Merge pull request #922 from Zuhayr/tesharifixes

Fixes
This commit is contained in:
EmperorJon
2016-02-08 01:31:02 +00:00
14 changed files with 35 additions and 49 deletions

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@@ -762,7 +762,7 @@
//Clear the access reqs, disable the safeties, and open up all paintjobs.
user << "<span class='danger'>You run the sequencer across the interface, corrupting the operating protocols.</span>"
departments = list("Engineering","Mining","Medical","Security","Atmos","^%###^%$")
species -= "Teshari" // Until someone feels like making sprites for them/they are common enough to justify inclusion in the station cyclers.
species = list("Human","Tajara","Skrell","Unathi", "Teshari")
emagged = 1
safeties = 0

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@@ -7,14 +7,13 @@
matter = list(DEFAULT_WALL_MATERIAL = 75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS
sprite_sheets = list("Teshari" = 'icons/mob/species/seromi/ears.dmi')
var/translate_binary = 0
var/translate_hive = 0
var/obj/item/device/encryptionkey/keyslot1 = null
var/obj/item/device/encryptionkey/keyslot2 = null
// maxf = 1489
var/ks1type = /obj/item/device/encryptionkey
var/ks2type = null

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@@ -189,37 +189,6 @@
update_clothing_icon()
///////////////////////////////////////////////////////////////////////
//Glasses
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
SEE_OBJS // can see all objs, no matter what
SEE_TURFS // can see all turfs (and areas), no matter what
SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
// in a lit area (via pixel_x,y or smooth movement), can see those pixels
BLIND // can't see anything
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = 2.0
body_parts_covered = EYES
slot_flags = SLOT_EYES
var/vision_flags = 0
var/darkness_view = 0//Base human is 2
var/see_invisible = -1
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Teshari" = 'icons/mob/species/seromi/eyes.dmi',
)
/obj/item/clothing/glasses/update_clothing_icon()
if (ismob(src.loc))
var/mob/M = src.loc
M.update_inv_glasses()
*/
///////////////////////////////////////////////////////////////////////
//Gloves
/obj/item/clothing/gloves
name = "gloves"
@@ -584,7 +553,7 @@ BLIND // can't see anything
else
rolled_down = -1
if(H) update_clothing_icon()
/obj/item/clothing/under/proc/update_rollsleeves_status()
var/mob/living/carbon/human/H
if(istype(src.loc, /mob/living/carbon/human))
@@ -767,7 +736,7 @@ BLIND // can't see anything
item_state_slots[slot_w_uniform_str] = "[worn_state]"
usr << "<span class='notice'>You roll up your [src].</span>"
update_clothing_icon()
/obj/item/clothing/under/verb/rollsleeves()
set name = "Roll Up Sleeves"
set category = "Object"

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@@ -1,3 +1,15 @@
///////////////////////////////////////////////////////////////////////
//Glasses
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
SEE_OBJS // can see all objs, no matter what
SEE_TURFS // can see all turfs (and areas), no matter what
SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
// in a lit area (via pixel_x,y or smooth movement), can see those pixels
BLIND // can't see anything
*/
///////////////////////////////////////////////////////////////////////
/obj/item/clothing/glasses
name = "glasses"
@@ -13,7 +25,12 @@
var/active = 1
var/activation_sound = 'sound/items/goggles_charge.ogg'
var/obj/screen/overlay = null
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Teshari" = 'icons/mob/species/seromi/eyes.dmi'
)
/obj/item/clothing/glasses/update_clothing_icon()
if (ismob(src.loc))
var/mob/M = src.loc
@@ -89,7 +106,7 @@
item_state = "eyepatch"
body_parts_covered = 0
var/eye = null
/obj/item/clothing/glasses/eyepatch/verb/switcheye()
set name = "Switch Eyepatch"
set category = "Object"

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@@ -5,6 +5,7 @@
icon_state = "seromi_grey"
worn_state = "seromi_grey"
species_restricted = list("Teshari")
body_parts_covered = 0 // It's a thin piece of cloth with a neck hole.
/obj/item/clothing/under/seromi/white
name = "small white smock"

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@@ -143,7 +143,7 @@
return
if(!on_fire && istype(A) && (src in user))
if(A.is_open_container())
if(A.is_open_container() && !(A in user))
remove_contents(user, A)
else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them.
wipe_down(A, user)

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@@ -98,7 +98,7 @@ var/list/holder_mob_icon_cache = list()
/mob/living/MouseDrop(var/atom/over_object)
var/mob/living/carbon/human/H = over_object
if(holder_type && istype(H) && !H.lying && !issmall(H) && Adjacent(H))
if(holder_type && istype(H) && !H.lying && !issmall(H) && Adjacent(H) && (src.a_intent == I_HELP && H.a_intent == I_HELP))
get_scooped(H, (usr == src))
return
return ..()

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@@ -1357,13 +1357,6 @@
return 1
return 0
/mob/living/carbon/human/MouseDrop(var/atom/over_object)
var/mob/living/carbon/human/H = over_object
if(holder_type && a_intent == I_HELP && istype(H) && H == usr && H.a_intent == I_HELP && !issmall(H) && Adjacent(H))
get_scooped(H)
return
return ..()
//Puts the item into our active hand if possible. returns 1 on success.
/mob/living/carbon/human/put_in_active_hand(var/obj/item/W)
return (hand ? put_in_l_hand(W) : put_in_r_hand(W))

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@@ -111,3 +111,7 @@
return SEE_SELF|SEE_MOBS
else
return SEE_SELF
/datum/species/teshari/equip_survival_gear(var/mob/living/carbon/human/H)
..()
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H),slot_shoes)

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@@ -115,6 +115,8 @@ obj/aiming_overlay/proc/update_aiming_deferred()
if(!(aiming_with in owner) || (istype(owner, /mob/living/carbon/human) && (owner.l_hand != aiming_with && owner.r_hand != aiming_with)))
owner << "<span class='warning'>You must keep hold of your weapon!</span>"
else if(owner.eye_blind)
owner << "<span class='warning'>You are blind and cannot see your target!</span>"
else if(!aiming_at || !istype(aiming_at.loc, /turf))
owner << "<span class='warning'>You have lost sight of your target!</span>"
else if(owner.incapacitated() || owner.lying || owner.restrained())

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@@ -247,7 +247,8 @@
if(user.client)
user.client.screen -= O
P.wrapped = O
O.loc = P
O.forceMove(P)
P.w_class = O.w_class
var/i = round(O.w_class)
if(i in list(1,2,3,4,5))
P.icon_state = "deliverycrate[i]"

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