Commit Graph

32 Commits

Author SHA1 Message Date
Aranclanos
769e9dd9a7 Merge pull request #2137 from Rumia29/23/12/2013-rdaltuniform
Adds an alt RD uniform to the RDs locker
2014-01-10 00:52:09 -08:00
Cheridan
bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
Rumia29
e52a838284 Sprite Changes on request from Nienhaus 2013-12-29 20:46:37 -05:00
Rumia29
7dcc92214c Adds an alt RD uniform to the code 2013-12-23 20:52:41 -05:00
Giacomand
44895bf36f Merge branch 'master' of https://github.com/tgstation/-tg-station into tinypricknomore_andgunstuff
Resolved Conflicts:
	code/modules/projectiles/projectile.dm
2013-12-18 18:27:22 +00:00
Giacomand
1c5126fc98 Removed ONESIZEFITSALL.
Changed the THICKMATERIAL flag so it did not conflict with HEADCOVERSMOUTH.
2013-12-15 15:58:55 +00:00
Giacomand
ceec829294 Tons of typo fixes and renames Centcomm to Centcom. Manual merge of #1950. 2013-12-13 21:14:23 +00:00
Perakp
37ada07863 Adds the blue versions of fashionable security outfits and a crate you can order from cargo that contains 2x officer, 1x warden and 1x HoS outfits. Crate cost 30 supply points is more than standard costume (10 points) and wizard costume crates (20 points), and cheaper than loyalty implant crate (40 points).
Also moves around security clothing items. For example HoS clothing was all in clothing/under/jobs/security, now every piece is in their respective category (under, suits, head). This doesn't change item paths.

Spelling fix in icons/mob/suit.dmi
2013-10-27 11:37:48 +02:00
VistaPOWA
c188c2374d Adds roman armour set and shield
Made by troots.
2013-10-21 22:43:19 +02:00
Mloc-Argent
79495f710a Refactors the code to work with BYOND 500. Big commit.
Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color

Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()

Map changes are due to pipe instances being changed from color to pipe_color

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-06 19:47:30 +01:00
Incoming
55ee179bb7 Uniforms now fit differently on women than men. These changes are made to reflect the differences between the male and female character sprites. This pull exists mainly to delineate women and men more clearly since I've seen a lot of female crew members getting called dude all the time.
This is accomplished by a special uniform, "female", that removes the few pixels that don't exist on the female sprite but do on the male sprite (on which all clothing is modeled). The net effect is subtle, but effective. Women actually look like women now, as opposed to dudes with a near imperceptible blush.

Besides "female" there are no new sprites in this pull, all "female versions" are generated by taking the default outfit and removing those pixels. These pixels don't reveal skin, they're literally just covering void.

To keep certain unique outfits from looking weird with this, a blacklist var for the effect has been created in "fitted", which tracks if an outfit looks like a standard jumpsuit and defaults to 1.

This effect only changes uniforms. Some exosuits can still hide these details very well through there coverage.

http://i.imgur.com/Kzx6JyT.png
2013-09-03 21:02:49 -04:00
Ikarrus
1518d285e7 Standardized spelling of all instances of "Centcom"
Centcomm/CentComm -> Centcom
centcomm -> centcom
2013-06-17 20:49:01 -06:00
Ikarrus
7694776d1f Added a update_inv_w_uniform(0) to pinning medals, so it shows up on the mob icon. 2013-05-04 11:19:49 -06:00
Ikarrus
e7bcf2dbfc Part one is here: #450
This pull request adds the box of medals to the map (Captain's Office), as well as updating the changelog.html

Also includes minor string and sprite fixes.
2013-04-27 18:43:05 -06:00
Ikarrus
ee19f2fbd7 Medals
-Added a locked box of medals to be placed in the Captain's Office. It contains medals the Captain can award his crew.
-Added pinning medals onto others, provided their jumpsuit is exposed
-Added a message when you try to add an accessory to a jumpsuit that already has one.
-Fixed up emagging lockboxes
2013-04-25 20:08:02 -06:00
Malkevin
58a344504c Insulation changes: Base file
-Shortened temp protection defines
-Added missing temp protection defines, firesuit protection currently set to same as armor
-Added two way insulation to items missing it (spacesuits, firesuits)
-Fixed temperature protection coverage of several armor items to match their coverage

-Commented out CE Rig firesuit protection
-Reverted ghetto riot armor bomb suits
2013-04-11 17:32:06 +01:00
Malkevin
eb5a282d90 Thermal Protection Overhaul.
Shortened the defines for cold & protection because I thought they were overly long
Updated all references to defines to match the new names
Added missing defines for protection ratings that were missing (firesuit cold and spacesuit heat)
Added cold protection to firesuits to restore they ghetto space suit functionality
Restored the CE RIG's firesuit equivalent protection
Added heat protection and cold to protection to items that only had one aspect
Fixed incorrect thermal coverage for armors that covered more than the groin and torso

Bombs suits are pretty useless atm so I made them into ghetto riot gear; my line of thinking being that its a big heavy suit with lots of padding, its going to be half-decent against people trying to beat you.
2013-04-10 21:06:02 +01:00
Pete Goodfellow
b02c459505 Adding google code commits r5836 to r5849. RIP in peace google code. 2013-03-11 04:26:54 +00:00
petethegoat@gmail.com
7c9eff11cb Fixed and improved the get_accessible_location() proc.
Fixed some (wrong) magic numbers in detective_work.dm.
Updated body_parts_covered on all suits. 

