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Committing fixes to code for examining mobs. Burn damage wasn't showing properly on some mobs. Fixed grammar, icons and stuff.
Added some stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am. Cyborg names reflect their module choice. Cyborgs can no longer drop their module-items on conveyor belts. Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such. Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain? git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,4 +1,6 @@
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/mob/dead/observer
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name = "ghost"
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desc = "It's a g-g-g-g-ghooooost!" //jinkies!
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icon = 'mob.dmi'
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icon_state = "ghost"
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layer = 4
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@@ -1,5 +1,5 @@
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/mob/living/silicon/robot
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name = "Robot"
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name = "Cyborg"
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icon = 'robots.dmi'//
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icon_state = "robot"
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health = 300
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+67
-86
@@ -1,6 +1,6 @@
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/obj/structure/closet
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name = "Closet"
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desc = "It's a closet!"
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name = "closet"
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desc = "It's a basic storage unit."
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icon = 'closet.dmi'
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icon_state = "closed"
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density = 1
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@@ -14,14 +14,14 @@
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var/lastbang
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/obj/structure/closet/acloset
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name = "Strange closet"
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name = "strange closet"
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desc = "It looks alien!"
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icon_state = "acloset"
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icon_closed = "acloset"
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icon_opened = "aclosetopen"
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/obj/structure/closet/cabinet
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name = "Cabinet"
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name = "cabinet"
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desc = "Old will forever be in fashion."
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icon_state = "cabinet_closed"
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icon_closed = "cabinet_closed"
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@@ -36,12 +36,12 @@
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anchored = 0
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/obj/structure/closet/gmcloset
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name = "Formal closet"
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desc = "A bulky (yet mobile) closet. Comes with formal clothes"
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name = "formal closet"
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desc = "It's a storage unit for formal clothing."
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/obj/structure/closet/emcloset
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name = "Emergency Closet"
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desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
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name = "emergency closet"
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desc = "It's a storage unit for emergency breathmasks and o2 tanks."
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icon_state = "emergency"
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icon_closed = "emergency"
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icon_opened = "emergencyopen"
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@@ -49,15 +49,15 @@
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/obj/structure/closet/emcloset/legacy
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/obj/structure/closet/firecloset
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name = "Fire Closet"
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desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
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name = "fire-safety closet"
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desc = "It's a storage unit for fire-fighting supplies."
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icon_state = "firecloset"
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icon_closed = "firecloset"
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icon_opened = "fireclosetopen"
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/obj/structure/closet/hydrant //wall mounted fire closet
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name = "Fire Closet"
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desc = "A wall mounted closet which comes with supplies to fight fire."
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name = "fire-safety closet"
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desc = "It's a storage unit for fire-fighting supplies."
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icon_state = "hydrant"
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icon_closed = "hydrant"
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icon_opened = "hydrant_open"
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@@ -66,8 +66,8 @@
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wall_mounted = 1
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/obj/structure/closet/medical_wall //wall mounted medical closet
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name = "First Aid Closet"
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desc = "A wall mounted closet which should have some first aid."
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name = "first-aid closet"
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desc = "It's wall-mounted storage unit for first aid supplies."
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icon_state = "medical_wall"
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icon_closed = "medical_wall"
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icon_opened = "medical_wall_open"
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@@ -75,55 +75,52 @@
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density = 0
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wall_mounted = 1
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/obj/structure/closet/toolcloset
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name = "Tool Closet"
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desc = "A bulky (yet mobile) closet. Contains tools."
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name = "tool closet"
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desc = "It's a storage unit for tools."
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icon_state = "toolcloset"
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icon_closed = "toolcloset"
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icon_opened = "toolclosetopen"
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/obj/structure/closet/radiation
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desc = "A closet with a radiation sign on it."
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name = "Level 2 Radiation Suit"
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name = "radiation suit closet"
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desc = "It's a storage unit for rad-protective suits."
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icon_state = "radsuitcloset"
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icon_opened = "toolclosetopen"
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icon_closed = "radsuitcloset"
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/obj/structure/closet/jcloset
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name = "Custodial Closet"
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desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and gear."
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name = "custodial closet"
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desc = "It's a storage unit for janitorial clothes and gear."
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/obj/structure/closet/lawcloset
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name = "Legal Closet"
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desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
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name = "legal closet"
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desc = "It's a storage unit for courtroom apparel and items."
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/obj/structure/closet/coffin
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name = "coffin"
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desc = "A burial receptacle for the dearly departed."
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desc = "It's a burial receptacle for the dearly departed."
