Skip to content

Commit

Permalink
Merge remote-tracking branch 'CMSS13/master'
Browse files Browse the repository at this point in the history
  • Loading branch information
morrowwolf committed Oct 14, 2023
2 parents f7d3295 + 555a0a1 commit 4a513b5
Show file tree
Hide file tree
Showing 8 changed files with 378 additions and 83 deletions.
197 changes: 197 additions & 0 deletions code/game/objects/effects/spawners/faction_spawners.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,197 @@
/*
* USCM weapons
*/
/obj/effect/spawner/random/gun/uscm_primary
name = "USCM primary weapon spawner"
desc = "spawns USCM primary weapons"
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/rifle/m41a = /obj/item/ammo_magazine/rifle,
/obj/item/weapon/gun/rifle/m41a/tactical = /obj/item/ammo_magazine/rifle,
/obj/item/weapon/gun/smg/m39 = /obj/item/ammo_magazine/smg/m39,
/obj/item/weapon/gun/smg/m39 = /obj/item/ammo_magazine/smg/m39,
/obj/item/weapon/gun/shotgun/pump = /datum/ammo/bullet/shotgun/buckshot
)

/obj/effect/spawner/random/gun/uscm_primary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_rifle_20"

/obj/effect/spawner/random/gun/uscm_primary/midchance
spawn_nothing_percentage = 50
icon_state = "loot_rifle_50"

/obj/effect/spawner/random/gun/uscm_primary/highchance
spawn_nothing_percentage = 20
icon_state = "loot_rifle_80"

/obj/effect/spawner/random/gun/uscm_secondary
name = "USCM secondary weapon spawner"
desc = "spawns USCM secondary weapons"
spawn_nothing_percentage = 0
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/pistol/m4a3 = /obj/item/ammo_magazine/pistol,
/obj/item/weapon/gun/revolver/m44 = /obj/item/ammo_magazine/handful/revolver/marksman
)

/obj/effect/spawner/random/gun/uscm_secondary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_pistol_20"

/obj/effect/spawner/random/gun/uscm_secondary/midchance
spawn_nothing_percentage = 50
icon_state = "loot_pistol_50"

/obj/effect/spawner/random/gun/uscm_secondary/highchance
spawn_nothing_percentage = 80
icon_state = "loot_pistol_80"


/*
* UPP weapons
*/
/obj/effect/spawner/random/gun/upp_primary
name = "UPP primary weapon spawner"
desc = "spawns UPP primary weapons"
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/smg/bizon/upp = /obj/item/ammo_magazine/smg/bizon,
/obj/item/weapon/gun/rifle/type71 = /obj/item/ammo_magazine/rifle/type71,
/obj/item/weapon/gun/rifle/type71/carbine = /obj/item/ammo_magazine/rifle/type71
)

/obj/effect/spawner/random/gun/upp_primary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_rifle_20"

/obj/effect/spawner/random/gun/upp_primary/midchance
spawn_nothing_percentage = 50
icon_state = "loot_rifle_50"

/obj/effect/spawner/random/gun/upp_primary/highchance
spawn_nothing_percentage = 80
icon_state = "loot_rifle_80"

/obj/effect/spawner/random/gun/upp_secondary
name = "UPP secondary weapon spawner"
desc = "spawns UPP secondary weapons"
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/pistol/t73 = /obj/item/ammo_magazine/pistol/t73,
/obj/item/weapon/gun/pistol/np92 = /obj/item/ammo_magazine/pistol/np92,
/obj/item/weapon/gun/revolver/upp = /obj/item/ammo_magazine/revolver/upp
)

/obj/effect/spawner/random/gun/upp_secondary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_pistol_20"

/obj/effect/spawner/random/gun/upp_secondary/medchance
spawn_nothing_percentage = 50
icon_state = "loot_pistol_50"

/obj/effect/spawner/random/gun/upp_secondary/highchance
spawn_nothing_percentage = 20
icon_state = "loot_pistol_80"
/*
* PMC weapons
*/
/obj/effect/spawner/random/gun/pmc_primary
name = "PMC primary weapon spawner"
desc = "spawns PMC primary weapons"
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/rifle/m41a/elite = /obj/item/ammo_magazine/rifle/ap,
/obj/item/weapon/gun/rifle/m41a/elite = /obj/item/ammo_magazine/rifle/extended,
/obj/item/weapon/gun/smg/m39/elite = /obj/item/ammo_magazine/smg/m39/ap,
/obj/item/weapon/gun/smg/m39/elite = /obj/item/ammo_magazine/smg/m39/extended,
/obj/item/weapon/gun/rifle/nsg23 = /obj/item/ammo_magazine/rifle/nsg23/ap,
/obj/item/weapon/gun/rifle/nsg23 = /obj/item/ammo_magazine/rifle/nsg23/extended
)

/obj/effect/spawner/random/gun/pmc_primary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_rifle_20"

