Hoodies and sec gear fixes (#1272)

Changes:
-ported hoodies from polaris/tg, I will place them somewhere someday
-fixed missing sec berets and badges missing sprites and being wrong at all
-fixed a lot of unecessary/troublesome code with the hos gear
-force gloves have a different sprite now
-fixed missing visible message when being hit by bullets
This commit is contained in:
Alberyk
2016-12-22 16:07:01 -02:00
committed by skull132
parent e82d5034d9
commit d2b49ab1cb
16 changed files with 186 additions and 62 deletions

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@@ -1086,6 +1086,7 @@
#include "code\modules\clothing\suits\alien.dm" #include "code\modules\clothing\suits\alien.dm"
#include "code\modules\clothing\suits\armor.dm" #include "code\modules\clothing\suits\armor.dm"
#include "code\modules\clothing\suits\bio.dm" #include "code\modules\clothing\suits\bio.dm"
#include "code\modules\clothing\suits\hoodies.dm"
#include "code\modules\clothing\suits\jobs.dm" #include "code\modules\clothing\suits\jobs.dm"
#include "code\modules\clothing\suits\labcoat.dm" #include "code\modules\clothing\suits\labcoat.dm"
#include "code\modules\clothing\suits\miscellaneous.dm" #include "code\modules\clothing\suits\miscellaneous.dm"

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@@ -103,14 +103,13 @@
new /obj/item/weapon/storage/backpack/security(src) new /obj/item/weapon/storage/backpack/security(src)
else else
new /obj/item/weapon/storage/backpack/satchel_sec(src) new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/head/HoS(src) new /obj/item/clothing/head/helmet/HoS(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/clothing/suit/storage/vest/hos(src) new /obj/item/clothing/suit/storage/vest/hos(src)
new /obj/item/clothing/under/rank/head_of_security/jensen(src) new /obj/item/clothing/under/rank/head_of_security/jensen(src)
new /obj/item/clothing/under/rank/head_of_security/corp(src) new /obj/item/clothing/under/rank/head_of_security/corp(src)
new /obj/item/clothing/suit/armor/hos/jensen(src) new /obj/item/clothing/suit/armor/hos/jensen(src)
new /obj/item/clothing/suit/armor/hos(src) new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/head/HoS/dermal(src) new /obj/item/clothing/head/helmet/HoS/dermal(src)
new /obj/item/weapon/cartridge/hos(src) new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src) new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src) new /obj/item/clothing/glasses/sunglasses/sechud(src)
@@ -123,7 +122,7 @@
new /obj/item/weapon/gun/energy/pistol(src) new /obj/item/weapon/gun/energy/pistol(src)
new /obj/item/clothing/accessory/holster/waist(src) new /obj/item/clothing/accessory/holster/waist(src)
new /obj/item/weapon/melee/telebaton(src) new /obj/item/weapon/melee/telebaton(src)
new /obj/item/clothing/head/beret/sec/corporate/hos(src) new /obj/item/clothing/head/beret/sec/hos(src)
new /obj/item/clothing/accessory/badge/hos(src) new /obj/item/clothing/accessory/badge/hos(src)
new /obj/item/ammo_magazine/tranq(src) new /obj/item/ammo_magazine/tranq(src)
return return
@@ -147,7 +146,6 @@
new /obj/item/weapon/storage/backpack/security(src) new /obj/item/weapon/storage/backpack/security(src)
else else
new /obj/item/weapon/storage/backpack/satchel_sec(src) new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/clothing/suit/storage/vest/warden(src) new /obj/item/clothing/suit/storage/vest/warden(src)
new /obj/item/clothing/under/rank/warden(src) new /obj/item/clothing/under/rank/warden(src)
new /obj/item/clothing/under/rank/warden/corp(src) new /obj/item/clothing/under/rank/warden/corp(src)
@@ -166,7 +164,7 @@
new /obj/item/weapon/melee/baton/loaded(src) new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/pistol(src) new /obj/item/weapon/gun/energy/pistol(src)
new /obj/item/weapon/storage/box/holobadge(src) new /obj/item/weapon/storage/box/holobadge(src)
new /obj/item/clothing/head/beret/sec/corporate/warden(src) new /obj/item/clothing/head/beret/sec/warden(src)
new /obj/item/clothing/accessory/badge/warden(src) new /obj/item/clothing/accessory/badge/warden(src)
return return
@@ -190,7 +188,6 @@
new /obj/item/weapon/storage/backpack/satchel_sec(src) new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/storage/vest/officer(src) new /obj/item/clothing/suit/storage/vest/officer(src)
new /obj/item/clothing/head/helmet(src) new /obj/item/clothing/head/helmet(src)
// new /obj/item/weapon/cartridge/security(src)
new /obj/item/device/radio/headset/headset_sec(src) new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/storage/belt/security(src) new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src) new /obj/item/device/flash(src)

