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[DNM] [TM] ONLY - Odolla Onslaught #264

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bcfa25e
initial
AndroBetel May 17, 2024
c1db0bd
Merge branch 'master' into odolla_onslaught
AndroBetel May 17, 2024
d79bea9
Update global.dm
AndroBetel May 17, 2024
30c68e9
Merge branch 'odolla_onslaught' of https://github.com/AndroBetel/PvE-…
AndroBetel May 17, 2024
b5b5ffd
1
AndroBetel May 18, 2024
c821d38
CONSEQUENCES...
AndroBetel May 19, 2024
15e064f
Update synthetic.dm
AndroBetel May 19, 2024
88bca0f
part2 complete
AndroBetel May 19, 2024
4be4517
intermission
AndroBetel May 19, 2024
db91c42
part 3
AndroBetel May 20, 2024
e53a6c7
Update rifles.dm
AndroBetel May 21, 2024
74db686
bravoids+urban fixes
AndroBetel May 21, 2024
c60af6a
bravoids2
AndroBetel May 21, 2024
af601a1
part3+last part
AndroBetel May 21, 2024
0e4174e
Update cm_hats.dmi
AndroBetel May 22, 2024
b8dcdf7
adadad
AndroBetel May 24, 2024
7b0bfdf
Update stalwart.dmm
AndroBetel May 24, 2024
34940e2
flavor bags
AndroBetel May 24, 2024
3278772
pizza day
AndroBetel May 24, 2024
33b55c4
bravoids2
AndroBetel May 28, 2024
b0d23c6
vaipo (forecon)
AndroBetel May 30, 2024
d25999c
1
AndroBetel May 30, 2024
15b7796
new lines oh my science
AndroBetel May 30, 2024
23c5bd6
Update gun_attachables.dm
AndroBetel May 30, 2024
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Update gun_attachables.dm
AndroBetel May 30, 2024
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Update gun_attachables.dm
AndroBetel May 30, 2024
27c2efa
Update vaipo_shuttle_big.dmm
AndroBetel May 30, 2024
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1
AndroBetel May 30, 2024
a013db9
pizza day over =(!
AndroBetel Jun 3, 2024
d49d51f
erm erm erm
AndroBetel Jun 3, 2024
5b756c5
Update squad_prep.dm
AndroBetel Jun 3, 2024
27f3a05
snowfoxes
AndroBetel Jun 5, 2024
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clf
AndroBetel Jun 9, 2024
11ac25a
Merge branch 'master' of https://github.com/PvE-CMSS13/PvE-CMSS13 int…
AndroBetel Jun 9, 2024
beee8a4
Update clf.dm
AndroBetel Jun 9, 2024
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Merge branch 'master' of https://github.com/cmss13-devs/cmss13-pve in…
AndroBetel Jul 28, 2024
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1
AndroBetel Jul 28, 2024
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Update rifles.dm
AndroBetel Jul 28, 2024
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21212
AndroBetel Jul 28, 2024
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Update underwear.dm
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Update underwear.dm
AndroBetel Jul 28, 2024
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Update runner.dmi
AndroBetel Jul 31, 2024
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Revert "Update runner.dmi"
AndroBetel Aug 3, 2024
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Reapply "Update runner.dmi"
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1
AndroBetel Aug 13, 2024
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Merge branch 'master' of https://github.com/cmss13-devs/cmss13-pve in…
AndroBetel Aug 13, 2024
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2
AndroBetel Aug 13, 2024
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Update van.dm
AndroBetel Aug 13, 2024
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Update stalwart.dmm
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AndroBetel Aug 13, 2024
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12 changes: 10 additions & 2 deletions code/__DEFINES/job.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@
#define GET_DEFAULT_ROLE(title) (RoleAuthority?.default_roles[title] ? RoleAuthority.default_roles[title] : title)

// Squad name defines
#define SQUAD_MARINE_1 "Sun Riders"
#define SQUAD_MARINE_2 "Bravo"
#define SQUAD_MARINE_1 "Iron Heads"
#define SQUAD_MARINE_2 "Storm Breakers"
#define SQUAD_MARINE_3 "Charlie"
#define SQUAD_MARINE_4 "Delta"
#define SQUAD_MARINE_5 "Echo"
Expand All @@ -14,6 +14,7 @@
#define SQUAD_CBRN "CBRN"
#define SQUAD_UPP "Red Dawn"
#define SQUAD_LRRP "Snake Eaters"
#define SQUAD_VAIPO "Venelli-Aegis Inc."

