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
This commit is contained in:
Alberyk
2016-12-19 02:07:59 +02:00
committed by skull132
parent a96f896138
commit 7267ec826c
26 changed files with 108 additions and 32 deletions
+51
View File
@@ -517,6 +517,7 @@ BLIND // can't see anything
*/
var/displays_id = 1
var/rolled_down = -1 //0 = unrolled, 1 = rolled, -1 = cannot be toggled
var/rolled_sleeves = -1 //0 = unrolled, 1 = rolled, -1 = cannot be toggled
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/uniform.dmi',
"Golem" = 'icons/mob/uniform_fat.dmi',
@@ -572,6 +573,29 @@ BLIND // can't see anything
else
rolled_down = -1
if(H) update_clothing_icon()
/obj/item/clothing/under/proc/update_rollsleeves_status()
var/mob/living/carbon/human/H
if(istype(src.loc, /mob/living/carbon/human))
H = src.loc
var/icon/under_icon
if(icon_override)
under_icon = icon_override
else if(H && sprite_sheets && sprite_sheets[H.species.get_bodytype(H)])
under_icon = sprite_sheets[H.species.get_bodytype(H)]
else if(item_icons && item_icons[slot_w_uniform_str])
under_icon = item_icons[slot_w_uniform_str]
else
under_icon = INV_W_UNIFORM_DEF_ICON
// The _s is because the icon update procs append it.
if(("[worn_state]_r_s") in icon_states(under_icon))
if(rolled_sleeves != 1)
rolled_sleeves = 0
else
rolled_sleeves = -1
if(H) update_clothing_icon()
/obj/item/clothing/under/update_clothing_icon()
if (ismob(src.loc))
@@ -651,6 +675,8 @@ BLIND // can't see anything
update_rolldown_status()
if(rolled_down == -1)
usr << "<span class='notice'>You cannot roll down [src]!</span>"
if((rolled_sleeves == 1) && !(rolled_down))
rolled_sleeves = 0
return
rolled_down = !rolled_down
@@ -662,6 +688,31 @@ BLIND // can't see anything
item_state_slots[slot_w_uniform_str] = "[worn_state]"
update_clothing_icon()
/obj/item/clothing/under/verb/rollsleeves()
set name = "Roll Up Sleeves"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
update_rollsleeves_status()
if(rolled_sleeves == -1)
usr << "<span class='notice'>You cannot roll up your [src]'s sleeves!</span>"
return
if(rolled_down == 1)
usr << "<span class='notice'>You must roll up your [src] first!</span>"
return
rolled_sleeves = !rolled_sleeves
if(rolled_sleeves)
body_parts_covered &= ~(ARMS|HANDS)
item_state_slots[slot_w_uniform_str] = "[worn_state]_r"
usr << "<span class='notice'>You roll up your [src]'s sleeves.</span>"
else
body_parts_covered = initial(body_parts_covered)
item_state_slots[slot_w_uniform_str] = "[worn_state]"
usr << "<span class='notice'>You roll down your [src]'s sleeves.</span>"
update_clothing_icon()
/obj/item/clothing/under/rank/New()
sensor_mode = pick(0,1,2,3)
@@ -2,20 +2,16 @@
/obj/item/clothing/head/helmet/space/void/captain
name = "captain voidsuit helmet"
icon_state = "capspace"
item_state = "capspacehelmet"
item_state = "capspace"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
species_restricted = list("Skrell","Human")
sprite_sheets_obj = null //no xeno snowflake sprites for now
/obj/item/clothing/suit/space/void/captain
name = "captain voidsuit"
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
icon_state = "caparmor"
item_state = "capspacesuit"
icon_state = "capspace"
item_state = "capspace"
w_class = 4
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)
slowdown = 1.5
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
species_restricted = list("Skrell","Human")
sprite_sheets_obj = null //no xeno snowflake sprites for now
+1 -3
View File
@@ -135,9 +135,7 @@
if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A)
PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
return
if(user && user.a_intent == I_HELP) //regardless of what happens, refuse to shoot if help intent is on
user << "<span class='warning'>You refrain from firing your [src] as your intent is set to help.</span>"
else
Fire(A,user,params) //Otherwise, fire normally.
@@ -118,13 +118,13 @@
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
max_shots = 5
fire_delay = 2
fire_delay = 4
projectile_type = /obj/item/projectile/beam/stun
origin_tech = "combat=3;magnets=2"
modifystate = "epistolstun"
firemodes = list(
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="epistolstun", fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="epistolkill", fire_sound='sound/weapons/Laser.ogg'),
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="epistolstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="epistolkill", fire_sound='sound/weapons/Laser.ogg'),
)