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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Bug fixes
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@@ -117,5 +117,5 @@
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icon_state = "surgcap_green"
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/obj/item/clothing/head/surgery/black
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desc = "A cap morticians wear during autopsies. Keeps their hair from falling into the cadavers. It is as dark than the mortician's humor."
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desc = "A cap coroners wear during autopsies. Keeps their hair from falling into the cadavers. It is as dark than the mortician's humor."
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icon_state = "surgcap_black"
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@@ -5,7 +5,7 @@
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item_state = "labcoat"
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blood_overlay_type = "coat"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen)
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allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
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species_fit = list("Vox")
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sprite_sheets = list(
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@@ -132,7 +132,7 @@
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)
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/obj/item/clothing/suit/storage/labcoat/mortician
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name = "Mortician Labcoat"
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name = "Coroner Labcoat"
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desc = "A suit that protects against minor chemical spills. Has a black stripe on the shoulder."
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icon_state = "labcoat_mort_open"
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species_fit = list("Vox")
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@@ -177,7 +177,7 @@
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)
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/obj/item/clothing/under/rank/medical/mortician
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name = "mortician's scrubs"
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name = "coroner's scrubs"
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desc = "It's made of a special fiber that provides minor protection against biohazards. This one is as dark as an emo's poetry."
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icon_state = "scrubsblack"
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_color = "scrubsblack"
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@@ -861,6 +861,9 @@
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if(istype(usr,/mob/living/silicon/robot))
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var/mob/living/silicon/robot/U = usr
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R.fields[text("com_[counter]")] = text("Made by [U.name] ([U.modtype] [U.braintype]) on [time2text(world.realtime, "DDD MMM DD hh:mm:ss")], [game_year]<BR>[t1]")
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if(istype(usr,/mob/living/silicon/ai))
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var/mob/living/silicon/ai/U = usr
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R.fields[text("com_[counter]")] = text("Made by [U.name] (artificial intelligence) on [time2text(world.realtime, "DDD MMM DD hh:mm:ss")], [game_year]<BR>[t1]")
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if (href_list["medical"])
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if(hasHUD(usr,"medical"))
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@@ -20,7 +20,6 @@
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dead_mob_list -= src
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respawnable_list -= src
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living_mob_list += src
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mob_list += src
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stat = CONSCIOUS
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ear_deaf = 0
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return
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@@ -322,6 +322,7 @@
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on_fire = 0
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suiciding = 0
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buckled = initial(src.buckled)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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C.handcuffed = initial(C.handcuffed)
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@@ -335,6 +336,9 @@
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if(stat == 2)
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dead_mob_list -= src
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living_mob_list += src
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tod = null
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timeofdeath = 0
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stat = CONSCIOUS
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update_fire()
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regenerate_icons()
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@@ -187,6 +187,7 @@ var/list/department_radio_keys = list(
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if(traumatic_shock > 61 && prob(50))
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message_mode = null //people in shock will have a high chance of not being able to speak on radio; needed since people don't instantly pass out at 100 damage.
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src << "<span class='warning'>You try to use your radio, but you are in too much pain.</span>"
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message = capitalize(message)
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@@ -257,6 +257,8 @@
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stored_comms["glass"]++
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stored_comms["glass"]++
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stored_comms["glass"]++
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else if (istype(W,/obj/item/weapon/light/tube) || istype(W,/obj/item/weapon/light/bulb))
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stored_comms["glass"]++
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else
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continue
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@@ -84,9 +84,9 @@
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if(istype(owner,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = owner
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if(H.species && H.species.flags & IS_SYNTHETIC)
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brmod = H.species.brute_mod
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bumod = H.species.burn_mod
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if(H.species && H.species.flags & IS_SYNTHETIC) // No need for this - the modifer is being applied in the species' code already. Leaving it in, in case it ever changes.
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brmod = 1 //H.species.brute_mod
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bumod = 1 //H.species.burn_mod
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brute *= brmod //~2/3 damage for ROBOLIMBS
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burn *= bumod //~2/3 damage for ROBOLIMBS
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@@ -137,9 +137,8 @@
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burn = max(0, burn - can_inflict)
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//If there are still hurties to dispense
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if (burn || brute)
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if (status & ORGAN_ROBOT)
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if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) // as below, getting hit on the chest shouldn't gib you even if you've got a robotic chest
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droplimb(1) //Robot limbs just kinda fail at full damage.
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if (status & ORGAN_ROBOT && body_part != UPPER_TORSO && body_part != LOWER_TORSO)
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droplimb(1) //Robot limbs just kinda fail at full damage.
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else
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//List organs we can pass it to
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var/list/datum/organ/external/possible_points = list()
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@@ -1588,6 +1588,26 @@ datum/design/cyborg_analyzer
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materials = list("$metal" = 30, "$glass" = 20)
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reliability_base = 74
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build_path = "/obj/item/device/robotanalyzer"
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datum/design/autopsy_scanner
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name = "Autopsy Scanner"
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desc = "A hand-held scanner able to extracts information from wounds."
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id = "autopsy_scanner"
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req_tech = list("programming" = 2, "biotech" = 2, "magnets" = 2)
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build_type = PROTOLATHE
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materials = list("$metal" = 30, "$glass" = 20)
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reliability_base = 74
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build_path = "/obj/item/device/autopsy_scanner"
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datum/design/detective_scanner
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name = "Forensic Scanner"
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desc = "A hand-held scanner able to remotely scan objects and biomass for DNA and fingerprints."
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id = "detective_scanner"
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req_tech = list("programming" = 4, "biotech" = 3, "magnets" = 4)
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build_type = PROTOLATHE
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materials = list("$metal" = 30, "$glass" = 20)
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reliability_base = 74
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build_path = "/obj/item/device/detective_scanner"
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datum/design/mmi
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name = "Man-Machine Interface"
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