Fixed the map/code issues that the body bags caused.

/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-03 10:28:57 +00:00
parent e8c6b08419
commit 17ed3899c4
314 changed files with 9099 additions and 9118 deletions
+87 -82
View File
@@ -1,6 +1,6 @@
/obj/station_objects/closet
desc = "It's a closet!"
/obj/structure/closet
name = "Closet"
desc = "It's a closet!"
icon = 'closet.dmi'
icon_state = "closed"
density = 1
@@ -12,65 +12,67 @@
flags = FPRINT
var/health = 200//Might be a bit much, dono can always change later
/obj/station_objects/closet/acloset
desc = "It looks alien!"
/obj/structure/closet/acloset
name = "Strange closet"
desc = "It looks alien!"
icon_state = "acloset"
icon_closed = "acloset"
icon_opened = "aclosetopen"
/obj/station_objects/closet/cabinet
desc = "Old will forever be in fashion."
/obj/structure/closet/cabinet
name = "Cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
icon_opened = "cabinet_open"
/obj/effects/spresent
desc = "It's a ... present?"
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'items.dmi'
icon_state = "strangepresent"
density = 1
anchored = 0
/obj/station_objects/closet/gmcloset
desc = "A bulky (yet mobile) closet. Comes with formal clothes"
/obj/structure/closet/gmcloset
name = "Formal closet"
desc = "A bulky (yet mobile) closet. Comes with formal clothes"
/obj/station_objects/closet/emcloset
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
/obj/structure/closet/emcloset
name = "Emergency Closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
/obj/station_objects/closet/firecloset
desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
/obj/structure/closet/firecloset
name = "Fire Closet"
desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
/obj/station_objects/closet/hydrant //wall mounted fire closet
anchored = 1
desc = "A wall mounted closet which comes with supplies to fight fire."
/obj/structure/closet/hydrant //wall mounted fire closet
name = "Fire Closet"
desc = "A wall mounted closet which comes with supplies to fight fire."
icon_state = "hydrant"
icon_closed = "hydrant"
icon_opened = "hydrant_open"
anchored = 1
density = 0
wall_mounted = 1
/obj/station_objects/closet/medical_wall //wall mounted medical closet
anchored = 1
desc = "A wall mounted closet which should have some first aid."
/obj/structure/closet/medical_wall //wall mounted medical closet
name = "First Aid Closet"
desc = "A wall mounted closet which should have some first aid."
icon_state = "medical_wall"
icon_closed = "medical_wall"
icon_opened = "medical_wall_open"
anchored = 1
density = 0
wall_mounted = 1
/obj/station_objects/closet/fireaxecabinet
/obj/structure/closet/fireaxecabinet
name = "Fire Axe Cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/fireaxe/FIREAXE = new/obj/item/weapon/fireaxe
@@ -78,6 +80,7 @@
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
anchored = 1
density = 0
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = 1
var/hitstaken = 0
@@ -265,99 +268,100 @@
/obj/station_objects/closet/toolcloset
desc = "A bulky (yet mobile) closet. Contains tools."
/obj/structure/closet/toolcloset
name = "Tool Closet"
desc = "A bulky (yet mobile) closet. Contains tools."
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
/obj/station_objects/closet/jcloset
desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and biohazard gear."
/obj/structure/closet/jcloset
name = "Custodial Closet"
desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and biohazard gear."
/obj/station_objects/closet/lawcloset
desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
/obj/structure/closet/lawcloset
name = "Legal Closet"
desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
/obj/station_objects/closet/coffin
desc = "A burial receptacle for the dearly departed."
/obj/structure/closet/coffin
name = "coffin"
desc = "A burial receptacle for the dearly departed."
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
/obj/station_objects/closet/bombcloset
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
/obj/structure/closet/bombcloset
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
icon_state = "bombsuit"
icon_closed = "bombsuit"
icon_opened = "bombsuitopen"
/obj/station_objects/closet/bombclosetsecurity
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
/obj/structure/closet/bombclosetsecurity
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
icon_state = "bombsuitsec"
icon_closed = "bombsuitsec"
icon_opened = "bombsuitsecopen"
/obj/station_objects/closet/l3closet
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
/obj/structure/closet/l3closet
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
/obj/station_objects/closet/l3closet/general
/obj/structure/closet/l3closet/general
icon_state = "bio_general"
icon_closed = "bio_general"
icon_opened = "bio_generalopen"
/obj/station_objects/closet/l3closet/virology
/obj/structure/closet/l3closet/virology
icon_state = "bio_virology"
icon_closed = "bio_virology"
icon_opened = "bio_virologyopen"
/obj/station_objects/closet/l3closet/security
/obj/structure/closet/l3closet/security
icon_state = "bio_security"
icon_closed = "bio_security"
icon_opened = "bio_securityopen"
/obj/station_objects/closet/l3closet/janitor
/obj/structure/closet/l3closet/janitor
icon_state = "bio_janitor"
icon_closed = "bio_janitor"
icon_opened = "bio_janitoropen"
/obj/station_objects/closet/l3closet/scientist
/obj/structure/closet/l3closet/scientist
icon_state = "bio_scientist"
icon_closed = "bio_scientist"
icon_opened = "bio_scientistopen"
/obj/station_objects/closet/syndicate
desc = "Why is this here?"
/obj/structure/closet/syndicate
name = "Weapons Closet"
desc = "Why is this here?"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/station_objects/closet/syndicate/personal
/obj/structure/closet/syndicate/personal
desc = "Gear preperations closet."
/obj/station_objects/closet/syndicate/nuclear
/obj/structure/closet/syndicate/nuclear
desc = "Nuclear preperations closet."
// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
/obj/station_objects/closet/extinguisher
/obj/structure/closet/extinguisher
name = "Extinguisher closet"
var/obj/item/weapon/extinguisher/EXTINGUISHER = new/obj/item/weapon/extinguisher
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
icon_state = "extinguisher10"
icon_opened = "extinguisher11"
icon_closed = "extinguisher10"
opened = 1
var/localopened = 1
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
anchored = 1
density = 0
var/obj/item/weapon/extinguisher/EXTINGUISHER = new/obj/item/weapon/extinguisher
var/localopened = 1
open()
return
@@ -435,7 +439,7 @@
icon_state = text("extinguisher[][]",hasextinguisher,src.localopened)
/obj/station_objects/closet/gimmick
/obj/structure/closet/gimmick
name = "Administrative Supply Closet"
icon_state = "syndicate1"
icon_closed = "syndicate1"
@@ -443,21 +447,21 @@
desc = "Closet of things that have no right being here."
anchored = 0
/obj/station_objects/closet/gimmick/russian
/obj/structure/closet/gimmick/russian
name = "Russian Surplus"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Russian Surplus Closet"
/obj/station_objects/closet/gimmick/tacticool
/obj/structure/closet/gimmick/tacticool
name = "Tacticool Gear"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Tacticool Gear Closet"
/obj/station_objects/closet/thunderdome
/obj/structure/closet/thunderdome
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
@@ -465,111 +469,111 @@
name = "Thunderdome closet."
anchored = 1
/obj/station_objects/closet/thunderdome/tdred
/obj/structure/closet/thunderdome/tdred
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
name = "Thunderdome closet."
