Purging unused dogborg items.
This commit is contained in:
@@ -3,122 +3,7 @@
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real_name = "Cyborg"
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icon = 'icons/mob/robots.dmi'
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icon_state = "robot"
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maxHealth = 100
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health = 100
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bubble_icon = "robot"
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designation = "Default" //used for displaying the prefix & getting the current module of cyborg
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has_limbs = 1
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hud_type = /datum/hud/robot
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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var/custom_name = ""
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var/braintype = "Cyborg"
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var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
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var/obj/item/mmi/mmi = null
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var/shell = FALSE
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var/deployed = FALSE
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var/mob/living/silicon/ai/mainframe = null
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var/datum/action/innate/undeployment/undeployment_action = new
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//Hud stuff
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var/obj/screen/inv1 = null
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var/obj/screen/inv2 = null
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var/obj/screen/inv3 = null
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var/obj/screen/lamp_button = null
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var/obj/screen/thruster_button = null
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var/obj/screen/hands = null
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var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
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var/obj/screen/robot_modules_background
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//3 Modules can be activated at any one time.
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var/obj/item/robot_module/module = null
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var/obj/item/module_active = null
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held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do!
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var/mutable_appearance/eye_lights
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var/mob/living/silicon/ai/connected_ai = null
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var/obj/item/stock_parts/cell/cell = null
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var/opened = 0
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var/emagged = FALSE
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var/emag_cooldown = 0
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var/wiresexposed = 0
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var/ident = 0
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var/locked = TRUE
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var/list/req_access = list(ACCESS_ROBOTICS)
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var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
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var/speed = 0 // VTEC speed boost.
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var/magpulse = FALSE // Magboot-like effect.
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var/ionpulse = FALSE // Jetpack-like effect.
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var/ionpulse_on = FALSE // Jetpack-like effect.
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var/datum/effect_system/trail_follow/ion/ion_trail // Ionpulse effect.
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var/low_power_mode = 0 //whether the robot has no charge left.
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var/datum/effect_system/spark_spread/spark_system // So they can initialize sparks whenever/N
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var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
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var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
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var/locked_down //Boolean of whether the borg is locked down or not
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var/toner = 0
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var/tonermax = 40
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var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
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var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
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light_color = "#FFCC66"
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light_power = 0.8
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var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
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var/sight_mode = 0
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hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD)
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var/list/upgrades = list()
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var/hasExpanded = FALSE
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var/obj/item/hat
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var/hat_offset = -3
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var/list/equippable_hats = list(/obj/item/clothing/head/caphat,
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/obj/item/clothing/head/hardhat,
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/obj/item/clothing/head/centhat,
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/obj/item/clothing/head/HoS,
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/obj/item/clothing/head/beret,
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/obj/item/clothing/head/kitty,
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/obj/item/clothing/head/hopcap,
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/obj/item/clothing/head/wizard,
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/obj/item/clothing/head/nursehat,
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/obj/item/clothing/head/sombrero,
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/obj/item/clothing/head/helmet/chaplain/witchunter_hat,
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/obj/item/clothing/head/soft/, //All baseball caps
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/obj/item/clothing/head/that, //top hat
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/obj/item/clothing/head/collectable/tophat, //Not sure where this one is found, but it looks the same so might as well include
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/obj/item/clothing/mask/bandana/, //All bandanas (which only work in hat mode)
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/obj/item/clothing/head/fedora,
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/obj/item/clothing/head/beanie/, //All beanies
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/obj/item/clothing/ears/headphones,
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/obj/item/clothing/head/helmet/skull,
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/obj/item/clothing/head/crown/fancy)
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can_buckle = TRUE
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buckle_lying = FALSE
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var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human)
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var/sitting = 0
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var/bellyup = 0
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var/dogborg = FALSE
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var/cansprint = 1
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var/orebox = null
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/mob/living/silicon/robot
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/mob/living/silicon/robot/get_cell()
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return cell
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123
code/modules/mob/living/silicon/robot/robot_defines.dm
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123
code/modules/mob/living/silicon/robot/robot_defines.dm
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@@ -0,0 +1,123 @@
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/mob/living/silicon/robot
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designation = "Default" //used for displaying the prefix & getting the current module of cyborg
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has_limbs = TRUE
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hud_type = /datum/hud/robot
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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maxHealth = 100
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health = 100
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var/custom_name = ""
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var/braintype = "Cyborg"
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var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
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var/obj/item/mmi/mmi = null
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var/shell = FALSE
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var/deployed = FALSE
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var/mob/living/silicon/ai/mainframe = null
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var/datum/action/innate/undeployment/undeployment_action = new
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//Hud stuff
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var/obj/screen/inv1 = null
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var/obj/screen/inv2 = null
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var/obj/screen/inv3 = null
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var/obj/screen/lamp_button = null
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var/obj/screen/thruster_button = null
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var/obj/screen/hands = null
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var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
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var/obj/screen/robot_modules_background
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//3 Modules can be activated at any one time.