/obj/effect/spawner/random/gun/pmc_primary/midchance
spawn_nothing_percentage = 50
icon_state = "loot_rifle_50"

/obj/effect/spawner/random/gun/pmc_primary/highchance
spawn_nothing_percentage = 80
icon_state = "loot_rifle_80"

/obj/effect/spawner/random/gun/pmc_secondary
name = "PMC secondary weapon spawner"
desc = "spawns PMC secondary weapons"
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/pistol/vp78 = /obj/item/ammo_magazine/pistol/vp78,
/obj/item/weapon/gun/pistol/mod88 = /obj/item/ammo_magazine/pistol/mod88
)

/obj/effect/spawner/random/gun/pmc_secondary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_pistol_20"

/obj/effect/spawner/random/gun/pmc_secondary/medchance
spawn_nothing_percentage = 50
icon_state = "loot_pistol_50"

/obj/effect/spawner/random/gun/pmc_secondary/highchance
spawn_nothing_percentage = 20
icon_state = "loot_pistol_80"

/*
* CLF weapons
*/
/obj/effect/spawner/random/gun/clf_primary
name = "CLF primary weapon spawner"
desc = "spawns CLF primary weapons"
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/rifle/m16 = /obj/item/ammo_magazine/rifle/m16,
/obj/item/weapon/gun/rifle/mar40/carbine = /obj/item/ammo_magazine/rifle/mar40
)

/obj/effect/spawner/random/gun/clf_primary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_rifle_20"

/obj/effect/spawner/random/gun/clf_primary/midchance
spawn_nothing_percentage = 50
icon_state = "loot_rifle_50"

/obj/effect/spawner/random/gun/clf_primary/highchance
spawn_nothing_percentage = 80
icon_state = "loot_rifle_80"

/obj/effect/spawner/random/gun/clf_secondary
name = "CLF secondary weapon spawner"
desc = "spawns CLF secondary weapons"
mags_max = 2
mags_min = 1
guns = list(
/obj/item/weapon/gun/pistol/kt42 = /obj/item/ammo_magazine/pistol/kt42,
/obj/item/weapon/gun/pistol/b92fs = /obj/item/ammo_magazine/pistol/b92fs
)

/obj/effect/spawner/random/gun/clf_secondary/lowchance
spawn_nothing_percentage = 80
icon_state = "loot_pistol_20"

/obj/effect/spawner/random/gun/clf_secondary/medchance
spawn_nothing_percentage = 50
icon_state = "loot_pistol_50"

/obj/effect/spawner/random/gun/clf_secondary/highchance
spawn_nothing_percentage = 20
icon_state = "loot_pistol_80"
Original file line number Diff line number Diff line change
Expand Up @@ -6,12 +6,26 @@
flags = EQUIPMENT_PRESET_START_OF_ROUND
assignment = "Weyland-Yutani PMC"
faction = FACTION_SURVIVOR
faction_group = list(FACTION_SURVIVOR)
faction_group = list(FACTION_WY, FACTION_SURVIVOR)
paygrade = "PMC-OP"
idtype = /obj/item/card/id/pmc
skills = /datum/skills/civilian/survivor/pmc
languages = list(LANGUAGE_ENGLISH, LANGUAGE_JAPANESE)
access = list(ACCESS_CIVILIAN_PUBLIC, ACCESS_CIVILIAN_COMMAND)
access = list(
ACCESS_WY_GENERAL,
ACCESS_WY_COLONIAL,
ACCESS_WY_MEDICAL,
ACCESS_WY_SECURITY,
ACCESS_WY_RESEARCH,
ACCESS_WY_ARMORY,
ACCESS_CIVILIAN_PUBLIC,
ACCESS_CIVILIAN_RESEARCH,
ACCESS_CIVILIAN_ENGINEERING,
ACCESS_CIVILIAN_LOGISTICS,
ACCESS_CIVILIAN_BRIG,
ACCESS_CIVILIAN_MEDBAY,
ACCESS_CIVILIAN_COMMAND,
)