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icon_state = "coffin"
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icon_closed = "coffin"
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icon_opened = "coffin_open"
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/obj/structure/closet/bombcloset
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name = "EOD closet"
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desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
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name = "\improper EOD closet"
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desc = "It's a storage unit for explosion-protective suits."
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icon_state = "bombsuit"
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icon_closed = "bombsuit"
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icon_opened = "bombsuitopen"
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/obj/structure/closet/bombclosetsecurity
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name = "EOD closet"
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desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
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name = "\improper EOD closet"
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desc = "It's a storage unit for explosion-protective suits."
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icon_state = "bombsuitsec"
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icon_closed = "bombsuitsec"
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icon_opened = "bombsuitsecopen"
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/obj/structure/closet/l3closet
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name = "Level 3 Biohazard Suit"
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desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
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name = "level-3 biohazard suit closet"
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desc = "It's a storage unit for level-3 biohazard gear."
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icon_state = "bio"
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icon_closed = "bio"
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icon_opened = "bioopen"
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@@ -154,164 +151,148 @@
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icon_opened = "bio_scientistopen"
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/obj/structure/closet/syndicate
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name = "Weapons Closet"
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name = "armoury closet"
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desc = "Why is this here?"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/structure/closet/syndicate/personal
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desc = "Gear preperations closet."
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desc = "It's a storage unit for operative gear."
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/obj/structure/closet/syndicate/nuclear
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desc = "Nuclear preperations closet."
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desc = "It's a storage unit for nuclear-operative gear."
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// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
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/obj/structure/closet/gimmick
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name = "Administrative Supply Closet"
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name = "administrative supply closet"
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desc = "It's a storage unit for things that have no right being here."
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Closet of things that have no right being here."
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anchored = 0
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/obj/structure/closet/gimmick/russian
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name = "Russian Surplus"
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name = "russian surplus closet"
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desc = "It's a storage unit for Russian standard-issue surplus."
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Russian Surplus Closet"
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/obj/structure/closet/gimmick/tacticool
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name = "Tacticool Gear"
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name = "tacticool gear closet"
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desc = "It's a storage unit for Tacticool gear."
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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desc = "Tacticool Gear Closet"
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/obj/structure/closet/thunderdome
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name = "\improper Thunderdome closet"
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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name = "Thunderdome closet."
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anchored = 1
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/obj/structure/closet/thunderdome/tdred
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desc = "Everything you need!"
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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name = "Thunderdome closet."
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name = "red-team Thunderdome closet"
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/obj/structure/closet/thunderdome/tdgreen
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desc = "Everything you need!"
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name = "green-team Thunderdome closet"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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name = "Thunderdome closet."
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/obj/structure/closet/malf/suits
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desc = "Gear preparations closet."
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desc = "It's a storage unit for operational gear."
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icon_state = "syndicate"
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icon_closed = "syndicate"
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icon_opened = "syndicateopen"
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/obj/structure/closet/wardrobe
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desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
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name = "Wardrobe"
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name = "wardrobe"
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desc = "It's a storage unit for standard-issue Nanotrasen attire."
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icon_state = "blue"
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icon_closed = "blue"
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/obj/structure/closet/wardrobe/black
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name = "Black Wardrobe"
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desc = "Contains black jumpsuits."
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name = "black wardrobe"
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icon_state = "black"
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icon_closed = "black"
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/obj/structure/closet/wardrobe/chaplain_black
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name = "Chaplain Wardrobe"
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desc = "Closet of basic chaplain clothes."
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name = "chapel wardrobe"
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desc = "It's a storage unit for Nanotrasen-approved religious attire."
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icon_state = "black"
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icon_closed = "black"
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/obj/structure/closet/wardrobe/green
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name = "Green Wardrobe"
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desc = "Contains green jumpsuits."
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name = "green wardrobe"
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icon_state = "green"
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icon_closed = "green"
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/obj/structure/closet/wardrobe/mixed
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name = "Mixed Wardrobe"
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desc = "This appears to contain several different sets of clothing."
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name = "mixed wardrobe"
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icon_state = "mixed"
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icon_closed = "mixed"
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/obj/structure/closet/wardrobe/orange
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name = "Prisoners Wardrobe"
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desc = "Contains orange jumpsuits."
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name = "prison wardrobe"
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desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
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icon_state = "orange"
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icon_closed = "orange"
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/obj/structure/closet/wardrobe/pink
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name = "Pink Wardrobe"
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desc = "Contains pink jumpsuits."
