Added reminder message for deathsquad armored squad. Also, new deathsquad helmet, now with more space protection.

Added Seraph exosuit. A command-type marauder with slightly better stats and different equipment. Found in CentCom.
Changed Marauder access to centcom special ops. Marauders now come equipped with an armor booster module.
When entering exosuits, the exosuit will now face in the appropriate direction. Affects Durand, Gygax, and Phazon.
Minor changes to CentCom.
Fixed a minor bug with respawn character. It should no longer report character destroyed for object completion for brand-new characters.
Fixed gas mask icons for monkeys.
Nerfed monkey vent crawling. Monkey needs to be naked to crawl through vents. And not hold anything in their hands/paws.
Merged CentCom with z-level 6 (hand tele adjusted for z level 2). Deleted ship building docks since they are not used. Z-level 6 left empty.
Detectives can now name their gun. Right click to use the verb, when holding the item.
Energy swords/cutlasses will properly change icons now when activated or deactivated. Same with energy axes. Changed some melee weapon paths a bit to accomodate this (and so they're easier to track).
Replaced cigar icons with sprites by Matty. Made matches smaller.
Added a welder and assassin costumes to admin equip list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1741 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2011-06-29 19:34:35 +00:00
parent 0685e1e564
commit 85da59dfb0
66 changed files with 3186 additions and 3152 deletions

View File

@@ -352,6 +352,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"space pirate",
//"soviet soldier",
"tunnel clown",
"masked killer",
"assassin",
"death commando",
"centcom official",
"centcom commander",
@@ -433,7 +435,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
if ("space pirate")
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
@@ -442,7 +444,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/pirate(M), M.slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
/*
if ("soviet soldier")
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform)
@@ -473,6 +476,61 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
fire_axe.name = "Fire Axe (Unwielded)"
M.equip_if_possible(fire_axe, M.slot_r_hand)
if("masked killer")
M.equip_if_possible(new /obj/item/clothing/under/overalls(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/white(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/latex(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/clothing/mask/surgical(M), M.slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(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/apron(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/weapon/scalpel(M), M.slot_r_store)
var/obj/item/weapon/fireaxe/fire_axe = new(M)
fire_axe.name = "Fire Axe (Unwielded)"
M.equip_if_possible(fire_axe, M.slot_r_hand)
for(var/obj/item/carried_item in M.contents)
if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
carried_item.add_blood(M)//Oh yes, there will be blood...
if("assassin")
M.equip_if_possible(new /obj/item/clothing/under/suit_jacket(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(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/clothing/suit/wcoat(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store)
var/obj/item/weapon/secstorage/sbriefcase/sec_briefcase = new(M)
for(var/obj/item/briefcase_item in sec_briefcase)
del(briefcase_item)
for(var/i=3, i>0, i--)
sec_briefcase.contents += new /obj/item/weapon/spacecash/c1000
sec_briefcase.contents += new /obj/item/weapon/gun/energy/crossbow
sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba
sec_briefcase.contents += new /obj/item/ammo_magazine
sec_briefcase.contents += new /obj/item/weapon/plastique
M.equip_if_possible(sec_briefcase, M.slot_l_hand)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "Reaper"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, M.slot_belt)
var/obj/item/weapon/card/id/syndicate/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.assignment = "Reaper"
W.registered = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
if("death commando")//Was looking to add this for a while.
M.equip_death_commando()
@@ -482,7 +540,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/gun/energy(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)
@@ -509,11 +567,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/mask/cigarette/cigar/cohiba(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)
M.equip_if_possible(new /obj/item/ammo_magazine(M), M.slot_l_store)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"