Merged some revisions from the branch with the trunk.

List of changes:
E-Guns are now back in the armory.
Shotgun is now back in the bar.
Medical and Security HUDs can now be constructed via R&D.
Fixed the spelling in the Autolathe board on the R&D console. It used to say "Atuolathe".
Added the colourful syndicate suits into the game.
Added the colourful syndicate helmets into the game.
Added Detective's armor using the detective's armor sprite.
All tables on the map are replaced with the default instances since we have smooth tables.
Medical Anesthetic closets now spawn with medical masks instead of breath masks.
Detective's armor spawns in forensics lockers.
Finally finished the cyborg manual from a while back.
Many useless aesthetic wires removed to help reduce lag.
Two sleepers located in medbay lobby.
EVA racks now spawn with breath masks instead of medical masks.
Engineering RIG racks now spawn with breath masks instead of medical masks.
Three copies of the Cyborg Manual are located on the map. One in the RD's office, one in robotics
and one in the CE's office.
The Atmospherics mix tank now starts with no air inside. So that now you no longer have to drain the
air before mixing gases.
Added in some icons for new possible chemist, virologist, geneticist and scientist jumpsuits.
Coded in those jumpsuits, they aren't used anywhere yet though.
Added in a new lawyer's suit.
Added in a new suit jacket for the lawyer. Can be buttoned up or unbuttoned using the command under
the "objects" tab.
Added in a sprite for a Riot Helmet.
Coded in a riot helmet and riot suit. Not used anywhere though.
Lawyer now spawns wearing his new suit and suit jacket.
Orange prisoner jumpsuit now has suit sensors forced fully on.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1711 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
Superxpdude@gmail.com
2011-06-23 17:19:19 +00:00
parent 7107193778
commit fed2ddeb54
17 changed files with 9123 additions and 8852 deletions

View File

@@ -181,6 +181,61 @@
desc = "Has a tag: Totally not property of an enemy corporation, honest."
armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
/obj/item/clothing/head/helmet/space/syndicate/green
name = "Green Space Helmet"
icon_state = "syndicate-helm-green"
item_state = "syndicate-helm-green"
/obj/item/clothing/head/helmet/space/syndicate/green/dark
name = "Dark Green Space Helmet"
icon_state = "syndicate-helm-green-dark"
item_state = "syndicate-helm-green-dark"
/obj/item/clothing/head/helmet/space/syndicate/orange
name = "Orange Space Helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/head/helmet/space/syndicate/blue
name = "Blue Space Helmet"
icon_state = "syndicate-helm-blue"
item_state = "syndicate-helm-blue"
/obj/item/clothing/head/helmet/space/syndicate/black
name = "Black Space Helmet"
icon_state = "syndicate-helm-black"
item_state = "syndicate-helm-black"
/obj/item/clothing/head/helmet/space/syndicate/black/green
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-green"
item_state = "syndicate-helm-black-green"
/obj/item/clothing/head/helmet/space/syndicate/black/blue
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-blue"
item_state = "syndicate-helm-black-blue"
/obj/item/clothing/head/helmet/space/syndicate/black/med
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-med"
item_state = "syndicate-helm-black"
/obj/item/clothing/head/helmet/space/syndicate/black/orange
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-orange"
item_state = "syndicate-helm-black"
/obj/item/clothing/head/helmet/space/syndicate/black/red
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-red"
item_state = "syndicate-helm-black-red"
/obj/item/clothing/head/helmet/space/syndicate/black/engie
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-engie"
item_state = "syndicate-helm-black"
/obj/item/clothing/head/syndicatefake
name = "red space helmet replica"
icon_state = "syndicate"
@@ -256,6 +311,14 @@
flags = FPRINT|TABLEPASS|HEADSPACE
armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/head/helmet/riot
name = "Riot Helmet"
desc = "A helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
armor = list(melee = 85, bullet = 10, laser = 5, taser = 5, bomb = 5, bio = 2, rad = 0)

