More bay merge fixes (#1243)

- Fixes #1227 
- Fixes #1236 
- Re-add lamarr.
- Fix bootknife thing
- Fix a couple of things related to borgs
- Re-add our tator items
- Adding back all the hardsuit modules back to robotics
- Fixing a couple of missing sprites, like fireaxe cabinet
- Fixed missing computer sprites when no power
This commit is contained in:
Alberyk
2016-12-18 22:13:42 +02:00
committed by skull132
parent 535919aaa7
commit 2c6dad2dd3
22 changed files with 427 additions and 103 deletions
+1 -54
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@@ -389,6 +389,7 @@ var/global/list/gear_datums = list()
path = /obj/item/clothing/under/color/blackf
slot = slot_w_uniform
cost = 1
/datum/gear/blackfjumpsuit
display_name = "jumpsuit, rainbow"
path = /obj/item/clothing/under/rainbow
@@ -419,13 +420,6 @@ var/global/list/gear_datums = list()
slot = slot_w_uniform
cost = 1
/datum/gear/roboticist_skirt
display_name = "skirt, roboticist"
path = /obj/item/clothing/under/rank/roboticist/skirt
slot = slot_w_uniform
cost = 1
allowed_roles = list("Roboticist")
/datum/gear/amishsuit
display_name = "suit, amish"
path = /obj/item/clothing/under/sl_suit
@@ -611,46 +605,6 @@ var/global/list/gear_datums = list()
cost = 1
allowed_roles = list("Scientist","Chief Medical Officer","Medical Doctor","Geneticist","Paramedic","Nursing Intern","Xenobiologist","Roboticist","Research Director","Detective",)
// Resomi junk
/datum/gear/resomi_grey
display_name = "Resomi uniform, grey"
path = /obj/item/clothing/under/resomi
cost = 1
slot = slot_w_uniform
/datum/gear/resomi_rainbow
display_name = "Resomi uniform, rainbow"
path = /obj/item/clothing/under/resomi/rainbow
cost = 1
slot = slot_w_uniform
/datum/gear/resomi_white
display_name = "Resomi uniform, white"
path = /obj/item/clothing/under/resomi/white
cost = 1
slot = slot_w_uniform
/datum/gear/resomi_eng
display_name = "Resomi uniform, Engineering"
path = /obj/item/clothing/under/resomi/yellow
cost = 1
slot = slot_w_uniform
allowed_roles = list("Chief Engineer","Station Engineer","Atmospherics Technician")
/datum/gear/resomi_sec
display_name = "Resomi uniform, Security"
path = /obj/item/clothing/under/resomi/red
cost = 1
slot = slot_w_uniform
allowed_roles = list("Security Officer","Head of Security","Warden")
/datum/gear/resomi_med
display_name = "Resomi uniform, Medical"
path = /obj/item/clothing/under/resomi/medical
cost = 1
slot = slot_w_uniform
// Attachments
/datum/gear/armband_cargo
display_name = "armband, cargo"
@@ -1272,7 +1226,6 @@ var/global/list/gear_datums = list()
sort_category = "utility"
cost = 2
/datum/gear/wallet
display_name = "wallet"
path = /obj/item/weapon/storage/wallet
@@ -1418,7 +1371,6 @@ var/global/list/gear_datums = list()
sort_category = "misc"
cost = 1
/datum/gear/cape
display_name = "tunnel cloak"
path = /obj/item/weapon/storage/backpack/cloak
@@ -1437,11 +1389,6 @@ var/global/list/gear_datums = list()
sort_category = "misc"
cost = 1
/*/datum/gear/combitool
display_name = "combi-tool"
path = /obj/item/weapon/combitool
cost = 3*/
// Stuff worn on the ears. Items here go in the "ears" sort_category but they must not use
// the slot_r_ear or slot_l_ear as the slot, or else players will spawn with no headset.
/datum/gear/earmuffs
+2 -5
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@@ -420,7 +420,7 @@ BLIND // can't see anything
/obj/item/clothing/shoes/proc/draw_knife()
set name = "Draw Boot Knife"
set desc = "Pull out your boot knife."
set category = "IC"
set category = "Object"
set src in usr
if(usr.stat || usr.restrained() || usr.incapacitated())
@@ -443,10 +443,7 @@ BLIND // can't see anything
/obj/item/clothing/shoes/attackby(var/obj/item/I, var/mob/user)
if(can_hold_knife && istype(I, /obj/item/weapon/material/shard) || \
istype(I, /obj/item/weapon/material/butterfly) || \
istype(I, /obj/item/weapon/material/kitchen/utensil) || \
istype(I, /obj/item/weapon/material/hatchet/tacknife))
if(can_hold_knife && is_type_in_list(I, list(/obj/item/weapon/material/shard, /obj/item/weapon/material/butterfly, /obj/item/weapon/material/kitchen/utensil, /obj/item/weapon/material/hatchet/tacknife, /obj/item/weapon/material/sword/trench)))
if(holding)
user << "<span class='warning'>\The [src] is already holding \a [holding].</span>"
return
+4 -2
View File
@@ -21,7 +21,8 @@
force = 3
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
item_flags = NOSLIP
siemens_coefficient = 0.6
siemens_coefficient = 0.5
can_hold_knife = 1
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots"
@@ -30,7 +31,8 @@
force = 5
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
item_flags = NOSLIP
siemens_coefficient = 0.6
siemens_coefficient = 0.5
can_hold_knife = 1
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
@@ -656,11 +656,7 @@ var/global/list/robot_modules = list(
LANGUAGE_SKRELLIAN = 0,
LANGUAGE_GUTTER = 1
)
sprites = list(
"Dread" = "securityrobot",
)
var/id
/obj/item/weapon/robot_module/syndicate/New(var/mob/living/silicon/robot/R)
loc = R
src.modules += new /obj/item/device/flash(src)
@@ -689,7 +685,7 @@ var/global/list/robot_modules = list(
id = null
return ..()
*/
/obj/item/weapon/robot_module/security/combat
/obj/item/weapon/robot_module/combat
name = "combat robot module"
channels = list("Security" = 1)
networks = list(NETWORK_SECURITY)
+120 -1
View File
@@ -608,4 +608,123 @@
build_type = MECHFAB
materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 750)
build_path = /obj/item/device/flash/synthetic
category = "Misc"
category = "Misc"
//hardsuits modules
/datum/design/hardsuitmodules
build_type = MECHFAB
category = "Hardsuit Modules"
time = 10
/datum/design/hardsuitmodules/iss_module
name = "IIS module"
desc = "An integrated intelligence system module suitable for most hardsuits."
