5f835bfc26
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
539 lines
18 KiB
Plaintext
539 lines
18 KiB
Plaintext
/* Backpacks
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* Contains:
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* Backpack
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* Backpack Types
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* Satchel Types
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*/
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/*
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* Backpack
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*/
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/obj/item/weapon/storage/backpack
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name = "backpack"
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desc = "You wear this on your back and put items into it."
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icon_state = "backpack"
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item_state = "backpack"
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w_class = 4
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slot_flags = SLOT_BACK //ERROOOOO
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max_w_class = 3
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max_combined_w_class = 21
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storage_slots = 21
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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/obj/item/weapon/storage/backpack/attackby(obj/item/weapon/W, mob/user, params)
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playsound(src.loc, "rustle", 50, 1, -5)
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return ..()
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/*
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* Backpack Types
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*/
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/obj/item/weapon/storage/backpack/holding
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name = "bag of holding"
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desc = "A backpack that opens into a localized pocket of Blue Space."
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origin_tech = "bluespace=5;materials=4;engineering=4;plasmatech=5"
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icon_state = "holdingpack"
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max_w_class = 6
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max_combined_w_class = 35
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resistance_flags = 0
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var/pshoom = 'sound/items/PSHOOM.ogg'
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var/alt_sound = 'sound/items/PSHOOM_2.ogg'
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 60, acid = 50)
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/obj/item/weapon/storage/backpack/holding/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is jumping into [src]! It looks like \he's trying to commit suicide.</span>")
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user.drop_item()
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user.Stun(5)
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sleep(20)
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playsound(src, "rustle", 50, 1, -5)
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qdel(user)
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return
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/obj/item/weapon/storage/backpack/holding/content_can_dump(atom/dest_object, mob/user)
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if(Adjacent(user))
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if(get_dist(user, dest_object) < 8)
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if(dest_object.storage_contents_dump_act(src, user))
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if(alt_sound && prob(1))
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playsound(src, alt_sound, 40, 1)
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else
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playsound(src, pshoom, 40, 1)
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user.Beam(dest_object,icon_state="rped_upgrade",time=5)
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return 1
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user << "The [src.name] buzzes."
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
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return 0
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/obj/item/weapon/storage/backpack/holding/handle_item_insertion(obj/item/W, prevent_warning = 0, mob/user)
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if((istype(W, /obj/item/weapon/storage/backpack/holding) || count_by_type(W.GetAllContents(), /obj/item/weapon/storage/backpack/holding)))
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var/safety = alert(user, "Doing this will have extremely dire consequences for the station and its crew. Be sure you know what you're doing.", "Put in [name]?", "Proceed", "Abort")
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if(safety == "Abort" || !in_range(src, user) || !src || !W || user.incapacitated())
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return
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investigate_log("has become a singularity. Caused by [user.key]","singulo")
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user << "<span class='danger'>The Bluespace interfaces of the two devices catastrophically malfunction!</span>"
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qdel(W)
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var/obj/singularity/singulo = new /obj/singularity (get_turf(src))
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singulo.energy = 300 //should make it a bit bigger~
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message_admins("[key_name_admin(user)] detonated a bag of holding")
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log_game("[key_name(user)] detonated a bag of holding")
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qdel(src)
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singulo.process()
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return
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. = ..()
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/obj/item/weapon/storage/backpack/holding/singularity_act(current_size)
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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return
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/obj/item/weapon/storage/backpack/santabag
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name = "Santa's Gift Bag"
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desc = "Space Santa uses this to deliver toys to all the nice children in space in Christmas! Wow, it's pretty big!"
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icon_state = "giftbag0"
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item_state = "giftbag"
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w_class = 4
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max_w_class = 3
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max_combined_w_class = 60
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/obj/item/weapon/storage/backpack/santabag/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] places the [src.name] over their head and pulls it tight! It looks like they aren't in the Christmas spirit...</span>")
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return (OXYLOSS)
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/obj/item/weapon/storage/backpack/cultpack
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name = "trophy rack"
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desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
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icon_state = "cultpack"
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item_state = "backpack"
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/obj/item/weapon/storage/backpack/clown
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name = "Giggles von Honkerton"
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desc = "It's a backpack made by Honk! Co."
