From 33b05e733039e7c8a7eb87fe144e695b2852d7b3 Mon Sep 17 00:00:00 2001 From: "rastaf.zero@gmail.com" Date: Sun, 26 Jun 2011 11:46:40 +0000 Subject: [PATCH] Improved shocking when laying wires without insulated gloves. Red jumpsuit and security jumpsuit are separate now. Red jumpsuit does not provide additional protection anymore, security jumpsuit does. The green thunderdome team approves this change. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1733 316c924e-a436-60f5-8080-3fe189b3f50e --- code/defines/obj/clothing/jumpsuit.dm | 10 ++++-- code/game/jobs/jobprocs.dm | 2 +- code/game/machinery/cryo.dm | 2 ++ code/game/objects/closets/bombsuit.dm | 2 +- code/game/objects/closets/secure/security.dm | 2 +- code/modules/admin/verbs/debug.dm | 38 ++++++++++++++++---- code/modules/power/cable.dm | 21 ++++++++--- tgstation.dme | 1 + 8 files changed, 62 insertions(+), 16 deletions(-) diff --git a/code/defines/obj/clothing/jumpsuit.dm b/code/defines/obj/clothing/jumpsuit.dm index becc16b3968..008e89c0402 100644 --- a/code/defines/obj/clothing/jumpsuit.dm +++ b/code/defines/obj/clothing/jumpsuit.dm @@ -79,11 +79,9 @@ /obj/item/clothing/under/color/red name = "Red Jumpsuit" - desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection." icon_state = "red" item_state = "r_suit" color = "red" - armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0) /obj/item/clothing/under/color/white desc = "Made of a special fiber that gives special protection against biohazards." @@ -149,6 +147,14 @@ color = "darkred" armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0) +/obj/item/clothing/under/rank/security + name = "Security Jumpsuit" + desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection." + icon_state = "red" + item_state = "r_suit" + color = "red" + armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, 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" diff --git a/code/game/jobs/jobprocs.dm b/code/game/jobs/jobprocs.dm index 3a5686b67cd..5f9ae25a3a6 100644 --- a/code/game/jobs/jobprocs.dm +++ b/code/game/jobs/jobprocs.dm @@ -413,7 +413,7 @@ src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE src.equip_if_possible(new /obj/item/weapon/storage/backpack/security (src), slot_back) src.equip_if_possible(new /obj/item/device/pda/security(src), slot_belt) - src.equip_if_possible(new /obj/item/clothing/under/color/red(src), slot_w_uniform) + src.equip_if_possible(new /obj/item/clothing/under/rank/security(src), slot_w_uniform) src.equip_if_possible(new /obj/item/clothing/suit/armor/vest(src), slot_wear_suit) src.equip_if_possible(new /obj/item/clothing/head/helmet(src), slot_head) src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes) diff --git a/code/game/machinery/cryo.dm b/code/game/machinery/cryo.dm index b74c97a825e..a9d6494607c 100644 --- a/code/game/machinery/cryo.dm +++ b/code/game/machinery/cryo.dm @@ -241,6 +241,7 @@ verb move_eject() set name = "Eject occupant" + set category = "Object" set src in oview(1) if (usr.stat != 0) return @@ -250,6 +251,7 @@ move_inside() set name = "Move Inside" + set category = "Object" set src in oview(1) if (usr.stat != 0 || stat & (NOPOWER|BROKEN)) return diff --git a/code/game/objects/closets/bombsuit.dm b/code/game/objects/closets/bombsuit.dm index 95998087d60..36ecf8bc483 100644 --- a/code/game/objects/closets/bombsuit.dm +++ b/code/game/objects/closets/bombsuit.dm @@ -10,6 +10,6 @@ ..() sleep(2) new /obj/item/clothing/suit/bomb_suit/security( src ) - new /obj/item/clothing/under/color/red( src ) + new /obj/item/clothing/under/rank/security( src ) new /obj/item/clothing/shoes/brown( src ) new /obj/item/clothing/head/bomb_hood/security( src ) \ No newline at end of file diff --git a/code/game/objects/closets/secure/security.dm b/code/game/objects/closets/secure/security.dm index 4214175e636..a682506e0d6 100644 --- a/code/game/objects/closets/secure/security.dm +++ b/code/game/objects/closets/secure/security.dm @@ -8,7 +8,7 @@ new /obj/item/weapon/handcuffs(src) new /obj/item/weapon/gun/energy/taser(src) new /obj/item/device/flash(src) - new /obj/item/clothing/under/color/red(src) + new /obj/item/clothing/under/rank/security(src) new /obj/item/clothing/shoes/brown(src) new /obj/item/clothing/suit/armor/vest(src) new /obj/item/clothing/head/helmet(src) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index a509b853573..c71ebcf75ae 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -343,10 +343,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that //log_admin("[key_name(src)] has alienized [M.key].") var/list/dresspacks = list( "strip", - "tournament standard", + "tournament standard red", + "tournament standard green", "tournament gangster", "tournament chef", "tournament janitor", + "pirate", + "space pirate", + //"soviet soldier", ) var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if (isnull(dresscode)) @@ -358,8 +362,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that switch(dresscode) if ("strip") //do nothing - if ("tournament standard") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 - M.equip_if_possible(new /obj/item/clothing/under/color/blue(M), M.slot_w_uniform) + if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 + if (dresscode=="tournament standard red") + M.equip_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform) + else + M.equip_if_possible(new /obj/item/clothing/under/color/green(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit) @@ -389,7 +396,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head) - M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store) @@ -418,8 +424,28 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack) - var/obj/mopbucket/mopbucket = new(M.loc) - mopbucket.reagents.add_reagent("water", 100) + if ("pirate") + M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform) + M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes) + M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head) + M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) + + M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand) + + if ("space pirate") + M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform) + M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes) + M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit) + M.equip_if_possible(new /obj/item/clothing/head/space/pirate(M), M.slot_head) + M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) + + M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand) +/* + if ("soviet soldier") + M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform) + M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) + M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head) +*/ M.update_clothing() return diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index 2cc662eb717..95faf7bab4d 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -53,6 +53,10 @@ NC.mergeConnectedNetworksOnTurf() coil.use(1) + if (NC.shock(user, 50)) + if (prob(50)) //fail + new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color) + del(NC) return else ..() @@ -141,8 +145,6 @@ else if(istype(W, /obj/item/weapon/cable_coil)) - if (shock(user, 50)) - return var/obj/item/weapon/cable_coil/coil = W coil.cable_join(src, user) @@ -331,6 +333,10 @@ use(1) + if (C.shock(user, 50)) + if (prob(50)) //fail + new/obj/item/weapon/cable_coil(C.loc, 1, C.color) + del(C) //src.laying = 1 //last = C @@ -386,7 +392,10 @@ PN.cables += NC NC.mergeConnectedNetworksOnTurf() use(1) - C.shock(user, 25) + if (NC.shock(user, 50)) + if (prob(50)) //fail + new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color) + del(NC) return else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub @@ -406,7 +415,6 @@ if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction user << "There's already a cable at that position." return - C.shock(user, 25) C.cableColor(color) @@ -421,8 +429,11 @@ C.mergeConnectedNetworks(C.d1) C.mergeConnectedNetworks(C.d2) - use(1) + if (C.shock(user, 50)) + if (prob(50)) //fail + new/obj/item/weapon/cable_coil(C.loc, 2, C.color) + del(C) return diff --git a/tgstation.dme b/tgstation.dme index 8ec42e5e5d8..7bb51bd2fb7 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -41,6 +41,7 @@ #define FILE_DIR "code/game/gamemodes/revolution" #define FILE_DIR "code/game/gamemodes/sandbox" #define FILE_DIR "code/game/gamemodes/traitor" +#define FILE_DIR "code/game/gamemodes/traitor_pair" #define FILE_DIR "code/game/gamemodes/wizard" #define FILE_DIR "code/game/jobs" #define FILE_DIR "code/game/machinery"