mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts: code/game/gamemodes/cult/talisman.dm maps/exodus-1.dmm
This commit is contained in:
@@ -1,5 +1,5 @@
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/obj/item/clothing/head/helmet/space/rig/combat
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light_overlay = "helmet_light_green_dual"
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light_overlay = "helmet_light_dual_green"
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/obj/item/weapon/rig/combat
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name = "combat hardsuit control module"
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@@ -22,22 +22,4 @@
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/obj/item/rig_module/power_sink,
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/obj/item/rig_module/electrowarfare_suite,
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/obj/item/rig_module/chem_dispenser/combat
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)
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/obj/item/weapon/rig/combat/merc
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name = "crimson hardsuit control module"
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desc = "A blood-red hardsuit featuring some fairly illegal technology."
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icon_state = "merc_rig"
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suit_type = "crimson hardsuit"
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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initial_modules = list(
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/obj/item/rig_module/mounted,
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/obj/item/rig_module/vision/thermal,
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/obj/item/rig_module/grenade_launcher,
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/obj/item/rig_module/ai_container,
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/obj/item/rig_module/power_sink,
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/obj/item/rig_module/electrowarfare_suite,
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/obj/item/rig_module/chem_dispenser/combat,
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/obj/item/rig_module/fabricator/energy_net
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)
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@@ -1,5 +1,6 @@
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/obj/item/clothing/head/helmet/space/rig/ert
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light_overlay = "helmet_light_dual"
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camera_networks = list("ERT","SS13")
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/obj/item/weapon/rig/ert
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name = "ERT-C hardsuit control module"
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27
code/modules/clothing/spacesuits/rig/suits/merc.dm
Normal file
27
code/modules/clothing/spacesuits/rig/suits/merc.dm
Normal file
@@ -0,0 +1,27 @@
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/obj/item/clothing/head/helmet/space/rig/merc
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light_overlay = "helmet_light_dual_green"
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camera_networks = list("NUKE")
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/obj/item/weapon/rig/merc
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name = "crimson hardsuit control module"
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desc = "A blood-red hardsuit featuring some fairly illegal technology."
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icon_state = "merc_rig"
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suit_type = "crimson hardsuit"
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armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
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slowdown = 1
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offline_slowdown = 3
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offline_vision_restriction = 1
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helm_type = /obj/item/clothing/head/helmet/space/rig/merc
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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initial_modules = list(
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/obj/item/rig_module/mounted,
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/obj/item/rig_module/vision/thermal,
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/obj/item/rig_module/grenade_launcher,
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/obj/item/rig_module/ai_container,
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/obj/item/rig_module/power_sink,
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/obj/item/rig_module/electrowarfare_suite,
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/obj/item/rig_module/chem_dispenser/combat,
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/obj/item/rig_module/fabricator/energy_net
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)
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@@ -59,7 +59,8 @@
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offline_slowdown = 3
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offline_vision_restriction = 1
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//Todo: add xenoarch gear.
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helm_type = /obj/item/clothing/head/helmet/space/rig/ert
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/stack/flag,/obj/item/weapon/storage/box/excavation,/obj/item/weapon/pickaxe,/obj/item/device/healthanalyzer,/obj/item/device/measuring_tape,/obj/item/device/ano_scanner,/obj/item/device/depth_scanner,/obj/item/device/core_sampler,/obj/item/device/gps,/obj/item/device/beacon_locator,/obj/item/device/radio/beacon,/obj/item/weapon/pickaxe/hand,/obj/item/weapon/storage/bag/fossils)
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req_access = list(access_rd)
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@@ -102,6 +103,8 @@
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offline_slowdown = 3
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offline_vision_restriction = 1
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helm_type = /obj/item/clothing/head/helmet/space/rig/ert
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allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
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req_access = null
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@@ -395,9 +395,9 @@
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/obj/item/clothing/under/sundress_white
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name = "white sundress"
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desc = "A white sundress decorated with purple lilies."
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icon_state = "whitesundress"
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item_state = "whitesundress"
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item_color = "whitesundress"
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icon_state = "sundress_white"
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item_state = "sundress_white"
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item_color = "sundress_white"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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/obj/item/clothing/under/captainformal
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@@ -476,4 +476,4 @@
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icon_state = "mai_yang"
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item_state = "mai_yang"
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item_color = "mai_yang"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
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@@ -1,26 +1,19 @@
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/mob/living/silicon/pai/examine(mob/user) //removed as it was pointless...moved to the pai-card instead.
