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Commiting for Aranclanos
-Fix for blindfolds not protecting from flashes Fixes Issue 934 -Being handcuffed drops held items Fixes Issue 975 -Can no longer abuse the holodeck to deconvert revs Fixes Issue 968 Tested everything myself and it all works git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4829 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -131,7 +131,7 @@
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new /obj/item/clothing/under/blackskirt(src.loc)
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var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears )
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new CHOICE(src.loc)
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new /obj/item/clothing/glasses/blindfold(src.loc)
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new /obj/item/clothing/glasses/sunglasses/blindfold(src.loc)
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del(src)
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/obj/effect/landmark/costume/butler/New()
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@@ -1,10 +1,3 @@
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/obj/item/clothing/glasses/blindfold
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name = "blindfold"
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desc = "Covers the eyes, preventing sight."
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icon_state = "blindfold"
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item_state = "blindfold"
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vision_flags = BLIND
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/obj/item/clothing/glasses/meson
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name = "Optical Meson Scanner"
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desc = "Used for seeing walls, floors, and stuff through anything."
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@@ -73,6 +66,13 @@
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item_state = "sunglasses"
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darkness_view = -1
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/obj/item/clothing/glasses/sunglasses/blindfold
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name = "blindfold"
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desc = "Covers the eyes, preventing sight."
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icon_state = "blindfold"
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item_state = "blindfold"
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vision_flags = BLIND
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/obj/item/clothing/glasses/sunglasses/big
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desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes."
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icon_state = "bigsunglasses"
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@@ -162,7 +162,7 @@ emp_act
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if(prob(I.force))
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apply_effect(20, PARALYZE, armor)
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visible_message("\red <B>[src] has been knocked unconscious!</B>")
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if(src != user)
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if(src != user && I.damtype == BRUTE)
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ticker.mode.remove_revolutionary(mind)
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if(bloody)//Apply blood
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@@ -885,7 +885,7 @@
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else if(eye_blind) //blindness, heals slowly over time
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eye_blind = max(eye_blind-1,0)
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blinded = 1
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else if(istype(glasses, /obj/item/clothing/glasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
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else if(istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
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eye_blurry = max(eye_blurry-3, 0)
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blinded = 1
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else if(eye_blurry) //blurry eyes heal slowly
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@@ -611,6 +611,8 @@ Please contact me on #coderbus IRC. ~Carn x
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/mob/living/carbon/human/update_inv_handcuffed(var/update_icons=1)
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if(handcuffed)
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drop_r_hand()
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drop_l_hand()
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stop_pulling() //TODO: should be handled elsewhere
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overlays_lying[HANDCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "handcuff2")
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overlays_standing[HANDCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "handcuff1")
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@@ -640,6 +642,7 @@ Please contact me on #coderbus IRC. ~Carn x
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var/t_state = r_hand.item_state
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if(!t_state) t_state = r_hand.icon_state
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overlays_standing[R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = "[t_state]")
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if (handcuffed) drop_r_hand()
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else
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overlays_standing[R_HAND_LAYER] = null
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if(update_icons) update_icons()
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@@ -651,6 +654,7 @@ Please contact me on #coderbus IRC. ~Carn x
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var/t_state = l_hand.item_state
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if(!t_state) t_state = l_hand.icon_state
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overlays_standing[L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = "[t_state]")
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if (handcuffed) drop_l_hand()
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else
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overlays_standing[L_HAND_LAYER] = null
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if(update_icons) update_icons()
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@@ -55,6 +55,7 @@
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if(!t_state) t_state = r_hand.icon_state
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overlays_standing[M_R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = t_state)
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r_hand.screen_loc = ui_rhand
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if (handcuffed) drop_r_hand()
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else
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overlays_standing[M_R_HAND_LAYER] = null
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if(update_icons) update_icons()
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@@ -66,6 +67,7 @@
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if(!t_state) t_state = l_hand.icon_state
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overlays_standing[M_L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = t_state)
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l_hand.screen_loc = ui_lhand
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if (handcuffed) drop_l_hand()
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else
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overlays_standing[M_L_HAND_LAYER] = null
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if(update_icons) update_icons()
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@@ -84,6 +86,8 @@
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/mob/living/carbon/monkey/update_inv_handcuffed(var/update_icons=1)
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if(handcuffed)
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drop_r_hand()
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drop_l_hand()
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stop_pulling()
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overlays_lying[M_HANDCUFF_LAYER] = image("icon" = 'icons/mob/monkey.dmi', "icon_state" = "handcuff2")
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overlays_standing[M_HANDCUFF_LAYER] = image("icon" = 'icons/mob/monkey.dmi', "icon_state" = "handcuff1")
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@@ -196,7 +196,7 @@
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"adN" = (/obj/structure/closet/crate,/obj/item/target/alien,/obj/item/target/alien,/turf/simulated/floor{icon_state = "dark"},/area/security/range)
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"adO" = (/obj/structure/closet/crate,/obj/item/target/syndicate,/obj/item/target/syndicate,/turf/simulated/floor{icon_state = "dark"},/area/security/range)
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"adP" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor/plating,/area/security/prison)
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"adQ" = (/obj/structure/table,/obj/item/clothing/suit/straight_jacket,/obj/item/clothing/glasses/blindfold,/turf/simulated/floor{icon_state = "dark"},/area/security/prison)
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"adQ" = (/obj/structure/table,/obj/item/clothing/suit/straight_jacket,/obj/item/clothing/glasses/sunglasses/blindfold,/turf/simulated/floor{icon_state = "dark"},/area/security/prison)
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"adR" = (/turf/simulated/floor{icon_state = "dark"},/area/security/prison)
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"adS" = (/obj/structure/stool/bed,/turf/simulated/floor{tag = "icon-vault (WEST)"; icon_state = "vault"; dir = 8},/area/security/prison)
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"adT" = (/obj/machinery/door/window/eastleft{name = "Lethal Injection Chamber"; req_access_txt = "3"},/turf/simulated/floor{icon_state = "dark"},/area/security/prison)
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