Lopland Security and Armadyne Weaponry rework [Security Medic and Sergeant] [RFT] (#2860)

* REMOVE BATONG

* Stage 2 emitters

* aaa

* aaaa

* Climb up and start the rotors

* the DOORS MASON

* Stage 3 emitters

* a

* a

* Update belt.dm

* aaaa

* more clothes

* update, wintercoat!

* Update wardrobes.dm

* Update wardrobes.dm

* test

* Better

* STAGE-4 BOIS

* No wait, it's stage 5

* aaa

* gunsets and tokens!

* hot backend stuff

* Fixes

* aaa

* QUICKDRAW!

* The smartgun

* a

* a

* a

* Map changes

* a

* Merge branch 'master' into thesecining

* Merge branch 'master' into thesecining

* PHASE 6 LADS, IT'S DONE!

* Merge branch 'master' into thesecining

* smartgun delay

* New HUD and ID cards + EMP protection system

* Create readme.md

* flashlight

* clof

* Update master.dm

* 6.5

* armadyne

* SECURITY SERGEANT AND MANY TWEAKS

* Update security.dm

* a

* Update jobs.txt

* Update security_sergeant.dm

* Report to!

* Update guns.dm

* Merge branch 'master' into thesecining

* redesign

* Update MetaStation_skyrat.dmm

* Update KiloStation_skyrat.dmm

* Update decals.dm

* It's nearly done lads.

* corpo

* a

* Update ammo.dm

* a

* Update bullets.dm

* fuxes

* Update shields.dm

* a

* Update guns.dm

* Bullet drive + fixes

* Update gunsets.dm

* Update bulletdrive.dmi

* Update hud.dmi

* fix

* fs

* a

* .

* Update bullets.dm

* aaa

* Update bullets.dm

* Update tgstation.dme

* bulletbot

* Update bulletbot.dm

* a

* oops

* fixes

* aaaa

* Update vending.dmi

* a

* seclock

* aaa

* a

* a

* a

* Update ammoboxes.dmi

* fixesa

* a

* Update guns.dm

* a

* Update guns.dm

* Peacekeeper hardsuit

* a

* a

* aaa

* Update peacekeeper_clothing.dm

* couple fixes

* Merge branch 'master' into thesecining

* hitscan laser gun

* a

* Merge branch 'master' into thesecining

* a

* a
This commit is contained in:
Gandalf
2021-02-04 16:38:48 +00:00
committed by GitHub
parent 813161683e
commit db677186eb
177 changed files with 31759 additions and 31558 deletions
@@ -59,7 +59,7 @@
return
for(var/i = max(1, stored_ammo.len), i <= max_ammo, i++)
stored_ammo += new round_check(src)
stored_ammo += new round_check() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
update_icon()
///gets a round from the magazine, if keep is TRUE the round will stay in the gun
@@ -81,7 +81,7 @@
if (stored_ammo.len < max_ammo)
stored_ammo += R
R.forceMove(src)
R.moveToNullspace() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
return TRUE
//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
@@ -92,7 +92,7 @@
AC.forceMove(get_turf(src.loc))
stored_ammo += R
R.forceMove(src)
R.moveToNullspace() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
return TRUE
return FALSE
@@ -144,6 +144,10 @@
icon_state = "[initial(icon_state)]-[shells_left]"
if(AMMO_BOX_FULL_EMPTY)
icon_state = "[initial(icon_state)]-[shells_left ? "[max_ammo]" : "0"]"
//SKYRAT EDIT ADDITION BEGIN - SEC_HAUL
if(AMMO_BOX_FULL_EMPTY_BASIC)
icon_state = "[initial(icon_state)]-[shells_left ? "full" : "empty"]"
//SKYRAT EDIT END
desc = "[initial(desc)] There [(shells_left == 1) ? "is" : "are"] [shells_left] shell\s left!"
if(length(bullet_cost))
var/temp_materials = custom_materials.Copy()
@@ -178,3 +182,10 @@
/obj/item/ammo_box/magazine/handle_atom_del(atom/A)
stored_ammo -= A
update_icon()
//SKRYAT EDIT ADDITION BEGIN - SEC_HAUL
/obj/item/ammo_box/Destroy()
. = ..()
for(var/i in stored_ammo)
qdel(i)
//SKYRAT EDIT END