Merge branch 'master' into 2020-08-19-firelocks

# Conflicts:
#	Content.Server/GameObjects/Components/Atmos/AirtightComponent.cs
#	Content.Server/GameObjects/Components/Atmos/GridAtmosphereComponent.cs
#	SpaceStation14.sln.DotSettings
This commit is contained in:
Víctor Aguilera Puerto
2020-08-28 14:35:45 +02:00
494 changed files with 11527 additions and 3829 deletions

View File

@@ -1,7 +1,17 @@
- type: entity
parent: HatBase
id: HatHardsuit-old
name: hardsuit-old
id: HelmetHardsuitBase
name: base hardsuit helmet
abstract: true
components:
- type: PressureProtection
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: entity
parent: HelmetHardsuitBase
id: HatHardsuitOld
name: old hardsuit helmet
description: An old helmet from a hardsuit. Still functional, for now.
components:
- type: Sprite
@@ -10,11 +20,15 @@
sprite: Clothing/Head/hardsuit-old.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-old.rsi
- type: PressureProtection
highPressureMultiplier: 0.85
lowPressureMultiplier: 45
- type: entity
parent: HatBase
id: HatHardsuit-atmos
name: hardsuit-atmos
parent: HelmetHardsuitBase
id: HelmetHardsuitAtmos
name: atmos hardsuit helmet
description: A special hardsuit helmet designed for working in low-pressure, high thermal environments.
components:
- type: Sprite
@@ -23,11 +37,14 @@
sprite: Clothing/Head/hardsuit-atmos.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-atmos.rsi
- type: PressureProtection
highPressureMultiplier: 0.5
lowPressureMultiplier: 100
- type: entity
parent: HatBase
id: HatHardsuit-engineering
name: hardsuit-engineering
parent: HelmetHardsuitBase
id: HelmetHardsuitEngineering
name: engineering hardsuit helmet
description: An engineering hardsuit helmet designed for working in low-pressure, high radioactive environments.
components:
- type: Sprite
@@ -36,11 +53,14 @@
sprite: Clothing/Head/hardsuit-engineering.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-engineering.rsi
- type: PressureProtection
highPressureMultiplier: 0.65
lowPressureMultiplier: 100
- type: entity
parent: HatBase
id: HatHardsuit-hazardhardsuit
name: hardsuit-hazardhardsuit
parent: HelmetHardsuitBase
id: HelmetHardsuitHazard
name: hazard hardsuit helmet
description: Robust hardsuit helmet made for dangerous and hazardous situations.
components:
- type: Sprite
@@ -51,9 +71,9 @@
sprite: Clothing/Head/hardsuit-hazardhardsuit.rsi
- type: entity
parent: HatBase
id: HatHardsuit-medical
name: hardsuit-medical
parent: HelmetHardsuitBase
id: HelmetHardsuitMedical
name: medical hardsuit helmet
description: Lightweight medical hardsuit helmet that doesn't restrict your head movements.
components:
- type: Sprite
@@ -62,11 +82,14 @@
sprite: Clothing/Head/hardsuit-medical.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-medical.rsi
- type: PressureProtection
highPressureMultiplier: 0.80
lowPressureMultiplier: 55
- type: entity
parent: HatBase
id: HatHardsuit-mining
name: hardsuit-mining
parent: HelmetHardsuitBase
id: HelmetHardsuitMining
name: mining hardsuit helmet
description: A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights.
components:
- type: Sprite
@@ -75,11 +98,14 @@
sprite: Clothing/Head/hardsuit-mining.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-mining.rsi
- type: PressureProtection
highPressureMultiplier: 0.70
lowPressureMultiplier: 100
- type: entity
parent: HatBase
id: HatHardsuit-sectg
name: hardsuit-sectg
parent: HelmetHardsuitBase
id: HelmetHardsuitSecurity
name: security hardsuit helmet
description: Armored hardsuit helmet for security needs.
components:
- type: Sprite
@@ -88,11 +114,14 @@
sprite: Clothing/Head/hardsuit-sectg.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-sectg.rsi
- type: PressureProtection
highPressureMultiplier: 0.70
lowPressureMultiplier: 100
- type: entity
parent: HatBase
id: HatHardsuit-syndie
name: hardsuit-syndie
parent: HelmetHardsuitBase
id: HelmetHardsuitSyndie
name: blood red hardsuit helmet
description: An advanced red hardsuit helmet designed for work in special operations.
components:
- type: Sprite
@@ -103,11 +132,14 @@
state: icon
- type: Clothing
sprite: Clothing/Head/hardsuit-syndie.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 100
- type: entity
parent: HatBase
id: HatHardsuit-ce
name: hardsuit-ce
parent: HelmetHardsuitBase
id: HelmetHardsuitCE
name: CE hardsuit helmet
description: Special hardsuit helmet, made for the chief engineer of the station.
components:
- type: Sprite
@@ -116,11 +148,14 @@
sprite: Clothing/Head/hardsuit-white.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-white.rsi
- type: PressureProtection
highPressureMultiplier: 0.5
lowPressureMultiplier: 100
- type: entity
parent: HatBase
id: HatHardsuit-wiz
name: hardsuit-wiz
parent: HelmetHardsuitBase
id: HelmetHardsuitWizard
name: wizard hardsuit helmet
description: A bizarre gem-encrusted helmet that radiates magical energies.
components:
- type: Sprite
@@ -129,3 +164,6 @@
sprite: Clothing/Head/hardsuit-wiz.rsi
- type: Clothing
sprite: Clothing/Head/hardsuit-wiz.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 100

