diff --git a/code/modules/clothing/spacesuits/breaches.dm b/code/modules/clothing/spacesuits/breaches.dm index 7c74f77b054..37c88241173 100644 --- a/code/modules/clothing/spacesuits/breaches.dm +++ b/code/modules/clothing/spacesuits/breaches.dm @@ -92,7 +92,7 @@ var/global/list/breach_burn_descriptors = list( if(!breaches) breaches = list() - if(damage > 25) return //We don't need to keep tracking it when it's at 250% pressure loss, really. + if(damage >= 25) return //We don't need to keep tracking it when it's at 250% pressure loss, really. if(!loc) return var/turf/T = get_turf(src) @@ -125,7 +125,7 @@ var/global/list/breach_burn_descriptors = list( var/datum/breach/B = new() breaches += B - B.class = min(amount,5) + B.class = min(amount,(5 - max(damage - 20,0))) //We cap the check at 25, this line could overshoot without the calculation if it gets enough dammage in one shot. B.damtype = damtype B.update_descriptor() diff --git a/code/modules/clothing/spacesuits/rig/modules/combat.dm b/code/modules/clothing/spacesuits/rig/modules/combat.dm index 16ddf2bdd69..925beda23cd 100644 --- a/code/modules/clothing/spacesuits/rig/modules/combat.dm +++ b/code/modules/clothing/spacesuits/rig/modules/combat.dm @@ -119,7 +119,7 @@ gun.attack_self(holder.wearer) return 1 - gun.process_fire(target,holder.wearer) + gun.afterattack(target,holder.wearer) return 1 /obj/item/rig_module/mounted/egun diff --git a/code/modules/clothing/spacesuits/rig/modules/handheld.dm b/code/modules/clothing/spacesuits/rig/modules/handheld.dm new file mode 100644 index 00000000000..1a8a66a5fc4 --- /dev/null +++ b/code/modules/clothing/spacesuits/rig/modules/handheld.dm @@ -0,0 +1,50 @@ + +/obj/item/rig_module/handheld + name = "mounted device" + desc = "Some kind of hardsuit extension." + usable = 0 + selectable = 0 + toggleable = 1 + disruptive = 0 + activate_string = "Deploy" + deactivate_string = "Retract" + + var/device_type + var/obj/item/device + +/obj/item/rig_module/handheld/activate() + if(!..()) + return + + if(!holder.wearer.put_in_hands(device)) + to_chat(holder.wearer, "You need a free hand to hold \the [device].") + active = 0 + return + + to_chat(holder.wearer, "You deploy \the [device].") + + +/obj/item/rig_module/handheld/deactivate() + if(!..()) + return + if(ismob(device.loc)) //Better check for the holder, instead of assuming the rigwearer has it. + var/mob/M = device.loc //Helps in case the code fails to keep the module in one place, this should still return it. + M.unEquip(device, 1) + + device.loc = src + to_chat(holder.wearer, "You retract \the [device].") + +/obj/item/rig_module/handheld/New() + ..() + if(device_type) + device = new device_type(src) + device.flags |= NODROP //We don't want to drop it while it's active/inhand. + activate_string += " [device]" + deactivate_string += " [device]" + +/obj/item/rig_module/handheld/horn + name = "mounted bikehorn" + desc = "For tactical honking" + interface_name = "mounted bikehorn" + interface_desc = "Honks" + device_type = /obj/item/weapon/bikehorn diff --git a/code/modules/clothing/spacesuits/rig/modules/utility.dm b/code/modules/clothing/spacesuits/rig/modules/utility.dm index 46471966aa7..aa1e644e506 100644 --- a/code/modules/clothing/spacesuits/rig/modules/utility.dm +++ b/code/modules/clothing/spacesuits/rig/modules/utility.dm @@ -94,7 +94,9 @@ */ /obj/item/rig_module/device/New() ..() - if(device_type) device = new device_type(src) + if(device_type) + device = new device_type(src) + device.flags |= ABSTRACT //Abstract in the sense that it's not an item that stands alone, but rather is just there to let the module act like it. /obj/item/rig_module/device/engage(atom/target) if(!..