Probably fixes all the issues with computers sprites (#1378)
This will probably fix all the messed up computer sprites. Also, update the bar signs to the new bay system, which is better than the old one. Adds back the honker. Add rolled down security officer jumpsuit, spritted and requested by Elohi Adanvdo.
@@ -556,6 +556,7 @@
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#include "code\game\mecha\combat\combat.dm"
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#include "code\game\mecha\combat\durand.dm"
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#include "code\game\mecha\combat\gygax.dm"
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#include "code\game\mecha\combat\honker.dm"
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#include "code\game\mecha\combat\marauder.dm"
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#include "code\game\mecha\combat\phazon.dm"
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#include "code\game\mecha\equipment\mecha_equipment.dm"
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@@ -237,7 +237,7 @@
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/obj/machinery/computer/security/mining
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name = "outpost camera monitor"
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desc = "Used to access the various cameras on the outpost."
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icon_screen = "mining"
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icon_screen = "miningcameras"
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network = list("MINE")
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circuit = /obj/item/weapon/circuitboard/security/mining
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light_color = "#F9BBFC"
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@@ -245,7 +245,7 @@
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/obj/machinery/computer/security/engineering
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name = "engineering camera monitor"
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desc = "Used to monitor fires and breaches."
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icon_screen = "engie_cams"
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icon_screen = "engineeringcameras"
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circuit = /obj/item/weapon/circuitboard/security/engineering
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light_color = "#FAC54B"
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111
code/game/mecha/combat/honker.dm
Normal file
@@ -0,0 +1,111 @@
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/obj/mecha/combat/honker
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desc = "Produced by \"Tyranny of Honk, INC\", this exosuit is designed as heavy clown-support. Used to spread the fun and joy of life. HONK!"
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name = "H.O.N.K"
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icon_state = "honker"
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initial_icon = "honker"
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step_in = 2
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health = 140
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deflect_chance = 60
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internal_damage_threshold = 60
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damage_absorption = list("brute"=1.2,"fire"=1.5,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
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max_temperature = 25000
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infra_luminosity = 5
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// operation_req_access = list(access_clown)
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wreckage = /obj/effect/decal/mecha_wreckage/honker
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add_req_access = 0
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max_equip = 3
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var/squeak = 0
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/obj/mecha/combat/honker/New()
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..()
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var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/honker
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ME.attach(src)
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ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar
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ME.attach(src)
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ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar
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ME.attach(src)
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return
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/obj/mecha/combat/honker/mechstep(direction)
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var/result = step(src,direction)
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if(result)
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if(!squeak)
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playsound(src, "clownstep", 70, 1)
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squeak = 1
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else
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squeak = 0
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return result
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//wreckage
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/obj/effect/decal/mecha_wreckage/honker
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name = "Honker wreckage"
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icon_state = "honker-broken"
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//honk weapons
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/obj/item/mecha_parts/mecha_equipment/weapon/honker
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name = "\improper HoNkER BlAsT 5000"
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icon_state = "mecha_honker"
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energy_drain = 200
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equip_cooldown = 150
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range = MELEE|RANGED
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can_attach(obj/mecha/combat/honker/M as obj)
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if(!istype(M))
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return 0
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return ..()
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action(target)
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if(!chassis)
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return 0
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if(energy_drain && chassis.get_charge() < energy_drain)
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return 0
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if(!equip_ready)
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return 0
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playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
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chassis.occupant_message("<font color='red' size='5'>HONK</font>")
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for(var/mob/living/carbon/M in ohearers(6, chassis))
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
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continue
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M << "<font color='red' size='7'>HONK</font>"
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M.sleeping = 0
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M.stuttering += 20
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M.ear_deaf += 30
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M.Weaken(3)
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if(prob(30))
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M.Stun(10)
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M.Paralyse(4)
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else
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M.make_jittery(500)
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chassis.use_power(energy_drain)
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log_message("Honked from [src.name]. HONK!")