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icon_state = "clownpack"
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item_state = "clownpack"
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/obj/item/weapon/storage/backpack/explorer
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name = "explorer bag"
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desc = "A robust backpack for stashing your loot."
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icon_state = "explorerpack"
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item_state = "explorerpack"
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/obj/item/weapon/storage/backpack/mime
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name = "Parcel Parceaux"
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desc = "A silent backpack made for those silent workers. Silence Co."
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icon_state = "mimepack"
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item_state = "mimepack"
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/obj/item/weapon/storage/backpack/medic
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name = "medical backpack"
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desc = "It's a backpack especially designed for use in a sterile environment."
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icon_state = "medicalpack"
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item_state = "medicalpack"
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/obj/item/weapon/storage/backpack/security
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name = "security backpack"
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desc = "It's a very robust backpack."
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icon_state = "securitypack"
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item_state = "securitypack"
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/obj/item/weapon/storage/backpack/captain
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name = "captain's backpack"
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desc = "It's a special backpack made exclusively for Nanotrasen officers."
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icon_state = "captainpack"
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item_state = "captainpack"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/industrial
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name = "industrial backpack"
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desc = "It's a tough backpack for the daily grind of station life."
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icon_state = "engiepack"
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item_state = "engiepack"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/botany
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name = "botany backpack"
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desc = "It's a backpack made of all-natural fibers."
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icon_state = "botpack"
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item_state = "botpack"
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/obj/item/weapon/storage/backpack/chemistry
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name = "chemistry backpack"
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desc = "A backpack specially designed to repel stains and hazardous liquids."
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icon_state = "chempack"
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item_state = "chempack"
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/obj/item/weapon/storage/backpack/genetics
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name = "genetics backpack"
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desc = "A bag designed to be super tough, just in case someone hulks out on you."
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icon_state = "genepack"
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item_state = "genepack"
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/obj/item/weapon/storage/backpack/science
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name = "science backpack"
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desc = "A specially designed backpack. It's fire resistant and smells vaguely of plasma."
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icon_state = "toxpack"
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item_state = "toxpack"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/virology
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name = "virology backpack"
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desc = "A backpack made of hypo-allergenic fibers. It's designed to help prevent the spread of disease. Smells like monkey."
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icon_state = "viropack"
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item_state = "viropack"
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/*
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* Satchel Types
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*/
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/obj/item/weapon/storage/backpack/satchel
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name = "satchel"
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desc = "A trendy looking satchel."
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icon_state = "satchel-norm"
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species_exception = list(/datum/species/angel) //satchels can be equipped since they are on the side, not back
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/obj/item/weapon/storage/backpack/satchel/leather
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name = "leather satchel"
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desc = "It's a very fancy satchel made with fine leather."
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icon_state = "satchel"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/satchel/leather/withwallet/New()
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..()
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new /obj/item/weapon/storage/wallet/random( src )
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/obj/item/weapon/storage/backpack/satchel/eng
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name = "industrial satchel"
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desc = "A tough satchel with extra pockets."
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icon_state = "satchel-eng"
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item_state = "engiepack"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/satchel/med
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name = "medical satchel"
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desc = "A sterile satchel used in medical departments."
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icon_state = "satchel-med"
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item_state = "medicalpack"
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/obj/item/weapon/storage/backpack/satchel/vir
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name = "virologist satchel"
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desc = "A sterile satchel with virologist colours."
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icon_state = "satchel-vir"
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item_state = "satchel-vir"
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/obj/item/weapon/storage/backpack/satchel/chem
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name = "chemist satchel"
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desc = "A sterile satchel with chemist colours."
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icon_state = "satchel-chem"
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item_state = "satchel-chem"
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/obj/item/weapon/storage/backpack/satchel/gen
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name = "geneticist satchel"
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desc = "A sterile satchel with geneticist colours."