() || !device) @@ -417,13 +419,15 @@ interface_desc = "Leave your mark." engage_string = "Toggle stamp type" usable = 1 - var/iastamp - var/deniedstamp + var/obj/iastamp //Theese were just vars, but any device would need to be an object + var/obj/deniedstamp //Stops assigning non-objects to theese vars, which probably would break quite a bit. /obj/item/rig_module/device/stamp/New() ..() iastamp = new /obj/item/weapon/stamp/law(src) deniedstamp = new /obj/item/weapon/stamp/denied(src) + iastamp.flags |= ABSTRACT + deniedstamp.flags |= ABSTRACT device = iastamp /obj/item/rig_module/device/stamp/engage(atom/target) @@ -488,4 +492,4 @@ W.update_icon() /obj/item/rig_module/welding_tank/proc/get_fuel() - return reagents.get_reagent_amount("fuel") \ No newline at end of file + return reagents.get_reagent_amount("fuel") diff --git a/code/modules/clothing/spacesuits/rig/rig.dm b/code/modules/clothing/spacesuits/rig/rig.dm index 2ebd01a9162..0b9e87891d8 100644 --- a/code/modules/clothing/spacesuits/rig/rig.dm +++ b/code/modules/clothing/spacesuits/rig/rig.dm @@ -42,7 +42,7 @@ //Component/device holders. var/obj/item/weapon/tank/air_supply // Air tank, if any. - var/obj/item/clothing/shoes/boots = null // Deployable boots, if any. + var/obj/item/clothing/shoes/magboots/boots = null // Deployable boots, if any. var/obj/item/clothing/suit/space/new_rig/chest // Deployable chestpiece, if any. var/obj/item/clothing/head/helmet/space/new_rig/helmet = null // Deployable helmet, if any. var/obj/item/clothing/gloves/rig/gloves = null // Deployable gauntlets, if any. @@ -76,6 +76,7 @@ var/airtight = 1 //If set, will adjust AIRTIGHT and STOPSPRESSUREDMAGE flags on components. Otherwise it should leave them untouched. var/emp_protection = 0 + var/has_emergency_release = 1 //Allows suit to be removed from outside. // Wiring! How exciting. var/datum/wires/rig/wires @@ -126,14 +127,17 @@ if(helm_type) helmet = new helm_type(src) verbs |= /obj/item/weapon/rig/proc/toggle_helmet + helmet.item_color="[initial(icon_state)]_sealed" //For the lightswitching to know the correct string to manipulate if(boot_type) boots = new boot_type(src) verbs |= /obj/item/weapon/rig/proc/toggle_boots + boots.magboot_state="[initial(icon_state)]_sealed" //For the magboot (de)activation to know the correct string to manipulate if(chest_type) chest = new chest_type(src) if(allowed) chest.allowed = allowed chest.slowdown = offline_slowdown + chest.holder = src verbs |= /obj/item/weapon/rig/proc/toggle_chest for(var/obj/item/piece in list(gloves,helmet,boots,chest)) @@ -183,6 +187,10 @@ /obj/item/weapon/rig/proc/reset() offline = 2 flags &= ~NODROP + if(helmet && helmet.on) + helmet.toggle_light(wearer) + if(boots && boots.magpulse) + boots.attack_self(wearer) for(var/obj/item/piece in list(helmet,boots,gloves,chest)) if(!piece) continue piece.icon_state = "[initial(icon_state)]" @@ -254,6 +262,7 @@ switch(msg_type) if("boots") to_chat(wearer, "\The [correct_piece] seal around your feet.") + correct_piece.icon_state = "[initial(icon_state)]_sealed0" //Solution to not need a sprite for off, on, and unused magboots. if(user != wearer) to_chat(user, "\The [correct_piece] has been sealed.") wearer.update_inv_shoes() @@ -269,6 +278,7 @@ wearer.update_inv_wear_suit() if("helmet") to_chat(wearer, "\The [correct_piece] hisses closed.") + correct_piece.icon_state = "[initial(icon_state)]_sealed0" //Solution to not need a sprite for off, on, and unused helmet light. if(user != wearer) to_chat(user, "\The [correct_piece] has been sealed.") wearer.update_inv_head() @@ -383,10 +393,14 @@ sealing = FALSE if(failed_to_seal) - for(var/obj/item/piece in list(helmet, boots, gloves, chest)) + for(var/obj/item/piece in list(gloves, chest)) if(!piece) continue piece.icon_state = "[initial(icon_state)]_sealed" + if(helmet) + helmet.icon_state = "[initial(icon_state)]_sealed[helmet.on]" + if(boots) + boots.icon_state = "[initial(icon_state)]_sealed[boots.magpulse]" if(airtight) update_component_sealed() update_icon(1) @@ -406,6 +420,10 @@ update_icon(1) /obj/item/weapon/rig/proc/update_component_sealed() + if(istype(boots) && !