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UA Civilian Overhaul (#529)
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Co-authored-by: XSlayer300 <[email protected]>
Co-authored-by: Doubleumc <[email protected]>
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3 people authored Dec 2, 2024
1 parent d121e66 commit cdfdf98
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Showing 151 changed files with 2,720 additions and 6,537 deletions.
2 changes: 2 additions & 0 deletions code/__DEFINES/mode.dm
Original file line number Diff line number Diff line change
Expand Up @@ -292,6 +292,8 @@ DEFINE_BITFIELD(whitelist_status, list(
#define FACTION_LIST_WY list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
#define FACTION_LIST_UPP list(FACTION_UPP)
#define FACTION_LIST_UPP_COLONY list(FACTION_COLONIST, FACTION_UPP)
#define FACTION_LIST_UA_COLONY list(FACTION_COLONIST, FACTION_MARINE)
#define FACTION_LIST_WY_COLONY list(FACTION_COLONIST, FACTION_WY)
#define FACTION_LIST_CLF list(FACTION_CLF)
#define FACTION_LIST_TWE list(FACTION_TWE)
#define FACTION_LIST_FREELANCER list(FACTION_FREELANCER)
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2 changes: 1 addition & 1 deletion code/__DEFINES/radio.dm
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@
#define RADIO_CHANNEL_SPECIAL "special"
#define RADIO_CHANNEL_USASF "USASF"
#define RADIO_CHANNEL_US_ARMY "US Army"

#define RADIO_CHANNEL_UA_GUARD "UA Colonial Guard"
//CLF Comms
#define RADIO_CHANNEL_CLF_GEN "CLF"
#define RADIO_CHANNEL_CLF_CMD "CLF Command"
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3 changes: 3 additions & 0 deletions code/controllers/subsystem/communications.dm
Original file line number Diff line number Diff line change
Expand Up @@ -78,6 +78,7 @@ Radiochat range: 1441 to 1489 (most devices refuse to be tune to other frequency
#define CMB_FREQ 1220
#define ASF_FREQ 1224
#define ARM_FREQ 1228
#define GRD_FREQ 1229

//WY Channels (1230-1249)
#define WY_FREQ 1231
Expand Down Expand Up @@ -155,6 +156,7 @@ GLOBAL_LIST_INIT(radiochannels, list(
RADIO_CHANNEL_CMB = CMB_FREQ,
RADIO_CHANNEL_USASF = ASF_FREQ,
RADIO_CHANNEL_US_ARMY = ARM_FREQ,
RADIO_CHANNEL_UA_GUARD = GRD_FREQ,
RADIO_CHANNEL_DUTCH_DOZEN = DUT_FREQ,
RADIO_CHANNEL_ROYAL_MARINE = RMC_FREQ,

