diff --git a/code/game/gamemodes/wizard/spellbook.dm b/code/game/gamemodes/wizard/spellbook.dm
index a7baba4e3eb..f1ad3a10f8c 100644
--- a/code/game/gamemodes/wizard/spellbook.dm
+++ b/code/game/gamemodes/wizard/spellbook.dm
@@ -26,7 +26,7 @@
dat += "The number after the spell name is the cooldown time.
"
dat += "Magic Missile (10)
"
dat += "Fireball (10)
"
- dat += "Disintegrate (60)
"
+ //dat += "Disintegrate (60)
"
dat += "Disable Technology (60)
"
dat += "Smoke (10)
"
dat += "Blind (30)
"
@@ -38,8 +38,8 @@
dat += "Ethereal Jaunt (60)
"
dat += "Knock (10)
"
dat += "Curse of the Horseman (15)
"
- if(op)
- dat += "Summon Guns (One time use, global spell)
"
+// if(op)
+// dat += "Summon Guns (One time use, global spell)
"
dat += "
"
dat += "Artefacts:
"
dat += "Powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells.
"
diff --git a/code/game/jobs/job/captain.dm b/code/game/jobs/job/captain.dm
index 13444fb60b4..149685a3ce4 100644
--- a/code/game/jobs/job/captain.dm
+++ b/code/game/jobs/job/captain.dm
@@ -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
diff --git a/code/game/jobs/job/civilian.dm b/code/game/jobs/job/civilian.dm
index 57cc24d682a..82166098963 100644
--- a/code/game/jobs/job/civilian.dm
+++ b/code/game/jobs/job/civilian.dm
@@ -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)
diff --git a/code/game/jobs/job/engineering.dm b/code/game/jobs/job/engineering.dm
index 7fa8ee5b657..90222b96269 100644
--- a/code/game/jobs/job/engineering.dm
+++ b/code/game/jobs/job/engineering.dm
@@ -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)
diff --git a/code/game/jobs/job/medical.dm b/code/game/jobs/job/medical.dm
index 1e8c65eb638..c1aafb07218 100644
--- a/code/game/jobs/job/medical.dm
+++ b/code/game/jobs/job/medical.dm
@@ -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)
diff --git a/code/game/jobs/job/science.dm b/code/game/jobs/job/science.dm
index 8e0bbe7938e..625d48f8918 100644
--- a/code/game/jobs/job/science.dm
+++ b/code/game/jobs/job/science.dm
@@ -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
diff --git a/code/game/jobs/job_controller.dm b/code/game/jobs/job_controller.dm
index 7787d3e9962..b33b954b0d4 100644
--- a/code/game/jobs/job_controller.dm
+++ b/code/game/jobs/job_controller.dm
@@ -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")
diff --git a/code/modules/clothing/spacesuits/rig.dm b/code/modules/clothing/spacesuits/rig.dm
index 1e2939667db..fc5e7dbf6a5 100644
--- a/code/modules/clothing/spacesuits/rig.dm
+++ b/code/modules/clothing/spacesuits/rig.dm
@@ -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
diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm
index ff9cfc8f03b..d62a99eff65 100644
--- a/code/modules/mob/living/carbon/human/human_damage.dm
+++ b/code/modules/mob/living/carbon/human/human_damage.dm
@@ -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().
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index b012ed8b8c3..18b317cb4fb 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -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")
diff --git a/code/setup.dm b/code/setup.dm
index afc08bd9892..33202de26f0 100644
--- a/code/setup.dm
+++ b/code/setup.dm
@@ -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