// Job name defines
#define JOB_SQUAD_MARINE "Rifleman"
Expand All @@ -40,6 +41,13 @@
#define JOB_SQUAD_MARINE_FORECON "FORECON Rifleman"
#define JOB_SQUAD_SMARTGUN_FORECON "FORECON Smartgunner"

#define JOB_SQUAD_LEADER_VAIPO "VAIPO Team Leader"
#define JOB_SQUAD_MARKSMAN_VAIPO "VAIPO Marksman"
#define JOB_SQUAD_MEDIC_VAIPO "VAIPO Medic"
#define JOB_SQUAD_MARINE_VAIPO "VAIPO Contractor"
#define JOB_SQUAD_SMARTGUN_VAIPO "VAIPO Automatic Rifleman"


var/global/list/job_squad_roles = JOB_SQUAD_ROLES_LIST

#define JOB_COLONIST "Colonist"
Expand Down
5 changes: 3 additions & 2 deletions code/__DEFINES/mode.dm
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ var/global/list/ROLES_ENGINEERING = list(JOB_CHIEF_ENGINEER, JOB_ORDNANCE_TECH,
var/global/list/ROLES_REQUISITION = list(JOB_CHIEF_REQUISITION, JOB_CARGO_TECH, JOB_WO_CHIEF_REQUISITION, JOB_WO_REQUISITION)
var/global/list/ROLES_MEDICAL = list(JOB_CMO, JOB_RESEARCHER, JOB_DOCTOR, JOB_NURSE, JOB_WO_CMO, JOB_WO_RESEARCHER, JOB_WO_DOCTOR)
var/global/list/ROLES_MARINES = list(JOB_SQUAD_LEADER, JOB_SQUAD_TEAM_LEADER, JOB_SQUAD_SPECIALIST, JOB_SQUAD_SMARTGUN, JOB_SQUAD_MEDIC, JOB_SQUAD_ENGI, JOB_SQUAD_MARINE, JOB_SQUAD_RTO)
var/global/list/ROLES_SQUAD_ALL = list(SQUAD_MARINE_1, SQUAD_MARINE_2, SQUAD_MARINE_3, SQUAD_MARINE_4, SQUAD_MARINE_5, SQUAD_MARINE_CRYO, SQUAD_MARINE_INTEL, SQUAD_UPP, SQUAD_LRRP)
var/global/list/ROLES_SQUAD_ALL = list(SQUAD_MARINE_1, SQUAD_MARINE_2, SQUAD_MARINE_3, SQUAD_MARINE_4, SQUAD_MARINE_5, SQUAD_MARINE_CRYO, SQUAD_MARINE_INTEL, SQUAD_UPP, SQUAD_LRRP, SQUAD_VAIPO)

//Groundside roles
var/global/list/ROLES_XENO = list(JOB_XENOMORPH_QUEEN, JOB_XENOMORPH)
Expand All @@ -138,9 +138,10 @@ var/global/list/ROLES_FACTION_CLASH = ROLES_USCM + JOB_PREDATOR


