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synced 2026-07-11 23:23:28 +01:00
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.
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@@ -140,6 +140,13 @@ proc/issyndicate(mob/living/M as mob)
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leader_selected = 1
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else
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synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
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var/list/foundIDs = synd_mind.current.search_contents_for(/obj/item/weapon/card/id)
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if(foundIDs.len)
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for(var/obj/item/weapon/card/id/ID in foundIDs)
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ID.name = "[syndicate_name()] Operative ID card"
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ID.registered_name = synd_mind.current.real_name
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agent_number++
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spawnpos++
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update_synd_icons_added(synd_mind)
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@@ -158,10 +165,12 @@ proc/issyndicate(mob/living/M as mob)
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/datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code)
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//var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
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var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
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/*
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spawn(1)
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NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
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synd_mind.current.real_name = "[pick(first_names_male)] [pick(last_names)]"
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*/
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synd_mind.current.real_name = "[syndicate_name()] Team [leader_title]"
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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>"
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synd_mind.current << "<B>If you feel you are not up to this task, give your ID to another operative.</B>"
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@@ -169,7 +178,8 @@ proc/issyndicate(mob/living/M as mob)
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if(foundIDs.len)
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for(var/obj/item/weapon/card/id/ID in foundIDs)
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ID.name = "lead agent card"
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ID.name = "[syndicate_name()] [leader_title] ID card"
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ID.registered_name = synd_mind.current.real_name
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ID.access += access_syndicate_leader
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else
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message_admins("Warning: Nuke Ops spawned without access to leave their spawn area!")
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@@ -73,6 +73,12 @@
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var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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O.unwield()
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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return
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else //Trying to wield it
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@@ -88,6 +94,12 @@
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O.name = "[initial(name)] - offhand"
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O.desc = "Your second grip on the [initial(name)]"
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user.put_in_inactive_hand(O)
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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return
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///////////OFFHAND///////////////
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@@ -198,6 +210,17 @@ obj/item/weapon/twohanded/
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edge = 1
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no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
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/* 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.
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/obj/item/weapon/twohanded/dualsaber/New()
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item_color = pick("red", "blue", "green", "purple")
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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if(wielded)
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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*/
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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icon_state = "dualsaber[wielded]"
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return
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@@ -213,6 +213,22 @@
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icon_state = "reinf_tabledir2"
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if(6)
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icon_state = "reinf_tabledir3"
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else if(istype(src,/obj/structure/table/woodentable/poker))
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switch(table_type)
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if(0)
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icon_state = "pokertable_table"
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if(1)
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icon_state = "pokertable_1tileendtable"
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if(2)
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icon_state = "pokertable_1tilethick"
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if(3)
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icon_state = "pokertable_tabledir"
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if(4)
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icon_state = "pokertable_middle"
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if(5)
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icon_state = "pokertable_tabledir2"
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if(6)
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icon_state = "pokertable_tabledir3"
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else if(istype(src,/obj/structure/table/woodentable))
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switch(table_type)
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if(0)
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