Job Changes

This commit is contained in:
Fox-McCloud
2014-11-29 09:10:31 -05:00
parent 10625ab024
commit 3b884622c5
33 changed files with 125 additions and 53 deletions
+8
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@@ -43,6 +43,14 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
group = "Security"
hidden = 1
/datum/supply_packs/syndicate
name = "ERROR_NULL_ENTRY"
contains = list(/obj/item/weapon/storage/box/syndicate)
cost = 140
containertype = /obj/structure/closet/crate
containername = "crate"
hidden = 1
/datum/supply_packs/food
name = "Food crate"
contains = list(/obj/item/weapon/reagent_containers/food/snacks/flour,
+1 -1
View File
@@ -8,7 +8,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
name = "changeling"
config_tag = "changeling"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate", "Brig Physician", "Customs Officer", "Internal Affairs Agent")
required_players = 2
required_players_secret = 10
required_enemies = 1
+2 -2
View File
@@ -21,8 +21,8 @@
/datum/game_mode/cult
name = "cult"
config_tag = "cult"
restricted_jobs = list("Chaplain","AI", "Cyborg", "Lawyer", "Head of Security", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Nanotrasen Recruiter", "Magistrate")
protected_jobs = list("Security Officer", "Warden", "Detective", "Security Pod Pilot")
restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Security Officer", "Warden", "Detective", "Security Pod Pilot", "Head of Security", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Nanotrasen Recruiter", "Magistrate", "Brig Physician", "Customs Officer")
protected_jobs = list()
required_players = 5
required_players_secret = 15
required_enemies = 3
+2 -2
View File
@@ -14,8 +14,8 @@
/datum/game_mode/revolution
name = "revolution"
config_tag = "revolution"
restricted_jobs = list("Lawyer", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer", "Blueshield", "Nanotrasen Representative")
protected_jobs = list("Security Officer", "Warden", "Detective")
restricted_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer", "Blueshield", "Nanotrasen Representative", "Nanotrasen Recruiter", "Magistrate", "Brig Physician", "Customs Officer")
protected_jobs = list()
required_players = 4
required_players_secret = 15
required_enemies = 3
+1 -1
View File
@@ -8,7 +8,7 @@
name = "traitor"
config_tag = "traitor"
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Internal Affairs Agent", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate")//AI", Currently out of the list as malf does not work for shit
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Internal Affairs Agent", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate", "Customs Officer", "Internal Affairs Agent")//AI", Currently out of the list as malf does not work for shit
required_players = 0
required_enemies = 1
recommended_enemies = 4
+1 -1
View File
@@ -8,7 +8,7 @@
name = "vampire"
config_tag = "vampire"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate", "Chaplain")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate", "Chaplain", "Brig Physician", "Customs Officer", "Internal Affairs Agent")
required_players = 2
required_players_secret = 10
required_enemies = 1
+35 -1
View File
@@ -27,8 +27,10 @@
H.equip_or_collect(new /obj/item/device/radio/headset/heads/hos(H), slot_l_ear)
H.equip_or_collect(new /obj/item/clothing/under/rank/head_of_security(H), slot_w_uniform)
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/clothing/suit/armor/hos(H), slot_wear_suit)
H.equip_or_collect(new /obj/item/device/pda/heads/hos(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_or_collect(new /obj/item/clothing/head/helmet/HoS(H), slot_head)
// H.equip_or_collect(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_or_collect(new /obj/item/clothing/glasses/sunglasses/sechud(H), slot_glasses)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun(H), slot_s_store)
@@ -81,6 +83,12 @@
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
return 1
