Merge branch 'master' into dev

Conflicts:
	baystation12.dme
	html/changelog.html
This commit is contained in:
Mloc
2013-09-26 10:26:03 +01:00
69 changed files with 9513 additions and 9483 deletions

View File

@@ -279,7 +279,6 @@
#include "code\game\machinery\suit_storage_unit.dm"
#include "code\game\machinery\syndicatebeacon.dm"
#include "code\game\machinery\teleporter.dm"
#include "code\game\machinery\transformer.dm"
#include "code\game\machinery\turrets.dm"
#include "code\game\machinery\vending.dm"
#include "code\game\machinery\washing_machine.dm"
@@ -741,7 +740,7 @@
#include "code\modules\clothing\under\jobs\security.dm"
#include "code\modules\customitems\item_defines.dm"
#include "code\modules\customitems\item_spawning.dm"
#include "code\modules\destilery\main.dm"
#include "code\modules\destilery\main.dm"
#include "code\modules\DetectiveWork\detective_work.dm"
#include "code\modules\DetectiveWork\evidence.dm"
#include "code\modules\DetectiveWork\footprints_and_rag.dm"
@@ -754,7 +753,7 @@
#include "code\modules\Economy\Events_Mundane.dm"
#include "code\modules\Economy\Job_Departments.dm"
#include "code\modules\Economy\Misc.dm"
#include "code\modules\Economy\TradeDestinations.dm"
#include "code\modules\Economy\TradeDestinations.dm"
#include "code\modules\events\alien_infestation.dm"
#include "code\modules\events\blob.dm"
#include "code\modules\events\brand_intelligence.dm"

View File

@@ -20,7 +20,7 @@ obj/machinery/atmospherics
obj/machinery/atmospherics/var/initialize_directions = 0
obj/machinery/atmospherics/var/color
obj/machinery/atmospherics/var/pipe_color
obj/machinery/atmospherics/process()
build_network()

View File

@@ -186,7 +186,7 @@ obj/machinery/atmospherics/pipe
update_icon()
if(node1&&node2)
var/C = ""
switch(color)
switch(pipe_color)
if ("red") C = "-r"
if ("blue") C = "-b"
if ("cyan") C = "-c"
@@ -252,22 +252,22 @@ obj/machinery/atmospherics/pipe
simple/scrubbers
name="Scrubbers pipe"
color="red"
pipe_color="red"
icon_state = ""
simple/supply
name="Air supply pipe"
color="blue"
pipe_color="blue"
icon_state = ""
simple/supplymain
name="Main air supply pipe"
color="purple"
pipe_color="purple"
icon_state = ""
simple/general
name="Pipe"
color=""
pipe_color=""
icon_state = ""
simple/scrubbers/visible
@@ -304,7 +304,7 @@ obj/machinery/atmospherics/pipe
simple/yellow
name="Pipe"
color="yellow"
pipe_color="yellow"
icon_state = ""
simple/yellow/visible
@@ -697,7 +697,7 @@ obj/machinery/atmospherics/pipe
update_icon()
if(node1&&node2&&node3)
var/C = ""
switch(color)
switch(pipe_color)
if ("red") C = "-r"
if ("blue") C = "-b"
if ("cyan") C = "-c"
@@ -769,27 +769,27 @@ obj/machinery/atmospherics/pipe
manifold/scrubbers
name="Scrubbers pipe"
color="red"
pipe_color="red"
icon_state = ""
manifold/supply
name="Air supply pipe"
color="blue"
pipe_color="blue"
icon_state = ""
manifold/supplymain
name="Main air supply pipe"
color="purple"
pipe_color="purple"
icon_state = ""
manifold/general
name="Air supply pipe"
color="gray"
pipe_color="gray"
icon_state = ""
manifold/yellow
name="Air supply pipe"
color="yellow"
pipe_color="yellow"
icon_state = ""
manifold/scrubbers/visible
@@ -925,7 +925,7 @@ obj/machinery/atmospherics/pipe
overlays.Cut()
if(node1&&node2&&node3&&node4)
var/C = ""
switch(color)
switch(pipe_color)
if ("red") C = "-r"
if ("blue") C = "-b"
if ("cyan") C = "-c"
@@ -980,22 +980,22 @@ obj/machinery/atmospherics/pipe
manifold4w/scrubbers
name="Scrubbers pipe"
color="red"
pipe_color="red"
icon_state = ""
manifold4w/supply
name="Air supply pipe"
color="blue"
pipe_color="blue"
icon_state = ""
manifold4w/supplymain
name="Main air supply pipe"
color="purple"
pipe_color="purple"
icon_state = ""
manifold4w/general
name="Air supply pipe"
color="gray"
pipe_color="gray"
icon_state = ""
manifold4w/scrubbers/visible

View File

@@ -23,7 +23,7 @@
name = "\improper NanoTrasen Navy Uniform"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
item_color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/officer
@@ -31,7 +31,7 @@
name = "\improper NanoTrasen Officers Uniform"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
item_color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/captain
@@ -39,5 +39,5 @@
name = "\improper NanoTrasen Captains Uniform"
icon_state = "centcom"
item_state = "dg_suit"
color = "centcom"
item_color = "centcom"
displays_id = 0

View File

@@ -250,7 +250,7 @@ Alien plants should do something if theres a lot of poison
name = "warden's jumpsuit"
icon_state = "wardendnavyclothes"
item_state = "wardendnavyclothes"
color = "wardendnavyclothes"
item_color = "wardendnavyclothes"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
@@ -259,7 +259,7 @@ Alien plants should do something if theres a lot of poison
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
icon_state = "officerdnavyclothes"
item_state = "officerdnavyclothes"
color = "officerdnavyclothes"
item_color = "officerdnavyclothes"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
@@ -268,7 +268,7 @@ Alien plants should do something if theres a lot of poison
name = "head of security's jumpsuit"
icon_state = "hosdnavyclothes"
item_state = "hosdnavyclothes"
color = "hosdnavyclothes"
item_color = "hosdnavyclothes"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS

View File

@@ -76,6 +76,7 @@
chemtraces += V
/obj/item/weapon/autopsy_scanner/verb/print_data()
set category = "Object"
set src in view(usr, 1)
set name = "Print Data"
if(usr.stat || !(istype(usr,/mob/living/carbon/human)))

View File

@@ -27,6 +27,8 @@
var/allow_admin_rev = 1 // allows admin revives
var/vote_delay = 6000 // minimum time between voting sessions (deciseconds, 10 minute default)
var/vote_period = 600 // length of voting period (deciseconds, default 1 minute)
var/vote_autotransfer_initial = 108000 // Length of time before the first autotransfer vote is called
var/vote_autotransfer_interval = 3600 // length of time before next sequential autotransfer vote
var/vote_no_default = 0 // vote does not default to nochange/norestart (tbi)
var/vote_no_dead = 0 // dead people can't vote (tbi)
// var/enable_authentication = 0 // goon authentication
@@ -266,6 +268,12 @@
if ("vote_period")
config.vote_period = text2num(value)
if ("vote_autotransfer_initial")
config.vote_autotransfer_initial = text2num(value)
if ("vote_autotransfer_interval")
config.vote_autotransfer_interval = text2num(value)
if ("allow_ai")
config.allow_ai = 1

View File

@@ -46,6 +46,10 @@ datum/controller/vote
voting.Cut()
proc/autotransfer()
initiate_vote("crew_transfer","the server")
proc/reset()
initiator = null
time_remaining = 0
@@ -56,13 +60,13 @@ datum/controller/vote
voting.Cut()
current_votes.Cut()
if(auto_muted && !ooc_allowed)
/* if(auto_muted && !ooc_allowed)
auto_muted = 0
ooc_allowed = !( ooc_allowed )
world << "<b>The OOC channel has been automatically enabled due to vote end.</b>"
log_admin("OOC was toggled automatically due to vote end.")
message_admins("OOC has been toggled on automatically.")
*/
proc/get_result()
//get the highest number of votes
@@ -202,6 +206,8 @@ datum/controller/vote
return 0
choices.Add(config.votable_modes)
if("crew_transfer")
if (get_security_level() == "red" || get_security_level() == "delta")
return 0
if(ticker.current_state <= 2)
return 0
question = "End the shift?"
@@ -230,7 +236,7 @@ datum/controller/vote
world << sound('sound/ambience/alarm4.ogg')
if("custom")
world << sound('sound/ambience/alarm4.ogg')
if(mode == "gamemode" && going)
/* if(mode == "gamemode" && going)
going = 0
world << "<font color='red'><b>Round start has been delayed.</b></font>"
if(mode == "crew_transfer" && ooc_allowed)
@@ -251,7 +257,7 @@ datum/controller/vote
world << "<b>The OOC channel has been automatically disabled due to a custom vote.</b>"
log_admin("OOC was toggled automatically due to custom vote.")
message_admins("OOC has been toggled off automatically.")
*/
@@ -278,9 +284,9 @@ datum/controller/vote
var/votes = choices[choices[i]]
if(!votes) votes = 0
if(current_votes[C.ckey] == i)
. += "<li><b><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a></b></li>"
. += "<li><b><a href='?src=\ref[src];vote=[i]'>[choices[i]] ([votes] votes)</a></b></li>"
else
. += "<li><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a></li>"
. += "<li><a href='?src=\ref[src];vote=[i]'>[choices[i]] ([votes] votes)</a></li>"
. += "</ul><hr>"
if(admin)

View File

@@ -197,35 +197,35 @@
var/d1 = 0
var/d2 = 1
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
var/color = "red"
var/cable_color = "red"
var/obj/structure/powerswitch/power_switch
/obj/structure/cable/yellow
color = "yellow"
cable_color = "yellow"
icon = 'icons/obj/power_cond_yellow.dmi'
/obj/structure/cable/green
color = "green"
cable_color = "green"
icon = 'icons/obj/power_cond_green.dmi'
/obj/structure/cable/blue
color = "blue"
cable_color = "blue"
icon = 'icons/obj/power_cond_blue.dmi'
/obj/structure/cable/pink
color = "pink"
cable_color = "pink"
icon = 'icons/obj/power_cond_pink.dmi'
/obj/structure/cable/orange
color = "orange"
cable_color = "orange"
icon = 'icons/obj/power_cond_orange.dmi'
/obj/structure/cable/cyan
color = "cyan"
cable_color = "cyan"
icon = 'icons/obj/power_cond_cyan.dmi'
/obj/structure/cable/white
color = "white"
cable_color = "white"
icon = 'icons/obj/power_cond_white.dmi'
/obj/effect/projection

View File

@@ -10,7 +10,7 @@ var/global/datum/controller/gameticker/ticker
var/const/restart_timeout = 600
var/current_state = GAME_STATE_PREGAME
var/hide_mode = 1
var/hide_mode = 0
var/datum/game_mode/mode = null
var/event_time = null
var/event = 0

View File

@@ -103,21 +103,25 @@
/obj/machinery/optable/process()
check_victim()
/obj/machinery/optable/proc/take_victim(mob/living/carbon/human/H, mob/living/carbon/user as mob)
if (H == user)
/obj/machinery/optable/proc/take_victim(mob/living/carbon/C, mob/living/carbon/user as mob)
if (C == user)
user.visible_message("[user] climbs on the operating table.","You climb on the operating table.")
else
visible_message("\red [H] has been laid on the operating table by [user].", 3)
if (H.client)
H.client.perspective = EYE_PERSPECTIVE
H.client.eye = src
H.resting = 1
H.loc = src.loc
visible_message("\red [C] has been laid on the operating table by [user].", 3)
if (C.client)
C.client.perspective = EYE_PERSPECTIVE
C.client.eye = src
C.resting = 1
C.loc = src.loc
for(var/obj/O in src)
O.loc = src.loc
src.add_fingerprint(user)
icon_state = H.pulse ? "table2-active" : "table2-idle"
src.victim = H
if(ishuman(C))
var/mob/living/carbon/human/H = C
src.victim = H
icon_state = H.pulse ? "table2-active" : "table2-idle"
else
icon_state = "table2-idle"
/obj/machinery/optable/verb/climb_on()
set name = "Climb On Table"
@@ -135,7 +139,7 @@
/obj/machinery/optable/attackby(obj/item/weapon/W as obj, mob/living/carbon/user as mob)
if (istype(W, /obj/item/weapon/grab))
if(ishuman(W:affecting))
if(iscarbon(W:affecting))
take_victim(W:affecting,usr)
del(W)
return