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@@ -26,12 +26,11 @@
new /obj/item/clothing/head/beret/sec(src) new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec(src) new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec(src) new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec/corporate/officer(src) new /obj/item/clothing/head/beret/sec/alt(src)
new /obj/item/clothing/head/beret/sec/corporate/officer(src) new /obj/item/clothing/head/beret/sec/alt(src)
new /obj/item/clothing/head/beret/sec/corporate/officer(src) new /obj/item/clothing/head/beret/sec/alt(src)
return return
/obj/structure/closet/wardrobe/pink /obj/structure/closet/wardrobe/pink
name = "pink wardrobe" name = "pink wardrobe"
icon_state = "pink" icon_state = "pink"

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@@ -75,21 +75,21 @@ var/global/list/gear_datums = list()
/datum/gear/bsec_beret /datum/gear/bsec_beret
display_name = "beret, navy (officer)" display_name = "beret, navy (officer)"
path = /obj/item/clothing/head/beret/sec/navy/officer path = /obj/item/clothing/head/beret/sec
cost = 1 cost = 1
slot = slot_head slot = slot_head
allowed_roles = list("Security Officer","Head of Security","Warden","Security Cadet","Detective") allowed_roles = list("Security Officer","Head of Security","Warden","Security Cadet","Detective")
/datum/gear/bsec_beret_warden /datum/gear/bsec_beret_warden
display_name = "beret, navy (warden)" display_name = "beret, navy (warden)"
path = /obj/item/clothing/head/beret/sec/navy/warden path = /obj/item/clothing/head/beret/sec/warden
cost = 1 cost = 1
slot = slot_head slot = slot_head
allowed_roles = list("Head of Security","Warden") allowed_roles = list("Head of Security","Warden")
/datum/gear/bsec_beret_hos /datum/gear/bsec_beret_hos
display_name = "beret, navy (hos)" display_name = "beret, navy (hos)"
path = /obj/item/clothing/head/beret/sec/navy/hos path = /obj/item/clothing/head/beret/sec/hos
cost = 1 cost = 1
slot = slot_head slot = slot_head
allowed_roles = list("Head of Security") allowed_roles = list("Head of Security")