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name = "pink wardrobe"
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icon_state = "pink"
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icon_closed = "pink"
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/obj/structure/closet/wardrobe/red
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name = "Security Wardrobe"
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desc = "Contains security officer jumpsuits."
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name = "security wardrobe"
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icon_state = "red"
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icon_closed = "red"
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/obj/structure/closet/wardrobe/white
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name = "White Wardrobe"
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desc = "Contains white jumpsuits."
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name = "white wardrobe"
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/toxins_white
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name = "Toxins Wardrobe"
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desc = "Contains toxins jumpsuits."
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name = "toxins wardrobe"
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/genetics_white
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name = "Genetics Wardrobe"
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desc = "Contains genetics jumpsuits."
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name = "genetics wardrobe"
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icon_state = "white"
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icon_closed = "white"
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/obj/structure/closet/wardrobe/yellow
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name = "Yellow Wardrobe"
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desc = "Contains yellow jumpsuits."
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name = "yellow wardrobe"
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icon_state = "wardrobe-y"
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icon_closed = "wardrobe-y"
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/obj/structure/closet/wardrobe/engineering_yellow
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name = "Engineering Wardrobe"
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desc = "Contains engineering jumpsuits."
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name = "engineering wardrobe"
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icon_state = "yellow"
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icon_closed = "yellow"
|
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/obj/structure/closet/wardrobe/atmospherics_yellow
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name = "Atmospherics Wardrobe"
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desc = "Contains atmospheric jumpsuits."
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name = "atmospherics wardrobe"
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icon_state = "yellow"
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icon_closed = "yellow"
|
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/obj/structure/closet/wardrobe/grey
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name = "Grey Wardrobe"
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desc = "Contains grey jumpsuits."
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name = "grey wardrobe"
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icon_state = "grey"
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icon_closed = "grey"
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/obj/structure/closet/secure_closet
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desc = "An immobile card-locked storage closet."
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name = "Security Locker"
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name = "secure locker"
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desc = "It's an immobile card-locked storage unit."
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icon = 'closet.dmi'
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icon_state = "secure1"
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density = 1
|
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@@ -329,7 +310,7 @@
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/obj/structure/closet/secure_closet/medical_wall
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name = "First Aid Closet"
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desc = "A wall mounted closet which --should-- contain medical supplies."
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desc = "It's a secure wall-mounted storage unit for first aid supplies."
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icon_state = "medical_wall_locked"
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icon_closed = "medical_wall_unlocked"
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icon_locked = "medical_wall_locked"
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@@ -342,8 +323,8 @@
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req_access = list(access_medical)
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/obj/structure/closet/secure_closet/personal
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desc = "The first card swiped gains control."
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name = "Personal Closet"
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desc = "It's a secure locker for personell. The first card swiped gains control."
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name = "personal closet"
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/obj/structure/closet/secure_closet/personal/cabinet
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icon_state = "cabinetdetective_locked"
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||||
@@ -354,7 +335,7 @@
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||||
icon_off = "cabinetdetective_broken"
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||||
|
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/obj/structure/closet/secure_closet/personal/patient
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||||
name = "Patient's closet"
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||||
name = "patient's closet"
|
||||
|
||||
/obj/structure/closet/secure_closet/wall
|
||||
name = "wall locker"
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
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||||
/obj/item/clothing/gloves
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||||
name = "gloves"
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||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
w_class = 2.0
|
||||
icon = 'gloves.dmi'
|
||||
protective_temperature = 400
|
||||
@@ -14,7 +15,7 @@
|
||||
|
||||
|
||||
/obj/item/clothing/gloves/boxing
|
||||
name = "Boxing Gloves"
|
||||
name = "boxing gloves"
|
||||
desc = "Because you really needed another excuse to punch your crewmates."
|
||||
icon_state = "boxing"
|
||||
item_state = "boxing"
|
||||
@@ -32,7 +33,7 @@
|
||||
item_state = "boxingyellow"
|
||||
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||||
/obj/item/clothing/gloves/white
|
||||
name = "White Gloves"
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||||
name = "white gloves"
|
||||
desc = "These look pretty fancy."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
@@ -43,7 +44,7 @@
|
||||
|
||||
/obj/item/clothing/gloves/black
|
||||
desc = "These gloves are fire-resistant."
