mirror of
https://github.com/KabKebab/GS13.git
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Merge remote-tracking branch 'upstream/master' into cumcom
This commit is contained in:
@@ -66,6 +66,7 @@
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#define ACCESS_CLONING 68 //Cloning room and clone pod ejection
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#define ACCESS_ENTER_GENPOP 69
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#define ACCESS_LEAVE_GENPOP 70
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#define ACCESS_PSYCH 71
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//BEGIN CENTCOM ACCESS
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/*Should leave plenty of room if we need to add more access levels.
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@@ -27,6 +27,7 @@
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#define VIROLOGIST (1<<6)
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#define JR_DOCTOR (1<<7)
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#define JR_SCIENTIST (1<<9)
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#define MED_PSYCH (1<<14)
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#define CIVILIAN (1<<2)
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+52
-4
@@ -5,10 +5,10 @@
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#define CHANNEL_JUKEBOX 1021
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#define CHANNEL_JUKEBOX_START 1016 //The gap between this and CHANNEL_JUKEBOX determines the amount of free jukebox channels. This currently allows 6 jukebox channels to exist.
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#define CHANNEL_JUSTICAR_ARK 1015
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#define CHANNEL_HEARTBEAT 1014 //sound channel for heartbeats
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#define CHANNEL_AMBIENCE 1013
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#define CHANNEL_BUZZ 1012
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#define CHANNEL_BICYCLE 1011
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#define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats
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#define CHANNEL_AMBIENCE 1019
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#define CHANNEL_BUZZ 1018
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#define CHANNEL_BICYCLE 1017
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//CIT CHANNELS - TRY NOT TO REGRESS
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#define CHANNEL_PRED 1010
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@@ -79,3 +79,51 @@
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'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
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'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
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'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
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//default byond sound environments
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#define SOUND_ENVIRONMENT_NONE -1
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#define SOUND_ENVIRONMENT_GENERIC 0
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#define SOUND_ENVIRONMENT_PADDED_CELL 1
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#define SOUND_ENVIRONMENT_ROOM 2
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#define SOUND_ENVIRONMENT_BATHROOM 3
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#define SOUND_ENVIRONMENT_LIVINGROOM 4
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#define SOUND_ENVIRONMENT_STONEROOM 5
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#define SOUND_ENVIRONMENT_AUDITORIUM 6
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#define SOUND_ENVIRONMENT_CONCERT_HALL 7
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#define SOUND_ENVIRONMENT_CAVE 8
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#define SOUND_ENVIRONMENT_ARENA 9
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#define SOUND_ENVIRONMENT_HANGAR 10
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#define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11
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#define SOUND_ENVIRONMENT_HALLWAY 12
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#define SOUND_ENVIRONMENT_STONE_CORRIDOR 13
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#define SOUND_ENVIRONMENT_ALLEY 14
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#define SOUND_ENVIRONMENT_FOREST 15
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#define SOUND_ENVIRONMENT_CITY 16
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#define SOUND_ENVIRONMENT_MOUNTAINS 17
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#define SOUND_ENVIRONMENT_QUARRY 18
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#define SOUND_ENVIRONMENT_PLAIN 19
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#define SOUND_ENVIRONMENT_PARKING_LOT 20
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#define SOUND_ENVIRONMENT_SEWER_PIPE 21
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#define SOUND_ENVIRONMENT_UNDERWATER 22
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#define SOUND_ENVIRONMENT_DRUGGED 23
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#define SOUND_ENVIRONMENT_DIZZY 24
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#define SOUND_ENVIRONMENT_PSYCHOTIC 25
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//If we ever make custom ones add them here
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//"sound areas": easy way of keeping different types of areas consistent.
