From c39f61fe270710e587a3281a5f17376c11704575 Mon Sep 17 00:00:00 2001 From: Giacomand Date: Sun, 22 Dec 2013 01:43:03 +0000 Subject: [PATCH 1/4] * Syringe gun projectiles will now display a message when the shots are deflected by the THICKMATERIAL flag. * Fixes the space helmet not having the flag. * Fixes various coverall armour not having the THICKMATERIAL flag. --- code/modules/clothing/clothing.dm | 2 +- code/modules/clothing/spacesuits/miscellaneous.dm | 1 + code/modules/clothing/suits/armor.dm | 5 ++++- code/modules/projectiles/projectile/bullets.dm | 3 +++ 4 files changed, 9 insertions(+), 2 deletions(-) diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index efd13e599e0..ab501d7dd1c 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -104,7 +104,7 @@ BLIND // can't see anything name = "space helmet" icon_state = "space" desc = "A special helmet designed for work in a hazardous, low-pressure environment." - flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE + flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL item_state = "space" permeability_coefficient = 0.01 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50) diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index 500909e8675..8de11cefadc 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -17,6 +17,7 @@ w_class = 4 gas_transfer_coefficient = 0.01 permeability_coefficient = 0.02 + flags = FPRINT | TABLEPASS | THICKMATERIAL allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /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) diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index b1c4e84b4ce..c1440bbe0b0 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -92,7 +92,7 @@ item_state = "swat_suit" gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 - flags = FPRINT | TABLEPASS + flags = FPRINT | TABLEPASS | THICKMATERIAL body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen) slowdown = 1 @@ -169,6 +169,7 @@ w_class = 4//bulky item body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen) + flags = FPRINT | TABLEPASS | THICKMATERIAL flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT @@ -182,6 +183,7 @@ item_state = "swat_suit" w_class = 4//bulky item gas_transfer_coefficient = 0.90 + flags = FPRINT | TABLEPASS | THICKMATERIAL body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS slowdown = 3 flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT @@ -189,6 +191,7 @@ /obj/item/clothing/suit/armor/tdome body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + flags = FPRINT | TABLEPASS | THICKMATERIAL cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 187b969952b..b319ea8ab8d 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -83,6 +83,9 @@ if(M.can_inject(target_zone = hit_zone)) // Pass the hit zone to see if it can inject by whether it hit the head or the body. reagents.trans_to(M, reagents.total_volume) return 1 + else + target.visible_message("The [name] was deflected!", \ + "You were protected against the [name]!") flags &= ~NOREACT reagents.handle_reactions() return 1 From 28be6cfe9872a4d983449f4f595dc5c2404de3fb Mon Sep 17 00:00:00 2001 From: Giacomand Date: Mon, 23 Dec 2013 13:41:50 +0000 Subject: [PATCH 2/4] * Fixes #2115 and the captain's space suit path was changed to /obj/item/clothing/suit/space/captain from /obj/item/clothing/suit/armor/captain * Updated the map with the new path. --- code/modules/clothing/spacesuits/miscellaneous.dm | 11 ++++------- maps/tgstation.2.1.2.dmm | 2 +- 2 files changed, 5 insertions(+), 8 deletions(-) diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index 8de11cefadc..6d358a8495c 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -1,6 +1,6 @@ //Captain's Spacesuit /obj/item/clothing/head/helmet/space/capspace - name = "space helmet" + name = "captain's space helmet" icon_state = "capspace" item_state = "capspacehelmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads." @@ -9,15 +9,12 @@ armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50) //Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it. -/obj/item/clothing/suit/armor/captain - name = "Captain's armor" +/obj/item/clothing/suit/space/captain + name = "captain's armor" desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!" icon_state = "caparmor" item_state = "capspacesuit" w_class = 4 - gas_transfer_coefficient = 0.01 - permeability_coefficient = 0.02 - flags = FPRINT | TABLEPASS | THICKMATERIAL allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /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) @@ -33,7 +30,7 @@ /obj/item/clothing/head/helmet/space/deathsquad/beret name = "officer's beret" - desc = "An armored beret commonly used by special operations officers." + desc = "An armored beret commonly used by special operations officers. Uses forcefield technology to protect the head from space." icon_state = "beret_badge" armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30) flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE diff --git a/maps/tgstation.2.1.2.dmm b/maps/tgstation.2.1.2.dmm index 7e39bdef95b..f2784332972 100644 --- a/maps/tgstation.2.1.2.dmm +++ b/maps/tgstation.2.1.2.dmm @@ -2818,7 +2818,7 @@ "bcj" = (/obj/machinery/vending/cigarette,/turf/simulated/floor/wood,/area/bridge/meeting_room) "bck" = (/obj/machinery/light,/turf/simulated/floor/bluegrid,/area/turret_protected/ai) "bcl" = (/obj/machinery/camera/motion{c_tag = "AI Chamber South"; dir = 1; name = "motion-sensitive security camera"; network = list("RD")},/turf/simulated/floor{icon_state = "dark"},/area/turret_protected/ai) -"bcm" = (/obj/structure/rack,/obj/item/weapon/tank/jetpack/oxygen,/obj/item/clothing/mask/gas,/obj/item/clothing/suit/armor/captain,/obj/item/clothing/head/helmet/space/capspace,/obj/item/device/radio/intercom{dir = 8; freerange = 1; name = "Station Intercom (Command)"; pixel_x = -28},/turf/simulated/floor/wood,/area/crew_quarters/captain) +"bcm" = (/obj/structure/rack,/obj/item/weapon/tank/jetpack/oxygen,/obj/item/clothing/mask/gas,/obj/item/clothing/suit/space/captain,/obj/item/clothing/head/helmet/space/capspace,/obj/item/device/radio/intercom{dir = 8; freerange = 1; name = "Station Intercom (Command)"; pixel_x = -28},/turf/simulated/floor/wood,/area/crew_quarters/captain) "bcn" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor/wood,/area/crew_quarters/captain) "bco" = (/obj/machinery/computer/card,/obj/item/weapon/card/id/captains_spare,/turf/simulated/floor/wood,/area/crew_quarters/captain) "bcp" = (/obj/structure/table/woodentable,/obj/machinery/recharger,/obj/item/weapon/melee/chainofcommand,/turf/simulated/floor/wood,/area/crew_quarters/captain) From 0338996b869efc4b928c5ce02ffc6751d4cec589 Mon Sep 17 00:00:00 2001 From: Giacomand Date: Mon, 23 Dec 2013 14:31:19 +0000 Subject: [PATCH 3/4] * Removes a debug message. --- code/controllers/shuttle_controller.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/controllers/shuttle_controller.dm b/code/controllers/shuttle_controller.dm index 5a2ad069bd1..2d6af5d0c45 100644 --- a/code/controllers/shuttle_controller.dm +++ b/code/controllers/shuttle_controller.dm @@ -158,7 +158,7 @@ datum/shuttle_controller captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.") else if(location == TRANSIT) move_shuttles() - message_admins("Shuttles have attempted to move to Centcom") + //message_admins("Shuttles have attempted to move to Centcom") location = ENDGAME online = 0 endtime = null From 375b9f08ea50b8c51bfffb6e4366bc83324430bd Mon Sep 17 00:00:00 2001 From: Giacomand Date: Mon, 23 Dec 2013 21:58:20 +0000 Subject: [PATCH 4/4] Fixes the flags of the beret. --- code/modules/clothing/spacesuits/miscellaneous.dm | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index 6d358a8495c..cebda622781 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -33,7 +33,8 @@ desc = "An armored beret commonly used by special operations officers. Uses forcefield technology to protect the head from space." icon_state = "beret_badge" armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30) - flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE + flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE + flags_inv = 0 //NASA Voidsuit