View File

@@ -1253,7 +1253,7 @@ FIRE ALARM
*/
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"<i>. Thus, keep pulling it forever."
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
var/detecting = 1.0

View File

@@ -9,7 +9,7 @@
var/valve_open = 0
var/release_pressure = ONE_ATMOSPHERE
var/color = "yellow"
var/canister_color = "yellow"
var/can_label = 1
var/filled = 0.5
pressure_resistance = 7*ONE_ATMOSPHERE
@@ -21,42 +21,42 @@
/obj/machinery/portable_atmospherics/canister/sleeping_agent
name = "Canister: \[N2O\]"
icon_state = "redws"
color = "redws"
canister_color = "redws"
can_label = 0
/obj/machinery/portable_atmospherics/canister/nitrogen
name = "Canister: \[N2\]"
icon_state = "red"
color = "red"
canister_color = "red"
can_label = 0
/obj/machinery/portable_atmospherics/canister/oxygen
name = "Canister: \[O2\]"
icon_state = "blue"
color = "blue"
canister_color = "blue"
can_label = 0
/obj/machinery/portable_atmospherics/canister/toxins
name = "Canister \[Toxin (Bio)\]"
icon_state = "orange"
color = "orange"
canister_color = "orange"
can_label = 0
/obj/machinery/portable_atmospherics/canister/carbon_dioxide
name = "Canister \[CO2\]"
icon_state = "black"
color = "black"
canister_color = "black"
can_label = 0
/obj/machinery/portable_atmospherics/canister/air
name = "Canister \[Air\]"
icon_state = "grey"
color = "grey"
canister_color = "grey"
can_label = 0
/obj/machinery/portable_atmospherics/canister/update_icon()
src.overlays = 0
if (src.destroyed)
src.icon_state = text("[]-1", src.color)
src.icon_state = text("[]-1", src.canister_color)
else
icon_state = "[color]"
icon_state = "[canister_color]"
if(holding)
overlays += "can-open"
@@ -278,7 +278,7 @@ Release Pressure: <A href='?src=\ref[src];pressure_adj=-1000'>-</A> <A href='?sr
)
var/label = input("Choose canister label", "Gas canister") as null|anything in colors
if (label)
src.color = colors[label]
src.canister_color = colors[label]
src.icon_state = colors[label]
src.name = "Canister: [label]"
src.updateUsrDialog()

View File

@@ -492,11 +492,11 @@
/obj/item/weapon/holo/esword/green
New()
color = "green"
item_color = "green"
/obj/item/weapon/holo/esword/red
New()
color = "red"
item_color = "red"
/obj/item/weapon/holo/esword/IsShield()
if(active)
@@ -507,13 +507,13 @@
..()
/obj/item/weapon/holo/esword/New()
color = pick("red","blue","green","purple")
item_color = pick("red","blue","green","purple")
/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
icon_state = "sword[color]"
icon_state = "sword[item_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "\blue [src] is now active."

View File

@@ -365,7 +365,7 @@ About the new airlock wires panel:
if(AIRLOCK_WIRE_IDSCAN)
//Sending a pulse through this flashes the red light on the door (if the door has power).
if((src.arePowerSystemsOn()) && (!(stat & NOPOWER)))
animate("deny")
do_animate("deny")
if(AIRLOCK_WIRE_MAIN_POWER1 || AIRLOCK_WIRE_MAIN_POWER2)
//Sending a pulse through either one causes a breaker to trip, disabling the door for 10 seconds if backup power is connected, or 1 minute if not (or until backup power comes back on, whichever is shorter).
src.loseMainPower()
@@ -634,7 +634,7 @@ About the new airlock wires panel:
return
/obj/machinery/door/airlock/animate(animation)
/obj/machinery/door/airlock/do_animate(animation)
switch(animation)
if("opening")
if(overlays) overlays.Cut()

View File

@@ -185,7 +185,7 @@
return
/obj/machinery/door/proc/animate(animation)
/obj/machinery/door/proc/do_animate(animation)
switch(animation)
if("opening")
if(p_open)
@@ -208,7 +208,7 @@
if(!ticker) return 0
if(!operating) operating = 1
animate("opening")
do_animate("opening")
icon_state = "door0"
src.SetOpacity(0)
sleep(10)
@@ -236,7 +236,7 @@
if(operating > 0) return
operating = 1
animate("closing")
do_animate("closing")
src.density = 1
explosion_resistance = initial(explosion_resistance)
src.layer = 3.1

View File

@@ -211,7 +211,7 @@
return
animate(animation)
do_animate(animation)
switch(animation)
if("opening")
flick("door_opening", src)

View File

@@ -128,6 +128,7 @@
/obj/machinery/iv_drip/verb/toggle_mode()
set category = "Object"
set name = "Toggle Mode"
set src in view(1)

View File

@@ -51,15 +51,15 @@
if(crayon)
var/color
var/wash_color
if(istype(crayon,/obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = crayon
color = CR.colourName
wash_color = CR.colourName
else if(istype(crayon,/obj/item/weapon/stamp))
var/obj/item/weapon/stamp/ST = crayon
color = ST.color
wash_color = ST.item_color
if(color)
if(wash_color)
var/new_jumpsuit_icon_state = ""
var/new_jumpsuit_item_state = ""
var/new_jumpsuit_name = ""
@@ -76,7 +76,7 @@
for(var/T in typesof(/obj/item/clothing/under))
var/obj/item/clothing/under/J = new T
//world << "DEBUG: [color] == [J.color]"
if(color == J.color)
if(wash_color == J.item_color)
new_jumpsuit_icon_state = J.icon_state
new_jumpsuit_item_state = J.item_state
new_jumpsuit_name = J.name
@@ -87,7 +87,7 @@
for(var/T in typesof(/obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = new T
//world << "DEBUG: [color] == [J.color]"
if(color == G.color)
if(wash_color == G.item_color)
new_glove_icon_state = G.icon_state
new_glove_item_state = G.item_state
new_glove_name = G.name
@@ -98,7 +98,7 @@
for(var/T in typesof(/obj/item/clothing/shoes))
var/obj/item/clothing/shoes/S = new T
//world << "DEBUG: [color] == [J.color]"
if(color == S.color)
if(wash_color == S.item_color)
new_shoe_icon_state = S.icon_state
new_shoe_name = S.name
del(S)
@@ -108,7 +108,7 @@
for(var/T in typesof(/obj/item/weapon/bedsheet))
var/obj/item/weapon/bedsheet/B = new T
//world << "DEBUG: [color] == [J.color]"
if(color == B.color)
if(wash_color == B.item_color)
new_sheet_icon_state = B.icon_state
new_sheet_name = B.name
del(B)
@@ -118,7 +118,7 @@
for(var/T in typesof(/obj/item/clothing/head/soft))
var/obj/item/clothing/head/soft/H = new T
//world << "DEBUG: [color] == [J.color]"
if(color == H.color)
if(wash_color == H.item_color)
new_softcap_icon_state = H.icon_state
new_softcap_name = H.name
del(H)
@@ -130,7 +130,7 @@
//world << "DEBUG: YUP! FOUND IT!"
J.item_state = new_jumpsuit_item_state
J.icon_state = new_jumpsuit_icon_state
J.color = color
J.item_color = wash_color
J.name = new_jumpsuit_name
J.desc = new_desc
if(new_glove_icon_state && new_glove_item_state && new_glove_name)
@@ -138,7 +138,7 @@
//world << "DEBUG: YUP! FOUND IT!"
G.item_state = new_glove_item_state
G.icon_state = new_glove_icon_state
G.color = color
G.item_color = wash_color
G.name = new_glove_name
G.desc = new_desc
if(new_shoe_icon_state && new_shoe_name)
@@ -149,21 +149,21 @@
S.slowdown = SHOES_SLOWDOWN
new /obj/item/weapon/handcuffs( src )
S.icon_state = new_shoe_icon_state
S.color = color
S.item_color = wash_color
S.name = new_shoe_name
S.desc = new_desc
if(new_sheet_icon_state && new_sheet_name)
for(var/obj/item/weapon/bedsheet/B in contents)
//world << "DEBUG: YUP! FOUND IT!"
B.icon_state = new_sheet_icon_state
B.color = color
B.item_color = wash_color
B.name = new_sheet_name
B.desc = new_desc
if(new_softcap_icon_state && new_softcap_name)
for(var/obj/item/clothing/head/soft/H in contents)
//world << "DEBUG: YUP! FOUND IT!"
H.icon_state = new_softcap_icon_state
H.color = color
H.item_color = wash_color
H.name = new_softcap_name
H.desc = new_desc
del(crayon)

View File

@@ -27,7 +27,7 @@
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
var/color = null
var/item_color = null
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)

View File

@@ -10,7 +10,7 @@
if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/tank) || istype(A,/obj/machinery/atmospherics/pipe/vent) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated))
return
var/obj/machinery/atmospherics/pipe/P = A
P.color = mode
P.pipe_color = mode
user.visible_message("<span class='notice'>[user] paints \the [P] [mode].</span>","<span class='notice'>You paint \the [P] [mode].</span>")
P.update_icon()

View File

@@ -194,10 +194,6 @@
amount = 5
max_amount = 5
/obj/item/stack/medical/splint/single
amount = 1
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1

View File

@@ -7,7 +7,7 @@
var/implanted = null
var/mob/imp_in = null
var/datum/organ/external/part = null
color = "b"
item_color = "b"
var/allow_reagents = 0
var/malfunction = 0

View File

@@ -15,7 +15,7 @@
update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.color)
src.icon_state = text("implantcase-[]", src.imp.item_color)
else
src.icon_state = "implantcase-0"
return

View File

@@ -3,7 +3,7 @@
/obj/item/weapon/implant/freedom
name = "freedom"
desc = "Use this to escape from those evil Red Shirts."
color = "r"
item_color = "r"
var/activation_emote = "chuckle"
var/uses = 1.0

View File

@@ -24,7 +24,7 @@
return 0
/obj/item/weapon/melee/energy/sword/New()
color = pick("red","blue","green","purple")
item_color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
@@ -36,7 +36,7 @@
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass1"
else
icon_state = "sword[color]"
icon_state = "sword[item_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "\blue [src] is now active."
@@ -180,11 +180,11 @@
/obj/item/weapon/melee/energy/sword/green
New()
color = "green"
item_color = "green"
/obj/item/weapon/melee/energy/sword/red
New()
color = "red"
item_color = "red"
/obj/item/weapon/melee/energy/blade/New()
spark_system = new /datum/effect/effect/system/spark_spread()