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#define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT
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#define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY
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#define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
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#define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM
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#define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
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#define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
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#define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
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#define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE
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#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
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#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
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#define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE
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#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
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#define INTERACTION_SOUND_RANGE_MODIFIER -3
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#define EQUIP_SOUND_VOLUME 30
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@@ -149,9 +149,14 @@ SUBSYSTEM_DEF(vote)
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if("5")
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v += winners[option] //Add the number votes to the pool
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numbers += (winners[option]*5) //Add the value of the vote to numbers
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while (v < DYNAMIC_VOTE_NORMALIZATION) //For low low pop, low vote rounds.
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numbers += DYNAMIC_DEFAULT_CHAOS //stops the one person voting from setting the chaos to five and flooding the station with anomalies
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v += 1
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if(v < DYNAMIC_VOTE_NORMALIZATION)
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while (v < DYNAMIC_VOTE_NORMALIZATION) //For low low pop, low vote rounds.
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numbers += DYNAMIC_DEFAULT_CHAOS //stops the one person voting from setting the chaos to five and flooding the station with anomalies
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v += 1
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else if (voted.len < GLOB.clients.len) //Have non-voters "vote" 2, if we're not lowpop
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for(var/I in 1 to (GLOB.clients.len - voted.len))
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v += 1
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numbers += 2
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var/total = 0
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for (var/i in numbers)
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total += i
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@@ -792,6 +792,10 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
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name = "Chemistry"
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icon_state = "chem"
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/area/medical/psych
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name = "Psychology Office"
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icon_state = "medbay"
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/area/medical/surgery
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name = "Surgery"
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icon_state = "surgery"
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@@ -171,6 +171,10 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark)
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name = "Geneticist"
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icon_state = "Geneticist"
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/obj/effect/landmark/start/psychologist
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name = "Psychologist"
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icon_state = "Medical Doctor"
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/obj/effect/landmark/start/chief_medical_officer
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name = "Chief Medical Officer"
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icon_state = "Chief Medical Officer"
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@@ -29,9 +29,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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obj_flags = NONE
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var/item_flags = NONE
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var/hitsound = null
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var/usesound = null
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var/throwhitsound = null
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var/hitsound
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var/usesound
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var/throwhitsound
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///Sound used when equipping the item into a valid slot
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var/equip_sound
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var/w_class = WEIGHT_CLASS_NORMAL
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var/total_mass //Total mass in arbitrary pound-like values. If there's no balance reasons for an item to have otherwise, this var should be the item's weight in pounds.
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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@@ -423,6 +427,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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A.Grant(user)
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item_flags |= IN_INVENTORY
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if(equip_sound && (slot_flags & slotdefine2slotbit(slot)))
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playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE)
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//sometimes we only want to grant the item's action if it's equipped in a specific slot.
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/obj/item/proc/item_action_slot_check(slot, mob/user)
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if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
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@@ -232,7 +232,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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if(lit)
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user.visible_message("<span class='notice'>[user] calmly drops and treads on \the [src], putting it out instantly.</span>")
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new type_butt(user.loc)
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new /obj/effect/decal/cleanable/ash(user.loc)
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qdel(src)
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. = ..()
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@@ -11,6 +11,7 @@
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max_integrity = 300
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var/content_overlays = FALSE //If this is true, the belt will gain overlays based on what it's holding
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var/worn_overlays = FALSE //worn counterpart of the above.
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equip_sound = 'sound/items/equip/toolbelt_equip.ogg'
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/obj/item/storage/belt/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] begins belting [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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@@ -389,3 +389,28 @@
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/obj/item/organ_storage
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))
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//Psych Pillbottles
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/obj/item/storage/pill_bottle/happinesspsych
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name = "happiness pill bottle"
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desc = "Contains pills used as a last resort means to temporarily stabilize depression and anxiety. WARNING: side effects may include slurred speech, drooling, and severe addiction."
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/obj/item/storage/pill_bottle/happinesspsych/PopulateContents()
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for(var/i in 1 to 5)
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new /obj/item/reagent_containers/pill/happinesspsych(src)
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/obj/item/storage/pill_bottle/lsdpsych
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name = "mindbreaker toxin pill bottle"
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desc = "!FOR THERAPEUTIC USE ONLY! Contains pills used to alleviate the symptoms of Reality Dissociation Syndrome."
