mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Alright, bunch of changes.
CODING CHANGES: New Labcoats for scientists, geneticists, chemists and virologists. Updated the labcoat buttons code to be easily expandable. Changed the file path of the CMO's labcoat and the green because of the buttons change. Added in a silenced pistol into the code, currently adminbus only. SMG can now be constructed via RD. You're going to need a decent amount of materials and tech levels to make it though. MAPPING CHANGES: Virology and Toxins Storage have swapped locations. Virology now has an airlock system at the front door. Hopefully we'll have less random outbreaks now! Virology now has a wall safe. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1800 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -45,7 +45,7 @@
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/obj/secure_closet/CMO/New()
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..()
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sleep(2)
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new /obj/item/clothing/suit/labcoat_cmo( src )
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new /obj/item/clothing/suit/labcoat/cmo( src )
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new /obj/item/clothing/under/rank/chief_medical_officer( src )
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new /obj/item/clothing/suit/bio_suit/general( src )
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new /obj/item/clothing/shoes/brown ( src )
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@@ -302,19 +302,48 @@ THERMAL GLASSES
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if(src.icon_state == "labcoat_open")
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src.icon_state = "labcoat"
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usr << "You button up the labcoat."
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else
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else if(src.icon_state == "labcoat")
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src.icon_state = "labcoat_open"
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usr << "You unbutton the labcoat."
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/obj/item/clothing/suit/labcoat_cmo/verb/toggle()
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set name = "Toggle Labcoat Buttons"
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set category = "Object"
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if(src.icon_state == "labcoat_cmo_open")
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else if(src.icon_state == "labcoat_cmo_open")
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src.icon_state = "labcoat_cmo"
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usr << "You button up the labcoat."
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else
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else if(src.icon_state == "labcoat_cmo")
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src.icon_state = "labcoat_cmo_open"
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usr << "You unbutton the labcoat."
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else if(src.icon_state == "labcoat_gen_open")
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src.icon_state = "labcoat_gen"
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usr << "You button up the labcoat."
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else if(src.icon_state == "labcoat_gen")
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src.icon_state = "labcoat_gen_open"
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usr << "You unbutton the labcoat."
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else if(src.icon_state == "labcoat_chem_open")
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src.icon_state = "labcoat_chem"
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usr << "You button up the labcoat."
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else if(src.icon_state == "labcoat_chem")
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src.icon_state = "labcoat_chem_open"
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usr << "You unbutton the labcoat."
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else if(src.icon_state == "labcoat_vir_open")
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src.icon_state = "labcoat_vir"
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usr << "You button up the labcoat."
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else if(src.icon_state == "labcoat_vir")
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src.icon_state = "labcoat_vir_open"
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usr << "You unbutton the labcoat."
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else if(src.icon_state == "labcoat_tox_open")
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src.icon_state = "labcoat_tox"
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usr << "You button up the labcoat."
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else if(src.icon_state == "labcoat_tox")
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src.icon_state = "labcoat_tox_open"
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usr << "You unbutton the labcoat."
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else if(src.icon_state == "labgreen_open")
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src.icon_state = "labgreen"
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usr << "You button up the labcoat."
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else if(src.icon_state == "labgreen")
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src.icon_state = "labgreen_open"
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usr << "You unbutton the labcoat."
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else
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usr << "Sorry! The suit you're wearing doesn't have buttons!"
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/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
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if(src.icon_state == "ushankadown")
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@@ -227,6 +227,7 @@ var/const/PROJECTILE_DART = 8
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c9mm
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name = "Ammunition Box (9mm)"
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icon_state = "9mm"
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origin_tech = "combat=3;materials=2"
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New()
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for(var/i = 1, i <= 30, i++)
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stored_ammo += new /obj/item/ammo_casing/c9mm(src)
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@@ -238,6 +239,7 @@ var/const/PROJECTILE_DART = 8
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c45
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name = "Ammunition Box (.45)"
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icon_state = "9mm"
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origin_tech = "combat=3;materials=2"
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New()
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for(var/i = 1, i <= 30, i++)
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stored_ammo += new /obj/item/ammo_casing/c45(src)
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@@ -424,9 +426,10 @@ var/const/PROJECTILE_DART = 8
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desc = "A lightweight, fast firing gun. Uses 9mm rounds."
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icon_state = "saber"
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w_class = 3.0
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force = 14.0
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force = 7
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max_shells = 18
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caliber = "9mm"
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origin_tech = "combat=4;materials=2"
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New()
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for(var/i = 1, i <= max_shells, i++)
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@@ -438,20 +441,37 @@ var/const/PROJECTILE_DART = 8
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desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses .45 rounds."
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icon_state = "mini-uzi"
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w_class = 3.0
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force = 14.0
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force = 16
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max_shells = 20
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caliber = ".45"
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origin_tech = "combat=5;materials=2;syndicate=8"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/c45(src)
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update_icon()
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silenced
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name = "Silenced Pistol"
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desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
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icon_state = "silenced_pistol"
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w_class = 3.0
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force = 14.0
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max_shells = 12
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caliber = ".45"
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silenced = 1
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origin_tech = "combat=2;materials=2;syndicate=8"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/c45(src)
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update_icon()
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energy
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icon_state = "energy"
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name = "energy"
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name = "Energy Gun"
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desc = "A basic energy-based gun with two settings: Stun and kill."
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fire_sound = 'Laser.ogg'
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fire_sound = 'Taser.ogg'
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var
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var/obj/item/weapon/cell/power_supply
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mode = 0 //0 = stun, 1 = kill
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@@ -481,10 +501,12 @@ var/const/PROJECTILE_DART = 8
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if(0)
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mode = 1
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charge_cost = 100
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fire_sound = 'Laser.ogg'
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user << "\red [src.name] is now set to kill."
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if(1)
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mode = 0
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charge_cost = 100
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fire_sound = 'Taser.ogg'
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user << "\red [src.name] is now set to stun."
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update_icon()
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return
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@@ -552,13 +574,16 @@ var/const/PROJECTILE_DART = 8
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switch(mode)
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if(1)
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user << "\red [src.name] is now set to kill."
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fire_sound = 'Laser.ogg'
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charge_cost = 100
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if(2)
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user << "\red [src.name] is now set to destroy."
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fire_sound = 'pulse.ogg'
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charge_cost = 200
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else
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mode = 0
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user << "\red [src.name] is now set to stun."
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fire_sound = 'Taser.ogg'
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charge_cost = 50
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New()
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power_supply = new /obj/item/weapon/cell/super(src)
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