View File

@@ -1,7 +1,17 @@
- type: entity
parent: OuterclothingBase
id: OuterclothingDeathsquad
name: deathsquad
id: HardsuitBase
name: base hardsuit
abstract: true
components:
- type: PressureProtection
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: entity
parent: HardsuitBase
id: HardsuitDeathsquad
name: deathsquad hardsuit
description: An advanced hardsuit favored by commandos for use in special operations.
components:
- type: Sprite
@@ -10,10 +20,13 @@
sprite: Clothing/OuterClothing/deathsquad.rsi
- type: Clothing
sprite: Clothing/OuterClothing/deathsquad.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterclothingIhvoidsuit
parent: HardsuitBase
id: IHVoidsuit
name: IH voidsuit
description: A special void suit that protects against hazardous, low pressure environments.
components:
@@ -23,11 +36,14 @@
sprite: Clothing/OuterClothing/ihvoidsuit.rsi
- type: Clothing
sprite: Clothing/OuterClothing/ihvoidsuit.rsi
- type: PressureProtection
highPressureMultiplier: 1
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitatmos
name: hardsuit atmos
parent: HardsuitBase
id: HardsuitAtmos
name: atmos hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has thermal shielding.
components:
- type: Sprite
@@ -36,11 +52,14 @@
sprite: Clothing/OuterClothing/hardsuit_atmos.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_atmos.rsi
- type: PressureProtection
highPressureMultiplier: 0.5
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitengineering
name: hardsuit engineering
parent: HardsuitBase
id: HardsuitEngineering
name: engineering hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has radiation shielding.
components:
- type: Sprite
@@ -49,11 +68,14 @@
sprite: Clothing/OuterClothing/hardsuit_engineering.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_engineering.rsi
- type: PressureProtection
highPressureMultiplier: 0.65
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuithazardhardsuit
name: hardsuit hazard hardsuit
parent: HardsuitBase
id: HardsuitHazard
name: hazard hardsuit
description: A robust hardsuit made for dangerous and hazardous situations.
components:
- type: Sprite
@@ -62,11 +84,14 @@
sprite: Clothing/OuterClothing/hardsuit_hazardhardsuit.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_hazardhardsuit.rsi
- type: PressureProtection
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitmedical
name: hardsuit medical
parent: HardsuitBase
id: HardsuitMedical
name: medical hardsuit
description: A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement.
components:
- type: Sprite
@@ -75,11 +100,14 @@
sprite: Clothing/OuterClothing/hardsuit_medical.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_medical.rsi
- type: PressureProtection
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitmining
name: hardsuit mining
parent: HardsuitBase
id: HardsuitMining
name: mining hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters.
components:
- type: Sprite
@@ -88,11 +116,14 @@
sprite: Clothing/OuterClothing/hardsuit_mining.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_mining.rsi
- type: PressureProtection
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitsectg
name: hardsuit sectg
parent: HardsuitBase
id: HardsuitSecurity
name: security hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor.
components:
- type: Sprite
@@ -101,11 +132,14 @@
sprite: Clothing/OuterClothing/hardsuit_sectg.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_sectg.rsi
- type: PressureProtection
highPressureMultiplier: 0.75
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitsyndie
name: hardsuit syndie
parent: HardsuitBase
id: HardsuitSyndie
name: blood red hardsuit
description: A dual-mode advanced hardsuit designed for work in special operations.
components:
- type: Sprite
@@ -114,12 +148,15 @@
sprite: Clothing/OuterClothing/hardsuit_syndie.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_syndie.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 100
# Some massive smoothbrain had this named "hardsuit white" yeah thanks fuckhead really useful.
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitce
name: hardsuit ce
parent: HardsuitBase
id: HardsuitCE
name: CE hardsuit
description: A special hardsuit that protects against hazardous, low pressure environments, made for the chief engineer of the station.
components:
- type: Sprite
@@ -128,11 +165,14 @@
sprite: Clothing/OuterClothing/hardsuit_ce.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_ce.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterClothingHardsuitwiz
name: hardsuit wiz
parent: HardsuitBase
id: HardsuitWizard
name: wizard hardsuit
description: A bizarre gem-encrusted suit that radiates magical energies.
components:
- type: Sprite
@@ -141,11 +181,14 @@
sprite: Clothing/OuterClothing/hardsuit_wiz.rsi
- type: Clothing
sprite: Clothing/OuterClothing/hardsuit_wiz.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterclothingSpace
name: space
parent: HardsuitBase
id: Spacesuit
name: spacesuit
description: A basic space suit.
components:
- type: Sprite
@@ -154,12 +197,15 @@
sprite: Clothing/OuterClothing/space.rsi
- type: Clothing
sprite: Clothing/OuterClothing/space.rsi
- type: PressureProtection
highPressureMultiplier: 1
lowPressureMultiplier: 100
# I don't know what the hell "td" is but whatever i'll dump it here.
- type: entity
parent: OuterclothingBase
id: OuterclothingTdgreen
name: td green
parent: HardsuitBase
id: HardsuitTDGreen
name: green TD hardsuit
description: Heavily armored black and green suit for long combat situations, also provides protection from low-pressure/vacuum damage.
components:
- type: Sprite
@@ -168,11 +214,14 @@
sprite: Clothing/OuterClothing/tdgreen.rsi
- type: Clothing
sprite: Clothing/OuterClothing/tdgreen.rsi
- type: PressureProtection
highPressureMultiplier: 1
lowPressureMultiplier: 100
- type: entity
parent: OuterclothingBase
id: OuterclothingTdred
name: td red
parent: HardsuitBase
id: HardsuitTDRed
name: red TD hardsuit
description: Heavily armored black and red suit for long combat situations, also provides protection from low-pressure/vacuum damage
components:
- type: Sprite
@@ -181,3 +230,6 @@
sprite: Clothing/OuterClothing/tdred.rsi
- type: Clothing
sprite: Clothing/OuterClothing/tdred.rsi
- type: PressureProtection
highPressureMultiplier: 1
lowPressureMultiplier: 100