Expand Down Expand Up @@ -283,6 +285,7 @@ SUBSYSTEM_DEF(radio)
"[CMB_FREQ]" = "cmbradio",
"[ASF_FREQ]" = "usasfradio",
"[ARM_FREQ]" = "armyradio",
"[GRD_FREQ]" = "guardradio",
"[ALPHA_FREQ]" = "alpharadio",
"[BRAVO_FREQ]" = "bravoradio",
"[CHARLIE_FREQ]" = "charlieradio",
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10 changes: 5 additions & 5 deletions code/datums/emergency_calls/cmb.dm
Original file line number Diff line number Diff line change
Expand Up @@ -141,22 +141,22 @@
if(!leader && HAS_FLAG(mob?.client.prefs.toggles_ert, PLAY_LEADER) && check_timelock(mob.client, JOB_SQUAD_LEADER, time_required_for_job))
leader = mob
to_chat(mob, SPAN_ROLE_HEADER("You are the Marine Fireteam Leader of Anchorpoint Station!"))
arm_equipment(mob, /datum/equipment_preset/uscm/cmb/leader, TRUE, TRUE) // placeholder
arm_equipment(mob, /datum/equipment_preset/uscm/leader_equipped, TRUE, TRUE) // placeholder
else if(smartgunners < max_smartgunners && HAS_FLAG(mob?.client.prefs.toggles_ert, PLAY_SMARTGUNNER) && check_timelock(mob.client, JOB_SQUAD_SMARTGUN, time_required_for_job))
smartgunners++
to_chat(mob, SPAN_ROLE_HEADER("You are a Smartgunner of Anchorpoint Station!"))
arm_equipment(mob, /datum/equipment_preset/uscm/cmb/smartgunner, TRUE, TRUE)
arm_equipment(mob, /datum/equipment_preset/uscm/smartgunner_equipped, TRUE, TRUE)
else if (medics < max_medics && HAS_FLAG(mob?.client.prefs.toggles_ert, PLAY_MEDIC) && check_timelock(mob.client, JOB_SQUAD_MEDIC, time_required_for_job))
medics++
to_chat(mob, SPAN_ROLE_HEADER("You are a Marine Corpsman of Anchorpoint Station!"))
arm_equipment(mob, /datum/equipment_preset/uscm/cmb/medic, TRUE, TRUE)
arm_equipment(mob, /datum/equipment_preset/uscm/medic_equipped, TRUE, TRUE)
else if(engineers < max_engineers && HAS_FLAG(mob?.client.prefs.toggles_ert, PLAY_ENGINEER) && check_timelock(mob.client, JOB_SQUAD_ENGI, time_required_for_job))
engineers++
to_chat(mob, SPAN_ROLE_HEADER("You are a Technical Specialist of Anchorpoint Station!"))
arm_equipment(mob, /datum/equipment_preset/uscm/cmb/rto, TRUE, TRUE)
arm_equipment(mob, /datum/equipment_preset/uscm/tl_equipped, TRUE, TRUE)
else
to_chat(mob, SPAN_ROLE_HEADER("You are a Marine Rifleman of Anchorpoint Station!"))
arm_equipment(mob, /datum/equipment_preset/uscm/cmb, TRUE, TRUE)
arm_equipment(mob, /datum/equipment_preset/uscm/private_equipped, TRUE, TRUE)

print_backstory(mob)

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9 changes: 0 additions & 9 deletions code/datums/map_config.dm
Original file line number Diff line number Diff line change
Expand Up @@ -70,15 +70,6 @@
var/override_map

/datum/map_config/New()
survivor_types = list(
/datum/equipment_preset/survivor/scientist,
/datum/equipment_preset/survivor/doctor,
/datum/equipment_preset/survivor/chef,
/datum/equipment_preset/survivor/chaplain,
/datum/equipment_preset/survivor/miner,
/datum/equipment_preset/survivor/colonial_marshal,
/datum/equipment_preset/survivor/engineer,
)

synth_survivor_types = list(
/datum/equipment_preset/synth/survivor/medical_synth,
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2 changes: 1 addition & 1 deletion code/datums/supply_packs/black_market.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1278,7 +1278,7 @@ Things that don't fit anywhere else. If they're meant for shipside use, they pro
var/mob/living/carbon/human/corpse = new (loc)
corpse.create_hud() //Need to generate hud before we can equip anything apparently...

var/corpse_type = pick(/datum/equipment_preset/corpse/clf/burst, /datum/equipment_preset/corpse/clf)
var/corpse_type = pick(/datum/equipment_preset/corpse/bluecollar, /datum/equipment_preset/corpse/whitecollar)
arm_equipment(corpse, corpse_type, TRUE, FALSE) // I didn't choose the shitcode life, the shitcode life chose me

loot_message = SPAN_HIGHDANGER("IT'S A CORPSE!!")
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8 changes: 0 additions & 8 deletions code/game/jobs/job/antag/xeno/xenomorph.dm
Original file line number Diff line number Diff line change
Expand Up @@ -34,14 +34,6 @@
human_to_transform.set_stat(UNCONSCIOUS)
human_to_transform.forceMove(get_turf(pick(GLOB.xeno_spawns)))

var/list/survivor_types = list(
/datum/equipment_preset/survivor/scientist,
/datum/equipment_preset/survivor/doctor,
/datum/equipment_preset/survivor/security,
/datum/equipment_preset/survivor/engineer
)
arm_equipment(human_to_transform, pick(survivor_types), FALSE, FALSE)

for(var/obj/item/device/radio/radio in human_to_transform.contents_recursive())
radio.listening = FALSE

