Merge branch 'master' into 9/4/2015_master_to_dev

Conflicts:
	code/game/jobs/job/security.dm
	code/modules/projectiles/guns/energy/nuclear.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	maps/colony-1.dmm
	maps/colony-5.dmm
This commit is contained in:
Neerti
2015-09-04 08:26:03 -04:00
22 changed files with 113 additions and 63 deletions

View File

@@ -15,5 +15,5 @@
required_players = 2
required_players_secret = 10
required_enemies = 1
end_on_antag_death = 1
end_on_antag_death = 0
antag_scaling_coeff = 10

View File

@@ -6,5 +6,5 @@
required_players = 5
required_players_secret = 15
required_enemies = 3
end_on_antag_death = 1
end_on_antag_death = 0
antag_tag = MODE_CULTIST

View File

@@ -12,7 +12,7 @@ var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind'
required_players_secret = 25
required_enemies = 4
round_description = "An unidentified bluespace signature has slipped past the Icarus and is approaching the station!"
end_on_antag_death = 1
end_on_antag_death = 0
/datum/game_mode/heist/check_finished()
if(!..())

View File

@@ -7,7 +7,7 @@
config_tag = "meteor"
required_players = 0
votable = 0
deny_respawn = 1
deny_respawn = 0
var/next_wave = METEOR_DELAY
/datum/game_mode/meteor/post_setup()

View File

@@ -13,4 +13,4 @@
required_players = 1
required_players_secret = 10
required_enemies = 1
end_on_antag_death = 1
end_on_antag_death = 0

View File

@@ -11,7 +11,7 @@ var/list/nuke_disks = list()
required_players = 15
required_players_secret = 25 // 25 players - 5 players to be the nuke ops = 20 players remaining
required_enemies = 1
end_on_antag_death = 1
end_on_antag_death = 0
antag_tag = MODE_MERCENARY
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station

View File

@@ -6,8 +6,8 @@
required_players = 4
required_players_secret = 15
required_enemies = 3
auto_recall_shuttle = 1
end_on_antag_death = 1
auto_recall_shuttle = 0 //NO THANKS
end_on_antag_death = 0
shuttle_delay = 3
antag_tag = MODE_REVOLUTIONARY

View File

@@ -13,6 +13,6 @@
config_tag = "traitor"
required_players = 0
required_enemies = 1
end_on_antag_death = 1
end_on_antag_death = 0
antag_scaling_coeff = 10
antag_tag = MODE_TRAITOR

View File

@@ -6,5 +6,5 @@
required_players = 1
required_players_secret = 10
required_enemies = 1
end_on_antag_death = 1
end_on_antag_death = 0
antag_tag = MODE_WIZARD

View File

@@ -93,8 +93,9 @@
supervisors = "the head of security"
selection_color = "#ffeeee"
alt_titles = list("Forensic Technician")
access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
minimal_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
economic_modifier = 5
alt_titles = list("Forensic Technician")
minimal_player_age = 3
equip(var/mob/living/carbon/human/H)
if(!H) return 0

View File

@@ -51,6 +51,22 @@
icon_open = "green_labcoat_open"
icon_closed = "green_labcoat"
/obj/item/clothing/suit/storage/toggle/labcoat/yellow
name = "yellow labcoat"
desc = "A suit that protects against minor chemical spills. This one is yellow."
icon_state = "yellow_labcoat_open"
item_state = "yellow_labcoat"
icon_open = "yellow_labcoat_open"
icon_closed = "yellow_labcoat"
/obj/item/clothing/suit/storage/toggle/labcoat/pink
name = "pink labcoat"
desc = "A suit that protects against minor chemical spills. This one is pink."
icon_state = "pink_labcoat_open"
item_state = "pink_labcoat"
icon_open = "pink_labcoat_open"
icon_closed = "pink_labcoat"
/obj/item/clothing/suit/storage/toggle/labcoat/cmo
name = "chief medical officer's labcoat"
desc = "Bluer than the standard model."

