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:
@@ -7,7 +7,6 @@
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* for anyone who wants to make their own stuff.
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*
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* Contains:
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* Areas
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* Landmarks
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* Guns
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* Safe code hints
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@@ -15,29 +14,6 @@
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* Modified Nar-Sie
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*/
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/*
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* Areas
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*/
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//Gateroom gets its own APC specifically for the gate
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/area/awaymission/gateroom
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//Library, medbay, storage room
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/area/awaymission/southblock
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//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
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/area/awaymission/arrivalblock
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//Crew quarters, cafeteria, chapel
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/area/awaymission/midblock
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//engineering, bridge (not really north but it doesnt really need its own APC)
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/area/awaymission/northblock
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//That massive research room
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/area/awaymission/research
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//Syndicate shuttle
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/area/awaymission/syndishuttle
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/*
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@@ -60,7 +36,7 @@
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* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
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*/
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//Captain's retro laser - Fires practice laser shots instead.
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obj/item/weapon/gun/energy/laser/retro/sc_retro
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/obj/item/weapon/gun/energy/laser/retro/sc_retro
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name ="retro laser"
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icon_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces."
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@@ -68,18 +44,18 @@ obj/item/weapon/gun/energy/laser/retro/sc_retro
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clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
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//Syndicate sub-machine guns.
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/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
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/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r
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/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
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/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r/New()
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..()
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for(var/ammo in magazine.stored_ammo)
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if(prob(95)) //95% chance
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magazine.stored_ammo -= ammo
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//Barman's shotgun
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/obj/item/weapon/gun/projectile/shotgun/sc_pump
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/obj/item/weapon/gun/ballistic/shotgun/sc_pump
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/obj/item/weapon/gun/projectile/shotgun/sc_pump/New()
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/obj/item/weapon/gun/ballistic/shotgun/sc_pump/New()
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..()
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for(var/ammo in magazine.stored_ammo)
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if(prob(95)) //95% chance
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@@ -175,7 +151,7 @@ var/sc_safecode5 = "[rand(0,9)]"
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/obj/singularity/narsie/sc_Narsie/consume(atom/A)
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))
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if(isliving(A))
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var/mob/living/L = A
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L.gib()
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else if(istype(A,/obj/))
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