Replaced mob spawner vars with outfits
This commit is contained in:
@@ -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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@@ -377,46 +319,68 @@
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icon_state = "sleeper"
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flavour_text = "You are a beach bum!"
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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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/////////////////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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@@ -427,6 +391,7 @@
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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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@@ -459,9 +424,14 @@
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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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@@ -469,11 +439,7 @@
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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
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glasses = /obj/item/clothing/glasses/sunglasses/reagent
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outfit = /datum/outfit/spacebartender
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/obj/effect/mob_spawn/human/alive/space_bar_patron/attack_hand(mob/user)
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var/despawn = alert("Return to cryosleep? (Warning, Your mob will be deleted!)",,"Yes","No")
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@@ -481,3 +447,11 @@
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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
|
||||
|
||||
|
||||
@@ -132,8 +132,6 @@
|
||||
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
|
||||
@@ -158,7 +156,7 @@
|
||||
else
|
||||
back = backpack //Department backpack
|
||||
|
||||
if(box)
|
||||
if(backpack_contents && box)
|
||||
backpack_contents.Insert(1, box) // Box always takes a first slot in backpack
|
||||
backpack_contents[box] = 1
|
||||
|
||||
@@ -183,8 +181,3 @@
|
||||
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)
|
||||
|
||||
@@ -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
|
||||
|
||||
52
code/modules/ruins/lavaland_ruin_code.dm.rej
Normal file
52
code/modules/ruins/lavaland_ruin_code.dm.rej
Normal file
@@ -0,0 +1,52 @@
|
||||
diff a/code/modules/ruins/lavaland_ruin_code.dm b/code/modules/ruins/lavaland_ruin_code.dm (rejected hunks)
|
||||
@@ -126,29 +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