View File

@@ -44,6 +44,7 @@
siemens_coefficient = 1.0 //thin latex gloves, much more conductive than fabric gloves (basically a capacitor for AC) siemens_coefficient = 1.0 //thin latex gloves, much more conductive than fabric gloves (basically a capacitor for AC)
permeability_coefficient = 0.01 permeability_coefficient = 0.01
germ_level = 0 germ_level = 0
/obj/item/clothing/gloves/botanic_leather /obj/item/clothing/gloves/botanic_leather
desc = "These leather work gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin." desc = "These leather work gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
name = "botanist's leather gloves" name = "botanist's leather gloves"
@@ -52,7 +53,6 @@
permeability_coefficient = 0.05 permeability_coefficient = 0.05
siemens_coefficient = 0.50 //thick work gloves siemens_coefficient = 0.50 //thick work gloves
/obj/item/clothing/gloves/latex/unathi /obj/item/clothing/gloves/latex/unathi
name = "unathi latex gloves" name = "unathi latex gloves"
desc = "Sterile latex gloves. Designed for Unathi use." desc = "Sterile latex gloves. Designed for Unathi use."
@@ -146,11 +146,10 @@
/obj/item/clothing/gloves/force // this pair should be put in r&d if you choose to do so. and also the hos office locker. do it okay /obj/item/clothing/gloves/force // this pair should be put in r&d if you choose to do so. and also the hos office locker. do it okay
desc = "These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities."
name = "force gloves" name = "force gloves"
icon_state = "black" desc = "These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities."
item_state = "swat_gl" icon_state = "force_glove" //todo: different sprites for different levels of power
item_state = "force_glove"
siemens_coefficient = 0.6 siemens_coefficient = 0.6
permeability_coefficient = 0.05 permeability_coefficient = 0.05
@@ -163,13 +162,10 @@
var/amplification = 2 var/amplification = 2
/obj/item/clothing/gloves/force/basic //dooo iiiitttttt /obj/item/clothing/gloves/force/basic //dooo iiiitttttt
desc = "These gloves bend gravity and bluespace, providing a cheap boost to the effectiveness of your average security staff."
name = "basic force gloves" //do it skull do it give it to all sec the forums agree go name = "basic force gloves" //do it skull do it give it to all sec the forums agree go
desc = "These gloves bend gravity and bluespace, providing a cheap boost to the effectiveness of your average security staff."
amplification = 1 //just do it amplification = 1 //just do it
/obj/item/clothing/gloves/force/syndicate //for syndies. pda, *maybe* nuke team or ert. up to you. maybe just use the amp 2 variant. /obj/item/clothing/gloves/force/syndicate //for syndies. pda, *maybe* nuke team or ert. up to you. maybe just use the amp 2 variant.
desc = "These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities."
name = "enhanced force gloves" name = "enhanced force gloves"
icon_state = "black"
item_state = "swat_gl"
amplification = 2.5 //because *2.5 is kind of scary okay. sometimes you want the scary effect. sometimes not. amplification = 2.5 //because *2.5 is kind of scary okay. sometimes you want the scary effect. sometimes not.

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@@ -56,47 +56,42 @@
icon_state = "beret" icon_state = "beret"
body_parts_covered = 0 body_parts_covered = 0
//Security //berets
/obj/item/clothing/head/beret/sec /obj/item/clothing/head/beret/sec
name = "security beret" name = "security beret"
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety." desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
icon_state = "beret_officer" icon_state = "beret_badge"
/obj/item/clothing/head/beret/sec/navy/officer
/obj/item/clothing/head/beret/sec/alt
name = "officer beret" name = "officer beret"
desc = "A navy blue beret with an officer's rank emblem. For officers that are more inclined towards style than safety." desc = "A navy blue beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_navy_officer" icon_state = "officerberet"
/obj/item/clothing/head/beret/sec/navy/hos
name = "officer beret" /obj/item/clothing/head/beret/sec/hos
name = "commander beret"
desc = "A navy blue beret with a commander's rank emblem. For officers that are more inclined towards style than safety." desc = "A navy blue beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_navy_hos" icon_state = "hosberet"
/obj/item/clothing/head/beret/sec/navy/warden
/obj/item/clothing/head/beret/sec/warden
name = "warden beret" name = "warden beret"
desc = "A navy blue beret with a warden's rank emblem. For officers that are more inclined towards style than safety." desc = "A navy blue beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_navy_warden" icon_state = "wardenberet"
/obj/item/clothing/head/beret/sec/corporate/officer
name = "officer beret"
desc = "A corporate black beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_corporate_officer"
/obj/item/clothing/head/beret/sec/corporate/hos
name = "officer beret"
desc = "A corporate black beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_corporate_hos"
/obj/item/clothing/head/beret/sec/corporate/warden
name = "warden beret"
desc = "A corporate black beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_corporate_warden"
/obj/item/clothing/head/beret/engineering /obj/item/clothing/head/beret/engineering
name = "engineering beret" name = "engineering beret"
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety." desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
icon_state = "beret_engineering" icon_state = "beret_engineering"
/obj/item/clothing/head/beret/purple /obj/item/clothing/head/beret/purple
name = "purple beret" name = "purple beret"
desc = "A stylish, if purple, beret." desc = "A stylish, if purple, beret."
icon_state = "beret_purple" icon_state = "beret_purple"
/obj/item/clothing/head/beret/centcom/officer /obj/item/clothing/head/beret/centcom/officer
name = "officers beret" name = "officers beret"
desc = "A black beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces." desc = "A black beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."
icon_state = "beret_centcom_officer" icon_state = "beret_centcom_officer"
/obj/item/clothing/head/beret/centcom/captain /obj/item/clothing/head/beret/centcom/captain
name = "captains beret" name = "captains beret"
desc = "A white beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces." desc = "A white beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."