(flags & NODROP) && boots.magpulse) //If we have (active) boots and unsealed the suit, we deactivate the magboots. + boots.attack_self(wearer) + if(istype(helmet) && !(flags & NODROP) && helmet.on) //If we have an (active) headlamp and unsealed the suit, we deactivate the headlamp. + helmet.toggle_light(wearer) for(var/obj/item/piece in list(helmet,boots,gloves,chest)) if(!(flags & NODROP)) piece.flags &= ~STOPSPRESSUREDMAGE @@ -695,6 +713,8 @@ M.visible_message("[M] struggles into \the [src].", "You struggle into \the [src].") wearer = M wearer.wearing_rig = src + if(has_emergency_release) + M.verbs |= /obj/item/weapon/rig/proc/emergency_release update_icon() /obj/item/weapon/rig/proc/toggle_piece(var/piece, var/mob/living/user, var/deploy_mode, var/force) @@ -705,15 +725,15 @@ if(isliving(uneq_piece.loc)) var/mob/living/L = uneq_piece.loc L.unEquip(uneq_piece, 1) - uneq_piece.flags &= ~NODROP uneq_piece.forceMove(src) return 0 if(sealing || !cell || !cell.charge) return 0 - if(user == wearer && user.incapacitated()) // If the user isn't wearing the suit it's probably an AI. - return 0 + if(!(deploy_mode == ONLY_RETRACT && force)) //This should be the case while stripping, stripping does trigger the if statement below. + if(user == wearer && user.incapacitated()) // If the user isn't wearing the suit it's probably an AI. + return 0 var/obj/item/check_slot var/equip_to @@ -752,7 +772,6 @@ if(to_strip) to_strip.unEquip(use_obj, 1) - use_obj.flags &= ~NODROP use_obj.forceMove(src) if(wearer) to_chat(wearer, "Your [use_obj] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly.") @@ -762,13 +781,11 @@ to_chat(wearer, "You are unable to deploy \the [piece] as \the [check_slot] [check_slot.gender == PLURAL ? "are" : "is"] in the way.") return use_obj.forceMove(wearer) - use_obj.flags &= ~NODROP if(!wearer.equip_to_slot_if_possible(use_obj, equip_to, 0, 1)) use_obj.forceMove(src) else if(wearer) to_chat(wearer, "Your [use_obj.name] [use_obj.gender == PLURAL ? "deploy" : "deploys"] swiftly.") - use_obj.flags |= NODROP if(piece == "helmet" && helmet) helmet.update_light(wearer) @@ -777,17 +794,17 @@ if(!wearer || !user) return 0 - if(flags & NODROP) - if(wearer.head && wearer.head != helmet) + if(flags & NODROP) //We need to check if we have the part, the person is wearing something in the parts slot, and if yes, are they the same. + if(helmet && wearer.head && wearer.head != helmet) to_chat(user, "\The [wearer.head] is blocking \the [src] from deploying!") return 0 - if(wearer.gloves && wearer.gloves != gloves) + if(gloves && wearer.gloves && wearer.gloves != gloves) to_chat(user, "\The [wearer.gloves] is preventing \the [src] from deploying!") return 0 - if(wearer.shoes && wearer.shoes != boots) + if(boots && wearer.shoes && wearer.shoes != boots) to_chat(user, "\The [wearer.shoes] is preventing \the [src] from deploying!") return 0 - if(wearer.wear_suit && wearer.wear_suit != chest) + if(chest && wearer.wear_suit && wearer.wear_suit != chest) to_chat(user, "\The [wearer.wear_suit] is preventing \the [src] from deploying!") return 0 @@ -797,6 +814,7 @@ /obj/item/weapon/rig/dropped(var/mob/user) ..