var/global/list/ROLES_UNASSIGNED = list(JOB_SQUAD_MARINE)
var/global/list/ROLES_AI = list(JOB_SO, JOB_SQUAD_LEADER, JOB_SQUAD_MEDIC, JOB_SQUAD_TEAM_LEADER, JOB_SQUAD_SMARTGUN, JOB_SQUAD_MARINE)
var/global/list/ROLES_AI = list(JOB_SO, JOB_SQUAD_LEADER, JOB_SQUAD_MEDIC, JOB_SQUAD_TEAM_LEADER, JOB_SQUAD_SMARTGUN, JOB_SQUAD_MARINE, JOB_SYNTH, JOB_CORPORATE_LIAISON)
var/global/list/ROLES_AI_UPP = list(JOB_SO_UPP, JOB_SQUAD_LEADER_UPP, JOB_SQUAD_MEDIC_UPP, JOB_SQUAD_TEAM_LEADER_UPP, JOB_SQUAD_SMARTGUN_UPP, JOB_SQUAD_MARINE_UPP)
var/global/list/ROLES_AI_FORECON = list(JOB_SQUAD_LEADER_FORECON, JOB_SQUAD_MEDIC_FORECON, JOB_SQUAD_TEAM_LEADER_FORECON, JOB_SQUAD_SMARTGUN_FORECON, JOB_SQUAD_MARINE_FORECON, JOB_SQUAD_RTO)
var/global/list/ROLES_AI_VAIPO = list(JOB_SQUAD_LEADER_VAIPO, JOB_SQUAD_MEDIC_VAIPO, JOB_SQUAD_SMARTGUN_VAIPO, JOB_SQUAD_MARINE_VAIPO, JOB_SQUAD_MARKSMAN_VAIPO)
var/global/list/ROLES_WO = list(JOB_WO_CO, JOB_WO_XO, JOB_WO_CORPORATE_LIAISON, JOB_WO_SYNTH, JOB_WO_CHIEF_POLICE, JOB_WO_SO, JOB_WO_CREWMAN, JOB_WO_POLICE, JOB_WO_PILOT, JOB_WO_CHIEF_ENGINEER, JOB_WO_ORDNANCE_TECH, JOB_WO_CHIEF_REQUISITION, JOB_WO_REQUISITION, JOB_WO_CMO, JOB_WO_DOCTOR, JOB_WO_RESEARCHER, JOB_WO_SQUAD_MARINE, JOB_WO_SQUAD_MEDIC, JOB_WO_SQUAD_ENGINEER, JOB_WO_SQUAD_SMARTGUNNER, JOB_WO_SQUAD_SPECIALIST, JOB_WO_SQUAD_LEADER)
//Role lists used for switch() checks in show_blurb_uscm(). Cosmetic, determines ex. "Engineering, USS Almayer", "2nd Bat. 'Falling Falcons'" etc.
#define BLURB_USCM_COMBAT JOB_CO, JOB_XO, JOB_SO, JOB_WO_CO, JOB_WO_XO, JOB_WO_CHIEF_POLICE, JOB_WO_SO, JOB_WO_CREWMAN, JOB_WO_POLICE, JOB_SEA,\
Expand Down
3 changes: 3 additions & 0 deletions code/datums/medal_awards.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
#define MARINE_BRONZE_HEART_MEDAL "bronze heart medal"
#define MARINE_VALOR_MEDAL "medal of valor"
#define MARINE_HEROISM_MEDAL "medal of exceptional heroism"
#define MARINE_ODOLLA_CAMPAIGN_MEDAL "Odolla's Cradle campaign medal"

#define ALL_MARINE_MEDALS list(MARINE_CONDUCT_MEDAL, MARINE_BRONZE_HEART_MEDAL, MARINE_VALOR_MEDAL, MARINE_HEROISM_MEDAL)

Expand Down Expand Up @@ -148,6 +149,8 @@ GLOBAL_LIST_EMPTY(jelly_awards)
medal = new /obj/item/clothing/accessory/medal/silver/valor(medal_location)
if(MARINE_HEROISM_MEDAL)
medal = new /obj/item/clothing/accessory/medal/gold/heroism(medal_location)
if(MARINE_ODOLLA_CAMPAIGN_MEDAL)
medal = new /obj/item/clothing/accessory/medal/gold/odolla(medal_location)
else
return FALSE
medal.recipient_name = chosen_recipient
Expand Down
6 changes: 3 additions & 3 deletions code/datums/paygrades/factions/other/contractors.dm
Original file line number Diff line number Diff line change
Expand Up @@ -14,9 +14,9 @@
pay_multiplier = 1.75

/datum/paygrade/contractors/mg
paygrade = "VAI-G"
name = "VAI Machinegunner"
prefix = "VAI MG"
paygrade = "VAI-AR"
name = "VAI Automatic Rifleman"
prefix = "VAI AR"
pay_multiplier = 1.75

/datum/paygrade/contractors/engi
Expand Down
4 changes: 1 addition & 3 deletions code/datums/skills/uscm.dm
Original file line number Diff line number Diff line change
Expand Up @@ -59,12 +59,10 @@ United States Colonial Marines
name = "Squad Weapons Specialist"
skills = list(
SKILL_CQC = SKILL_CQC_TRAINED,
SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
SKILL_ENGINEER = SKILL_ENGINEER_TRAINED, //to use c4 in demo set.
SKILL_SPEC_WEAPONS = SKILL_SPEC_TRAINED,
SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
SKILL_JTAC = SKILL_JTAC_BEGINNER
SKILL_JTAC = SKILL_JTAC_BEGINNER,
)

