*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).
Replaces all instances of the old Swat and riot sprites with Validsalad's new ones
Replaces Sechailer's with Officer, Warden and HoS versions code and Sprites wise (Sptires by Validsalad again)
The officer gas mask is gas/sechailer, the warden's is gas/sechailer/warden and the HoS's is gas/sechailer/hos
This removes some unnecessary or redundant checks in turf/Enter().
Also fixes a movement glitch involving atoms moving out of an object (locker, etc) and into walls.
-Removes the yellow gloves on the Nuke Ops shuttle. (They were completely redundant, as the gloves they start with were already insulated (!!!)).
-In return, adds a laundry room to the nuke ops staging area, allowing them to paint their gloves as they please if they want to be stealthy.
-Removes 'SWAT' gloves in favor of the less-weirdly-specific combat gloves. Codewise, they were exactly the same.
Updates spacebattle.dmm, as it had an instance of swat gloves.
Adds a link in the mapmerge tool instructions to assist in setup.
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>
Color scheme is now: HoS Red/Blue, Warden Red only, Officers White
Recolored the blue mask, should look much better now:
https://dl.dropboxusercontent.com/u/95696802/Commits/secmask/newblue.png
Moved the ..() in the departmental lockers after the departmental equipment so that they're at the bottom of the pile instead of on top, which was annoying
This adds two atom procs, attack_tk() and attack_self_tk(). attack_tk is used as per attack_hand; attack_self_tk exists on all atoms (not just items) but is similar to the item proc, but without the assumption that it is in the user's hand.
Removes the functionality where entering throw mode would create a tk grab, as it is redundant.
As a default, attack_tk does the following:
* Creates a telekinetic throw for items and un-anchored objects
* Does an attack_hand (paw, animal, etc) for anchored objects
* Does nothing to mobs
As a default, attack_self_tk does nothing. An attack_self_tk was added to closets to open and close them since that's a common thing.
The following items have added attack_tk procs:
* Fire axe cabinet, extinguisher cabinet, and bedsheet bin will drop into their square instead of putting it in your hand
* Doors only open telekinetically if they require no access
* Chairs will rotate if nobody is buckled to them
* Filing cabinets will remove a paper at random.
* Tables and racks return to prevent telehulk smash
This is INCOMPLETE. Adding proper TK interaction to everything is something best done in pieces.
In particular, interacting with mobs and items both open up the floodgates for bugs, so we/I need to decide how we want it to go before we commit, and then fix bugs along the way. Stumbling forward, fixing bugs, and then changing course halfway would be a bad idea.
**** This only up for a code review, it isn't ready for merging yet, I'm waiting for the finished sprites, for now its using the standard gas mask as a placeholder ****
* Problem: People complain about sec silently stunning and cuffing them, sec complains that if they stop to ask someone to surrender they sanic off.
* Solution:
This commit creates a special security gasmask.
As well as functioning as a normal gas mask it has an integrated loud hailer which when activated (via attack self, verb, or action button (which means both hands are free (which means it'll actually get used unlike a hand-hailer))) emits a random compliance phrase, both as a sound effect and in the chat window.
You can download the sound effects here:
https://dl.dropboxusercontent.com/u/95696802/Commits/secmask/oggshq.rar
Compliance phrases are:
01. HALT! HALT! HALT! HALT!
02. Stop right there, criminal scum!
03. Freeze, Scum Bag!
04. Dead or alive you're coming with me.
05. God made today for the crooks we could not catch yesterday.
06. Don't move, Creep!
07. Down on the floor, Creep!
08. Prepare for justice!
09. Running will only increase your sentence.
10. Compliance is in your best interest
11. Stop in the name of the Law.
// Phrases past this point require the user to tamper with the device via a screwdriver
12. Stop or I'll bash you.
13. Go ahead, make my day.
14. Stop breaking the law, ass hole.
15. You have the right to shut the fuck up.
16. Shut up crime!
17. Face the wrath of the golden bolt.
18. I am, the LAW!
-Replaced the Oggs with higher quality ones, they were hard to hear in game
-Reorganised the groupings of phrases from 2 groups to three (good cop, bad cop, and shitcurity)
-Expanded the restrictor, user can now select an option to only play the good cop phrases. Also added a 'secret' way to make the mask only play shitcurity phrases
Added the finished sprites (Credit goes to Iatots for the sprites, though I did some tweaks)
Added the masks to the lockers:
-HoS has a choice between command Blue, and White
-Warden has Red
-Officers have black
-Detective, HoP, and Captain get fuck all
Moved security belts higher up the stack, having to shift through the stuff I'd end up putting in my belt all the time was just annoying.
Changed the black mask's eye covers to green, it just looked weird
Fixed several conflicts present in last pull request, should be fine
now.
All animals ordered through cargo will arrive in critter crates. These
crates are designed for the safe transport of animals. Critter crates
can only be unlocked from the outside and automatically lock when
closed. You can resist your way out of the crates. Critter crates are
counted as normal crates when sent back to CentComm.
Adds cat crate (cost: 40 points).
Corgi crate now has a 50-50% chance of either containing a male or
female corgi.
Moves critter crate sprites from storage.dmi to closet.dmi.
Removes redundant large animal crates.
*the statue's attackby has been relaxed so any item can whack it without checks
*The mimic's check for mobs from lapsed flesh to stone spells has been simplified
*The reason this check works is because when a statue runs out of time it locs its contents, so if the statue was inside something else (in this case a mimic) they end up in the mimic's contents.
*the targeting for the spell has been reworked so there's no chance of people in the same loc getting stoned instead of your intended victim. As a result of this improvement, wizards can now cast the spell on other wizards with reckless abandon
*Flesh to Stone and the Staff of Animation play nicer with each other now, no more mobs getting trapped in item mimics after escaping the statue.
*Minor tweaks to the monkey statue, which looked dumb