@@ -128,10 +136,12 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/storage/box/evidence(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/device/detective_scanner(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
H.dna.SetSEState(SOBERBLOCK,1)
H.mutations += M_SOBER
@@ -169,6 +179,12 @@
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
return 1
@@ -199,6 +215,12 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/stamp(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/stamp/denied(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
return 1
/datum/job/brigdoc
@@ -230,6 +252,12 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
return 1
/datum/job/pilot
@@ -262,4 +290,10 @@
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
return 1
+3 -7
View File
@@ -23,6 +23,7 @@
U.hastie = new /obj/item/clothing/tie/medal/gold/captain(U)
H.equip_or_collect(U, slot_w_uniform)
H.equip_or_collect(new /obj/item/device/pda/captain(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/suit/armor/vest/capcarapace(H), slot_wear_suit)
H.equip_or_collect(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_or_collect(new /obj/item/clothing/head/caphat(H), slot_head)
H.equip_or_collect(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
@@ -34,7 +35,7 @@
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
world << "<b>[H.real_name] is the captain!</b>"
world << "<b>Captain [H.real_name] on deck!</b>"
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
@@ -79,6 +80,7 @@
if(4) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/clothing/under/rank/head_of_personnel(H), slot_w_uniform)
H.equip_or_collect(new /obj/item/clothing/head/hopcap(H), slot_head)
H.equip_or_collect(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_or_collect(new /obj/item/device/pda/heads/hop(H), slot_wear_pda)
if(H.backbag == 1)
@@ -86,12 +88,6 @@
else
H.equip_or_collect(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/datum/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
return 1
+15 -15
View File
@@ -86,8 +86,8 @@
wires = null
del(coin)
coin = null
..()
..()
/obj/machinery/vending/ex_act(severity)
switch(severity)
if(1.0)
@@ -108,7 +108,7 @@
build_inventory(premium, 0, 1, 1)
for(var/obj/item/weapon/vending_refill/VR in component_parts)
refill_inventory(VR, product_records)
/obj/machinery/vending/blob_act()
if(prob(75))
malfunction()
@@ -200,7 +200,7 @@
user << "You short out the product lock on [src]"
return
else if(istype(W, /obj/item/weapon/screwdriver) && anchored)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
panel_open = !panel_open
user << "You [panel_open ? "open" : "close"] the maintenance panel."
overlays.Cut()
@@ -679,8 +679,8 @@
component_parts += V
component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
/obj/machinery/vending/coffee
name = "Hot Drinks machine"
desc = "A vending machine which dispenses hot drinks."
@@ -735,8 +735,8 @@
component_parts += V
component_parts += new /obj/item/weapon/vending_refill/snack(0)
component_parts += new /obj/item/weapon/vending_refill/snack(0)
component_parts += new /obj/item/weapon/vending_refill/snack(0)
component_parts += new /obj/item/weapon/vending_refill/snack(0)
/obj/machinery/vending/cola
name = "Robust Softdrinks"
desc = "A softdrink vendor provided by Robust Industries, LLC."
@@ -771,7 +771,7 @@
component_parts += new /obj/item/weapon/vending_refill/cola(0)
component_parts += new /obj/item/weapon/vending_refill/cola(0)
component_parts += new /obj/item/weapon/vending_refill/cola(0)
/obj/machinery/vending/cigarette
name = "Cigarette machine" //OCD had to be uppercase to look nice with the new formating
desc = "If you want to get cancer, might as well do it in style"
@@ -793,8 +793,8 @@
component_parts += V
component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
/obj/machinery/vending/medical
name = "NanoMed Plus"
desc = "Medical drug dispenser."
@@ -848,8 +848,8 @@
product_ads = "Go end some lives!;The best stuff for your ship.;Only the finest tools.;Natural chemicals!;This stuff saves lives.;Don't you want some?;Ping!"