() + user.verbs -= /obj/item/weapon/rig/proc/emergency_release for(var/piece in list("helmet","gauntlets","chest","boots")) toggle_piece(piece, user, ONLY_RETRACT, 1) if(wearer) @@ -996,6 +1014,38 @@ else return null +/obj/item/weapon/rig/proc/emergency_release() + set name = "Suit Emergency Release" + set desc = "Activate the suits emergency release system." + set category = "Object" + set src in oview(1) + var/obj/item/weapon/rig/T = get_rig() + return T.do_emergency_release(usr) + +/obj/item/weapon/rig/proc/do_emergency_release(var/mob/living/user) + if(!can_touch(user, wearer) || !has_emergency_release) + return can_touch(user,wearer) + usr.visible_message("[user] starts activating \the [src] emergency seals release!") + if(!do_after(user,240, target = wearer)) + to_chat(user, "You need to focus on activating the emergency release.") + return 0 + usr.visible_message("[user] activated \the [src] emergency seals release!") + malfunctioning += 1 + malfunction_delay = 30 + unseal(user) + return 1 + +/obj/item/weapon/rig/proc/can_touch(var/mob/user, var/mob/wearer) + if(!user) + return 0 + if(!wearer.Adjacent(user)) + return 0 + if(user.restrained()) + to_chat(user, "You need your hands free for this.") + return 0 + if(user.stat || user.paralysis || user.sleeping || user.lying || user.weakened) + return 0 + return 1 #undef ONLY_DEPLOY #undef ONLY_RETRACT #undef SEAL_DELAY diff --git a/code/modules/clothing/spacesuits/rig/rig_armormod.dm b/code/modules/clothing/spacesuits/rig/rig_armormod.dm new file mode 100644 index 00000000000..ec045c7da2d --- /dev/null +++ b/code/modules/clothing/spacesuits/rig/rig_armormod.dm @@ -0,0 +1,21 @@ +/obj/item/clothing/suit/space/new_rig/calc_breach_damage() + ..() + holder.update_armor() //New dammage, new armormultiplikator. + return damage + +/obj/item/weapon/rig/proc/update_armor() + var/multi = 1 //Multiplicative modification to the armor, maybe add an additive later on + if(chest) + multi *= (100 - chest.damage) / 100 //If we have some breaches, lower the armor value. + + //TODO check for other armor mods, likely modules, which need to be coded. + + for(var/obj/item/piece in list(gloves, helmet, boots, chest)) + if(!istype(piece)) //Do we have the piece + continue + if(islist(armor)) //Did we even give them some armor, if this is the case, the list should be initialized from New() + var/list/L = armor + for(var/armortype in L) + piece.armor[armortype] = L[armortype]*multi + +//Perfect place to also add something like shield modules, or any other hit_reaction modules check. diff --git a/code/modules/clothing/spacesuits/rig/rig_attackby.dm b/code/modules/clothing/spacesuits/rig/rig_attackby.dm index b89c59cf837..a57c2258b04 100644 --- a/code/modules/clothing/spacesuits/rig/rig_attackby.dm +++ b/code/modules/clothing/spacesuits/rig/rig_attackby.dm @@ -141,7 +141,7 @@ if(user.r_hand && user.l_hand) cell.forceMove(get_turf(user)) else - cell.forceMove(user.put_in_hands(cell)) + user.put_in_hands(cell) cell = null else to_chat(user, "There is nothing loaded in that mount.") diff --git a/code/modules/clothing/spacesuits/rig/rig_pieces.dm b/code/modules/clothing/spacesuits/rig/rig_pieces.dm index dab4ad5ac35..0480490c0ca 100644 --- a/code/modules/clothing/spacesuits/rig/rig_pieces.dm +++ b/code/modules/clothing/spacesuits/rig/rig_pieces.dm @@ -4,7 +4,7 @@ /obj/item/clothing/head/helmet/space/new_rig name = "helmet" - flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL + flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL | NODROP flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEMASK body_parts_covered = HEAD heat_protection = HEAD @@ -12,11 +12,12 @@ var/brightness_on = 4 var/on = 0 sprite_sheets = list( - "Tajara" = 'icons/mob/species/tajaran/helmet.dmi', + "Tajaran" = 'icons/mob/species/tajaran/helmet.dmi', "Skrell" = 'icons/mob/species/skrell/helmet.dmi', "Unathi" = 'icons/mob/species/unathi/helmet.dmi' ) species_restricted = null + actions_types = list(/datum/action/item_action/toggle_helmet_light) flash_protect = 2 @@ -28,13 +29,17 @@ toggle_light(user) /obj/item/clothing/head/helmet/space/new_rig/proc/toggle_light(mob/user) - on = !on - icon_state = "rig[on]-[item_color]" + if(flags & AIRTIGHT) //Could also check for STOPSPRESSUREDMAGE, but one is enough, both get toggled when the seal gets toggled. - if(on) - set_light(brightness_on) + on = !on + icon_state = "[item_color][on]" + + if(on) + set_light(brightness_on) + else + set_light(0) else - set_light(0) + to_chat(user, "You cannot turn the light on while the suit isn't sealed.") if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user @@ -42,7 +47,7 @@ /obj/item/clothing/gloves/rig name = "gauntlets" - flags = THICKMATERIAL + flags = THICKMATERIAL | NODROP body_parts_covered = HANDS heat_protection = HANDS cold_protection = HANDS @@ -51,12 +56,19 @@ /obj/item/clothing/shoes/magboots/rig name = "boots" + flags = NODROP body_parts_covered = FEET cold_protection = FEET heat_protection = FEET species_restricted = null gender = PLURAL +/obj/item/clothing/shoes/magboots/rig/attack_self(mob/user) + if(flags & AIRTIGHT) //Could also check for STOPSPRESSUREDMAGE, but one is enough, both get toggled when the seal gets toggled. + ..(user) + else + to_chat(user, "You cannot activate mag-pulse traction system while the suit is not sealed.") + /obj/item/clothing/suit/space/new_rig name = "chestpiece" allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank) @@ -64,14 +76,14 @@ heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEJUMPSUIT|HIDETAIL - flags = STOPSPRESSUREDMAGE | THICKMATERIAL | AIRTIGHT + flags = STOPSPRESSUREDMAGE | THICKMATERIAL | AIRTIGHT | NODROP slowdown = 0 - //will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits. - breach_threshold = 38 + breach_threshold = 20 resilience = 0.2 can_breach = 1 + var/obj/item/weapon/rig/holder sprite_sheets = list( - "Tajara" = 'icons/mob/species/tajaran/suit.dmi', + "Tajaran" = 'icons/mob/species/tajaran/suit.dmi', "Unathi" = 'icons/mob/species/unathi/suit.dmi' ) diff --git a/code/modules/clothing/spacesuits/rig/suits/light.dm b/code/modules/clothing/spacesuits/rig/suits/light.dm index 0bda9f9288a..2a38480dabc 100644 --- a/code/modules/clothing/spacesuits/rig/suits/light.dm +++ b/code/modules/clothing/spacesuits/rig/suits/light.dm @@ -112,7 +112,7 @@ name = "stealth suit control module" suit_type = "stealth" desc = "A highly advanced and expensive suit designed for covert operations." - icon_state = "stealth_rig" + icon_state = "ninja_rig" //supposed to be "stealth_rig", but as it currently only has a semi-copied ninja rig sprite, we can just use them directly. req_access = list(access_syndicate) diff --git a/code/modules/surgery/rig_removal.dm b/code/modules/surgery/rig_removal.dm new file mode 100644 index 00000000000..4e0403e43a4 --- /dev/null +++ b/code/modules/surgery/rig_removal.dm @@ -0,0 +1,58 @@ +//Procedures in this file: Unsealing a Rig. + +/datum/surgery/rigsuit + name = "Rig Unsealing" + steps = list(/datum/surgery_step/rigsuit) + possible_locs = list("chest") + +/datum/surgery/rigsuit/can_start(mob/user, mob/living/carbon/target) + if(ishuman(target)) + var/mob/living/carbon/human/H = target + var/obj/item/backitem = H.get_item_by_slot(slot_back) + if(istype(backitem,/obj/item/weapon/rig)) //Check if we have a rig to operate on + if(backitem.flags&NODROP) //Check if the rig is sealed, if not, we don't need to operate + return 1 + return 0 + +//Bay12 removal +/datum/surgery_step/rigsuit + name="Cut Seals" + allowed_tools = list( + /obj/item/weapon/weldingtool = 80, + /obj/item/weapon/circular_saw = 60, + /obj/item/weapon/gun/energy/plasmacutter = 100 + ) + + can_infect = 0 + blood_level = 0 + + time = 50 + +/datum/surgery_step/hardsuit/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) + if(!istype(target)) + return 