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Merge pull request #94 from MegaDaimond/master
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Evgencheg authored Sep 8, 2024
2 parents cde205f + 1b2f52a commit fcf4c86
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Showing 256 changed files with 283 additions and 261 deletions.
2 changes: 1 addition & 1 deletion Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
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sprite: Objects/Specific/Service/vending_machine_restock.rsi
state: base
product: CrateVendingMachineRestockSecTechFilled
cost: 2200
cost: 2590
category: cargoproduct-category-name-security
group: market

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Expand Up @@ -16,5 +16,4 @@
#LPP
WeaponCrusherDagger: 2
emaggedInventory:
LPPWeaponSyndieGlaive: 1
ClothingBackpackDuffelSyndicate: 1
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Expand Up @@ -50,6 +50,5 @@
ClothingHeadBandSkull: 1
LPPClothingHeadSecHat: 2
LPPClothingBalaclavawide: 4
ContrabandInventory:
ClothingMaskClownSecurity: 1
contrabandInventory:
LPPClothingMaskKinkyMuzzle: 1
4 changes: 2 additions & 2 deletions Resources/Prototypes/Catalog/uplink_catalog.yml
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Expand Up @@ -1736,9 +1736,9 @@
id: LPPUplinkhelmetswat
name: шлем спецназа синдиката
description: Крепкий шлем, что защитит вашу голову от ненужных свинцовых, а так же лазерных выстрелов.
icon: { sprite: Clothing/Head/Helmets/swat_syndicate.rsi, state: icon }
icon: { sprite: /Textures/Clothing/Head/Helmets/swat_syndicate.rsi, state: icon }
productEntity: ClothingHeadHelmetSwatSyndicate
cost:
Telecrystal: 2
categories:
- UplinkArmor
- UplinkArmor
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Expand Up @@ -4,6 +4,6 @@
sprite: Objects/Specific/Service/vending_machine_restock.rsi
state: base
product: CrateVendingMachineRestockPrideFilled
cost: 1100
cost: 2330
category: Service
group: market
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Expand Up @@ -22,5 +22,5 @@
- id: LPPweaponPibodi
- id: LPPMagazineBoxHunting
- id: LPPClothingOuterHardsuitHunter
- id: LPPWeaponBattleCutter
- id: LPPWeaponCutterMagazine
# - id: LPPWeaponBattleCutter
# - id: LPPWeaponCutterMagazine
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@@ -1,38 +1,38 @@
- type: entity
name: заряд боевого резака
id: LPPWeaponCutterMagazine
parent: BaseItem
components:
- type: Item
size: Small
shape:
- 0,0,2,0
storedRotation: -90
- type: Battery
pricePerJoule: 0.15
maxCharge: 2500
startingCharge: 2500
- type: Sprite
sprite: _LostParadise/Objects/Weapons/Guns/Ammunition/Magazine/battlecuttercartridge.rsi
layers:
- map: [ "enum.PowerCellVisualLayers.Base" ]
state: small
- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
state: o2
- type: SolutionContainerManager
solutions:
battery:
maxVol: 7
- type: InjectableSolution
solution: battery
- type: DrawableSolution
solution: battery
- type: Tag
tags:
- PowerCell
- type: Appearance
- type: PowerCellVisuals
- type: Riggable
- type: ProjectileBatteryAmmoProvider
proto: BulletCutter
fireCost: 125
# - type: entity
# name: заряд боевого резака
# id: LPPWeaponCutterMagazine
# parent: BaseItem
# components:
# - type: Item
# size: Small
# shape:
# - 0,0,2,0
# storedRotation: -90
# - type: Battery
# pricePerJoule: 0.15
# maxCharge: 2500
# startingCharge: 2500
# - type: Sprite
# sprite: _LostParadise/Objects/Weapons/Guns/Ammunition/Magazine/battlecuttercartridge.rsi
# layers:
# - map: [ "enum.PowerCellVisualLayers.Base" ]
# state: small
# - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
# state: o2
# - type: SolutionContainerManager
# solutions:
# battery:
# maxVol: 7
# - type: InjectableSolution
# solution: battery
# - type: DrawableSolution
# solution: battery
# - type: Tag
# tags:
# - PowerCell
# - type: Appearance
# - type: PowerCellVisuals
# - type: Riggable
# - type: ProjectileBatteryAmmoProvider
# proto: BulletCutter
# fireCost: 125
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@@ -1,41 +1,41 @@
- type: entity
name: боевой резак
parent: BaseWeaponPowerCellSmall
id: LPPWeaponBattleCutter
description: Старая модель резаков, что, вроде как, предназначались для горной добычи, теперь же для рубки ксеносов.
components:
- type: Sprite
sprite: _LostParadise/Objects/Weapons/Guns/Pistols/battlecutter.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Item
size: Small
shape:
- 0,0,1,0
- 0,1,0,1
- type: Clothing
sprite: _LostParadise/Objects/Weapons/Guns/Pistols/battlecutter.rsi
soundForce: true
slots:
- Belt
- suitStorage
- type: Gun
soundGunshot:
path: "/Audio/_LostParadise/Weapons/Guns/Gunshots/BattleCutterFire.ogg"
params:
volume: 100
soundForce: true
- type: AmmoCounter
- type: ItemSlots
slots:
gun_magazine:
name: Magazine
startingItem: LPPWeaponCutterMagazine
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true
# - type: entity
# name: боевой резак
# parent: BaseWeaponPowerCellSmall
# id: LPPWeaponBattleCutter
# description: Старая модель резаков, что, вроде как, предназначались для горной добычи, теперь же для рубки ксеносов.
# components:
# - type: Sprite
# sprite: _LostParadise/Objects/Weapons/Guns/Pistols/battlecutter.rsi
# layers:
# - state: base
# map: ["enum.GunVisualLayers.Base"]
# - state: mag-unshaded-4
# map: ["enum.GunVisualLayers.MagUnshaded"]
# shader: unshaded
# - type: Item
# size: Small
# shape:
# - 0,0,1,0
# - 0,1,0,1
# - type: Clothing
# sprite: _LostParadise/Objects/Weapons/Guns/Pistols/battlecutter.rsi
# soundForce: true
# slots:
# - Belt
# - suitStorage
# - type: Gun
# soundGunshot:
# path: "/Audio/_LostParadise/Weapons/Guns/Gunshots/BattleCutterFire.ogg"
# params:
# volume: 100
# soundForce: true
# - type: AmmoCounter
# - type: ItemSlots
# slots:
# gun_magazine:
# name: Magazine
# startingItem: LPPWeaponCutterMagazine
# - type: MagazineVisuals
# magState: mag
# steps: 5
# zeroVisible: true
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Expand Up @@ -129,93 +129,93 @@
- type: TimedDespawn
lifetime: 0.2