View File

@@ -57,6 +57,8 @@
- type: Occluder
- type: SnapGrid
offset: Center
- type: Destructible
deadThreshold: 500
placement:
mode: SnapgridCenter

View File

@@ -17,6 +17,8 @@
position: Stand
- type: Anchorable
- type: Pullable
- type: Destructible
deadThreshold: 50
- type: entity
name: bar stool
@@ -48,6 +50,8 @@
position: Stand
- type: Anchorable
- type: Pullable
- type: Destructible
deadThreshold: 50
- type: entity
name: dark office chair
@@ -81,6 +85,8 @@
position: Stand
- type: Anchorable
- type: Pullable
- type: Destructible
deadThreshold: 50
- type: entity
parent: Chair
@@ -96,6 +102,7 @@
state: comfychair_preview
- type: entity
name: wooden chair
id: ChairWood
@@ -126,5 +133,7 @@
- type: Strap
position: Down
rotation: -90
- type: Destructible
deadThreshold: 75
placement:
mode: SnapgridCenter

View File

@@ -18,7 +18,7 @@
- type: SnapGrid
offset: Center
- type: Destructible
maxHP: 50
deadThreshold: 50
- type: UserInterface
interfaces:
- key: enum.InstrumentUiKey.Key
@@ -43,7 +43,7 @@
name: minimoog
parent: BasePlaceableInstrument
id: MinimoogInstrument
description: 'This is a minimoog, like a space piano, but more spacey!'
description: 'This is a minimoog, like a space piano, but more spacey!'
components:
- type: Instrument
program: 81

View File

@@ -14,7 +14,7 @@
- type: Clickable
- type: InteractionOutline
- type: Destructible
maxHP: 100
deadThreshold: 100
- type: Physics
- type: ShuttleController
- type: Strap

View File

@@ -0,0 +1,43 @@
- type: entity
abstract: true
id: PipeBase
placement:
mode: SnapgridCenter
components:
- type: Clickable
- type: InteractionOutline
- type: Collidable
- type: SnapGrid
offset: Center
- type: Icon
texture: Constructible/Power/eightdirwire.png
- type: Sprite
sprite: Constructible/Power/hv_cable.rsi
- type: Destructible
thresholdvalue: 100
- type: entity
parent: PipeBase
id: FourwayPipe
name: Fourway Pipe
components:
- type: Sprite
state: hvcable_15
- type: NodeContainer
nodes:
- !type:PipeNode
nodeGroupID: Pipe
pipeDirection: FourWay
- type: entity
parent: PipeBase
id: LongitudinalPipe
name: Longitudinal Pipe
components:
- type: Sprite
state: hvcable_3
- type: NodeContainer
nodes:
- !type:PipeNode
nodeGroupID: Pipe
pipeDirection: Longitudinal

View File

@@ -0,0 +1,36 @@
- type: entity
abstract: true
id: PumpBase
placement:
mode: SnapgridCenter
components:
- type: Clickable
- type: InteractionOutline
- type: Collidable
- type: SnapGrid
offset: Center
- type: Icon
texture: Constructible/Power/eightdirwire.png
- type: Sprite
sprite: Constructible/Power/mv_cable.rsi
- type: Destructible
thresholdvalue: 100
- type: entity
parent: PumpBase
id: NorthFromSouthPipePump
name: North from south pipe pump
components:
- type: Sprite
state: mvcable_3
- type: NodeContainer
nodes:
- !type:PipeNode
nodeGroupID: Pipe
pipeDirection: North
- !type:PipeNode
nodeGroupID: Pipe
pipeDirection: South
- type: DebugPump
outletDirection: North
inletDirection: South