req_access_txt = "150"
products = list(/obj/item/stack/medical/bruise_pack = 2,/obj/item/stack/medical/ointment = 2,/obj/item/weapon/reagent_containers/hypospray/autoinjector = 4,/obj/item/device/healthanalyzer = 1)
contraband = list(/obj/item/weapon/reagent_containers/syringe/antitoxin = 4,/obj/item/weapon/reagent_containers/syringe/antiviral = 4,/obj/item/weapon/reagent_containers/pill/tox = 1)
contraband = list(/obj/item/weapon/reagent_containers/syringe/antitoxin = 4,/obj/item/weapon/reagent_containers/syringe/antiviral = 4,/obj/item/weapon/reagent_containers/pill/tox = 1)
/obj/machinery/vending/security
name = "SecTech"
desc = "A security equipment vendor"
@@ -858,7 +858,7 @@
icon_deny = "sec-deny"
req_access_txt = "1"
products = list(/obj/item/weapon/handcuffs = 8,/obj/item/weapon/grenade/flashbang = 4,/obj/item/device/flash = 5,
/obj/item/weapon/reagent_containers/food/snacks/donut/normal = 12,/obj/item/weapon/storage/box/evidence = 6)
/obj/item/weapon/reagent_containers/food/snacks/donut/normal = 12,/obj/item/weapon/storage/box/evidence = 6,/obj/item/device/flashlight/seclite = 4)
contraband = list(/obj/item/clothing/glasses/sunglasses = 2,/obj/item/weapon/storage/fancy/donut_box = 2)
/obj/machinery/vending/hydronutrients
@@ -931,7 +931,7 @@
contraband = list(/obj/item/clothing/suit/cardborg = 1,/obj/item/clothing/head/cardborg = 1,/obj/item/clothing/suit/judgerobe = 1,/obj/item/clothing/head/powdered_wig = 1,/obj/item/weapon/gun/magic/wand = 1)
premium = list(/obj/item/clothing/suit/hgpirate = 1, /obj/item/clothing/head/hgpiratecap = 1, /obj/item/clothing/head/helmet/roman = 1, /obj/item/clothing/head/helmet/roman/legionaire = 1, /obj/item/clothing/under/roman = 1, /obj/item/clothing/shoes/roman = 1)
refill_canister = /obj/item/weapon/vending_refill/autodrobe
/obj/machinery/vending/cigarette/New()
..()
component_parts = list()
@@ -110,6 +110,15 @@
flags = FPRINT | TABLEPASS | CONDUCT
brightness_on = 2
/obj/item/device/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "flashlight" //only temporary change this to 'seclite' once we get the proper left/right hand sprites.
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
/obj/item/device/flashlight/drone
name = "low-power flashlight"
desc = "A miniature lamp, that might be used by small robots."
@@ -102,11 +102,11 @@
desc = "Can hold security gear like handcuffs and flashes."
icon_state = "securitybelt"
item_state = "security"//Could likely use a better one.
storage_slots = 7
storage_slots = 5
max_w_class = 3
max_combined_w_class = 21
can_hold = list(
"/obj/item/weapon/grenade/flashbang",
"/obj/item/weapon/grenade/chem_grenade/teargas",
"/obj/item/weapon/reagent_containers/spray/pepper",
"/obj/item/weapon/handcuffs",
"/obj/item/device/flash",
@@ -116,19 +116,16 @@
"/obj/item/weapon/reagent_containers/food/snacks/donut/normal",
"/obj/item/weapon/reagent_containers/food/snacks/donut/jelly",
"/obj/item/weapon/melee/baton",
"/obj/item/weapon/gun/energy/taser",
"/obj/item/weapon/lighter/zippo",
"/obj/item/weapon/cigpacket",
"/obj/item/clothing/glasses/hud/security",
"/obj/item/device/flashlight",
"/obj/item/device/pda",
"/obj/item/device/radio/headset",
"/obj/item/weapon/melee",
"/obj/item/weapon/melee/classic_baton",
"/obj/item/device/flashlight/seclite",
"/obj/item/taperoll/police",
"/obj/item/weapon/gun/energy/taser",
"/obj/item/weapon/gun/energy/stunrevolver"
"/obj/item/weapon/melee/telebaton"
)
/obj/item/weapon/storage/belt/security/New()
..()
new /obj/item/device/flashlight/seclite(src)
/obj/item/weapon/storage/belt/soulstone
name = "soul stone belt"
desc = "Designed for ease of access to the shards during a fight, as to not let a single enemy spirit slip away"
@@ -46,6 +46,7 @@
new /obj/item/device/radio/headset/heads/rd(src)