View File

@@ -392,4 +392,44 @@
icon_state = "black_hoodie"
item_state = "black_hoodie"
icon_open = "black_hoodie_open"
icon_closed = "black_hoodie"
icon_closed = "black_hoodie"
/obj/item/clothing/suit/storage/toggle/hoodie/red
name = "red hoodie"
desc = "A warm, red sweatshirt."
icon_state = "red_hoodie"
item_state = "red_hoodie"
icon_open = "red_hoodie_open"
icon_closed = "red_hoodie"
/obj/item/clothing/suit/storage/toggle/hoodie/blue
name = "blue hoodie"
desc = "A warm, blue sweatshirt."
icon_state = "blue_hoodie"
item_state = "blue_hoodie"
icon_open = "blue_hoodie_open"
icon_closed = "blue_hoodie"
/obj/item/clothing/suit/storage/toggle/hoodie/green
name = "green hoodie"
desc = "A warm, green sweatshirt."
icon_state = "green_hoodie"
item_state = "green_hoodie"
icon_open = "green_hoodie_open"
icon_closed = "green_hoodie"
/obj/item/clothing/suit/storage/toggle/hoodie/orange
name = "orange hoodie"
desc = "A warm, orange sweatshirt."
icon_state = "orange_hoodie"
item_state = "orange_hoodie"
icon_open = "orange_hoodie_open"
icon_closed = "orange_hoodie"
/obj/item/clothing/suit/storage/toggle/hoodie/yellow
name = "yellow hoodie"
desc = "A warm, yellow sweatshirt."
icon_state = "yellow_hoodie"
item_state = "yellow_hoodie"
icon_open = "yellow_hoodie_open"
icon_closed = "yellow_hoodie"

View File

@@ -112,7 +112,6 @@
ponytail2
name = "Ponytail 2"
icon_state = "hair_pa"
gender = FEMALE
ponytail3
name = "Ponytail 3"
@@ -121,12 +120,14 @@
ponytail4
name = "Ponytail 4"
icon_state = "hair_ponytail4"
gender = FEMALE
ponytail5
name = "Ponytail 5"
icon_state = "hair_ponytail5"
sideponytail
name = "Side Ponytail"
icon_state = "hair_stail"
gender = FEMALE
parted
name = "Parted"
@@ -135,12 +136,10 @@
pompadour
name = "Pompadour"
icon_state = "hair_pompadour"
gender = MALE
quiff
name = "Quiff"
icon_state = "hair_quiff"
gender = MALE
bedhead
name = "Bedhead"
@@ -157,55 +156,45 @@
beehive
name = "Beehive"
icon_state = "hair_beehive"
gender = FEMALE
beehive2
name = "Beehive 2"
icon_state = "hair_beehive2"
gender = FEMALE
bobcurl
name = "Bobcurl"
icon_state = "hair_bobcurl"
gender = FEMALE
species_allowed = list("Human","Unathi")
bob
name = "Bob"
icon_state = "hair_bobcut"
gender = FEMALE
species_allowed = list("Human","Unathi")
bowl
name = "Bowl"
icon_state = "hair_bowlcut"
gender = MALE
buzz
name = "Buzzcut"
icon_state = "hair_buzzcut"
gender = MALE
species_allowed = list("Human","Unathi")
crew
name = "Crewcut"
icon_state = "hair_crewcut"
gender = MALE
combover
name = "Combover"
icon_state = "hair_combover"
gender = MALE
father
name = "Father"
icon_state = "hair_father"
gender = MALE
reversemohawk
name = "Reverse Mohawk"
icon_state = "hair_reversemohawk"
gender = MALE
devillock
name = "Devil Lock"
@@ -230,12 +219,10 @@
afro_large
name = "Big Afro"
icon_state = "hair_bigafro"
gender = MALE
sargeant
name = "Flat Top"
icon_state = "hair_sargeant"
gender = MALE
emo
name = "Emo"
@@ -244,7 +231,10 @@
longemo
name = "Long Emo"
icon_state = "hair_emolong"
gender = FEMALE
veryshortovereye
name = "Overeye Very Short"
icon_state = "hair_veryshortovereye"
shortovereye
name = "Overeye Short"
@@ -265,31 +255,29 @@
hitop
name = "Hitop"
icon_state = "hair_hitop"
gender = MALE
mohawk
name = "Mohawk"
icon_state = "hair_d"
species_allowed = list("Human","Unathi")
jensen
name = "Adam Jensen Hair"
icon_state = "hair_jensen"
gender = MALE
gelled
name = "Gelled Back"
icon_state = "hair_gelled"
gender = FEMALE
gentle
name = "Gentle"
icon_state = "hair_gentle"
gender = FEMALE
spiky
name = "Spiky"
icon_state = "hair_spikey"
species_allowed = list("Human","Unathi")
kusangi
name = "Kusanagi Hair"
icon_state = "hair_kusanagi"
@@ -297,42 +285,34 @@
kagami
name = "Pigtails"
icon_state = "hair_kagami"
gender = FEMALE
himecut
name = "Hime Cut"
icon_state = "hair_himecut"
gender = FEMALE
braid
name = "Floorlength Braid"
icon_state = "hair_braid"
gender = FEMALE
icon_state = "bald" //Trust me, it's better this way.
mbraid
name = "Medium Braid"
icon_state = "hair_shortbraid"
gender = FEMALE
braid2
name = "Long Braid"
icon_state = "hair_hbraid"
gender = FEMALE
odango
name = "Odango"
icon_state = "hair_odango"
gender = FEMALE
ombre
name = "Ombre"
icon_state = "hair_ombre"
gender = FEMALE
updo
name = "Updo"
icon_state = "hair_updo"
gender = FEMALE
skinhead
name = "Skinhead"
@@ -346,57 +326,46 @@
familyman
name = "The Family Man"
icon_state = "hair_thefamilyman"
gender = MALE
mahdrills
name = "Drillruru"
icon_state = "hair_drillruru"
gender = FEMALE
dandypomp
name = "Dandy Pompadour"
icon_state = "hair_dandypompadour"
gender = MALE
poofy
name = "Poofy"
icon_state = "hair_poofy"
gender = FEMALE
crono
name = "Chrono"
icon_state = "hair_toriyama"
gender = MALE
vegeta
name = "Vegeta"
icon_state = "hair_toriyama2"
gender = MALE
cia
name = "CIA"
icon_state = "hair_cia"
gender = MALE
mulder
name = "Mulder"
icon_state = "hair_mulder"
gender = MALE
scully
name = "Scully"
icon_state = "hair_scully"
gender = FEMALE
nitori
name = "Nitori"
icon_state = "hair_nitori"
gender = FEMALE
joestar
name = "Joestar"
icon_state = "hair_joestar"
gender = MALE
bald
name = "Bald"

