Merge pull request #2748 from SkyMarshal/bleeding-edge-freeze

Centcom now has sexy uniforms and IDs.  Emag now looks like modified standard ID card again.
This commit is contained in:
Chinsky
2013-05-13 10:57:53 -07:00
10 changed files with 110 additions and 35 deletions

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@@ -1291,6 +1291,7 @@
#include "code\WorkInProgress\Mini\ATM.dm" #include "code\WorkInProgress\Mini\ATM.dm"
#include "code\WorkInProgress\Mini\atmos_control.dm" #include "code\WorkInProgress\Mini\atmos_control.dm"
#include "code\WorkInProgress\Ported\policetape.dm" #include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\SkyMarshal\officer_stuff.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm" #include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
#include "code\WorkInProgress\Susan\susan_desert_turfs.dm" #include "code\WorkInProgress\Susan\susan_desert_turfs.dm"
#include "code\WorkInProgress\virus2\analyser.dm" #include "code\WorkInProgress\virus2\analyser.dm"

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@@ -0,0 +1,43 @@
// Reference: http://www.teuse.net/personal/harrington/hh_bible.htm
// http://www.trmn.org/portal/images/uniforms/rmn/rmn_officer_srv_dress_lrg.png
/obj/item/clothing/head/beret/centcom/officer
name = "officers beret"
desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the NanoTrasen security forces, announcing to the world that the wearer is a defender of NanoTrasen."
icon_state = "centcomofficerberet"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/beret/centcom/captain
name = "captains beret"
desc = "A white beret adorned with the shield—a cobalt kite shield with an engraved sword—of the NanoTrasen security forces, worn only by those captaining a vessel of the NanoTrasen Navy."
icon_state = "centcomcaptain"
flags = FPRINT | TABLEPASS
/obj/item/clothing/shoes/centcom
name = "dress shoes"
desc = "They appear impeccably polished."
icon_state = "laceups"
/obj/item/clothing/under/rank/centcom/representative
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Ensign\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Navy Uniform"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/officer
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Lieutenant Commander\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Officers Uniform"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/captain
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Captain\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Captains Uniform"
icon_state = "centcom"
item_state = "dg_suit"
color = "centcom"
displays_id = 0

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@@ -547,13 +547,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"assassin", "assassin",
"death commando", "death commando",
"syndicate commando", "syndicate commando",
"centcom official",
"centcom commander",
"special ops officer", "special ops officer",
"blue wizard", "blue wizard",
"red wizard", "red wizard",
"marisa wizard", "marisa wizard",
"emergency rescue team", "emergency rescue team",
"nanotrasen representative",
"nanotrasen officer",
"nanotrasen captain"
) )
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
if (isnull(dresscode)) if (isnull(dresscode))
@@ -742,54 +743,79 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("syndicate commando") if("syndicate commando")
M.equip_syndicate_commando() M.equip_syndicate_commando()
if("centcom official") if("nanotrasen representative")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves) M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears) M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
var/obj/item/device/pda/heads/pda = new(M) var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name pda.owner = M.real_name
pda.ownjob = "CentCom Review Official" pda.ownjob = "NanoTrasen Navy Representative"
pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_to_slot_or_del(pda, slot_r_store) M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand) M.equip_if_possible(new /obj/item/weapon/clipboard(M), slot_belt)
var/obj/item/weapon/card/id/W = new(M) var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom" W.icon_state = "centcom"
W.item_state = "id_inv"
W.access = get_all_accesses() W.access = get_all_accesses()
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer") W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "CentCom Review Official" W.assignment = "NanoTrasen Navy Representative"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id) M.equip_if_possible(W, slot_wear_id)
if("centcom commander") if("nanotrasen officer")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears) M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/centhat(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
var/obj/item/weapon/card/id/W = new(M) var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Officer"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses() W.access = get_all_accesses()
W.access += get_all_centcom_access() W.access += get_all_centcom_access()
W.assignment = "CentCom Commanding Officer" W.assignment = "NanoTrasen Navy Officer"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id) M.equip_if_possible(W, slot_wear_id)
if("nanotrasen captain")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Captain"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Captain"
W.registered_name = M.real_name
M.equip_if_possible(W, slot_wear_id)
if("emergency rescue team") if("emergency rescue team")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)

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@@ -156,6 +156,7 @@ BLIND // can't see anything
3 = Report location 3 = Report location
*/ */
var/obj/item/clothing/tie/hastie = null var/obj/item/clothing/tie/hastie = null
var/displays_id = 1
/obj/item/clothing/under/attackby(obj/item/I, mob/user) /obj/item/clothing/under/attackby(obj/item/I, mob/user)
if(!hastie && istype(I, /obj/item/clothing/tie)) if(!hastie && istype(I, /obj/item/clothing/tie))

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@@ -560,9 +560,13 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1) /mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
if(wear_id) if(wear_id)
wear_id.screen_loc = ui_id //TODO
if(w_uniform && w_uniform:displays_id)
overlays_lying[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id2") overlays_lying[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id2")
overlays_standing[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id") overlays_standing[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id")
wear_id.screen_loc = ui_id //TODO else
overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null
else else
overlays_lying[ID_LAYER] = null overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null overlays_standing[ID_LAYER] = null

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