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icon_state = "satchel-gen"
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item_state = "satchel-gen"
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/obj/item/weapon/storage/backpack/satchel/tox
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name = "scientist satchel"
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desc = "Useful for holding research materials."
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icon_state = "satchel-tox"
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item_state = "satchel-tox"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/satchel/hyd
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name = "botanist satchel"
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desc = "A satchel made of all natural fibers."
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icon_state = "satchel-hyd"
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item_state = "satchel-hyd"
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/obj/item/weapon/storage/backpack/satchel/sec
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name = "security satchel"
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desc = "A robust satchel for security related needs."
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icon_state = "satchel-sec"
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item_state = "securitypack"
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/obj/item/weapon/storage/backpack/satchel/explorer
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name = "explorer satchel"
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desc = "A robust satchel for stashing your loot."
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icon_state = "satchel-explorer"
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item_state = "securitypack"
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/obj/item/weapon/storage/backpack/satchel/cap
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name = "captain's satchel"
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desc = "An exclusive satchel for Nanotrasen officers."
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icon_state = "satchel-cap"
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item_state = "captainpack"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/satchel/flat
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name = "smuggler's satchel"
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desc = "A very slim satchel that can easily fit into tight spaces."
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icon_state = "satchel-flat"
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w_class = 3 //Can fit in backpacks itself.
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max_combined_w_class = 15
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level = 1
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cant_hold = list(/obj/item/weapon/storage/backpack/satchel/flat) //muh recursive backpacks
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/obj/item/weapon/storage/backpack/satchel/flat/hide(var/intact)
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if(intact)
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invisibility = INVISIBILITY_MAXIMUM
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anchored = 1 //otherwise you can start pulling, cover it, and drag around an invisible backpack.
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icon_state = "[initial(icon_state)]2"
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else
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invisibility = initial(invisibility)
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anchored = 0
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icon_state = initial(icon_state)
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/obj/item/weapon/storage/backpack/satchel/flat/New()
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..()
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PoolOrNew(/obj/item/stack/tile/plasteel, src)
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new /obj/item/weapon/crowbar(src)
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SSpersistence.new_secret_satchels += src
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/obj/item/weapon/storage/backpack/satchel/flat/Destroy()
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SSpersistence.new_secret_satchels -= src
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return ..()
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/obj/item/weapon/storage/backpack/satchel/flat/secret/
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var/list/reward_one_of_these = list() //Intended for map editing
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var/list/reward_all_of_these = list() //use paths!
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var/revealed = 0
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/obj/item/weapon/storage/backpack/satchel/flat/secret/New()
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..()
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if(isfloorturf(loc) && !istype(loc,/turf/open/floor/plating/))
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hide(1)
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/obj/item/weapon/storage/backpack/satchel/flat/secret/hide(intact)
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..()
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if(!intact && !revealed)
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if(reward_one_of_these.len > 0)
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var/reward = pick(reward_one_of_these)
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new reward(src)
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for(var/R in reward_all_of_these)
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new R(src)
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revealed = 1
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/obj/item/weapon/storage/backpack/dufflebag
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name = "dufflebag"
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desc = "A large dufflebag for holding extra things."
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icon_state = "duffle"
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item_state = "duffle"
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slowdown = 1
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max_combined_w_class = 30
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/obj/item/weapon/storage/backpack/dufflebag/captain
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name = "captain's dufflebag"
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desc = "A large dufflebag for holding extra captainly goods."
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icon_state = "duffle-captain"
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item_state = "duffle-captain"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/dufflebag/med
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name = "medical dufflebag"
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desc = "A large dufflebag for holding extra medical supplies."
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icon_state = "duffle-med"
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item_state = "duffle-med"
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/obj/item/weapon/storage/backpack/dufflebag/sec
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name = "security dufflebag"
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desc = "A large dufflebag for holding extra security supplies and ammunition."
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icon_state = "duffle-sec"
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item_state = "duffle-sec"
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/obj/item/weapon/storage/backpack/dufflebag/engineering
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name = "industrial dufflebag"
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desc = "A large dufflebag for holding extra tools and supplies."