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Original file line number Diff line number Diff line change
Expand Up @@ -179,9 +179,9 @@ GLOBAL_LIST_INIT(cm_vending_clothing_req_officer, list(
list("Quartermaster Jacket", 0, /obj/item/clothing/suit/storage/jacket/marine/RO, MARINE_CAN_BUY_MRE, VENDOR_ITEM_MANDATORY),

list("Headgear (CHOOSE 1)", 0, null, null, null),
list("Quartermaster Cap", 0, /obj/item/clothing/head/cmcap/req/ro, MARINE_CAN_BUY_MASK, VENDOR_ITEM_RECOMMENDED),
list("Quartermaster Cap", 0, /obj/item/clothing/head/cmcap/khaki, MARINE_CAN_BUY_MASK, VENDOR_ITEM_RECOMMENDED),
list("Quartermaster Beret", 0, /obj/item/clothing/head/beret/marine/ro, MARINE_CAN_BUY_MASK, VENDOR_ITEM_RECOMMENDED),
list("Requisitions Cap", 0, /obj/item/clothing/head/cmcap/req, MARINE_CAN_BUY_MASK, VENDOR_ITEM_REGULAR),
list("Requisitions Cap", 0, /obj/item/clothing/head/cmcap/khaki, MARINE_CAN_BUY_MASK, VENDOR_ITEM_REGULAR),

list("PERSONAL SIDEARM (CHOOSE 1)", 0, null, null, null),
list("M4A3 Service Pistol", 0, /obj/item/storage/belt/gun/m4a3/full, MARINE_CAN_BUY_SECONDARY, VENDOR_ITEM_RECOMMENDED),
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3 changes: 1 addition & 2 deletions code/game/machinery/vending/vendor_types/crew/synthetic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -245,8 +245,7 @@ GLOBAL_LIST_INIT(cm_vending_clothing_synth_snowflake, list(
list("Ushanka", 12, /obj/item/clothing/head/ushanka, null, VENDOR_ITEM_REGULAR),
list("Cap", 12, /obj/item/clothing/head/cmcap, null, VENDOR_ITEM_REGULAR),
list("MP Cap", 12, /obj/item/clothing/head/beret/marine/mp/mpcap, null, VENDOR_ITEM_REGULAR),
list("QM Cap", 12, /obj/item/clothing/head/cmcap/req/ro, null, VENDOR_ITEM_REGULAR),
list("Req Cap", 12, /obj/item/clothing/head/cmcap/req, null, VENDOR_ITEM_REGULAR),
list("Req Cap", 12, /obj/item/clothing/head/cmcap/khaki, null, VENDOR_ITEM_REGULAR),
list("Officer Cap", 12, /obj/item/clothing/head/cmcap/bridge, null, VENDOR_ITEM_REGULAR),
list("Bio Hood", 12, /obj/item/clothing/head/bio_hood/synth, null, VENDOR_ITEM_REGULAR),
list("Fedora", 12, /obj/item/clothing/head/fedora, null, VENDOR_ITEM_REGULAR),
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200 changes: 21 additions & 179 deletions code/game/objects/effects/landmarks/corpsespawner.dm
Original file line number Diff line number Diff line change
Expand Up @@ -16,197 +16,39 @@
GLOB.corpse_spawns -= src
return ..()

///////////Civilians//////////////////////
/obj/effect/landmark/corpsespawner/bluecollar
name = "Corpse - Blue-Collar"
equip_path = /datum/equipment_preset/corpse/bluecollar

/obj/effect/landmark/corpsespawner/whitecollar
name = "Corpse - White-Collar"
equip_path = /datum/equipment_preset/corpse/whitecollar

/obj/effect/landmark/corpsespawner/guard
name = "Corpse - Security Guard, Prison"
equip_path = /datum/equipment_preset/corpse/guard

