* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
126 lines
3.8 KiB
Plaintext
126 lines
3.8 KiB
Plaintext
/obj/structure/closet/syndicate
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name = "armory closet"
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desc = "Why is this here?"
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icon_state = "syndicate"
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/obj/structure/closet/syndicate/personal
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desc = "It's a personal storage unit for operative gear."
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/obj/structure/closet/syndicate/personal/New()
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..()
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new /obj/item/clothing/under/syndicate(src)
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new /obj/item/clothing/shoes/sneakers/black(src)
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new /obj/item/device/radio/headset/syndicate(src)
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new /obj/item/ammo_box/magazine/m10mm(src)
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new /obj/item/weapon/storage/belt/military(src)
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new /obj/item/weapon/crowbar/red(src)
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new /obj/item/clothing/glasses/night(src)
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return
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/obj/structure/closet/syndicate/nuclear
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desc = "It's a storage unit for a Syndicate boarding party."
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/obj/structure/closet/syndicate/nuclear/New()
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..()
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contents = list()
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for(var/i in 1 to 5)
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new /obj/item/ammo_box/magazine/m10mm(src)
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new /obj/item/weapon/storage/box/flashbangs(src)
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new /obj/item/weapon/storage/box/teargas(src)
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new /obj/item/weapon/storage/backpack/dufflebag/syndie/med(src)
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new /obj/item/device/pda/syndicate(src)
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return
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/obj/structure/closet/syndicate/resources
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desc = "An old, dusty locker."
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/obj/structure/closet/syndicate/resources/New()
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..()
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var/common_min = 30 //Minimum amount of minerals in the stack for common minerals
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var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals
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var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals
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var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK
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var/pickednum = rand(1, 50)
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//Sad trombone
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if(pickednum == 1)
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var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
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P.name = "\improper IOU"
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P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
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//Metal (common ore)
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if(pickednum >= 2)
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new /obj/item/stack/sheet/metal(src, rand(common_min, common_max))
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//Glass (common ore)
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if(pickednum >= 5)
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new /obj/item/stack/sheet/glass(src, rand(common_min, common_max))
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//Plasteel (common ore) Because it has a million more uses then plasma
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if(pickednum >= 10)
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new /obj/item/stack/sheet/plasteel(src, rand(common_min, common_max))
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//Plasma (rare ore)
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if(pickednum >= 15)
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new /obj/item/stack/sheet/mineral/plasma(src, rand(rare_min, rare_max))
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//Silver (rare ore)
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if(pickednum >= 20)
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new /obj/item/stack/sheet/mineral/silver(src, rand(rare_min, rare_max))
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//Gold (rare ore)
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if(pickednum >= 30)
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new /obj/item/stack/sheet/mineral/gold(src, rand(rare_min, rare_max))
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//Uranium (rare ore)
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if(pickednum >= 40)
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new /obj/item/stack/sheet/mineral/uranium(src, rand(rare_min, rare_max))
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//Titanium (rare ore)
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if(pickednum >= 40)
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new /obj/item/stack/sheet/mineral/titanium(src, rand(rare_min, rare_max))
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//Plastitanium (rare ore)
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if(pickednum >= 40)
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new /obj/item/stack/sheet/mineral/plastitanium(src, rand(rare_min, rare_max))
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//Diamond (rare HONK)
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if(pickednum >= 45)
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new /obj/item/stack/sheet/mineral/diamond(src, rand(rare_min, rare_max))
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//Jetpack (You hit the jackpot!)
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if(pickednum == 50)
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new /obj/item/weapon/tank/jetpack/carbondioxide(src)
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return
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/obj/structure/closet/syndicate/resources/everything
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desc = "It's an emergency storage closet for repairs."
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/obj/structure/closet/syndicate/resources/everything/New()
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..()
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contents = list()
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var/list/resources = list(
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/obj/item/stack/sheet/metal,
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/obj/item/stack/sheet/glass,
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/obj/item/stack/sheet/mineral/gold,
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/obj/item/stack/sheet/mineral/silver,
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/obj/item/stack/sheet/mineral/plasma,
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/obj/item/stack/sheet/mineral/uranium,
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/obj/item/stack/sheet/mineral/diamond,
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/obj/item/stack/sheet/mineral/bananium,
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/obj/item/stack/sheet/plasteel,
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/obj/item/stack/sheet/mineral/titanium,
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/obj/item/stack/sheet/mineral/plastitanium,
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/obj/item/stack/rods
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)
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for(var/i = 0, i<2, i++)
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for(var/res in resources)
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var/obj/item/stack/R = new res(src)
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R.amount = R.max_amount
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return
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