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icon_state = "duffle-eng"
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item_state = "duffle-eng"
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resistance_flags = 0
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/obj/item/weapon/storage/backpack/dufflebag/drone
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name = "drone dufflebag"
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desc = "A large dufflebag for holding tools and hats."
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icon_state = "duffle-drone"
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item_state = "duffle-drone"
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resistance_flags = FIRE_PROOF
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/obj/item/weapon/storage/backpack/dufflebag/drone/New()
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..()
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new /obj/item/weapon/screwdriver(src)
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new /obj/item/weapon/wrench(src)
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new /obj/item/weapon/weldingtool(src)
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new /obj/item/weapon/crowbar(src)
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new /obj/item/stack/cable_coil/random(src)
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new /obj/item/weapon/wirecutters(src)
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new /obj/item/device/multitool(src)
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/obj/item/weapon/storage/backpack/dufflebag/clown
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name = "clown's dufflebag"
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desc = "A large dufflebag for holding lots of funny gags!"
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icon_state = "duffle-clown"
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item_state = "duffle-clown"
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/obj/item/weapon/storage/backpack/dufflebag/clown/cream_pie/New()
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. = ..()
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for(var/i in 1 to 10)
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new /obj/item/weapon/reagent_containers/food/snacks/pie/cream(src)
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/obj/item/weapon/storage/backpack/dufflebag/syndie
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name = "suspicious looking dufflebag"
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desc = "A large dufflebag for holding extra tactical supplies."
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icon_state = "duffle-syndie"
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item_state = "duffle-syndie"
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origin_tech = "syndicate=1"
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silent = 1
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slowdown = 0
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/obj/item/weapon/storage/backpack/dufflebag/syndie/med
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name = "medical dufflebag"
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desc = "A large dufflebag for holding extra tactical medical supplies."
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icon_state = "duffle-syndiemed"
|
|
item_state = "duffle-syndiemed"
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/surgery
|
|
name = "surgery dufflebag"
|
|
desc = "A suspicious looking dufflebag for holding surgery tools."
|
|
icon_state = "duffle-syndiemed"
|
|
item_state = "duffle-syndiemed"
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/surgery/New()
|
|
..()
|
|
contents = list()
|
|
new /obj/item/weapon/scalpel(src)
|
|
new /obj/item/weapon/hemostat(src)
|
|
new /obj/item/weapon/retractor(src)
|
|
new /obj/item/weapon/circular_saw(src)
|
|
new /obj/item/weapon/surgicaldrill(src)
|
|
new /obj/item/weapon/cautery(src)
|
|
new /obj/item/weapon/surgical_drapes(src)
|
|
new /obj/item/clothing/suit/straight_jacket(src)
|
|
new /obj/item/clothing/mask/muzzle(src)
|
|
new /obj/item/device/mmi/syndie(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo
|
|
name = "ammunition dufflebag"
|
|
desc = "A large dufflebag for holding extra weapons ammunition and supplies."
|
|
icon_state = "duffle-syndieammo"
|
|
item_state = "duffle-syndieammo"
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/shotgun
|
|
desc = "A large dufflebag, packed to the brim with Bulldog shotgun ammo."
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/shotgun/New()
|
|
..()
|
|
contents = list()
|
|
for(var/i in 1 to 6)
|
|
new /obj/item/ammo_box/magazine/m12g(src)
|
|
new /obj/item/ammo_box/magazine/m12g/buckshot(src)
|
|
new /obj/item/ammo_box/magazine/m12g/slug(src)
|
|
new /obj/item/ammo_box/magazine/m12g/dragon(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/smg
|
|
desc = "A large dufflebag, packed to the brim with C20r magazines."
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/smg/New()
|
|
..()
|
|
contents = list()
|
|
for(var/i in 1 to 9)
|
|
new /obj/item/ammo_box/magazine/smgm45(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/c20rbundle
|
|
desc = "A large dufflebag containing a C20r, some magazines, and a cheap looking suppressor."
