Fixes a few bugs with armor, RIGs and fixes dreamchecker. (#11298)

This commit is contained in:
Matt Atlas
2021-02-24 15:59:42 +01:00
committed by GitHub
parent 2cfc521bfa
commit 43918c7602
9 changed files with 53 additions and 7 deletions
+1
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@@ -2,6 +2,7 @@
#define ACCESSORY_SLOT_UTILITY "utility"
#define ACCESSORY_SLOT_CAPE "cape"
#define ACCESSORY_SLOT_ARMBAND "armband"
#define ACCESSORY_SLOT_BADGE "badge"
#define ACCESSORY_SLOT_ARMOR_PLATE "armor plate"
#define ACCESSORY_SLOT_LEG_GUARDS "leg guards"
#define ACCESSORY_SLOT_ARM_GUARDS "arm guards"
+2 -2
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@@ -81,7 +81,7 @@
if(W.isscrewdriver()) // Turning it into a crossbow
crafting = !crafting
if(!crafting)
to_chat(user, SPAN_NOTICE("You reassemble the RFD"))
to_chat(user, SPAN_NOTICE("You reassemble the RFD."))
else
to_chat(user, SPAN_NOTICE("The RFD can now be modified."))
src.add_fingerprint(user)
@@ -110,9 +110,9 @@
var/obj/item/gun/launcher/crossbow/RFD/CB = new(get_turf(user)) // can be found in crossbow.dm
forceMove(CB)
CB.stored_matter = src.stored_matter
user.drop_from_inventory(src)
qdel(src)
user.put_in_hands(CB)
add_fingerprint(user)
return
..()
@@ -141,7 +141,7 @@
var/list/extra_mobs = list()
if(holder.wearer != user)
extra_mobs += holder.wearer
gun.attack_self(user, extra_mobs)
gun.toggle_firing_mode(user)
return TRUE
gun.Fire(target, user)
+2 -2
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@@ -7,8 +7,8 @@
item_state = "plate_carrier"
blood_overlay_type = "armor"
w_class = ITEMSIZE_NORMAL
restricted_accessory_slots = list(ACCESSORY_SLOT_ARMOR_PLATE, ACCESSORY_SLOT_ARM_GUARDS, ACCESSORY_SLOT_LEG_GUARDS, ACCESSORY_SLOT_ARMOR_POCKETS, ACCESSORY_SLOT_ARMOR_PIN, ACCESSORY_SLOT_CAPE)
valid_accessory_slots = list(ACCESSORY_SLOT_ARMOR_PLATE, ACCESSORY_SLOT_ARM_GUARDS, ACCESSORY_SLOT_LEG_GUARDS, ACCESSORY_SLOT_ARMOR_POCKETS, ACCESSORY_SLOT_ARMOR_PIN, ACCESSORY_SLOT_CAPE)
restricted_accessory_slots = list(ACCESSORY_SLOT_ARMOR_PLATE, ACCESSORY_SLOT_ARM_GUARDS, ACCESSORY_SLOT_LEG_GUARDS, ACCESSORY_SLOT_ARMOR_POCKETS, ACCESSORY_SLOT_ARMOR_PIN, ACCESSORY_SLOT_CAPE, ACCESSORY_SLOT_BADGE)
valid_accessory_slots = list(ACCESSORY_SLOT_ARMOR_PLATE, ACCESSORY_SLOT_ARM_GUARDS, ACCESSORY_SLOT_LEG_GUARDS, ACCESSORY_SLOT_ARMOR_POCKETS, ACCESSORY_SLOT_ARMOR_PIN, ACCESSORY_SLOT_CAPE, ACCESSORY_SLOT_BADGE)
/obj/item/clothing/suit/armor/carrier/officer
starting_accessories = list(
@@ -11,6 +11,7 @@
item_state = "marshalbadge"
overlay_state = "marshalbadge"
slot_flags = SLOT_BELT | SLOT_TIE
slot = ACCESSORY_SLOT_BADGE
var/stored_name
var/badge_string = "Corporate Security"
@@ -573,4 +573,4 @@ emp_act
/mob/living/carbon/human/extinguish_fire()
..()
for(var/obj/item/I in contents)
I.extinguish_fire()
I.extinguish_fire()
+1 -1
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@@ -119,7 +119,7 @@
to_chat(src, SPAN_WARNING("Warning: Electromagnetic pulse detected."))
..()
/mob/living/silicon/stun_effect_act()
/mob/living/silicon/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon, var/damage_flags)
return //immune
/mob/living/silicon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1.0, tesla_shock = FALSE, ground_zero)
@@ -0,0 +1,44 @@
################################
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# When it is, any changes listed below will disappear.
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#################################
# Your name.
author: MattAtlas
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delete-after: True
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changes:
- bugfix: "Badges can now be attached to plate carriers."
- bugfix: "Crossbows are no longer duplicated when attached to an RFD."
- bugfix: "Fixed hardsuit weapon configuration."
- bugfix: "Fixed riot armguards worn sprite."
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