mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Job Changes
This commit is contained in:
@@ -43,6 +43,14 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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group = "Security"
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hidden = 1
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/datum/supply_packs/syndicate
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name = "ERROR_NULL_ENTRY"
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contains = list(/obj/item/weapon/storage/box/syndicate)
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cost = 140
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containertype = /obj/structure/closet/crate
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containername = "crate"
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hidden = 1
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/datum/supply_packs/food
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name = "Food crate"
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contains = list(/obj/item/weapon/reagent_containers/food/snacks/flour,
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@@ -8,7 +8,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
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name = "changeling"
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config_tag = "changeling"
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restricted_jobs = list("AI", "Cyborg")
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protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate")
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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")
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required_players = 2
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required_players_secret = 10
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required_enemies = 1
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@@ -21,8 +21,8 @@
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/datum/game_mode/cult
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name = "cult"
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config_tag = "cult"
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restricted_jobs = list("Chaplain","AI", "Cyborg", "Lawyer", "Head of Security", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Nanotrasen Recruiter", "Magistrate")
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protected_jobs = list("Security Officer", "Warden", "Detective", "Security Pod Pilot")
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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")
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protected_jobs = list()
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required_players = 5
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required_players_secret = 15
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required_enemies = 3
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@@ -14,8 +14,8 @@
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/datum/game_mode/revolution
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name = "revolution"
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config_tag = "revolution"
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restricted_jobs = list("Lawyer", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer", "Blueshield", "Nanotrasen Representative")
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protected_jobs = list("Security Officer", "Warden", "Detective")
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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")
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protected_jobs = list()
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required_players = 4
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required_players_secret = 15
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required_enemies = 3
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@@ -8,7 +8,7 @@
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name = "traitor"
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config_tag = "traitor"
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restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
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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
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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
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required_players = 0
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required_enemies = 1
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recommended_enemies = 4
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@@ -8,7 +8,7 @@
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name = "vampire"
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config_tag = "vampire"
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restricted_jobs = list("AI", "Cyborg")
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protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Nanotrasen Recruiter", "Magistrate", "Chaplain")
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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")
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required_players = 2
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required_players_secret = 10
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required_enemies = 1
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@@ -27,8 +27,10 @@
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H.equip_or_collect(new /obj/item/device/radio/headset/heads/hos(H), slot_l_ear)
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H.equip_or_collect(new /obj/item/clothing/under/rank/head_of_security(H), slot_w_uniform)
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H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
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H.equip_or_collect(new /obj/item/clothing/suit/armor/hos(H), slot_wear_suit)
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H.equip_or_collect(new /obj/item/device/pda/heads/hos(H), slot_wear_pda)
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H.equip_or_collect(new /obj/item/clothing/gloves/black(H), slot_gloves)
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H.equip_or_collect(new /obj/item/clothing/head/helmet/HoS(H), slot_head)
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// H.equip_or_collect(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
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H.equip_or_collect(new /obj/item/clothing/glasses/sunglasses/sechud(H), slot_glasses)
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H.equip_or_collect(new /obj/item/weapon/gun/energy/gun(H), slot_s_store)
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@@ -81,6 +83,12 @@
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else
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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return 1
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@@ -128,10 +136,12 @@
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/storage/box/evidence(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/device/detective_scanner(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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H.dna.SetSEState(SOBERBLOCK,1)
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H.mutations += M_SOBER
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@@ -169,6 +179,12 @@
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else
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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return 1
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@@ -199,6 +215,12 @@
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/stamp(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/stamp/denied(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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return 1
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/datum/job/brigdoc
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@@ -230,6 +252,12 @@
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
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else
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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return 1
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/datum/job/pilot
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@@ -262,4 +290,10 @@
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else
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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return 1
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@@ -23,6 +23,7 @@
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U.hastie = new /obj/item/clothing/tie/medal/gold/captain(U)
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H.equip_or_collect(U, slot_w_uniform)
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H.equip_or_collect(new /obj/item/device/pda/captain(H), slot_wear_pda)
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H.equip_or_collect(new /obj/item/clothing/suit/armor/vest/capcarapace(H), slot_wear_suit)
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H.equip_or_collect(new /obj/item/clothing/shoes/brown(H), slot_shoes)
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H.equip_or_collect(new /obj/item/clothing/head/caphat(H), slot_head)
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H.equip_or_collect(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
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@@ -34,7 +35,7 @@
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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world << "<b>[H.real_name] is the captain!</b>"
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world << "<b>Captain [H.real_name] on deck!</b>"
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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@@ -79,6 +80,7 @@
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if(4) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/clothing/under/rank/head_of_personnel(H), slot_w_uniform)
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H.equip_or_collect(new /obj/item/clothing/head/hopcap(H), slot_head)
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H.equip_or_collect(new /obj/item/clothing/shoes/brown(H), slot_shoes)
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H.equip_or_collect(new /obj/item/device/pda/heads/hop(H), slot_wear_pda)
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if(H.backbag == 1)
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@@ -86,12 +88,6 @@
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else
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H.equip_or_collect(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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return 1
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@@ -86,8 +86,8 @@
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wires = null
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del(coin)
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coin = null
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..()
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..()
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/obj/machinery/vending/ex_act(severity)
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switch(severity)
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if(1.0)
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@@ -108,7 +108,7 @@
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build_inventory(premium, 0, 1, 1)
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for(var/obj/item/weapon/vending_refill/VR in component_parts)
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refill_inventory(VR, product_records)
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/obj/machinery/vending/blob_act()
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if(prob(75))
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malfunction()
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@@ -200,7 +200,7 @@
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user << "You short out the product lock on [src]"
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return
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else if(istype(W, /obj/item/weapon/screwdriver) && anchored)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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panel_open = !panel_open
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user << "You [panel_open ? "open" : "close"] the maintenance panel."
