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Nightmare Insert: Trijent Dam - Crashed UPP Survivors #3845

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Aug 4, 2023
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1700ecd
TheCommit
Jul 5, 2023
c507a94
Merge branch 'cmss13-devs:master' into Master
Steelpoint Jul 8, 2023
f0c7f14
InitalCommit
Jul 8, 2023
43c42c4
SaveMap
Jul 8, 2023
e3cb488
FixStuffAgain
Jul 9, 2023
4dae555
Merge branch 'UPPShipSurv' of https://github.com/Steelpoint/cmss13 in…
Jul 9, 2023
aec7187
MapChangesNew
Jul 9, 2023
b84ace7
Updates
Jul 9, 2023
1f1b9f1
RevertSomeChoices
Jul 9, 2023
6ba0b61
FixComma
Jul 9, 2023
9f0ab1f
Update marine_armor.dm
Steelpoint Jul 9, 2023
40eb87f
MoreGearChanges
Jul 9, 2023
7de4334
ShipSprites
Jul 9, 2023
b1e6286
FixShipSpritesAndMap
Jul 9, 2023
e95f023
Merge branch 'UPPShipSurv' of https://github.com/Steelpoint/cmss13 in…
Jul 9, 2023
1353aaa
HolyShitPleaseFixThis
Jul 9, 2023
65d0893
AddSynth
Jul 9, 2023
ad484d0
WeakerPistol
Jul 9, 2023
31107e8
CleanUpAndOpacity
Jul 9, 2023
580aab7
Fix
Jul 9, 2023
0ad0197
RogueSFix
Jul 9, 2023
4b02fd1
AddsPatch
Jul 9, 2023
381799b
FixMistype
Jul 9, 2023
c59ec22
NumberGames
Jul 9, 2023
38151a4
Document
Jul 9, 2023
ce892bb
UPPOrders
Jul 10, 2023
bb6ce1b
CombatSynth
Jul 10, 2023
ebb0812
UPPDocumentLogo
Jul 10, 2023
2af0c52
HalfFixForNames
Jul 10, 2023
034b55c
Changes
Jul 11, 2023
e911c8d
SpellingErrorDetected
Jul 11, 2023
092ee0f
CleanUp
Jul 11, 2023
9d4e3cf
NameRandom
Jul 12, 2023
d9406e6
Merge branch 'master' into UPPShipSurv
Steelpoint Jul 14, 2023
c531df4
SpeakRussian
Jul 15, 2023
d3d029a
TrijentChange
Jul 19, 2023
ae8947e
RemoveOldMap
Jul 19, 2023
5ced4a3
UPPSkills
Jul 20, 2023
e54eb78
Updates
Jul 25, 2023
d2600b4
Changes
Jul 25, 2023
a461b35
OOPAreaChange
Jul 29, 2023
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2 changes: 2 additions & 0 deletions code/__DEFINES/language.dm
Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,8 @@

#define ALL_SYNTH_LANGUAGES list(LANGUAGE_ENGLISH, LANGUAGE_JAPANESE, LANGUAGE_CHINESE, LANGUAGE_RUSSIAN, LANGUAGE_GERMAN, LANGUAGE_SPANISH, LANGUAGE_YAUTJA, LANGUAGE_XENOMORPH)

#define ALL_SYNTH_LANGUAGES_UPP list(LANGUAGE_RUSSIAN, LANGUAGE_ENGLISH, LANGUAGE_JAPANESE, LANGUAGE_CHINESE, LANGUAGE_GERMAN, LANGUAGE_SPANISH, LANGUAGE_YAUTJA, LANGUAGE_XENOMORPH)

//Chinese language sound bitflags

//initial flags
Expand Down
76 changes: 76 additions & 0 deletions code/datums/skills.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1566,6 +1566,82 @@ COLONIAL MARSHALS
SKILL_INTEL = SKILL_INTEL_EXPERT,
SKILL_DOMESTIC = SKILL_DOMESTIC_MASTER
)