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var/obj/item/robot_module/module = null
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var/obj/item/module_active = null
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held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do!
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var/mutable_appearance/eye_lights
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var/mob/living/silicon/ai/connected_ai = null
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var/obj/item/stock_parts/cell/cell = null
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var/opened = 0
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var/emagged = FALSE
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var/emag_cooldown = 0
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var/wiresexposed = 0
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var/ident = 0
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var/locked = TRUE
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var/list/req_access = list(ACCESS_ROBOTICS)
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var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
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var/speed = 0 // VTEC speed boost.
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var/magpulse = FALSE // Magboot-like effect.
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var/ionpulse = FALSE // Jetpack-like effect.
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var/ionpulse_on = FALSE // Jetpack-like effect.
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var/datum/effect_system/trail_follow/ion/ion_trail // Ionpulse effect.
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var/low_power_mode = 0 //whether the robot has no charge left.
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var/datum/effect_system/spark_spread/spark_system // So they can initialize sparks whenever/N
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var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
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var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
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var/locked_down //Boolean of whether the borg is locked down or not
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var/toner = 0
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var/tonermax = 40
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var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
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var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
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light_color = "#FFCC66"
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light_power = 0.8
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var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
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var/sight_mode = 0
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hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD)
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var/list/upgrades = list()
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var/hasExpanded = FALSE
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var/obj/item/hat
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var/hat_offset = -3
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var/list/equippable_hats = list(/obj/item/clothing/head/caphat,
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/obj/item/clothing/head/hardhat,
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/obj/item/clothing/head/centhat,
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/obj/item/clothing/head/HoS,
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/obj/item/clothing/head/beret,
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/obj/item/clothing/head/kitty,
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/obj/item/clothing/head/hopcap,
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/obj/item/clothing/head/wizard,
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/obj/item/clothing/head/nursehat,
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/obj/item/clothing/head/sombrero,
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/obj/item/clothing/head/helmet/chaplain/witchunter_hat,
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/obj/item/clothing/head/soft/, //All baseball caps
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/obj/item/clothing/head/that, //top hat
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/obj/item/clothing/head/collectable/tophat, //Not sure where this one is found, but it looks the same so might as well include
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/obj/item/clothing/mask/bandana/, //All bandanas (which only work in hat mode)
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/obj/item/clothing/head/fedora,
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/obj/item/clothing/head/beanie/, //All beanies
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/obj/item/clothing/ears/headphones,
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/obj/item/clothing/head/helmet/skull,
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/obj/item/clothing/head/crown/fancy)
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can_buckle = TRUE
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buckle_lying = FALSE
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var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human)
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var/sitting = 0
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var/bellyup = 0
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var/dogborg = FALSE
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var/cansprint = 1
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var/orebox = null
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//doggie borg stuff.
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var/disabler
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var/laser
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var/sleeper_g
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var/sleeper_r
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var/sleeper_nv
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