Poker table fix, two handed fix, Nukeops naming

- Poker tables now actually use the poker table icon. I don't reccomend
you use this, as the poker table icon doesn't mesh well as of right now.
Plan to fix that at a later date.

- Items that require two hands now properly update when
wielded/unweilded. Hooray.

- Minor changes to the way nukeops naming works.
This commit is contained in:
SamCroswell
2014-11-09 21:37:14 -05:00
parent e8cab89a4d
commit 46793a2c04
5 changed files with 52 additions and 3 deletions
+13 -3
View File
@@ -140,6 +140,13 @@ proc/issyndicate(mob/living/M as mob)
leader_selected = 1
else
synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
var/list/foundIDs = synd_mind.current.search_contents_for(/obj/item/weapon/card/id)
if(foundIDs.len)
for(var/obj/item/weapon/card/id/ID in foundIDs)
ID.name = "[syndicate_name()] Operative ID card"
ID.registered_name = synd_mind.current.real_name
agent_number++
spawnpos++
update_synd_icons_added(synd_mind)
@@ -158,10 +165,12 @@ proc/issyndicate(mob/living/M as mob)
/datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code)
//var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
/*
spawn(1)
NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
synd_mind.current.real_name = "[pick(first_names_male)] [pick(last_names)]"
*/
synd_mind.current.real_name = "[syndicate_name()] Team [leader_title]"
synd_mind.current << "<B>You are the Syndicate leader for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.</B>"
synd_mind.current << "<B>If you feel you are not up to this task, give your ID to another operative.</B>"
@@ -169,7 +178,8 @@ proc/issyndicate(mob/living/M as mob)
if(foundIDs.len)
for(var/obj/item/weapon/card/id/ID in foundIDs)
ID.name = "lead agent card"
ID.name = "[syndicate_name()] [leader_title] ID card"
ID.registered_name = synd_mind.current.real_name
ID.access += access_syndicate_leader
else
message_admins("Warning: Nuke Ops spawned without access to leave their spawn area!")
@@ -73,6 +73,12 @@
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
else //Trying to wield it
@@ -88,6 +94,12 @@
O.name = "[initial(name)] - offhand"
O.desc = "Your second grip on the [initial(name)]"
user.put_in_inactive_hand(O)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
///////////OFFHAND///////////////
@@ -198,6 +210,17 @@ obj/item/weapon/twohanded/
edge = 1
no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
/* Here for when we can add items to left and right hands again, but currently this cannot be done due to the lack of in-hand icons for dual eswords aside from the green one.
/obj/item/weapon/twohanded/dualsaber/New()
item_color = pick("red", "blue", "green", "purple")
/obj/item/weapon/twohanded/dualsaber/update_icon()
if(wielded)
icon_state = "dualsaber[item_color][wielded]"
else
icon_state = "dualsaber0"
*/
/obj/item/weapon/twohanded/dualsaber/update_icon()
icon_state = "dualsaber[wielded]"
return
@@ -213,6 +213,22 @@
icon_state = "reinf_tabledir2"
if(6)
icon_state = "reinf_tabledir3"
else if(istype(src,/obj/structure/table/woodentable/poker))
switch(table_type)
if(0)
icon_state = "pokertable_table"
if(1)
icon_state = "pokertable_1tileendtable"
if(2)
icon_state = "pokertable_1tilethick"
if(3)
icon_state = "pokertable_tabledir"
if(4)
icon_state = "pokertable_middle"
if(5)
icon_state = "pokertable_tabledir2"
if(6)
icon_state = "pokertable_tabledir3"
else if(istype(src,/obj/structure/table/woodentable))
switch(table_type)
if(0)