View File

@@ -0,0 +1,30 @@
- type: entity
abstract: true
id: ScrubberBase
placement:
mode: SnapgridCenter
components:
- type: Clickable
- type: InteractionOutline
- type: Collidable
- type: SnapGrid
offset: Center
- type: Icon
texture: Constructible/Power/eightdirwire.png
- type: Sprite
texture: Constructible/Power/eightdirwire.png
- type: Destructible
thresholdvalue: 100
- type: entity
parent: ScrubberBase
id: FromSouthScrubber
name: From South Scrubber
components:
- type: NodeContainer
nodes:
- !type:PipeNode
nodeGroID: Pipe
pipeDirection: South
- type: DebugSiphon
scrubberOutletDirection: South

View File

@@ -24,7 +24,7 @@
base: solid_
- type: Climbable
- type: Destructible
maxHP: 50
deadThreshold: 50
spawnOnDestroy: SteelSheet1
# TODO: drop wood instead of steel when destroyed when that's added
@@ -40,5 +40,5 @@
key: wood
base: wood_
- type: Destructible
maxHP: 50
deadThreshold: 50
spawnOnDestroy: SteelSheet1

View File

@@ -0,0 +1,30 @@
- type: entity
abstract: true
id: VentBase
placement:
mode: SnapgridCenter
components:
- type: Clickable
- type: InteractionOutline
- type: Collidable
- type: SnapGrid
offset: Center
- type: Icon
texture: Constructible/Power/eightdirwire.png
- type: Sprite
texture: Constructible/Power/eightdirwire.png
- type: Destructible
thresholdvalue: 100
- type: entity
parent: VentBase
id: FromSouthVent
name: From South Vent
components:
- type: NodeContainer
nodes:
- !type:PipeNode
nodeGroupID: Pipe
pipeDirection: South
- type: DebugVent
ventInletDirection: South

View File

@@ -29,7 +29,7 @@
- type: Clickable
- type: InteractionOutline
- type: Breakable
maxHP: 150
deadThreshold: 150
- type: GravityGenerator
- type: UserInterface
interfaces:

View File

@@ -35,7 +35,7 @@
offset: Center
- type: MedicalScanner
- type: Destructible
maxHP: 100
deadThreshold: 100
- type: Appearance
visuals:
- type: MedicalScannerVisualizer

View File

@@ -51,7 +51,7 @@
- type: PowerConsumer
drawRate: 50
- type: Breakable
maxHP: 100
deadThreshold: 100
- type: Anchorable
- type: entity
@@ -290,7 +290,7 @@
- type: SnapGrid
offset: Center
- type: Breakable
maxHP: 100
deadThreshold: 100
#Depriciated, to be removed from maps

View File

@@ -31,7 +31,7 @@
- type: SnapGrid
offset: Center
- type: Breakable
maxHP: 50
deadThreshold: 50
- type: UserInterface
interfaces:
- key: enum.VendingMachineUiKey.Key

View File

@@ -42,7 +42,7 @@
- type: EntityStorage
- type: PlaceableSurface
- type: Destructible
maxHP: 100
deadThreshold: 100
- type: Appearance
visuals:
- type: StorageVisualizer

View File

@@ -26,7 +26,7 @@
mass: 15
Anchored: false
- type: Destructible
maxHP: 10
deadThreshold: 10
- type: Solution
maxVol: 1500
caps: 2

View File

@@ -37,7 +37,7 @@
CanWeldShut: false
- type: PlaceableSurface
- type: Destructible
maxHP: 100
deadThreshold: 100
- type: Appearance
visuals:
- type: StorageVisualizer

View File

@@ -17,7 +17,7 @@
- !type:PhysShapeAabb
layer: [MobMask]
- type: Destructible
maxHP: 100
deadThreshold: 100
- type: Occluder
sizeX: 32
sizeY: 32

View File

@@ -1,17 +1,27 @@
- type: entity
- type: entity
id: EmergencyLight
name: "emergency light"
description: A small red light with an internal battery that turns on as soon as it stops receiving any power.
parent: WallLight
components:
- type: PointLight
enabled: false
radius: 10
energy: 2.5
offset: "0.5, 0"
color: "#FF4020"
mask: /Textures/emergency_mask.png
- type: EmergencyLight
- type: PowerReceiver
- type: Battery
maxCharge: 30000
startingCharge: 0
- type: Sprite
sprite: Constructible/Lighting/emergency_light.rsi
state: emergency_light_off
- type: Icon
sprite: Constructible/Lighting/emergency_light.rsi
state: emergency_light_off
placement:
snap:
- Wallmount

View File

@@ -15,7 +15,7 @@
- !type:PhysShapeAabb
layer: [MobMask, Opaque]
- type: Destructible
maxHP: 50
deadThreshold: 50
spawnOnDestroy: SteelSheet1
- type: SnapGrid
offset: Edge

View File

@@ -45,6 +45,8 @@
- type: PoweredLight
bulb: Tube
- type: PowerReceiver
- type: Destructible
deadThreshold: 50
- type: entity
name: small light
@@ -66,3 +68,5 @@
- type: PoweredLight
bulb: Bulb
- type: PowerReceiver
- type: Destructible
deadThreshold: 25

View File

@@ -25,9 +25,10 @@
- VaultImpassable
- SmallImpassable
- type: Destructible
maxHP: 100
deadThreshold: 100
- type: SnapGrid
offset: Center
- type: Climbable
- type: LowWall
key: walls
base: metal_

