TG: Committing fixes to code for examining mobs. Burn damage wasn't showing properly

on some mobs. Fixed grammar, icons and stuff.
Added some  stylesheet classes. Approved by Urist. If you're adding game text,
please use the class that best describes the text. This way all the text
formatting can be edited from the stylesheet rather than traipsing through the
code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the
item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start
climbing this mountain?
 Revision: r3232
Author: 	 elly1...@rocketmail.com
Date: 	Mar 2, 2012
This commit is contained in:
Ren Erthilo
2012-04-25 02:06:30 +01:00
parent 588d32b671
commit 1fa9b6a848
25 changed files with 905 additions and 834 deletions
+2
View File
@@ -1,4 +1,6 @@
/mob/dead/observer
name = "ghost"
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
icon = 'mob.dmi'
icon_state = "ghost"
layer = 4
+99 -137
View File
@@ -1,6 +1,6 @@
/obj/structure/closet
name = "Closet"
desc = "It's a closet."
name = "closet"
desc = "It's a basic storage unit."
icon = 'closet.dmi'
icon_state = "closed"
density = 1
@@ -16,18 +16,18 @@
layer = 2.98
/obj/structure/closet/detective
name = "Detective's Closet"
name = "detective's closet"
desc = "Holds the detective's clothes while his coat rack is being repaired."
/obj/structure/closet/acloset
name = "Strange closet"
desc = "It looks weird."
name = "strange closet"
desc = "It looks alien!"
icon_state = "acloset"
icon_closed = "acloset"
icon_opened = "aclosetopen"
/obj/structure/closet/cabinet
name = "Cabinet"
name = "cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
@@ -42,12 +42,12 @@
anchored = 0
/obj/structure/closet/gmcloset
name = "Formal closet"
desc = "A bulky (yet mobile) closet. Comes with formal clothes."
name = "formal closet"
desc = "It's a storage unit for formal clothing."
/obj/structure/closet/emcloset
name = "Emergency Closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
name = "emergency closet"
desc = "It's a storage unit for emergency breathmasks and o2 tanks."
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
@@ -55,15 +55,15 @@
/obj/structure/closet/emcloset/legacy
/obj/structure/closet/firecloset
name = "Fire Closet"
desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
/obj/structure/closet/hydrant //wall mounted fire closet
name = "Fire Closet"
desc = "A wall mounted closet which comes with supplies to fight fire."
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "hydrant"
icon_closed = "hydrant"
icon_opened = "hydrant_open"
@@ -72,8 +72,8 @@
wall_mounted = 1
/obj/structure/closet/medical_wall //wall mounted medical closet
name = "First Aid Closet"
desc = "A wall mounted closet which should have some first aid."
name = "first-aid closet"
desc = "It's wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall"
icon_closed = "medical_wall"
icon_opened = "medical_wall_open"
@@ -82,352 +82,314 @@
wall_mounted = 1
/obj/structure/closet/toolcloset
name = "Tool Closet"
desc = "A bulky (yet mobile) closet. Contains tools."
name = "tool closet"
desc = "It's a storage unit for tools."
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
/obj/structure/closet/radiation
name = "radiation suit closet"
desc = "It's a storage unit for rad-protective suits."
icon_state = "radsuitcloset"
icon_opened = "toolclosetopen"
icon_closed = "radsuitcloset"
/obj/structure/closet/jcloset
name = "Custodial Closet"
desc = "A bulky (yet mobile) closet. Contains the janitor's gear."
name = "custodial closet"
desc = "It's a storage unit for janitorial clothes and gear."
/obj/structure/closet/jcloset2
name = "Cleaner's Closet"
desc = "A bulky (yet mobile) closet. Contains various items for cleaning."
name = "cleaner's closet"
desc = "It's a storage unit for various cleaning items."
/obj/structure/closet/lawcloset
name = "Legal Closet"
desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
name = "legal closet"
desc = "It's a storage unit for courtroom apparel and items."
/obj/structure/closet/coffin
name = "coffin"
desc = "A burial receptacle for the dearly departed."
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
/obj/structure/closet/bombcloset
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuit"
icon_closed = "bombsuit"
icon_opened = "bombsuitopen"
/obj/structure/closet/bombclosetsecurity
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuitsec"
icon_closed = "bombsuitsec"
icon_opened = "bombsuitsecopen"
/obj/structure/closet/l3closet
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
name = "level-3 biohazard suit closet"
desc = "It's a storage unit for level-3 biohazard gear."
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
/obj/structure/closet/l3closet/general
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
icon_state = "bio_general"
icon_closed = "bio_general"
icon_opened = "bio_generalopen"
/obj/structure/closet/l3closet/virology
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
icon_state = "bio_virology"
icon_closed = "bio_virology"
icon_opened = "bio_virologyopen"
/obj/structure/closet/l3closet/security
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
icon_state = "bio_security"
icon_closed = "bio_security"
icon_opened = "bio_securityopen"
/obj/structure/closet/l3closet/janitor
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
icon_state = "bio_janitor"
icon_closed = "bio_janitor"
icon_opened = "bio_janitoropen"
/obj/structure/closet/l3closet/scientist
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
icon_state = "bio_scientist"
icon_closed = "bio_scientist"
icon_opened = "bio_scientistopen"
/obj/structure/closet/syndicate
name = "Weapons Closet"
name = "armoury closet"
desc = "Why is this here?"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/syndicate/personal
name = "Gear Closet"
desc = "Gear preperations closet."
desc = "It's a storage unit for operative gear."
/obj/structure/closet/syndicate/nuclear
name = "Nuclear Closet"
desc = "Nuclear preperations closet."
desc = "It's a storage unit for nuclear-operative gear."
// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
/obj/structure/closet/gimmick
name = "Administrative Supply Closet"
name = "administrative supply closet"
desc = "It's a storage unit for things that have no right being here."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Closet of things that have no right being here."
anchored = 0
/obj/structure/closet/gimmick/russian
name = "Russian Surplus"
name = "russian surplus closet"
desc = "It's a storage unit for Russian standard-issue surplus."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Russian Surplus Closet"
/obj/structure/closet/gimmick/tacticool
name = "Tacticool Gear"
name = "tacticool gear closet"
desc = "It's a storage unit for Tacticool gear."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Tacticool Gear Closet"
/obj/structure/closet/thunderdome
name = "\improper Thunderdome closet"
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
name = "Thunderdome closet"
anchored = 1
/obj/structure/closet/thunderdome/tdred
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
name = "Thunderdome closet"
name = "red-team Thunderdome closet"
/obj/structure/closet/thunderdome/tdgreen
desc = "Everything you need!"
name = "green-team Thunderdome closet"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
name = "Thunderdome closet"
/obj/structure/closet/malf/suits
desc = "Gear preparations closet"
desc = "It's a storage unit for operational gear."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/wardrobe
desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
name = "Wardrobe"
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/black
name = "Black Wardrobe"
desc = "Contains black jumpsuits."
name = "black wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/chaplain_black
name = "Chaplain Wardrobe"
desc = "Closet of basic chaplain clothes."
name = "chapel wardrobe"
desc = "It's a storage unit for Nanotrasen-approved religious attire."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/green
name = "Green Wardrobe"
desc = "Contains green jumpsuits."
name = "green wardrobe"
icon_state = "green"
icon_closed = "green"
/obj/structure/closet/wardrobe/mixed
name = "Mixed Wardrobe"
desc = "This appears to contain several different sets of clothing."
name = "mixed wardrobe"
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/wardrobe/orange
name = "Prisoner's Wardrobe"
desc = "Contains orange jumpsuits."