View File

@@ -64,9 +64,12 @@
/obj/item/clothing/under/color/orange
name = "Orange Jumpsuit"
desc = "Standard Nanotrasen prisoner wear. It's suit sensors are stuck in the Fully On position."
icon_state = "orange"
item_state = "o_suit"
color = "orange"
has_sensor = 2
sensor_mode = 3
/obj/item/clothing/under/color/pink
name = "Pink Jumpsuit"
@@ -292,6 +295,43 @@
icon_state = "chef"
color = "chef"
/obj/item/clothing/under/rank/geneticist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Genetics Jumpsuit"
icon_state = "genetics_new"
item_state = "w_suit"
color = "geneticsblue"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chemist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Chemist Jumpsuit"
icon_state = "chemist_new"
item_state = "w_suit"
color = "chemistorange"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/scientist_new
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
name = "Scientist Jumpsuit"
icon_state = "scientist_new"
item_state = "w_suit"
color = "sciencepurple"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 10, bio = 10, rad = 0)
/obj/item/clothing/under/rank/virologist_new
desc = "Made of a special fiber that gives increased protection against biohazards."
name = "Virologist Jumpsuit"
icon_state = "virologist_new"
item_state = "w_suit"
color = "medical"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 0, bio = 15, rad = 0)
// OTHER NONRANKED STATION JOBS
/obj/item/clothing/under/det
name = "Hard worn suit"

View File

@@ -74,6 +74,15 @@
allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
armor = list(melee = 50, bullet = 40, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0)
/obj/item/clothing/suit/det_suit/armor
name = "armor"
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
/obj/item/clothing/suit/judgerobe
name = "judge's robe"
desc = "This robe commands authority."
@@ -287,6 +296,15 @@
slowdown = 1
armor = list(melee = 80, bullet = 60, laser = 50, taser = 25, bomb = 50, bio = 10, rad = 0)
/obj/item/clothing/suit/armor/riot
name = "Riot Suit"
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
icon_state = "swat"
item_state = "swat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 2.5
armor = list(melee = 85, bullet = 5, laser = 2, taser = 2, bomb = 5, bio = 0, rad = 0)
// FIRE SUITS
/obj/item/clothing/suit/fire
@@ -371,6 +389,61 @@
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30, taser = 15, bomb = 30, bio = 30, rad = 30)
/obj/item/clothing/suit/space/syndicate/green
name = "Green Space Suit"
icon_state = "syndicate-green"
item_state = "syndicate-green"
/obj/item/clothing/suit/space/syndicate/green/dark
name = "Dark Green Space Suit"
icon_state = "syndicate-green-dark"
item_state = "syndicate-green-dark"
/obj/item/clothing/suit/space/syndicate/orange
name = "Orange Space Suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
/obj/item/clothing/suit/space/syndicate/blue
name = "Blue Space Suit"
icon_state = "syndicate-blue"
item_state = "syndicate-blue"
/obj/item/clothing/suit/space/syndicate/black
name = "Black Space Suit"
icon_state = "syndicate-black"
item_state = "syndicate-black"
/obj/item/clothing/suit/space/syndicate/black/green
name = "Black and Green Space Suit"
icon_state = "syndicate-black-green"
item_state = "syndicate-black-green"
/obj/item/clothing/suit/space/syndicate/black/blue
name = "Black and Blue Space Suit"
icon_state = "syndicate-black-blue"
item_state = "syndicate-black-blue"
/obj/item/clothing/suit/space/syndicate/black/med
name = "Green Space Suit"
icon_state = "syndicate-black-med"
item_state = "syndicate-black"
/obj/item/clothing/suit/space/syndicate/black/orange
name = "Black and Orange Space Suit"
icon_state = "syndicate-black-orange"
item_state = "syndicate-black"
/obj/item/clothing/suit/space/syndicate/black/red
name = "Black and Red Space Suit"
icon_state = "syndicate-black-red"
item_state = "syndicate-black-red"
/obj/item/clothing/suit/space/syndicate/black/engie
name = "Black Engineering Space Suit"
icon_state = "syndicate-black-engie"
item_state = "syndicate-black"
/obj/item/clothing/suit/syndicatefake
name = "red space suit replica"
icon_state = "syndicate"
@@ -479,3 +552,11 @@
item_state = "imperium_monk"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
/obj/item/clothing/suit/suit
name = "Blue Suit Jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_blue_open"
item_state = "suitjacket_blue_open"
body_parts_covered = UPPER_TORSO|ARMS
armor = list(melee = 5, bullet = 2, laser = 2, taser = 2, bomb = 0, bio = 0, rad = 0)

View File

@@ -128,7 +128,7 @@
if(ticker.mode.name == "AI malfunction" && occupation == "AI")
continue
var/eligible = occupation_eligible[occupation]
while (eligible-- && unassigned.len > 0)
var/n = 1
var/mob/new_player/candidate = unassigned[1]
@@ -515,8 +515,9 @@
src.equip_if_possible(new /obj/item/weapon/barcodescanner(src), slot_l_hand)
if ("Lawyer") //muskets 160910
src.equip_if_possible(new /obj/item/clothing/under/lawyer/blue(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
src.equip_if_possible(new /obj/item/clothing/under/bluesuit(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes)
src.equip_if_possible(new /obj/item/clothing/suit/suit(src), slot_wear_suit)
src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/weapon/storage/briefcase(src), slot_l_hand)