View File

@@ -26,7 +26,7 @@
- VaultImpassable
- SmallImpassable
- type: Destructible
maxHP: 500
deadThreshold: 500
spawnOnDestroy: Girder
- type: Occluder
sizeX: 32
@@ -49,7 +49,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/brick.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -65,7 +65,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/clock.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -81,7 +81,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/clown.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -98,7 +98,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/cult.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -114,7 +114,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/debug.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -130,7 +130,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/diamond.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -147,7 +147,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/gold.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -163,7 +163,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/ice.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -179,7 +179,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/metal.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -195,7 +195,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/plasma.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -211,7 +211,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/plastic.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -229,7 +229,7 @@
sprite: Constructible/Structures/Walls/solid.rsi
state: rgeneric
- type: Destructible
maxHP: 600
deadThreshold: 600
spawnOnDestroy: Girder
- type: ReinforcedWall
key: walls
@@ -247,7 +247,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/riveted.rsi
- type: Destructible
maxHP: 1000
deadThreshold: 1000
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -263,7 +263,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/sandstone.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -279,7 +279,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/silver.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -296,7 +296,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/solid.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
destroySound: /Audio/Effects/metalbreak.ogg
- type: IconSmooth
@@ -313,7 +313,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/uranium.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls
@@ -329,7 +329,7 @@
- type: Icon
sprite: Constructible/Structures/Walls/wood.rsi
- type: Destructible
maxHP: 300
deadThreshold: 300
spawnOnDestroy: Girder
- type: IconSmooth
key: walls

View File

@@ -28,7 +28,7 @@
- VaultImpassable
- SmallImpassable
- type: Destructible
maxHP: 100
deadThreshold: 100
- type: SnapGrid
offset: Center
- type: Airtight

View File

@@ -8,13 +8,28 @@
components:
- type: Clickable
- type: InteractionOutline
- type: Physics
- type: Collidable
anchored: true
shapes:
- !type:PhysShapeAabb
bounds: "-0.3,-0.3,0.3,0.3"
mask:
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
- type: SnapGrid
offset: Center
- type: Anchorable
- type: Breakable
- type: Rotatable
- type: Pullable
- type: entity
id: DisposalHolder
@@ -117,22 +132,22 @@
flushTime: 2
- type: Clickable
- type: InteractionOutline
- type: Physics
anchored: true
shapes:
- !type:PhysShapeAabb
bounds: "-0.3,-0.3,0.3,0.3"
layer:
- Impassable
- MobImpassable
- type: Collidable
anchored: true
shapes:
- !type:PhysShapeAabb
bounds: "-0.3,-0.3,0.3,0.3"
layer:
bounds: "-0.35,-0.3,0.35,0.3"
mask:
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
- type: SnapGrid
offset: Center
- type: Anchorable
@@ -155,6 +170,7 @@
interfaces:
- key: enum.DisposalUnitUiKey.Key
type: DisposalUnitBoundUserInterface
- type: Pullable
- type: entity
id: DisposalRouter

View File

@@ -41,6 +41,7 @@
- RifleSTS
- RifleVintorez
- RifleWintermute
- RifleCalico
chance: 0.75
gameRules:
- RuleSuspicion
@@ -264,6 +265,7 @@
- GrenadeBlast
- GrenadeFrag
- GrenadeBaton
- SoapSyndie # shhh!
chance: 0.75
gameRules:
- RuleSuspicion
@@ -285,7 +287,10 @@
prototypes:
- MagazineSRifle
- MagazineClRifle
- MagazineClRifle10x24
- MagazineClRiflePistol
- MagazineLRifle
- MagazinePistolCalicoTopMounted
chance: 0.95
gameRules:
- RuleSuspicion
@@ -327,8 +332,6 @@
prototypes:
- MagazinePistol
- MagazineHCPistol
- MagazinePistolSmg
- MagazineClRiflePistol
chance: 0.95
gameRules:
- RuleSuspicion

View File

@@ -11,6 +11,9 @@
components:
- type: AiController
logic: Civilian
- type: AiFactionTag
factions:
- SimpleNeutral
- type: MovementSpeedModifier
baseWalkSpeed : 4
baseSprintSpeed : 4
@@ -39,9 +42,10 @@
layer:
- Opaque
- MobImpassable
- type: BodyManager
BaseTemplate: bodyTemplate.Humanoid
BasePreset: bodyPreset.BasicHuman
- type: Damageable
criticalThreshold: 50
deadThreshold: 100
- type: MobStateManager
- type: HeatResistance
- type: CombatMode
- type: Teleportable

View File

@@ -8,6 +8,9 @@
components:
- type: AiController
logic: Xeno
- type: AiFactionTag
factions:
- SimpleHostile
- type: MovementSpeedModifier
- type: InteractionOutline
- type: Sprite
@@ -34,9 +37,10 @@
layer:
- Opaque
- MobImpassable
- type: BodyManager
BaseTemplate: bodyTemplate.Humanoid
BasePreset: bodyPreset.BasicHuman
- type: Damageable
criticalThreshold: 50
deadThreshold: 100
- type: MobStateManager
- type: HeatResistance
- type: CombatMode
- type: Teleportable