/obj/station_objects/closet/thunderdome/tdgreen
/obj/structure/closet/thunderdome/tdgreen
desc = "Everything you need!"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
name = "Thunderdome closet."
/obj/station_objects/closet/malf/suits
/obj/structure/closet/malf/suits
desc = "Gear preparations closet."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/station_objects/closet/wardrobe
/obj/structure/closet/wardrobe
desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
name = "Wardrobe"
icon_state = "blue"
icon_closed = "blue"
/obj/station_objects/closet/wardrobe/black
/obj/structure/closet/wardrobe/black
name = "Black Wardrobe"
desc = "Contains black jumpsuits."
icon_state = "black"
icon_closed = "black"
/obj/station_objects/closet/wardrobe/chaplain_black
/obj/structure/closet/wardrobe/chaplain_black
name = "Chaplain Wardrobe"
desc = "Closet of basic chaplain clothes."
icon_state = "black"
icon_closed = "black"
/obj/station_objects/closet/wardrobe/green
/obj/structure/closet/wardrobe/green
name = "Green Wardrobe"
desc = "Contains green jumpsuits."
icon_state = "green"
icon_closed = "green"
/obj/station_objects/closet/wardrobe/mixed
/obj/structure/closet/wardrobe/mixed
name = "Mixed Wardrobe"
desc = "This appears to contain several different sets of clothing."
icon_state = "mixed"
icon_closed = "mixed"
/obj/station_objects/closet/wardrobe/orange
/obj/structure/closet/wardrobe/orange
name = "Prisoners Wardrobe"
desc = "Contains orange jumpsuits."
icon_state = "orange"
icon_closed = "orange"
/obj/station_objects/closet/wardrobe/pink
/obj/structure/closet/wardrobe/pink
name = "Pink Wardrobe"
desc = "Contains pink jumpsuits."
icon_state = "pink"
icon_closed = "pink"
/obj/station_objects/closet/wardrobe/red
/obj/structure/closet/wardrobe/red
name = "Red Wardrobe"
desc = "Contains red jumpsuits."
icon_state = "red"
icon_closed = "red"
/obj/station_objects/closet/wardrobe/white
/obj/structure/closet/wardrobe/white
name = "White Wardrobe"
desc = "Contains white jumpsuits."
icon_state = "white"
icon_closed = "white"
/obj/station_objects/closet/wardrobe/toxins_white
/obj/structure/closet/wardrobe/toxins_white
name = "Toxins Wardrobe"
desc = "Contains toxins jumpsuits."
icon_state = "white"
icon_closed = "white"
/obj/station_objects/closet/wardrobe/genetics_white
/obj/structure/closet/wardrobe/genetics_white
name = "Genetics Wardrobe"
desc = "Contains genetics jumpsuits."
icon_state = "white"
icon_closed = "white"
/obj/station_objects/closet/wardrobe/yellow
/obj/structure/closet/wardrobe/yellow
name = "Yellow Wardrobe"
desc = "Contains yellow jumpsuits."
icon_state = "wardrobe-y"
icon_closed = "wardrobe-y"
/obj/station_objects/closet/wardrobe/engineering_yellow
/obj/structure/closet/wardrobe/engineering_yellow
name = "Engineering Wardrobe"
desc = "Contains engineering jumpsuits."
icon_state = "yellow"
icon_closed = "yellow"
/obj/station_objects/closet/wardrobe/atmospherics_yellow
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "Atmospherics Wardrobe"
desc = "Contains atmospheric jumpsuits."
icon_state = "yellow"
icon_closed = "yellow"
/obj/station_objects/closet/wardrobe/grey
/obj/structure/closet/wardrobe/grey
name = "Grey Wardrobe"
desc = "Contains grey jumpsuits."
icon_state = "grey"
@@ -577,7 +581,7 @@
/obj/station_objects/secure_closet
/obj/structure/secure_closet
desc = "An immobile card-locked storage closet."
name = "Security Locker"
icon = 'closet.dmi'
@@ -595,8 +599,7 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 300
/obj/station_objects/secure_closet/medical_wall
anchored = 1
/obj/structure/secure_closet/medical_wall
name = "First Aid Closet"
desc = "A wall mounted closet which --should-- contain medical supplies."
icon_state = "medical_wall_locked"
@@ -605,24 +608,26 @@
icon_opened = "medical_wall_open"
icon_broken = "medical_wall_spark"
icon_off = "medical_wall_off"
req_access = list(access_medical)
anchored = 1
density = 0
wall_mounted = 1
req_access = list(access_medical)
/obj/station_objects/secure_closet/personal
/obj/structure/secure_closet/personal
desc = "The first card swiped gains control."