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@@ -0,0 +1,142 @@
//Hoods for winter coats and chaplain hoodie etc
/obj/item/clothing/suit/storage/hooded
var/obj/item/clothing/head/winterhood/hood
var/hoodtype = null
var/suittoggled = 0
var/hooded = 0
/obj/item/clothing/suit/storage/hooded/New()
MakeHood()
..()
/obj/item/clothing/suit/storage/hooded/Destroy()
qdel(hood)
return ..()
/obj/item/clothing/suit/storage/hooded/proc/MakeHood()
if(!hood)
var/obj/item/clothing/head/winterhood/W = new hoodtype(src)
hood = W
/obj/item/clothing/suit/storage/hooded/equipped(mob/user, slot)
if(slot != slot_wear_suit)
RemoveHood()
..()
/obj/item/clothing/suit/storage/hooded/proc/RemoveHood()
icon_state = "[initial(icon_state)]"
item_state = "[initial(item_state)]"
suittoggled = 0
if(ishuman(hood.loc))
var/mob/living/carbon/H = hood.loc
H.unEquip(hood, 1)
H.update_inv_wear_suit()
hood.loc = src
/obj/item/clothing/suit/storage/hooded/dropped()
RemoveHood()
/obj/item/clothing/suit/storage/hooded/verb/ToggleHood()
set name ="Toggle Coat Hood"
set category = "Object"
set src in usr
if(!usr.canmove || usr.stat || usr.restrained())
return 0
if(!suittoggled)
if(ishuman(loc))
var/mob/living/carbon/human/H = src.loc
if(H.wear_suit != src)
H << "<span class='warning'>You must be wearing [src] to put up the hood!</span>"
return
if(H.head)
H << "<span class='warning'>You're already wearing something on your head!</span>"
return
else
H.equip_to_slot_if_possible(hood,slot_head,0,0,1)
suittoggled = 1
icon_state = "[initial(icon_state)]_t"
item_state = "[initial(item_state)]_t"
H.update_inv_wear_suit()
else
RemoveHood()
//hoodies and the like
/obj/item/clothing/suit/storage/hooded/wintercoat
name = "winter coat"
desc = "A heavy jacket made from animal furs."
icon = 'icons/obj/hoodies.dmi'
icon_state = "coatwinter"
item_state = "coatwinter"
contained_sprite = 1
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
hooded = 1
hoodtype = /obj/item/clothing/head/winterhood
/obj/item/clothing/head/winterhood
name = "winter hood"
desc = "A hood attached to a heavy winter jacket."
icon = 'icons/obj/hoodies.dmi'
icon_state = "generic_hood"
body_parts_covered = HEAD
cold_protection = HEAD
flags_inv = HIDEEARS | BLOCKHAIR
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
canremove = 0
/obj/item/clothing/suit/storage/hooded/wintercoat/captain
name = "captain's winter coat"
icon_state = "coatcaptain"
item_state = "coatcaptain"
/obj/item/clothing/suit/storage/hooded/wintercoat/security
name = "security winter coat"
icon_state = "coatsecurity"
item_state = "coatsecurity"
armor = list(melee = 25, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/hooded/wintercoat/medical
name = "medical winter coat"
icon_state = "coatmedical"
item_state = "coatmedical"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
/obj/item/clothing/suit/storage/hooded/wintercoat/science
name = "science winter coat"
icon_state = "coatscience"
item_state = "coatscience"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering
name = "engineering winter coat"
icon_state = "coatengineer"
item_state = "coatengineer"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
name = "atmospherics winter coat"
icon_state = "coatatmos"
item_state = "coatatmos"
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro
name = "hydroponics winter coat"
icon_state = "coathydro"
item_state = "coathydro"
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo
name = "cargo winter coat"
icon_state = "coatcargo"
item_state = "coatcargo"
/obj/item/clothing/suit/storage/hooded/wintercoat/miner
name = "mining winter coat"
icon_state = "coatminer"
item_state = "coatminer"