View File

@@ -24,9 +24,9 @@
new /obj/item/weapon/tank/anesthetic( src )
new /obj/item/weapon/tank/anesthetic( src )
new /obj/item/weapon/tank/anesthetic( src )
new /obj/item/clothing/mask/breath( src )
new /obj/item/clothing/mask/breath( src )
new /obj/item/clothing/mask/breath( src )
new /obj/item/clothing/mask/medical( src )
new /obj/item/clothing/mask/medical( src )
new /obj/item/clothing/mask/medical( src )
return
/obj/secure_closet/medical3/New()

View File

@@ -28,6 +28,7 @@
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/head/det_hat( src )
new /obj/item/clothing/suit/det_suit( src )
new /obj/item/clothing/suit/det_suit/armor( src )
new /obj/item/weapon/storage/fcard_kit( src )
new /obj/item/weapon/storage/fcard_kit( src )
new /obj/item/weapon/storage/fcard_kit( src )

View File

@@ -284,6 +284,18 @@ THERMAL GLASSES
state = "enabled"
usr << "Its mag-pulse traction system appears to be [state]."
/obj/item/clothing/suit/suit/verb/toggle()
set name = "Toggle Jacket Buttons"
set category = "Object"
if(src.icon_state == "suitjacket_blue_open")
src.icon_state = "suitjacket_blue"
src.item_state = "suitjacket_blue"
usr << "You button up the suit jacket."
else
src.icon_state = "suitjacket_blue_open"
src.item_state = "suitjacket_blue_open"
usr << "You unbutton the suit jacket."
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
if(src.icon_state == "ushankadown")
src.icon_state = "ushankaup"