/obj/effect/landmark/corpsespawner/prisoner
name = "Prisoner"
name = "Corpse - Prisoner"
equip_path = /datum/equipment_preset/corpse/prisoner

/obj/effect/landmark/corpsespawner/chef
name = "Chef"
equip_path = /datum/equipment_preset/corpse/chef
/obj/effect/landmark/corpsespawner/riot
name = "Corpse - Security Guard, UA Colonial Guard"
equip_path = /datum/equipment_preset/corpse/riot

/obj/effect/landmark/corpsespawner/doctor
name = "Doctor"
name = "Corpse - Doctor"
equip_path = /datum/equipment_preset/corpse/doctor

/obj/effect/landmark/corpsespawner/engineer
name = "Engineer"
equip_path = /datum/equipment_preset/corpse/engineer

/obj/effect/landmark/corpsespawner/scientist
name = "Scientist"
equip_path = /datum/equipment_preset/corpse/scientist

/obj/effect/landmark/corpsespawner/miner
name = "Shaft Miner"
equip_path = /datum/equipment_preset/corpse/miner
/obj/effect/landmark/corpsespawner/scrubs
name = "Corpse - Doctor, Scrubs"
equip_path = /datum/equipment_preset/corpse/doctor/scrubs

/obj/effect/landmark/corpsespawner/security
name = "Security Officer"
equip_path = /datum/equipment_preset/corpse/security

/obj/effect/landmark/corpsespawner/security/marshal
name = "Colonial Marshal Deputy"
equip_path = /datum/equipment_preset/corpse/security/cmb

/obj/effect/landmark/corpsespawner/security/liaison
name = "Corporate Liaison"
equip_path = /datum/equipment_preset/corpse/liaison

/obj/effect/landmark/corpsespawner/prison_security
name = "Prison Guard"
equip_path = /datum/equipment_preset/corpse/prison_guard

/////////////////Officers//////////////////////

/obj/effect/landmark/corpsespawner/bridgeofficer
name = "Colony Division Manager"
equip_path = /datum/equipment_preset/corpse/manager

/obj/effect/landmark/corpsespawner/administrator
name = "Colony Administrator"
equip_path = /datum/equipment_preset/corpse/administrator

/obj/effect/landmark/corpsespawner/administrator/burst
name = "Burst Colony Administrator"
equip_path = /datum/equipment_preset/corpse/administrator/burst

/obj/effect/landmark/corpsespawner/wysec
name = "Weyland-Yutani Corporate Security Guard"
equip_path = /datum/equipment_preset/corpse/wysec

/obj/effect/landmark/corpsespawner/wygoon
name = "Weyland-Yutani Corporate Security Officer"
equip_path = /datum/equipment_preset/corpse/pmc/goon

/obj/effect/landmark/corpsespawner/wygoon/lead
name = "Weyland-Yutani Corporate Security Lead"
equip_path = /datum/equipment_preset/corpse/pmc/goon/lead

/obj/effect/landmark/corpsespawner/wygoon/lead/burst
name = "Burst Weyland-Yutani Corporate Security Lead"
equip_path = /datum/equipment_preset/corpse/pmc/goon/lead/burst

///CM specific jobs///

/obj/effect/landmark/corpsespawner/colonist //default is a colonist
name = "Colonist"
equip_path = /datum/equipment_preset/corpse/colonist

/obj/effect/landmark/corpsespawner/colonist/burst
name = "Burst Colonist"
equip_path = /datum/equipment_preset/corpse/colonist/burst

/obj/effect/landmark/corpsespawner/colonist/kutjevo
name = "Colonist Kutjevo"
equip_path = /datum/equipment_preset/corpse/colonist/kutjevo

/obj/effect/landmark/corpsespawner/colonist/kutjevo/burst
name = "Burst Colonist Kutjevo"
equip_path = /datum/equipment_preset/corpse/colonist/kutjevo/burst

/obj/effect/landmark/corpsespawner/colonist/random
name = "Colonist Random"
equip_path = /datum/equipment_preset/corpse/colonist/random