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/obj/item/storage/pill_bottle/lsdpsych/PopulateContents()
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for(var/i in 1 to 5)
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new /obj/item/reagent_containers/pill/lsdpsych(src)
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/obj/item/storage/pill_bottle/paxpsych
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name = "pacification pill"
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desc = "Contains pills used to temporarily pacify patients that are deemed a harm to themselves or others."
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/obj/item/storage/pill_bottle/paxpsych/PopulateContents()
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for(var/i in 1 to 5)
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new /obj/item/reagent_containers/pill/paxpsych(src)
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@@ -27,8 +27,8 @@
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var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate then open it in a populated area to crash clients.
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var/cutting_tool = /obj/item/weldingtool
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var/open_sound = 'sound/machines/click.ogg'
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var/close_sound = 'sound/machines/click.ogg'
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var/open_sound = 'sound/effects/locker_open.ogg'
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var/close_sound = 'sound/effects/locker_close.ogg'
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var/material_drop = /obj/item/stack/sheet/metal
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var/material_drop_amount = 2
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var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
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@@ -0,0 +1,17 @@
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/obj/structure/closet/secure_closet/psychology
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name = "psychology locker"
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req_access = list(ACCESS_PSYCH)
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icon_state = "cabinet"
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/obj/structure/closet/secure_closet/psychology/PopulateContents()
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..()
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new /obj/item/clothing/under/lawyer/blacksuit(src)
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new /obj/item/clothing/under/lawyer/blacksuit/skirt(src)
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new /obj/item/clothing/shoes/laceup(src)
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new /obj/item/storage/backpack/medic(src)
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new /obj/item/radio/headset/headset_med(src)
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new /obj/item/clipboard(src)
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new /obj/item/clothing/suit/straight_jacket(src)
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new /obj/item/clothing/ears/earmuffs(src)
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new /obj/item/clothing/mask/muzzle(src)
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new /obj/item/clothing/glasses/sunglasses/blindfold(src)
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@@ -11,6 +11,20 @@
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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/obj/item/clothing/gloves/guncaster
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name = "fingerless leather gloves"
|
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desc = "Sturdy leather gloves with no fingertips, buckled at the wrist."
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icon_state = "guncaster"
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item_state = "guncaster"
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icon = 'hyperstation/icons/obj/clothing/gloves.dmi'
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alternate_worn_icon = 'hyperstation/icons/mobs/gloves.dmi'
|
||||
item_color = null //So they don't wash.
|
||||
transfer_prints = TRUE
|
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strip_delay = 40
|
||||
equip_delay_other = 20
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
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|
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/obj/item/clothing/gloves/botanic_leather
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name = "botanist's leather gloves"
|
||||
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
var/obj/item/clothing/accessory/attached_accessory
|
||||
var/mutable_appearance/accessory_overlay
|
||||
mutantrace_variation = MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
|
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equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
|
||||
|
||||
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
@@ -156,4 +157,4 @@
|
||||
if(SENSOR_COORDS)
|
||||
. += "Its vital tracker and tracking beacon appear to be enabled."
|
||||
if(attached_accessory)
|
||||
. += "\A [attached_accessory] is attached to it."
|
||||
. += "\A [attached_accessory] is attached to it."