View File

@@ -15,7 +15,7 @@ LINEN BINS
throw_speed = 1
throw_range = 2
w_class = 1.0
color = "white"
item_color = "white"
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
@@ -30,67 +30,67 @@ LINEN BINS
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
color = "blue"
item_color = "blue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
color = "green"
item_color = "green"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
color = "orange"
item_color = "orange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
color = "purple"
item_color = "purple"
/obj/item/weapon/bedsheet/rainbow
icon_state = "sheetrainbow"
color = "rainbow"
item_color = "rainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
color = "red"
item_color = "red"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
color = "yellow"
item_color = "yellow"
/obj/item/weapon/bedsheet/mime
icon_state = "sheetmime"
color = "mime"
item_color = "mime"
/obj/item/weapon/bedsheet/clown
icon_state = "sheetclown"
color = "clown"
item_color = "clown"
/obj/item/weapon/bedsheet/captain
icon_state = "sheetcaptain"
color = "captain"
item_color = "captain"
/obj/item/weapon/bedsheet/rd
icon_state = "sheetrd"
color = "director"
item_color = "director"
/obj/item/weapon/bedsheet/medical
icon_state = "sheetmedical"
color = "medical"
item_color = "medical"
/obj/item/weapon/bedsheet/hos
icon_state = "sheethos"
color = "hosred"
item_color = "hosred"
/obj/item/weapon/bedsheet/hop
icon_state = "sheethop"
color = "hop"
item_color = "hop"
/obj/item/weapon/bedsheet/ce
icon_state = "sheetce"
color = "chief"
item_color = "chief"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
color = "brown"
item_color = "brown"

View File

@@ -113,7 +113,7 @@ turf/simulated/floor/proc/update_icon()
icon_state = "grass[pick("1","2","3","4")]"
else if(is_carpet_floor())
if(!broken && !burnt)
if(icon_state == "carpet")
if(icon_state != "carpetsymbol")
var/connectdir = 0
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))

View File

@@ -2186,7 +2186,7 @@
for(var/obj/item/clothing/under/W in world)
W.icon_state = "schoolgirl"
W.item_state = "w_suit"
W.color = "schoolgirl"
W.item_color = "schoolgirl"
message_admins("[key_name_admin(usr)] activated Japanese Animes mode")
world << sound('sound/AI/animes.ogg')
if("eagles")//SCRAW

View File

@@ -121,6 +121,7 @@ BLIND // can't see anything
siemens_coefficient = 0.50
var/wired = 0
var/obj/item/weapon/cell/cell = 0
var/clipped = 0
body_parts_covered = HANDS
slot_flags = SLOT_GLOVES
attack_verb = list("challenged")

View File

@@ -21,7 +21,7 @@
desc = "These look pretty fancy."
icon_state = "latex"
item_state = "lgloves"
color="mime"
item_color="mime"
redcoat
color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.

View File

@@ -5,7 +5,7 @@
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
color="yellow"
item_color="yellow"
/obj/item/clothing/gloves/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
@@ -15,7 +15,7 @@
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
color="yellow"
item_color="yellow"
New()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
@@ -25,7 +25,7 @@
name = "black gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
item_color="brown"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECITON_TEMPERATURE
@@ -34,82 +34,82 @@
hos
color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
ce
color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/orange
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
color="orange"
item_color="orange"
/obj/item/clothing/gloves/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
color = "red"
item_color = "red"
/obj/item/clothing/gloves/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
color = "rainbow"
item_color = "rainbow"
clown
color = "clown"
item_color = "clown"
/obj/item/clothing/gloves/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
color="blue"
item_color="blue"
/obj/item/clothing/gloves/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
color="purple"
item_color="purple"
/obj/item/clothing/gloves/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
color="green"
item_color="green"
/obj/item/clothing/gloves/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
color="grey"
item_color="grey"
rd
color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
hop
color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
color="light brown"
item_color="light brown"
/obj/item/clothing/gloves/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
color="brown"
item_color="brown"
cargo
color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.

View File

@@ -14,7 +14,7 @@
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
color = "captain"
item_color = "captain"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HANDS
@@ -59,10 +59,10 @@
item_state = "lgloves"
siemens_coefficient = 0.30
permeability_coefficient = 0.01
color="white"
item_color="white"
cmo
color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
item_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
/obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."

View File

@@ -33,25 +33,29 @@
user << "<span class='notice'>[src] already have a cell.</span>"
else if(istype(W, /obj/item/weapon/wirecutters))
if("exclude" in species_restricted)
name = "mangled [name]"
species_restricted -= "Unathi"
species_restricted -= "Tajaran"
species_restricted += "stunglove"
wired = null
if(cell)
cell.updateicon()
cell.loc = get_turf(src.loc)
cell = null
wired = null
if(cell)
cell.updateicon()
cell.loc = get_turf(src.loc)
cell = null
if(clipped == 0)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user.visible_message("\red [user] snips the fingertips off [src].","\red You snip the fingertips off [src].")
clipped = 1
if("exclude" in species_restricted)
name = "mangled [name]"
desc = "[desc] They have had the fingertips cut off of them."
species_restricted -= "Unathi"
species_restricted -= "Tajaran"
species_restricted += "stunglove"
else if(clipped == 1)
user << "<span class='notice'>[src] have already been clipped!</span>"
update_icon()
return
return
if(cell)
cell.updateicon()

View File

@@ -6,7 +6,7 @@
item_state = "hardhat0_yellow"
var/brightness_on = 4 //luminosity when on
var/on = 0
color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0
icon_action_button = "action_hardhat"
@@ -17,8 +17,8 @@
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
@@ -39,12 +39,12 @@
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
color = "orange"
item_color = "orange"
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
color = "red"
item_color = "red"
name = "firefighter helmet"
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = HEAD
@@ -53,7 +53,7 @@
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
color = "white"
item_color = "white"
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
@@ -61,5 +61,5 @@
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
color = "dblue"
item_color = "dblue"

View File

@@ -120,7 +120,7 @@
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
item_state = "hardhat0_pumpkin"
color = "pumpkin"
item_color = "pumpkin"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
var/brightness_on = 2 //luminosity when on
@@ -131,8 +131,8 @@
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)

View File

@@ -4,12 +4,12 @@
icon_state = "cargosoft"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
item_state = "helmet"
color = "cargo"
item_color = "cargo"
var/flipped = 0
siemens_coefficient = 0.9
dropped()
src.icon_state = "[color]soft"
src.icon_state = "[item_color]soft"
src.flipped=0
..()
@@ -20,10 +20,10 @@
if(usr.canmove && !usr.stat && !usr.restrained())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[color]soft_flipped"
icon_state = "[item_color]soft_flipped"
usr << "You flip the hat backwards."
else
icon_state = "[color]soft"
icon_state = "[item_color]soft"
usr << "You flip the hat back in normal position."
usr.update_inv_head() //so our mob-overlays update
@@ -31,64 +31,64 @@
name = "red cap"
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
color = "red"
item_color = "red"
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue colour."
icon_state = "bluesoft"
color = "blue"
item_color = "blue"
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green colour."
icon_state = "greensoft"
color = "green"
item_color = "green"
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "yellowsoft"
color = "yellow"
item_color = "yellow"
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
color = "grey"
item_color = "grey"
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange colour."
icon_state = "orangesoft"
color = "orange"
item_color = "orange"
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "mimesoft"
color = "mime"
item_color = "mime"
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple colour."
icon_state = "purplesoft"
color = "purple"
item_color = "purple"
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
color = "rainbow"
item_color = "rainbow"
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's baseball hat in tasteful red colour."
icon_state = "secsoft"
color = "sec"
item_color = "sec"
/obj/item/clothing/head/soft/sec/corp
name = "corporate security cap"
desc = "It's baseball hat in corpotate colours."
icon_state = "corpsoft"
color = "corp"
item_color = "corp"

View File

@@ -1,7 +1,7 @@
/obj/item/clothing/shoes/black
name = "black shoes"
icon_state = "black"
color = "black"
item_color = "black"
desc = "A pair of black shoes."
cold_protection = FEET
@@ -10,80 +10,80 @@
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECITON_TEMPERATURE
redcoat
color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
item_color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/brown
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
color = "brown"
item_color = "brown"
captain
color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
item_color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
hop
color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
item_color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
ce
color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
item_color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
rd
color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
item_color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
item_color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
item_color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "blue shoes"
icon_state = "blue"
color = "blue"
item_color = "blue"
/obj/item/clothing/shoes/green
name = "green shoes"
icon_state = "green"
color = "green"
item_color = "green"
/obj/item/clothing/shoes/yellow
name = "yellow shoes"
icon_state = "yellow"
color = "yellow"
item_color = "yellow"
/obj/item/clothing/shoes/purple
name = "purple shoes"
icon_state = "purple"
color = "purple"
item_color = "purple"
/obj/item/clothing/shoes/brown
name = "brown shoes"
icon_state = "brown"
color = "brown"
item_color = "brown"
/obj/item/clothing/shoes/red
name = "red shoes"
desc = "Stylish red shoes."
icon_state = "red"
color = "red"
item_color = "red"
/obj/item/clothing/shoes/white
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.01
color = "white"
item_color = "white"
/obj/item/clothing/shoes/leather
name = "leather shoes"
desc = "A sturdy pair of leather shoes."
icon_state = "leather"
color = "leather"
item_color = "leather"
/obj/item/clothing/shoes/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
icon_state = "rain_bow"
color = "rainbow"
item_color = "rainbow"
/obj/item/clothing/shoes/orange
name = "orange shoes"
icon_state = "orange"
color = "orange"
item_color = "orange"
/obj/item/clothing/shoes/orange/attack_self(mob/user as mob)
if (src.chained)

View File

@@ -13,7 +13,7 @@
/obj/item/clothing/shoes/mime
name = "mime shoes"
icon_state = "mime"
color = "mime"
item_color = "mime"
/obj/item/clothing/shoes/swat
name = "\improper SWAT shoes"
@@ -77,7 +77,7 @@
icon_state = "clown"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
color = "clown"
item_color = "clown"
var/footstep = 1 //used for squeeks whilst walking
species_restricted = null
@@ -86,7 +86,7 @@
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
item_state = "jackboots"
color = "hosred"
item_color = "hosred"
siemens_coefficient = 0.7
/obj/item/clothing/shoes/cult
@@ -94,7 +94,7 @@
desc = "A pair of boots worn by the followers of Nar-Sie."
icon_state = "cult"
item_state = "cult"
color = "cult"
item_color = "cult"
siemens_coefficient = 0.7
cold_protection = FEET

View File

@@ -3,14 +3,14 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding. This one doesn't look like it was made for humans."
icon_state = "rig0-taj-helmet"
item_state = "rig0-taj-helmet"
color = "taj-helmet"
item_color = "taj-helmet"
species_restricted = list("Tajaran")
/obj/item/clothing/suit/space/rig/tajara
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding. This one doesn't look like it was made for humans."
icon_state = "rig-taj"
item_state = "rig-taj"
color = "rig-taj"
item_color = "rig-taj"
species_restricted = list("Tajaran")
//Skrell space gear. Sleek like a wetsuit.
@@ -25,12 +25,12 @@
/obj/item/clothing/head/helmet/space/skrell/white
icon_state = "skrell_helmet_white"
item_state = "skrell_helmet_white"
color = "skrell_helmet_white"
item_color = "skrell_helmet_white"
/obj/item/clothing/head/helmet/space/skrell/black
icon_state = "skrell_helmet_black"
item_state = "skrell_helmet_black"
color = "skrell_helmet_black"
item_color = "skrell_helmet_black"
/obj/item/clothing/suit/space/skrell
name = "Skrellian hardsuit"
@@ -44,12 +44,12 @@
/obj/item/clothing/suit/space/skrell/white
icon_state = "skrell_suit_white"
item_state = "skrell_suit_white"
color = "skrell_suit_white"
item_color = "skrell_suit_white"
/obj/item/clothing/suit/space/skrell/black
icon_state = "skrell_suit_black"
item_state = "skrell_suit_black"
color = "skrell_suit_black"
item_color = "skrell_suit_black"
//Unathi space gear. Huge and restrictive.
@@ -65,7 +65,7 @@
desc = "Hey! Watch it with that thing! It's a knock-off of a Unathi battle-helm, and that spike could put someone's eye out."
icon_state = "unathi_helm_cheap"
item_state = "unathi_helm_cheap"
color = "unathi_helm_cheap"
item_color = "unathi_helm_cheap"
/obj/item/clothing/suit/space/unathi
armor = list(melee = 40, bullet = 30, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50)
@@ -86,14 +86,14 @@
desc = "Weathered, ancient and battle-scarred. The helmet is too."
icon_state = "unathi_breacher"
item_state = "unathi_breacher"
color = "unathi_breacher"
item_color = "unathi_breacher"
/obj/item/clothing/suit/space/unathi/breacher
name = "breacher chassis"
desc = "Huge, bulky and absurdly heavy. It must be like wearing a tank."
icon_state = "unathi_breacher"
item_state = "unathi_breacher"
color = "unathi_breacher"
item_color = "unathi_breacher"
slowdown = 1
// Vox space gear (vaccuum suit, low pressure armour)
@@ -169,14 +169,14 @@
name = "alien clothing"
desc = "This doesn't look very comfortable."
icon_state = "vox-casual-1"
color = "vox-casual-1"
item_color = "vox-casual-1"
item_state = "vox-casual-1"
/obj/item/clothing/under/vox/vox_robes
name = "alien robes"
desc = "Weird and flowing!"
icon_state = "vox-casual-2"
color = "vox-casual-2"
item_color = "vox-casual-2"
item_state = "vox-casual-2"
/obj/item/clothing/gloves/yellow/vox
@@ -186,7 +186,7 @@
item_state = "gloves-vox"
siemens_coefficient = 0
permeability_coefficient = 0.05
color="gloves-vox"
item_color="gloves-vox"
species_restricted = list("Vox")
/obj/item/clothing/shoes/magboots/vox

