Merge branch 'master' into Unmodular
This commit is contained in:
@@ -131,6 +131,24 @@
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unit_name = "security barrier"
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export_types = list(/obj/item/grenade/barrier, /obj/structure/barricade/security)
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/datum/export/large/gas_canister
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cost = 10 //Base cost of canister. You get more for nice gases inside.
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unit_name = "Gas Canister"
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export_types = list(/obj/machinery/portable_atmospherics/canister)
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/datum/export/large/gas_canister/get_cost(obj/O)
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var/obj/machinery/portable_atmospherics/canister/C = O
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var/worth = 10
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var/gases = C.air_contents.gases
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worth += gases[/datum/gas/bz]*4
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worth += gases[/datum/gas/stimulum]*25
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worth += gases[/datum/gas/hypernoblium]*1000
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worth += gases[/datum/gas/miasma]*15
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worth += gases[/datum/gas/tritium]*7
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worth += gases[/datum/gas/pluoxium]*6
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worth += gases[/datum/gas/nitryl]*30
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return worth
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/datum/export/large/odysseus
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cost = 5500
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unit_name = "working odysseus"
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@@ -755,13 +755,24 @@
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/datum/supply_pack/engineering/engihardsuit
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name = "Engineering Hardsuit"
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desc = "Poly 'Who stole all the hardsuits!' Well now you can get more hardsuits if needed! NOTE ONE HARDSUIT IS IN THIS CRATE, as well as one air tank and maks!"
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desc = "Poly 'Who stole all the hardsuits!' Well now you can get more hardsuits if needed! NOTE ONE HARDSUIT IS IN THIS CRATE, as well as one air tank and mask!"
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cost = 2500
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contains = list(/obj/item/tank/internals/air,
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/obj/item/clothing/mask/gas,
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/obj/item/clothing/suit/space/hardsuit/engine)
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crate_name = "engineering hardsuit"
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/datum/supply_pack/engineering/atmoshardsuit
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name = "Atmospherics Hardsuit"
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desc = "Too many techs and not enough hardsuits? Time to buy some more! Comes with gas mask and air tank. Ask the CE to open."
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cost = 5000
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access = ACCESS_CE
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contains = list(/obj/item/tank/internals/air,
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/obj/item/clothing/mask/gas,
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/obj/item/clothing/suit/space/hardsuit/engine/atmos)
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crate_name = "atmospherics hardsuit"
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crate_type = /obj/structure/closet/crate/secure/engineering
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/datum/supply_pack/engineering/industrialrcd
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name = "Industrial RCD"
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desc = "A industrial RCD in case the station has gone through more then one meteor storm and the CE needs to bring out the somthing a bit more reliable. Dose not contain spare ammo for the industrial RCD or any other RCD modles."
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@@ -1146,7 +1157,7 @@
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/datum/supply_pack/materials/bz
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name = "BZ Canister Crate"
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desc = "Contains a canister of BZ. Requires Toxins access to open."
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cost = 5000
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cost = 7500 // Costs 3 credits more than what you can get for selling it.
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access = ACCESS_TOX_STORAGE
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contains = list(/obj/machinery/portable_atmospherics/canister/bz)
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crate_name = "BZ canister crate"
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@@ -1949,6 +1960,17 @@
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crate_name = "hydroponics backpack crate"
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crate_type = /obj/structure/closet/crate/secure
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/datum/supply_pack/organic/mre
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name = "MRE supply kit (emergency rations)"
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desc = "The lights are out. Oxygen's running low. You've run out of food except space weevils. Don't let this be you! Order our NT branded MRE kits today! This pack contains 5 MRE packs with a randomized menu and an oxygen tank."
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cost = 2000
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contains = list(/obj/item/storage/box/mre/menu1/safe,
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/obj/item/storage/box/mre/menu1/safe,
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/obj/item/storage/box/mre/menu2/safe,
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/obj/item/storage/box/mre/menu2/safe,
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/obj/item/storage/box/mre/menu3)
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crate_name = "MRE crate (emergency rations)"
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/datum/supply_pack/organic/pizza
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name = "Pizza Crate"
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desc = "Best prices on this side of the galaxy. All deliveries are guaranteed to be 99% anomaly-free!"
