merge conflicts fixed finally
This commit is contained in:
@@ -7,8 +7,6 @@
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#define AMMO_DROP_LIFETIME 300
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#define CTF_REQUIRED_PLAYERS 4
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/obj/item/twohanded/ctf
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name = "banner"
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icon = 'icons/obj/items_and_weapons.dmi'
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@@ -210,7 +208,6 @@
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toggle_all_ctf(user)
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return
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people_who_want_to_play |= user.ckey
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var/num = people_who_want_to_play.len
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var/remaining = CTF_REQUIRED_PLAYERS - num
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@@ -267,6 +264,8 @@
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M.key = new_team_member.key
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M.faction += team
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M.equipOutfit(ctf_gear)
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M.dna.species.punchdamagehigh = 25
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M.dna.species.punchdamagelow = 25
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spawned_mobs += M
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/obj/machinery/capture_the_flag/Topic(href, href_list)
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@@ -371,6 +370,10 @@
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CTF.ctf_gear = initial(ctf_gear)
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CTF.respawn_cooldown = DEFAULT_RESPAWN
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/proc/ctf_floor_vanish(atom/target)
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if(isturf(target.loc))
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qdel(target)
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/obj/item/gun/ballistic/automatic/pistol/deagle/ctf
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desc = "This looks like it could really hurt in melee."
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force = 75
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@@ -378,11 +381,7 @@
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/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/dropped()
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. = ..()
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addtimer(CALLBACK(src, .proc/floor_vanish), 1)
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/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/proc/floor_vanish()
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if(isturf(loc))
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qdel(src)
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addtimer(CALLBACK(GLOBAL_PROC, /proc/ctf_floor_vanish, src), 1)
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/obj/item/ammo_box/magazine/m50/ctf
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ammo_type = /obj/item/ammo_casing/a50/ctf
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@@ -405,22 +404,14 @@
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/obj/item/gun/ballistic/automatic/laser/ctf/dropped()
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. = ..()
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addtimer(CALLBACK(src, .proc/floor_vanish), 1)
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/obj/item/gun/ballistic/automatic/laser/ctf/proc/floor_vanish()
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if(isturf(loc))
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qdel(src)
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addtimer(CALLBACK(GLOBAL_PROC, /proc/ctf_floor_vanish, src), 1)
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/obj/item/ammo_box/magazine/recharge/ctf
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ammo_type = /obj/item/ammo_casing/caseless/laser/ctf
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/obj/item/ammo_box/magazine/recharge/ctf/dropped()
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. = ..()
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addtimer(CALLBACK(src, .proc/floor_vanish), 1)
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/obj/item/ammo_box/magazine/recharge/ctf/proc/floor_vanish()
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if(isturf(loc))
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qdel(src)
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addtimer(CALLBACK(GLOBAL_PROC, /proc/ctf_floor_vanish, src), 1)
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/obj/item/ammo_casing/caseless/laser/ctf
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projectile_type = /obj/item/projectile/beam/ctf
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@@ -438,9 +429,9 @@
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. = FALSE
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if(istype(target, /obj/structure/barricade/security/ctf))
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. = TRUE
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit/shielded/ctf))
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if(isliving(target))
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var/mob/living/H = target
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if((RED_TEAM in H.faction) || (BLUE_TEAM in H.faction))
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. = TRUE
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// RED TEAM GUNS
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@@ -473,6 +464,19 @@
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icon_state = "bluelaser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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// MELEE GANG
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/obj/item/claymore/ctf
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slot_flags = SLOT_BACK
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/obj/item/claymore/ctf/pre_attack(atom/target, mob/user, params)
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if(!is_ctf_target(target))
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return FALSE
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return ..()
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/obj/item/claymore/ctf/dropped()
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. = ..()
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addtimer(CALLBACK(GLOBAL_PROC, /proc/ctf_floor_vanish, src), 1)
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/datum/outfit/ctf
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name = "CTF"
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ears = /obj/item/radio/headset
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@@ -486,6 +490,7 @@
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l_pocket = /obj/item/ammo_box/magazine/recharge/ctf
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r_pocket = /obj/item/ammo_box/magazine/recharge/ctf
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r_hand = /obj/item/gun/ballistic/automatic/laser/ctf
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back = /obj/item/claymore/ctf
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/datum/outfit/ctf/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
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if(visualsOnly)
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@@ -13,7 +13,9 @@
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var/death = TRUE //Kill the mob
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var/roundstart = TRUE //fires on initialize
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var/instant = FALSE //fires on New
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var/flavour_text = "The mapper forgot to set this!"
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var/short_desc = "The mapper forgot to set this!"