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do_after_cooldown()
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return
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar
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name = "Banana Mortar"
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icon_state = "mecha_bananamrtr"
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projectile = /obj/item/weapon/bananapeel
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fire_sound = 'sound/items/bikehorn.ogg'
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projectiles = 15
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missile_speed = 1.5
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projectile_energy_cost = 100
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equip_cooldown = 20
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can_attach(obj/mecha/combat/honker/M as obj)
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if(!istype(M))
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return 0
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return ..()
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar
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name = "Mousetrap Mortar"
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icon_state = "mecha_mousetrapmrtr"
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projectile = /obj/item/device/assembly/mousetrap
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equip_cooldown = 10
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar/Fire(atom/movable/AM, atom/target, turf/aimloc)
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var/obj/item/device/assembly/mousetrap/M = AM
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M.secured = 1
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..()
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@@ -114,7 +114,7 @@
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/obj/item/device/kit/paint/ripley
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name = "\"Classic\" APLU customisation kit"
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new_name = "APLU \"Classic\""
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new_desc = "A very retro APLU unit; didn't they retire these back in 2543?"
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new_desc = "A very retro APLU unit; didn't they retire these back in 2443?"
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new_icon = "ripley-old"
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allowed_types = list("ripley")
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@@ -136,6 +136,18 @@
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new_name = "APLU \"Burning Chrome\""
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new_desc = "A standard APLU exosuit with stylish blue flame decals."
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new_icon = "ripley_flames_blue"
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/obj/item/device/kit/paint/ripley/titan
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name = "\"Titan's Fist\" APLU customisation kit"
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new_name = "APLU \"Titan's Fist\""
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new_desc = "This ordinary mining Ripley has been customized to look like a unit of the Titans Fist."
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new_icon = "titan"
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/obj/item/device/kit/paint/ripley/earth
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name = "\"Strike the Earth!\" APLU customisation kit"
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new_name = "APLU \"Strike the Earth!\""
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new_desc = "Looks like an over worked, under maintained Ripley with some horrific damage."
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new_icon = "earth"
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// Durand kits.
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/obj/item/device/kit/paint/durand
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@@ -175,4 +187,4 @@
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name = "\"Gaoler\" Gygax customisation kit"
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new_name = "Durand \"Gaoler\""
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new_desc = "A bulky silver Gygax exosuit. The extra armour appears to be painted on, but it's very shiny."
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new_icon = "recitence"
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new_icon = "recitence"
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@@ -31,15 +31,15 @@
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// Updates icon of this computer according to current status.
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/obj/machinery/computer/power_monitor/update_icon()
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if(stat & BROKEN)
|
||||
icon_state = "powerb"
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||||
icon_screen = "computer_broken"
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||||
return
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||||
if(stat & NOPOWER)
|
||||
icon_state = "power0"
|
||||
icon_screen = null
|
||||
return
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||||
if(alerting)
|
||||
icon_state = "power_alert"
|
||||
icon_screen = "power_alert"
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||||
return
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||||
icon_state = "power"
|
||||
icon_screen = "power"
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||||
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||||
// On creation automatically connects to active sensors. This is delayed to ensure sensors already exist.
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/obj/machinery/computer/power_monitor/New()
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||||
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||||
@@ -357,10 +357,10 @@ var/list/solars_list = list()
|
||||
overlays.Cut()
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||||
return
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||||
if(stat & NOPOWER)
|
||||
icon_state = "c_unpowered"
|
||||
icon_state = "computer"
|
||||
overlays.Cut()
|
||||
return
|
||||
icon_state = "solar"
|
||||
icon_state = "solar_control"
|
||||
overlays.Cut()
|
||||
if(cdir > -1)
|
||||
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
|
||||
|
||||
7
html/changelogs/alberky-PR-1378.yml
Normal file
@@ -0,0 +1,7 @@
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||||
author: Alberyk
|
||||
|
||||
delete-after: True
|
||||
|
||||
changes:
|
||||
- rscadd: "Added new barsigns."
|
||||
- rscadd: "Re-added the HONKER exosuit."
|
||||
|
Before Width: | Height: | Size: 169 KiB After Width: | Height: | Size: 178 KiB |
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Before Width: | Height: | Size: 279 KiB After Width: | Height: | Size: 280 KiB |
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Before Width: | Height: | Size: 158 KiB After Width: | Height: | Size: 610 KiB |
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Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 98 KiB |