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/*..(user)
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/mob/living/silicon/pai/examine(mob/user)
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..(user, infix = ", personal AI")
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var/msg = ""
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if (src.stat == DEAD)
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msg += "<span class='deadsay'>It appears to be offline.</span>\n"
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else
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msg += "<span class='warning'>"
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if (src.getBruteLoss())
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if (src.getBruteLoss() < 30)
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msg += "It looks slightly dented.\n"
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else
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msg += "<B>Its casing appears cracked and broken!</B>\n"
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if (src.getFireLoss())
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if (src.getFireLoss() < 30)
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msg += "It looks slightly charred!\n"
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else
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msg += "<B>Its casing is melted and heat-warped!</B>\n"
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if (src.stat == UNCONSCIOUS)
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msg += "It doesn't seem to be responding and its text-output is lagging.\n"
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msg += "</span>"
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msg += "*---------*</span>"
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switch(src.stat)
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if(CONSCIOUS)
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if(!src.client) msg += "\nIt appears to be in stand-by mode." //afk
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if(UNCONSCIOUS) msg += "\n<span class='warning'>It doesn't seem to be responding.</span>"
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if(DEAD) msg += "\n<span class='deadsay'>It looks completely unsalvageable.</span>"
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msg += "\n*---------*</span>"
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user << msg
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*/
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return
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if(print_flavor_text()) msg += "\n[print_flavor_text()]\n"
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if (pose)
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if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
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pose = addtext(pose,".") //Makes sure all emotes end with a period.
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msg += "\nIt is [pose]"
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user << msg
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@@ -391,26 +391,6 @@
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else
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src << "<span class='warning'>You are too small to pull that.</span>"
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/mob/living/silicon/pai/examine(mob/user)
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..(user)
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var/msg = ""
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switch(src.stat)
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if(CONSCIOUS)
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if(!src.client) msg += "\nIt appears to be in stand-by mode." //afk
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if(UNCONSCIOUS) msg += "\n<span class='warning'>It doesn't seem to be responding.</span>"
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if(DEAD) msg += "\n<span class='deadsay'>It looks completely unsalvageable.</span>"
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msg += "\n*---------*</span>"
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if(print_flavor_text()) msg += "\n[print_flavor_text()]\n"
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if (pose)
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if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
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pose = addtext(pose,".") //Makes sure all emotes end with a period.
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msg += "\nIt is [pose]"
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user << msg
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// No binary for pAIs.
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/mob/living/silicon/pai/binarycheck()
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return 0
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return 0
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@@ -1289,9 +1289,9 @@ var/list/robot_verbs_default = list(
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if(!connected_ai)
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return
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switch(notifytype)
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if(1) //New Cyborg
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connected_ai << "<br><br><span class='notice'>NOTICE - New cyborg connection detected: <a href='byond://?src=\ref[connected_ai];track2=\ref[connected_ai];track=\ref[src]'>[name]</a></span><br>"
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if(1) //New Robot
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connected_ai << "<br><br><span class='notice'>NOTICE - New [lowertext(braintype)] connection detected: <a href='byond://?src=\ref[connected_ai];track2=\ref[connected_ai];track=\ref[src]'>[name]</a></span><br>"
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if(2) //New Module
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connected_ai << "<br><br><span class='notice'>NOTICE - Cyborg module change detected: [name] has loaded the [module.name] module.</span><br>"
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connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [module.name].</span><br>"
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if(3) //New Name
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connected_ai << "<br><br><span class='notice'>NOTICE - Cyborg reclassification detected: [oldname] is now designated as [newname].</span><br>"
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connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
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@@ -8,12 +8,11 @@
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/obj/item/projectile/forcebolt/strong
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name = "force bolt"
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/obj/item/projectile/forcebolt/on_hit(var/atom/target, var/blocked = 0)
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var/obj/T = target
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var/throwdir = get_dir(firer,target)
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T.throw_at(get_edge_target_turf(target, throwdir),10,10)
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return 1
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/obj/item/projectile/forcebolt/on_hit(var/atom/movable/target, var/blocked = 0)
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if(istype(target))
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var/throwdir = get_dir(firer,target)
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target.throw_at(get_edge_target_turf(target, throwdir),10,10)
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return 1
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/*
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/obj/item/projectile/forcebolt/strong/on_hit(var/atom/target, var/blocked = 0)
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