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
icon_state = "orange"
icon_closed = "orange"
/obj/structure/closet/wardrobe/pink
name = "Pink Wardrobe"
desc = "Contains pink jumpsuits."
name = "pink wardrobe"
icon_state = "pink"
icon_closed = "pink"
/obj/structure/closet/wardrobe/red
name = "Security Wardrobe"
desc = "Contains security officer jumpsuits."
name = "security wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/warden
name = "Warden's Wardrobe"
desc = "Contains the warden's security uniform."
name = "Warden's wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/hos
name = "Head of Security's Wardrobe"
desc = "Contains the Head of Security's uniform."
name = "Head of Security's wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/hop
name = "Head of Personnel's Wardrobe"
desc = "Contains the Head of Personnel's uniform."
name = "Head of Personnel's wardrobe"
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/white
name = "White Wardrobe"
desc = "Contains white jumpsuits."
name = "white wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/toxins_white
name = "Toxins Wardrobe"
desc = "Contains toxins jumpsuits."
name = "toxins wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/genetics_white
name = "Genetics Wardrobe"
desc = "Contains genetics jumpsuits."
name = "genetics wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/medic_white
name = "Doctor's Wardrobe"
desc = "Contains medical jumpsuits."
name = "doctor's wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/chemistry_white
name = "Chemistry Wardrobe"
desc = "Contains chemistry jumpsuits."
name = "chemistry wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/nurse
name = "Nurse's Wardrobe"
desc = "Contains nurse uniforms."
name = "nurse's wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/cmo
name = "Chief Medical Officer's Wardrobe"
desc = "Contains the Chief Medical Officer's clothing."
name = "Chief Medical Officer's wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/rd
name = "Research Director's Wardrobe"
desc = "Contains the Research Director's clothing."
name = "Research Director's wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/scientist
name = "Scientist's Wardrobe"
desc = "Contains the scientist's clothing."
name = "scientist's wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/virology_white
name = "Virology Wardrobe"
desc = "Contains virologist jumpsuits."
name = "virology wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/yellow
name = "Yellow Wardrobe"
desc = "Contains yellow jumpsuits."
icon_state = "yellow"
icon_closed = "yellow"
name = "yellow wardrobe"
icon_state = "wardrobe-y"
icon_closed = "wardrobe-y"
/obj/structure/closet/wardrobe/engineering_yellow
name = "Engineering Wardrobe"
desc = "Contains engineering jumpsuits."
name = "engineering wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/robotics_yellow
name = "Robotics Wardrobe"
desc = "Contains robotics jumpsuits."
name = "robotics wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "Atmospherics Wardrobe"
desc = "Contains atmospheric jumpsuits."
name = "atmospherics wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/grey
name = "Grey Wardrobe"
desc = "Contains grey jumpsuits."
name = "grey wardrobe"
icon_state = "grey"
icon_closed = "grey"
/obj/structure/closet/wardrobe/bartender_black
name = "Bartender's Wardrobe"
desc = "Closet of basic bartending clothes."
name = "Bartender's wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/chef_white
name = "Chef's Wardrobe"
desc = "Contains chef jumpsuits."
name = "Chef's wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/hydro_green
name = "Hydroponics Wardrobe"
desc = "Contains botanist jumpsuits."
name = "Hydroponics wardrobe"
icon_state = "green"
icon_closed = "green"
/obj/structure/closet/wardrobe/librarian_red
name = "Librarian's Wardrobe"
desc = "Contains librarian jumpsuits."
name = "Librarian's wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/cargo_yellow
name = "Cargo Tech's Wardrobe"
desc = "Contains cargo tech jumpsuits."
name = "Cargo Tech's wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/qm_yellow
name = "Quartermaster's Wardrobe"
desc = "Contains quartermaster jumpsuits."
name = "Quartermaster's wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/secure_closet
desc = "An immobile card-locked storage closet."
name = "Security Locker"
name = "secure locker"
desc = "It's an immobile card-locked storage unit."
icon = 'closet.dmi'
icon_state = "secure1"
density = 1
@@ -445,7 +407,7 @@
/obj/structure/closet/secure_closet/medical_wall
name = "First Aid Closet"
desc = "A wall mounted closet which --should-- contain medical supplies."
desc = "It's a secure wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall_locked"
icon_closed = "medical_wall_unlocked"
icon_locked = "medical_wall_locked"
@@ -458,11 +420,11 @@
req_access = list(access_medical)
/obj/structure/closet/secure_closet/personal
desc = "The first card swiped gains control."
name = "Personal Closet"
desc = "It's a secure locker for personnel. The first card swiped gains control."
name = "personal closet"
/obj/structure/closet/secure_closet/personal/patient
name = "Patient's closet"
name = "patient's closet"
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinetdetective_locked"
@@ -473,14 +435,14 @@
icon_off = "cabinetdetective_broken"
/obj/structure/closet/secure_closet/kitchen
name = "Kitchen Cabinet"
name = "kitchen cabinet"
req_access = list(access_kitchen)
/obj/structure/closet/secure_closet/kitchen/mining
req_access = list()
/obj/structure/closet/secure_closet/meat
name = "Meat Fridge"
name = "meat fridge"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
@@ -489,7 +451,7 @@
icon_off = "fridge1"
/obj/structure/closet/secure_closet/fridge
name = "Refrigerator"
name = "refrigerator"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
@@ -498,7 +460,7 @@
icon_off = "fridge1"
/obj/structure/closet/secure_closet/money_freezer
name = "Freezer"
name = "freezer"
icon_state = "fridge1"
icon_closed = "fridge"
icon_locked = "fridge1"
+413 -293
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File diff suppressed because it is too large Load Diff
+3 -3
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@@ -313,13 +313,13 @@
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/firstaid/toxin
name = "Toxin First Aid"
name = "toxin first aid"
desc = "Contains anti-toxin medication."
icon_state = "antitoxin"
item_state = "firstaid-toxin"
/obj/item/weapon/storage/firstaid/o2
name = "Oxygen Deprivation First Aid"
name = "oxygen deprivation first aid"
desc = "Contains oxygen deprivation medication."
icon_state = "o2"
item_state = "firstaid-o2"
@@ -331,7 +331,7 @@
item_state = "firstaid-advanced"
/obj/item/weapon/storage/flashbang_kit
name = "Flashbangs (WARNING)"
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"
+53 -23
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@@ -29,6 +29,7 @@
IsShield()
return 1
/obj/item/weapon/nullrod
name = "null rod"
desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of Nar-Sie's followers."
@@ -133,7 +134,7 @@
w_class = 3.0
/obj/item/weapon/rsp
name = "\improper Rapid-Seed-Producer"
name = "\improper Rapid-Seed-Producer (RSP)"
desc = "A device used to rapidly deploy seeds."
icon = 'items.dmi'
icon_state = "rcd"
@@ -321,6 +322,17 @@
throw_speed = 4
throw_range = 20
/obj/item/weapon/corncob
name = "corn cob"
desc = "A reminder of meals gone by."
icon = 'harvest.dmi'
icon_state = "corncob"
item_state = "corncob"
w_class = 1.0
throwforce = 0
throw_speed = 4
throw_range = 20
/obj/item/weapon/soap
name = "soap"
desc = "A cheap bar of soap. Doesn't smell."