Changed defines:
UPPER_TORSO > CHEST
LOWER_TORSO > GROIN
THERMAL_PROTECTION_UPPER_TORSO > THERMAL_PROTECTION_CHEST
THERMAL_PROTECTION_LOWER_TORSO > THERMAL_PROTECTION_GROIN

Changed paths:
/obj/item/clothing/suit/armor/det_suit > /obj/item/clothing/suit/armor/vest/det_suit


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5751 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-21 00:53:45 +00:00
d_h2005@yahoo.com
788b2576cd -New sprites for spider cocoons and webs.
-Adds green-striped medbay deptsec armbands, at the behest of ikarrus

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5540 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-13 09:09:50 +00:00
d_h2005@yahoo.com
c3c1c94d7e -Adds sprites and defines for departmental armbands, attachable to jumpsuits.
-Fixes backwards police-baton inhand sprites.
-Nudges the lusty xeno poster over a few pixels, so it fits better in-game.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5481 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 03:14:35 +00:00
d_h2005@yahoo.com
12e8a32eb2 Tiny adjustment for Ikarrus: The alternate HoS jumpsuit is not a subtype of the normal, and therefore counts towards fulfillment of the Steal objective.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5365 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-21 04:28:11 +00:00
d_h2005@yahoo.com
5110786735 -Adds the missing sprites to that cute witch hat, and allows it to be spawned in the theater, along with ausops' cute sundress because it's also cute and I didn't have anything else to spawn with it. honk.
Let's keep gearing up for a great halloween! 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4803 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-03 22:17:17 +00:00
elly1989@rocketmail.com
8be72ec797 Added some stand-in sprites for medals.
They remain admin-spawn only until there's proper sprites for them.
The only one which isn't admin-spawn is the one the captain spawns with (it's on his jumpsuit)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4786 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-30 20:01:10 +00:00
elly1989@rocketmail.com
00921387e7 Added mob-examine code for ties
Added medals as a type of tie. Awaiting sprites. Need a bronze, silver and gold on-mob sprite. And icons for the items themselves. Don't bother with in-hands

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4783 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-30 17:42:11 +00:00
elly1989@rocketmail.com
e317396894 Removed the obj/screen/MouseEntered and MouseExited() proc defines as they cause clients to send more data to and from the server fairly constantly and create additional overheads for little purpose. I'll do a poll on the forums to see if people still want the intent switcher changed from a toggle to a 4-quadrant switch thingy like other servers have. From the DM reference:
"Don't define this unless you need it, because it generates extra communication that is otherwise avoided. Defining it on only the objects that require it reduces overhead"
I've tested it and it has these overheads for all hud objects.

Added stethoscopes. They are a tie. You can use them to listen for somebody's pulse. Mostly a RP-fluff item. "You place the stethoscope against her chest. You hear a healthy pulse and respiration." You need help intent and it will give different text for each body-part. I might make it more detailed later.
Removing ties from a uniform will now try to place it in you hands.
Stethoscopes placed in a few places around medbay.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4682 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-12 14:13:25 +00:00
petethegoat@gmail.com
fc2596f3a3 Added ties. Ties that you can wear.
TIIIIIESSSSS

Currently there are three types, none are on the map, all are fabulous.

Lawyer suits and some others will need updating before they go in.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4611 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 02:27:18 +00:00
baloh.matevz
530c5c804a - Yet another issue that needed fixing resulted in the entire system having to be rewritten. Fixes issue 44, Fixes issue 690.
New defines in setup.dm:

This revision changes the following things:
- Hot is no longer defined as 'higher temperature than 310.15K' but is defined as 'higher temperature than my body temperature'. The opposite applies for cold.
- Removed heat_transfer_coefficient and protective_temperature
- Added heat_protection and cold_protection flag variables to obj/item, which define which areas of your body are protected from heat.
- Added max_heat_protection_temperature and min_cold_protection_temperature which define up to which temperature the item protects when worn (NOTE that it only protects on the locations specified by the heat_protection flags!) and down to which temperature it protects from the cold.
- REMEMBER! hot and cold were redefined to mean 'which way your body temperature should be moving based on the air around you'.
- Each tick, your body now 'corrects' your body temperature towards 310.15K which is the ideal temperature. The correction is max( difference/12, 10 ), so either a twelfth of the difference between your body temperature and 310.15K, or 10K, whichever is higher. This ensures your body temperature stabilizes over time.
- Most notable changes in the amount of protection you get from common items are these: Space suits now ONLY protect from cold and fire suits now ONLY protect from heat. Now what this means is obviously that firesuits will be useless in space, but also that if you find yourself in a fire with a high body temperature and you put a firesuit on, your temperature will no longer stagnate at the high temperature, due to temperature not going up nor down, but rather it will get lower. Instead it will be protected from rising, it will however gradually get lowered by your body's 'auto-correct' attempts, as described in the last point. Additionally, if you wear a fire suit and enter an area with a good temperature (for isntance 290K) and you have a high body temperature, due to just escaping from a fire, the fire suit will not make your body temperature stagnate. Because it does not protect you from cold, and cold being defined as 'colder than your body temperature', you will actually successfully cool down to the optimal temperature.
- The opposite applies to space suits. They protect from cold and don't protect from heat. If you find yourself in space and your temperature drops and put on the space suit with your temperature still low, you will recover over time. If you enter an area with a good temperature, you will recover faster, since the space suit does not protect you from heat.
- In short, space suits are now better at dealing with space and fire suits are better at dealing with fires.
- You will NEED a fire helmet to be protected from heat and you will NEED a space suit helmet to be protected from cold. There is no 'but'. Fire helmets are red or white hardhats, found in all fire closets.
- The 'heat up' coefficients are defined in setup.dm, they are:
- - head = 30%
- - lower and upper torso = 15% each = 30%
- - legs and arms = 7.5% each = 30%
- - feet and hands = 2.5% each = 10%
- Gloves cover hands
- Shoes cover feet
- Space-worthy jumpsuits cover legs, arms, upper and lower torso
- Space suits cover legs, arms, hands, feet, upper and lower torso
- Headgear covers heads
- Removed the HEADSPACE and SUITSPACE flags, due to being moved to the new variables. This frees up the flag value 4.
. The amount of damage heated gas and heated areas do can now be set in human/life.dm. The values are: (The different levels are based on breath temperature or body temperature.)

#define HEAT_DAMAGE_LEVEL_1 2
#define HEAT_DAMAGE_LEVEL_2 4
#define HEAT_DAMAGE_LEVEL_3 8

#define COLD_DAMAGE_LEVEL_1 1
#define COLD_DAMAGE_LEVEL_2 2
#define COLD_DAMAGE_LEVEL_3 4

//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2
#define HEAT_GAS_DAMAGE_LEVEL_2 4
#define HEAT_GAS_DAMAGE_LEVEL_3 8

#define COLD_GAS_DAMAGE_LEVEL_1 1
#define COLD_GAS_DAMAGE_LEVEL_2 2
#define COLD_GAS_DAMAGE_LEVEL_3 4

The speed at which your body temperature raises or falls can be altered with the following defines: 

#define BODYTEMP_AUTORECOVERY_DIVISOR 12 
#define BODYTEMP_AUTORECOVERY_MINIMUM 10
#define BODYTEMP_COLD_DIVISOR 6
#define BODYTEMP_HEAT_DIVISOR 6

The divisors determins by how big a difference between your body temperature and the surrounding air (or 310.15 in the case of autorecovery) will your body temperature change. The autorecovery_minimum means what the minimum recovery is, if difference / 12 is less than 10, it will recover by 10.


Was all this needed to fix Issue 44? Yes..... yes... it was... Some things are consequences of decisions made while fixing it, but all of it was necessary to completely fix the issue. I found it did not remain on the tracker for this long for nothing.

I'm sorry for the essay, but there was a lot of work involved and a lot of changes happened, so I had to write a lot...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4428 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 02:48:49 +00:00
baloh.matevz
55f405f98b - Went through all the clothing stuff and only gave the ONESIZEFITSALL flag to the clothing items that actually have a fat sprite. Fixes issue 393
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4418 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 14:25:54 +00:00
johnsonmt88@gmail.com
e9671308bf Reorganized clothing as a whole.
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished.

Everything is set up related to the object types themselves (meaning paths.)
So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect...

I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for.

I've also moved files that had no, or very few blocks of code into more catagorized areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 02:17:14 +00:00
baloh.matevz
a2d11cf5c7 - Ported some stuff from baystation 12. Mostly sprites.
- Added pajama closets which contain 2 red and 2 blue pj's with 4 pairs of white shoes - for use in medbay and crew quarters. (pj sprites by baystation 12)
- Added the cart, plasma research, engineering and robotics vending machines from baystation 12 - Mostly for the sprites.
- Added science airlocks (sprites by baystation 12), made them work with our door construction / deconstruction mechanic. (those sprites are by me~)
- Added hazard doors, sprites by baystation 12. They're reskinned firedoors.
- Added two more styles of filing cabinets, all sprites from baystation 12.
- Changed the space law book's sprite to the one baystation 12 uses.
- Added a few floor sprites from baystation 12
- Added critter crates, sprites from baystation 12
- Added some surgery sprites from baystation 12
- Added plant sprites from baystation 12

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4229 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-30 06:50:26 +00:00
mport2004@gmail.com
c86c8e1505 Finished moving the clothes in defines over to modules.
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet.
Cult restricted job list now has the sec force + cap because you can’t convert them as is.
AI removed from protected traitor jobs as malf is currently effectively out of commission.
A Protected list was added to changling.
Removed the furry mob files that were not checked.
Moved two unchecked files to unused


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 19:25:01 +00:00