This commit is contained in:
suethecake
2014-01-29 18:15:35 -06:00
parent 029c86fab0
commit 6f69e7f821
21 changed files with 11364 additions and 11223 deletions

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@@ -1,6 +1,11 @@
// BEGIN_INTERNALS // BEGIN_INTERNALS
/* /*
MAP_ICON_TYPE: 0 MAP_ICON_TYPE: 0
WINDOW: maps\tgstation2.dmm;icons\obj\clothing\belts.dmi;icons\obj\clothing\glasses.dmi;icons\obj\clothing\hats.dmi;icons\obj\clothing\masks.dmi;icons\obj\clothing\suits.dmi;icons\obj\clothing\uniforms.dmi;icons\mob\belt.dmi;icons\mob\eyes.dmi;icons\mob\head.dmi;icons\mob\mask.dmi;icons\mob\suit.dmi;icons\mob\uniform.dmi;code\modules\clothing\suits\armor.dm;code\modules\clothing\under\jobs\security.dm;code\modules\clothing\masks\boxing.dm;code\modules\clothing\head\helmet.dm;code\modules\clothing\glasses\glasses.dm;code\game\objects\items\weapons\storage\belt.dm;code\game\objects\structures\crates_lockers\closets\secure\security.dm;code\game\objects\structures\crates_lockers\closets\wardrobe.dm
LAST_COMPILE_VERSION: 501.1217
DIR: code code\game code\game\gamemodes code\game\gamemodes\cult code\game\objects code\game\objects\items code\game\objects\items\weapons code\game\objects\items\weapons\storage code\game\objects\structures code\game\objects\structures\crates_lockers code\game\objects\structures\crates_lockers\closets code\game\objects\structures\crates_lockers\closets\secure code\modules code\modules\clothing code\modules\clothing\glasses code\modules\clothing\head code\modules\clothing\masks code\modules\clothing\spacesuits code\modules\clothing\suits code\modules\clothing\under code\modules\clothing\under\jobs code\modules\projectiles code\modules\projectiles\guns code\modules\projectiles\guns\energy icons icons\mob icons\obj icons\obj\clothing maps
FILE: code\game\objects\structures\crates_lockers\closets\wardrobe.dm
LAST_COMPILE_TIME: 1391038766
AUTO_FILE_DIR: OFF AUTO_FILE_DIR: OFF
*/ */
// END_INTERNALS // END_INTERNALS

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@@ -167,3 +167,68 @@
desc = "No bother to sink or swim when you can just float!" desc = "No bother to sink or swim when you can just float!"
icon_state = "inflatable" icon_state = "inflatable"
item_state = "inflatable" item_state = "inflatable"
/obj/item/weapon/storage/belt/security/tactical
name = "combat belt"
desc = "Can hold security gear like handcuffs and flashes, with more pouches for more storage."
icon_state = "swatbelt"
item_state = "swatbelt"
var/obj/item/weapon/gun/holstered = null
storage_slots = 9
max_w_class = 3
max_combined_w_class = 21
can_hold = list(
"/obj/item/weapon/grenade/flashbang",
"/obj/item/weapon/reagent_containers/spray/pepper",
"/obj/item/weapon/handcuffs",
"/obj/item/device/flash",
"/obj/item/clothing/glasses",
"/obj/item/ammo_casing/shotgun",
"/obj/item/ammo_magazine",
"/obj/item/weapon/reagent_containers/food/snacks/donut/normal",
"/obj/item/weapon/reagent_containers/food/snacks/donut/jelly",
"/obj/item/weapon/melee/baton",
"/obj/item/weapon/gun/energy/taser",
"/obj/item/weapon/lighter/zippo",
"/obj/item/weapon/cigpacket",
"/obj/item/clothing/glasses/hud/security",
"/obj/item/device/flashlight",
"/obj/item/device/pda",
"/obj/item/device/radio/headset",
"/obj/item/weapon/melee",
"/obj/item/taperoll/police",
"/obj/item/weapon/gun/energy/taser"
)
/obj/item/weapon/storage/belt/security/tactical/verb/holster()
set name = "Holster"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if(!holstered)
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
usr << "\blue You need your gun equiped to holster it."
return
var/obj/item/weapon/gun/W = usr.get_active_hand()
if (!W.isHandgun())
usr << "\red This gun won't fit in \the belt!"
return
holstered = usr.get_active_hand()
usr.drop_item()
holstered.loc = src
usr.visible_message("\blue \The [usr] holsters \the [holstered].", "You holster \the [holstered].")
else
if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
usr << "\red You need an empty hand to draw the gun!"
else
if(usr.a_intent == "hurt")
usr.visible_message("\red \The [usr] draws \the [holstered], ready to shoot!", \
"\red You draw \the [holstered], ready to shoot!")
else
usr.visible_message("\blue \The [usr] draws \the [holstered], pointing it at the ground.", \
"\blue You draw \the [holstered], pointing it at the ground.")
usr.put_in_hands(holstered)
holstered = null

