaymission/snowdin/igloo
name = "Snowdin Igloos"
icon_state = "away2"
/area/awaymission/snowdin/cave
name = "Snowdin Caves"
icon_state = "away2"
luminosity = 0
/area/awaymission/snowdin/base
name = "Snowdin Main Base"
icon_state = "away3"
requires_power = 1
/area/awaymission/snowdin/dungeon1
name = "Snowdin Depths"
icon_state = "away2"
luminosity = 0
/area/awaymission/snowdin/sekret
name = "Snowdin Operations"
icon_state = "away3"
requires_power = 1
//notes for lore or treasure hints wow//--
/obj/item/weapon/paper/crumpled/snowdin/snowdingatewaynotice
name = "scribbled note"
info = {"The gateway has been inactive for months, engineers think its due to the recent drop in tempature fucking with the
info = {"The gateway has been inactive for months, engineers think it's due to the recent drop in tempature fucking with the
circuitry or something. Without a constant supply of resources from central command, our stock is getting awfully low. Some of the security members have taken to
using the sparse rifle ammo left to hunting some of the wildlife to try and keep our food supply from emptying. God forbid if the heating goes out, I don't want to
die as a fucking popsicle down here."}
/obj/item/weapon/paper/crumpled/snowdin/misc1
name = "Mission Prologe"
name = "Mission Prologue"
info = {"Holy shit, what a rush! Those Nanotrasen bastards didn't even know what hit 'em! All five of us dropped in right on the captain, didn't even have time to yell! We were in and out with that disk in mere minutes!
Crew didn't even know what was happening till the delta alert went down and by then were were already gone. We got a case to drink on the way home to celebrate, fuckin' job well done!"}
@@ -62,45 +26,45 @@
freezing shut along with a couple storage crates with supplies. Nothing on the radio so far, what the hell do they even expect to hear down here, anyway?<br><br><b>September 15th</b>
<br>Another supply shipment through the gateway, they've sent some heavier sets of clothes for the coming winter months. Central said they might encounter issues with shipments
during December to Feburary, so we should try to be frugal with the next shipment.<br><br><b>November 20th</b><br>Final shipment from central for the next few months. Going outside
for more than 10-15 minutes without losing feeling in your fingers is difficult. We've finally gotten a signal on the radio, its mostly some weird static though. One of the researchers is trying to decypher it.
<br><br><b>December 10th</b><br>Signal has gotten much stronger, it almost seems like its coming from under us according to what the researcher managed to decypher. We're waiting from the go from central before investigating.<br><br>
<i>The rest of the paper seems to be a mixture of scribles and smudged ink.</i> "}
for more than 10-15 minutes without losing feeling in your fingers is difficult. We've finally gotten a signal on the radio, it's mostly some weird static though. One of the researchers is trying to decypher it.
<br><br><b>December 10th</b><br>Signal has gotten much stronger, it almost seems like it's coming from under us according to what the researcher managed to decypher. We're waiting from the go from central before investigating.<br><br>
<i>The rest of the paper seems to be a mixture of scribbles and smudged ink.</i> "}
/obj/item/weapon/paper/snowdin/snowdinlog2
name = "Activity Log"
info = {"<b><center>ACTIVITY LOG</b></center><br><br><b>June 14th</b><br>Movement to the second post is finally done. We're located on the most-southern area of the valley with a similar objective as the northen post.
Theres two mid-way stops on the eastern and western sides of the valley so movement inbetween bases isn't horrible. Not too big of a fan of relying on the northen base for
info = {"<b><center>ACTIVITY LOG</b></center><br><br><b>June 14th</b><br>Movement to the second post is finally done. We're located on the southernmost area of the valley with a similar objective as the northern post.
There are two mid-way stops on the eastern and western sides of the valley so movement in between bases isn't horrible. Not too big of a fan of relying on the northern base for
equal supply distribution, though.<br><br><b>August 27h</b><br>First shipment arrived finally, about 4 days after the gateway shipped. Insulation on these buildings is awful, thank god for the spare heaters at least.<br><br>
<b>September 20th</b><br>Another shipment arrival, standard shit. Our radios have been picking up a weird signal during the nights recently, we've sent the transcripts over to the northen
<b>September 20th</b><br>Another shipment arrival, standard shit. Our radios have been picking up a weird signal during the nights recently, we've sent the transcripts over to the northern
base to be decyphered. Probably some drunk russians or something equally stupid.<br><br><b>November 24th</b><br>We've lost communications with the northern base after recieving the last
shipment of supplies. The snow has really kicked up recently, shits almost like a constant blizzard right now. Maybe it'll drop down soon so we can get a word in.<br><br>
<i>The rest of the paper seems to be a mixture of scribles and smudged ink.</i> "}
<i>The rest of the paper seems to be a mixture of scribbles and smudged ink.</i> "}
obj/item/weapon/paper/snowdin/secnotice
/obj/item/weapon/paper/snowdin/secnotice
name = "Security Notice"
info = {"You have been assigned a postion on a listening outpost. Here you'll be watching over a several crewmembers assigned to watching signals of the general area.
info = {"You have been assigned a position on a listening outpost. Here you'll be watching over several crewmembers assigned to watching signals of the general area.