0 + if(istype(tool,/obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/welder = tool + if(!welder.isOn() || !welder.remove_fuel(1,user)) + return 0 + return (target_zone == "chest") && istype(target.back, /obj/item/weapon/rig) && (target.back.flags&NODROP) + +/datum/surgery_step/rigsuit/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool) + user.visible_message("[user] starts cutting through the support systems of [target]'s [target.back] with \the [tool]." , \ + "You start cutting through the support systems of [target]'s [target.back] with \the [tool].") + ..() + +/datum/surgery_step/rigsuit/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) + + var/obj/item/weapon/rig/rig = target.back + if(!istype(rig)) + return + rig.reset() + user.visible_message("[user] has cut through the support systems of [target]'s [rig] with \the [tool].", \ + "You have cut through the support systems of [target]'s [rig] with \the [tool].") + return 1 + +/datum/surgery_step/rigsuit/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) + user.visible_message("[user]'s [tool] can't quite seem to get through the metal...", \ + "Your [tool] can't quite seem to get through the metal. It's weakening, though - try again.") + return 0 diff --git a/icons/mob/feet.dmi b/icons/mob/feet.dmi index 09ba4ebe9d1..597f35d2e89 100644 Binary files a/icons/mob/feet.dmi and b/icons/mob/feet.dmi differ diff --git a/icons/mob/head.dmi b/icons/mob/head.dmi index 8e851a7c26c..fb10621a79c 100644 Binary files a/icons/mob/head.dmi and b/icons/mob/head.dmi differ diff --git a/icons/mob/species/skrell/helmet.dmi b/icons/mob/species/skrell/helmet.dmi index d8a5beaf448..8e2965371c0 100644 Binary files a/icons/mob/species/skrell/helmet.dmi and b/icons/mob/species/skrell/helmet.dmi differ diff --git a/icons/mob/species/tajaran/helmet.dmi b/icons/mob/species/tajaran/helmet.dmi index 37d312d3133..49f209387bf 100644 Binary files a/icons/mob/species/tajaran/helmet.dmi and b/icons/mob/species/tajaran/helmet.dmi differ diff --git a/icons/mob/species/unathi/helmet.dmi b/icons/mob/species/unathi/helmet.dmi index 46b11152ba7..c84122e9571 100644 Binary files a/icons/mob/species/unathi/helmet.dmi and b/icons/mob/species/unathi/helmet.dmi differ diff --git a/icons/mob/species/unathi/suit.dmi b/icons/mob/species/unathi/suit.dmi index 062c1b86db3..f30cb9facef 100644 Binary files a/icons/mob/species/unathi/suit.dmi and b/icons/mob/species/unathi/suit.dmi differ diff --git a/icons/obj/clothing/hats.dmi b/icons/obj/clothing/hats.dmi index 16ed4ce4b04..e1c56b46b69 100644 Binary files a/icons/obj/clothing/hats.dmi and b/icons/obj/clothing/hats.dmi differ diff --git a/icons/obj/clothing/shoes.dmi b/icons/obj/clothing/shoes.dmi index 04dfe342cb6..22aca1fd733 100644 Binary files a/icons/obj/clothing/shoes.dmi and b/icons/obj/clothing/shoes.dmi differ diff --git a/paradise.dme b/paradise.dme index f3d7ee259aa..0f9fa26434c 100644 --- a/paradise.dme +++ b/paradise.dme @@ -1167,6 +1167,7 @@ #include "code\modules\clothing\spacesuits\syndi.dm" #include "code\modules\clothing\spacesuits\void.dm" #include "code\modules\clothing\spacesuits\rig\rig.dm" +#include "code\modules\clothing\spacesuits\rig\rig_armormod.dm" #include "code\modules\clothing\spacesuits\rig\rig_attackby.dm" #include "code\modules\clothing\spacesuits\rig\rig_pieces.dm" #include "code\modules\clothing\spacesuits\rig\rig_verbs.dm" @@ -2035,6 +2036,7 @@ #include "code\modules\surgery\limb_reattach.dm" #include "code\modules\surgery\organs_internal.dm" #include "code\modules\surgery\other.dm" +#include "code\modules\surgery\rig_removal.dm" #include "code\modules\surgery\robotics.dm" #include "code\modules\surgery\slime.dm" #include "code\modules\surgery\surgery.dm"