View File

@@ -5,6 +5,7 @@
id: HumanMob_PathDummy
description: A miserable pile of secrets
drawdepth: Mobs
suffix: AI
components:
- type: AiController
logic: PathingDummy

View File

@@ -5,9 +5,14 @@
id: HumanMob_Civilian
description: A miserable pile of secrets
drawdepth: Mobs
suffix: AI
components:
- type: AiController
logic: Civilian
startingGear: AssistantGear
- type: AiFactionTag
factions:
- NanoTransen
- type: entity
save: false
@@ -15,6 +20,7 @@
parent: BaseHumanMob_Content
id: HumanMob_Spirate
description: Yarr
suffix: AI
components:
- type: AiController
logic: Spirate

View File

@@ -9,6 +9,9 @@
components:
- type: AiController
logic: Mimic
- type: AiFactionTag
factions:
- SimpleHostile
- type: Hands
- type: MovementSpeedModifier
- type: InteractionOutline
@@ -34,9 +37,9 @@
layer:
- Opaque
- MobImpassable
- type: BodyManager
baseTemplate: bodyTemplate.Humanoid
basePreset: bodyPreset.BasicHuman
- type: Damageable
criticalThreshold: 100
deadThreshold: 200
- type: MobStateManager
- type: HeatResistance
- type: CombatMode

View File

@@ -12,6 +12,9 @@
components:
- type: AiController
logic: Civilian
- type: AiFactionTag
factions:
- SimpleNeutral
- type: MovementSpeedModifier
baseWalkSpeed : 5
baseSprintSpeed : 5
@@ -31,9 +34,10 @@
layer:
- Opaque
- MobImpassable
- type: BodyManager
BaseTemplate: bodyTemplate.Humanoid
BasePreset: bodyPreset.BasicHuman
- type: Damageable
criticalThreshold: 50
deadThreshold: 100
- type: MobStateManager
- type: HeatResistance
- type: CombatMode
- type: Teleportable
@@ -165,6 +169,42 @@
normal: cat
dead: cat_dead
- type: entity
save: false
name: calico cat
parent: PetBaseMob_Content
id: CatCalicoMob_Content
description:
drawdepth: Mobs
suffix: AI
components:
- type: Sprite
drawdepth: Mobs
sprite: Mobs/Pets/cat.rsi
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: cat2
- type: Icon
sprite: Mobs/Pets/cat.rsi
state: cat
- type: Collidable
shapes:
- !type:PhysShapeAabb
bounds: "-0.50,-0.25,0.30,0.25"
mask:
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- MobImpassable
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: cat2
dead: cat2_dead
- type: entity
save: false
name: sloth

View File

@@ -9,6 +9,9 @@
components:
- type: AiController
logic: Xeno
- type: AiFactionTag
factions:
- Xeno
- type: Hands
- type: MovementSpeedModifier
- type: InteractionOutline
@@ -36,11 +39,11 @@
layer:
- Opaque
- MobImpassable
- type: BodyManager
baseTemplate: bodyTemplate.Humanoid
basePreset: bodyPreset.BasicHuman
- type: Metabolism
- type: Damageable
criticalThreshold: 150
deadThreshold: 200
- type: MobStateManager
- type: Metabolism
- type: HeatResistance
- type: CombatMode
- type: Teleportable

View File

@@ -17,3 +17,6 @@
- type: CameraRecoil
- type: Examiner
- type: HumanInventoryController
- type: AiFactionTag
factions:
- NanoTransen

View File

@@ -90,6 +90,11 @@
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_foot
- map: ["enum.HumanoidVisualLayers.Handcuffs"]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: ["enum.Slots.IDCARD"]
- map: ["enum.Slots.GLOVES"]
- map: ["enum.Slots.SHOES"]
@@ -117,7 +122,7 @@
- type: Collidable
shapes:
- !type:PhysShapeAabb
bounds: "-0.35,-0.35,0.35,0.35"
bounds: "-0.50,-0.30,0.40,0.30"
mask:
- Impassable
- MobImpassable
@@ -126,6 +131,8 @@
- Opaque
- MobImpassable
- type: BodyManager
criticalThreshold: 100
deadThreshold: 200
baseTemplate: bodyTemplate.Humanoid
basePreset: bodyPreset.BasicHuman
- type: Metabolism
@@ -142,6 +149,7 @@
- type: BuckleVisualizer
- type: CombatMode
- type: Climbing
- type: Cuffable
- type: Teleportable
- type: CharacterInfo
- type: FootstepSound
@@ -220,6 +228,11 @@
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_hand
- map: ["enum.HumanoidVisualLayers.Handcuffs"]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: ["enum.Slots.IDCARD"]
- map: ["enum.Slots.GLOVES"]
- map: ["enum.Slots.SHOES"]
@@ -256,6 +269,8 @@
layer:
- MobImpassable
- type: BodyManager
criticalThreshold: 100
deadThreshold: 200
baseTemplate: bodyTemplate.Humanoid
basePreset: bodyPreset.BasicHuman
- type: MobStateManager