View File

@@ -43,7 +43,7 @@
desc = "A helmet worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured and space ready."
icon_state = "rig0-ert_commander"
item_state = "helm-command"
color = "ert_commander"
item_color = "ert_commander"
/obj/item/clothing/suit/space/rig/ert/commander
name = "emergency response team commander suit"
@@ -57,7 +57,7 @@
desc = "A helmet worn by security members of a NanoTrasen Emergency Response Team. Has red highlights. Armoured and space ready."
icon_state = "rig0-ert_security"
item_state = "syndicate-helm-black-red"
color = "ert_security"
item_color = "ert_security"
/obj/item/clothing/suit/space/rig/ert/security
name = "emergency response team security suit"
@@ -70,7 +70,7 @@
name = "emergency response team engineer helmet"
desc = "A helmet worn by engineering members of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured and space ready."
icon_state = "rig0-ert_engineer"
color = "ert_engineer"
item_color = "ert_engineer"
/obj/item/clothing/suit/space/rig/ert/engineer
name = "emergency response team engineer suit"
@@ -82,7 +82,7 @@
name = "emergency response team medical helmet"
desc = "A helmet worn by medical members of a NanoTrasen Emergency Response Team. Has white highlights. Armoured and space ready."
icon_state = "rig0-ert_medical"
color = "ert_medical"
item_color = "ert_medical"
/obj/item/clothing/suit/space/rig/ert/medical
name = "emergency response team medical suit"

View File

@@ -8,7 +8,7 @@
allowed = list(/obj/item/device/flashlight)
var/brightness_on = 4 //luminosity when on
var/on = 0
color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
item_color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
icon_action_button = "action_hardhat"
heat_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
@@ -19,7 +19,7 @@
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "rig[on]-[color]"
icon_state = "rig[on]-[item_color]"
// item_state = "rig[on]-[color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
@@ -55,7 +55,7 @@
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
icon_state = "rig0-white"
item_state = "ce_helm"
color = "white"
item_color = "white"
/obj/item/clothing/suit/space/rig/elite
icon_state = "rig-white"
@@ -70,7 +70,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating."
icon_state = "rig0-mining"
item_state = "mining_helm"
color = "mining"
item_color = "mining"
/obj/item/clothing/suit/space/rig/mining
icon_state = "rig-mining"
@@ -86,7 +86,7 @@
desc = "An advanced helmet designed for work in special operations. Property of Gorlex Marauders."
icon_state = "rig0-syndi"
item_state = "syndie_helm"
color = "syndi"
item_color = "syndi"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.6
var/obj/machinery/camera/camera
@@ -124,7 +124,7 @@
desc = "A bizarre gem-encrusted helmet that radiates magical energies."
icon_state = "rig0-wiz"
item_state = "wiz_helm"
color = "wiz"
item_color = "wiz"
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.7
@@ -147,7 +147,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has minor radiation shielding."
icon_state = "rig0-medical"
item_state = "medical_helm"
color = "medical"
item_color = "medical"
/obj/item/clothing/suit/space/rig/medical
icon_state = "rig-medical"
@@ -163,7 +163,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "rig0-sec"
item_state = "sec_helm"
color = "sec"
item_color = "sec"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
siemens_coefficient = 0.7
@@ -183,7 +183,7 @@
name = "atmospherics hardsuit helmet"
icon_state = "rig0-atmos"
item_state = "atmos_helm"
color = "atmos"
item_color = "atmos"
armor = list(melee = 40, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 0)
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE

View File

@@ -272,14 +272,14 @@
name = "pink swimsuit"
desc = "A rather skimpy pink swimsuit."
icon_state = "stripper_p_under"
color = "stripper_p"
item_color = "stripper_p"
siemens_coefficient = 1
/obj/item/clothing/under/stripper/stripper_green
name = "green swimsuit"
desc = "A rather skimpy green swimsuit."
icon_state = "stripper_g_under"
color = "stripper_g"
item_color = "stripper_g"
siemens_coefficient = 1
/obj/item/clothing/suit/stripper/stripper_pink
@@ -300,7 +300,7 @@
name = "the mankini"
desc = "No honest man would wear this abomination"
icon_state = "mankini"
color = "mankini"
item_color = "mankini"
siemens_coefficient = 1
/obj/item/clothing/suit/xenos
@@ -319,33 +319,33 @@
name = "black swimsuit"
desc = "An oldfashioned black swimsuit."
icon_state = "swim_black"
color = "swim_black"
item_color = "swim_black"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/blue
name = "blue swimsuit"
desc = "An oldfashioned blue swimsuit."
icon_state = "swim_blue"
color = "swim_blue"
item_color = "swim_blue"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/purple
name = "purple swimsuit"
desc = "An oldfashioned purple swimsuit."
icon_state = "swim_purp"
color = "swim_purp"
item_color = "swim_purp"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/green
name = "green swimsuit"
desc = "An oldfashioned green swimsuit."
icon_state = "swim_green"
color = "swim_green"
item_color = "swim_green"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/red
name = "red swimsuit"
desc = "An oldfashioned red swimsuit."
icon_state = "swim_red"
color = "swim_red"
item_color = "swim_red"
siemens_coefficient = 1

View File

@@ -3,7 +3,7 @@
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
item_color = "black"
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
origin_tech = "syndicate=3"
siemens_coefficient = 0.8
@@ -38,11 +38,11 @@
name = "psychedelic"
desc = "Groovy!"
icon_state = "psyche"
color = "psyche"
item_color = "psyche"
spawn(200)
name = "Black Jumpsuit"
icon_state = "bl_suit"
color = "black"
item_color = "black"
desc = null
..()
@@ -68,7 +68,7 @@
name = A.name
icon_state = A.icon_state
item_state = A.item_state
color = A.color
item_color = A.item_color
usr.update_inv_w_uniform() //so our overlays update.

View File

@@ -2,7 +2,7 @@
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
item_color = "black"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/blackf
@@ -10,27 +10,27 @@
desc = "It's very smart and in a ladies-size!"
icon_state = "black"
item_state = "bl_suit"
color = "blackf"
item_color = "blackf"
/obj/item/clothing/under/color/blue
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
color = "blue"
item_color = "blue"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
color = "green"
item_color = "green"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
icon_state = "grey"
item_state = "gy_suit"
color = "grey"
item_color = "grey"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/orange
@@ -38,7 +38,7 @@
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "orange"
item_state = "o_suit"
color = "orange"
item_color = "orange"
has_sensor = 2
sensor_mode = 3
flags = FPRINT | TABLEPASS
@@ -47,47 +47,47 @@
name = "pink jumpsuit"
icon_state = "pink"
item_state = "p_suit"
color = "pink"
item_color = "pink"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
color = "red"
item_color = "red"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
color = "white"
item_color = "white"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
color = "yellow"
item_color = "yellow"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/psyche
name = "psychedelic"
desc = "Groovy!"
icon_state = "psyche"
color = "psyche"
item_color = "psyche"
/obj/item/clothing/under/lightblue
name = "lightblue"
desc = "lightblue"
icon_state = "lightblue"
color = "lightblue"
item_color = "lightblue"
/obj/item/clothing/under/aqua
name = "aqua"
desc = "aqua"
icon_state = "aqua"
color = "aqua"
item_color = "aqua"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/purple
@@ -95,62 +95,62 @@
desc = "purple"
icon_state = "purple"
item_state = "p_suit"
color = "purple"
item_color = "purple"
/obj/item/clothing/under/lightpurple
name = "lightpurple"
desc = "lightpurple"
icon_state = "lightpurple"
color = "lightpurple"
item_color = "lightpurple"
/obj/item/clothing/under/lightgreen
name = "lightgreen"
desc = "lightgreen"
icon_state = "lightgreen"
color = "lightgreen"
item_color = "lightgreen"
/obj/item/clothing/under/lightblue
name = "lightblue"
desc = "lightblue"
icon_state = "lightblue"
color = "lightblue"
item_color = "lightblue"
/obj/item/clothing/under/lightbrown
name = "lightbrown"
desc = "lightbrown"
icon_state = "lightbrown"
color = "lightbrown"
item_color = "lightbrown"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/brown
name = "brown"
desc = "brown"
icon_state = "brown"
color = "brown"
item_color = "brown"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/yellowgreen
name = "yellowgreen"
desc = "yellowgreen"
icon_state = "yellowgreen"
color = "yellowgreen"
item_color = "yellowgreen"
/obj/item/clothing/under/darkblue
name = "darkblue"
desc = "darkblue"
icon_state = "darkblue"
color = "darkblue"
item_color = "darkblue"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/lightred
name = "lightred"
desc = "lightred"
icon_state = "lightred"
color = "lightred"
item_color = "lightred"
/obj/item/clothing/under/darkred
name = "darkred"
desc = "darkred"
icon_state = "darkred"
color = "darkred"
item_color = "darkred"
flags = FPRINT | TABLEPASS