|
||||
name = "Black Gloves"
|
||||
name = "black gloves"
|
||||
icon_state = "black"
|
||||
item_state = "bgloves"
|
||||
color="brown"
|
||||
@@ -65,7 +66,7 @@
|
||||
siemens_coefficient = 1.0
|
||||
|
||||
/obj/item/clothing/gloves/latex
|
||||
name = "Latex Gloves"
|
||||
name = "latex gloves"
|
||||
desc = "Sterile latex gloves."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
@@ -80,7 +81,7 @@
|
||||
|
||||
/obj/item/clothing/gloves/swat
|
||||
desc = "These tactical gloves are somewhat fire and impact-resistant."
|
||||
name = "SWAT Gloves"
|
||||
name = "\improper SWAT Gloves"
|
||||
icon_state = "black"
|
||||
item_state = "swat_gl"
|
||||
siemens_coefficient = 0
|
||||
@@ -136,14 +137,14 @@
|
||||
|
||||
/obj/item/clothing/gloves/captain
|
||||
desc = "Regal blue gloves, with a nice gold trim. Swanky."
|
||||
name = "Captain Gloves"
|
||||
name = "captain's gloves"
|
||||
icon_state = "captain"
|
||||
item_state = "egloves"
|
||||
color = "captain"
|
||||
|
||||
/obj/item/clothing/gloves/botanic_leather
|
||||
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
|
||||
name = "botanic leather gloves"
|
||||
name = "botanist's leather gloves"
|
||||
icon_state = "leather"
|
||||
item_state = "ggloves"
|
||||
siemens_coefficient = 0.50
|
||||
@@ -152,21 +153,21 @@
|
||||
heat_transfer_coefficient = 0.70
|
||||
|
||||
/obj/item/clothing/gloves/orange
|
||||
name = "Orange Gloves"
|
||||
name = "orange gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "orange"
|
||||
item_state = "orangegloves"
|
||||
color="orange"
|
||||
|
||||
/obj/item/clothing/gloves/red
|
||||
name = "Red Gloves"
|
||||
name = "red gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "red"
|
||||
item_state = "redgloves"
|
||||
color = "red"
|
||||
|
||||
/obj/item/clothing/gloves/rainbow
|
||||
name = "Rainbow Gloves"
|
||||
name = "rainbow gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "rainbow"
|
||||
item_state = "rainbowgloves"
|
||||
@@ -176,28 +177,28 @@
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/gloves/blue
|
||||
name = "Blue Gloves"
|
||||
name = "blue gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "blue"
|
||||
item_state = "bluegloves"
|
||||
color="blue"
|
||||
|
||||
/obj/item/clothing/gloves/purple
|
||||
name = "Purple Gloves"
|
||||
name = "purple gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "purple"
|
||||
item_state = "purplegloves"
|
||||
color="purple"
|
||||
|
||||
/obj/item/clothing/gloves/green
|
||||
name = "Green Gloves"
|
||||
name = "green gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "green"
|
||||
item_state = "greengloves"
|
||||
color="green"
|
||||
|
||||
/obj/item/clothing/gloves/grey
|
||||
name = "Grey Gloves"
|
||||
name = "grey gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "gray"
|
||||
item_state = "graygloves"
|
||||
@@ -210,14 +211,14 @@
|
||||
color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
|
||||
|
||||
/obj/item/clothing/gloves/light_brown
|
||||
name = "Light Brown Gloves"
|
||||
name = "light brown gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "lightbrown"
|
||||
item_state = "lightbrowngloves"
|
||||
color="light brown"
|
||||
|
||||
/obj/item/clothing/gloves/brown
|
||||
name = "Brown Gloves"
|
||||
name = "brown gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "brown"
|
||||
item_state = "browngloves"
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
var/list/allowed = list()
|
||||
|
||||
/obj/item/clothing/head/cakehat
|
||||
name = "cakehat"
|
||||
desc = "It is a cakehat!"
|
||||
name = "cake-hat"
|
||||
desc = "It's tasty looking!"
|
||||
icon_state = "cake0"
|
||||
var/onfire = 0.0
|
||||
var/status = 0
|
||||
@@ -15,16 +15,16 @@
|
||||
var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage
|
||||
|
||||
/obj/item/clothing/head/caphat
|
||||
name = "Captain's hat"
|
||||
name = "captain's hat"
|
||||
icon_state = "captain"
|
||||
desc = "It's good being the king."
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
item_state = "caphat"
|
||||
|
||||
/obj/item/clothing/head/centhat
|
||||
name = "Cent. Comm. hat"
|
||||
name = "\improper CentComm. hat"
|
||||
icon_state = "centcom"
|
||||
desc = "It's even better to be the emperor."
|
||||
desc = "It's good to be emperor."