|
||||
|
||||
@@ -137,7 +137,7 @@
|
||||
ACCESS_HYDROPONICS, ACCESS_LIBRARY, ACCESS_LAWYER, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_QM, ACCESS_SURGERY,
|
||||
ACCESS_THEATRE, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_MAILSORTING, ACCESS_WEAPONS,
|
||||
ACCESS_VAULT, ACCESS_MINING_STATION, ACCESS_XENOBIOLOGY, ACCESS_CE, ACCESS_HOP, ACCESS_HOS, ACCESS_RC_ANNOUNCE,
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_MINISAT, ACCESS_NETWORK, ACCESS_CLONING)
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_MINISAT, ACCESS_NETWORK, ACCESS_CLONING, ACCESS_PSYCH)
|
||||
|
||||
/proc/get_all_centcom_access()
|
||||
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_THUNDER, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE, ACCESS_CENT_TELEPORTER, ACCESS_CENT_CAPTAIN)
|
||||
@@ -165,7 +165,7 @@
|
||||
if(2) //security
|
||||
return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP)
|
||||
if(3) //medbay
|
||||
return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO)
|
||||
return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO, ACCESS_PSYCH)
|
||||
if(4) //research
|
||||
return list(ACCESS_RESEARCH, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_GENETICS, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_MINISAT, ACCESS_RD, ACCESS_NETWORK)
|
||||
if(5) //engineering and maintenance
|
||||
@@ -332,6 +332,8 @@
|
||||
return "Network Access"
|
||||
if(ACCESS_CLONING)
|
||||
return "Cloning Room"
|
||||
if(ACCESS_PSYCH)
|
||||
return "Psychology Office"
|
||||
|
||||
/proc/get_centcom_access_desc(A)
|
||||
switch(A)
|
||||
@@ -357,7 +359,7 @@
|
||||
/proc/get_all_jobs()
|
||||
return list("Assistant", "Captain", "Head of Personnel", "Bartender", "Cook", "Botanist", "Quartermaster", "Cargo Technician",
|
||||
"Shaft Miner", "Clown", "Mime", "Janitor", "Curator", "Lawyer", "Chaplain", "Chief Engineer", "Station Engineer", "Engineering Intern",
|
||||
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Chemist", "Geneticist", "Virologist", "Medical Resident",
|
||||
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Chemist", "Geneticist", "Virologist", "Psychologist", "Medical Resident",
|
||||
"Research Director", "Scientist", "Roboticist", "Research Student", "Head of Security", "Warden", "Detective", "Security Officer", "Rookie")
|
||||
|
||||
/proc/get_all_job_icons() //For all existing HUD icons
|
||||
|
||||
@@ -95,13 +95,13 @@ Head of Personnel
|
||||
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
|
||||
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
|
||||
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
|
||||
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
|
||||
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
|
||||
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/prosopagnosia, /datum/quirk/insanity)
|
||||
|
||||
|
||||
@@ -71,6 +71,9 @@
|
||||
/datum/job/geneticist
|
||||
alt_titles = list("Gene Therapist")
|
||||
|
||||
/datum/job/psychologist
|
||||
alt_titles = list("Therapist", "Psychiatrist")
|
||||
|
||||
/datum/job/junior_doctor
|
||||
|
||||
//Security
|
||||
|
||||
@@ -22,10 +22,10 @@ Chief Medical Officer
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS, ACCESS_PSYCH)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS, ACCESS_PSYCH)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
@@ -221,7 +221,6 @@ Virologist
|
||||
satchel = /obj/item/storage/backpack/satchel/vir
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
|
||||
/*
|
||||
Junior Doctor
|
||||
*/
|
||||
@@ -262,3 +261,41 @@ Junior Doctor
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
chameleon_extras = /obj/item/gun/syringe
|
||||
|
||||
/*
|
||||
Psychologist
|
||||
*/
|
||||