View File

@@ -5,7 +5,7 @@
name = "bartender's uniform"
icon_state = "ba_suit"
item_state = "ba_suit"
color = "ba_suit"
item_color = "ba_suit"
flags = FPRINT | TABLEPASS
@@ -14,7 +14,7 @@
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "caparmor"
color = "captain"
item_color = "captain"
flags = FPRINT | TABLEPASS
@@ -23,7 +23,7 @@
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm"
item_state = "lb_suit"
color = "qm"
item_color = "qm"
/obj/item/clothing/under/rank/cargotech
@@ -31,7 +31,7 @@
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "lb_suit"
color = "cargo"
item_color = "cargo"
flags = FPRINT | TABLEPASS
@@ -40,7 +40,7 @@
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
color = "chapblack"
item_color = "chapblack"
flags = FPRINT | TABLEPASS
@@ -48,7 +48,7 @@
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
name = "chef's uniform"
icon_state = "chef"
color = "chef"
item_color = "chef"
flags = FPRINT | TABLEPASS
@@ -57,7 +57,7 @@
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
color = "clown"
item_color = "clown"
flags = FPRINT | TABLEPASS
@@ -66,7 +66,7 @@
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
color = "hop"
item_color = "hop"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/head_of_personnel_whimsy
@@ -74,7 +74,7 @@
name = "head of personnel's suit"
icon_state = "hopwhimsy"
item_state = "hopwhimsy"
color = "hopwhimsy"
item_color = "hopwhimsy"
flags = FPRINT | TABLEPASS
@@ -83,7 +83,7 @@
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
color = "hydroponics"
item_color = "hydroponics"
permeability_coefficient = 0.50
flags = FPRINT | TABLEPASS
@@ -93,7 +93,7 @@
name = "Internal Affairs uniform"
icon_state = "internalaffairs"
item_state = "internalaffairs"
color = "internalaffairs"
item_color = "internalaffairs"
flags = FPRINT | TABLEPASS
@@ -101,7 +101,7 @@
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
color = "janitor"
item_color = "janitor"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS
@@ -115,25 +115,25 @@
/obj/item/clothing/under/lawyer/black
icon_state = "lawyer_black"
item_state = "lawyer_black"
color = "lawyer_black"
item_color = "lawyer_black"
/obj/item/clothing/under/lawyer/female
icon_state = "black_suit_fem"
item_state = "black_suit_fem"
color = "black_suit_fem"
item_color = "black_suit_fem"
/obj/item/clothing/under/lawyer/red
icon_state = "lawyer_red"
item_state = "lawyer_red"
color = "lawyer_red"
item_color = "lawyer_red"
/obj/item/clothing/under/lawyer/blue
icon_state = "lawyer_blue"
item_state = "lawyer_blue"
color = "lawyer_blue"
item_color = "lawyer_blue"
/obj/item/clothing/under/lawyer/bluesuit
@@ -141,21 +141,21 @@
desc = "A classy suit and tie"
icon_state = "bluesuit"
item_state = "bluesuit"
color = "bluesuit"
item_color = "bluesuit"
/obj/item/clothing/under/lawyer/purpsuit
name = "Purple Suit"
icon_state = "lawyer_purp"
item_state = "lawyer_purp"
color = "lawyer_purp"
item_color = "lawyer_purp"
/obj/item/clothing/under/lawyer/oldman
name = "Old Man's Suit"
desc = "A classic suit for the older gentleman with built in back support."
icon_state = "oldman"
item_state = "oldman"
color = "oldman"
item_color = "oldman"
/obj/item/clothing/under/librarian
@@ -163,14 +163,14 @@
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
color = "red_suit"
item_color = "red_suit"
/obj/item/clothing/under/mime
name = "mime's outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
color = "mime"
item_color = "mime"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/miner
@@ -178,4 +178,4 @@
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
color = "miner"
item_color = "miner"

View File

@@ -4,7 +4,7 @@
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "g_suit"
color = "chief"
item_color = "chief"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
flags = FPRINT | TABLEPASS
@@ -13,7 +13,7 @@
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
color = "atmos"
item_color = "atmos"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/engineer
@@ -21,7 +21,7 @@
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
color = "engine"
item_color = "engine"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
flags = FPRINT | TABLEPASS
@@ -30,4 +30,4 @@
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
color = "robotics"
item_color = "robotics"

View File

@@ -6,7 +6,7 @@
name = "research director's jumpsuit"
icon_state = "director"
item_state = "g_suit"
color = "director"
item_color = "director"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS
@@ -15,7 +15,7 @@
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
color = "toxinswhite"
item_color = "toxinswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
@@ -26,7 +26,7 @@
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
color = "chemistrywhite"
item_color = "chemistrywhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -38,7 +38,7 @@
name = "chief medical officer's jumpsuit"
icon_state = "cmo"
item_state = "w_suit"
color = "cmo"
item_color = "cmo"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -47,7 +47,7 @@
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
color = "geneticswhite"
item_color = "geneticswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS
@@ -57,7 +57,7 @@
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
color = "virologywhite"
item_color = "virologywhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -66,7 +66,7 @@
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "nursesuit"
color = "nursesuit"
item_color = "nursesuit"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -75,7 +75,7 @@
name = "nurse's dress"
icon_state = "nurse"
item_state = "nurse"
color = "nurse"
item_color = "nurse"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -84,7 +84,7 @@
name = "orderly's uniform"
icon_state = "orderly"
item_state = "orderly"
color = "orderly"
item_color = "orderly"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -93,7 +93,7 @@
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
color = "medical"
item_color = "medical"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS
@@ -102,21 +102,21 @@
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
color = "scrubsblue"
item_color = "scrubsblue"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/medical/green
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
color = "scrubsgreen"
item_color = "scrubsgreen"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/medical/purple
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
color = "scrubspurple"
item_color = "scrubspurple"
flags = FPRINT | TABLEPASS
@@ -130,7 +130,7 @@
name = "geneticist's jumpsuit"
icon_state = "genetics_new"
item_state = "w_suit"
color = "genetics_new"
item_color = "genetics_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -139,7 +139,7 @@
name = "chemist's jumpsuit"
icon_state = "chemist_new"
item_state = "w_suit"
color = "chemist_new"
item_color = "chemist_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
@@ -148,7 +148,7 @@
name = "scientist's jumpsuit"
icon_state = "scientist_new"
item_state = "w_suit"
color = "scientist_new"
item_color = "scientist_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
@@ -157,6 +157,6 @@
name = "virologist's jumpsuit"
icon_state = "virologist_new"
item_state = "w_suit"
color = "virologist_new"
item_color = "virologist_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)

View File

@@ -13,7 +13,7 @@
name = "warden's jumpsuit"
icon_state = "warden"
item_state = "r_suit"
color = "warden"
item_color = "warden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
@@ -23,7 +23,7 @@
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
icon_state = "security"
item_state = "r_suit"
color = "secred"
item_color = "secred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
@@ -33,7 +33,7 @@
desc = "A dress shirt and khakis with a security patch sewn on."
icon_state = "dispatch"
item_state = "dispatch"
color = "dispatch"
item_color = "dispatch"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
@@ -43,7 +43,7 @@
desc = "It's made of a slightly sturdier material, to allow for robust protection."
icon_state = "redshirt2"
item_state = "r_suit"
color = "redshirt2"
item_color = "redshirt2"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
@@ -51,12 +51,12 @@
/obj/item/clothing/under/rank/security/corp
icon_state = "sec_corporate"
item_state = "sec_corporate"
color = "sec_corporate"
item_color = "sec_corporate"
/obj/item/clothing/under/rank/warden/corp
icon_state = "warden_corporate"
item_state = "warden_corporate"
color = "warden_corporate"
item_color = "warden_corporate"
/*
* Detective
@@ -66,7 +66,7 @@
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
color = "detective"
item_color = "detective"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
@@ -88,7 +88,7 @@
name = "head of security's jumpsuit"
icon_state = "hos"
item_state = "r_suit"
color = "hosred"
item_color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.8
@@ -96,7 +96,7 @@
/obj/item/clothing/under/rank/head_of_security/corp
icon_state = "hos_corporate"
item_state = "hos_corporate"
color = "hos_corporate"
item_color = "hos_corporate"
/obj/item/clothing/head/helmet/HoS
name = "Head of Security Hat"
@@ -132,7 +132,7 @@
name = "head of security's jumpsuit"
icon_state = "jensen"
item_state = "jensen"
color = "jensen"
item_color = "jensen"
siemens_coefficient = 0.6
/obj/item/clothing/suit/armor/hos/jensen