@@ -446,15 +458,15 @@
var/heal_burn = 0
/obj/item/stack/medical/bruise_pack
name = "\improper Roll of Gauze"
singular_name = "\improper Roll of Gauze"
name = "roll of gauze"
singular_name = "roll of gauze"
desc = "A roll of gauze for sealing up wounds."
icon_state = "brutepack"
heal_brute = 1
origin_tech = "biotech=1"
/obj/item/stack/medical/bruise_pack/tajaran
name = "S'rendarr's Hand leaf"
name = "\improper S'rendarr's Hand leaf"
singular_name = "S'rendarr's Hand leaf"
desc = "A soft leaf that is rubbed on bruises."
icon = 'harvest.dmi'
@@ -471,7 +483,7 @@
origin_tech = "biotech=1"
/obj/item/stack/medical/ointment/tajaran
name = "Messa's Tear leaf"
name = "\improper Messa's Tear leaf"
singular_name = "Messa's Tear leaf"
desc = "A cold leaf that is rubbed on burns."
icon = 'harvest.dmi'
@@ -563,6 +575,12 @@
var/over_jumpsuit = 1 // If set to 0, it won't display on top of the mob's jumpsuit
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/silver
name = "identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden card which shows authority."
@@ -636,7 +654,7 @@
throw_range = 5
m_amt = 50
g_amt = 20
flags = TABLEPASS|USEDELAY|FPRINT|CONDUCT
flags = TABLEPASS|USEDELAY|FPRINT|CONDUCT | ONBELT
item_state = "coil_red"
/obj/item/weapon/cable_coil/cut
@@ -654,12 +672,18 @@
color = "green"
icon_state = "coil_green"
/obj/item/weapon/cable_coil/random/New()
color = pick("red","yellow","green","blue")
icon_state = "coil_[color]"
..()
/obj/item/weapon/crowbar
name = "crowbar"
desc = "Used to remove floor tiles."
icon = 'items.dmi'
icon_state = "crowbar"
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 5.0
throwforce = 7.0
item_state = "wrench"
@@ -844,9 +868,6 @@
m_amt = 400
origin_tech = "magnets=1"
/obj/item/weapon/caution
desc = "Caution! Wet Floor!"
name = "wet floor sign"
@@ -1033,7 +1054,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
desc = "Used for screwing."
icon = 'items.dmi'
icon_state = "screwdriver"
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 5.0
w_class = 1.0
throwforce = 5.0
@@ -1073,7 +1094,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
origin_tech = "magnets=1"
/obj/item/weapon/spellbook
name = "Spell Book"
name = "spell book"
desc = "The legendary book of spells of a wizard."
icon = 'library.dmi'
icon_state ="book"
@@ -1197,6 +1218,12 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
maxcharge = 500
g_amt = 40
/obj/item/weapon/cell/secborg
name = "\improper Security borg rechargable D battery"
origin_tech = "powerstorage=0"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
g_amt = 40
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = "powerstorage=2"
@@ -1223,14 +1250,17 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
use()
return 1
/*/obj/item/weapon/cell/potato
name = "Potato Battery"
/obj/item/weapon/cell/potato
name = "potato battery"
desc = "A rechargable starch based power cell."
icon = 'harvest.dmi'
icon_state = "potato_battery"
maxcharge = 100
origin_tech = "powerstorage=1"
icon = 'power.dmi' //'harvest.dmi'
icon_state = "cell" //"potato_battery"
charge = 100
maxcharge = 300
m_amt = 0
g_amt = 0*/
g_amt = 0
minor_fault = 1
/obj/item/weapon/camera_bug/attack_self(mob/usr as mob)
var/list/cameras = new/list()
@@ -1358,7 +1388,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
name = "tray"
icon = 'food.dmi'
icon_state = "tray"
desc = "A tray to lay food on."
desc = "A metal tray to lay food on."
throwforce = 12.0
throwforce = 10.0
throw_speed = 1
@@ -1463,6 +1493,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
icon = 'surgery.dmi'
icon_state = "drill"
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 1.0
origin_tech = "materials=1;biotech=1"
@@ -1499,7 +1530,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
w_class = 1.0
origin_tech = "biotech=2"
/*/obj/item/weapon/hatchet
/obj/item/weapon/hatchet
name = "hatchet"
desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood."
icon = 'weapons.dmi'
@@ -1511,7 +1542,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
throw_speed = 4
throw_range = 4
m_amt = 15000
origin_tech = "materials=2;combat=1"*/
origin_tech = "materials=2;combat=1"
/obj/item/weapon/stamp
desc = "A rubber stamp for stamping important documents."
@@ -1640,7 +1671,6 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
/obj/item/weapon/pai_cable
desc = "A flexible coated cable with a universal jack on one end."
desc = "Some spacey cable."
name = "data cable"
icon = 'power.dmi'
icon_state = "wire1"
@@ -1768,7 +1798,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
/obj/item/weapon/stock_parts/capacitor/super
name = "super capacitor"
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
origin_tech = "powerstorage=3;materials=4"
origin_tech = "powerstorage=5;materials=4"
rating = 3
m_amt = 50
g_amt = 50
+2 -2
View File
@@ -623,11 +623,11 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
src.updateicon()
else
user << "\red The tray already has a seed in it!"
user << "\red The tray already has seeds in it!"
else if (istype(O, /obj/item/device/analyzer/plant_analyzer))
if(src.planted && src.myseed)
user << "*** <B>[src.myseed.name]</B> ***"
user << "*** <B>[src.myseed.plantname]</B> ***" //Carn: now reports the plants growing, not the seeds.
user << "-Plant Age: \blue [src.age]"
user << "-Plant Endurance: \blue [src.myseed.endurance]"
user << "-Plant Lifespan: \blue [src.myseed.lifespan]"
+3 -3
View File
@@ -44,9 +44,9 @@
new /obj/item/weapon/tank/anesthetic(src)
new /obj/item/weapon/tank/anesthetic(src)
new /obj/item/weapon/tank/anesthetic(src)
new /obj/item/clothing/mask/medical(src)
new /obj/item/clothing/mask/medical(src)
new /obj/item/clothing/mask/medical(src)
new /obj/item/clothing/mask/breath/medical(src)
new /obj/item/clothing/mask/breath/medical(src)
new /obj/item/clothing/mask/breath/medical(src)
return
+8 -4
View File
@@ -1,5 +1,5 @@
/obj/item/device/radio/intercom
name = "Station Intercom (Radio)"
name = "station intercom"
desc = "Talk through this."
icon_state = "intercom"
anchored = 1
@@ -31,7 +31,8 @@
if (!src.listening)
return
/* var/turf/T = get_turf(src)
/*
var/turf/T = get_turf(src)
var/list/hear = hearers(7, T)
var/list/V
//find mobs in lockers, cryo and intellycards
@@ -43,8 +44,11 @@
if (!V) //lasy initialisation
V = view(7, T)
if (get_turf(M) in V) //this slow, but I don't think we'd have a lot of wardrobewhores every round --rastaf0
hear+=M */
return get_mobs_in_view(4,src)
hear+=M
*/
//return hear
return get_mobs_in_view(4, src)
hear_talk(mob/M as mob, msg)
+1 -1
View File
@@ -50,7 +50,7 @@
/obj/item/weapon/storage/belt/utility
name = "utility belt"
name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
desc = "Can hold various tools."
icon_state = "utilitybelt"
item_state = "utility"
+1 -1
View File
@@ -288,7 +288,7 @@
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/medical( src )
new /obj/item/clothing/mask/breath/medical( src )
new /obj/item/weapon/tank/emergency_oxygen/anesthetic( src )
new /obj/item/weapon/tank/emergency_oxygen/anesthetic( src )
new /obj/item/weapon/tank/emergency_oxygen/anesthetic( src )
+3 -3
View File
@@ -576,21 +576,21 @@ obj/item/clothing/suit/justice
//stylish new hats
/obj/item/clothing/head/bowlerhat
name = "\improper Bowler hat"
name = "bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For the gentleman of distinction."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/beaverhat
name = "\improper Beaver hat"
name = "beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Soft felt make this hat both comfortable and elegant."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/boaterhat
name = "\improper Boater hat"
name = "boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "The ultimate in summer fashion."