/datum/job/psychologist
|
||||
title = "Psychologist"
|
||||
flag = MED_PSYCH
|
||||
department_head = list("Chief Medical Officer", "Head of Personnel")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
minimal_player_age = 1
|
||||
supervisors = "the chief medical officer, and head of personnel"
|
||||
selection_color = "#ffeef0"
|
||||
exp_requirements = 240
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/doctor/psychologist
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
|
||||
|
||||
/datum/outfit/job/doctor/psychologist
|
||||
name = "Psychologist"
|
||||
jobtype = /datum/job/psychologist
|
||||
|
||||
belt = /obj/item/pda/medical
|
||||
ears = /obj/item/radio/headset/headset_med
|
||||
uniform = /obj/item/clothing/under/lawyer/blacksuit
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
l_hand = /obj/item/clipboard
|
||||
|
||||
backpack_contents = list(/obj/item/storage/pill_bottle/mannitol, /obj/item/storage/pill_bottle/psicodine, /obj/item/storage/pill_bottle/paxpsych, /obj/item/storage/pill_bottle/happinesspsych, /obj/item/storage/pill_bottle/lsdpsych)
|
||||
|
||||
backpack = /obj/item/storage/backpack/medic
|
||||
satchel = /obj/item/storage/backpack/satchel/med
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
@@ -20,6 +20,7 @@ GLOBAL_LIST_INIT(medical_positions, list(
|
||||
"Geneticist",
|
||||
"Virologist",
|
||||
"Chemist",
|
||||
"Psychologist",
|
||||
"Medical Resident"))
|
||||
|
||||
|
||||
|
||||
@@ -2065,7 +2065,7 @@
|
||||
color = "#AAAAAA55"
|
||||
taste_description = "water"
|
||||
metabolization_rate = 0.25 * REAGENTS_METABOLISM
|
||||
pH = 15
|
||||
pH = 9.75
|
||||
|
||||
/datum/reagent/pax/on_mob_metabolize(mob/living/L)
|
||||
..()
|
||||
|
||||
@@ -204,7 +204,25 @@
|
||||
icon_state = "pill9"
|
||||
color = "#454545"
|
||||
list_reagents = list(/datum/reagent/mutationtoxin/shadow = 1)
|
||||
//////////////////////////////////////// drugs
|
||||
//////////////////////////////////////// drugs#
|
||||
/obj/item/reagent_containers/pill/lsdpsych
|
||||
name = "antipsychotic pill"
|
||||
desc = "Talk to your healthcare provider immediately if hallucinations worsen or new hallucinations emerge."
|
||||
icon_state = "pill14"
|
||||
list_reagents = list(/datum/reagent/toxin/mindbreaker = 5)
|
||||
|
||||
/obj/item/reagent_containers/pill/happinesspsych
|
||||
name = "mood stabilizer pill"
|
||||
desc = "Used to temporarily alleviate anxiety and depression, take only as prescribed."
|
||||
icon_state = "pill_happy"
|
||||
list_reagents = list(/datum/reagent/drug/happiness = 5)
|
||||
|
||||
/obj/item/reagent_containers/pill/paxpsych
|
||||
name = "pacification pill"
|
||||
desc = "Used to temporarily suppress violent, homicidal, or suicidal behavior in patients."
|
||||
list_reagents = list(/datum/reagent/pax = 5)
|
||||
icon_state = "pill12"
|
||||
|
||||
/obj/item/reagent_containers/pill/zoom
|
||||
name = "zoom pill"
|
||||
list_reagents = list(/datum/reagent/medicine/synaptizine = 10, /datum/reagent/drug/nicotine = 10, /datum/reagent/drug/methamphetamine = 1)
|
||||
@@ -257,3 +275,4 @@
|
||||
name = "breast enlargement pill"
|
||||
list_reagents = list(/datum/reagent/fermi/breast_enlarger = 10)
|
||||
price = 4
|
||||
|
||||
|
||||
@@ -129,6 +129,9 @@
|
||||
/obj/item/clothing/under/syndicate/tacticool/skirt = 3,
|
||||
/obj/item/clothing/mask/balaclava = 3,
|
||||
/obj/item/clothing/head/ushanka = 3,
|
||||
/obj/item/clothing/suit/gcvest = 2,
|
||||
/obj/item/clothing/suit/gcvest/alt = 2,
|
||||
/obj/item/clothing/gloves/guncaster = 4,
|
||||
/obj/item/clothing/under/soviet = 3,
|
||||
/obj/item/storage/belt/fannypack/black = 3,
|
||||
/obj/item/clothing/suit/jacket/letterman_syndie = 5,
|
||||
|
||||
Reference in New Issue
Block a user