Improved shocking when laying wires without insulated gloves.

Red jumpsuit and security jumpsuit are separate now. Red jumpsuit does not provide additional protection anymore, security jumpsuit does. The green thunderdome team approves this change.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1733 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
rastaf.zero@gmail.com
2011-06-26 11:46:40 +00:00
parent 3ab81fdeb3
commit 33b05e7330
8 changed files with 62 additions and 16 deletions

View File

@@ -79,11 +79,9 @@
/obj/item/clothing/under/color/red /obj/item/clothing/under/color/red
name = "Red Jumpsuit" name = "Red Jumpsuit"
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection."
icon_state = "red" icon_state = "red"
item_state = "r_suit" item_state = "r_suit"
color = "red" color = "red"
armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
/obj/item/clothing/under/color/white /obj/item/clothing/under/color/white
desc = "Made of a special fiber that gives special protection against biohazards." desc = "Made of a special fiber that gives special protection against biohazards."
@@ -149,6 +147,14 @@
color = "darkred" color = "darkred"
armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0) armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
/obj/item/clothing/under/rank/security
name = "Security Jumpsuit"
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection."
icon_state = "red"
item_state = "r_suit"
color = "red"
armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
/obj/item/clothing/under/rank/geneticist /obj/item/clothing/under/rank/geneticist
desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it." desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
name = "Genetics Jumpsuit" name = "Genetics Jumpsuit"

View File

@@ -413,7 +413,7 @@
src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE
src.equip_if_possible(new /obj/item/weapon/storage/backpack/security (src), slot_back) src.equip_if_possible(new /obj/item/weapon/storage/backpack/security (src), slot_back)
src.equip_if_possible(new /obj/item/device/pda/security(src), slot_belt) src.equip_if_possible(new /obj/item/device/pda/security(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/under/color/red(src), slot_w_uniform) src.equip_if_possible(new /obj/item/clothing/under/rank/security(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/suit/armor/vest(src), slot_wear_suit) src.equip_if_possible(new /obj/item/clothing/suit/armor/vest(src), slot_wear_suit)
src.equip_if_possible(new /obj/item/clothing/head/helmet(src), slot_head) src.equip_if_possible(new /obj/item/clothing/head/helmet(src), slot_head)
src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes) src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes)

View File

@@ -241,6 +241,7 @@
verb verb
move_eject() move_eject()
set name = "Eject occupant" set name = "Eject occupant"
set category = "Object"
set src in oview(1) set src in oview(1)
if (usr.stat != 0) if (usr.stat != 0)
return return
@@ -250,6 +251,7 @@
move_inside() move_inside()
set name = "Move Inside" set name = "Move Inside"
set category = "Object"
set src in oview(1) set src in oview(1)
if (usr.stat != 0 || stat & (NOPOWER|BROKEN)) if (usr.stat != 0 || stat & (NOPOWER|BROKEN))
return return

View File

@@ -10,6 +10,6 @@
..() ..()
sleep(2) sleep(2)
new /obj/item/clothing/suit/bomb_suit/security( src ) new /obj/item/clothing/suit/bomb_suit/security( src )
new /obj/item/clothing/under/color/red( src ) new /obj/item/clothing/under/rank/security( src )
new /obj/item/clothing/shoes/brown( src ) new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/head/bomb_hood/security( src ) new /obj/item/clothing/head/bomb_hood/security( src )

View File

@@ -8,7 +8,7 @@
new /obj/item/weapon/handcuffs(src) new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/gun/energy/taser(src) new /obj/item/weapon/gun/energy/taser(src)
new /obj/item/device/flash(src) new /obj/item/device/flash(src)
new /obj/item/clothing/under/color/red(src) new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/shoes/brown(src) new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/suit/armor/vest(src) new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet(src) new /obj/item/clothing/head/helmet(src)

View File

@@ -343,10 +343,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
//log_admin("[key_name(src)] has alienized [M.key].") //log_admin("[key_name(src)] has alienized [M.key].")
var/list/dresspacks = list( var/list/dresspacks = list(
"strip", "strip",
"tournament standard", "tournament standard red",
"tournament standard green",
"tournament gangster", "tournament gangster",
"tournament chef", "tournament chef",
"tournament janitor", "tournament janitor",
"pirate",
"space pirate",
//"soviet soldier",
) )
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
if (isnull(dresscode)) if (isnull(dresscode))
@@ -358,8 +362,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
switch(dresscode) switch(dresscode)
if ("strip") if ("strip")
//do nothing //do nothing
if ("tournament standard") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
M.equip_if_possible(new /obj/item/clothing/under/color/blue(M), M.slot_w_uniform) if (dresscode=="tournament standard red")
M.equip_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform)
else
M.equip_if_possible(new /obj/item/clothing/under/color/green(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
@@ -389,7 +396,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head) M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head)
M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store)
@@ -418,8 +424,28 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
var/obj/mopbucket/mopbucket = new(M.loc) if ("pirate")
mopbucket.reagents.add_reagent("water", 100) M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
if ("space pirate")
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/space/pirate(M), M.slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
/*
if ("soviet soldier")
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head)
*/
M.update_clothing() M.update_clothing()
return return

View File

@@ -53,6 +53,10 @@
NC.mergeConnectedNetworksOnTurf() NC.mergeConnectedNetworksOnTurf()
coil.use(1) coil.use(1)
if (NC.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
del(NC)
return return
else else
..() ..()
@@ -141,8 +145,6 @@
else if(istype(W, /obj/item/weapon/cable_coil)) else if(istype(W, /obj/item/weapon/cable_coil))
if (shock(user, 50))
return
var/obj/item/weapon/cable_coil/coil = W var/obj/item/weapon/cable_coil/coil = W
coil.cable_join(src, user) coil.cable_join(src, user)
@@ -331,6 +333,10 @@
use(1) use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
del(C)
//src.laying = 1 //src.laying = 1
//last = C //last = C
@@ -386,7 +392,10 @@
PN.cables += NC PN.cables += NC
NC.mergeConnectedNetworksOnTurf() NC.mergeConnectedNetworksOnTurf()
use(1) use(1)
C.shock(user, 25) if (NC.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
del(NC)
return return
else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
@@ -406,7 +415,6 @@
if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
user << "There's already a cable at that position." user << "There's already a cable at that position."
return return
C.shock(user, 25)
C.cableColor(color) C.cableColor(color)
@@ -421,8 +429,11 @@
C.mergeConnectedNetworks(C.d1) C.mergeConnectedNetworks(C.d1)
C.mergeConnectedNetworks(C.d2) C.mergeConnectedNetworks(C.d2)
use(1) use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
del(C)
return return

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@@ -41,6 +41,7 @@
#define FILE_DIR "code/game/gamemodes/revolution" #define FILE_DIR "code/game/gamemodes/revolution"
#define FILE_DIR "code/game/gamemodes/sandbox" #define FILE_DIR "code/game/gamemodes/sandbox"
#define FILE_DIR "code/game/gamemodes/traitor" #define FILE_DIR "code/game/gamemodes/traitor"
#define FILE_DIR "code/game/gamemodes/traitor_pair"
#define FILE_DIR "code/game/gamemodes/wizard" #define FILE_DIR "code/game/gamemodes/wizard"
#define FILE_DIR "code/game/jobs" #define FILE_DIR "code/game/jobs"
#define FILE_DIR "code/game/machinery" #define FILE_DIR "code/game/machinery"