View File

@@ -2,14 +2,14 @@
name = "red pj's"
desc = "Sleepwear."
icon_state = "red_pyjamas"
color = "red_pyjamas"
item_color = "red_pyjamas"
item_state = "w_suit"
/obj/item/clothing/under/pj/blue
name = "blue pj's"
desc = "Sleepwear."
icon_state = "blue_pyjamas"
color = "blue_pyjamas"
item_color = "blue_pyjamas"
item_state = "w_suit"
/obj/item/clothing/under/captain_fly
@@ -17,20 +17,20 @@
desc = "For the man who doesn't care because he's still free."
icon_state = "captain_fly"
item_state = "captain_fly"
color = "captain_fly"
item_color = "captain_fly"
/obj/item/clothing/under/scratch
name = "white suit"
desc = "A white suit, suitable for an excellent host"
icon_state = "scratch"
item_state = "scratch"
color = "scratch"
item_color = "scratch"
/obj/item/clothing/under/sl_suit
desc = "It's a very amish looking suit."
name = "amish suit"
icon_state = "sl_suit"
color = "sl_suit"
item_color = "sl_suit"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/waiter
@@ -38,7 +38,7 @@
desc = "It's a very smart uniform with a special pocket for tip."
icon_state = "waiter"
item_state = "waiter"
color = "waiter"
item_color = "waiter"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/mailman
@@ -46,42 +46,42 @@
desc = "<i>'Special delivery!'</i>"
icon_state = "mailman"
item_state = "b_suit"
color = "mailman"
item_color = "mailman"
/obj/item/clothing/under/sexyclown
name = "sexy-clown suit"
desc = "It makes you look HONKable!"
icon_state = "sexyclown"
item_state = "sexyclown"
color = "sexyclown"
item_color = "sexyclown"
/obj/item/clothing/under/rank/vice
name = "vice officer's jumpsuit"
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
icon_state = "vice"
item_state = "gy_suit"
color = "vice"
item_color = "vice"
/obj/item/clothing/under/rank/centcom_officer
desc = "It's a jumpsuit worn by CentCom Officers."
name = "\improper CentCom officer's jumpsuit"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
item_color = "officer"
/obj/item/clothing/under/rank/centcom_commander
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
name = "\improper CentCom officer's jumpsuit"
icon_state = "centcom"
item_state = "dg_suit"
color = "centcom"
item_color = "centcom"
/obj/item/clothing/under/space
name = "\improper NASA jumpsuit"
desc = "It has a NASA logo on it and is made of space-proofed materials."
icon_state = "black"
item_state = "bl_suit"
color = "black"
item_color = "black"
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
@@ -94,7 +94,7 @@
name = "administrative cybernetic jumpsuit"
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
item_color = "syndicate"
desc = "it's a cybernetically enhanced jumpsuit used for administrative duties."
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
@@ -109,82 +109,82 @@
name = "owl uniform"
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
icon_state = "owl"
color = "owl"
item_color = "owl"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/johnny
name = "johnny~~ jumpsuit"
desc = "Johnny~~"
icon_state = "johnny"
color = "johnny"
item_color = "johnny"
/obj/item/clothing/under/rainbow
name = "rainbow"
desc = "rainbow"
icon_state = "rainbow"
item_state = "rainbow"
color = "rainbow"
item_color = "rainbow"
/obj/item/clothing/under/cloud
name = "cloud"
desc = "cloud"
icon_state = "cloud"
color = "cloud"
item_color = "cloud"
/obj/item/clothing/under/psysuit
name = "dark undersuit"
desc = "A thick, layered grey undersuit lined with power cables. Feels a little like wearing an electrical storm."
icon_state = "psysuit"
item_state = "psysuit"
color = "psysuit"
item_color = "psysuit"
/obj/item/clothing/under/gimmick/rank/captain/suit
name = "captain's suit"
desc = "A green suit and yellow necktie. Exemplifies authority."
icon_state = "green_suit"
item_state = "dg_suit"
color = "green_suit"
item_color = "green_suit"
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit
name = "head of personnel's suit"
desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
icon_state = "teal_suit"
item_state = "g_suit"
color = "teal_suit"
item_color = "teal_suit"
/obj/item/clothing/under/suit_jacket
name = "black suit"
desc = "A black suit and red tie. Very formal."
icon_state = "black_suit"
item_state = "bl_suit"
color = "black_suit"
item_color = "black_suit"
/obj/item/clothing/under/suit_jacket/really_black
name = "executive suit"
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
color = "black_suit"
item_color = "black_suit"
/obj/item/clothing/under/suit_jacket/female
name = "executive suit"
desc = "A formal trouser suit for women, intended for the station's finest."
icon_state = "black_suit_fem"
item_state = "black_suit_fem"
color = "black_suit_fem"
item_color = "black_suit_fem"
/obj/item/clothing/under/suit_jacket/red
name = "red suit"
desc = "A red suit and blue tie. Somewhat formal."
icon_state = "red_suit"
item_state = "r_suit"
color = "red_suit"
item_color = "red_suit"
/obj/item/clothing/under/blackskirt
name = "black skirt"
desc = "A black skirt, very fancy!"
icon_state = "blackskirt"
color = "blackskirt"
item_color = "blackskirt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/schoolgirl
@@ -192,7 +192,7 @@
desc = "It's just like one of my Japanese animes!"
icon_state = "schoolgirl"
item_state = "schoolgirl"
color = "schoolgirl"
item_color = "schoolgirl"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/overalls
@@ -200,35 +200,35 @@
desc = "A set of durable overalls for getting the job done."
icon_state = "overalls"
item_state = "lb_suit"
color = "overalls"
item_color = "overalls"
/obj/item/clothing/under/pirate
name = "pirate outfit"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
color = "pirate"
item_color = "pirate"
/obj/item/clothing/under/soviet
name = "soviet uniform"
desc = "For the Motherland!"
icon_state = "soviet"
item_state = "soviet"
color = "soviet"
item_color = "soviet"
/obj/item/clothing/under/redcoat
name = "redcoat uniform"
desc = "Looks old."
icon_state = "redcoat"
item_state = "redcoat"
color = "redcoat"
item_color = "redcoat"
/obj/item/clothing/under/kilt
name = "kilt"
desc = "Includes shoes and plaid"
icon_state = "kilt"
item_state = "kilt"
color = "kilt"
item_color = "kilt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET
/obj/item/clothing/under/sexymime
@@ -236,7 +236,7 @@
desc = "The only time when you DON'T enjoy looking at someone's rack."
icon_state = "sexymime"
item_state = "sexymime"
color = "sexymime"
item_color = "sexymime"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/under/gladiator
@@ -244,7 +244,7 @@
desc = "Are you not entertained? Is that not why you are here?"
icon_state = "gladiator"
item_state = "gladiator"
color = "gladiator"
item_color = "gladiator"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
//dress
@@ -253,79 +253,79 @@
name = "flame dress"
desc = "A small black dress with blue flames print on it."
icon_state = "dress_fire"
color = "dress_fire"
item_color = "dress_fire"
/obj/item/clothing/under/dress/dress_green
name = "green dress"
desc = "A simple, tight fitting green dress."
icon_state = "dress_green"
color = "dress_green"
item_color = "dress_green"
/obj/item/clothing/under/dress/dress_orange
name = "orange dress"
desc = "A fancy orange gown for those who like to show leg."
icon_state = "dress_orange"
color = "dress_orange"
item_color = "dress_orange"
/obj/item/clothing/under/dress/dress_pink
name = "pink dress"
desc = "A simple, tight fitting pink dress."
icon_state = "dress_pink"
color = "dress_pink"
item_color = "dress_pink"
/obj/item/clothing/under/dress/dress_yellow
name = "yellow dress"
desc = "A flirty, little yellow dress."
icon_state = "dress_yellow"
color = "dress_yellow"
item_color = "dress_yellow"
/obj/item/clothing/under/dress/dress_saloon
name = "saloon girl dress"
desc = "A old western inspired gown for the girl who likes to drink."
icon_state = "dress_saloon"
color = "dress_saloon"
item_color = "dress_saloon"
/obj/item/clothing/under/dress/dress_rd
name = "research director dress uniform"
desc = "Feminine fashion for the style concious RD."
icon_state = "dress_rd"
color = "dress_rd"
item_color = "dress_rd"
/obj/item/clothing/under/dress/dress_cap
name = "captain dress uniform"
desc = "Feminine fashion for the style concious captain."
icon_state = "dress_cap"
color = "dress_cap"
item_color = "dress_cap"
/obj/item/clothing/under/dress/dress_hop
name = "head of personal dress uniform"
desc = "Feminine fashion for the style concious HoP."
icon_state = "dress_hop"
color = "dress_hop"
item_color = "dress_hop"
/obj/item/clothing/under/dress/dress_hr
name = "human resources director uniform"
desc = "Superior class for the nosy H.R. Director."
icon_state = "huresource"
color = "huresource"
item_color = "huresource"
/obj/item/clothing/under/dress/plaid_blue
name = "blue plaid skirt"
desc = "A preppy blue skirt with a white blouse."
icon_state = "plaid_blue"
color = "plaid_blue"
item_color = "plaid_blue"
/obj/item/clothing/under/dress/plaid_red
name = "red plaid skirt"
desc = "A preppy red skirt with a white blouse."
icon_state = "plaid_red"
color = "plaid_red"
item_color = "plaid_red"
/obj/item/clothing/under/dress/plaid_purple
name = "blue purple skirt"
desc = "A preppy purple skirt with a white blouse."
icon_state = "plaid_purple"
color = "plaid_purple"
item_color = "plaid_purple"
//wedding stuff
@@ -333,35 +333,35 @@
name = "orange wedding dress"
desc = "A big and puffy orange dress."
icon_state = "bride_orange"
color = "bride_orange"
item_color = "bride_orange"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/bride_purple
name = "purple wedding dress"
desc = "A big and puffy purple dress."
icon_state = "bride_purple"
color = "bride_purple"
item_color = "bride_purple"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/bride_blue
name = "blue wedding dress"
desc = "A big and puffy blue dress."
icon_state = "bride_blue"
color = "bride_blue"
item_color = "bride_blue"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/bride_red
name = "red wedding dress"
desc = "A big and puffy red dress."
icon_state = "bride_red"
color = "bride_red"
item_color = "bride_red"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/bride_white
name = "orange wedding dress"
desc = "A white wedding gown made from the finest silk."
icon_state = "bride_white"
color = "bride_white"
item_color = "bride_white"
flags_inv = HIDESHOES
/obj/item/clothing/under/sundress
@@ -369,5 +369,5 @@
desc = "Makes you want to frolic in a field of daisies."
icon_state = "sundress"
item_state = "sundress"
color = "sundress"
item_color = "sundress"
body_parts_covered = UPPER_TORSO|LOWER_TORSO

View File

@@ -7,20 +7,20 @@
/obj/item/clothing/under/shorts/red
icon_state = "redshorts"
color = "redshorts"
item_color = "redshorts"
/obj/item/clothing/under/shorts/green
icon_state = "greenshorts"
color = "greenshorts"
item_color = "greenshorts"
/obj/item/clothing/under/shorts/blue
icon_state = "blueshorts"
color = "blueshorts"
item_color = "blueshorts"
/obj/item/clothing/under/shorts/black
icon_state = "blackshorts"
color = "blackshorts"
item_color = "blackshorts"
/obj/item/clothing/under/shorts/grey
icon_state = "greyshorts"
color = "greyshorts"
item_color = "greyshorts"

View File

@@ -3,7 +3,7 @@
desc = "It's some non-descript, slightly suspicious looking, civilian clothing."
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
item_color = "syndicate"
has_sensor = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0.9
@@ -16,7 +16,7 @@
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
color = "tactifool"
item_color = "tactifool"
siemens_coefficient = 1

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/clothing/ties.dmi'
icon_state = "bluetie"
item_state = "" //no inhands
color = "bluetie"
item_color = "bluetie"
flags = FPRINT | TABLEPASS
slot_flags = 0
w_class = 2.0
@@ -12,24 +12,24 @@
/obj/item/clothing/tie/blue
name = "blue tie"
icon_state = "bluetie"
color = "bluetie"
item_color = "bluetie"
/obj/item/clothing/tie/red
name = "red tie"
icon_state = "redtie"
color = "redtie"
item_color = "redtie"
/obj/item/clothing/tie/horrible
name = "horrible tie"
desc = "A neosilk clip-on tie. This one is disgusting."
icon_state = "horribletie"
color = "horribletie"
item_color = "horribletie"
/obj/item/clothing/tie/stethoscope
name = "stethoscope"
desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
icon_state = "stethoscope"
color = "stethoscope"
item_color = "stethoscope"
/obj/item/clothing/tie/stethoscope/attack(mob/living/carbon/human/M, mob/living/user)
if(ishuman(M) && isliving(user))
@@ -70,7 +70,7 @@
name = "bronze medal"
desc = "A bronze medal."
icon_state = "bronze"
color = "bronze"
item_color = "bronze"
/obj/item/clothing/tie/medal/conduct
name = "distinguished conduct medal"
@@ -89,7 +89,7 @@
name = "silver medal"
desc = "A silver medal."
icon_state = "silver"
color = "silver"
item_color = "silver"
/obj/item/clothing/tie/medal/silver/valor
name = "medal of valor"
@@ -103,7 +103,7 @@
name = "gold medal"
desc = "A prestigious golden medal."
icon_state = "gold"
color = "gold"
item_color = "gold"
/obj/item/clothing/tie/medal/gold/captain
name = "medal of captaincy"
@@ -118,68 +118,68 @@
name = "red armband"
desc = "An fancy red armband!"
icon_state = "red"
color = "red"
item_color = "red"
/obj/item/clothing/tie/armband/cargo
name = "cargo bay guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
icon_state = "cargo"
color = "cargo"
item_color = "cargo"
/obj/item/clothing/tie/armband/engine
name = "engineering guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
icon_state = "engie"
color = "engie"
item_color = "engie"
/obj/item/clothing/tie/armband/science
name = "science guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
icon_state = "rnd"
color = "rnd"
item_color = "rnd"
/obj/item/clothing/tie/armband/hydro
name = "hydroponics guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
icon_state = "hydro"
color = "hydro"
item_color = "hydro"
/obj/item/clothing/tie/armband/med
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
icon_state = "med"
color = "med"
item_color = "med"
/obj/item/clothing/tie/armband/medgreen
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and green."
icon_state = "medgreen"
color = "medgreen"
item_color = "medgreen"
/obj/item/clothing/tie/holster
name = "shoulder holster"
desc = "A handgun holster."
icon_state = "holster"
color = "holster"
item_color = "holster"
var/obj/item/weapon/gun/holstered = null
/obj/item/clothing/tie/holster/armpit
name = "shoulder holster"
desc = "A worn-out handgun holster. Perfect for concealed carry"
icon_state = "holster"
color = "holster"
item_color = "holster"
/obj/item/clothing/tie/holster/waist
name = "shoulder holster"
desc = "A handgun holster. Made of expensive leather."
icon_state = "holster"
color = "holster_low"
item_color = "holster_low"
/obj/item/clothing/tie/storage
name = "load bearing equipment"
desc = "Used to hold things when you don't have enough hands for that."
icon_state = "webbing"
color = "webbing"
item_color = "webbing"
var/slots = 3
var/obj/item/weapon/storage/pockets/hold
@@ -212,20 +212,20 @@
name = "webbing"
desc = "Strudy mess of synthcotton belts and buckles, ready to share your burden."
icon_state = "webbing"
color = "webbing"
item_color = "webbing"
/obj/item/clothing/tie/storage/black_vest
name = "black webbing vest"
desc = "Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands."
icon_state = "vest_black"
color = "vest_black"
item_color = "vest_black"
slots = 5
/obj/item/clothing/tie/storage/brown_vest
name = "brown webbing vest"
desc = "Worn brownish synthcotton vest with lots of pockets to unload your hands."
icon_state = "vest_brown"
color = "vest_brown"
item_color = "vest_brown"
slots = 5
/*
Holobadges are worn on the belt or neck, and can be used to show that the holder is an authorized
@@ -238,7 +238,7 @@
name = "holobadge"
desc = "This glowing blue badge marks the holder as THE LAW."
icon_state = "holobadge"
color = "holobadge"
item_color = "holobadge"
slot_flags = SLOT_BELT
var/emagged = 0 //Emagging removes Sec check.
@@ -246,7 +246,7 @@
/obj/item/clothing/tie/holobadge/cord
icon_state = "holobadge-cord"
color = "holobadge-cord"
item_color = "holobadge-cord"
slot_flags = SLOT_MASK
/obj/item/clothing/tie/holobadge/attack_self(mob/user as mob)
@@ -308,7 +308,7 @@
name = "decorated harness"
desc = "A heavily decorated harness of sinew and leather with two knife-loops."
icon_state = "unathiharness2"
color = "unathiharness2"
item_color = "unathiharness2"
slots = 2
/obj/item/clothing/tie/storage/knifeharness/attackby(var/obj/item/O as obj, mob/user as mob)
@@ -323,7 +323,7 @@
if(count>2) count = 2
item_state = "unathiharness[count]"
icon_state = item_state
color = item_state
item_color = item_state
if(istype(loc, /obj/item/clothing))
var/obj/item/clothing/U = loc