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@@ -370,3 +370,20 @@
new /obj/item/clothing/shoes/red(src) new /obj/item/clothing/shoes/red(src)
new /obj/item/clothing/shoes/leather(src) new /obj/item/clothing/shoes/leather(src)
return return
/obj/structure/closet/wardrobe/tactical
name = "tactical equipment"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/wardrobe/tactical/New()
new /obj/item/clothing/under/tactical(src)
new /obj/item/clothing/suit/armor/tactical(src)
new /obj/item/clothing/head/helmet/tactical(src)
new /obj/item/clothing/mask/balaclava/tactical(src)
new /obj/item/clothing/glasses/sunglasses/sechud/tactical(src)
new /obj/item/weapon/storage/belt/security/tactical(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/gloves/black(src)
return

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@@ -150,6 +150,11 @@
src.hud = new/obj/item/clothing/glasses/hud/security(src) src.hud = new/obj/item/clothing/glasses/hud/security(src)
return return
/obj/item/clothing/glasses/sunglasses/sechud/tactical
name = "tactical HUD"
desc = "Flash-resistant goggles with inbuilt combat and security information."
icon_state = "swatgoggles"
/obj/item/clothing/glasses/thermal /obj/item/clothing/glasses/thermal
name = "Optical Thermal Scanner" name = "Optical Thermal Scanner"
desc = "Thermals in the shape of glasses." desc = "Thermals in the shape of glasses."

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@@ -59,3 +59,13 @@
item_state = "gladiator" item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 1 siemens_coefficient = 1
/obj/item/clothing/head/helmet/tactical
name = "tactical helmet"
desc = "An armored helmet capable of being fitted with a multitude of attachments."
icon_state = "swathelm"
item_state = "helmet"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
armor = list(melee = 62, bullet = 50, laser = 50,energy = 35, bomb = 10, bio = 2, rad = 0)
flags_inv = HIDEEARS
siemens_coefficient = 0.7

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@@ -7,6 +7,15 @@
flags_inv = HIDEFACE flags_inv = HIDEFACE
w_class = 2 w_class = 2
/obj/item/clothing/mask/balaclava/tactical
name = "green balaclava"
desc = "Designed to both hide identities and keep your face comfy and warm."
icon_state = "swatclava"
item_state = "balaclava"
flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
/obj/item/clothing/mask/luchador /obj/item/clothing/mask/luchador
name = "Luchador Mask" name = "Luchador Mask"
desc = "Worn by robust fighters, flying high to defeat their foes!" desc = "Worn by robust fighters, flying high to defeat their foes!"

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@@ -184,3 +184,13 @@
icon_state = "tdgreen" icon_state = "tdgreen"
item_state = "tdgreen" item_state = "tdgreen"
siemens_coefficient = 1 siemens_coefficient = 1
/obj/item/clothing/suit/armor/tactical
name = "tactical armor"
desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards."
icon_state = "swatarmor"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
slowdown = 1
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
siemens_coefficient = 0.7

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@@ -58,6 +58,16 @@
item_state = "warden_corporate" item_state = "warden_corporate"
item_color = "warden_corporate" item_color = "warden_corporate"
/obj/item/clothing/under/tactical
name = "tactical jumpsuit"
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
icon_state = "swatunder"
item_state = "swatunder"
item_color = "swatunder"
armor = list(melee = 10, bullet = 5, laser = 5,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/* /*
* Detective * Detective
*/ */

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