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overlays.Cut()
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@@ -679,8 +679,8 @@
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component_parts += V
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component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
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component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
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component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
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component_parts += new /obj/item/weapon/vending_refill/boozeomat(0)
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/obj/machinery/vending/coffee
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name = "Hot Drinks machine"
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desc = "A vending machine which dispenses hot drinks."
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@@ -735,8 +735,8 @@
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component_parts += V
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component_parts += new /obj/item/weapon/vending_refill/snack(0)
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component_parts += new /obj/item/weapon/vending_refill/snack(0)
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component_parts += new /obj/item/weapon/vending_refill/snack(0)
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component_parts += new /obj/item/weapon/vending_refill/snack(0)
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/obj/machinery/vending/cola
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name = "Robust Softdrinks"
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desc = "A softdrink vendor provided by Robust Industries, LLC."
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@@ -771,7 +771,7 @@
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component_parts += new /obj/item/weapon/vending_refill/cola(0)
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component_parts += new /obj/item/weapon/vending_refill/cola(0)
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component_parts += new /obj/item/weapon/vending_refill/cola(0)
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/obj/machinery/vending/cigarette
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name = "Cigarette machine" //OCD had to be uppercase to look nice with the new formating
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desc = "If you want to get cancer, might as well do it in style"
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@@ -793,8 +793,8 @@
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component_parts += V
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component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
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component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
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component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
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component_parts += new /obj/item/weapon/vending_refill/cigarette(0)
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/obj/machinery/vending/medical
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name = "NanoMed Plus"
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desc = "Medical drug dispenser."
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@@ -848,8 +848,8 @@
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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!"
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req_access_txt = "150"
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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)
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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)
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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)
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/obj/machinery/vending/security
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name = "SecTech"
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desc = "A security equipment vendor"
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@@ -858,7 +858,7 @@
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icon_deny = "sec-deny"
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req_access_txt = "1"
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products = list(/obj/item/weapon/handcuffs = 8,/obj/item/weapon/grenade/flashbang = 4,/obj/item/device/flash = 5,
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/obj/item/weapon/reagent_containers/food/snacks/donut/normal = 12,/obj/item/weapon/storage/box/evidence = 6)
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/obj/item/weapon/reagent_containers/food/snacks/donut/normal = 12,/obj/item/weapon/storage/box/evidence = 6,/obj/item/device/flashlight/seclite = 4)
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contraband = list(/obj/item/clothing/glasses/sunglasses = 2,/obj/item/weapon/storage/fancy/donut_box = 2)
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/obj/machinery/vending/hydronutrients
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@@ -931,7 +931,7 @@
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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)
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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)
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refill_canister = /obj/item/weapon/vending_refill/autodrobe
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/obj/machinery/vending/cigarette/New()
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..()
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component_parts = list()
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@@ -110,6 +110,15 @@
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flags = FPRINT | TABLEPASS | CONDUCT
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brightness_on = 2
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/obj/item/device/flashlight/seclite
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name = "seclite"
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desc = "A robust flashlight used by security."
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icon_state = "seclite"
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item_state = "flashlight" //only temporary change this to 'seclite' once we get the proper left/right hand sprites.
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force = 9 // Not as good as a stun baton.
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brightness_on = 5 // A little better than the standard flashlight.
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hitsound = 'sound/weapons/genhit1.ogg'
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/obj/item/device/flashlight/drone
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name = "low-power flashlight"
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desc = "A miniature lamp, that might be used by small robots."
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@@ -102,11 +102,11 @@
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desc = "Can hold security gear like handcuffs and flashes."
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icon_state = "securitybelt"
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item_state = "security"//Could likely use a better one.
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storage_slots = 7
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storage_slots = 5
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max_w_class = 3
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max_combined_w_class = 21
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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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user