View File

@@ -141,7 +141,7 @@
desc = "A faded badge, backed with leather, that reads 'NT Security Force' across the front. It bears the emblem of the Forensic division."
icon_state = "ana_badge"
item_state = "ana_badge"
color = "ana_badge"
item_color = "ana_badge"
/obj/item/fluff/ana_issek_2/attack_self(mob/user as mob)
if(isliving(user))
@@ -477,7 +477,7 @@
item_state = "lgloves"
siemens_coefficient = 0.30
permeability_coefficient = 0.01
color="white"
item_color="white"
/obj/item/clothing/gloves/fluff/walter_brooks_1 //botanistpower: Walter Brooks
name = "mittens"
@@ -485,7 +485,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "walter_brooks_1"
item_state = "bluegloves"
color="blue"
item_color="blue"
/obj/item/clothing/gloves/fluff/chal_appara_1 //furlucis: Chal Appara
name = "Left Black Glove"
@@ -596,7 +596,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "graycoat"
item_state = "graycoat"
color = "graycoat"
item_color = "graycoat"
/obj/item/clothing/suit/storage/det_suit/fluff/leatherjack //atomicdog92: Seth Sealis
name = "leather jacket"
@@ -604,7 +604,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "leatherjack"
item_state = "leatherjack"
color = "leatherjack"
item_color = "leatherjack"
/obj/item/clothing/suit/armor/vest/fluff/deus_blueshield //deusdactyl
name = "blue shield security armor"
@@ -629,7 +629,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "milohachert"
item_state = "milohachert"
color = "milohachert"
item_color = "milohachert"
/obj/item/clothing/under/fluff/jumpsuitdown //searif: Yuki Matsuda
name = "rolled down jumpsuit"
@@ -637,7 +637,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "jumpsuitdown"
item_state = "jumpsuitdown"
color = "jumpsuitdown"
item_color = "jumpsuitdown"
/obj/item/clothing/under/fluff/lilith_vinous_1 //slyhidden: Lilith Vinous
name = "casual security uniform"
@@ -645,7 +645,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "lilith_uniform"
item_state = "lilith_uniform"
color = "lilith_uniform"
item_color = "lilith_uniform"
/obj/item/clothing/under/fluff/ana_issek_1 //suethecake: Ana Issek
name = "retired uniform"
@@ -653,7 +653,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "ana_uniform"
item_state = "ana_uniform"
color = "ana_uniform"
item_color = "ana_uniform"
/obj/item/clothing/under/fluff/olddressuniform //desiderium: Momiji Inubashiri
name = "retired dress uniform"
@@ -661,14 +661,14 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "olddressuniform"
item_state = "olddressuniform"
color = "olddressuniform"
item_color = "olddressuniform"
/obj/item/clothing/under/rank/security/fluff/jeremy_wolf_1 //whitewolf41: Jeremy Wolf
name = "worn officer's uniform"
desc = "An old red security jumpsuit. Seems to have some slight modifications."
icon = 'icons/obj/custom_items.dmi'
icon_state = "jeremy_wolf_1"
color = "jeremy_wolf_1"
item_color = "jeremy_wolf_1"
/obj/item/clothing/under/fluff/tian_dress //phaux: Tian Yinhu
name = "purple dress"
@@ -676,7 +676,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "tian_dress"
item_state = "tian_dress"
color = "tian_dress"
item_color = "tian_dress"
/obj/item/clothing/under/rank/bartender/fluff/classy //searif: Ara Al-Jazari
name = "classy bartender uniform"
@@ -684,7 +684,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "ara_bar_uniform"
item_state = "ara_bar_uniform"
color = "ara_bar_uniform"
item_color = "ara_bar_uniform"
/obj/item/clothing/under/fluff/callum_suit //roaper: Callum Leamus
name = "knockoff suit"
@@ -692,7 +692,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "callum_suit"
item_state = "callum_suit"
color = "callum_suit"
item_color = "callum_suit"
/obj/item/clothing/under/fluff/solara_light_1 //bluefishie: Solara Born-In-Light
name = "Elaborate Purple Dress"
@@ -700,7 +700,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "solara_dress"
item_state = "solara_dress"
color = "solara_dress"
item_color = "solara_dress"
/////// NT-SID Suit //Zuhayr: Jane Doe
@@ -711,7 +711,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "jane_sid_suit"
item_state = "jane_sid_suit"
color = "jane_sid_suit"
item_color = "jane_sid_suit"
has_sensor = 2
sensor_mode = 3
flags = FPRINT | TABLEPASS
@@ -726,14 +726,14 @@
return 0
if(src.icon_state == "jane_sid_suit_down")
src.color = "jane_sid_suit"
src.item_color = "jane_sid_suit"
usr << "You zip up the [src]."
else
src.color = "jane_sid_suit_down"
src.item_color = "jane_sid_suit_down"
usr << "You unzip and roll down the [src]."
src.icon_state = "[color]"
src.item_state = "[color]"
src.icon_state = "[item_color]"
src.item_state = "[item_color]"
usr.update_inv_w_uniform()
////// Wyatt's Ex-Commander Jumpsuit - RawrTaicho
@@ -744,7 +744,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "wyatt_uniform"
item_state = "wyatt_uniform"
color = "wyatt_uniform"
item_color = "wyatt_uniform"
//////////// Masks ////////////
@@ -776,7 +776,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "altair_locket"
item_state = "altair_locket"
color = "altair_locket"
item_color = "altair_locket"
slot_flags = 0
flags = FPRINT|TABLEPASS
w_class = 1
@@ -790,7 +790,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "konaahirano"
item_state = "konaahirano"
color = "konaahirano"
item_color = "konaahirano"
slot_flags = 0
flags = FPRINT|TABLEPASS
w_class = 1
@@ -860,7 +860,7 @@
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel and short sleeves."
icon = 'icons/obj/custom_items.dmi'
icon_state = "medical_short"
color = "medical_short"
item_color = "medical_short"
/obj/item/clothing/suit/storage/labcoat/fluff/red
name = "red labcoat"
@@ -876,7 +876,7 @@
icon = 'icons/obj/custom_items.dmi'
icon_state = "retpolcoat"
item_state = "retpolcoat"
color = "retpolcoat"
item_color = "retpolcoat"
/obj/item/clothing/head/det_hat/fluff/retpolcap
name = "retired colony patrolman's cap"
@@ -889,7 +889,7 @@
desc = "A meticulously clean police uniform belonging to Precinct 31, Outer Light Colony. The word \"RETIRED\" is engraved tastefully and professionally in the badge below the number, 501."
icon = 'icons/obj/custom_items.dmi'
icon_state = "retpoluniform"
color = "retpoluniform"
item_color = "retpoluniform"
//////////// Weapons ////////////

View File

@@ -198,7 +198,7 @@
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/datum/organ/external/o = get_organ(organ)
if(o && o.status & ORGAN_SPLINTED)
msg += "<span class='warning'>[t_He] [t_has] a splint on his [o.display_name]!</span>\n"
msg += "<span class='warning'>[t_He] [t_has] a splint on [t_his] [o.display_name]!</span>\n"
if(suiciding)
msg += "<span class='warning'>[t_He] appears to have commited suicide... there is no hope of recovery.</span>\n"

View File

@@ -626,7 +626,7 @@ It can still be worn/put on as normal.
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/datum/organ/external/o = target.get_organ(organ)
if (o && o.status & ORGAN_SPLINTED)
var/obj/item/W = new /obj/item/stack/medical/splint/single()
var/obj/item/W = new /obj/item/stack/medical/splint(amount=1)
o.status &= ~ORGAN_SPLINTED
if (W)
W.loc = target.loc

View File

@@ -493,7 +493,7 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1)
if(w_uniform && istype(w_uniform, /obj/item/clothing/under) )
w_uniform.screen_loc = ui_iclothing
var/t_color = w_uniform.color
var/t_color = w_uniform.item_color
if(!t_color) t_color = icon_state
var/image/lying = image("icon_state" = "[t_color]_l")
var/image/standing = image("icon_state" = "[t_color]_s")
@@ -507,7 +507,7 @@ proc/get_damage_icon_part(damage_state, body_part)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
var/tie_color = w_uniform:hastie.color
var/tie_color = w_uniform:hastie.item_color
if(!tie_color) tie_color = w_uniform:hastie.icon_state
lying.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]2")
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")

View File

@@ -900,7 +900,7 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
desc = "a golem's skin"
icon_state = "golem"
item_state = "golem"
color = "golem"
item_color = "golem"
has_sensor = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
canremove = 0
@@ -965,7 +965,7 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
/obj/item/clothing/head/space/golem
icon_state = "golem"
item_state = "dermal"
color = "dermal"
item_color = "dermal"
name = "golem's head"
desc = "a golem's head"
canremove = 0

View File

@@ -207,17 +207,17 @@ var/global/chicken_count = 0
attacktext = "kicks"
health = 10
var/eggsleft = 0
var/color
var/body_color
pass_flags = PASSTABLE
small = 1
/mob/living/simple_animal/chicken/New()
..()
if(!color)
color = pick( list("brown","black","white") )
icon_state = "chicken_[color]"
icon_living = "chicken_[color]"
icon_dead = "chicken_[color]_dead"
if(!body_color)
body_color = pick( list("brown","black","white") )
icon_state = "chicken_[body_color]"
icon_living = "chicken_[body_color]"
icon_dead = "chicken_[body_color]_dead"
pixel_x = rand(-6, 6)
pixel_y = rand(0, 10)
chicken_count += 1

View File

@@ -21,7 +21,7 @@
response_disarm = "gently pushes aside the"
response_harm = "stamps on the"
density = 0
var/color //brown, gray and white, leave blank for random
var/body_color //brown, gray and white, leave blank for random
layer = MOB_LAYER
min_oxy = 16 //Require atleast 16kPA oxygen
minbodytemp = 223 //Below -50 Degrees Celcius
@@ -36,33 +36,33 @@
if(!ckey && stat == CONSCIOUS && prob(0.5))
stat = UNCONSCIOUS
icon_state = "mouse_[color]_sleep"
icon_state = "mouse_[body_color]_sleep"
wander = 0
speak_chance = 0
//snuffles
else if(stat == UNCONSCIOUS)
if(ckey || prob(1))
stat = CONSCIOUS
icon_state = "mouse_[color]"
icon_state = "mouse_[body_color]"
wander = 1
else if(prob(5))
emote("snuffles")
/mob/living/simple_animal/mouse/New()
..()
if(!color)
color = pick( list("brown","gray","white") )
icon_state = "mouse_[color]"
icon_living = "mouse_[color]"
icon_dead = "mouse_[color]_dead"
desc = "It's a small [color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
if(!body_color)
body_color = pick( list("brown","gray","white") )
icon_state = "mouse_[body_color]"
icon_living = "mouse_[body_color]"
icon_dead = "mouse_[body_color]_dead"
desc = "It's a small [body_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
/mob/living/simple_animal/mouse/proc/splat()
src.health = 0
src.stat = DEAD
src.icon_dead = "mouse_[color]_splat"
src.icon_state = "mouse_[color]_splat"
src.icon_dead = "mouse_[body_color]_splat"
src.icon_state = "mouse_[body_color]_splat"
if(client)
client.time_died_as_mouse = world.time
@@ -188,15 +188,15 @@
*/
/mob/living/simple_animal/mouse/white
color = "white"
body_color = "white"
icon_state = "mouse_white"
/mob/living/simple_animal/mouse/gray
color = "gray"
body_color = "gray"
icon_state = "mouse_gray"
/mob/living/simple_animal/mouse/brown
color = "brown"
body_color = "brown"
icon_state = "mouse_brown"
//TOM IS ALIVE! SQUEEEEEEEE~K :)