name = "Personal Closet"
/obj/station_objects/secure_closet/personal/patient
/obj/structure/secure_closet/personal/patient
name = "Patient's closet"
/obj/station_objects/secure_closet/kitchen
/obj/structure/secure_closet/kitchen
name = "Kitchen Cabinet"
req_access = list(access_kitchen)
/obj/station_objects/secure_closet/kitchen/mining
/obj/structure/secure_closet/kitchen/mining
req_access = list()
/obj/station_objects/secure_closet/meat
/obj/structure/secure_closet/meat
name = "Meat Fridge"
icon_state = "fridge1"
icon_closed = "fridge"
@@ -631,7 +636,7 @@
icon_broken = "fridgebroken"
icon_off = "fridge1"
/obj/station_objects/secure_closet/fridge
/obj/structure/secure_closet/fridge
name = "Refrigerator"
icon_state = "fridge1"
icon_closed = "fridge"
@@ -640,7 +645,7 @@
icon_broken = "fridgebroken"
icon_off = "fridge1"
/obj/station_objects/secure_closet/money_freezer
/obj/structure/secure_closet/money_freezer
name = "Freezer"
icon_state = "fridge1"
icon_closed = "fridge"
@@ -650,7 +655,7 @@
icon_off = "fridge1"
req_access = list(access_heads_vault)
/obj/station_objects/secure_closet/wall
/obj/structure/secure_closet/wall
name = "wall locker"
req_access = list(access_security)
icon_state = "wall-locker1"
+25 -25
View File
@@ -1,50 +1,50 @@
//Costume spawner
/obj/effects/landmark/costume/New() //costume spawner, selects a random subclass and disappears
/obj/effect/landmark/costume/New() //costume spawner, selects a random subclass and disappears
var/list/options = typesof(/obj/effects/landmark/costume)
var/list/options = typesof(/obj/effect/landmark/costume)
var/PICK= options[rand(1,options.len)]
new PICK(src.loc)
del(src)
//SUBCLASSES. Spawn a bunch of items and disappear likewise
/obj/effects/landmark/costume/chicken/New()
/obj/effect/landmark/costume/chicken/New()
new /obj/item/clothing/suit/chickensuit(src.loc)
del(src)
/obj/effects/landmark/costume/madscientist/New()
/obj/effect/landmark/costume/madscientist/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/suit/labcoat/mad(src.loc)
new /obj/item/clothing/glasses/gglasses(src.loc)
del(src)
/obj/effects/landmark/costume/elpresidente/New()
/obj/effect/landmark/costume/elpresidente/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/mask/cigarette/cigar/havanian(src.loc)
new /obj/item/clothing/shoes/jackboots(src.loc)
del(src)
/obj/effects/landmark/costume/nyangirl/New()
/obj/effect/landmark/costume/nyangirl/New()
new /obj/item/clothing/under/schoolgirl(src.loc)
new /obj/item/clothing/head/kitty(src.loc)
del(src)
/obj/effects/landmark/costume/maid/New()
/obj/effect/landmark/costume/maid/New()
new /obj/item/clothing/under/blackskirt(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/blindfold(src.loc)
del(src)
/obj/effects/landmark/costume/butler/New()
/obj/effect/landmark/costume/butler/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/under/suit_jacket(src.loc)
new /obj/item/clothing/head/that(src.loc)
del(src)
/obj/effects/landmark/costume/scratch/New()
/obj/effect/landmark/costume/scratch/New()
new /obj/item/clothing/gloves/white(src.loc)
new /obj/item/clothing/shoes/white(src.loc)
new /obj/item/clothing/under/scratch(src.loc)
@@ -52,12 +52,12 @@
new /obj/item/clothing/head/helmet/cueball(src.loc)
del(src)
/obj/effects/landmark/costume/highlander/New()
/obj/effect/landmark/costume/highlander/New()
new /obj/item/clothing/under/kilt(src.loc)
new /obj/item/clothing/head/beret(src.loc)
del(src)
/obj/effects/landmark/costume/prig/New()
/obj/effect/landmark/costume/prig/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/glasses/monocle(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/bowler, /obj/item/clothing/head/that)
@@ -68,24 +68,24 @@
new /obj/item/clothing/mask/gas/fakemoustache(src.loc)
del(src)
/obj/effects/landmark/costume/plaguedoctor/New()
/obj/effect/landmark/costume/plaguedoctor/New()
new /obj/item/clothing/suit/bio_suit/plaguedoctorsuit(src.loc)
new /obj/item/clothing/head/plaguedoctorhat(src.loc)
del(src)
/obj/effects/landmark/costume/nightowl/New()
/obj/effect/landmark/costume/nightowl/New()
new /obj/item/clothing/under/owl(src.loc)
new /obj/item/clothing/mask/owl_mask(src.loc)
del(src)
/obj/effects/landmark/costume/waiter/New()
/obj/effect/landmark/costume/waiter/New()
new /obj/item/clothing/under/waiter(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/kitty, /obj/item/clothing/head/rabbitears)
new CHOICE(src.loc)
new /obj/item/clothing/suit/apron(src.loc)
del(src)
/obj/effects/landmark/costume/pirate/New()
/obj/effect/landmark/costume/pirate/New()
new /obj/item/clothing/under/pirate(src.loc)
new /obj/item/clothing/suit/pirate(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/pirate , /obj/item/clothing/head/bandana )
@@ -93,12 +93,12 @@
new /obj/item/clothing/glasses/eyepatch(src.loc)
del(src)
/obj/effects/landmark/costume/commie/New()
/obj/effect/landmark/costume/commie/New()
new /obj/item/clothing/under/soviet(src.loc)
new /obj/item/clothing/head/ushanka(src.loc)
del(src)
/obj/effects/landmark/costume/nurse/New()
/obj/effect/landmark/costume/nurse/New()
new /obj/item/clothing/under/rank/nursesuit(src.loc)
new /obj/item/clothing/head/nursehat(src.loc)
new /obj/item/clothing/glasses/regular(src.loc)
@@ -107,45 +107,45 @@
del(src)
/obj/effects/landmark/costume/imperium_monk/New()
/obj/effect/landmark/costume/imperium_monk/New()
new /obj/item/clothing/suit/imperium_monk(src.loc)
if (prob(25))
new /obj/item/clothing/mask/gas/cyborg(src.loc)
del(src)
/obj/effects/landmark/costume/holiday_priest/New()
/obj/effect/landmark/costume/holiday_priest/New()
new /obj/item/clothing/suit/holidaypriest(src.loc)
del(src)
/*
/obj/effects/landmark/costume/spiderman/New()
/obj/effect/landmark/costume/spiderman/New()
new /obj/item/clothing/under/spiderman(src.loc)
new /obj/item/clothing/mask/spiderman(src.loc)
del(src)*/
/obj/effects/landmark/costume/marisawizard/New()
/obj/effect/landmark/costume/marisawizard/New()
new /obj/item/clothing/head/wizard/marisa(src.loc)
new/obj/item/clothing/suit/wizrobe/marisa(src.loc)
del(src)
/obj/effects/landmark/costume/fakewizard/New()
/obj/effect/landmark/costume/fakewizard/New()
new /obj/item/clothing/suit/wizrobe/fake(src.loc)
new /obj/item/clothing/head/wizard/fake(src.loc)
del(src)
/obj/effects/landmark/costume/sexyclown/New()
/obj/effect/landmark/costume/sexyclown/New()
new /obj/item/clothing/mask/gas/sexyclown(src.loc)
new /obj/item/clothing/under/sexyclown(src.loc)
del(src)
/obj/effects/landmark/costume/sexymime/New()
/obj/effect/landmark/costume/sexymime/New()
new /obj/item/clothing/mask/gas/sexymime(src.loc)
new /obj/item/clothing/under/sexymime(src.loc)
del(src)
/*
/obj/effects/landmark/costume/cyborg/New()
/obj/effect/landmark/costume/cyborg/New()
new /obj/item/clothing/mask/gas/cyborg(src.loc)
new /obj/item/clothing/shoes/cyborg(src.loc)
new /obj/item/clothing/suit/cyborg_suit(src.loc)
+1 -1
View File
@@ -72,7 +72,7 @@
heat_transfer_coefficient = 0.01
armor = list(melee = 80, bullet = 60, laser = 50, taser = 30, bomb = 50, bio = 10, rad = 0)
/obj/item/clothing/gloves/combat //Combined effects of SWAT gloves and insulated gloves
/obj/item/clothing/gloves/combat //Combined effect of SWAT gloves and insulated gloves
desc = "These tactical gloves are somewhat fire and impact resistant."
name = "combat gloves"
icon_state = "black"
+1 -1
View File
@@ -340,7 +340,7 @@
slowdown = 1
armor = list(melee = 80, bullet = 60, laser = 50, taser = 25, bomb = 50, bio = 10, rad = 0)
/obj/item/clothing/suit/armor/swat/officer //Combined effects of the bomb suit and the SWAT suit.