View File

@@ -1,9 +1,17 @@
- type: entity
name: handcuffs
description: Just a prop for screenshots for now, sorry!
description: Used to detain criminals and other assholes.
id: Handcuffs
parent: BaseItem
components:
- type: Handcuff
cuffTime: 3.0
uncuffTime: 3.0
stunBonus: 2.0
breakoutTime: 20.0
cuffedRSI: Objects/Misc/handcuffs.rsi
iconState: body-overlay
- type: Sprite
sprite: Objects/Misc/handcuffs.rsi
state: handcuff
@@ -18,10 +26,29 @@
- type: entity
name: cable restraints
name: makeshift handcuffs
description: Homemade handcuffs crafted from spare cables.
id: Cablecuffs
parent: Handcuffs
components:
- type: Handcuff
cuffTime: 3.5
uncuffTime: 3.5
stunBonus: 2.0
breakoutTime: 15.0
cuffedRSI: Objects/Misc/cablecuffs.rsi
bodyIconState: body-overlay
color: red
breakOnRemove: true
brokenIconState: cuff-broken
brokenName: broken cables
brokenDesc: These cables are broken in several places and don't seem very useful.
startCuffSound: /Audio/Items/Handcuffs/rope_start.ogg
endCuffSound: /Audio/Items/Handcuffs/rope_end.ogg
startUncuffSound: /Audio/Items/Handcuffs/rope_start.ogg
endUncuffSound: /Audio/Items/Handcuffs/rope_breakout.ogg
startBreakoutSound: /Audio/Items/Handcuffs/rope_takeoff.ogg
- type: Sprite
sprite: Objects/Misc/cablecuffs.rsi
state: cuff
@@ -30,7 +57,9 @@
- type: Icon
sprite: Objects/Misc/cablecuffs.rsi
state: cuff
color: red
- type: Clothing
sprite: Objects/Misc/cablecuffs.rsi
Slots: [belt]
color: red
Slots: [belt]

View File

@@ -27,7 +27,7 @@
components:
- type: Stack
- type: Item
#- type: Healing
- type: Healing
- type: entity
name: ointment
@@ -39,9 +39,9 @@
texture: Objects/Specific/Medical/ointment.png
- type: Icon
texture: Objects/Specific/Medical/ointment.png
#- type: Healing
# heal: 10
# damage: Heat
- type: Healing
heal:
Heat: 10
- type: Stack
max: 5
count: 5
@@ -57,9 +57,9 @@
texture: Objects/Specific/Medical/brutepack.png
- type: Icon
texture: Objects/Specific/Medical/brutepack.png
#- type: Healing
# heal: 10
# damage: Brute
- type: Healing
heal:
Blunt: 10
- type: Stack
max: 5
count: 5

View File

@@ -4,21 +4,24 @@
id: FlashlightLantern
description: They light the way to freedom
components:
- type: HandheldLight
- type: Sprite
sprite: Objects/Tools/flashlight.rsi
layers:
- state: lantern_off
- state: HandheldLightOnOverlay
shader: unshaded
visible: false
- type: Icon
sprite: Objects/Tools/flashlight.rsi
state: lantern_off
- type: Item
sprite: Objects/Tools/flashlight.rsi
HeldPrefix: off
- type: PointLight
enabled: false
radius: 3
- type: LoopingSound
- type: HandheldLight
- type: Sprite
sprite: Objects/Tools/flashlight.rsi
layers:
- state: lantern_off
- state: HandheldLightOnOverlay
shader: unshaded
visible: false
- type: Icon
sprite: Objects/Tools/flashlight.rsi
state: lantern_off
- type: Item
sprite: Objects/Tools/flashlight.rsi
HeldPrefix: off
- type: PointLight
enabled: false
radius: 3
- type: LoopingSound
- type: Appearance
visuals:
- type: FlashLightVisualizer

View File

@@ -23,5 +23,7 @@
radius: 3
energy: 2.5
color: "#FFC458"
- type: RadiatingLight
- type: LoopingSound
- type: Appearance
visuals:
- type: LanternVisualizer

View File

@@ -103,6 +103,32 @@
steps: 6
zeroVisible: false
- type: entity
id: MagazinePistolCalicoTopMounted
name: Calico Magazine (.35 auto top-mounted)
parent: MagazinePistolSmgBase
components:
- type: RangedMagazine
caliber: Pistol
magazineType: CalicoTopMounted
fillPrototype: CartridgePistol
capacity: 100
- type: Icon
sprite: Objects/Weapons/Guns/Ammunition/Magazine/Pistol/calico_mag.rsi
- type: Sprite
sprite: Objects/Weapons/Guns/Ammunition/Magazine/Pistol/calico_mag.rsi
layers:
- state: base
map: ["enum.RangedBarrelVisualLayers.Base"]
- state: mag-1
shader: unshaded
- type: Appearance
visuals:
- type: MagVisualizer
magState: mag
steps: 1
zeroVisible: false
- type: entity
id: MagazinePistol
name: magazine (.35 auto)

