Quick fix for mob pass_flags. Monkeys, larva, and metroids can now pass through tables again (metroids for the first time).

Fixed typo in space ninja code thanks to Rastaf0.
Added a CentCom official and CentCom Commander costumes to admin equip list. Revised tunnel clown equip.
Fixed minor icon bug with death commando ID.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1736 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2011-06-27 20:43:45 +00:00
parent 449e0b765a
commit 68f5e119f2
6 changed files with 65 additions and 5 deletions

View File

@@ -353,6 +353,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
//"soviet soldier",
"tunnel clown",
"death commando",
"centcom official",
"centcom commander",
)
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
if (isnull(dresscode))
@@ -451,12 +453,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("tunnel clown")//Tunnel clowns rule!
M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/device/pda/clown(M), M.slot_belt)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.assignment = "Tunnel Clown!"
W.registered = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
var/obj/item/weapon/fireaxe/fire_axe = new(M)
fire_axe.name = "Fire Axe (Unwielded)"
@@ -465,5 +476,53 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("death commando")//Was looking to add this for a while.
M.equip_death_commando()
if("centcom official")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "CentCom Review Official"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "CentCom Review Official"
W.registered = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
if("centcom commander")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/mask/cigarette(M), M.slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head)
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
M.equip_if_possible(new /obj/item/weapon/zippo(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/cigpacket(M), M.slot_l_store)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "CentCom Commanding Officer"
W.registered = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.update_clothing()
return

View File

@@ -178,7 +178,7 @@ var/global/sent_strike_team = 0
var/obj/item/weapon/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon = "centcom"
W.icon_state = "centcom"
W.access = get_all_accesses()//They get full station access.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.assignment = "Death Commando"