mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Lots of changes and Fluff fixes
This commit is contained in:
14
code/datums/autolathe/arms_vr.dm
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14
code/datums/autolathe/arms_vr.dm
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@@ -0,0 +1,14 @@
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/datum/category_item/autolathe/arms/speedloader_357_flash
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name = "speedloader (.357 flash)"
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path =/obj/item/ammo_magazine/a357/flash
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hidden = 1
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/datum/category_item/autolathe/arms/speedloader_357_stun
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name = "speedloader (.357 stun)"
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path =/obj/item/ammo_magazine/a357/stun
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hidden = 1
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/datum/category_item/autolathe/arms/speedloader_357_rubber
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name = "speedloader (.357 rubber)"
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path =/obj/item/ammo_magazine/a357/rubber
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hidden = 1
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@@ -506,7 +506,7 @@
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vend_ready = 1
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currently_vending = null
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nanomanager.update_uis(src)
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return 1
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/**
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* Add item to the machine
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@@ -0,0 +1,10 @@
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/obj/structure/closet/secure_closet/hos
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name = "head of security's locker"
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req_access = list(access_hos)
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icon_state = "hossecure1"
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icon_closed = "hossecure"
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icon_locked = "hossecure1"
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icon_opened = "hossecureopen"
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icon_broken = "hossecurebroken"
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icon_off = "hossecureoff"
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storage_capacity = 3 * MOB_MEDIUM
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@@ -264,9 +264,9 @@
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else if (src.locked == 0)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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src.connected = new /obj/structure/c_tray( src.loc )
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step(src.connected, SOUTH)
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step(src.connected, dir)
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src.connected.layer = OBJ_LAYER
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var/turf/T = get_step(src, SOUTH)
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var/turf/T = get_step(src, dir)
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if (T.contents.Find(src.connected))
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src.connected.connected = src
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src.icon_state = "crema0"
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64
code/game/objects/structures/morgue_vr.dm
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64
code/game/objects/structures/morgue_vr.dm
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@@ -0,0 +1,64 @@
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/obj/structure/crematorium/vr
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var/list/allowed_items = list(/obj/item/organ,
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/obj/item/weapon/implant,
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/obj/item/weapon/material/shard/shrapnel,
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/mob/living)
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/obj/structure/crematorium/vr/cremate(atom/A, mob/user as mob)
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if(cremating)
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return //don't let you cremate something twice or w/e
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if(contents.len <= 0)
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for (var/mob/M in viewers(src))
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M.show_message("<span class='warning'>You hear a hollow crackle.</span>", 1)
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return
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else
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if(!isemptylist(src.search_contents_for(/obj/item/weapon/disk/nuclear)))
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usr << "You get the feeling that you shouldn't cremate one of the items in the cremator."
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return
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for(var/I in contents)
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if(!(I in allowed_items))
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to_chat(user, "<span class='notice'>\The [src] cannot cremate while there are items inside!</span>")
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return
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if(istype(I, /mob/living))
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var/mob/living/cremated = I
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for(var/Z in cremated.contents)
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world << "[Z]"
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if(!(Z in allowed_items))
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to_chat(user, "<span class='notice'>\The [src] cannot cremate while there are items inside!</span>")
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return
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for (var/mob/M in viewers(src))
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M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
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cremating = 1
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locked = 1
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for(var/mob/living/M in contents)
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if (M.stat!=2)
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if (!iscarbon(M))
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M.emote("scream")
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else
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var/mob/living/carbon/C = M
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if (C.can_feel_pain())
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C.emote("scream")
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//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
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//M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>" //No point in this when the mob's about to be deleted
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//user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
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//log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
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M.death(1)
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M.ghostize()
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qdel(M)
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for(var/obj/O in contents) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
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qdel(O)
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new /obj/effect/decal/cleanable/ash(src)
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sleep(30)
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cremating = 0
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locked = 0
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
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return
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@@ -23,7 +23,7 @@
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mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
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if(..())
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if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
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if(icon_state == "serdy_armor") //This is to prevent Serdy's custom armor from turning into heavy_wolf_armor
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if(icon_state == "serdy_armor") //This is to prevent Serdy's custom armor from turning into heavy_wolf_armor
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return ..()
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icon_override = 'icons/mob/taursuits_vr.dmi' //Just in case
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icon_state = "heavy_wolf_armor" //Just in case
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@@ -32,3 +32,26 @@
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else
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H << "<span class='warning'>You need to have a wolf-taur half to wear this.</span>"
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return 0
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/obj/item/clothing/suit/storage/vest/hoscoat
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name = "armored coat"
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desc = "A greatcoat enhanced with a special alloy for some protection and style."
