mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
Fixes some goofs
This commit is contained in:
@@ -102,7 +102,7 @@
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desc = "You could probably shock someone badly if you touched them, or recharge something."
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desc = "You could probably shock someone badly if you touched them, or recharge something."
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icon = 'icons/obj/weapons.dmi'
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icon = 'icons/obj/weapons.dmi'
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icon_state = "electric_hand"
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icon_state = "electric_hand"
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show_examine = 0
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show_examine = FALSE
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var/shock_cost = 10
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var/shock_cost = 10
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var/agony_amount = 60
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var/agony_amount = 60
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@@ -30,7 +30,7 @@
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desc = "This finger appears to be an organic datajack."
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desc = "This finger appears to be an organic datajack."
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icon = 'icons/obj/weapons.dmi'
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icon = 'icons/obj/weapons.dmi'
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icon_state = "electric_hand"
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icon_state = "electric_hand"
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show_examine = 0
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show_examine = FALSE
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/obj/item/weapon/finger_lockpick/New()
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/obj/item/weapon/finger_lockpick/New()
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if(ismob(loc))
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if(ismob(loc))
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@@ -31,7 +31,7 @@
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)
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)
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throwforce = 0
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throwforce = 0
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force = 0
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force = 0
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show_examine = 0
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show_examine = FALSE
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// var/mob/living/carbon/human/owner = null
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// var/mob/living/carbon/human/owner = null
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var/mob/living/owner = null
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var/mob/living/owner = null
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var/obj/item/weapon/technomancer_core/core = null
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var/obj/item/weapon/technomancer_core/core = null
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@@ -14,7 +14,7 @@
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var/show_messages
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var/show_messages
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var/preserve_item = 0 //whether this object is preserved when its owner goes into cryo-storage, gateway, etc
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var/preserve_item = 0 //whether this object is preserved when its owner goes into cryo-storage, gateway, etc
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var/show_examine = 1 // Does this pop up on a mob when the mob is examined?
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var/show_examine = TRUE // Does this pop up on a mob when the mob is examined?
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/obj/Destroy()
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/obj/Destroy()
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processing_objects -= src
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processing_objects -= src
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@@ -103,6 +103,7 @@
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if(prob(50))
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if(prob(50))
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new /obj/item/weapon/storage/backpack/dufflebag/sec(src)
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new /obj/item/weapon/storage/backpack/dufflebag/sec(src)
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new /obj/item/clothing/head/helmet/HoS(src)
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new /obj/item/clothing/head/helmet/HoS(src)
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new /obj/item/clothing/head/helmet/HoS/hat(src)
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new /obj/item/clothing/suit/storage/vest/hos(src)
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new /obj/item/clothing/suit/storage/vest/hos(src)
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new /obj/item/clothing/under/rank/head_of_security/jensen(src)
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new /obj/item/clothing/under/rank/head_of_security/jensen(src)
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new /obj/item/clothing/under/rank/head_of_security/corp(src)
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new /obj/item/clothing/under/rank/head_of_security/corp(src)
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@@ -162,6 +163,7 @@
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new /obj/item/clothing/suit/storage/vest/wardencoat(src)
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new /obj/item/clothing/suit/storage/vest/wardencoat(src)
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new /obj/item/clothing/suit/storage/vest/wardencoat/alt(src)
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new /obj/item/clothing/suit/storage/vest/wardencoat/alt(src)
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new /obj/item/clothing/head/helmet/warden(src)
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new /obj/item/clothing/head/helmet/warden(src)
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new /obj/item/clothing/head/helmet/warden/hat(src)
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new /obj/item/weapon/cartridge/security(src)
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new /obj/item/weapon/cartridge/security(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/device/radio/headset/headset_sec/alt(src)
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new /obj/item/device/radio/headset/headset_sec/alt(src)
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@@ -112,6 +112,7 @@
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desc = "It's a special helmet issued to the Warden of a securiy force."
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desc = "It's a special helmet issued to the Warden of a securiy force."
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icon_state = "policehelm"
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icon_state = "policehelm"
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body_parts_covered = 0
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body_parts_covered = 0
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/HoS
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/obj/item/clothing/head/helmet/HoS
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name = "Head of Security helmet"
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name = "Head of Security helmet"
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@@ -122,7 +123,7 @@
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desc = "The hat of the Head of Security. For showing the officers who's in charge."
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desc = "The hat of the Head of Security. For showing the officers who's in charge."
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icon_state = "hoscap"
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icon_state = "hoscap"
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body_parts_covered = 0
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body_parts_covered = 0
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/HoS/dermal
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/obj/item/clothing/head/helmet/HoS/dermal
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name = "Dermal Armour Patch"
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name = "Dermal Armour Patch"
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@@ -138,6 +139,8 @@
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armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
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armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.9
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siemens_coefficient = 0.9
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body_parts_covered = 0
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body_parts_covered = 0
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valid_accessory_slots = null
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show_examine = FALSE
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/obj/item/clothing/head/det/grey
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/obj/item/clothing/head/det/grey
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icon_state = "detective2"
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icon_state = "detective2"
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@@ -949,12 +949,10 @@ var/global/list/damage_icon_parts = list()
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/mob/living/carbon/human/update_inv_head(var/update_icons=1)
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/mob/living/carbon/human/update_inv_head(var/update_icons=1)
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world << "update_inv_head"
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if(QDESTROYING(src))
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if(QDESTROYING(src))
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return
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return
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if(head)
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if(head)
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world << "Has head"
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head.screen_loc = ui_head //TODO
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head.screen_loc = ui_head //TODO
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//Determine the icon to use
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//Determine the icon to use
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@@ -1011,7 +1009,6 @@ var/global/list/damage_icon_parts = list()
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var/obj/item/clothing/head/hat = head
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var/obj/item/clothing/head/hat = head
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if(istype(hat) && hat.accessories.len)
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if(istype(hat) && hat.accessories.len)
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for(var/obj/item/clothing/accessory/A in hat.accessories)
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for(var/obj/item/clothing/accessory/A in hat.accessories)
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world << "[A.name]"
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standing.overlays |= A.get_mob_overlay()
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standing.overlays |= A.get_mob_overlay()
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overlays_standing[HEAD_LAYER] = standing
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overlays_standing[HEAD_LAYER] = standing
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@@ -2407,7 +2407,7 @@
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#include "code\ZAS\Zone.dm"
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#include "code\ZAS\Zone.dm"
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#include "interface\interface.dm"
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#include "interface\interface.dm"
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#include "interface\skin.dmf"
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#include "interface\skin.dmf"
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#include "maps\example\example.dm"
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#include "maps\southern_cross\southern_cross.dm"
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#include "maps\submaps\_readme.dm"
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#include "maps\submaps\_readme.dm"
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#include "maps\submaps\space_submaps\space.dm"
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#include "maps\submaps\space_submaps\space.dm"
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#include "maps\submaps\surface_submaps\mountains\mountains.dm"
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#include "maps\submaps\surface_submaps\mountains\mountains.dm"
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