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@@ -112,10 +112,3 @@
desc = "An immaculately polished gold security badge. Labeled 'Commander.'" desc = "An immaculately polished gold security badge. Labeled 'Commander.'"
icon_state = "goldbadge" icon_state = "goldbadge"
slot_flags = SLOT_TIE slot_flags = SLOT_TIE
/obj/item/clothing/accessory/badge/marshal
name = "marshal's badge"
desc = "A leather-backed gold badge displaying the crest of the Colonial Marshals."
icon_state = "marshalbadge"
badge_string = "Colonial Marshal Bureau"

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@@ -167,16 +167,15 @@ obj/item/clothing/head/det_hat/technicolor/attackby(obj/item/weapon/O as obj, mo
name = "Head of Security hat" name = "Head of Security hat"
desc = "The hat of the Head of Security. For showing the officers who's in charge." desc = "The hat of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap" icon_state = "hoscap"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0) armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEEARS flags_inv = HIDEEARS
body_parts_covered = 0 body_parts_covered = 0
siemens_coefficient = 0.5 siemens_coefficient = 0.5
/obj/item/clothing/head/HoS/dermal /obj/item/clothing/head/helmet/HoS/dermal
name = "Dermal Armour Patch" name = "Dermal Armour Patch"
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head." desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
icon_state = "dermal" icon_state = "dermal"
siemens_coefficient = 0.6
/obj/item/clothing/suit/armor/hos /obj/item/clothing/suit/armor/hos
name = "head of security's jacket" name = "head of security's jacket"
@@ -185,7 +184,6 @@ obj/item/clothing/head/det_hat/technicolor/attackby(obj/item/weapon/O as obj, mo
item_state = "hos" item_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.5 siemens_coefficient = 0.5
pocket_slots = 4//More slots because coat pocket_slots = 4//More slots because coat
@@ -196,17 +194,12 @@ obj/item/clothing/head/det_hat/technicolor/attackby(obj/item/weapon/O as obj, mo
icon_state = "jensen" icon_state = "jensen"
item_state = "jensen" item_state = "jensen"
worn_state = "jensen" worn_state = "jensen"
siemens_coefficient = 0.7
/obj/item/clothing/suit/armor/hos/jensen /obj/item/clothing/suit/armor/hos/jensen
name = "armored trenchcoat" name = "armored trenchcoat"
desc = "A trenchcoat augmented with a special alloy for some protection and style." desc = "A trenchcoat augmented with a special alloy for some protection and style."
icon_state = "jensencoat" icon_state = "jensencoat"
item_state = "jensencoat" item_state = "jensencoat"
flags_inv = 0
siemens_coefficient = 0.5
body_parts_covered = UPPER_TORSO|ARMS
pocket_slots = 4//More slots because coat
/* /*
* Navy uniforms * Navy uniforms

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@@ -187,14 +187,14 @@
if(result == PROJECTILE_FORCE_MISS) if(result == PROJECTILE_FORCE_MISS)
if(!silenced) if(!silenced)
visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>") target_mob.visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
return 0 return 0
//hit messages //hit messages
if(silenced) if(silenced)
target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>" target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
else else
visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter target_mob.visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
//admin logs //admin logs
if(!no_attack_log) if(!no_attack_log)

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author: Alberyk
delete-after: True
changes:
- imageadd: "Force gloves have an unique sprite now."
- rscadd: "Added hooded winter jackets."
- tweak: "Tweaked the hos gear to be far more uniform now."

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