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icon_state = "hos"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/vest/hos
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name = "head of security armor vest"
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desc = "A simple kevlar plate carrier. This one has a gold badge clipped to the chest."
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icon_state = "hosvest_nobadge"
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item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
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icon_badge = "hosvest_badge"
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icon_nobadge = "hosvest_nobadge"
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/vest/hoscoat/jensen
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name = "armored trenchcoat"
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desc = "A trenchcoat augmented with a special alloy for some protection and style."
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icon_state = "hostrench"
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flags_inv = HIDEHOLSTER
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19
code/modules/projectiles/projectile/bullets_vr.dm
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19
code/modules/projectiles/projectile/bullets_vr.dm
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@@ -0,0 +1,19 @@
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/obj/item/projectile/bullet/pistol/rubber/strong //"rubber" bullets for revolvers and matebas
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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/obj/item/projectile/energy/flash/strong
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name = "chemical shell"
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icon_state = "bullet"
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damage = 10
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kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
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/obj/item/projectile/energy/electrode/stunshot/strong
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name = "stunshot"
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icon_state = "bullet"
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damage = 10
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taser_effect = 1
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agony = 100
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@@ -415,6 +415,7 @@
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icon_override = 'icons/vore/custom_clothes_vr.dmi'
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item_state = "tasaldsuit"
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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// bwoincognito:Tasald Corlethian
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/obj/item/clothing/suit/storage/det_suit/fluff/tasald
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@@ -429,6 +430,7 @@
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blood_overlay_type = "coat"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
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// bwoincognito:Tasald Corlethian
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/obj/item/clothing/suit/storage/det_suit/fluff/tas_coat
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@@ -443,6 +445,7 @@
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blood_overlay_type = "coat"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
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//Event Costumes Below
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/obj/item/clothing/head/helmet/fluff/freddy
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@@ -118,6 +118,12 @@
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update_icon()
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/obj/item/weapon/gun/projectile/revolver/mateba/fluff/tasald_corlethian/attack_hand(mob/user as mob)
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if(user.get_inactive_hand() == src)
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unload_ammo(user, allow_dump = 1)
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else
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..()
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// wankersonofjerkin : Ryan Winz
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/obj/item/weapon/gun/projectile/revolver/fluff/ryan_winz_revolver
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name = "Ryan's 'Devilgun'"
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@@ -506,7 +512,7 @@
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caliber = "357"
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icon = 'icons/obj/ammo_vr.dmi'
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icon_state = "stun357"
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projectile_type = /obj/item/projectile/energy/electrode/stunshot
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projectile_type = /obj/item/projectile/energy/electrode/stunshot/strong
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/obj/item/ammo_magazine/a357/rubber
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name = "speedloader (.357 rubber)"
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@@ -522,7 +528,7 @@
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caliber = "357"
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icon = 'icons/obj/ammo_vr.dmi'
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icon_state = "rubber357"
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projectile_type = /obj/item/projectile/bullet/pistol/rubber
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projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
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/obj/item/ammo_magazine/a357/flash
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name = "speedloader (.357 flash)"
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@@ -538,4 +544,4 @@