/obj/item/clothing/suit/armor/swat/officer //Combined effect of the bomb suit and the SWAT suit.
name = "officer jacket"
desc = "An armored jacket used in special operations."
icon_state = "detective"
+40 -40
View File
@@ -1,32 +1,32 @@
/obj/effects/decal/ash
/obj/effect/decal/ash
name = "Ashes"
desc = "Ashes to ashes, dust to dust, and into space."
icon = 'objects.dmi'
icon_state = "ash"
anchored = 1
/obj/effects/decal/remains/human
/obj/effect/decal/remains/human
name = "remains"
desc = "These remains have a strange sense about them..."
icon = 'blood.dmi'
icon_state = "remains"
anchored = 1
/obj/effects/decal/remains/xeno
/obj/effect/decal/remains/xeno
name = "remains"
desc = "These remains have a strange sense about them..."
icon = 'blood.dmi'
icon_state = "remainsxeno"
anchored = 1
/obj/effects/decal/remains/robot
/obj/effect/decal/remains/robot
name = "remains"
desc = "These remains have a strange sense about them..."
icon = 'robots.dmi'
icon_state = "remainsrobot"
anchored = 1
/obj/effects/decal/point
/obj/effect/decal/point
name = "point"
desc = "It is an arrow hanging in mid-air. There may be a wizard about."
icon = 'screen1.dmi'
@@ -34,12 +34,12 @@
layer = 16.0
anchored = 1
/obj/effects/decal/cleanable
/obj/effect/decal/cleanable
var/list/random_icon_states = list()
//HUMANS
/obj/effects/decal/cleanable/blood
/obj/effect/decal/cleanable/blood
name = "Blood"
desc = "It's red. Its Gooye. It is the chefs cooking perhaps."
density = 0
@@ -58,14 +58,14 @@
D.cure(0)
..()
/obj/effects/decal/cleanable/blood/splatter
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effects/decal/cleanable/blood/tracks
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
random_icon_states = null
/obj/effects/decal/cleanable/blood/gibs
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "Grisly...and not the good kind neither."
density = 0
@@ -75,24 +75,24 @@
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
/obj/effects/decal/cleanable/blood/gibs/up
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effects/decal/cleanable/blood/gibs/down
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effects/decal/cleanable/blood/gibs/body
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effects/decal/cleanable/blood/gibs/limb
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effects/decal/cleanable/blood/gibs/core
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
//ALIENS
/obj/effects/decal/cleanable/xenoblood
/obj/effect/decal/cleanable/xenoblood
name = "xeno blood"
desc = "It's green. Must be more of the chefs cooking."
density = 0
@@ -108,38 +108,38 @@
D.cure(0)
..()
/obj/effects/decal/cleanable/xenoblood/xsplatter
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effects/decal/cleanable/xenoblood/xgibs
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
icon = 'blood.dmi'
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
/obj/effects/decal/cleanable/xenoblood/xgibs/up
/obj/effect/decal/cleanable/xenoblood/xgibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effects/decal/cleanable/xenoblood/xgibs/down
/obj/effect/decal/cleanable/xenoblood/xgibs/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effects/decal/cleanable/xenoblood/xgibs/body
/obj/effect/decal/cleanable/xenoblood/xgibs/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effects/decal/cleanable/xenoblood/xgibs/limb
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effects/decal/cleanable/xenoblood/xgibs/core
/obj/effect/decal/cleanable/xenoblood/xgibs/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effects/decal/cleanable/blood/xtracks
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
//ROBOTS
/obj/effects/decal/cleanable/robot_debris
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "Useless heap of junk...or is it..."
density = 0
@@ -149,16 +149,16 @@
icon_state = "gib1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
/obj/effects/decal/cleanable/robot_debris/limb
/obj/effect/decal/cleanable/robot_debris/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effects/decal/cleanable/robot_debris/up
/obj/effect/decal/cleanable/robot_debris/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
/obj/effects/decal/cleanable/robot_debris/down
/obj/effect/decal/cleanable/robot_debris/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
/obj/effects/decal/cleanable/oil
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black. Beepsky made another mess."
density = 0
@@ -174,12 +174,12 @@
D.cure(0)
..()
/obj/effects/decal/cleanable/oil/streak
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
//OTHER
/obj/effects/decal/cleanable/generic
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
density = 0
@@ -188,7 +188,7 @@
icon = 'objects.dmi'
icon_state = "shards"
/obj/effects/decal/cleanable/dirt
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
density = 0
@@ -197,7 +197,7 @@
icon = 'effects.dmi'
icon_state = "dirt"
/obj/effects/decal/cleanable/greenglow
/obj/effect/decal/cleanable/greenglow
name = "green glow"
desc = "Eerie. This makes you feel creepy."
density = 0
@@ -206,7 +206,7 @@
icon = 'effects.dmi'
icon_state = "greenglow"
/obj/effects/decal/cleanable/cobweb
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Someone should remove that."
density = 0
@@ -215,7 +215,7 @@
icon = 'effects.dmi'
icon_state = "cobweb1"
/obj/effects/decal/cleanable/molten_item
/obj/effect/decal/cleanable/molten_item
name = "gooey grey mass"
desc = "Huh. Creepy..."
density = 0
@@ -224,7 +224,7 @@
icon = 'chemical.dmi'
icon_state = "molten"
/obj/effects/decal/cleanable/cobweb2
/obj/effect/decal/cleanable/cobweb2
name = "cobweb"
desc = "Someone should remove that."
density = 0
@@ -234,13 +234,13 @@
icon_state = "cobweb2"
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effects/decal/spraystill
/obj/effect/decal/spraystill
density = 0
anchored = 1
layer = 50
//Vomit (sorry)
/obj/effects/decal/cleanable/vomit
/obj/effect/decal/cleanable/vomit
name = "Vomit"
desc = "Gosh, how unpleasant."
density = 0
@@ -256,7 +256,7 @@
D.cure(0)
..()
/obj/effects/decal/cleanable/tomato_smudge
/obj/effect/decal/cleanable/tomato_smudge
name = "Tomato smooth"
desc = "It's red"
density = 0
@@ -265,7 +265,7 @@
icon = 'tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effects/decal/cleanable/egg_smudge
/obj/effect/decal/cleanable/egg_smudge
name = "Smashed egg"
desc = ""
density = 0
+5 -5
View File
@@ -1296,7 +1296,7 @@
throw_impact(atom/hit_atom)
..()
new/obj/effects/decal/cleanable/tomato_smudge(src.loc)
new/obj/effect/decal/cleanable/tomato_smudge(src.loc)
src.visible_message("\red [src.name] has been squashed.","\red You hear a smack.")
