Lots of changes and Fluff fixes

This commit is contained in:
Dhaeleena
2017-01-26 11:48:22 -03:00
parent fc9e7dfe65
commit 2fef35d980
11 changed files with 151 additions and 8 deletions

View File

@@ -0,0 +1,14 @@
/datum/category_item/autolathe/arms/speedloader_357_flash
name = "speedloader (.357 flash)"
path =/obj/item/ammo_magazine/a357/flash
hidden = 1
/datum/category_item/autolathe/arms/speedloader_357_stun
name = "speedloader (.357 stun)"
path =/obj/item/ammo_magazine/a357/stun
hidden = 1
/datum/category_item/autolathe/arms/speedloader_357_rubber
name = "speedloader (.357 rubber)"
path =/obj/item/ammo_magazine/a357/rubber
hidden = 1

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@@ -506,7 +506,7 @@
vend_ready = 1
currently_vending = null
nanomanager.update_uis(src)
return 1
/**
* Add item to the machine

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@@ -0,0 +1,10 @@
/obj/structure/closet/secure_closet/hos
name = "head of security's locker"
req_access = list(access_hos)
icon_state = "hossecure1"
icon_closed = "hossecure"
icon_locked = "hossecure1"
icon_opened = "hossecureopen"
icon_broken = "hossecurebroken"
icon_off = "hossecureoff"
storage_capacity = 3 * MOB_MEDIUM

View File

@@ -264,9 +264,9 @@
else if (src.locked == 0)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
src.connected = new /obj/structure/c_tray( src.loc )
step(src.connected, SOUTH)
step(src.connected, dir)
src.connected.layer = OBJ_LAYER
var/turf/T = get_step(src, SOUTH)
var/turf/T = get_step(src, dir)
if (T.contents.Find(src.connected))
src.connected.connected = src
src.icon_state = "crema0"

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@@ -0,0 +1,64 @@
/obj/structure/crematorium/vr
var/list/allowed_items = list(/obj/item/organ,
/obj/item/weapon/implant,
/obj/item/weapon/material/shard/shrapnel,
/mob/living)
/obj/structure/crematorium/vr/cremate(atom/A, mob/user as mob)
if(cremating)
return //don't let you cremate something twice or w/e
if(contents.len <= 0)
for (var/mob/M in viewers(src))
M.show_message("<span class='warning'>You hear a hollow crackle.</span>", 1)
return
else
if(!isemptylist(src.search_contents_for(/obj/item/weapon/disk/nuclear)))
usr << "You get the feeling that you shouldn't cremate one of the items in the cremator."
return
for(var/I in contents)
if(!(I in allowed_items))
to_chat(user, "<span class='notice'>\The [src] cannot cremate while there are items inside!</span>")
return
if(istype(I, /mob/living))
var/mob/living/cremated = I
for(var/Z in cremated.contents)
world << "[Z]"
if(!(Z in allowed_items))
to_chat(user, "<span class='notice'>\The [src] cannot cremate while there are items inside!</span>")
return
for (var/mob/M in viewers(src))
M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
cremating = 1
locked = 1
for(var/mob/living/M in contents)
if (M.stat!=2)
if (!iscarbon(M))
M.emote("scream")
else
var/mob/living/carbon/C = M
if (C.can_feel_pain())
C.emote("scream")
//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
//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
//user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
//log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
M.death(1)
M.ghostize()
qdel(M)
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
qdel(O)
new /obj/effect/decal/cleanable/ash(src)
sleep(30)
cremating = 0
locked = 0
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
return

View File

@@ -23,7 +23,7 @@
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "serdy_armor") //This is to prevent Serdy's custom armor from turning into heavy_wolf_armor
if(icon_state == "serdy_armor") //This is to prevent Serdy's custom armor from turning into heavy_wolf_armor
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi' //Just in case
icon_state = "heavy_wolf_armor" //Just in case
@@ -32,3 +32,26 @@
else
H << "<span class='warning'>You need to have a wolf-taur half to wear this.</span>"
return 0
/obj/item/clothing/suit/storage/vest/hoscoat
name = "armored coat"
desc = "A greatcoat enhanced with a special alloy for some protection and style."
icon_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/vest/hos
name = "head of security armor vest"
desc = "A simple kevlar plate carrier. This one has a gold badge clipped to the chest."
icon_state = "hosvest_nobadge"
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
icon_badge = "hosvest_badge"
icon_nobadge = "hosvest_nobadge"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/vest/hoscoat/jensen
name = "armored trenchcoat"
desc = "A trenchcoat augmented with a special alloy for some protection and style."
icon_state = "hostrench"
flags_inv = HIDEHOLSTER