+27 -25
View File
@@ -2,6 +2,7 @@
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = 2.0
icon = 'gloves.dmi'
protective_temperature = 400
@@ -32,7 +33,7 @@
item_state = "boxingyellow"
/obj/item/clothing/gloves/white
name = "White Gloves"
name = "white gloves"
desc = "These look pretty fancy."
icon_state = "latex"
item_state = "lgloves"
@@ -43,7 +44,7 @@
/obj/item/clothing/gloves/black
desc = "These gloves are fire-resistant."
name = "Black Gloves"
name = "black gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
@@ -58,7 +59,7 @@
/obj/item/clothing/gloves/detective
desc = "Made of well worn leather. These gloves are comfortable, useful, and stylish!"
name = "The Detective's Gloves"
name = "detective's gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
@@ -67,7 +68,7 @@
/obj/item/clothing/gloves/hos
desc = "These gloves belong to the man in charge of the guns."
name = "Head of Security's Gloves"
name = "head of security's gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
@@ -82,7 +83,7 @@
siemens_coefficient = 1.0
/obj/item/clothing/gloves/latex
name = "Latex Gloves"
name = "latex gloves"
desc = "Sterile latex gloves."
icon_state = "latex"
item_state = "lgloves"
@@ -97,7 +98,7 @@
/obj/item/clothing/gloves/swat
desc = "These tactical gloves are somewhat fire and impact-resistant."
name = "SWAT Gloves"
name = "\improper SWAT Gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0
@@ -153,14 +154,14 @@
/obj/item/clothing/gloves/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
name = "Captain Gloves"
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
color = "captain"
/obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
name = "botanic leather gloves"
name = "botanist's leather gloves"
icon_state = "leather"
item_state = "ggloves"
siemens_coefficient = 0.50
@@ -169,23 +170,24 @@
heat_transfer_coefficient = 0.70
/obj/item/clothing/gloves/orange
name = "Orange Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
color="orange"
/obj/item/clothing/gloves/red
desc = "Heavily padded heavy-duty red gloves."
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
color = "red"
siemens_coefficient = 0.30
protective_temperature = 1100
/obj/item/clothing/gloves/rainbow
name = "Rainbow Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
color = "rainbow"
@@ -194,29 +196,29 @@
color = "clown"
/obj/item/clothing/gloves/blue
name = "Blue Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
color="blue"
/obj/item/clothing/gloves/purple
name = "Purple Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
color="purple"
/obj/item/clothing/gloves/green
name = "Green Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
color="green"
/obj/item/clothing/gloves/grey
name = "Grey Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
color="grey"
@@ -228,15 +230,15 @@
color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/light_brown
name = "Light Brown Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
color="light brown"
/obj/item/clothing/gloves/brown
name = "Brown Gloves"
desc = "A pair of gloves. They don't look special in any way."
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
color="brown"
+17 -14
View File
@@ -10,27 +10,30 @@
flags_inv = HIDEEARS|HIDEEYES
/obj/item/clothing/head/helmet/warden
name = "Warden Hat"
desc = "A special helmet issued to the Warden of a security force. Protects the head from impacts."
name = "warden's hat"
desc = "It's a special helmet issued to the Warden of a securiy force. Protects the head from impacts."
icon_state = "wardencap"
flags_inv = 0
/obj/item/clothing/head/helmet/swat
name = "swat helmet"
desc = "Used by highly trained Swat Members."
name = "\improper SWAT helmet"
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
item_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
/obj/item/clothing/head/helmet/thunderdome
name = "Thunderdome helmet"
desc = "Let the battle commence!"
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
icon_state = "thunderdome"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
item_state = "thunderdome"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
/obj/item/clothing/head/helmet/welding
name = "welding helmet"
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
@@ -46,8 +49,8 @@
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
/obj/item/clothing/head/helmet/that
name = "Sturdy Top hat"
desc = "An amish looking, armored top hat."
name = "sturdy top-hat"
desc = "It's an amish looking armored top hat."
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
@@ -55,8 +58,8 @@
flags_inv = 0
/obj/item/clothing/head/helmet/greenbandana
name = "Green Bandana"
desc = "A green bandana with some fine nanotech lining."
name = "green bandana"
desc = "It's a green bandana with some fine nanotech lining."
icon_state = "greenbandana"
item_state = "greenbandana"
flags = FPRINT|TABLEPASS
@@ -64,8 +67,8 @@
flags_inv = 0
/obj/item/clothing/head/helmet/riot
name = "Riot Helmet"
desc = "A helmet specifically designed to protect against close range attacks."
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
@@ -73,8 +76,8 @@
flags_inv = HIDEEARS
/obj/item/clothing/head/helmet/cap
name = "Captain's cap"
desc = "For irresponsible Captains."
name = "captain's cap"
desc = "You fear to wear it for the negligence it brings."
icon_state = "capcap"
flags = FPRINT|TABLEPASS|SUITSPACE
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
+112 -110
View File
@@ -22,11 +22,11 @@
/obj/item/clothing/under/chameleon
//starts off as black
name = "Black Jumpsuit"
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
desc = "A plain jumpsuit. It seems to have a small dial on the wrist."
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
armor = list(melee = 10, bullet = 0, laser = 50,energy = 0, bomb = 0, bio = 0, rad = 0)
@@ -41,39 +41,39 @@
/obj/item/clothing/under/chameleon/all
/obj/item/clothing/under/color/black
name = "Black Jumpsuit"
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
/obj/item/clothing/under/color/blackf
name = "Female Black Jumpsuit"
desc = "This one is a lady-size!"
name = "feminine black jumpsuit"
desc = "It's very smart and in a ladies-size!"
icon_state = "black"
item_state = "bl_suit"
color = "blackf"
/obj/item/clothing/under/color/blue
name = "Blue Jumpsuit"
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
color = "blue"
/obj/item/clothing/under/color/green
name = "Green Jumpsuit"
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
color = "green"
/obj/item/clothing/under/color/grey
name = "Grey Jumpsuit"
name = "grey jumpsuit"
icon_state = "grey"
item_state = "gy_suit"
color = "grey"
/obj/item/clothing/under/color/orange
name = "Orange Jumpsuit"
desc = "Standard Nanotrasen prisoner wear. Its suit sensors are stuck in the \"Fully On\" position."
name = "orange jumpsuit"
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "orange"
item_state = "o_suit"
color = "orange"
@@ -81,20 +81,20 @@
sensor_mode = 3
/obj/item/clothing/under/color/pink
name = "Pink Jumpsuit"
name = "pink jumpsuit"
icon_state = "pink"
item_state = "p_suit"
color = "pink"
/obj/item/clothing/under/color/red
name = "Red Jumpsuit"
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
color = "red"
/obj/item/clothing/under/color/white
desc = "Made of a special fiber that gives protection against biohazards."
name = "White Jumpsuit"
desc = "It's made of a special fiber which gives special protection against biohazards."