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/c20rbundle/New()
|
|
..()
|
|
contents = list()
|
|
new /obj/item/ammo_box/magazine/smgm45(src)
|
|
new /obj/item/ammo_box/magazine/smgm45(src)
|
|
new /obj/item/weapon/gun/projectile/automatic/c20r(src)
|
|
new /obj/item/weapon/suppressor/specialoffer(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/bulldogbundle
|
|
desc = "A large dufflebag containing a Bulldog, several drums, and a collapsed hardsuit."
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/bulldogbundle/New()
|
|
..()
|
|
contents = list()
|
|
new /obj/item/ammo_box/magazine/m12g(src)
|
|
new /obj/item/weapon/gun/projectile/automatic/shotgun/bulldog(src)
|
|
new /obj/item/ammo_box/magazine/m12g/buckshot(src)
|
|
new /obj/item/clothing/glasses/thermal/syndi(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle
|
|
desc = "A large dufflebag containing a medical equipment, a Donksoft machine gun, a big jumbo box of darts, and a knock-off pair of magboots."
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle/New()
|
|
..()
|
|
contents = list()
|
|
new /obj/item/clothing/shoes/magboots/syndie(src)
|
|
new /obj/item/weapon/storage/firstaid/tactical(src)
|
|
new /obj/item/weapon/gun/projectile/automatic/l6_saw/toy(src)
|
|
new /obj/item/ammo_box/foambox/riot(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle
|
|
desc = "A large dufflebag containing a medical equipment, a Donksoft machine gun, a big jumbo box of darts, and a knock-off pair of magboots."
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle/New()
|
|
..()
|
|
contents = list()
|
|
new /obj/item/clothing/shoes/magboots/syndie(src)
|
|
new /obj/item/weapon/storage/firstaid/tactical(src)
|
|
new /obj/item/weapon/gun/projectile/automatic/l6_saw/toy(src)
|
|
new /obj/item/ammo_box/foambox/riot(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/bioterrorbundle
|
|
desc = "A large dufflebag containing a deadly chemicals, a chemical spray, chemical grenade, a Donksoft assault rifle, riot grade darts, a minature syringe gun, and a box of syringes"
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/bioterrorbundle/New()
|
|
..()
|
|
contents = list()
|
|
new /obj/item/weapon/reagent_containers/spray/chemsprayer/bioterror(src)
|
|
new /obj/item/weapon/storage/box/syndie_kit/chemical(src)
|
|
new /obj/item/weapon/gun/syringe/syndicate(src)
|
|
new /obj/item/weapon/gun/projectile/automatic/c20r/toy(src)
|
|
new /obj/item/weapon/storage/box/syringes(src)
|
|
new /obj/item/ammo_box/foambox/riot(src)
|
|
new /obj/item/weapon/grenade/chem_grenade/bioterrorfoam(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/c4/New()
|
|
..()
|
|
contents = list()
|
|
for(var/i in 1 to 10)
|
|
new /obj/item/weapon/grenade/plastic/c4(src)
|
|
return
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/x4/New()
|
|
..()
|
|
contents = list()
|
|
for(var/i in 1 to 3)
|
|
new /obj/item/weapon/grenade/plastic/x4(src)
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/firestarter
|
|
desc = "A large dufflebag containing New Russian pyro backpack sprayer, a pistol, a pipebomb, fireproof hardsuit, ammo, and other equipment."
|
|
|
|
/obj/item/weapon/storage/backpack/dufflebag/syndie/firestarter/New()
|
|
..()
|
|
new /obj/item/clothing/under/syndicate/soviet(src)
|
|
new /obj/item/weapon/watertank/operator(src)
|
|
new /obj/item/clothing/suit/space/hardsuit/syndi/elite(src)
|
|
new /obj/item/weapon/gun/projectile/automatic/pistol/APS(src)
|
|
new /obj/item/ammo_box/magazine/pistolm9mm(src)
|
|
new /obj/item/ammo_box/magazine/pistolm9mm(src)
|
|
new /obj/item/weapon/reagent_containers/food/drinks/bottle/vodka/badminka(src)
|
|
new /obj/item/weapon/reagent_containers/syringe/stimulants(src)
|
|
new /obj/item/weapon/grenade/syndieminibomb(src)
|