/obj/effect/landmark/corpsespawner/colonist/random/burst
name = "Burst Colonist Random"
equip_path = /datum/equipment_preset/corpse/colonist/random/burst

/obj/effect/landmark/corpsespawner/ua_riot
name = "UA Officer"
equip_path = /datum/equipment_preset/corpse/ua_riot

/obj/effect/landmark/corpsespawner/ua_riot/burst
name = "Burst UA Officer"
equip_path = /datum/equipment_preset/corpse/ua_riot/burst

/obj/effect/landmark/corpsespawner/wy/manager
name = "Corporate Supervisor"
equip_path = /datum/equipment_preset/corpse/wy/manager

/obj/effect/landmark/corpsespawner/wy/manager/burst
name = "Burst Corporate Supervisor"
equip_path = /datum/equipment_preset/corpse/wy/manager/burst


///////////Faction Specific Corpses//////////////////////

/obj/effect/landmark/corpsespawner/clf
name = "Colonial Liberation Front Soldier"
equip_path = /datum/equipment_preset/corpse/clf

/obj/effect/landmark/corpsespawner/clf/burst
name = "Burst Colonial Liberation Front Soldier"
equip_path = /datum/equipment_preset/corpse/clf/burst

/obj/effect/landmark/corpsespawner/upp
name = "Union of Progressive Peoples Soldier"
equip_path = /datum/equipment_preset/corpse/upp

/obj/effect/landmark/corpsespawner/upp/burst
name = "Burst Union of Progressive Peoples Soldier"
equip_path = /datum/equipment_preset/corpse/upp/burst

/obj/effect/landmark/corpsespawner/pmc
name = "Weyland-Yutani PMC (Standard)"
equip_path = /datum/equipment_preset/corpse/pmc

/obj/effect/landmark/corpsespawner/pmc/burst
name = "Burst Weyland-Yutani PMC (Standard)"
equip_path = /datum/equipment_preset/corpse/pmc/burst

/obj/effect/landmark/corpsespawner/freelancer
name = "Freelancer"
equip_path = /datum/equipment_preset/corpse/freelancer

/obj/effect/landmark/corpsespawner/freelancer/burst
name = "Burst Freelancer"
equip_path = /datum/equipment_preset/corpse/freelancer/burst

// Fun Faction Corpse

/obj/effect/landmark/corpsespawner/realpirate
name = "Pirate"
equip_path = /datum/equipment_preset/corpse/realpirate

/obj/effect/landmark/corpsespawner/realpirate/ranged
name = "Pirate Gunner"
equip_path = /datum/equipment_preset/corpse/realpirate/ranged

/obj/effect/landmark/corpsespawner/russian
name = "Russian"
equip_path = /datum/equipment_preset/corpse/russian

/obj/effect/landmark/corpsespawner/russian/ranged

/obj/effect/landmark/corpsespawner/dutchrifle
name = "Dutch Dozen Rifleman"
equip_path = /datum/equipment_preset/corpse/dutchrifle

/obj/effect/landmark/corpsespawner/dutchrifle/burst
name = "Burst Dutch Dozen Rifleman"
equip_path = /datum/equipment_preset/corpse/dutchrifle/burst

/obj/effect/landmark/corpsespawner/pizza
name = "Pizza Deliverer"
equip_path = /datum/equipment_preset/corpse/pizza

/obj/effect/landmark/corpsespawner/pizza/burst
name = "Burst Pizza Deliverer"
equip_path = /datum/equipment_preset/corpse/pizza/burst

/obj/effect/landmark/corpsespawner/gladiator
name = "Gladiator"
equip_path = /datum/equipment_preset/corpse/gladiator

/obj/effect/landmark/corpsespawner/gladiator/burst
name = "Burst Gladiator"
equip_path = /datum/equipment_preset/corpse/gladiator/burst
name = "Corpse - Security Guard, Wey-Yu"
equip_path = /datum/equipment_preset/colonist/corpse/security

//FORECON

/obj/effect/landmark/corpsespawner/forecon_spotter
name = "USCM Reconnaissance Spotter"
equip_path = /datum/equipment_preset/corpse/forecon_spotter
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