new /obj/item/weapon/tank/air(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/suit/armor/reactive(src)
new /obj/item/device/flash(src)
new /obj/item/device/laser_pointer(src)
return
@@ -17,17 +17,15 @@
new /obj/item/weapon/storage/backpack/satchel_cap(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/suit/captunic/capjacket(src)
new /obj/item/clothing/head/helmet/cap(src)
new /obj/item/clothing/head/caphat/parade(src)
new /obj/item/clothing/under/dress/dress_cap(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/suit/armor/vest/capcarapace(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/clothing/gloves/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/suit/armor/captain(src)
new /obj/item/clothing/under/dress/dress_cap(src)
return
@@ -46,10 +44,13 @@
..()
sleep(2)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/head/hopcap(src)
new /obj/item/weapon/cartridge/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/weapon/storage/box/ids( src )
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/device/flash(src)
return
@@ -191,7 +192,6 @@
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
new /obj/item/device/hailer(src)
new /obj/item/clothing/tie/storage/black_vest(src)
new /obj/item/clothing/head/soft/sec/corp(src)
new /obj/item/clothing/under/rank/security/corp(src)
return
@@ -215,7 +215,6 @@
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/taser(src)
new /obj/item/clothing/tie/storage/black_vest(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/under/rank/centcom_officer(src)
new /obj/item/device/flash(src)
@@ -4,6 +4,8 @@
icon_state = "captain"
item_state = "egloves"
_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HANDS
+18 -1
View File
@@ -10,7 +10,7 @@
siemens_coefficient = 0.9
loose = 35 // why-a do people always push-a me over
//Captain: This probably shouldn't be space-worthy
//Captain
/obj/item/clothing/head/caphat
name = "captain's hat"
icon_state = "captain"
@@ -18,8 +18,15 @@
flags = FPRINT|TABLEPASS
item_state = "caphat"
siemens_coefficient = 0.9
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
loose = 43 // not the answer
//Captain: no longer space-worthy
/obj/item/clothing/head/caphat/parade
name = "captain's parade cap"
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
//Captain: This probably shouldn't be space-worthy
/obj/item/clothing/head/helmet/cap
name = "captain's cap"
@@ -32,6 +39,16 @@
siemens_coefficient = 0.9
loose = 17
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
flags = FPRINT|TABLEPASS
siemens_coefficient = 0.9
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
loose = 43 // not the answer
//Chaplain
/obj/item/clothing/head/chaplain_hood
name = "chaplain's hood"
+8 -1
View File
@@ -1,6 +1,6 @@
/obj/item/clothing/suit/armor
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
body_parts_covered = UPPER_TORSO|LOWER_TORSO
flags = FPRINT | TABLEPASS
@@ -32,6 +32,13 @@
icon_state = "warden_jacket"
item_state = "armor"
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/riot
name = "Riot Suit"
@@ -21,7 +21,7 @@ emp_act
var/turf/curloc = get_turf(src)
// redirect the projectile
P.firer = src
P.firer = src
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
@@ -173,6 +173,8 @@ emp_act
if(!turfs.len) turfs += pick(/turf in orange(6))
var/turf/picked = pick(turfs)
if(!isturf(picked)) return
if(buckled)
buckled.unbuckle()
src.loc = picked
return 1
if(species.flags & HAS_CHITTIN && (prob(50 - round(damage / 3))))
@@ -228,7 +228,7 @@
New()
src.modules += new /obj/item/device/flashlight(src)
src.modules += new /obj/item/device/flashlight/seclite(src)
src.modules += new /obj/item/device/flash(src)
src.modules += new /obj/item/borg/sight/hud/sec(src)
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)