del(src)
return
@@ -1324,7 +1324,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/killertomato/attack_self(mob/user as mob)
if(istype(user.loc,/turf/space))
return
new /obj/effects/critter/killertomato(user.loc)
new /obj/effect/critter/killertomato(user.loc)
del(src)
@@ -1481,7 +1481,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/walkingmushroom/attack_self(mob/user as mob)
if(istype(user.loc,/turf/space))
return
new /obj/effects/critter/walkingmushroom(user.loc)
new /obj/effect/critter/walkingmushroom(user.loc)
del(src)
@@ -1520,7 +1520,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/attack_self(mob/user as mob)
if(istype(user.loc,/turf/space))
return
var/obj/effects/glowshroom/planted = new /obj/effects/glowshroom(user.loc)
var/obj/effect/glowshroom/planted = new /obj/effect/glowshroom(user.loc)
planted.delay = lifespan * 50
planted.endurance = endurance
@@ -1625,7 +1625,7 @@
/obj/item/weapon/grown/gibtomato/New()
..()
src.gibs = new /obj/effects/gibspawner/human(get_turf(src))
src.gibs = new /obj/effect/gibspawner/human(get_turf(src))
src.gibs.attach(src)
src.smoke.set_up(10, 0, usr.loc)
*/
+1 -1
View File
@@ -428,7 +428,7 @@
idle_power_usage = 5
active_power_usage = 100
var
obj/effects/overlay/hologram//The projection itself. If there is one, the instrument is on, off otherwise.
obj/effect/overlay/hologram//The projection itself. If there is one, the instrument is on, off otherwise.
/obj/machinery/hologram/holopad
name = "AI holopad"
+1 -1
View File
@@ -1,3 +1,3 @@
/obj/effects/spawner
/obj/effect/spawner
name = "object spawner"
+3 -7
View File
@@ -153,14 +153,14 @@
item_state = "firstaid-o2"
/obj/item/weapon/storage/flashbang_kit
desc = "<FONT color=red><B>WARNING: Do not use without reading these preautions!</B></FONT>\n<B>These devices are extremely dangerous and can cause blindness or deafness if used incorrectly.</B>\nThe chemicals contained in these devices have been tuned for maximal effectiveness and due to\nextreme safety precuaiotn shave been incased in a tamper-proof pack. DO NOT ATTEMPT TO OPEN\nFLASH WARNING: Do not use continually. Excercise extreme care when detonating in closed spaces.\n\tMake attemtps not to detonate withing range of 2 meters of the intended target. It is imperative\n\tthat the targets visit a medical professional after usage. Damage to eyes increases extremely per\n\tuse and according to range. Glasses with flash resistant filters DO NOT always work on high powered\n\tflash devices such as this. <B>EXERCISE CAUTION REGARDLESS OF CIRCUMSTANCES</B>\nSOUND WARNING: Do not use continually. Visit a medical professional if hearing is lost.\n\tThere is a slight chance per use of complete deafness. Exercise caution and restraint.\nSTUN WARNING: If the intended or unintended target is too close to detonation the resulting sound\n\tand flash have been known to cause extreme sensory overload resulting in temporary\n\tincapacitation.\n<B>DO NOT USE CONTINUALLY</B>\nOperating Directions:\n\t1. Pull detonnation pin. <B>ONCE THE PIN IS PULLED THE GRENADE CAN NOT BE DISARMED!</B>\n\t2. Throw grenade. <B>NEVER HOLD A LIVE FLASHBANG</B>\n\t3. The grenade will detonste 10 seconds hafter being primed. <B>EXCERCISE CAUTION</B>\n\t-<B>Never prime another grenade until after the first is detonated</B>\nNote: Usage of this pyrotechnic device without authorization is an extreme offense and can\nresult in severe punishment upwards of <B>10 years in prison per use</B>.\n\nDefault 3 second wait till from prime to detonation. This can be switched with a screwdriver\nto 10 seconds.\n\nCopyright of Nanotrasen Industries- Military Armnaments Division\nThis device was created by Nanotrasen Labs a member of the Expert Advisor Corporation"
name = "Flashbangs (WARNING)"
desc = "<FONT color=red><B>WARNING: Do not use without reading these preautions!</B></FONT>\n<B>These devices are extremely dangerous and can cause blindness or deafness if used incorrectly.</B>\nThe chemicals contained in these devices have been tuned for maximal effectiveness and due to\nextreme safety precuaiotn shave been incased in a tamper-proof pack. DO NOT ATTEMPT TO OPEN\nFLASH WARNING: Do not use continually. Excercise extreme care when detonating in closed spaces.\n\tMake attemtps not to detonate withing range of 2 meters of the intended target. It is imperative\n\tthat the targets visit a medical professional after usage. Damage to eyes increases extremely per\n\tuse and according to range. Glasses with flash resistant filters DO NOT always work on high powered\n\tflash devices such as this. <B>EXERCISE CAUTION REGARDLESS OF CIRCUMSTANCES</B>\nSOUND WARNING: Do not use continually. Visit a medical professional if hearing is lost.\n\tThere is a slight chance per use of complete deafness. Exercise caution and restraint.\nSTUN WARNING: If the intended or unintended target is too close to detonation the resulting sound\n\tand flash have been known to cause extreme sensory overload resulting in temporary\n\tincapacitation.\n<B>DO NOT USE CONTINUALLY</B>\nOperating Directions:\n\t1. Pull detonnation pin. <B>ONCE THE PIN IS PULLED THE GRENADE CAN NOT BE DISARMED!</B>\n\t2. Throw grenade. <B>NEVER HOLD A LIVE FLASHBANG</B>\n\t3. The grenade will detonste 10 seconds hafter being primed. <B>EXCERCISE CAUTION</B>\n\t-<B>Never prime another grenade until after the first is detonated</B>\nNote: Usage of this pyrotechnic device without authorization is an extreme offense and can\nresult in severe punishment upwards of <B>10 years in prison per use</B>.\n\nDefault 3 second wait till from prime to detonation. This can be switched with a screwdriver\nto 10 seconds.\n\nCopyright of Nanotrasen Industries- Military Armnaments Division\nThis device was created by Nanotrasen Labs a member of the Expert Advisor Corporation"
icon_state = "flashbang"
item_state = "syringe_kit"
/obj/item/weapon/storage/emp_kit
desc = "A box with 5 emp grenades."
name = "emp grenades"
desc = "A box with 5 emp grenades."
icon_state = "flashbang"
item_state = "syringe_kit"
@@ -170,11 +170,7 @@
icon_state = "glasses"
item_state = "syringe_kit"
/obj/item/weapon/storage/bb_kit
name = "Body Bags"
desc = "This box contains body bags."
icon_state = "bodybags"
item_state = "syringe_kit"
/obj/item/weapon/storage/handcuff_kit
name = "Spare Handcuffs"
+45 -45
View File
@@ -11,7 +11,7 @@
"/obj/item/weapon/pen/sleepypen",
"/obj/item/weapon/chem_grenade/incendiary")
cost = 20
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Special Ops crate"
hidden = 1
@@ -30,14 +30,14 @@
"/obj/item/weapon/reagent_containers/food/snacks/grown/banana",
"/obj/item/weapon/reagent_containers/food/snacks/grown/banana")
cost = 5
containertype = "/obj/station_objects/crate/freezer"
containertype = "/obj/structure/crate/freezer"
containername = "Food crate"
/datum/supply_packs/monkey
name = "Monkey crate"
contains = list ("/obj/item/weapon/monkeycube_box")
cost = 20
containertype = "/obj/station_objects/crate/freezer"
containertype = "/obj/structure/crate/freezer"
containername = "Monkey crate"
/*
@@ -47,7 +47,7 @@
"/obj/item/ammo_casing/shotgun/beanbag",
"/obj/item/ammo_casing/shotgun/beanbag")
cost = 25
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Shotgun crate"
//APPARENTLY OP?
