diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm index 66de6a861b4..ff908c01f60 100644 --- a/code/game/gamemodes/objective.dm +++ b/code/game/gamemodes/objective.dm @@ -270,29 +270,33 @@ datum/objective/steal "a hand teleporter" = /obj/item/weapon/hand_tele, "an RCD" = /obj/item/weapon/rcd, "a jetpack" = /obj/item/weapon/tank/jetpack, - "a captain's jumpsuit" = /obj/item/clothing/under/rank/captain, "a functional AI" = /obj/item/device/aicard, "a pair of magboots" = /obj/item/clothing/shoes/magboots, "the station blueprints" = /obj/item/blueprints, "28 moles of plasma (full tank)" = /obj/item/weapon/tank, "an unused sample of slime extract" = /obj/item/slime_extract, "a piece of corgi meat" = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi, + "the medal of captaincy" = /obj/item/clothing/tie/medal/gold/captain, + "the hypospray" = /obj/item/weapon/reagent_containers/hypospray, + "the captain's pinpointer" = /obj/item/weapon/pinpointer, + "an ablative armor vest" = /obj/item/clothing/suit/armor/laserproof, +/* +Nobody takes these seriously anyways -- Ikki + "a captain's jumpsuit" = /obj/item/clothing/under/rank/captain, "a research director's jumpsuit" = /obj/item/clothing/under/rank/research_director, "a chief engineer's jumpsuit" = /obj/item/clothing/under/rank/chief_engineer, "a chief medical officer's jumpsuit" = /obj/item/clothing/under/rank/chief_medical_officer, "a head of security's jumpsuit" = /obj/item/clothing/under/rank/head_of_security, "a head of personnel's jumpsuit" = /obj/item/clothing/under/rank/head_of_personnel, - "the hypospray" = /obj/item/weapon/reagent_containers/hypospray, - "the captain's pinpointer" = /obj/item/weapon/pinpointer, - "an ablative armor vest" = /obj/item/clothing/suit/armor/laserproof, +*/ ) var/global/possible_items_special[] = list( - // "nuclear authentication disk" = /obj/item/weapon/disk/nuclear, //Broken with the change to nuke disk making it respawn on z level change. - "advanced energy gun" = /obj/item/weapon/gun/energy/gun/nuclear, - "diamond drill" = /obj/item/weapon/pickaxe/diamonddrill, - "bag of holding" = /obj/item/weapon/storage/backpack/holding, - "hyper-capacity cell" = /obj/item/weapon/cell/hyper, + "the nuclear authentication disk" = /obj/item/weapon/disk/nuclear, + "an advanced energy gun" = /obj/item/weapon/gun/energy/gun/nuclear, + "a diamond drill" = /obj/item/weapon/pickaxe/diamonddrill, + "a bag of holding" = /obj/item/weapon/storage/backpack/holding, + "a hyper-capacity cell" = /obj/item/weapon/cell/hyper, "10 diamonds" = /obj/item/stack/sheet/mineral/diamond, "50 gold bars" = /obj/item/stack/sheet/mineral/gold, "25 refined uranium bars" = /obj/item/stack/sheet/mineral/uranium, diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index f23a048683a..6cb18b9ec7d 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -591,7 +591,8 @@ var/global/list/g_fancy_list_of_safe_types = null return //log_admin("[key_name(src)] has alienized [M.key].") var/list/dresspacks = list( - "strip", + "naked", + "assistant grey", "standard space gear", "tournament standard red", "tournament standard green", @@ -605,7 +606,7 @@ var/global/list/g_fancy_list_of_safe_types = null "masked killer", "assassin", "death commando", - "syndicate commando", +// "syndicate commando", "centcom official", "centcom commander", "special ops officer", @@ -622,8 +623,29 @@ var/global/list/g_fancy_list_of_safe_types = null continue del(I) switch(dresscode) - if ("strip") + if ("naked") //do nothing + + if ("assistant grey") + var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(M) + new /obj/item/weapon/storage/box/survival(BPK) + M.equip_to_slot_or_del(BPK, slot_back,1) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) + M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card (Assistant)" + W.assignment = "Assistant" + W.registered_name = M.real_name + M.equip_to_slot_or_del(W, slot_wear_id) + var/obj/item/device/pda/P = new(M) + P.owner = M.real_name + P.ownjob = "Assistant" + P.name = "PDA-[M.real_name] (Assistant)" + M.equip_to_slot_or_del(P, slot_belt) + + if ("standard space gear") M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) @@ -795,10 +817,52 @@ var/global/list/g_fancy_list_of_safe_types = null W.assignment = "Reaper" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) -/* DEATH SQUADS +// DEATH SQUADS if("death commando")//Was looking to add this for a while. - M.equip_death_commando() + var/obj/item/device/radio/R = new /obj/item/device/radio/headset(M) + R.set_frequency(1441) + M.equip_to_slot_or_del(R, slot_ears) + + M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses) + + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack) + + M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) + + M.equip_to_slot_or_del(new /obj/item/weapon/plastique(M), slot_in_backpack) + + M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store) + M.equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(M), slot_r_store) + M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_s_store) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt) + + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(M), slot_r_hand) + + + var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)//Here you go Deuryn + L.imp_in = M + L.implanted = 1 + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.icon_state = "centcom" + W.access = get_all_accesses()//They get full station access. + W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access. + W.assignment = "Death Commando" + W.registered_name = M.real_name + M.equip_to_slot_or_del(W, slot_wear_id) +/* if("syndicate commando") M.equip_syndicate_commando() */ @@ -813,7 +877,7 @@ var/global/list/g_fancy_list_of_safe_types = null var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name - pda.ownjob = "CentCom Review Official" + pda.ownjob = "CentCom Official" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_r_store) @@ -821,11 +885,11 @@ var/global/list/g_fancy_list_of_safe_types = null M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand) var/obj/item/weapon/card/id/W = new(M) - W.name = "[M.real_name]'s ID Card" + W.name = "[M.real_name]'s ID Card (CentCom Official)" W.icon_state = "centcom" W.access = get_all_accesses() W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer") - W.assignment = "CentCom Review Official" + W.assignment = "CentCom Official" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) @@ -843,11 +907,11 @@ var/global/list/g_fancy_list_of_safe_types = null M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store) var/obj/item/weapon/card/id/W = new(M) - W.name = "[M.real_name]'s ID Card" + W.name = "[M.real_name]'s ID Card (CentCom Commander)" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() - W.assignment = "CentCom Commanding Officer" + W.assignment = "CentCom Commander" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) @@ -865,11 +929,11 @@ var/global/list/g_fancy_list_of_safe_types = null M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) var/obj/item/weapon/card/id/W = new(M) - W.name = "[M.real_name]'s ID Card" + W.name = "[M.real_name]'s ID Card (Special Ops Officer)" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() - W.assignment = "Special Operations Officer" + W.assignment = "Special Ops Officer" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) @@ -919,7 +983,7 @@ var/global/list/g_fancy_list_of_safe_types = null M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) var/obj/item/weapon/card/id/W = new(M) - W.name = "[M.real_name]'s ID Card" + W.name = "[M.real_name]'s ID Card (Admiral)" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() diff --git a/code/modules/mob/living/carbon/brain/brain_item.dm b/code/modules/mob/living/carbon/brain/brain_item.dm index 69f62572e45..bd648e49389 100644 --- a/code/modules/mob/living/carbon/brain/brain_item.dm +++ b/code/modules/mob/living/carbon/brain/brain_item.dm @@ -93,6 +93,10 @@ if(ishuman(M)) H.update_hair(0) + //Update the body's icon so it doesnt appear debrained anymore + if(ishuman(M)) + H.update_hair(0) + else ..() diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index f216dbd5a2e..365d0253669 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -238,9 +238,9 @@ color = param_color pixel_x = rand(-2,2) pixel_y = rand(-2,2) - update_icon() + updateicon() -/obj/item/weapon/cable_coil/update_icon() +/obj/item/weapon/cable_coil/proc/updateicon() if (!color) color = pick("red", "yellow", "blue", "green") if(amount == 1) @@ -287,7 +287,7 @@ src.amount-- new/obj/item/weapon/cable_coil(user.loc, 1,color) user << "You cut a piece off the cable coil." - src.update_icon() + src.updateicon() return else if( istype(W, /obj/item/weapon/cable_coil) ) @@ -299,27 +299,26 @@ if( (C.amount + src.amount <= MAXCOIL) ) src.use(src.amount) // make sure this one cleans up right C.give(src.amount) // give it cable - user << "You join the cable coils together." + user << "You join the cable coils together." return else user << "You transfer [MAXCOIL - C.amount] length\s of cable from one coil to the other." src.use(MAXCOIL - C.amount) - C.give(MAXCOIL - C.amount) + C.give(MAXCOIL - C.amount) return /obj/item/weapon/cable_coil/proc/use(var/used) if(src.amount < used) return 0 - else if (src.amount == used) - //handle mob icon update - if(ismob(loc)) + else if (src.amount == used) + if(istype(loc, /mob)) var/mob/M = loc - M.drop_item(src) + M.remove_from_mob(src) del(src) else amount -= used - update_icon() + updateicon() return 1 /obj/item/weapon/cable_coil/proc/give(var/extra) @@ -579,7 +578,7 @@ obj/structure/cable/proc/cableColor(var/colorC) src.amount = rand(1,2) pixel_x = rand(-2,2) pixel_y = rand(-2,2) - update_icon() + updateicon() /obj/item/weapon/cable_coil/yellow color = "yellow"