id = "iis_module"
req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 3)
materials = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000)
build_path = /obj/item/rig_module/ai_container
/datum/design/hardsuitmodules/sink_module
name = "hardsuit power sink"
desc = "An heavy-duty power sink suitable for hardsuits."
id = "power_sink_module"
req_tech = list(TECH_POWER = 4, TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_ILLEGAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold"= 2000, "silver"= 3000, "glass"= 2000)
build_path = /obj/item/rig_module/power_sink
/datum/design/hardsuitmodules/meson_module
name = "hardsuit meson scanner"
desc = "A layered, translucent visor system for a hardsuit."
id = "meson_module"
req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 2, TECH_ENGINEERING = 3)
materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL= 1500)
build_path = /obj/item/rig_module/vision/meson
/datum/design/hardsuitmodules/sechud_module
name = "hardsuit meson scanner"
desc = "A simple tactical information system for a hardsuit."
id = "sechud_module"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL =1500)
build_path = /obj/item/rig_module/vision/sechud
/datum/design/hardsuitmodules/medhud_module
name = "hardsuit medical hud"
desc = "A simple medical status indicator for a hardsuit."
id = "medhu_module"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL =1500)
build_path = /obj/item/rig_module/vision/medhud
/datum/design/hardsuitmodules/nvg_module
name = "hardsuit night vision interface"
desc = "A multi input night vision system for a hardsuit."
id = "nvg_module"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 3, TECH_MAGNET = 4)
materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL = 1500, "uranium" = 5000)
build_path = /obj/item/rig_module/vision/nvg
/datum/design/hardsuitmodules/healthscanner_module
name = "hardsuit night vision interface"
desc = "A hardsuit-mounted health scanner."
id = "healthscanner_module"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 2500)
build_path = /obj/item/rig_module/device/healthscanner
/datum/design/hardsuitmodules/chem_module
name = "mounted chemical injector"
desc = "A complex web of tubing and a large needle suitable for hardsuit use."
id = "chem_module"
req_tech = list(TECH_BIO = 5, TECH_MATERIAL = 4, TECH_DATA = 3, TECH_PHORON = 2)
materials = list("glass" = 9250, DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "silver" = 4250, "phoron" = 5500)
build_path = /obj/item/rig_module/chem_dispenser/injector
/datum/design/hardsuitmodules/plasmacutter_module
name = "hardsuit plasma cutter"
desc = "A self-sustaining plasma arc capable of cutting through walls."
id = "plasmacutter_module"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_PHORON = 4)
materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250)
build_path = /obj/item/rig_module/device/plasmacutter
/datum/design/hardsuitmodules/jet_module
name = "hardsuit maneuvering jets"
desc = "A compact gas thruster system for a hardsuit."
id = "jet_module"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_POWER = 2)
materials = list("glass" = 4250, DEFAULT_WALL_MATERIAL = 15000, "silver" = 4250,"uranium" = 5250)
build_path = /obj/item/rig_module/maneuvering_jets
/datum/design/hardsuitmodules/drill_module
name = "hardsuit drill mount"
desc = "A very heavy diamond-tipped drill."
id = "drill_module"
req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4)
materials = list("glass" = 2250, DEFAULT_WALL_MATERIAL = 55000, "silver" = 5250, "diamond" = 3750)
build_path = /obj/item/rig_module/device/drill
/datum/design/hardsuitmodules/rcd_module
name = "RCD mount"
desc = "A cell-powered rapid construction device for a hardsuit."
id = "rcd_module"
req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 5, TECH_POWER = 5, TECH_BLUESPACE = 4)
materials = list(DEFAULT_WALL_MATERIAL= 30000, "phoron" = 12500, "silver" = 10000, "gold" = 10000)
build_path = /obj/item/rig_module/device/rcd
/datum/design/hardsuitmodules/taser_module
name = "mounted taser"
desc = "A palm-mounted nonlethal energy projector."
id = "taser_module"
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_MAGNET = 2)
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250)
build_path = /obj/item/rig_module/mounted/taser
/datum/design/hardsuitmodules/egun_module
name = "mounted taser"
desc = "A forearm-mounted energy projector."
id = "egun_module"
req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 4, TECH_COMBAT = 4, TECH_MAGNET = 3)
materials = list(DEFAULT_WALL_MATERIAL= 7000, "glass"= 2250, "uranium"= 3250, "gold"= 2500)
build_path = /obj/item/rig_module/mounted/egun