*/
@@ -65,7 +65,7 @@
"/obj/item/ammo_casing/shotgun/beanbag",
"/obj/item/ammo_casing/shotgun/beanbag")
cost = 10
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Beanbag shells"
/datum/supply_packs/party
@@ -81,7 +81,7 @@
"/obj/item/weapon/reagent_containers/food/drinks/beer",
"/obj/item/weapon/reagent_containers/food/drinks/beer")
cost = 20
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Party equipment"
/datum/supply_packs/internals
@@ -93,7 +93,7 @@
"/obj/item/weapon/tank/air",
"/obj/item/weapon/tank/air")
cost = 10
containertype = "/obj/station_objects/crate/internals"
containertype = "/obj/structure/crate/internals"
containername = "Internals crate"
/datum/supply_packs/evacuation
@@ -113,7 +113,7 @@
"/obj/item/clothing/mask/gas",
"/obj/item/clothing/mask/gas")
cost = 35
containertype = "/obj/station_objects/crate/internals"
containertype = "/obj/structure/crate/internals"
containername = "Emergency Crate"
/datum/supply_packs/janitor
@@ -129,9 +129,9 @@
"/obj/item/weapon/chem_grenade/cleaner",
"/obj/item/weapon/chem_grenade/cleaner",
"/obj/item/weapon/chem_grenade/cleaner",
"/obj/station_objects/mopbucket")
"/obj/structure/mopbucket")
cost = 10
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Janitorial supplies"
/obj/item/weapon/storage/lightbox/tubes
@@ -147,7 +147,7 @@
"/obj/item/weapon/storage/lightbox/bulbs",
"/obj/item/weapon/storage/lightbox/bulbs")
cost = 5
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Replacement lights"
/datum/supply_packs/costume
@@ -165,7 +165,7 @@
"/obj/item/clothing/suit/suspenders",
"/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing")
cost = 10
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "Standard Costumes"
access = access_theatre
@@ -176,14 +176,14 @@
"/obj/item/clothing/shoes/sandal",
"/obj/item/clothing/head/wizard/fake")
cost = 20
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Wizard costume crate"
/datum/supply_packs/mule
name = "MULEbot Crate"
contains = list("/obj/machinery/bot/mulebot")
cost = 20
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "MULEbot Crate"
/datum/supply_packs/hydroponics // -- Skie
@@ -197,7 +197,7 @@
"/obj/item/clothing/gloves/botanic_leather",
"/obj/item/clothing/suit/apron") // Updated with new things
cost = 10
containertype = /obj/station_objects/crate/hydroponics
containertype = /obj/structure/crate/hydroponics
containername = "Hydroponics crate"
access = access_hydroponics
@@ -215,7 +215,7 @@
"/obj/item/seeds/chantermycelium",
"/obj/item/seeds/potatoseed")
cost = 10
containertype = /obj/station_objects/crate/hydroponics
containertype = /obj/structure/crate/hydroponics
containername = "Seeds crate"
access = access_hydroponics
@@ -232,7 +232,7 @@
"/obj/item/seeds/bananaseed",
"/obj/item/seeds/eggyseed")
cost = 15
containertype = /obj/station_objects/crate/hydroponics
containertype = /obj/structure/crate/hydroponics
containername = "Exotic Seeds crate"
access = access_hydroponics
@@ -247,7 +247,7 @@
"/obj/item/weapon/reagent_containers/glass/bottle/stoxin",
"/obj/item/weapon/storage/syringes")
cost = 10
containertype = "/obj/station_objects/crate/medical"
containertype = "/obj/structure/crate/medical"
containername = "Medical crate"
@@ -264,7 +264,7 @@
"/obj/item/weapon/storage/syringes",
"/obj/item/weapon/storage/beakerbox")
cost = 20
containertype = "/obj/station_objects/crate/secure/weapon"
containertype = "/obj/structure/crate/secure/weapon"
containername = "Virus crate"
access = access_cmo
@@ -273,7 +273,7 @@
contains = list("/obj/item/stack/sheet/metal")
amount = 50
cost = 10
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Metal sheets crate"
/datum/supply_packs/glass50
@@ -281,7 +281,7 @@
contains = list("/obj/item/stack/sheet/glass")
amount = 50
cost = 10
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Glass sheets crate"
/datum/supply_packs/electrical
@@ -295,7 +295,7 @@
"/obj/item/weapon/cell/high",
"/obj/item/weapon/cell/high")
cost = 15
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Electrical maintenance crate"
/datum/supply_packs/mechanical
@@ -310,15 +310,15 @@
"/obj/item/clothing/head/helmet/welding",
"/obj/item/clothing/head/helmet/hardhat")
cost = 10
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Mechanical maintenance crate"
/datum/supply_packs/waterfueltank
name = "Water/Fuel tank crate"
contains = list("/obj/station_objects/reagent_dispensers/watertank",
"/obj/station_objects/reagent_dispensers/fueltank")
contains = list("/obj/structure/reagent_dispensers/watertank",
"/obj/structure/reagent_dispensers/fueltank")
cost = 15
containertype = "/obj/station_objects/crate"
containertype = "/obj/structure/crate"
containername = "Water/Fuel tank crate"
/datum/supply_packs/engine
@@ -326,7 +326,7 @@
contains = list("/obj/machinery/emitter",
"/obj/machinery/emitter",)
cost = 10
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "Emitter crate"
access = access_heads
@@ -351,13 +351,13 @@
/datum/supply_packs/engine/PA
name = "Particle Accelerator crate"
cost = 40
contains = list("/obj/station_objects/particle_accelerator/fuel_chamber",
contains = list("/obj/structure/particle_accelerator/fuel_chamber",