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
color = "white"
@@ -102,7 +102,7 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/color/yellow
name = "Yellow Jumpsuit"
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
color = "yellow"
@@ -111,29 +111,29 @@
/obj/item/clothing/under/rank
/obj/item/clothing/under/rank/atmospheric_technician
desc = "A jumpsuit used by atmospheric technicians."
name = "Atmospherics Jumpsuit"
desc = "It's a jumpsuit worn by atmospheric technicians."
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
color = "atmos"
/obj/item/clothing/under/rank/captain
desc = "A blue jumpsuit with gold marking denoting the rank of \"Captain\"."
name = "Captain Jumpsuit"
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "caparmor"
color = "captain"
/obj/item/clothing/under/rank/chaplain
desc = "A black jumpsuit, worn by religious folk."
name = "Chaplain Jumpsuit"
desc = "It's a black jumpsuit, often worn by religious folk."
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
color = "chapblack"
/obj/item/clothing/under/rank/engineer
desc = "An orange high visibility jumpsuit. Used by Nanotrasen Engineers, has minor radiation shielding."
name = "Engineering Jumpsuit"
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
color = "engine"
@@ -141,7 +141,7 @@
/obj/item/clothing/under/rank/forensic_technician
desc = "It has a Forensics rank stripe on it."
name = "Forensics Jumpsuit"
name = "forensic technician's jumpsuit"
icon_state = "darkred"
item_state = "r_suit"
color = "forensicsred"
@@ -163,16 +163,16 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/vice
name = "Vice officer Jumpsuit"
desc = "Your standard issue pretty-boy outfit, as seen on TV."
name = "vice officer's jumpsuit"
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
icon_state = "vice"
item_state = "gy_suit"
color = "vice"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/geneticist
desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
name = "Genetics Jumpsuit"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
color = "geneticswhite"
@@ -180,8 +180,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chemist
desc = "Made of a special fiber that gives special protection against biohazards. Has a chemist rank stripe on it."
name = "Chemist Jumpsuit"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
color = "chemistrywhite"
@@ -189,8 +189,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/virologist
desc = "Made of a special fiber that gives special protection against biohazards. Has a virologist rank stripe on it."
name = "Virology Jumpsuit"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
color = "virologywhite"
@@ -198,74 +198,74 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/head_of_personnel
desc = "A jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "Head of Personnel Jumpsuit"
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
color = "hop"
/obj/item/clothing/under/rank/centcom_officer
desc = "A jumpsuit worn by Centcom Officers."
name = "CentCom Officer Jumpsuit"
icon_state = "centcom"
item_state = "g_suit"
color = "centcom"
/obj/item/clothing/under/rank/centcom_commander
desc = "A jumpsuit worn by Centcom's highest level Commanders."
name = "CentCom Officer Jumpsuit"
desc = "It's a jumpsuit worn by CentCom Officers."
name = "\improper CentCom officer's jumpsuit"
icon_state = "officer"
item_state = "dg_suit"
item_state = "g_suit"
color = "officer"
/obj/item/clothing/under/rank/centcom_commander
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
name = "\improper CentCom officer's jumpsuit"
icon_state = "centcom"
item_state = "dg_suit"
color = "centcom"
/obj/item/clothing/under/rank/miner
desc = "A snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "Shaft Miner Jumpsuit"
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
color = "miner"
/obj/item/clothing/under/rank/roboticist
desc = "A slimming black with reinforced seams. Great for industrial work."
name = "Roboticist Jumpsuit"
desc = "It's a slimming black with reinforced seams; great for industrial work."
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
color = "robotics"
/obj/item/clothing/under/rank/head_of_security
desc = "A jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". Has slight armor to protect the wearer."
name = "Head of Security Jumpsuit"
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
name = "head of security's jumpsuit"
icon_state = "hos"
item_state = "r_suit"
color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/chief_engineer
desc = "A high visibility jumpsuit given to those engineers committed enough to their jobs to achieve the rank of \"Chief engineer\". Has minor radiation shielding."
name = "Chief Engineer Jumpsuit"
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "g_suit"
color = "chief"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
/obj/item/clothing/under/rank/research_director
desc = "A jumpsuit worn by those dedicated to all that is science and have achieved the position of \"Research Director\". Has minor biological anomaly protection."
name = "Research Director Jumpsuit"
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
name = "research director's jumpsuit"
icon_state = "director"
item_state = "g_suit"
color = "director"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/janitor
desc = "Official clothing of the station's janitor. Has minor protection from biohazards."
name = "Janitor's Jumpsuit"
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
color = "janitor"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/scientist
desc = "Made of a special fiber that gives special protection against biohazards. Has markings denoting the wearer as a scientist."
name = "Scientist's Jumpsuit"
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
color = "toxinswhite"
@@ -273,8 +273,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/under/rank/medical
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel."
name = "Medical Doctor's Jumpsuit"
desc = "It's made of a special fiber that provides minor protection against biohazards. it has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
color = "medical"
@@ -282,8 +282,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chief_medical_officer
desc = "A jumpsuit worn by those with the dedication to the medical profession who have achieved the position of \"Chief Medical Officer\". Has minor biological protection."
name = "Chief Medical Officer's Jumpsuit"
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
color = "medical"
@@ -291,8 +291,8 @@
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/hydroponics
desc = "A jumpsuit designed to protect against minor plant-related hazards."
name = "Hydroponics Jumpsuit"
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
color = "hydroponics"
@@ -300,56 +300,56 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/cargo
name = "Quartermaster's Jumpsuit"
desc = "What can brown do for you?"
name = "quartermaster's jumpsuit"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by heavy lifting."
icon_state = "lightbrown"
item_state = "lb_suit"
color = "cargo"
/obj/item/clothing/under/rank/cargotech
name = "Cargotech's Jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
name = "cargotech's jumpsuit"
desc = "<i>'Shooooorts! They're comfy and easy to wear!'</i>"
icon_state = "cargotech"
item_state = "cargotech"
color = "cargotech"
/obj/item/clothing/under/rank/mailman
name = "Mailman Jumpsuit"
desc = "Special delivery!"
name = "mailman's jumpsuit"
desc = "<i>'Special delivery!'</i>"
icon_state = "mailman"
item_state = "b_suit"
color = "mailman"
/obj/item/clothing/under/sexyclown
name = "Sexyclown suit"
desc = "What can I do for you?"
name = "sexy-clown suit"
desc = "It makes you look HONKable!"
icon_state = "sexyclown"
item_state = "sexyclown"
color = "sexyclown"
/obj/item/clothing/under/rank/bartender
desc = "It looks like it could use more flair."
name = "Bartender's Uniform"
desc = "It looks like it could use some more flair."
name = "bartender's uniform"
icon_state = "ba_suit"
item_state = "ba_suit"
color = "ba_suit"
/obj/item/clothing/under/rank/clown
name = "clown suit"
desc = "Wearing this, all the children love you, for all the wrong reasons."