View File

@@ -10,49 +10,49 @@
throw_speed = 7
throw_range = 15
m_amt = 60
color = "cargo"
item_color = "cargo"
pressure_resistance = 2
attack_verb = list("stamped")
/obj/item/weapon/stamp/captain
name = "captain's rubber stamp"
icon_state = "stamp-cap"
color = "captain"
item_color = "captain"
/obj/item/weapon/stamp/hop
name = "head of personnel's rubber stamp"
icon_state = "stamp-hop"
color = "hop"
item_color = "hop"
/obj/item/weapon/stamp/hos
name = "head of security's rubber stamp"
icon_state = "stamp-hos"
color = "hosred"
item_color = "hosred"
/obj/item/weapon/stamp/ce
name = "chief engineer's rubber stamp"
icon_state = "stamp-ce"
color = "chief"
item_color = "chief"
/obj/item/weapon/stamp/rd
name = "research director's rubber stamp"
icon_state = "stamp-rd"
color = "director"
item_color = "director"
/obj/item/weapon/stamp/cmo
name = "chief medical officer's rubber stamp"
icon_state = "stamp-cmo"
color = "cmo"
item_color = "cmo"
/obj/item/weapon/stamp/denied
name = "\improper DENIED rubber stamp"
icon_state = "stamp-deny"
color = "redcoat"
item_color = "redcoat"
/obj/item/weapon/stamp/clown
name = "clown's rubber stamp"
icon_state = "stamp-clown"
color = "clown"
item_color = "clown"
/obj/item/weapon/stamp/internalaffairs
name = "internal affairs rubber stamp"

View File

@@ -89,9 +89,9 @@
return
if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
new/obj/item/weapon/cable_coil(T, 2, color)
new/obj/item/weapon/cable_coil(T, 2, cable_color)
else
new/obj/item/weapon/cable_coil(T, 1, color)
new/obj/item/weapon/cable_coil(T, 1, cable_color)
for(var/mob/O in viewers(src, null))
O.show_message("\red [user] cuts the cable.", 1)
@@ -142,12 +142,12 @@
del(src)
if(2.0)
if (prob(50))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
del(src)
if(3.0)
if (prob(25))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
del(src)
return
@@ -159,7 +159,7 @@
icon = 'icons/obj/power.dmi'
icon_state = "coil_red"
var/amount = MAXCOIL
color = "red"
item_color = "red"
desc = "A coil of power cable."
throwforce = 10
w_class = 2.0
@@ -181,22 +181,22 @@
..()
src.amount = length
if (param_color)
color = param_color
item_color = param_color
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
/obj/item/weapon/cable_coil/proc/updateicon()
if (!color)
color = pick("red", "yellow", "blue", "green")
if (!item_color)
item_color = pick("red", "yellow", "blue", "green")
if(amount == 1)
icon_state = "coil_[color]1"
icon_state = "coil_[item_color]1"
name = "cable piece"
else if(amount == 2)
icon_state = "coil_[color]2"
icon_state = "coil_[item_color]2"
name = "cable piece"
else
icon_state = "coil_[color]"
icon_state = "coil_[item_color]"
name = "cable coil"
/obj/item/weapon/cable_coil/examine()
@@ -220,7 +220,7 @@
usr << "\red You need at least 15 lengths to make restraints!"
return
var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
B.icon_state = "cuff_[color]"
B.icon_state = "cuff_[item_color]"
usr << "\blue You wind some cable together to make some restraints."
src.use(15)
else
@@ -231,7 +231,7 @@
..()
if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
src.amount--
new/obj/item/weapon/cable_coil(user.loc, 1,color)
new/obj/item/weapon/cable_coil(user.loc, 1,item_color)
user << "You cut a piece off the cable coil."
src.updateicon()
return
@@ -297,7 +297,7 @@
var/obj/structure/cable/C = new(F)
C.cableColor(color)
C.cableColor(item_color)
C.d1 = 0
C.d2 = dirn
@@ -315,7 +315,7 @@
use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
new/obj/item/weapon/cable_coil(C.loc, 1, C.cable_color)
del(C)
//src.laying = 1
//last = C
@@ -360,7 +360,7 @@
return
var/obj/structure/cable/NC = new(U)
NC.cableColor(color)
NC.cableColor(item_color)
NC.d1 = 0
NC.d2 = fdirn
@@ -375,7 +375,7 @@
use(1)
if (NC.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.cable_color)
del(NC)
return
@@ -398,7 +398,7 @@
return
C.cableColor(color)
C.cableColor(item_color)
C.d1 = nd1
C.d2 = nd2
@@ -414,7 +414,7 @@
use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
new/obj/item/weapon/cable_coil(C.loc, 2, C.cable_color)
del(C)
return
@@ -490,7 +490,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
var/color_n = "red"
if(colorC)
color_n = colorC
color = color_n
cable_color = color_n
switch(colorC)
if("red")
icon = 'icons/obj/power_cond_red.dmi'
@@ -520,36 +520,36 @@ obj/structure/cable/proc/cableColor(var/colorC)
updateicon()
/obj/item/weapon/cable_coil/yellow
color = "yellow"
item_color = "yellow"
icon_state = "coil_yellow"
/obj/item/weapon/cable_coil/blue
color = "blue"
item_color = "blue"
icon_state = "coil_blue"
/obj/item/weapon/cable_coil/green
color = "green"
item_color = "green"
icon_state = "coil_green"
/obj/item/weapon/cable_coil/pink
color = "pink"
item_color = "pink"
icon_state = "coil_pink"
/obj/item/weapon/cable_coil/orange
color = "orange"
item_color = "orange"
icon_state = "coil_orange"
/obj/item/weapon/cable_coil/cyan
color = "cyan"
item_color = "cyan"
icon_state = "coil_cyan"
/obj/item/weapon/cable_coil/white
color = "white"
item_color = "white"
icon_state = "coil_white"
/obj/item/weapon/cable_coil/random/New()
color = pick("red","yellow","green","blue","pink")
icon_state = "coil_[color]"
item_color = pick("red","yellow","green","blue","pink")
icon_state = "coil_[item_color]"
..()
/obj/item/weapon/cable_coil/attack(mob/M as mob, mob/user as mob)

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@@ -497,9 +497,7 @@ datum
required_reagents = list("pacid" = 10, "plasticide" = 20)
result_amount = 1
on_reaction(var/datum/reagents/holder)
var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/mineral/plastic
M.amount = 10
M.loc = get_turf_loc(holder.my_atom)
new /obj/item/stack/sheet/mineral/plastic(get_turf(holder.my_atom),10)
return
virus_food

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@@ -460,41 +460,41 @@
usr << "\blue You color \the [src] [clr]"
icon_state = "egg-[clr]"
color = clr
item_color = clr
else
..()
/obj/item/weapon/reagent_containers/food/snacks/egg/blue
icon_state = "egg-blue"
color = "blue"
item_color = "blue"
/obj/item/weapon/reagent_containers/food/snacks/egg/green
icon_state = "egg-green"
color = "green"
item_color = "green"
/obj/item/weapon/reagent_containers/food/snacks/egg/mime
icon_state = "egg-mime"
color = "mime"
item_color = "mime"
/obj/item/weapon/reagent_containers/food/snacks/egg/orange
icon_state = "egg-orange"
color = "orange"
item_color = "orange"
/obj/item/weapon/reagent_containers/food/snacks/egg/purple
icon_state = "egg-purple"
color = "purple"
item_color = "purple"
/obj/item/weapon/reagent_containers/food/snacks/egg/rainbow
icon_state = "egg-rainbow"
color = "rainbow"
item_color = "rainbow"
/obj/item/weapon/reagent_containers/food/snacks/egg/red
icon_state = "egg-red"
color = "red"
item_color = "red"
/obj/item/weapon/reagent_containers/food/snacks/egg/yellow
icon_state = "egg-yellow"
color = "yellow"
item_color = "yellow"
/obj/item/weapon/reagent_containers/food/snacks/friedegg
name = "Fried egg"

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@@ -84,6 +84,7 @@
// flip and rotate verbs
verb/rotate()
set category = "Object"
set name = "Rotate Pipe"
set src in view(1)
@@ -98,6 +99,7 @@
update()
verb/flip()
set category = "Object"
set name = "Flip Pipe"
set src in view(1)
if(usr.stat)

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@@ -238,17 +238,17 @@
if(heart.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s heart with \the [tool].", \
"\blue You treats the bruises on [target]'s heart with \the [tool]." )
"\blue You treat the bruises on [target]'s heart with \the [tool]." )
heart.damage = 0
if(liver.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s liver with \the [tool].", \
"\blue You treats the bruises on [target]'s liver with \the [tool]." )
"\blue You treat the bruises on [target]'s liver with \the [tool]." )
liver.damage = 0
if(kidney.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s kidney with \the [tool].", \
"\blue You treats the bruises on [target]'s kidney with \the [tool]." )
"\blue You treat the bruises on [target]'s kidney with \the [tool]." )
kidney.damage = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)

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@@ -109,6 +109,12 @@ VOTE_DELAY 6000
## time period (deciseconds) which voting session will last (default 1 minute)
VOTE_PERIOD 600
## autovote initial delay (deciseconds) before first automatic transfer vote call (default 180 minutes)
VOTE_AUTOTRANSFER_INITIAL 108000
##autovote delay (deciseconds) before sequential automatic transfer votes are called (default 60 minutes)
Vote_AUTOTRANSFER_INTERVAL 36000
## prevents dead players from voting or starting votes
#NO_DEAD_VOTE

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@@ -35,7 +35,7 @@ Header Section
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Code:</b> Abi79, Aryn, Cael_Aislinn, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, Lexusjjss, Melonstorm, Miniature, Mloc, NerdyBoy1104, SkyMarshal, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty<br></font>
<font size='2'><b>Code:</b> Abi79, Aryn, Cael_Aislinn, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, Lexusjjss, Melonstorm, Miniature, Mloc, NerdyBoy1104, SkyMarshal, Snapshot, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty<br></font>
<font size='2'><b>Sprites:</b> Apple_Master, Arcalane, Chinsky, CompactNinja, Deus Dactyl, Erthilo, Flashkirby, Miniature, Searif, Xenone, faux<br></font>
<font size='2'><b>Sounds:</b> Aryn<br></font>
<font size='2'><b>Thanks To:</b> /tg/ station, Goonstation, Animus Station, Daedalus, and original Spacestation 13 devs. Skibiliano for the IRC bot.</font>
@@ -66,10 +66,14 @@ should be listed in the changelog upon commit though. Thanks. -->
</div>
<div class="commit sansserif">
<h2 class="date">August 26th, 2013</h2>
<h3 class="author">Giacom updated:</h3>
<h2 class="date">September 24th, 2013</h2>
<h3 class="author">Snapshot updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">AI Vocal Announcements are back with small improvements.</li>
<li class="rscdel">Removed hidden vote counts.</li>
<li class="rscdel">Removed hiding of vote results.</li>
<li class="rscdel">Removed OOC muting during votes.</li>
<li class="rscadd">Crew transfers are no longer callable during Red and Delta alert.</li>
<li class="wip">Started work on Auto transfer framework.</li>
</ul>
</div>

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