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https://github.com/Aurorastation/Aurora.3.git
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Captain voidsuit, rolling up sleeves and minor fixes/tweaks (#1247)
-added BRAINOS corporate sprites -added BRAINOS captain vodsuit sprite, with a cicler mapped in the captains office -fixed some red sec scum decals -removed the dumb gun help intent thing -added rolling up sleeves -fixed some minor things with the merge, like wrong e-pistol names, besides changing the fire-rate and flashbangs missing in sec lockers
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@@ -517,6 +517,7 @@ BLIND // can't see anything
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*/
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var/displays_id = 1
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var/rolled_down = -1 //0 = unrolled, 1 = rolled, -1 = cannot be toggled
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var/rolled_sleeves = -1 //0 = unrolled, 1 = rolled, -1 = cannot be toggled
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/uniform.dmi',
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"Golem" = 'icons/mob/uniform_fat.dmi',
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@@ -572,6 +573,29 @@ BLIND // can't see anything
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else
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rolled_down = -1
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if(H) update_clothing_icon()
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/obj/item/clothing/under/proc/update_rollsleeves_status()
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var/mob/living/carbon/human/H
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if(istype(src.loc, /mob/living/carbon/human))
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H = src.loc
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var/icon/under_icon
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if(icon_override)
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under_icon = icon_override
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else if(H && sprite_sheets && sprite_sheets[H.species.get_bodytype(H)])
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under_icon = sprite_sheets[H.species.get_bodytype(H)]
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else if(item_icons && item_icons[slot_w_uniform_str])
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under_icon = item_icons[slot_w_uniform_str]
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else
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under_icon = INV_W_UNIFORM_DEF_ICON
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// The _s is because the icon update procs append it.
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if(("[worn_state]_r_s") in icon_states(under_icon))
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if(rolled_sleeves != 1)
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rolled_sleeves = 0
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else
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rolled_sleeves = -1
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if(H) update_clothing_icon()
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/obj/item/clothing/under/update_clothing_icon()
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if (ismob(src.loc))
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@@ -651,6 +675,8 @@ BLIND // can't see anything
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update_rolldown_status()
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if(rolled_down == -1)
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usr << "<span class='notice'>You cannot roll down [src]!</span>"
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if((rolled_sleeves == 1) && !(rolled_down))
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rolled_sleeves = 0
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return
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rolled_down = !rolled_down
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@@ -662,6 +688,31 @@ BLIND // can't see anything
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item_state_slots[slot_w_uniform_str] = "[worn_state]"
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update_clothing_icon()
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/obj/item/clothing/under/verb/rollsleeves()
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set name = "Roll Up Sleeves"
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set category = "Object"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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update_rollsleeves_status()
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if(rolled_sleeves == -1)
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usr << "<span class='notice'>You cannot roll up your [src]'s sleeves!</span>"
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return
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if(rolled_down == 1)
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usr << "<span class='notice'>You must roll up your [src] first!</span>"
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return
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rolled_sleeves = !rolled_sleeves
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if(rolled_sleeves)
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body_parts_covered &= ~(ARMS|HANDS)
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item_state_slots[slot_w_uniform_str] = "[worn_state]_r"
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usr << "<span class='notice'>You roll up your [src]'s sleeves.</span>"
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else
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body_parts_covered = initial(body_parts_covered)
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item_state_slots[slot_w_uniform_str] = "[worn_state]"
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usr << "<span class='notice'>You roll down your [src]'s sleeves.</span>"
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update_clothing_icon()
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/obj/item/clothing/under/rank/New()
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sensor_mode = pick(0,1,2,3)
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@@ -2,20 +2,16 @@
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/obj/item/clothing/head/helmet/space/void/captain
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name = "captain voidsuit helmet"
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icon_state = "capspace"
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item_state = "capspacehelmet"
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item_state = "capspace"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
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armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
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species_restricted = list("Skrell","Human")
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sprite_sheets_obj = null //no xeno snowflake sprites for now
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/obj/item/clothing/suit/space/void/captain
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name = "captain voidsuit"
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desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
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icon_state = "caparmor"
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item_state = "capspacesuit"
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icon_state = "capspace"
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item_state = "capspace"
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w_class = 4
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allowed = list(/obj/item/weapon/tank, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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slowdown = 1.5
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armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
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species_restricted = list("Skrell","Human")
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sprite_sheets_obj = null //no xeno snowflake sprites for now
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@@ -135,9 +135,7 @@
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if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A)
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PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
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return
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if(user && user.a_intent == I_HELP) //regardless of what happens, refuse to shoot if help intent is on
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user << "<span class='warning'>You refrain from firing your [src] as your intent is set to help.</span>"
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else
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Fire(A,user,params) //Otherwise, fire normally.
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@@ -118,13 +118,13 @@
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fire_sound = 'sound/weapons/Taser.ogg'
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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max_shots = 5
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fire_delay = 2
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fire_delay = 4
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projectile_type = /obj/item/projectile/beam/stun
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origin_tech = "combat=3;magnets=2"
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modifystate = "epistolstun"
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firemodes = list(
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list(name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="epistolstun", fire_sound='sound/weapons/Taser.ogg'),
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list(name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="epistolkill", fire_sound='sound/weapons/Laser.ogg'),
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="epistolstun", fire_sound='sound/weapons/Taser.ogg'),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="epistolkill", fire_sound='sound/weapons/Laser.ogg'),
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)
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