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
color = "clown"
/obj/item/clothing/under/rank/chef
desc = "Issued only to the most hardcore chefs in space."
name = "Chef's Uniform"
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
name = "chef's uniform"
icon_state = "chef"
color = "chef"
/obj/item/clothing/under/rank/geneticist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Genetics Jumpsuit"
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "geneticist's jumpsuit"
icon_state = "genetics_new"
item_state = "w_suit"
color = "genetics_new"
@@ -357,8 +357,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chemist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Chemist Jumpsuit"
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "chemist's jumpsuit"
icon_state = "chemist_new"
item_state = "w_suit"
color = "chemist_new"
@@ -367,7 +367,7 @@
/obj/item/clothing/under/rank/scientist_new
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
name = "Scientist Jumpsuit"
name = "scientist's jumpsuit"
icon_state = "scientist_new"
item_state = "w_suit"
color = "scientist_new"
@@ -376,7 +376,7 @@
/obj/item/clothing/under/rank/virologist_new
desc = "Made of a special fiber that gives increased protection against biohazards."
name = "Virologist Jumpsuit"
name = "virologist's jumpsuit"
icon_state = "virologist_new"
item_state = "w_suit"
color = "virologist_new"
@@ -386,7 +386,7 @@
// OTHER NONRANKED STATION JOBS
/obj/item/clothing/under/det
name = "Hard worn suit"
name = "hard-worn suit"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
@@ -395,30 +395,31 @@
var/obj/item/weapon/gun
/obj/item/clothing/under/scratch
name = "White Suit"
name = "white suit"
desc = "A white suit, suitable for an excellent host"
flags = FPRINT | TABLEPASS
icon_state = "scratch"
item_state = "scratch"
color = "scratch"
/obj/item/clothing/under/jensen
desc = "You never asked for anything this stylish."
name = "Head of Security Jumpsuit"
desc = "You never asked for anything that stylish."
name = "head of security's jumpsuit"
icon_state = "jensen"
item_state = "jensen"
color = "jensen"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/sl_suit
desc = "A very amish looking suit."
name = "Amish Suit"
desc = "It's a very amish looking suit."
name = "amish suit"
icon_state = "sl_suit"
color = "sl_suit"
/obj/item/clothing/under/syndicate
name = "Tactical Turtleneck"
desc = "Non-descript, slightly suspicious civilian clothing."
name = "tactical turtleneck"
desc = "It's some non-descript, slightly suspicious looking, civilian clothing."
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
@@ -426,33 +427,33 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/syndicate/tacticool
name = "Tacticool Turtleneck"
desc = "Wearing this makes you feel like buying an SKS, going into the woods, and operating."
name = "\improper Tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
color = "tactifool"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/syndicate/combat
name = "Combat Turtleneck"
name = "combat turtleneck"
/obj/item/clothing/under/librarian
name = "Sensible Suit"
name = "sensible suit"
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
color = "red_suit"
/obj/item/clothing/under/mime
name = "Mime Outfit"
name = "mime's outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
color = "mime"
/obj/item/clothing/under/waiter
name = "Waiter Outfit"
desc = "There is a special pocket for tip."
name = "waiter's outfit"
desc = "It's a very smart uniform with a special pocket for tip."
icon_state = "waiter"
item_state = "waiter"
color = "waiter"
@@ -462,6 +463,7 @@
/obj/item/clothing/under/shorts
name = "athletic shorts"
desc = "95% Polyester, 5% Spandex!"
gender = PLURAL
flags = FPRINT | TABLEPASS
body_parts_covered = LOWER_TORSO
@@ -486,11 +488,11 @@
color = "greyshorts"
/obj/item/clothing/under/space
name = "NASA Jumpsuit"
name = "\improper NASA jumpsuit"
desc = "It has a NASA logo on it and is made of space-proofed materials."
icon_state = "black"
item_state = "bl_suit"
color = "black"
desc = "Has a NASA logo on it, made of space proofed materials."
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
@@ -500,15 +502,15 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
/obj/item/clothing/under/spiderman
name = "Deadpool Suit"
desc = "A suit of Deadpool!"
name = "\improper Deadpool suit"
desc = "It's the suit of Deadpool!"
icon_state = "spiderman"
item_state = "spiderman"
color = "spiderman"
/obj/item/clothing/under/rank/nursesuit
desc = "Made of a special fiber that gives special protection against biohazards. A jumpsuit commonly worn by nursing staff in the medical department."
name = "Nurse Suit"
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "nursesuit"
color = "nursesuit"
@@ -516,11 +518,11 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/acj
name = "Administrative Cybernetic Jumpsuit"
name = "administrative cybernetic jumpsuit"
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
desc = "A cybernetically enhanced jumpsuit used in administrative duties."
desc = "it's a cybernetically enhanced jumpsuit used for administrative duties."
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
heat_transfer_coefficient = 0.01
@@ -530,8 +532,8 @@
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
/obj/item/clothing/under/rank/medical_sleeve
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personneland short sleeves."
name = "Short Sleeve Medical Jumpsuit"
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel."
name = "short sleeve medical jumpsuit"
icon_state = "medical_sleeve"
item_state = "w_suit"
color = "medical_sleeve"
@@ -540,7 +542,7 @@
/obj/item/clothing/under/jumpsuitdown
desc = "A rolled down jumpsuit. Great for mechanics."
name = "Rolled Down Jumpsuit"
name = "rolled down jumpsuit"
icon_state = "jumpsuitdown"
item_state = "jumpsuitdown"
color = "jumpsuitdown"
@@ -569,7 +571,7 @@
//End of cheerleaders
/obj/item/clothing/under/captainmal
name = "Red Captain's Jumpsuit"
name = "red captain's jumpsuit"
desc = "We have done the impossible, and that makes us mighty."
icon_state = "captainmal"
item_state = "captainmal"
+18 -19
View File
@@ -1,4 +1,6 @@
// MASK WAS THAT MOVIE WITH THAT GUY WITH THE MESSED UP FACE. WHAT'S HIS NAME . . . JIM CARREY, I THINK.
//why is this up here -Pete
//also: please someone make this less terrible, why are things that work with internals not all under one parent, why why why why why whyyyyyyyyyyyyyyy
/obj/item/clothing/mask
name = "mask"
@@ -9,30 +11,26 @@
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "Breath Mask"
name = "breath mask"
icon_state = "breath"
item_state = "breath"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH | HALFMASK
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH
w_class = 2
protective_temperature = 420
heat_transfer_coefficient = 0.90
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
/obj/item/clothing/mask/medical
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "Medical Mask"
name = "medical mask"
icon_state = "medical"
item_state = "medical"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH
w_class = 3
protective_temperature = 420
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.10
//WHY DOES THIS EXIST
/obj/item/clothing/mask/spiderman
desc = "A mask of Deadpool!"
name = "Deadpool mask"
name = "\improper Deadpool mask"
icon_state = "spiderman"
item_state = "spiderman"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH|BLOCKHAIR
@@ -51,7 +49,7 @@
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/surgical
name = "Sterile Mask"
name = "sterile mask"
desc = "A sterile mask designed to help prevent the spread of diseases."
icon_state = "sterile"
item_state = "sterile"
@@ -61,34 +59,35 @@
permeability_coefficient = 0.05
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
//This now uses the alt sprites, like the emergency gasmask. -Pete
/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply."
icon_state = "gas_mask"
icon_state = "gas_alt"
flags = FPRINT|TABLEPASS|SUITSPACE|MASKCOVERSMOUTH|MASKCOVERSEYES
w_class = 3.0
see_face = 0.0
item_state = "gas_mask"
item_state = "gas_alt"
protective_temperature = 500
heat_transfer_coefficient = 0.01
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
/obj/item/clothing/mask/gas/plaguedoctor
name = "Plague doctor mask"
name = "plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
/*
/obj/item/clothing/mask/gas/emergency
name = "emergency gas mask"
desc = "A face-covering mask that can be connected to an air supply. For use in emergencies."
icon_state = "gas_alt"
item_state = "gas_alt"
*/
/obj/item/clothing/mask/gas/swat
name = "SWAT Mask"
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
@@ -100,7 +99,6 @@
/obj/item/clothing/mask/gas/voice
name = "gas mask"
//desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
icon_state = "gas_mask"
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
var/voice = "Unknown"
var/vchange = 0//This didn't do anything before. It now checks if the mask has special functions/N
@@ -120,7 +118,7 @@
item_state = "clown_hat"
/obj/item/clothing/mask/gas/sexyclown
name = "sexy clown mask"
name = "sexy-clown wig and mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
icon_state = "sexyclown"
item_state = "sexyclown"
@@ -143,6 +141,7 @@
icon_state = "sexymime"
item_state = "sexymime"
//WHY IS THIS A GASMASK
/obj/item/clothing/mask/gas/fakemoustache
name = "fake moustache"
desc = "Warning: moustache is fake."