View File

@@ -30,6 +30,7 @@
- Single
fireRate: 2
powerCellPrototype: PowerCellSmallStandard
powerCellRemovable: true
ammoPrototype: RedLaser
soundGunshot: /Audio/Weapons/Guns/Gunshots/laser.ogg
- type: Appearance
@@ -71,6 +72,7 @@
angleIncrease: 15
angleDecay: 45
powerCellPrototype: PowerCellSmallSuper
powerCellRemovable: true
ammoPrototype: RedHeavyLaser
soundGunshot: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg
- type: Appearance
@@ -112,6 +114,7 @@
angleIncrease: 15
angleDecay: 45
powerCellPrototype: PowerCellSmallSuper
powerCellRemovable: true
base_fire_cost: 600
ammoPrototype: XrayLaser
soundGunshot: /Audio/Weapons/Guns/Gunshots/laser3.ogg
@@ -155,6 +158,7 @@
angleIncrease: 20
angleDecay: 15
powerCellPrototype: PowerCellSmallStandard
powerCellRemovable: false
ammoPrototype: BulletTaser
soundGunshot: /Audio/Weapons/Guns/Gunshots/taser.ogg
- type: Appearance

View File

@@ -22,7 +22,7 @@
lightImpactRange: 4
flashRange: 7
- type: Destructible
maxHP: 10
deadThreshold: 10
- type: Appearance
visuals:
- type: TimerTriggerVisualizer
@@ -48,7 +48,7 @@
delay: 3.5
- type: FlashExplosive
- type: Destructible
maxHP: 10
deadThreshold: 10
- type: Appearance
visuals:
- type: TimerTriggerVisualizer
@@ -78,7 +78,7 @@
lightImpactRange: 7
flashRange: 10
- type: Destructible
maxHP: 10
deadThreshold: 10
- type: Appearance
visuals:
- type: TimerTriggerVisualizer

View File

@@ -17,7 +17,7 @@
- type: Icon
state: icon
- type: Item
size: 24
size: 12
state: icon
- type: MagazineBarrel
caliber: Pistol
@@ -58,7 +58,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/clarissa.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/clarissa.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -88,7 +88,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/colt.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/colt.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -115,7 +115,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/giskard.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/giskard.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -146,20 +146,23 @@
sprite: Objects/Weapons/Guns/Pistols/hm_pistol.rsi
state: icon
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/hm_pistol.rsi
- type: RangedWeapon
- type: BoltActionBarrel
- type: MagazineBarrel
caliber: Pistol
currentSelector: Single
allSelectors:
- Single
magazineTypes:
- Pistol
capacity: 1
fireRate: 8
minAngle: 10
maxAngle: 60
angleIncrease: 10
angleDecay: 60
magFillPrototype: MagazinePistol
soundGunshot: /Audio/Weapons/Guns/Gunshots/pistol.ogg
soundEmpty: /Audio/Weapons/Guns/Empty/empty.ogg
soundRack: /Audio/Weapons/Guns/Cock/pistol_cock.ogg
@@ -187,7 +190,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/gyro_pistol.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/gyro_pistol.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -231,7 +234,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/mandella.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/mandella.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -263,7 +266,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/mk58.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/mk58.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -295,7 +298,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/mk58_wood.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/mk58_wood.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -322,7 +325,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/molly.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/molly.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -357,7 +360,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/olivaw_civil.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/olivaw_civil.rsi
- type: RangedWeapon
- type: MagazineBarrel
@@ -385,7 +388,7 @@
- type: Icon
sprite: Objects/Weapons/Guns/Pistols/paco.rsi
- type: Item
size: 24
size: 12
sprite: Objects/Weapons/Guns/Pistols/paco.rsi
- type: RangedWeapon
- type: MagazineBarrel

View File

@@ -174,7 +174,7 @@
caliber: ClRifle
magazineTypes:
- Rifle
magFillPrototype: MagazineClRifle10x24
magFillPrototype: MagazineClRifle
fireRate: 8
minAngle: 10
maxAngle: 60
@@ -315,3 +315,43 @@
magState: mag
steps: 1
zeroVisible: true
- type: entity
name: calico m900
parent: RifleBase
id: RifleCalico
description: A carbine with a unique cylindrical magazine design which allows for high capacity loads.
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Rifles/calico.rsi
layers:
- state: base
map: ["enum.RangedBarrelVisualLayers.Base"]
- state: mag-0
map: ["enum.RangedBarrelVisualLayers.Mag"]
- type: Icon
sprite: Objects/Weapons/Guns/Rifles/calico.rsi
- type: Item
size: 24
sprite: Objects/Weapons/Guns/Rifles/calico.rsi
- type: RangedWeapon
- type: MagazineBarrel
magFillPrototype: MagazinePistolCalicoTopMounted
caliber: Pistol
magazineTypes:
- CalicoTopMounted
fireRate: 3
minAngle: 0
maxAngle: 25
angleIncrease: 15
angleDecay: 25
soundGunshot: /Audio/Weapons/Guns/Gunshots/rifle2.ogg
soundRack: /Audio/Weapons/Guns/Cock/ltrifle_cock.ogg
soundMagInsert: /Audio/Weapons/Guns/MagIn/ltrifle_magin.ogg
soundMagEject: /Audio/Weapons/Guns/MagOut/ltrifle_magout.ogg
- type: Appearance
visuals:
- type: MagVisualizer
magState: mag
steps: 1
zeroVisible: true