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@@ -2247,7 +2269,8 @@
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/obj/item/storage/fancy/cigarettes/cigpack_shadyjims,
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/obj/item/clothing/mask/gas/syndicate,
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/obj/item/clothing/neck/necklace/dope,
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/obj/item/vending_refill/donksoft)
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/obj/item/vending_refill/donksoft,
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/obj/item/circuitboard/computer/arcade/amputation)
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crate_name = "crate"
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/datum/supply_pack/costumes_toys/foamforce
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@@ -2719,6 +2742,7 @@
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/obj/item/restraints/handcuffs/fake/kinky,
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/obj/item/clothing/head/kitty/genuine, // Why its illegal
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/obj/item/clothing/head/kitty/genuine,
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/obj/item/storage/pill_bottle/penis_enlargement,
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/obj/structure/reagent_dispensers/keg/aphro)
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crate_name = "lewd kit"
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crate_type = /obj/structure/closet/crate
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@@ -2745,6 +2769,19 @@
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)
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crate_name = "religious supplies crate"
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/datum/supply_pack/misc/randomised/promiscuous
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name = "Promiscuous Organs"
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desc = "Do YOU want to have more genital? Well we have just the thing for you~. This crate has two autosurgeon, that will let you have a new sex, organ to impress that hot stud and or chick."
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cost = 4000 //Only get 2!
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contraband = TRUE
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var/num_contained = 2
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contains = list(/obj/item/autosurgeon/penis,
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/obj/item/autosurgeon/testicles,
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/obj/item/autosurgeon/vagina,
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/obj/item/autosurgeon/breasts,
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/obj/item/autosurgeon/womb)
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crate_name = "promiscuous organs"
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/datum/supply_pack/misc/toner
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name = "Toner Crate"
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desc = "Spent too much ink printing butt pictures? Fret not, with these six toner refills, you'll be printing butts 'till the cows come home!'"
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@@ -29,7 +29,7 @@
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var/effectQuiet = FALSE //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc)
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var/effectMissile = FALSE //If true, the pod deletes the second it lands. If you give it an explosion, it will act like a missile exploding as it hits the ground
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var/effectCircle = FALSE //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here
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var/style = STYLE_STANDARD //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
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var/style = STYLE_STANDARD //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
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var/reversing = FALSE //If true, the pod will not send any items. Instead, after opening, it will close again (picking up items/mobs) and fly back to centcom
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var/landingSound //Admin sound to play when the pod lands
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var/openingSound //Admin sound to play when the pod opens
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@@ -76,7 +76,7 @@
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/obj/structure/closet/supplypod/tool_interact(obj/item/W, mob/user)
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if (bluespace) //We dont want to worry about interacting with bluespace pods, as they are due to delete themselves soon anyways.
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return FALSE
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return FALSE
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else
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..()
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@@ -86,13 +86,15 @@
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/obj/structure/closet/supplypod/contents_explosion() //Supplypods also protect their contents from the harmful effects of fucking exploding.
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return
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/obj/structure/closet/supplypod/prevent_content_explosion() //Useful for preventing epicenter explosions from damaging contents
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return TRUE
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/obj/structure/closet/supplypod/toggle(mob/living/user) //Supplypods shouldn't be able to be manually opened under any circumstances, as the open() proc generates supply order datums
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return
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/obj/structure/closet/supplypod/proc/preOpen() //Called before the open() proc. Handles anything that occurs right as the pod lands.
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var/turf/T = get_turf(src)
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var/list/B = explosionSize //Mostly because B is more readable than explosionSize :p
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var/boomTotal = 0 //A counter used to check if the explosion does nothing
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if (landingSound)
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playsound(get_turf(src), landingSound, soundVolume, 0, 0)
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for (var/mob/living/M in T)
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@@ -108,10 +110,8 @@
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M.gib() //After adjusting the fuck outta that brute loss we finish the job with some satisfying gibs
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M.adjustBruteLoss(damage)
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for (var/i in B)
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boomTotal += i //Count up all the values of the explosion
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if (boomTotal != 0) //If the explosion list isn't all zeroes, call an explosion
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if (B[1] || B[2] || B[3] || B[4]) //If the explosion list isn't all zeroes, call an explosion
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explosion(get_turf(src), B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod)) //less advanced equipment than bluespace pod, so larger explosion when landing
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else if (!effectQuiet) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true)
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playsound(src, "explosion", landingSound ? 15 : 80, 1)
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@@ -150,10 +150,10 @@
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playsound(get_turf(holder), leavingSound, soundVolume, 0, 0)
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if (reversing) //If we're reversing, we call the close proc. This sends the pod back up to centcom
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close(holder)
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else if (bluespace) //If we're a bluespace pod, then delete ourselves (along with our holder, if a seperate holder exists)
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if (style != STYLE_INVISIBLE)
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else if (bluespace) //If we're a bluespace pod, then delete ourselves (along with our holder, if a seperate holder exists)
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if (style != STYLE_INVISIBLE)
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do_sparks(5, TRUE, holder) //Create some sparks right before closing
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qdel(src) //Delete ourselves and the holder
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qdel(src) //Delete ourselves and the holder
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if (holder != src)
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qdel(holder)
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