As not much is expected in terms of issues, we've only assigned one guard per outpost. Crewmembers are expected to keep to their regulated work schedules and may be
disciplined properly if found slacking. Food hording is heavily discouraged as all outposts will be sharing from the same shipment every 2-3 months. Hording of supplies
disciplined properly if found slacking. Food hoarding is heavily discouraged as all outposts will be sharing from the same shipment every 2-3 months. Hoarding of supplies
should be punished severely as to prevent future incidients. Mutiny and/or rioting should be reported to central and dealt with swiftly. You're here to secure and protect
Nanotrasen assets, not be a police officer. Do what you must, but make sure its not messy."}
Nanotrasen assets, not be a police officer. Do what you must, but make sure it's not messy."}
obj/item/weapon/paper/snowdin/syndienotice
/obj/item/weapon/paper/snowdin/syndienotice
name = "Assignment Notice"
info = {"You've been assigned as an agent to listen in on Nanotrasen activities from passing ships and nearby stations. The outpost you've been assigned to is under lays of solid
ice and we've supplied you with a scrambler to help avoid Nanotrasen discovery, as they've recently built a listening post of their own aboveground. Get aquainted with your new
crewmates, because you're gonna be here for awhile. Enjoy the free syndicakes."}
obj/item/weapon/paper/crumpled/snowdin/syndielava
/obj/item/weapon/paper/crumpled/snowdin/syndielava
name = "scribbled note"
info = {"Some cracks in the ice nearby have exposed some sort of hidden magma stream under all this shit ice. I don't know whats worse at this point honestly; freezing to death or
burning alive."}
obj/item/weapon/paper/crumpled/snowdin/lootstructures
/obj/item/weapon/paper/crumpled/snowdin/lootstructures
name = "scribbled note"
info = {"From what we've seen so far, theres a ton of iced over ruins down here in the caves. We sent a few men out to check things out and they never came back, so we decided to
info = {"From what we've seen so far, theres a ton of iced-over ruins down here in the caves. We sent a few men out to check things out and they never came back, so we decided to
border up majority of the ruins. We've heard some weird shit coming out of these caves and I'm not gonna find out the hard way myself."}
obj/item/weapon/paper/crumpled/snowdin/shovel
/obj/item/weapon/paper/crumpled/snowdin/shovel
name = "shoveling duties"
info = {"Snow piles up bad here all-year round, even worse during the winter months. Keeping a constant rotation of shoveling that shit out of the way of the airlocks and keeping the paths decently clear
is a good step towards not getting stuck walking through knee-deep snow."}
@@ -166,7 +130,7 @@ obj/item/weapon/paper/crumpled/snowdin/shovel
/obj/item/organ/brain/alien = 17,
/obj/item/weapon/twohanded/dualsaber = 15,
/obj/item/organ/heart/demon = 7,
/obj/item/weapon/gun/projectile/automatic/c20r/unrestricted = 16,
/obj/item/weapon/gun/ballistic/automatic/c20r/unrestricted = 16,
/obj/item/weapon/gun/magic/wand/resurrection/inert = 15,
/obj/item/weapon/gun/magic/wand/resurrection = 10,
/obj/item/device/radio/uplink/old = 2,
@@ -193,7 +157,7 @@ obj/item/weapon/paper/crumpled/snowdin/shovel
/obj/item/clothing/under/syndicate/coldres
name = "insulated tactical turtleneck"
desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants. The interior has been padded with special insulation for both warmth and protection"
armor = list(melee = 20, bullet = 10, laser = 0,energy = 5, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 20, bullet = 10, laser = 0,energy = 5, bomb = 0, bio = 0, rad = 0, fire = 25, acid = 25)
cold_protection = CHEST|GROIN|ARMS|LEGS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/obj/item/clothing/shoes/combat/coldres
@@ -220,16 +184,16 @@ obj/item/weapon/paper/crumpled/snowdin/shovel
hidden_uplink.name = "dusty radio"
hidden_uplink.telecrystals = 10
obj/effect/mob_spawn/human/syndicatesoldier/coldres
/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/projectile/automatic/pistol
pocket1 = /obj/item/weapon/gun/ballistic/automatic/pistol
pocket2 = /obj/item/weapon/card/id/syndicate
has_id = 0
obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive
/obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive
name = "sleeper"
mob_name = "Syndicate Snow Operative"
icon = 'icons/obj/Cryogenic2.dmi'
@@ -241,7 +205,7 @@ obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive
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."}
obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive/female
/obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive/female
mob_gender = FEMALE
//mobs//--
@@ -277,3 +241,4 @@ obj/effect/mob_spawn/human/syndicatesoldier/coldres/alive/female
name = "icey rocks"
color = rgb(114,228,250)
@@ -1,33 +0,0 @@
//Spacebattle Areas
/area/awaymission/spacebattle
name = "Space Battle"
icon_state = "away"
requires_power = 0
/area/awaymission/spacebattle/cruiser
name = "Nanotrasen Cruiser"
/area/awaymission/spacebattle/syndicate1
name = "Syndicate Assault Ship 1"
/area/awaymission/spacebattle/syndicate2
name = "Syndicate Assault Ship 2"
/area/awaymission/spacebattle/syndicate3
name = "Syndicate Assault Ship 3"
/area/awaymission/spacebattle/syndicate4
name = "Syndicate War Sphere 1"
/area/awaymission/spacebattle/syndicate5
name = "Syndicate War Sphere 2"
/area/awaymission/spacebattle/syndicate6
name = "Syndicate War Sphere 3"
/area/awaymission/spacebattle/syndicate7
name = "Syndicate Fighter"
/area/awaymission/spacebattle/secret
name = "Hidden Chamber"
@@ -7,7 +7,6 @@
* for anyone who wants to make their own stuff.