"/obj/machinery/particle_accelerator/control_box",
"/obj/station_objects/particle_accelerator/particle_emitter/center",
"/obj/station_objects/particle_accelerator/particle_emitter/left",
"/obj/station_objects/particle_accelerator/particle_emitter/right",
"/obj/station_objects/particle_accelerator/power_box",
"/obj/station_objects/particle_accelerator/end_cap")
"/obj/structure/particle_accelerator/particle_emitter/center",
"/obj/structure/particle_accelerator/particle_emitter/left",
"/obj/structure/particle_accelerator/particle_emitter/right",
"/obj/structure/particle_accelerator/power_box",
"/obj/structure/particle_accelerator/end_cap")
containername = "Particle Accelerator crate"
/datum/supply_packs/mecha_ripley
@@ -366,7 +366,7 @@
"/obj/item/mecha_parts/circuitboard/ripley/peripherals", //TEMPORARY due to lack of circuitboard printer
"/obj/item/mecha_parts/circuitboard/ripley/main") //TEMPORARY due to lack of circuitboard printer
cost = 40
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "APLU \"Ripley\" Circuit Crate"
access = access_robotics
@@ -383,7 +383,7 @@
"/obj/item/weapon/cell/high",
"/obj/item/weapon/cell/high")
cost = 10
containertype = "/obj/station_objects/crate/secure/gear"
containertype = "/obj/structure/crate/secure/gear"
containername = "Robotics Assembly"
access = access_robotics
@@ -402,7 +402,7 @@
"/obj/item/device/timer",
"/obj/item/device/timer")
cost = 10
containertype = "/obj/station_objects/crate/secure/plasma"
containertype = "/obj/structure/crate/secure/plasma"
containername = "Plasma assembly crate"
access = access_tox
@@ -417,7 +417,7 @@
"/obj/item/weapon/storage/flashbang_kit",
"/obj/item/weapon/storage/flashbang_kit")
cost = 30
containertype = "/obj/station_objects/crate/secure/weapon"
containertype = "/obj/structure/crate/secure/weapon"
containername = "Weapons crate"
access = access_security
@@ -432,7 +432,7 @@
"/obj/item/weapon/chem_grenade/incendiary",
"/obj/item/clothing/gloves/stungloves")
cost = 25
containertype = "/obj/station_objects/crate/secure/weapon"
containertype = "/obj/structure/crate/secure/weapon"
containername = "Experimental weapons crate"
access = access_heads
@@ -443,7 +443,7 @@
"/obj/item/clothing/suit/armor/vest",
"/obj/item/clothing/suit/armor/vest")
cost = 15
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "Armor crate"
access = access_security
@@ -468,7 +468,7 @@
"/obj/item/clothing/head/helmet/riot",
"/obj/item/clothing/suit/armor/riot")
cost = 60
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "Riot gear crate"
access = access_armory
@@ -479,7 +479,7 @@
"/obj/item/weapon/gun/projectile/shotgun/combat2",
"/obj/item/weapon/gun/projectile/shotgun/combat2")
cost = 50
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "Ballistic gear crate"
access = access_armory
@@ -490,7 +490,7 @@
"/obj/item/weapon/gun/energy",
"/obj/item/weapon/gun/energy")
cost = 50
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "Experimental energy gear crate"
access = access_armory
@@ -501,7 +501,7 @@
"/obj/item/clothing/head/helmet/riot",
"/obj/item/clothing/suit/armor/riot")
cost = 35
containertype = "/obj/station_objects/crate/secure"
containertype = "/obj/structure/crate/secure"
containername = "Experimental armor crate"
access = access_armory
@@ -512,7 +512,7 @@
"/obj/machinery/deployable/barrier",
"/obj/machinery/deployable/barrier")
cost = 20
containertype = "/obj/station_objects/crate/secure/gear"
containertype = "/obj/structure/crate/secure/gear"
containername = "Secruity Barriers crate"
/datum/supply_packs/hats/
@@ -542,7 +542,7 @@
"/obj/item/clothing/head/collectable/petehat")
name = "Collectable Hat Crate!"
cost = 200
containertype = "/obj/station_objects/crate/hat"
containertype = "/obj/structure/crate/hat"
containername = "Collectable Hats Crate! Brought to you by Bass.inc!"
/datum/supply_packs/hats/New()
+7 -7
View File
@@ -53,7 +53,7 @@
flags = FPRINT | TABLEPASS
w_class = 1.0
/obj/effects/foam_dart_dummy
/obj/effect/foam_dart_dummy
name = ""
desc = ""
icon = 'toy.dmi'
@@ -174,11 +174,11 @@
if(!isturf(target.loc) || target == user) return
if(flag) return
if (locate (/obj/station_objects/table, src.loc))
if (locate (/obj/structure/table, src.loc))
return
else if (bullets)
var/turf/trg = get_turf(target)
var/obj/effects/foam_dart_dummy/D = new/obj/effects/foam_dart_dummy(get_turf(src))
var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
bullets--
D.icon_state = "foamdart"
D.name = "foam dart"
@@ -266,10 +266,10 @@
throw_impact(atom/hit_atom)
..()
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effects/decal/ash(src.loc)
new /obj/effect/decal/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'snap.ogg', 50, 1)
del(src)
@@ -280,10 +280,10 @@
if(M.m_intent == "run")
M << "\red You step on the snap pop!"
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(2, 0, src)
s.start()
new /obj/effects/decal/ash(src.loc)
new /obj/effect/decal/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'snap.ogg', 50, 1)
del(src)
+3 -3
View File
@@ -228,7 +228,7 @@
throw_range = 1
w_class = 4.0//So you can't hide it in your pocket or some such.