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@@ -0,0 +1,19 @@
/obj/item/projectile/bullet/pistol/rubber/strong //"rubber" bullets for revolvers and matebas
damage = 10
agony = 60
embed_chance = 0
sharp = 0
check_armour = "melee"
/obj/item/projectile/energy/flash/strong
name = "chemical shell"
icon_state = "bullet"
damage = 10
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
/obj/item/projectile/energy/electrode/stunshot/strong
name = "stunshot"
icon_state = "bullet"
damage = 10
taser_effect = 1
agony = 100

View File

@@ -415,6 +415,7 @@
icon_override = 'icons/vore/custom_clothes_vr.dmi'
item_state = "tasaldsuit"
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
// bwoincognito:Tasald Corlethian
/obj/item/clothing/suit/storage/det_suit/fluff/tasald
@@ -429,6 +430,7 @@
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
// bwoincognito:Tasald Corlethian
/obj/item/clothing/suit/storage/det_suit/fluff/tas_coat
@@ -443,6 +445,7 @@
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
//Event Costumes Below
/obj/item/clothing/head/helmet/fluff/freddy

View File

@@ -118,6 +118,12 @@
update_icon()
/obj/item/weapon/gun/projectile/revolver/mateba/fluff/tasald_corlethian/attack_hand(mob/user as mob)
if(user.get_inactive_hand() == src)
unload_ammo(user, allow_dump = 1)
else
..()
// wankersonofjerkin : Ryan Winz
/obj/item/weapon/gun/projectile/revolver/fluff/ryan_winz_revolver
name = "Ryan's 'Devilgun'"
@@ -506,7 +512,7 @@
caliber = "357"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "stun357"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
projectile_type = /obj/item/projectile/energy/electrode/stunshot/strong
/obj/item/ammo_magazine/a357/rubber
name = "speedloader (.357 rubber)"
@@ -522,7 +528,7 @@
caliber = "357"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "rubber357"
projectile_type = /obj/item/projectile/bullet/pistol/rubber
projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
/obj/item/ammo_magazine/a357/flash
name = "speedloader (.357 flash)"
@@ -538,4 +544,4 @@
caliber = "357"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "flash357"
projectile_type = /obj/item/projectile/energy/flash
projectile_type = /obj/item/projectile/energy/flash/strong

View File

@@ -3220,7 +3220,7 @@
"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)
"bjW" = (/obj/machinery/disposal,/obj/structure/disposalpipe/trunk,/turf/simulated/floor/tiled/dark,/area/rnd/lab)
"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)
"bjY" = (/obj/machinery/autolathe,/obj/machinery/light{dir = 1},/turf/simulated/floor/tiled/dark,/area/rnd/lab)
"bjY" = (/obj/machinery/autolathe{hacked = 1},/obj/machinery/light{dir = 1},/turf/simulated/floor/tiled/dark,/area/rnd/lab)
"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)
"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)
"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 @@
#include "code\datums\sun.dm"
#include "code\datums\weakref.dm"
#include "code\datums\autolathe\arms.dm"
#include "code\datums\autolathe\arms_vr.dm"
#include "code\datums\autolathe\autolathe.dm"
#include "code\datums\autolathe\devices.dm"
#include "code\datums\autolathe\engineering.dm"
@@ -974,6 +975,7 @@
#include "code\game\objects\structures\mirror.dm"
#include "code\game\objects\structures\mop_bucket.dm"
#include "code\game\objects\structures\morgue.dm"
#include "code\game\objects\structures\morgue_vr.dm"
#include "code\game\objects\structures\musician.dm"
#include "code\game\objects\structures\noticeboard.dm"
#include "code\game\objects\structures\safe.dm"
@@ -1017,6 +1019,7 @@
#include "code\game\objects\structures\crates_lockers\closets\secure\scientist.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\secure_closets.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\security.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\security_vr.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\bed.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\chairs.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\stools.dm"
@@ -1953,6 +1956,7 @@
#include "code\modules\projectiles\projectile\beams.dm"
#include "code\modules\projectiles\projectile\beams_vr.dm"
#include "code\modules\projectiles\projectile\bullets.dm"
#include "code\modules\projectiles\projectile\bullets_vr.dm"
#include "code\modules\projectiles\projectile\change.dm"
#include "code\modules\projectiles\projectile\energy.dm"
#include "code\modules\projectiles\projectile\force.dm"