+20 -21
View File
@@ -1,9 +1,8 @@
// OMG SHOES
/obj/item/clothing/shoes
name = "shoes"
icon = 'shoes.dmi'
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
body_parts_covered = FEET
@@ -16,7 +15,7 @@
/obj/item/clothing/shoes/syndigaloshes
desc = "A pair of brown shoes. They seem to have extra grip."
name = "Brown Shoes"
name = "brown shoes"
icon_state = "brown"
item_state = "brown"
permeability_coefficient = 0.05
@@ -27,7 +26,7 @@
/obj/item/clothing/shoes/syndigaloshes/all
/obj/item/clothing/shoes/black
name = "Black Shoes"
name = "black shoes"
icon_state = "black"
color = "black"
desc = "A pair of black shoes."
@@ -36,7 +35,7 @@
color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/brown
name = "Brown Shoes"
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
color = "brown"
@@ -55,43 +54,43 @@
color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "Blue Shoes"
name = "blue shoes"
icon_state = "blue"
color = "blue"
/obj/item/clothing/shoes/green
name = "Green Shoes"
name = "green shoes"
icon_state = "green"
color = "green"
/obj/item/clothing/shoes/yellow
name = "Yellow Shoes"
name = "yellow shoes"
icon_state = "yellow"
color = "yellow"
/obj/item/clothing/shoes/mime
name = "Mime Shoes"
name = "mime shoes"
icon_state = "mime"
color = "mime"
/obj/item/clothing/shoes/purple
name = "Purple Shoes"
name = "purple shoes"
icon_state = "purple"
color = "purple"
/obj/item/clothing/shoes/brown
name = "Brown Shoes"
name = "brown shoes"
icon_state = "brown"
color = "brown"
/obj/item/clothing/shoes/orange
name = "Orange Shoes"
name = "orange shoes"
icon_state = "orange"
var/chained = 0
color = "orange"
/obj/item/clothing/shoes/swat
name = "SWAT shoes"
name = "\improper SWAT shoes"
desc = "When you want to turn up the heat."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
@@ -114,7 +113,7 @@
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
/obj/item/clothing/shoes/white
name = "White Shoes"
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.25
color = "white"
@@ -126,7 +125,7 @@
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "Magic Shoes"
name = "magic shoes"
icon_state = "black"
/obj/item/clothing/shoes/galoshes
@@ -155,31 +154,31 @@
color = "clown"
/obj/item/clothing/shoes/jackboots
name = "Jackboots"
desc = "NanoTrasen standard issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
item_state = "jackboots"
color = "hosred"
/obj/item/clothing/shoes/purpleboots
name = "Purple boots"
name = "Ppurple boots"
desc = "A pair of flashy purple boots."
icon_state = "purpleboots"
item_state = "purpleboots"
/obj/item/clothing/shoes/yellowboots
name = "Yellow boots"
name = "yellow boots"
desc = "A pair of flashy yellow boots."
icon_state = "yellowboots"
item_state = "yellowboots"
/obj/item/clothing/shoes/whiteboots
name = "White boots"
name = "white boots"
desc = "A pair of flashy white boots."
icon_state = "whiteboots"
item_state = "whiteboots"
/obj/item/clothing/shoes/fullbrown
name = "Full Brown Shoes"
name = "full brown shoes"
icon_state = "fullbrown"
color = "fullbrown"
@@ -1,31 +1,37 @@
/mob/living/carbon/metroid/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
if (src.stat == 2)
usr << text("\red [] is limp and unresponsive.", src.name)
if(!usr || !src) return
if(((usr.sdisabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
else
if (src.getBruteLoss())
msg += "<span class='warning'>"
if (src.getBruteLoss() < 40)
usr << text("\red [] has some punctures in its flesh!", src.name)
msg += "It has some punctures in its flesh!"
else
usr << text("\red <B>[] has a lot of punctures and tears in its flesh!</B>", src.name)
msg += "<B>It has severe punctures and tears in its flesh!</B>"
msg += "</span>\n"
switch(powerlevel)
if(2 to 3)
usr << text("\blue [] seems to have little bit of electrical activity inside it.", src.name)
msg += "It is flickering gently with a little electrical activity.\n"
if(4 to 5)
usr << text("\blue [] seems to some electricity inside of it.", src.name)
msg += "It is glowing gently with moderate levels of electrical activity.\n"
if(6 to 9)
usr << text("\blue [] seems to have a lot of electricity inside of it.", src.name)
msg += "<span class='warning'>It is glowing brightly with high levels of electrical activity.</span>\n"
if(10)
usr << text("\blue <B>[] seems to have extreme electrical activity inside it!</B>", src.name)
usr << "[print_flavor_text()]\n"
msg += "<span class='warning'><B>It is radiating with massive levels of electrical activity!</B></span>\n"
msg += "*---------*</span>"
usr << msg
return
@@ -2,7 +2,7 @@
set src in oview()
if(!usr || !src) return
if(((usr.sdisabilities & 1) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
if(((usr.sdisabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
@@ -20,7 +20,8 @@
msg += "It has \icon[src.back] \a [src.back] on its back.\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It is limp and unresponsive, with no signs of life.</span>\n"
else
msg += "<span class='warning'>"
var/list/wound_descriptions = list()
var/list/wound_flavor_text = list()
for(var/named in organs)
@@ -238,8 +239,13 @@
if(wound_flavor_text["right foot"])
msg += wound_flavor_text["right foot"]
if (src.stat == UNCONSCIOUS)
msg += "It isn't responding to anything around it; it seems to be asleep.\n"
msg += "</span>"
msg += "[print_flavor_text()]\n"
if (src.digitalcamo)
msg += "It is repulsively uncanny!\n"
if(print_flavor_text()) msg += "[print_flavor_text()]\n"
msg += "*---------*</span>"
+21 -14
View File
@@ -1,24 +1,31 @@
/mob/living/silicon/ai/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
if (src.stat == 2)
usr << text("\red [] is powered-down.", src.name)
if(!usr || !src) return
if(((usr.sdisabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << text("\red [] looks slightly dented", src.name)
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[] looks severely dented!</B>", src.name)
if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << text("\red [] looks slightly burnt!", src.name)
else
usr << text("\red <B>[] looks severely burnt!</B>", src.name)
if (src.stat == 1)
usr << text("\red [] doesn't seem to be responding.", src.name)
msg += "<B>It looks severely dented!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
msg += "It looks slightly charred.\n"
else
msg += "<B>Its casing is melted and heat-warped!</B>\n"
usr << print_flavor_text()
if (src.stat == UNCONSCIOUS)
msg += "It is non-responsive and displaying the text: \"RUNTIME: Sensory Overload, stack 26/3\".\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
+19 -16
View File
@@ -1,24 +1,27 @@
/mob/living/silicon/pai/examine()
/mob/living/silicon/pai/examine() //removed as it was pointless...moved to the pai-card instead.