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caliber = "357"
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icon = 'icons/obj/ammo_vr.dmi'
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icon_state = "flash357"
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projectile_type = /obj/item/projectile/energy/flash
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projectile_type = /obj/item/projectile/energy/flash/strong
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@@ -3220,7 +3220,7 @@
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"bjV" = (/obj/structure/closet/wardrobe/science_white,/obj/machinery/alarm{dir = 8; icon_state = "alarm0"; pixel_x = 24},/obj/effect/floor_decal/corner/purple/diagonal,/obj/machinery/atmospherics/unary/vent_pump/on{dir = 8},/turf/simulated/floor/tiled/white,/area/rnd/research_restroom)
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"bjW" = (/obj/machinery/disposal,/obj/structure/disposalpipe/trunk,/turf/simulated/floor/tiled/dark,/area/rnd/lab)
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"bjX" = (/obj/structure/table/standard,/obj/item/weapon/storage/belt/utility,/obj/item/clothing/gloves/latex,/obj/machinery/status_display{density = 0; layer = 4; pixel_x = 0; pixel_y = 32},/turf/simulated/floor/tiled/dark,/area/rnd/lab)
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"bjY" = (/obj/machinery/autolathe,/obj/machinery/light{dir = 1},/turf/simulated/floor/tiled/dark,/area/rnd/lab)
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"bjY" = (/obj/machinery/autolathe{hacked = 1},/obj/machinery/light{dir = 1},/turf/simulated/floor/tiled/dark,/area/rnd/lab)
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"bjZ" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/obj/machinery/door/firedoor/border_only,/obj/machinery/door/blast/regular{density = 0; dir = 4; icon_state = "pdoor0"; id = "Biohazard"; name = "Biohazard Shutter"; opacity = 0},/turf/simulated/shuttle/plating,/area/rnd/lab)
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"bka" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/obj/machinery/door/firedoor/border_only,/obj/machinery/door/blast/regular{density = 0; dir = 4; icon_state = "pdoor0"; id = "Biohazard"; name = "Biohazard Shutter"; opacity = 0},/turf/simulated/shuttle/plating,/area/rnd/lab)
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"bkb" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/obj/machinery/door/firedoor/border_only,/obj/machinery/door/blast/regular{density = 0; dir = 4; icon_state = "pdoor0"; id = "Biohazard"; name = "Biohazard Shutter"; opacity = 0},/obj/structure/window/reinforced{dir = 4},/turf/simulated/shuttle/plating,/area/rnd/lab)
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@@ -182,6 +182,7 @@
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#include "code\datums\sun.dm"
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#include "code\datums\weakref.dm"
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#include "code\datums\autolathe\arms.dm"
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#include "code\datums\autolathe\arms_vr.dm"
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#include "code\datums\autolathe\autolathe.dm"
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#include "code\datums\autolathe\devices.dm"
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#include "code\datums\autolathe\engineering.dm"
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@@ -974,6 +975,7 @@
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#include "code\game\objects\structures\mirror.dm"
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#include "code\game\objects\structures\mop_bucket.dm"
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#include "code\game\objects\structures\morgue.dm"
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#include "code\game\objects\structures\morgue_vr.dm"
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#include "code\game\objects\structures\musician.dm"
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#include "code\game\objects\structures\noticeboard.dm"
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#include "code\game\objects\structures\safe.dm"
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@@ -1017,6 +1019,7 @@
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#include "code\game\objects\structures\crates_lockers\closets\secure\scientist.dm"
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#include "code\game\objects\structures\crates_lockers\closets\secure\secure_closets.dm"
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#include "code\game\objects\structures\crates_lockers\closets\secure\security.dm"
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#include "code\game\objects\structures\crates_lockers\closets\secure\security_vr.dm"
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#include "code\game\objects\structures\stool_bed_chair_nest\bed.dm"
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#include "code\game\objects\structures\stool_bed_chair_nest\chairs.dm"
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#include "code\game\objects\structures\stool_bed_chair_nest\stools.dm"
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@@ -1953,6 +1956,7 @@
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#include "code\modules\projectiles\projectile\beams.dm"
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#include "code\modules\projectiles\projectile\beams_vr.dm"
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#include "code\modules\projectiles\projectile\bullets.dm"
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#include "code\modules\projectiles\projectile\bullets_vr.dm"
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#include "code\modules\projectiles\projectile\change.dm"
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#include "code\modules\projectiles\projectile\energy.dm"
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#include "code\modules\projectiles\projectile\force.dm"
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