mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-03 14:04:41 +00:00
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:
@@ -79,11 +79,9 @@
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/obj/item/clothing/under/color/red
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/obj/item/clothing/under/color/red
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name = "Red Jumpsuit"
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name = "Red Jumpsuit"
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desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection."
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icon_state = "red"
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icon_state = "red"
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item_state = "r_suit"
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item_state = "r_suit"
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color = "red"
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color = "red"
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armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
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/obj/item/clothing/under/color/white
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/obj/item/clothing/under/color/white
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desc = "Made of a special fiber that gives special protection against biohazards."
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desc = "Made of a special fiber that gives special protection against biohazards."
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@@ -149,6 +147,14 @@
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color = "darkred"
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color = "darkred"
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armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
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armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
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/obj/item/clothing/under/rank/security
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name = "Security Jumpsuit"
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desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection."
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icon_state = "red"
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item_state = "r_suit"
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color = "red"
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armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
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/obj/item/clothing/under/rank/geneticist
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/obj/item/clothing/under/rank/geneticist
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desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
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desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
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name = "Genetics Jumpsuit"
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name = "Genetics Jumpsuit"
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@@ -413,7 +413,7 @@
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src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE
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src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE
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src.equip_if_possible(new /obj/item/weapon/storage/backpack/security (src), slot_back)
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src.equip_if_possible(new /obj/item/weapon/storage/backpack/security (src), slot_back)
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src.equip_if_possible(new /obj/item/device/pda/security(src), slot_belt)
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src.equip_if_possible(new /obj/item/device/pda/security(src), slot_belt)
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src.equip_if_possible(new /obj/item/clothing/under/color/red(src), slot_w_uniform)
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src.equip_if_possible(new /obj/item/clothing/under/rank/security(src), slot_w_uniform)
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src.equip_if_possible(new /obj/item/clothing/suit/armor/vest(src), slot_wear_suit)
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src.equip_if_possible(new /obj/item/clothing/suit/armor/vest(src), slot_wear_suit)
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src.equip_if_possible(new /obj/item/clothing/head/helmet(src), slot_head)
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src.equip_if_possible(new /obj/item/clothing/head/helmet(src), slot_head)
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src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes)
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src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes)
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@@ -241,6 +241,7 @@
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verb
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verb
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move_eject()
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move_eject()
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set name = "Eject occupant"
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set name = "Eject occupant"
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set category = "Object"
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set src in oview(1)
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set src in oview(1)
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if (usr.stat != 0)
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if (usr.stat != 0)
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return
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return
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@@ -250,6 +251,7 @@
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move_inside()
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move_inside()
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set name = "Move Inside"
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set name = "Move Inside"
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set category = "Object"
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set src in oview(1)
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set src in oview(1)
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if (usr.stat != 0 || stat & (NOPOWER|BROKEN))
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if (usr.stat != 0 || stat & (NOPOWER|BROKEN))
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return
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return
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@@ -10,6 +10,6 @@
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..()
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..()
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sleep(2)
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sleep(2)
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new /obj/item/clothing/suit/bomb_suit/security( src )
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new /obj/item/clothing/suit/bomb_suit/security( src )
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new /obj/item/clothing/under/color/red( src )
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new /obj/item/clothing/under/rank/security( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/head/bomb_hood/security( src )
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new /obj/item/clothing/head/bomb_hood/security( src )
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@@ -8,7 +8,7 @@
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new /obj/item/weapon/handcuffs(src)
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new /obj/item/weapon/handcuffs(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/weapon/gun/energy/taser(src)
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new /obj/item/device/flash(src)
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new /obj/item/device/flash(src)
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new /obj/item/clothing/under/color/red(src)
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new /obj/item/clothing/under/rank/security(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/clothing/head/helmet(src)
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new /obj/item/clothing/head/helmet(src)
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@@ -343,10 +343,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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//log_admin("[key_name(src)] has alienized [M.key].")
