Merge with dev.

This commit is contained in:
Zuhayr
2015-07-15 16:20:39 +09:30
10 changed files with 96 additions and 55 deletions

View File

@@ -145,9 +145,14 @@
/obj/item/rig_module/vision/meson
)
chest_type = /obj/item/clothing/suit/space/rig/ce
boot_type = null
glove_type = null
/obj/item/clothing/suit/space/rig/ce
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
/obj/item/weapon/rig/hazmat
name = "AMI control module"

View File

@@ -236,13 +236,22 @@ var/global/list/damage_icon_parts = list()
//CACHING: Generate an index key from visible bodyparts.
//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
//Create a new, blank icon for our mob to use.
if(stand_icon)
qdel(stand_icon)
stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
var/icon_key = ""
var/obj/item/organ/eyes/eyes = internal_organs_by_name["eyes"]
var/g = "male"
if(gender == FEMALE)
g = "female"
var/icon_key = "[species.race_key][g][s_tone][r_skin][g_skin][b_skin]"
if(lip_style)
icon_key += "[lip_style]"
else
icon_key += "nolips"
var/obj/item/organ/eyes/eyes = internal_organs_by_name["eyes"]
if(eyes)
icon_key += "[rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3])]"
else
@@ -643,6 +652,7 @@ var/global/list/damage_icon_parts = list()
t_icon = head.icon_override
else if(head.sprite_sheets && head.sprite_sheets[species.name])
t_icon = head.sprite_sheets[species.name]
else if(head.item_icons && (slot_head_str in head.item_icons))
t_icon = head.item_icons[slot_head_str]
else
@@ -650,12 +660,17 @@ var/global/list/damage_icon_parts = list()
//Determine the state to use
var/t_state
if(head.item_state_slots && head.item_state_slots[slot_head_str])
t_state = head.item_state_slots[slot_head_str]
else if(head.item_state)
t_state = head.item_state
if(istype(head, /obj/item/weapon/paper))
/* I don't like this, but bandaid to fix half the hats in the game
being completely broken without re-breaking paper hats */
t_state = "paper"
else
t_state = head.icon_state
if(head.item_state_slots && head.item_state_slots[slot_head_str])
t_state = head.item_state_slots[slot_head_str]
else if(head.item_state)
t_state = head.item_state
else
t_state = head.icon_state
//Create the image
var/image/standing = image(icon = t_icon, icon_state = t_state)

View File

@@ -195,14 +195,9 @@
switch(fitting)
if("tube")
brightness_range = 8
brightness_power = 3
if(prob(2))
broken(1)
if("bulb")
brightness_range = 4
brightness_power = 2
brightness_color = "#a0a080"
if(prob(5))
broken(1)
spawn(1)

View File

@@ -118,7 +118,7 @@
return 1
firer = user
def_zone = user.zone_sel.selecting
def_zone = target_zone
if(user == target) //Shooting yourself
user.bullet_act(src, target_zone)

View File

@@ -78,23 +78,30 @@
sleep_until_launch()
if (location)
var/obj/machinery/light/small/readylight/light = locate() in get_location_area()
if(light) light.set_state(0)
//launch
radio_announce("ALERT: INITIATING LAUNCH SEQUENCE")
..(user)
/datum/shuttle/ferry/multidock/specops/move(var/area/origin,var/area/destination)
..(origin, destination)
if (!location) //just arrived home
for(var/turf/T in get_area_turfs(destination))
var/mob/M = locate(/mob) in T
M << "\red You have arrived at Central Command. Operation has ended!"
else //just left for the station
launch_mauraders()
for(var/turf/T in get_area_turfs(destination))
var/mob/M = locate(/mob) in T
M << "\red You have arrived at [station_name]. Commence operation!"
reset_time = world.time + specops_return_delay //set the timeout
spawn(20)
if (!location) //just arrived home
for(var/turf/T in get_area_turfs(destination))
var/mob/M = locate(/mob) in T
M << "\red You have arrived at Central Command. Operation has ended!"
else //just left for the station
launch_mauraders()
for(var/turf/T in get_area_turfs(destination))
var/mob/M = locate(/mob) in T
M << "\red You have arrived at [station_name]. Commence operation!"
var/obj/machinery/light/small/readylight/light = locate() in T
if(light) light.set_state(1)
/datum/shuttle/ferry/multidock/specops/cancel_launch()
if (!can_cancel())
@@ -219,3 +226,17 @@
M.close()
special_ops.readyreset()//Reset firealarm after the team launched.
//End Marauder launchpad.
/obj/machinery/light/small/readylight
brightness_range = 5
brightness_power = 1
brightness_color = "#DA0205"
var/state = 0
/obj/machinery/light/small/readylight/proc/set_state(var/new_state)
state = new_state
if(state)
brightness_color = "00FF00"
else
brightness_color = initial(brightness_color)
update()