/* This is totaly pointless because this mob is contained inside a card!
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
if (src.stat == 2)
usr << text("\red [] appears disabled.", src.name)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be offline.</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << text("\red [] looks slightly dented", src.name)
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[]'s casing appears cracked and broken!</B>", src.name)
if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << text("\red [] looks slightly charred!", src.name)
else
usr << text("\red <B>[]'s casing is melted and heat-warped!</B>", src.name)
if (src.stat == 1)
usr << text("\red [] doesn't seem to be responding.", src.name)
usr << print_flavor_text()
msg += "<B>Its casing appears cracked and broken!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
msg += "It looks slightly charred!\n"
else
msg += "<B>Its casing is melted and heat-warped!</B>\n"
if (src.stat == UNCONSCIOUS)
msg += "It doesn't seem to be responding and its text-output is lagging.\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
*/
return
@@ -1,27 +1,39 @@
/mob/living/silicon/robot/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
if (src.stat == 2)
usr << text("\red [src.name] is powered-down.")
if(!usr || !src) return
if(((usr.sdisabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 75)
usr << text("\red [src.name] looks slightly dented")
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[src.name] looks severely dented!</B>")
msg += "<B>It looks severely dented!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 75)
usr << text("\red [src.name] looks slightly burnt!")
msg += "It looks slightly charred.\n"
else
usr << text("\red <B>[src.name] looks severely burnt!</B>")
if (src.stat == 1)
usr << text("\red [src.name] doesn't seem to be responding.")
msg += "<B>It looks severely burnt and heat-warped!</B>\n"
msg += "</span>"
if(opened)
usr << "The cover is open and the power cell is [ cell ? "installed" : "missing"]."
msg += "<span class='warning'>Its cover is open and the power cell is [cell ? "installed" : "missing"].</span>\n"
else
usr << "The cover is closed."
msg += "Its cover is closed.\n"
usr << print_flavor_text()
switch(src.stat)
if(CONSCIOUS)
if(!src.client) msg += "It appears to be in stand-by mode.\n" //afk
if(UNCONSCIOUS) msg += "<span class='warning'>It doesn't seem to be responding.</span>\n"
if(DEAD) msg += "<span class='deadsay'>It looks completely unsalvageable.</span>\n"
return
if(print_flavor_text()) msg += "[print_flavor_text()]\n"
msg += "*---------*</span>"
usr << msg
return
+1 -1
View File
@@ -739,7 +739,7 @@
if (!( usr ))
return
usr << "This is \an [name]."
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
+6 -1
View File
@@ -100,7 +100,12 @@ var/MAX_EXPLOSION_RANGE = 14
//FLAGS BITMASK
#define ONBACK 1 // can be put in back slot
#define TABLEPASS 2 // can pass by a table or rack
#define HALFMASK 4 // mask only gets 1/2 of air supply from internals
/********************************************************************************
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
* #define HALFMASK 4 // mask only gets 1/2 of air supply from internals *
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
********************************************************************************/
#define HEADSPACE 4 // head wear protects against space
+22 -113
View File
@@ -1,127 +1,36 @@
client/script = {"<style>
body
{
font-family: Verdana, sans-serif;
}
body {font-family: Verdana, sans-serif;}
h1, h2, h3, h4, h5, h6
{
color: #00f;
font-family: Georgia, Verdana, sans-serif;
}
h1, h2, h3, h4, h5, h6 {color: #0000ff; font-family: Georgia, Verdana, sans-serif;}
.motd
{
color: #638500;
font-family: Verdana, sans-serif;
}
em {font-style: normal; font-weight: bold;}
.motd {color: #638500; font-family: Verdana, sans-serif;}
.motd h1, .motd h2, .motd h3, .motd h4, .motd h5, .motd h6
{
color: #638500;
text-decoration: underline;
}
{color: #638500; text-decoration: underline;}
.motd a, .motd a:link, .motd a:visited, .motd a:active, .motd a:hover
{
color: #638500;
}
{color: #638500;}
.prefix
{
font-weight: bold;
}
.prefix { font-weight: bold;}
.ooc
{
font-weight: bold;
color: #002eb8;
}
.ooc {color: #002eb8; font-weight: bold;}
.adminobserverooc {color: #0099cc; font-weight: bold;}
.adminooc {color: #b82e00; font-weight: bold;}
.adminooc
{
font-weight: bold;
color: #b82e00;
}
.adminobserver {color: #996600; font-weight: bold;}
.admin {color: #386aff; font-weight: bold;}
.admin
{
font-weight: bold;
color: #386aff;
}
.name { font-weight: bold;}
.gfartooc
{
font-weight: bold;
color: #0099cc;
}
.say {}
.deadsay {color: #5c00e6;}
.radio {color: #008000;}
.deptradio {color: #993399;}
.comradio {color: #ACA82D;}
.syndradio {color: #6D3F40;}
.gfartadmin
{
font-weight: bold;
color: #996600;
}
.medal
{
font-weight: bold;
color: #808000;
}
.name
{
font-weight: bold;
}
.say
{
}
.deadsay
{
color: #5c00e6;
}
.radio
{
color: #008000;
}
.deptradio
{
color: #993399;
}
.comradio
{
color:#885500;
}
.syndradio
{
color: #6D3F40;
}
.nukeradio
{
color: #FF3300;
}
.alert
{
color: #ff0000;
}
h1.alert, h2.alert
{
color: #000000;
}
.attack
{
font-weight: bold;
color: #f00;
}
.alert {color: #ff0000;}
h1.alert, h2.alert {color: #000000;}
.emote { font-style: italic;}
@@ -137,6 +46,6 @@ h1.alert, h2.alert
.notice {color: #000099;}
.alien {color: #543354;}
.newscaster {color: #800000;}
</style>"}
+1 -1
View File
@@ -42,7 +42,7 @@
"aaP" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{req_access_txt = 1},/turf/simulated/floor,/area/security/warden{name = "Armory"})
"aaQ" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 6},/turf/simulated/floor,/area/security/warden{name = "Armory"})
"aaR" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor,/area/security/warden{name = "Armory"})
"aaS" = (/obj/structure/rack,/obj/item/clothing/mask/gas/emergency{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas/emergency,/obj/item/clothing/mask/gas/emergency{pixel_x = -3; pixel_y = -3},/obj/machinery/alarm{dir = 1; pixel_y = -22},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden{name = "Armory"})
"aaS" = (/obj/structure/rack,/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas,/obj/machinery/alarm{dir = 1; pixel_y = -22},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden{name = "Armory"})
"aaT" = (/obj/machinery/light,/obj/structure/table,/obj/machinery/atmospherics/unary/vent_scrubber{dir = 8; on = 1; scrub_Toxins = 1},/obj/item/weapon/storage/trackimp_kit,/obj/item/weapon/storage/chemimp_kit,/obj/item/weapon/storage/lockbox/loyalty,/turf/simulated/floor,/area/security/warden{name = "Armory"})
"aaU" = (/obj/structure/table,/obj/item/weapon/storage/lockbox,/turf/simulated/floor,/area/security/warden{name = "Armory"})
"aaV" = (/obj/machinery/power/apc{dir = 4; name = "Armoury APC"; pixel_x = 27; pixel_y = 2},/obj/structure/rack,/obj/item/weapon/storage/flashbang_kit,/obj/structure/cable{icon_state = "0-2"; d2 = 2},/turf/simulated/floor,/area/security/warden{name = "Armory"})