/datum/skills/military/survivor/upp_private
name = "UPP Private"
skills = list(
SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
SKILL_CQC = SKILL_CQC_TRAINED,
SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
SKILL_JTAC = SKILL_JTAC_TRAINED,
)

/datum/skills/military/survivor/upp_sapper
name = "UPP Sapper"
skills = list(
SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
SKILL_CQC = SKILL_CQC_TRAINED,
SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
SKILL_JTAC = SKILL_JTAC_TRAINED,
)

/datum/skills/military/survivor/upp_medic
name = "UPP Medic"
skills = list(
SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
SKILL_MEDICAL = SKILL_MEDICAL_DOCTOR,
SKILL_SURGERY = SKILL_SURGERY_TRAINED,
SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
SKILL_CQC = SKILL_CQC_TRAINED,
SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
SKILL_JTAC = SKILL_JTAC_TRAINED,
)

/datum/skills/military/survivor/upp_spec
name = "UPP Specialist"
skills = list(
SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_TRAINED,
SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
SKILL_MEDICAL = SKILL_MEDICAL_TRAINED,
SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
SKILL_CQC = SKILL_CQC_TRAINED,
SKILL_LEADERSHIP = SKILL_LEAD_TRAINED,
SKILL_JTAC = SKILL_JTAC_TRAINED,
SKILL_SPEC_WEAPONS = SKILL_SPEC_UPP,
SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
SKILL_CQC = SKILL_CQC_TRAINED,
SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
)

/datum/skills/military/survivor/upp_sl
name = "UPP Squad Leader"
skills = list(
SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
SKILL_ENDURANCE = SKILL_ENDURANCE_TRAINED,
SKILL_FIREARMS = SKILL_FIREARMS_TRAINED,
SKILL_CQC = SKILL_CQC_TRAINED,
SKILL_MELEE_WEAPONS = SKILL_MELEE_TRAINED,
SKILL_LEADERSHIP = SKILL_LEAD_EXPERT,
SKILL_MEDICAL = SKILL_MEDICAL_MEDIC,
SKILL_VEHICLE = SKILL_VEHICLE_DEFAULT,
SKILL_JTAC = SKILL_JTAC_EXPERT,
)

/*
---------------------
SPEC-OPS
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27 changes: 26 additions & 1 deletion code/game/objects/effects/landmarks/survivor_spawner.dm
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,6 @@

spawn_priority = SPAWN_PRIORITY_VERY_HIGH


//Military Survivors//

/obj/effect/landmark/survivor_spawner/lv522_forecon_tech
Expand All @@ -113,3 +112,29 @@
/obj/effect/landmark/survivor_spawner/lv522_forecon_squad_leader
equipment = /datum/equipment_preset/survivor/forecon/squad_leader
spawn_priority = SPAWN_PRIORITY_HIGH

/obj/effect/landmark/survivor_spawner/upp/soldier
equipment = /datum/equipment_preset/survivor/upp/soldier
synth_equipment = /datum/equipment_preset/synth/survivor/upp
spawn_priority = SPAWN_PRIORITY_MEDIUM

/obj/effect/landmark/survivor_spawner/upp_sapper
equipment = /datum/equipment_preset/survivor/upp/sapper
synth_equipment = /datum/equipment_preset/synth/survivor/upp
spawn_priority = SPAWN_PRIORITY_MEDIUM

/obj/effect/landmark/survivor_spawner/upp_medic
equipment = /datum/equipment_preset/survivor/upp/medic
synth_equipment = /datum/equipment_preset/synth/survivor/upp
spawn_priority = SPAWN_PRIORITY_HIGH

/obj/effect/landmark/survivor_spawner/upp_specialist
equipment = /datum/equipment_preset/survivor/upp/specialist
synth_equipment = /datum/equipment_preset/synth/survivor/upp
spawn_priority = SPAWN_PRIORITY_HIGH

/obj/effect/landmark/survivor_spawner/squad_leader
equipment = /datum/equipment_preset/survivor/upp/squad_leader
synth_equipment = /datum/equipment_preset/synth/survivor/upp
spawn_priority = SPAWN_PRIORITY_VERY_HIGH