/datum/equipment_preset/survivor/pmc/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/pmc/hvh, WEAR_L_EAR)
Expand Down Expand Up @@ -77,12 +91,17 @@
access = list(
ACCESS_WY_GENERAL,
ACCESS_WY_COLONIAL,
ACCESS_WY_LEADERSHIP,
ACCESS_WY_MEDICAL,
ACCESS_WY_SECURITY,
ACCESS_WY_EXEC,
ACCESS_WY_RESEARCH,
ACCESS_WY_ENGINEERING,
ACCESS_WY_MEDICAL,
ACCESS_WY_ARMORY,
ACCESS_CIVILIAN_PUBLIC,
ACCESS_CIVILIAN_RESEARCH,
ACCESS_CIVILIAN_ENGINEERING,
ACCESS_CIVILIAN_LOGISTICS,
ACCESS_CIVILIAN_BRIG,
ACCESS_CIVILIAN_MEDBAY,
ACCESS_CIVILIAN_COMMAND,
ACCESS_ILLEGAL_PIRATE,
)
languages = list(LANGUAGE_ENGLISH, LANGUAGE_JAPANESE)
Expand All @@ -95,11 +114,12 @@
if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD])
add_ice_colony_survivor_equipment(new_human)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/lockable/liaison, WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/reagent_container/glass/beaker/vial/random/good(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/paper/research_notes/grant, WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/manager(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/WY, WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/dress, WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/manager(new_human), WEAR_HEAD)
new_human.equip_to_slot_or_del(new /obj/item/paper/research_notes/good(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/reagent_container/glass/beaker/vial/random/good(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/firstaid/ert(new_human), WEAR_R_STORE)
add_pmc_survivor_weapon(new_human)
Expand All @@ -110,8 +130,22 @@
/datum/equipment_preset/synth/survivor/pmc
name = "Survivor - Synthetic - PMC Support Synth"
faction = FACTION_SURVIVOR
faction_group = list(FACTION_SURVIVOR)
access = list(ACCESS_CIVILIAN_PUBLIC, ACCESS_CIVILIAN_COMMAND)
faction_group = list(FACTION_WY, FACTION_SURVIVOR)
access = list(
ACCESS_WY_GENERAL,
ACCESS_WY_COLONIAL,
ACCESS_WY_MEDICAL,
ACCESS_WY_SECURITY,
ACCESS_WY_RESEARCH,
ACCESS_WY_ARMORY,
ACCESS_CIVILIAN_PUBLIC,
ACCESS_CIVILIAN_RESEARCH,
ACCESS_CIVILIAN_ENGINEERING,
ACCESS_CIVILIAN_LOGISTICS,
ACCESS_CIVILIAN_BRIG,
ACCESS_CIVILIAN_MEDBAY,
ACCESS_CIVILIAN_COMMAND,
)
idtype = /obj/item/card/id/pmc
assignment = JOB_PMC_SYNTH
rank = JOB_PMC_SYNTH
Expand All @@ -122,15 +156,16 @@

/datum/equipment_preset/synth/survivor/pmc/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/veteran/pmc, WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/accessory/storage/surg_vest/equipped, WEAR_ACCESSORY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/accessory/storage/droppouch, WEAR_ACCESSORY)
new_human.equip_to_slot_or_del(new /obj/item/tool/surgery/scalpel/manager, WEAR_IN_ACCESSORY)
new_human.equip_to_slot_or_del(new /obj/item/reagent_container/food/drinks/flask/weylandyutani, WEAR_IN_ACCESSORY)
new_human.equip_to_slot_or_del(new /obj/item/handcuffs/zip, WEAR_IN_ACCESSORY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/veteran/pmc/light/synth, WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/weapon/telebaton, WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/smg/nailgun, WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/smg/nailgun, WEAR_IN_JACKET)

new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/veteran/pmc, WEAR_HEAD)
new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/pmc/command/hvh, WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/night/experimental_mesons, WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/pmc, WEAR_FACE)

new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/marine/veteran/pmc, WEAR_HANDS)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@
//crashlanding-upp-bar.dmm
/datum/equipment_preset/survivor/upp/sapper
name = "Survivor - UPP Sapper"
paygrade = "UE3S"
paygrade = "UE3"
assignment = JOB_UPP_ENGI
rank = JOB_UPP_ENGI
skills = /datum/skills/military/survivor/upp_sapper
Expand Down Expand Up @@ -92,7 +92,7 @@
//crashlanding-upp-bar.dmm
/datum/equipment_preset/survivor/upp/medic
name = "Survivor - UPP Medic"
paygrade = "UE3M"
paygrade = "UE3"
assignment = JOB_UPP_MEDIC
rank = JOB_UPP_MEDIC
skills = /datum/skills/military/survivor/upp_medic
Expand Down
4 changes: 4 additions & 0 deletions code/modules/gear_presets/synths.dm
Original file line number Diff line number Diff line change
Expand Up @@ -143,6 +143,10 @@
. = ..()
access = get_access(ACCESS_LIST_COLONIAL_ALL) + get_region_accesses(2) + get_region_accesses(4) + ACCESS_MARINE_RESEARCH //Access to civillians stuff + medbay stuff + engineering stuff + research

/datum/equipment_preset/synth/survivor/pmc/New()
. = ..()
access = get_access(ACCESS_LIST_WY_PMC)

/datum/equipment_preset/synth/survivor/load_gear(mob/living/carbon/human/new_human)
for(var/equipment in equipment_to_spawn)
var/equipment_path = islist(equipment_to_spawn[equipment]) ? pick(equipment_to_spawn[equipment]) : equipment_to_spawn[equipment]
Expand Down
Loading

0 comments on commit 4a513b5

Please sign in to comment.