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//log_admin("[key_name(src)] has alienized [M.key].")
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var/list/dresspacks = list(
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var/list/dresspacks = list(
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"strip",
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"strip",
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"tournament standard",
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"tournament standard red",
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"tournament standard green",
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"tournament gangster",
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"tournament gangster",
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"tournament chef",
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"tournament chef",
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"tournament janitor",
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"tournament janitor",
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"pirate",
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"space pirate",
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//"soviet soldier",
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)
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)
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
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if (isnull(dresscode))
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if (isnull(dresscode))
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@@ -358,8 +362,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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switch(dresscode)
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switch(dresscode)
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if ("strip")
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if ("strip")
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//do nothing
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//do nothing
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if ("tournament standard") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
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if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
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M.equip_if_possible(new /obj/item/clothing/under/color/blue(M), M.slot_w_uniform)
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if (dresscode=="tournament standard red")
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M.equip_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform)
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else
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M.equip_if_possible(new /obj/item/clothing/under/color/green(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
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@@ -389,7 +396,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store)
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@@ -418,8 +424,28 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
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var/obj/mopbucket/mopbucket = new(M.loc)
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if ("pirate")
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mopbucket.reagents.add_reagent("water", 100)
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M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
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if ("space pirate")
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M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/head/space/pirate(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
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/*
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if ("soviet soldier")
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M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head)
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*/
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M.update_clothing()
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M.update_clothing()
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return
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return
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@@ -53,6 +53,10 @@
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NC.mergeConnectedNetworksOnTurf()
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NC.mergeConnectedNetworksOnTurf()
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coil.use(1)
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coil.use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
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del(NC)
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return
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return
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else
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else
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..()
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..()
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@@ -141,8 +145,6 @@
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else if(istype(W, /obj/item/weapon/cable_coil))
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else if(istype(W, /obj/item/weapon/cable_coil))
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if (shock(user, 50))
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return
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var/obj/item/weapon/cable_coil/coil = W
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var/obj/item/weapon/cable_coil/coil = W
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coil.cable_join(src, user)
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coil.cable_join(src, user)
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@@ -331,6 +333,10 @@
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use(1)
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
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del(C)
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//src.laying = 1
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//src.laying = 1
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//last = C
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//last = C
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@@ -386,7 +392,10 @@
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PN.cables += NC
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PN.cables += NC
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NC.mergeConnectedNetworksOnTurf()
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NC.mergeConnectedNetworksOnTurf()
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use(1)
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use(1)
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C.shock(user, 25)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
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del(NC)
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return
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return
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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@@ -406,7 +415,6 @@
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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user << "There's already a cable at that position."
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user << "There's already a cable at that position."
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return
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return
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C.shock(user, 25)
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C.cableColor(color)
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C.cableColor(color)
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@@ -421,8 +429,11 @@
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C.mergeConnectedNetworks(C.d1)
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C.mergeConnectedNetworks(C.d1)
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworks(C.d2)
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use(1)
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
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del(C)
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return
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return
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@@ -41,6 +41,7 @@
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#define FILE_DIR "code/game/gamemodes/revolution"
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#define FILE_DIR "code/game/gamemodes/revolution"
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#define FILE_DIR "code/game/gamemodes/sandbox"
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#define FILE_DIR "code/game/gamemodes/sandbox"
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#define FILE_DIR "code/game/gamemodes/traitor"
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#define FILE_DIR "code/game/gamemodes/traitor"
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#define FILE_DIR "code/game/gamemodes/traitor_pair"
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#define FILE_DIR "code/game/gamemodes/wizard"
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#define FILE_DIR "code/game/gamemodes/wizard"
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#define FILE_DIR "code/game/jobs"
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#define FILE_DIR "code/game/jobs"
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#define FILE_DIR "code/game/machinery"
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#define FILE_DIR "code/game/machinery"
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Reference in New Issue
Block a user