/datum/skills/tl
Expand Down
9 changes: 9 additions & 0 deletions code/datums/vehicles.dm
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,11 @@
name = "Movie APC"
interior_id = "apc_movie"

/datum/map_template/interior/apc_custom
name = "Pit Stop APC"
interior_id = "apc_custom"


/datum/map_template/interior/arc
name = "ARC"
interior_id = "arc"
Expand All @@ -42,6 +47,10 @@
name = "Tank"
interior_id = "tank"

/datum/map_template/interior/tank_custom
name = "Six Feet Thunder Tank"
interior_id = "tank_custom"

/datum/map_template/interior/aev
name = "AEV"
interior_id = "aev"
Expand Down
24 changes: 24 additions & 0 deletions code/datums/weather/weather_events/big_red.dm
Original file line number Diff line number Diff line change
Expand Up @@ -42,3 +42,27 @@
ambience = 'sound/ambience/strata/strata_blizzard.ogg'

fire_smothering_strength = 3

/datum/weather_event/pollen
name = "Pollenstorm"
display_name = "Pollenstorm"
length = 5 MINUTES
fullscreen_type = /atom/movable/screen/fullscreen/weather/low
turf_overlay_icon_state = "hallucination"

effect_message = "You feel colourful sickly-sweet pollen cover you..."
damage_per_tick = 0.001
damage_type = TOX
ambience = 'sound/ambience/rainforest.ogg'
fire_smothering_strength = 0

/datum/weather_event/pollen/process_mob_effect(mob/living/carbon/affected_mob, delta_time = 1)
..()
if(!ishuman(affected_mob))
return
var/mob/living/carbon/human/human = affected_mob
if(human.wear_mask && (human.wear_mask.flags_inventory & BLOCKGASEFFECT))
return
if(human.head && (human.head.flags_inventory & BLOCKGASEFFECT))
return
human.hallucination += 5
16 changes: 16 additions & 0 deletions code/datums/weather/weather_map_holders/big_red.dm
Original file line number Diff line number Diff line change
Expand Up @@ -14,3 +14,19 @@

/datum/weather_ss_map_holder/big_red/should_start_event()
return prob(PROB_WEATHER_BIG_RED)

/datum/weather_ss_map_holder/pollen
name = "hallucinations Holder"

min_time_between_events = 5 MINUTES
no_weather_turf_icon_state = "strata_clearsky"

potential_weather_events = list(
/datum/weather_event/pollen,
)

/datum/weather_ss_map_holder/pollen/should_affect_area(area/A)
return !CEILING_IS_PROTECTED(A.ceiling, CEILING_GLASS)

/datum/weather_ss_map_holder/pollen/should_start_event()
return prob(100)
2 changes: 1 addition & 1 deletion code/game/area/IceColony.dm
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@
power_light = FALSE
power_equip = FALSE
power_environ = FALSE
temperature = ICE_COLONY_TEMPERATURE
temperature = 375

/*
* Exterior - Surface
Expand Down
27 changes: 27 additions & 0 deletions code/game/area/Sulaco.dm
Original file line number Diff line number Diff line change
Expand Up @@ -149,6 +149,33 @@
return FALSE
return TRUE

/area/shuttle/skully
name = "\improper Dropship Skully"
icon_state = "shuttlered"
base_muffle = MUFFLE_HIGH
soundscape_interval = 30
is_landing_zone = TRUE
ceiling = CEILING_REINFORCED_METAL

/area/shuttle/skully/Enter(atom/movable/O, atom/oldloc)
if(istype(O, /obj/structure/barricade))
return FALSE
return TRUE


/area/shuttle/wrecker
name = "\improper Dropship Wrecker"
icon_state = "shuttlered"
base_muffle = MUFFLE_HIGH
soundscape_interval = 30
is_landing_zone = TRUE
ceiling = CEILING_REINFORCED_METAL

/area/shuttle/wrecker/Enter(atom/movable/O, atom/oldloc)
if(istype(O, /obj/structure/barricade))
return FALSE
return TRUE


//DISTRESS SHUTTLES

Expand Down
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