Merge pull request #2267 from comma/master

More fixes
This commit is contained in:
Christian Bielert
2013-02-06 09:01:45 -08:00
11 changed files with 23 additions and 18 deletions
+3 -3
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@@ -26,7 +26,7 @@
dat += "<I>The number after the spell name is the cooldown time.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=magicmissile'>Magic Missile</A> (10)<BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=fireball'>Fireball</A> (10)<BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=disintegrate'>Disintegrate</A> (60)<BR>"
//dat += "<A href='byond://?src=\ref[src];spell_choice=disintegrate'>Disintegrate</A> (60)<BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=disabletech'>Disable Technology</A> (60)<BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=smoke'>Smoke</A> (10)<BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=blind'>Blind</A> (30)<BR>"
@@ -38,8 +38,8 @@
dat += "<A href='byond://?src=\ref[src];spell_choice=etherealjaunt'>Ethereal Jaunt</A> (60)<BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=knock'>Knock</A> (10)<BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=horseman'>Curse of the Horseman</A> (15)<BR>"
if(op)
dat += "<A href='byond://?src=\ref[src];spell_choice=summonguns'>Summon Guns</A> (One time use, global spell)<BR>"
// if(op)
// dat += "<A href='byond://?src=\ref[src];spell_choice=summonguns'>Summon Guns</A> (One time use, global spell)<BR>"
dat += "<HR>"
dat += "<B>Artefacts:</B><BR>"
dat += "Powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells.<BR>"
-1
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@@ -11,7 +11,6 @@
req_admin_notify = 1
access = list() //See get_access()
minimal_access = list() //See get_access()
alt_titles = list("Administrator")
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
-1
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@@ -170,7 +170,6 @@
selection_color = "#dddddd"
access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mint, access_mining, access_mining_station)
minimal_access = list(access_mining, access_mint, access_mining_station, access_mailsorting)
alt_titles = list("Deep space miner")
equip(var/mob/living/carbon/human/H)
+1 -1
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@@ -52,7 +52,7 @@
selection_color = "#fff5cc"
access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction, access_atmospherics)
minimal_access = list(access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction)
alt_titles = list("Technician","Maintenance technician","Engine technician","EVA technician","Electrician","Construction specialist")
alt_titles = list("Maintenance Technician","Engine Technician","Electrician")
equip(var/mob/living/carbon/human/H)
+5
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@@ -74,6 +74,11 @@
if("Medical Doctor")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
if("Orderly")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/purple(H), slot_w_uniform)
if("Nurse")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/nursesuit(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/head/nursehat(H), slot_head)
else
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
+1 -1
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@@ -74,7 +74,7 @@
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
alt_titles = list("Biomedical engineer","Mechatronic engineer")
alt_titles = list("Biomedical Engineer","Mechatronic Engineer")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
+2 -2
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@@ -325,10 +325,10 @@ var/global/datum/controller/occupations/job_master
H.loc = S.loc
if(H.mind)
H.mind.assigned_role = rank
H.mind.role_alt_title = null
if (H.mind.role_alt_title)
rank = H.mind.role_alt_title
switch(rank)
if("Cyborg")
+4 -1
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@@ -10,6 +10,8 @@
var/on = 0
color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
icon_action_button = "action_hardhat"
heat_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
attack_self(mob/user)
if(!isturf(user.loc))
@@ -42,7 +44,8 @@
slowdown = 1
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
//Chief Engineer's rig
/obj/item/clothing/head/helmet/space/rig/elite
@@ -174,10 +174,12 @@
switch(damagetype)
if(BRUTE)
damageoverlaytemp = 20
if(organ.take_damage(damage, 0, sharp, used_weapon)) UpdateDamageIcon()
if(organ.take_damage(damage, 0, sharp, used_weapon))
UpdateDamageIcon()
if(BURN)
damageoverlaytemp = 20
if(organ.take_damage(damage, 0, sharp, used_weapon)) UpdateDamageIcon()
if(organ.take_damage(0, damage, sharp, used_weapon))
UpdateDamageIcon()
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
+2 -2
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@@ -121,7 +121,7 @@ proc/isorgan(A)
return 0
proc/hasorgans(A)
return (ishuman(A) || ismonkey(A))
return ishuman(A)
/proc/hsl2rgb(h, s, l)
return
@@ -170,7 +170,7 @@ proc/hasorgans(A)
zone = check_zone(zone)
// you can only miss if your target is standing and not restrained
if(!target.buckled && !target.lying)
if(!target.buckled && !target.lying)
var/miss_chance = max(10 + miss_chance_mod, 0)
switch(zone)
if("head")
+1 -4
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@@ -46,6 +46,7 @@
#define SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE 2.0 //what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
#define SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE 2.0 //what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
#define SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE 5000 //These need better heat protect
#define FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE 30000 //what max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0.
#define FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE 30000 //for fire helmet quality items (red and white hardhats)
#define HELMET_MIN_COLD_PROTECITON_TEMPERATURE 160 //For normal helmets
@@ -71,10 +72,6 @@
// Factor of how fast mob nutrition decreases
#define HUNGER_FACTOR 0.05
#define REAGENTS_METABOLISM 0.04
// By defining the effect multiplier this way, it'll exactly adjust
// all effects according to how they originally were with the 0.4 metabolism
#define REAGENTS_EFFECT_MULTIPLIER REAGENTS_METABOLISM / 0.4
// How many units of reagent are consumed per tick, by default.
#define REAGENTS_METABOLISM 0.4