View File

@@ -800,3 +800,206 @@
</body>
</html>
"}
/obj/item/weapon/book/manual/borg
name = "Cyborgs for Dummies"
icon_state = "borgbook"
author = "XISC"
dat = {"<html>
<head>
<style>
h1 {font-size: 21px; margin: 15px 0px 5px;}
h2 {font-size: 18px; margin: 15px 0px 5px;}
h3 {font-size: 15px; margin: 15px 0px 5px;}
li {margin: 2px 0px 2px 15px;}
ul {list-style: none; margin: 5px; padding: 0px;}
ol {margin: 5px; padding: 0px 15px;}
</style>
</head>
<body>
<h1>Cyborgs for Dummies</h1>
<h2>Chapters</h2>
<ol>
<li><a href="#Equipment">Cyborg Related Equipment</a></li>
<li><a href="#Modules">Cyborg Modules</a></li>
<li><a href="#Construction">Cyborg Construction</a></li>
<li><a href="#Maintenance">Cyborg Maintenance</a></li>
<li><a href="#Repairs">Cyborg Repairs</a></li>
<li><a href="#Emergency">In Case of Emergency</a></li>
</ol>
<h2><a name="Equipment">Cyborg Related Equipment</h2>
<h3>Exosuit Fabricator</h3>
The Exosuit Fabricator is the most important piece of equipment related to cyborgs. It allows the construction of the core cyborg parts. Without these machines, cyborgs can not be built. It seems that they may also benefit from advanced research techniques.
<h3>Cyborg Recharging Station</h3>
This useful piece of equipment will suck power out of the power systems to charge a cyborg's power cell back up to full charge.
<h3>Robotics Control Console</h3>
This useful piece of equipment can be used to immobolize or destroy a cyborg. A word of warning: Cyborgs are expensive pieces of equipment, do not destroy them without good reason, or Nanotrasen may see to it that it never happens again.
<h2><a name="Modules">Cyborg Modules</h2>
When a cyborg is created it picks out of an array of modules to designate it's purpose. There are 6 different cyborg modules.
<h3>Standard Cyborg</h3>
The standard cyborg module is a multi-purpose cyborg. It is equipped with various modules, allowing it to do basic tasks.<br>A Standard Cyborg comes with:
<ul>
<li>Crowbar</li>
<li>Stun Baton</li>
<li>Health Analyzer</li>
<li>Fire Extinguisher</li>
</ul>
<h3>Engineering Cyborg</h3>
The Engineering cyborg module comes equipped with various engineering-related tools to help with engineering-related tasks.<br>An Engineering Cyborg comes with:
<ul>
<li>A basic set of engineering tools</li>
<li>Metal Synthesizer</li>
<li>Reinforced Glass Synthesizer</li>
<li>An RCD</li>
<li>Wire Synthesizer</li>
<li>Fire Extinguisher</li>
<li>Built-in Optical Meson Scanners</li>
</ul>
<h3>Mining Cyborg</h3>
The Mining Cyborg module comes equipped with the latest in mining equipment. They are efficient at mining due to no need for oxygen, but their power cells limit their time in the mines.<br>A Mining Cyborg comes with:
<ul>
<li>Jackhammer</li>
<li>Shovel</li>
<li>Mining Satchel</li>
<li>Built-in Optical Meson Scanners</li>
</ul>
<h3>Security Cyborg</h3>
The Security Cyborg module is equipped with effective secuity measures used to apprehend and arrest criminals without harming them a bit.<br>A Security Cyborg comes with:
<ul>
<li>Stun Baton</li>
<li>Handcuffs</li>
<li>Taser</li>
</ul>
<h3>Janitor Cyborg</h3>
The Janitor Cyborg module is equipped with various cleaning-facilitating devices.<br>A Janitor Cyborg comes with:
<ul>
<li>Mop</li>
<li>Hand Bucket</li>
<li>Cleaning Spray Synthesizer and Spray Nozzle</li>
</ul>
<h3>Service Cyborg</h3>
The service cyborg module comes ready to serve your human needs. It includes various entertainment and refreshment devices. Occasionally some service cyborgs may have been referred to as "Bros"<br>A Service Cyborg comes with:
<ul>
<li>Shaker</li>
<li>Industrail Dropper</li>
<li>Platter</li>
<li>Beer Synthesizer</li>
<li>Zippo Lighter</li>
<li>Rapid-Service-Fabricator (Produces various entertainment and refreshment objects)</li>
<li>Pen</li>
</ul>
<h2><a name="Construction">Cyborg Construction</h2>
Cyborg construction is a rather easy process, requiring a decent amount of metal and a few other supplies.<br>The required materials to make a cyborg are:
<ul>
<li>Metal</li>
<li>Two Flashes</li>
<li>One Power Cell (Preferrably rated to 15000w)</li>
<li>Some electrical wires</li>
<li>One Human Brain</li>
<li>One Man-Machine Interface</li>
</ul>
Once you have acquired the materials, you can start on construction of your cyborg.<br>To construct a cyborg, follow the steps below:
<ol>
<li>Start the Exosuit Fabricators constructing all of the cyborg parts</li>
<li>While the parts are being constructed, take your human brain, and place it inside the Man-Machine Interface</li>
<li>Once you have a Robot Head, place your two flashes inside the eye sockets</li>
<li>Once you have your Robot Chest, wire the Robot chest, then insert the power cell</li>
<li>Attach all of the Robot parts to the Robot frame</li>
<li>Insert the Man-Machine Interface (With the Brain inside) Into the Robot Body</li>
<li>Congratulations! You have a new cyborg!</li>
</ol>
<h2><a name="Maintenance">Cyborg Maintenance</h2>
Occasionally Cyborgs may require maintenance of a couple types, this could include replacing a power cell with a charged one, or possibly maintaining the cyborg's internal wiring.
<h3>Replacing a Power Cell</h3>
Replacing a Power cell is a common type of maintenance for cyborgs. It usually involves replacing the cell with a fully charged one, or upgrading the cell with a larger capacity cell.<br>The steps to replace a cell are follows:
<ol>
<li>Unlock the Cyborg's Interface by swiping your ID on it</li>
<li>Open the Cyborg's outer panel using a crowbar</li>
<li>Remove the old power cell</li>
<li>Insert the new power cell</li>
<li>Close the Cyborg's outer panel using a crowbar</li>
<li>Lock the Cyborg's Interface by swiping your ID on it, this will prevent non-qualified personnel from attempting to remove the power cell</li>
</ol>
<h3>Exposing the Internal Wiring</h3>
Exposing the internal wiring of a cyborg is fairly easy to do, and is mainly used for cyborg repairs.<br>You can easily expose the internal wiring by following the steps below:
<ol>
<li>Follow Steps 1 - 3 of "Replacing a Cyborg's Power Cell"</li>
<li>Open the cyborg's internal wiring panel by using a screwdriver to unsecure the panel</li>
</ol>
To re-seal the cyborg's internal wiring:
<ol>
<li>Use a screwdriver to secure the cyborg's internal panel</li>
<li>Follow steps 4 - 6 of "Replacing a Cyborg's Power Cell" to close up the cyborg</li>
</ol>
<h2><a name="Repairs">Cyborg Repairs</h2>
Occasionally a Cyborg may become damaged. This could be in the form of impact damage from a heavy or fast-travelling object, or it could be heat damage from high temperatures, or even lasers or Electromagnetic Pulses (EMPs).
<h3>Dents</h3>
If a cyborg becomes damaged due to impact from heavy or fast-moving objects, it will become dented. Sure, a dent may not seem like much, but it can compromise the structural integrity of the cyborg, possibly causing a critical failure.
Dents in a cyborg's frame are rather easy to repair, all you need is to apply a welding tool to the dented area, and the high-tech cyborg frame will repair the dent under the heat of the welder.
<h3>Excessive Heat Damage</h3>
If a cyborg becomes damaged due to excessive heat, it is likely that the internal wires will have been damaged. You must replace those wires to ensure that the cyborg remains functioning properly.<br>To replace the internal wiring follow the steps below:
<ol>
<li>Unlock the Cyborg's Interface by swiping your ID</li>
<li>Open the Cyborg's External Panel using a crowbar</li>
<li>Remove the Cyborg's Power Cell</li>
<li>Using a screwdriver, expose the internal wiring or the Cyborg</li>
<li>Replace the damaged wires inside the cyborg</li>
<li>Secure the internal wiring cover using a screwdriver</li>
<li>Insert the Cyborg's Power Cell</li>
<li>Close the Cyborg's External Panel using a crowbar</li>
<li>Lock the Cyborg's Interface by swiping your ID</li>
</ol>
These repair tasks may seem difficult, but are essential to keep your cyborgs running at peak efficiency.
<h2><a name="Emergency">In Case of Emergency</h2>
In case of emergency, there are a few steps you can take.
<h3>"Rogue" Cyborgs</h3>
If the cyborgs seem to become "rogue", they may have non-standard laws. In this case, use extreme caution.
To repair the situation, follow these steps:
<ol>
<li>Locate the nearest robotics console</li>
<li>Determine which cyborgs are "Rogue"</li>
<li>Press the lockdown button to immobolize the cyborg</li>
<li>Locate the cyborg</li>
<li>Expose the cyborg's internal wiring</li>
<li>Check to make sure the LawSync and AI Sync lights are lit</li>
<li>If they are not lit, pulse the LawSync wire using a multitool to enable the cyborg's Law Sync</li>
<li>Proceed to a cyborg upload console. Nanotrasen usually places these in the same location as AI uplaod consoles.</li>
<li>Use a "Reset" upload moduleto reset the cyborg's laws</li>
<li>Proceed to a Robotics Control console</li>
<li>Remove the lockdown on the cyborg</li>
</ol>
<h3>As a last resort</h3>
If all else fails in a case of cyborg-related emergency. There may be only one option. Using a Robotics Control console, you may have to remotely detonate the cyborg.
<h3>WARNING:</h3> Do not detonate a borg without an explicit reason for doing so. Cyborgs are expensive pieces of Nanotrasen equipment, and you may be punished for detonating them without reason.
</body>
</html>
"}