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var/flavour_text = ""
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var/important_info = ""
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var/faction = null
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var/permanent = FALSE //If true, the spawner will not disappear upon running out of uses.
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var/random = FALSE //Don't set a name or gender, just go random
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@@ -110,7 +112,12 @@
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if(ckey)
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M.ckey = ckey
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if(show_flavour)
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to_chat(M, "[flavour_text]")
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var/output_message = "<span class='big bold'>[short_desc]</span>"
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if(flavour_text != "")
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output_message += "\n<span class='bold'>[flavour_text]</span>"
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if(important_info != "")
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output_message += "\n<span class='userdanger'>[important_info]</span>"
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to_chat(M, output_message)
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var/datum/mind/MM = M.mind
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var/datum/antagonist/A
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if(antagonist_type)
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@@ -340,7 +347,7 @@
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name = "sleeper"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You are a space doctor!</span>"
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short_desc = "You are a space doctor!"
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assignedrole = "Space Doctor"
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job_description = "Off-station Doctor"
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@@ -397,7 +404,8 @@
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name = "bartender sleeper"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You are a space bartender!</span><b> Time to mix drinks and change lives. Smoking space drugs makes it easier to understand your patrons' odd dialect.</b>"
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short_desc = "You are a space bartender!"
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flavour_text = "Time to mix drinks and change lives. Smoking space drugs makes it easier to understand your patrons' odd dialect."
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assignedrole = "Space Bartender"
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id_job = "Bartender"
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@@ -422,7 +430,8 @@
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name = "beach bum sleeper"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You're, like, totally a dudebro, bruh.</span><b> Ch'yea. You came here, like, on spring break, hopin' to pick up some bangin' hot chicks, y'knaw?</b>"
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short_desc = "You're a spunky lifeguard!"
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flavour_text = "It's up to you to make sure nobody drowns or gets eaten by sharks and stuff."
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assignedrole = "Beach Bum"
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/obj/effect/mob_spawn/human/beach/alive/lifeguard
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@@ -511,7 +520,7 @@
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name = "sleeper"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You are a Nanotrasen Commander!</span>"
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short_desc = "You are a Nanotrasen Commander!"
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/obj/effect/mob_spawn/human/nanotrasensoldier/alive
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death = FALSE
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@@ -522,7 +531,7 @@
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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faction = "nanotrasenprivate"
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flavour_text = "<span class='big bold'>You are a Nanotrasen Private Security Officer!</span>"
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short_desc = "You are a Nanotrasen Private Security Officer!"
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/////////////////Spooky Undead//////////////////////
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@@ -539,7 +548,8 @@
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job_description = "Skeleton"
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icon = 'icons/effects/blood.dmi'
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icon_state = "remains"
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flavour_text = "<span class='big bold'>By unknown powers, your skeletal remains have been reanimated!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
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short_desc = "By unknown powers, your skeletal remains have been reanimated!"
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flavour_text = "Walk this mortal plain and terrorize all living adventurers who dare cross your path."
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assignedrole = "Skeleton"
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/obj/effect/mob_spawn/human/zombie
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@@ -554,7 +564,9 @@
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job_description = "Zombie"
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icon = 'icons/effects/blood.dmi'
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icon_state = "remains"
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flavour_text = "<span class='big bold'>By unknown powers, your rotting remains have been resurrected!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
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short_desc = "By unknown powers, your rotting remains have been resurrected!"
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flavour_text = "Walk this mortal plain and terrorize all living adventurers who dare cross your path."
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/obj/effect/mob_spawn/human/abductor
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@@ -595,8 +595,9 @@
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job_description = "Syndicate Snow Operative"
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faction = ROLE_SYNDICATE
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outfit = /datum/outfit/snowsyndie
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flavour_text = "<span class='big bold'>You are a syndicate operative recently awoken from cryostasis in an underground outpost. Monitor Nanotrasen communications and record information. All intruders should be \
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disposed of swiftly to assure no gathered information 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.</span>"
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short_desc = "You are a syndicate operative recently awoken from cryostasis in an underground outpost."
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flavour_text = "You are a syndicate operative recently awoken from cryostasis in an underground outpost. Monitor Nanotrasen communications and record information. All intruders should be \
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disposed of swiftly to assure no gathered information 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."
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/datum/outfit/snowsyndie
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name = "Syndicate Snow Operative"
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@@ -43,7 +43,7 @@ GLOBAL_LIST_INIT(potentialRandomZlevels, generateMapList(filename = "[global.con
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t = trim(t)
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if (length(t) == 0)
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continue
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else if (copytext(t, 1, 2) == "#")
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else if (t[1] == "#")
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continue
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var/pos = findtext(t, " ")
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