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:
Superxpdude@gmail.com
2011-07-08 03:36:07 +00:00
parent 82bfc391e1
commit 9584b64a55
11 changed files with 4580 additions and 4472 deletions
+1 -1
View File
@@ -45,7 +45,7 @@
/obj/secure_closet/CMO/New()
..()
sleep(2)
new /obj/item/clothing/suit/labcoat_cmo( src )
new /obj/item/clothing/suit/labcoat/cmo( src )
new /obj/item/clothing/under/rank/chief_medical_officer( src )
new /obj/item/clothing/suit/bio_suit/general( src )
new /obj/item/clothing/shoes/brown ( src )
+36 -7
View File
@@ -302,19 +302,48 @@ THERMAL GLASSES
if(src.icon_state == "labcoat_open")
src.icon_state = "labcoat"
usr << "You button up the labcoat."
else
else if(src.icon_state == "labcoat")
src.icon_state = "labcoat_open"
usr << "You unbutton the labcoat."
/obj/item/clothing/suit/labcoat_cmo/verb/toggle()
set name = "Toggle Labcoat Buttons"
set category = "Object"
if(src.icon_state == "labcoat_cmo_open")
else if(src.icon_state == "labcoat_cmo_open")
src.icon_state = "labcoat_cmo"
usr << "You button up the labcoat."
else
else if(src.icon_state == "labcoat_cmo")
src.icon_state = "labcoat_cmo_open"
usr << "You unbutton the labcoat."
else if(src.icon_state == "labcoat_gen_open")
src.icon_state = "labcoat_gen"
usr << "You button up the labcoat."
else if(src.icon_state == "labcoat_gen")
src.icon_state = "labcoat_gen_open"
usr << "You unbutton the labcoat."
else if(src.icon_state == "labcoat_chem_open")
src.icon_state = "labcoat_chem"
usr << "You button up the labcoat."
else if(src.icon_state == "labcoat_chem")
src.icon_state = "labcoat_chem_open"
usr << "You unbutton the labcoat."
else if(src.icon_state == "labcoat_vir_open")
src.icon_state = "labcoat_vir"
usr << "You button up the labcoat."
else if(src.icon_state == "labcoat_vir")
src.icon_state = "labcoat_vir_open"
usr << "You unbutton the labcoat."
else if(src.icon_state == "labcoat_tox_open")
src.icon_state = "labcoat_tox"
usr << "You button up the labcoat."
else if(src.icon_state == "labcoat_tox")
src.icon_state = "labcoat_tox_open"
usr << "You unbutton the labcoat."
else if(src.icon_state == "labgreen_open")
src.icon_state = "labgreen"
usr << "You button up the labcoat."
else if(src.icon_state == "labgreen")
src.icon_state = "labgreen_open"
usr << "You unbutton the labcoat."
else
usr << "Sorry! The suit you're wearing doesn't have buttons!"
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
if(src.icon_state == "ushankadown")
+29 -4
View File
@@ -227,6 +227,7 @@ var/const/PROJECTILE_DART = 8
c9mm
name = "Ammunition Box (9mm)"
icon_state = "9mm"
origin_tech = "combat=3;materials=2"
New()
for(var/i = 1, i <= 30, i++)
stored_ammo += new /obj/item/ammo_casing/c9mm(src)
@@ -238,6 +239,7 @@ var/const/PROJECTILE_DART = 8
c45
name = "Ammunition Box (.45)"
icon_state = "9mm"
origin_tech = "combat=3;materials=2"
New()
for(var/i = 1, i <= 30, i++)
stored_ammo += new /obj/item/ammo_casing/c45(src)
@@ -424,9 +426,10 @@ var/const/PROJECTILE_DART = 8
desc = "A lightweight, fast firing gun. Uses 9mm rounds."
icon_state = "saber"
w_class = 3.0
force = 14.0
force = 7
max_shells = 18
caliber = "9mm"
origin_tech = "combat=4;materials=2"
New()
for(var/i = 1, i <= max_shells, i++)
@@ -438,20 +441,37 @@ var/const/PROJECTILE_DART = 8
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses .45 rounds."
icon_state = "mini-uzi"
w_class = 3.0
force = 14.0
force = 16
max_shells = 20
caliber = ".45"
origin_tech = "combat=5;materials=2;syndicate=8"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/c45(src)
update_icon()
silenced
name = "Silenced Pistol"
desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
icon_state = "silenced_pistol"
w_class = 3.0
force = 14.0
max_shells = 12
caliber = ".45"
silenced = 1
origin_tech = "combat=2;materials=2;syndicate=8"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/c45(src)
update_icon()
energy
icon_state = "energy"
name = "energy"
name = "Energy Gun"
desc = "A basic energy-based gun with two settings: Stun and kill."
fire_sound = 'Laser.ogg'
fire_sound = 'Taser.ogg'
var
var/obj/item/weapon/cell/power_supply
mode = 0 //0 = stun, 1 = kill
@@ -481,10 +501,12 @@ var/const/PROJECTILE_DART = 8
if(0)
mode = 1
charge_cost = 100
fire_sound = 'Laser.ogg'
user << "\red [src.name] is now set to kill."
if(1)
mode = 0
charge_cost = 100
fire_sound = 'Taser.ogg'
user << "\red [src.name] is now set to stun."
update_icon()
return
@@ -552,13 +574,16 @@ var/const/PROJECTILE_DART = 8
switch(mode)
if(1)
user << "\red [src.name] is now set to kill."
fire_sound = 'Laser.ogg'
charge_cost = 100
if(2)
user << "\red [src.name] is now set to destroy."
fire_sound = 'pulse.ogg'
charge_cost = 200
else
mode = 0
user << "\red [src.name] is now set to stun."
fire_sound = 'Taser.ogg'
charge_cost = 50
New()
power_supply = new /obj/item/weapon/cell/super(src)