4 changes: 4 additions & 0 deletions code/game/objects/items/storage/backpack.dm
Original file line number Diff line number Diff line change
Expand Up @@ -437,6 +437,10 @@
xeno_icon_state = "medicpack"
xeno_types = list(/mob/living/carbon/xenomorph/runner, /mob/living/carbon/xenomorph/praetorian, /mob/living/carbon/xenomorph/drone, /mob/living/carbon/xenomorph/warrior, /mob/living/carbon/xenomorph/defender, /mob/living/carbon/xenomorph/sentinel, /mob/living/carbon/xenomorph/spitter)

/obj/item/storage/backpack/marine/medic/upp
name = "\improper UPP corpsman backpack"
desc = "Uncommon issue backpack worn by UPP medics from isolated sectors. You can swear you can see a faded USCM symbol."

/obj/item/storage/backpack/marine/tech
name = "\improper USCM technician backpack"
desc = "A standard-issue backpack worn by USCM technicians."
Expand Down
13 changes: 13 additions & 0 deletions code/game/objects/items/storage/belt.dm
Original file line number Diff line number Diff line change
Expand Up @@ -272,6 +272,19 @@
new /obj/item/storage/pill_bottle/tramadol(src)
new /obj/item/storage/pill_bottle/peridaxon(src)

/obj/item/storage/belt/medical/lifesaver/upp/partial/fill_preset_inventory()
new /obj/item/stack/medical/advanced/bruise_pack(src)
new /obj/item/stack/medical/advanced/bruise_pack(src)
new /obj/item/stack/medical/advanced/ointment(src)
new /obj/item/stack/medical/advanced/ointment(src)
new /obj/item/stack/medical/splint(src)
new /obj/item/stack/medical/splint(src)
new /obj/item/reagent_container/hypospray/autoinjector/oxycodone(src)
new /obj/item/storage/pill_bottle/bicaridine(src)
new /obj/item/storage/pill_bottle/kelotane(src)
new /obj/item/storage/pill_bottle/inaprovaline(src)
new /obj/item/storage/pill_bottle/tramadol(src)

/obj/item/storage/belt/security
name = "\improper M276 pattern security rig"
desc = "The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This configuration is commonly seen among USCM Military Police and peacekeepers, though it can hold some light munitions."
Expand Down
6 changes: 6 additions & 0 deletions code/game/objects/items/storage/pouch.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1236,6 +1236,12 @@
new /obj/item/explosive/plastic(src)
new /obj/item/explosive/plastic(src)

/obj/item/storage/pouch/tools/uppsynth/fill_preset_inventory()
new /obj/item/tool/crowbar(src)
new /obj/item/tool/wirecutters(src)
new /obj/item/tool/weldingtool(src)
new /obj/item/tool/wrench(src)

/obj/item/storage/pouch/sling
name = "sling strap"
desc = "Keeps a single item attached to a strap."
Expand Down
1 change: 1 addition & 0 deletions code/modules/asset_cache/asset_list_items.dm
Original file line number Diff line number Diff line change
Expand Up @@ -143,6 +143,7 @@
assets = list(
"wylogo.png" = 'html/images/wylogo.png',
"uscmlogo.png" = 'html/images/uscmlogo.png',
"upplogo.png" = 'html/images/upplogo.png',
"faxwylogo.png" = 'html/images/faxwylogo.png',
"faxbackground.jpg" = 'html/images/faxbackground.jpg',
)
Expand Down
2 changes: 1 addition & 1 deletion code/modules/clothing/under/marine_uniform.dm
Original file line number Diff line number Diff line change
Expand Up @@ -527,7 +527,7 @@
min_cold_protection_temperature = ICE_PLANET_MIN_COLD_PROT
has_sensor = UNIFORM_HAS_SENSORS
sensor_faction = FACTION_UPP
suit_restricted = list(/obj/item/clothing/suit/storage/marine/faction/UPP, /obj/item/clothing/suit/gimmick/jason, /obj/item/clothing/suit/storage/snow_suit/soviet, /obj/item/clothing/suit/storage/snow_suit/survivor)
suit_restricted = list(/obj/item/clothing/suit/storage/marine/faction/UPP, /obj/item/clothing/suit/gimmick/jason, /obj/item/clothing/suit/storage/snow_suit/soviet, /obj/item/clothing/suit/storage/snow_suit/survivor, /obj/item/clothing/suit/storage/webbing)
flags_jumpsuit = UNIFORM_SLEEVE_ROLLABLE