- type: entity
name : Cutter bolt
id: BulletCutter2
parent: BaseBullet
noSpawn: true
components:
- type: Reflective
reflective:
- Energy
- type: FlyBySound
sound:
collection: EnergyMiss
params:
volume: 5
- type: Sprite
noRot: false
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
layers:
- state: scatterlaser
shader: unshaded
- type: Physics
- type: Fixtures
fixtures:
projectile:
shape:
!type:PhysShapeAabb
bounds: "-0.15,-0.45,0.15,0.15"
hard: false
mask:
- Impassable
- BulletImpassable
fly-by: *flybyfixture
- type: Ammo
- type: StaminaDamageOnCollide
damage: 13
- type: Projectile
impactEffect: BulletImpactEffectDisabler
# deleteOnCollide: false
damage:
types:
Heat: 5
Slash: 8
soundHit:
path: "/Audio/_LostParadise/Weapons/Guns/Gunshots/ion_hit_1.ogg"
- type: TimedDespawn
lifetime: 0.4
- type: GatheringProjectile
# - type: entity
# name : Cutter bolt
# id: BulletCutter2
# parent: BaseBullet
# noSpawn: true
# components:
# - type: Reflective
# reflective:
# - Energy
# - type: FlyBySound
# sound:
# collection: EnergyMiss
# params:
# volume: 5
# - type: Sprite
# noRot: false
# sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
# layers:
# - state: scatterlaser
# shader: unshaded
# - type: Physics
# - type: Fixtures
# fixtures:
# projectile:
# shape:
# !type:PhysShapeAabb
# bounds: "-0.15,-0.45,0.15,0.15"
# hard: false
# mask:
# - Impassable
# - BulletImpassable
# fly-by: *flybyfixture
# - type: Ammo
# - type: StaminaDamageOnCollide
# damage: 13
# - type: Projectile
# impactEffect: BulletImpactEffectDisabler
# # deleteOnCollide: false
# damage:
# types:
# Heat: 5
# Slash: 8
# soundHit:
# path: "/Audio/_LostParadise/Weapons/Guns/Gunshots/ion_hit_1.ogg"
# - type: TimedDespawn
# lifetime: 0.4
# - type: GatheringProjectile

- type: entity
name : battlecutter1
id: battlecuttershot
parent: BaseBullet
noSpawn: true
components:
- type: Reflective
reflective:
- Energy
- type: FlyBySound
sound:
collection: EnergyMiss
params:
volume: 6
- type: Sprite
sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/battlecutter.rsi
layers:
- state: omnilaser
shader: unshaded
- type: Physics
- type: Fixtures
fixtures:
projectile:
shape:
!type:PhysShapeAabb
bounds: "-0.15,-0.3,0.15,0.3"
hard: false
mask:
- Impassable
- BulletImpassable
fly-by: *flybyfixture
- type: Ammo
- type: Projectile
impactEffect: BulletImpactEffectDisabler
damage:
types:
Blunt: 5
Slash: 10
soundHit:
collection: WeakHit
- type: IgniteOnCollide
fireStacks: 0.2
# - type: entity
# name : battlecutter1
# id: battlecuttershot
# parent: BaseBullet
# noSpawn: true
# components:
# - type: Reflective
# reflective:
# - Energy
# - type: FlyBySound
# sound:
# collection: EnergyMiss
# params:
# volume: 6
# - type: Sprite
# sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/battlecutter.rsi
# layers:
# - state: omnilaser
# shader: unshaded
# - type: Physics
# - type: Fixtures
# fixtures:
# projectile:
# shape:
# !type:PhysShapeAabb
# bounds: "-0.15,-0.3,0.15,0.3"
# hard: false
# mask:
# - Impassable
# - BulletImpassable
# fly-by: *flybyfixture
# - type: Ammo
# - type: Projectile
# impactEffect: BulletImpactEffectDisabler
# damage:
# types:
# Blunt: 5
# Slash: 10
# soundHit:
# collection: WeakHit
# - type: IgniteOnCollide
# fireStacks: 0.2
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