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.
This commit is contained in:
Alberyk
2017-01-02 21:36:00 -02:00
committed by skull132
parent b7b8e2b202
commit 33c44ad093
11 changed files with 141 additions and 10 deletions

View File

@@ -556,6 +556,7 @@
#include "code\game\mecha\combat\combat.dm"
#include "code\game\mecha\combat\durand.dm"
#include "code\game\mecha\combat\gygax.dm"
#include "code\game\mecha\combat\honker.dm"
#include "code\game\mecha\combat\marauder.dm"
#include "code\game\mecha\combat\phazon.dm"
#include "code\game\mecha\equipment\mecha_equipment.dm"

View File

@@ -237,7 +237,7 @@
/obj/machinery/computer/security/mining
name = "outpost camera monitor"
desc = "Used to access the various cameras on the outpost."
icon_screen = "mining"
icon_screen = "miningcameras"
network = list("MINE")
circuit = /obj/item/weapon/circuitboard/security/mining
light_color = "#F9BBFC"
@@ -245,7 +245,7 @@
/obj/machinery/computer/security/engineering
name = "engineering camera monitor"
desc = "Used to monitor fires and breaches."
icon_screen = "engie_cams"
icon_screen = "engineeringcameras"
circuit = /obj/item/weapon/circuitboard/security/engineering
light_color = "#FAC54B"

View File

@@ -0,0 +1,111 @@
/obj/mecha/combat/honker
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!"
name = "H.O.N.K"
icon_state = "honker"
initial_icon = "honker"
step_in = 2
health = 140
deflect_chance = 60
internal_damage_threshold = 60
damage_absorption = list("brute"=1.2,"fire"=1.5,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
max_temperature = 25000
infra_luminosity = 5
// operation_req_access = list(access_clown)
wreckage = /obj/effect/decal/mecha_wreckage/honker
add_req_access = 0
max_equip = 3
var/squeak = 0
/obj/mecha/combat/honker/New()
..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/honker
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar
ME.attach(src)
return
/obj/mecha/combat/honker/mechstep(direction)
var/result = step(src,direction)
if(result)
if(!squeak)
playsound(src, "clownstep", 70, 1)
squeak = 1
else
squeak = 0
return result
//wreckage
/obj/effect/decal/mecha_wreckage/honker
name = "Honker wreckage"
icon_state = "honker-broken"
//honk weapons
/obj/item/mecha_parts/mecha_equipment/weapon/honker
name = "\improper HoNkER BlAsT 5000"
icon_state = "mecha_honker"
energy_drain = 200
equip_cooldown = 150
range = MELEE|RANGED
can_attach(obj/mecha/combat/honker/M as obj)
if(!istype(M))
return 0
return ..()
action(target)
if(!chassis)
return 0
if(energy_drain && chassis.get_charge() < energy_drain)
return 0
if(!equip_ready)
return 0
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
continue
M << "<font color='red' size='7'>HONK</font>"
M.sleeping = 0
M.stuttering += 20
M.ear_deaf += 30
M.Weaken(3)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
else
M.make_jittery(500)
chassis.use_power(energy_drain)
log_message("Honked from [src.name]. HONK!")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar
name = "Banana Mortar"
icon_state = "mecha_bananamrtr"
projectile = /obj/item/weapon/bananapeel
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 20
can_attach(obj/mecha/combat/honker/M as obj)
if(!istype(M))
return 0
return ..()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar
name = "Mousetrap Mortar"
icon_state = "mecha_mousetrapmrtr"
projectile = /obj/item/device/assembly/mousetrap
equip_cooldown = 10
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar/Fire(atom/movable/AM, atom/target, turf/aimloc)
var/obj/item/device/assembly/mousetrap/M = AM
M.secured = 1
..()

View File

@@ -114,7 +114,7 @@
/obj/item/device/kit/paint/ripley
name = "\"Classic\" APLU customisation kit"
new_name = "APLU \"Classic\""
new_desc = "A very retro APLU unit; didn't they retire these back in 2543?"
new_desc = "A very retro APLU unit; didn't they retire these back in 2443?"
new_icon = "ripley-old"
allowed_types = list("ripley")
@@ -136,6 +136,18 @@
new_name = "APLU \"Burning Chrome\""
new_desc = "A standard APLU exosuit with stylish blue flame decals."
new_icon = "ripley_flames_blue"
/obj/item/device/kit/paint/ripley/titan
name = "\"Titan's Fist\" APLU customisation kit"
new_name = "APLU \"Titan's Fist\""
new_desc = "This ordinary mining Ripley has been customized to look like a unit of the Titans Fist."
new_icon = "titan"
/obj/item/device/kit/paint/ripley/earth
name = "\"Strike the Earth!\" APLU customisation kit"
new_name = "APLU \"Strike the Earth!\""
new_desc = "Looks like an over worked, under maintained Ripley with some horrific damage."
new_icon = "earth"
// Durand kits.
/obj/item/device/kit/paint/durand
@@ -175,4 +187,4 @@
name = "\"Gaoler\" Gygax customisation kit"
new_name = "Durand \"Gaoler\""
new_desc = "A bulky silver Gygax exosuit. The extra armour appears to be painted on, but it's very shiny."
new_icon = "recitence"
new_icon = "recitence"

View File

@@ -31,15 +31,15 @@
// Updates icon of this computer according to current status.
/obj/machinery/computer/power_monitor/update_icon()
if(stat & BROKEN)
icon_state = "powerb"
icon_screen = "computer_broken"
return
if(stat & NOPOWER)
icon_state = "power0"
icon_screen = null
return
if(alerting)
icon_state = "power_alert"
icon_screen = "power_alert"
return
icon_state = "power"
icon_screen = "power"
// On creation automatically connects to active sensors. This is delayed to ensure sensors already exist.
/obj/machinery/computer/power_monitor/New()

View File

@@ -357,10 +357,10 @@ var/list/solars_list = list()
overlays.Cut()
return
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))

View File

@@ -0,0 +1,7 @@
author: Alberyk
delete-after: True
changes:
- rscadd: "Added new barsigns."
- rscadd: "Re-added the HONKER exosuit."

Binary file not shown.

Before

Width:  |  Height:  |  Size: 169 KiB

After

Width:  |  Height:  |  Size: 178 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 279 KiB

After

Width:  |  Height:  |  Size: 280 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 158 KiB

After

Width:  |  Height:  |  Size: 610 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 96 KiB

After

Width:  |  Height:  |  Size: 98 KiB