View File

@@ -20,6 +20,26 @@
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/gun
name = "fm-2t"
desc = "The FM-2t is a versatile energy based small arm, capable of switching between stun or kill with a three round burst option for both settings."
icon_state = "fm-2tstun100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
max_shots = 12
projectile_type = /obj/item/projectile/beam/stun
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
modifystate = "fm-2tstun"
firemodes = list(
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
list(name="stun 3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), projectile_type=/obj/item/projectile/beam/stun, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="fm-2tkill", fire_sound='sound/weapons/Laser.ogg'),
list(name="lethal 3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), projectile_type=/obj/item/projectile/beam, modifystate="fm-2tkill", fire_sound='sound/weapons/Laser.ogg'),
)
/obj/item/weapon/gun/energy/gun/nuclear
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized reactor."
@@ -29,12 +49,12 @@
force = 8 //looks heavier than a pistol
self_recharge = 1
modifystate = null
firemodes = list(
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
)
var/lightfail = 0
//override for failcheck behaviour

View File

@@ -30,7 +30,7 @@
/obj/item/weapon/gun/projectile/automatic/c20r
name = "submachine gun"
desc = "The C-20r is a lightweight and rapid firing SMG, for when you REALLY need someone dead. Uses 10mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp."
desc = "The C-20r is a lightweight and rapid firing SMG, for when you REALLY need someone dead. Uses 12mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp."
icon_state = "c20r"
item_state = "c20r"
w_class = 3
@@ -230,7 +230,7 @@
name = "\improper AS-24 automatic shotgun"
desc = "A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 12 gauge shells. It is unmarked."
icon_state = "ashot"
item_state = "arifle"
item_state = null
w_class = 4
force = 10
caliber = "shotgun"
@@ -252,3 +252,6 @@
else
icon_state = "ashot"
return

Binary file not shown.

Before

Width:  |  Height:  |  Size: 55 KiB

After

Width:  |  Height:  |  Size: 56 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 27 KiB

After

Width:  |  Height:  |  Size: 33 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 293 KiB

After

Width:  |  Height:  |  Size: 302 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 104 KiB

After

Width:  |  Height:  |  Size: 108 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 49 KiB

After

Width:  |  Height:  |  Size: 50 KiB

View File

@@ -1828,9 +1828,10 @@
#include "code\ZAS\Zone.dm"
#include "interface\interface.dm"
#include "interface\skin.dmf"
#include "maps\colony-1.dmm"
#include "maps\colony-2.dmm"
#include "maps\colony-3.dmm"
#include "maps\colony-4.dmm"
#include "maps\colony-5.dmm"
#include "maps\exodus-1.dmm"
#include "maps\exodus-2.dmm"
#include "maps\exodus-3.dmm"
#include "maps\exodus-4.dmm"
#include "maps\exodus-5.dmm"
#include "maps\exodus-6.dmm"
// END_INCLUDE