flags = FPRINT | TABLEPASS | NOSHIELD
var/datum/effects/system/spark_spread/spark_system
var/datum/effect/system/spark_spread/spark_system
/obj/item/weapon/bananapeel
name = "Banana Peel"
@@ -821,7 +821,7 @@
/obj/item/weapon/paper/Toxin
name = "paper- 'Chemical Information'"
info = "Known Onboard Toxins:<BR>\n\tGrade A Semi-Liquid Plasma:<BR>\n\t\tHighly poisonous. You cannot sustain concentrations above 15 units.<BR>\n\t\tA gas mask fails to filter plasma after 50 units.<BR>\n\t\tWill attempt to diffuse like a gas.<BR>\n\t\tFiltered by scrubbers.<BR>\n\t\tThere is a bottled version which is very different<BR>\n\t\t\tfrom the version found in canisters!<BR>\n<BR>\n\t\tWARNING: Highly Flammable. Keep away from heat sources<BR>\n\t\texcept in a enclosed fire area!<BR>\n\t\tWARNING: It is a crime to use this without authorization.<BR>\nKnown Onboard Anti-Toxin:<BR>\n\tAnti-Toxin Type 01P: Works against Grade A Plasma.<BR>\n\t\tBest if injected directly into bloodstream.<BR>\n\t\tA full injection is in every regular Med-Kit.<BR>\n\t\tSpecial toxin Kits hold around 7.<BR>\n<BR>\nKnown Onboard Chemicals (other):<BR>\n\tRejuvenation T#001:<BR>\n\t\tEven 1 unit injected directly into the bloodstream<BR>\n\t\t\twill cure paralysis and sleep toxins.<BR>\n\t\tIf administered to a dying patient it will prevent<BR>\n\t\t\tfurther damage for about units*3 seconds.<BR>\n\t\t\tit will not cure them or allow them to be cured.<BR>\n\t\tIt can be administeredd to a non-dying patient<BR>\n\t\t\tbut the chemicals disappear just as fast.<BR>\n\tSleep Toxin T#054:<BR>\n\t\t5 units wilkl induce precisely 1 minute of sleep.<BR>\n\t\t\tThe effects are cumulative.<BR>\n\t\tWARNING: It is a crime to use this without authorization"
info = "Known Onboard Toxins:<BR>\n\tGrade A Semi-Liquid Plasma:<BR>\n\t\tHighly poisonous. You cannot sustain concentrations above 15 units.<BR>\n\t\tA gas mask fails to filter plasma after 50 units.<BR>\n\t\tWill attempt to diffuse like a gas.<BR>\n\t\tFiltered by scrubbers.<BR>\n\t\tThere is a bottled version which is very different<BR>\n\t\t\tfrom the version found in canisters!<BR>\n<BR>\n\t\tWARNING: Highly Flammable. Keep away from heat sources<BR>\n\t\texcept in a enclosed fire area!<BR>\n\t\tWARNING: It is a crime to use this without authorization.<BR>\nKnown Onboard Anti-Toxin:<BR>\n\tAnti-Toxin Type 01P: Works against Grade A Plasma.<BR>\n\t\tBest if injected directly into bloodstream.<BR>\n\t\tA full injection is in every regular Med-Kit.<BR>\n\t\tSpecial toxin Kits hold around 7.<BR>\n<BR>\nKnown Onboard Chemicals (other):<BR>\n\tRejuvenation T#001:<BR>\n\t\tEven 1 unit injected directly into the bloodstream<BR>\n\t\t\twill cure paralysis and sleep toxins.<BR>\n\t\tIf administered to a dying patient it will prevent<BR>\n\t\t\tfurther damage for about units*3 seconds.<BR>\n\t\t\tit will not cure them or allow them to be cured.<BR>\n\t\tIt can be administeredd to a non-dying patient<BR>\n\t\t\tbut the chemicals disappear just as fast.<BR>\n\tSleep Toxin T#054:<BR>\n\t\t5 units wilkl induce precisely 1 minute of sleep.<BR>\n\t\t\tThe effect are cumulative.<BR>\n\t\tWARNING: It is a crime to use this without authorization"
/obj/item/weapon/paper/courtroom
name = "paper- 'A Crash Course in Legal SOP on SS13'"
@@ -829,7 +829,7 @@
/obj/item/weapon/paper/hydroponics
name = "paper- 'Greetings from Billy Bob'"
info = "<B>Hey fellow botanist!</B><BR>\n<BR>\nI didn't trust the station folk so I left<BR>\na couple of weeks ago. But here's some<BR>\ninstructions on how to operate things here.<BR>\nYou can grow plants and each iteration they become<BR>\nstronger, more potent and have better yield, if you<BR>\nknow which ones to pick. Use your botanist's analyzer<BR>\nfor that. You can turn harvested plants into seeds<BR>\nat the seed extractor, and replant them for better stuff!<BR>\nSometimes if the weed level gets high in the tray<BR>\nmutations into different mushroom or weed species have<BR>\nbeen witnessed. On the rare occassion even weeds mutate!<BR>\n<BR>\nEither way, have fun!<BR>\n<BR>\nBest regards,<BR>\nBilly Bob Johnson.<BR>\n<BR>\nPS.<BR>\nHere's a few tips:<BR>\nIn nettles, potency = damage<BR>\nIn amanitas, potency = deadliness + side effects<BR>\nIn Liberty caps, potency = drug power + effects<BR>\nIn chilis, potency = heat<BR>\n<B>Nutrients keep mushrooms alive!</B><BR>\n<B>Water keeps weeds such as nettles alive!</B><BR>\n<B>All other plants need both.</B>"
info = "<B>Hey fellow botanist!</B><BR>\n<BR>\nI didn't trust the station folk so I left<BR>\na couple of weeks ago. But here's some<BR>\ninstructions on how to operate things here.<BR>\nYou can grow plants and each iteration they become<BR>\nstronger, more potent and have better yield, if you<BR>\nknow which ones to pick. Use your botanist's analyzer<BR>\nfor that. You can turn harvested plants into seeds<BR>\nat the seed extractor, and replant them for better stuff!<BR>\nSometimes if the weed level gets high in the tray<BR>\nmutations into different mushroom or weed species have<BR>\nbeen witnessed. On the rare occassion even weeds mutate!<BR>\n<BR>\nEither way, have fun!<BR>\n<BR>\nBest regards,<BR>\nBilly Bob Johnson.<BR>\n<BR>\nPS.<BR>\nHere's a few tips:<BR>\nIn nettles, potency = damage<BR>\nIn amanitas, potency = deadliness + side effect<BR>\nIn Liberty caps, potency = drug power + effect<BR>\nIn chilis, potency = heat<BR>\n<B>Nutrients keep mushrooms alive!</B><BR>\n<B>Water keeps weeds such as nettles alive!</B><BR>\n<B>All other plants need both.</B>"
/obj/item/weapon/paper/flag
icon_state = "flag_neutral"
+13 -13
View File
@@ -1,4 +1,4 @@
/obj/station_objects/window
/obj/structure/window
name = "window"
icon = 'structures.dmi'
desc = "A window."
@@ -20,45 +20,45 @@
// Basic
/obj/station_objects/window/basic
/obj/structure/window/basic
icon_state = "window"
/obj/station_objects/window/basic/north
/obj/structure/window/basic/north
dir = NORTH
/obj/station_objects/window/basic/east
/obj/structure/window/basic/east
dir = EAST
/obj/station_objects/window/basic/west
/obj/structure/window/basic/west
dir = WEST
/obj/station_objects/window/basic/south
/obj/structure/window/basic/south
dir = SOUTH
/obj/station_objects/window/basic/northwest
/obj/structure/window/basic/northwest
dir = NORTHWEST
/obj/station_objects/window/basic/northeast
/obj/structure/window/basic/northeast
dir = NORTHEAST
/obj/station_objects/window/basic/southwest
/obj/structure/window/basic/southwest
dir = SOUTHWEST
/obj/station_objects/window/basic/southeast
/obj/structure/window/basic/southeast
dir = SOUTHEAST
// Reinforced
/obj/station_objects/window/reinforced
/obj/structure/window/reinforced
reinf = 1
icon_state = "rwindow"
name = "reinforced window"
/obj/station_objects/window/reinforced/tinted
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/station_objects/window/reinforced/tinted/frosted
/obj/structure/window/reinforced/tinted/frosted
icon_state = "fwindow"
name = "frosted window"