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Merge pull request #182 from Markolie/master
Blob event fix, give ERT bowmans
This commit is contained in:
@@ -1,6 +1,6 @@
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/obj/item/device/radio/headset
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name = "radio headset"
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desc = "An updated, modular intercom that fits over the head. Takes encryption keys"
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desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
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icon_state = "headset"
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item_state = "headset"
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g_amt = 0
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@@ -28,6 +28,13 @@
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if(H.l_ear == src || H.r_ear == src)
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return ..(freq, level)
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return -1
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/obj/item/device/radio/headset/alt
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name = "bowman headset"
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desc = "An updated, modular intercom that fits over the head. Takes encryption keys. Protects ears from flashbangs."
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flags = EARBANGPROTECT
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icon_state = "com_headset_alt"
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item_state = "com_headset_alt"
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/obj/item/device/radio/headset/syndicate
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origin_tech = "syndicate=3"
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@@ -217,12 +224,19 @@
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keyslot1 = new /obj/item/device/encryptionkey/heads/blueshield
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/obj/item/device/radio/headset/ert
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name = "CentCom Response Team headset"
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name = "emergency response team headset"
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desc = "The headset of the boss's boss. Channels are as follows: :h - Response Team :c - command, :s - security, :e - engineering, :d - mining, :u - cargo, :z - service, :m - medical, :n - science."
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icon_state = "com_headset"
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item_state = "headset"
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freerange = 1
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keyslot1 = new /obj/item/device/encryptionkey/ert
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/obj/item/device/radio/headset/ert/alt
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name = "\proper emergency response team's bowman headset"
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desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :h - Response Team, :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
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flags = EARBANGPROTECT
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icon_state = "com_headset_alt"
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item_state = "com_headset_alt"
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//The below was ported from Baystation.
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/obj/item/device/radio/headset/heads/ai_integrated //No need to care about icons, it should be hidden inside the AI anyway.
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@@ -289,7 +289,7 @@ proc/trigger_armed_response_team(var/force = 0)
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/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0)
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//Special radio setup
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equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
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equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
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//Replaced with new ERT uniform
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equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
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@@ -803,7 +803,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/ntrep(M), slot_l_ear)
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var/obj/item/device/pda/heads/ntrep/pda = new(M)
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pda.owner = M.real_name
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@@ -877,7 +877,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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@@ -900,7 +900,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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@@ -924,7 +924,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad/officer(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
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@@ -952,7 +952,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("special ops formal")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
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@@ -985,7 +985,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad/officer(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
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@@ -1011,7 +1011,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("hawke - formal")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
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@@ -124,7 +124,7 @@ var/global/sent_strike_team = 0
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/mob/living/carbon/human/proc/equip_death_commando(leader_selected = 0)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset/alt(src)
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R.set_frequency(1441)
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equip_to_slot_or_del(R, slot_l_ear)
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if (leader_selected == 0)
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@@ -26,9 +26,6 @@
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Blob.process()
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/datum/event/blob/tick()
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if(!Blob)
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kill()
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return
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if(IsMultiple(activeFor, 3))
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Blob.process()
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var/blobs = 0
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@@ -36,6 +33,9 @@
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blobs++
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if(blobs >= 3)
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announce_nuke()
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if(!Blob && !blobs)
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kill()
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return
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/datum/event/blob/proc/announce_nuke()
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var/nukecode = "ERROR"
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