/obj/item/clothing/under/marine/veteran/UPP/medic
Expand Down
5 changes: 5 additions & 0 deletions code/modules/clothing/under/ties.dm
Original file line number Diff line number Diff line change
Expand Up @@ -359,6 +359,11 @@
desc = "A fire-resistant shoulder patch, worn by the men and women of the USS Hanyut, USCM FORECON."
icon_state = "forecon_patch"

/obj/item/clothing/accessory/patch/upp
name = "UPP Airborne Reconnaissance patch"
desc = "A fire-resistant shoulder patch, worn by the men and women of the 173rd Airborne Reconnaissance Platoon."
icon_state = "upppatch"

/obj/item/clothing/accessory/poncho
name = "USCM Poncho"
desc = "The standard USCM poncho has variations for every climate. Custom fitted to be attached to standard USCM armor variants it is comfortable, warming or cooling as needed, and well-fit. A marine couldn't ask for more. Affectionately referred to as a \"woobie\"."
Expand Down
50 changes: 50 additions & 0 deletions code/modules/gear_presets/_select_equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -952,3 +952,53 @@ var/list/rebel_rifles = list(
list("Shoulder Holster", 10, /obj/item/clothing/accessory/storage/holster, null, VENDOR_ITEM_REGULAR),
list("Webbing", 10, /obj/item/clothing/accessory/storage/webbing, null, VENDOR_ITEM_REGULAR)
)

/datum/equipment_preset/proc/add_upp_weapon(mob/living/carbon/human/new_human)
var/random_gun = rand(1,3)
switch(random_gun)
if(1)
new_human.equip_to_slot_or_del(new /obj/item/weapon/gun/rifle/type71(new_human), WEAR_L_HAND)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/rifle/type71(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/rifle/type71(new_human), WEAR_IN_BACK)
if(2)
new_human.equip_to_slot_or_del(new /obj/item/weapon/gun/rifle/type71/carbine(new_human), WEAR_L_HAND)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/rifle/type71(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/rifle/type71(new_human), WEAR_IN_BACK)
if(3)
new_human.equip_to_slot_or_del(new /obj/item/weapon/gun/shotgun/type23(new_human), WEAR_L_HAND)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/handful/shotgun/heavy/buckshot(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/handful/shotgun/heavy/buckshot(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/handful/shotgun/heavy/buckshot(new_human), WEAR_IN_BACK)

/datum/equipment_preset/proc/spawn_random_upp_headgear(mob/living/carbon/human/new_human)
var/random_hat = rand(1,10)
switch(random_hat)
if (1, 2)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/veteran/UPP(new_human), WEAR_HEAD)
if (3, 4, 5)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/uppcap(new_human), WEAR_HEAD)
if (6, 7)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/uppcap/beret(new_human), WEAR_HEAD)
if (8, 9)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/uppcap/ushanka(new_human), WEAR_HEAD)

/datum/equipment_preset/proc/spawn_random_upp_armor(mob/living/carbon/human/new_human)
var/random_gear = rand(1, 4)
switch(random_gear)
if (1, 2, 3)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/veteran/UPP (new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/webbing(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/tool/crowbar(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/device/flashlight(new_human), WEAR_J_STORE)
if (4)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/veteran/UPP (new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/faction/UPP(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/tool/crowbar(new_human), WEAR_IN_JACKET)

/datum/equipment_preset/proc/spawn_random_upp_belt(mob/living/carbon/human/new_human)
var/random_gun = rand(1, 3)
switch(random_gun)
if (1, 2)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/type47/NY(new_human), WEAR_WAIST)
if (3)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/marine/upp(new_human), WEAR_WAIST)
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