View File

@@ -792,7 +792,7 @@ datum
build_path = "/obj/item/weapon/circuitboard/circuit_imprinter"
autolathe
name = "Atuolathe Board"
name = "Autolathe Board"
desc = "The circuit board for a autolathe."
id = "autolathe"
req_tech = list("programming" = 2, "engineering" = 2)
@@ -1005,6 +1005,28 @@ datum
reliability_base = 80
build_path = "/obj/item/weapon/storage/backpack/holding"
/////////////////////////////////////////
/////////////////HUDs////////////////////
/////////////////////////////////////////
health_hud
name = "Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
id = "health_hud"
req_tech = list("biotech" = 2, "magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/clothing/glasses/hud/health"
security_hud
name = "Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status."
id = "security_hud"
req_tech = list("magnets" = 3, "combat" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/clothing/glasses/hud/security"
/////////////////////////////////////////
//////////////////Test///////////////////
/////////////////////////////////////////

Binary file not shown.

Before

Width:  |  Height:  |  Size: 47 KiB

After

Width:  |  Height:  |  Size: 48 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 145 KiB

After

Width:  |  Height:  |  Size: 146 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 124 KiB

After

Width:  |  Height:  |  Size: 131 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 17 KiB

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 34 KiB

After

Width:  |  Height:  |  Size: 36 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 27 KiB

File diff suppressed because it is too large Load Diff

View File

@@ -129,6 +129,7 @@
#define FILE_DIR "icons/turf"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "sound"
#define FILE_DIR "sound/ambience"
#define FILE_DIR "sound/announcer"