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