*
* Contains:
* Areas
* Landmarks
* Guns
* Safe code hints
@@ -15,29 +14,6 @@
* Modified Nar-Sie
*/
/*
* Areas
*/
//Gateroom gets its own APC specifically for the gate
/area/awaymission/gateroom
//Library, medbay, storage room
/area/awaymission/southblock
//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
/area/awaymission/arrivalblock
//Crew quarters, cafeteria, chapel
/area/awaymission/midblock
//engineering, bridge (not really north but it doesnt really need its own APC)
/area/awaymission/northblock
//That massive research room
/area/awaymission/research
//Syndicate shuttle
/area/awaymission/syndishuttle
/*
@@ -60,7 +36,7 @@
* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
*/
//Captain's retro laser - Fires practice laser shots instead.
obj/item/weapon/gun/energy/laser/retro/sc_retro
/obj/item/weapon/gun/energy/laser/retro/sc_retro
name ="retro laser"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces."
@@ -68,18 +44,18 @@ obj/item/weapon/gun/energy/laser/retro/sc_retro
clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
//Syndicate sub-machine guns.
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r/New()
..()
for(var/ammo in magazine.stored_ammo)
if(prob(95)) //95% chance
magazine.stored_ammo -= ammo
//Barman's shotgun
/obj/item/weapon/gun/projectile/shotgun/sc_pump
/obj/item/weapon/gun/ballistic/shotgun/sc_pump
/obj/item/weapon/gun/projectile/shotgun/sc_pump/New()
/obj/item/weapon/gun/ballistic/shotgun/sc_pump/New()
..()
for(var/ammo in magazine.stored_ammo)
if(prob(95)) //95% chance
@@ -175,7 +151,7 @@ var/sc_safecode5 = "[rand(0,9)]"
/obj/singularity/narsie/sc_Narsie/consume(atom/A)
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))
if(isliving(A))
var/mob/living/L = A
L.gib()
else if(istype(A,/obj/))
@@ -4,36 +4,6 @@
* Meat Grinder
*/
//Wild West Areas
/area/awaymission/wwmines
name = "Wild West Mines"
icon_state = "away1"
luminosity = 1
requires_power = 0
/area/awaymission/wwgov
name = "Wild West Mansion"
icon_state = "away2"
luminosity = 1
requires_power = 0
/area/awaymission/wwrefine
name = "Wild West Refinery"
icon_state = "away3"
luminosity = 1
requires_power = 0
/area/awaymission/wwvault
name = "Wild West Vault"
icon_state = "away3"
luminosity = 0
/area/awaymission/wwvaultdoors
name = "Wild West Vault Doors" // this is to keep the vault area being entirely lit because of requires_power
icon_state = "away2"
requires_power = 0
luminosity = 0
/*
* Wish Granter
@@ -58,7 +28,7 @@
user << "The Wish Granter lies silent."
return
else if(!istype(user, /mob/living/carbon/human))
else if(!ishuman(user))
user << "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's."
return
@@ -100,10 +70,7 @@
hijack.owner = user.mind
user.mind.objectives += hijack
user << "<B>Your inhibitions are swept away, the bonds of loyalty broken, you are free to murder as you please!</B>"
var/obj_count = 1
for(var/datum/objective/OBJ in user.mind.objectives)
user << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
user.mind.announce_objectives()
user.set_species(/datum/species/shadow)
if("Peace")
user << "<B>Whatever alien sentience that the Wish Granter possesses is satisfied with your wish. There is a distant wailing as the last of the Faithless begin to die, then silence.</B>"
@@ -124,15 +91,15 @@
icon_state = "blobpod"
var/triggered = 0
/obj/effect/meatgrinder/Crossed(AM as mob|obj)
/obj/effect/meatgrinder/Crossed(AM)
Bumped(AM)
/obj/effect/meatgrinder/Bumped(mob/M as mob|obj)
/obj/effect/meatgrinder/Bumped(mob/M)
if(triggered)
return
if(istype(M, /mob/living/carbon/human) && M.stat != DEAD && M.ckey)
if(ishuman(M) && M.stat != DEAD && M.ckey)
for(var/mob/O in viewers(world.view, src.loc))
visible_message("<span class='warning'>[M] triggered the [src]!</span>")
triggered = 1