Purging unused dogborg items.

This commit is contained in:
Ghommie
2020-05-10 22:17:05 +02:00
parent 602154abe8
commit e0b91c53af
8 changed files with 169 additions and 655 deletions

View File

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

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