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
item_state = "centhat"
|
||||
|
||||
@@ -36,35 +36,36 @@
|
||||
item_state = "pwig"
|
||||
|
||||
/obj/item/clothing/head/that
|
||||
name = "Top hat"
|
||||
desc = "An amish looking hat."
|
||||
name = "top-hat"
|
||||
desc = "It's an amish looking hat."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/head/chefhat
|
||||
name = "Chef's Hat"
|
||||
name = "chef's hat"
|
||||
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
desc = "The commander in chef's head wear."
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/redcoat
|
||||
name = "Redcoat hat"
|
||||
name = "redcoat's hat"
|
||||
icon_state = "redcoat"
|
||||
desc = "I guess it's a redhead."
|
||||
desc = "<i>'I guess it's a redhead.'</i>"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/mailman
|
||||
name = "Mailman Hat"
|
||||
name = "mailman's hat"
|
||||
icon_state = "mailman"
|
||||
desc = "Right-on-time mail service head wear."
|
||||
desc = "<i>'Right-on-time'</i> mail service head wear."
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/plaguedoctorhat
|
||||
name = "Plague doctor's hat"
|
||||
desc = "Once used by Plague doctors. Now useless."
|
||||
name = "plague doctor's hat"
|
||||
desc = "These were once used by Plague doctors. They're pretty much useless."
|
||||
icon_state = "plaguedoctor"
|
||||
flags = FPRINT | TABLEPASS
|
||||
permeability_coefficient = 0.01
|
||||
@@ -90,8 +91,8 @@
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/warden
|
||||
name = "Warden Hat"
|
||||
desc = "A special helmet issued to the Warden of a securiy force. Protects the head from impacts."
|
||||
name = "warden's hat"
|
||||
desc = "It's a special helmet issued to the Warden of a securiy force. Protects the head from impacts."
|
||||
icon_state = "policehelm"
|
||||
flags_inv = 0
|
||||
|
||||
@@ -104,22 +105,23 @@
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/secsoft
|
||||
name = "Soft Cap"
|
||||
desc = "A baseball hat in tasteful red."
|
||||
name = "soft cap"
|
||||
desc = "It's baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
|
||||
item_state = "helmet"
|
||||
|
||||
/obj/item/clothing/head/cargosoft
|
||||
name = "Cargo cap"
|
||||
desc = "A baseball hat in tasteless yellow."
|
||||
name = "cargo cap"
|
||||
desc = "It's a baseball hat in a tasteless yellow colour."
|
||||
icon_state = "cargosoft"
|
||||
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
|
||||
item_state = "helmet"
|
||||
var/flipped = 0
|
||||
|
||||
/obj/item/clothing/head/syndicatefake
|
||||
name = "red space helmet replica"
|
||||
name = "red space-helmet replica"
|
||||
desc = "It's a very convincing replica."
|
||||
icon_state = "syndicate"
|
||||
item_state = "syndicate"
|
||||
desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
|
||||
@@ -128,8 +130,8 @@
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/swat
|
||||
name = "swat helmet"
|
||||
desc = "Used by highly trained Swat Members."
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "They're often used by highly trained Swat Members."
|
||||
icon_state = "swat"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
item_state = "swat"
|
||||
@@ -137,8 +139,8 @@
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/thunderdome
|
||||
name = "Thunderdome helmet"
|
||||
desc = "Let the battle commence!"
|
||||
name = "\improper Thunderdome helmet"
|
||||
desc = "<i>'Let the battle commence!'</i>"
|
||||
icon_state = "thunderdome"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
item_state = "thunderdome"
|
||||
@@ -161,8 +163,8 @@
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/that
|
||||
name = "Sturdy Top hat"
|
||||
desc = "An amish looking armored top hat."
|
||||
name = "sturdy top-hat"
|
||||
desc = "It's an amish looking armored top hat."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
flags = FPRINT|TABLEPASS
|
||||
@@ -170,8 +172,8 @@
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/greenbandana
|
||||
name = "Green Bandana"
|
||||
desc = "A green bandana with some fine nanotech lining."
|
||||
name = "green bandana"
|
||||
desc = "It's a green bandana with some fine nanotech lining."
|
||||
icon_state = "greenbandana"
|
||||
item_state = "greenbandana"
|
||||
flags = FPRINT|TABLEPASS
|
||||
@@ -179,8 +181,8 @@
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/riot
|
||||
name = "Riot Helmet"
|
||||
desc = "A helmet specifically designed to protect against close range attacks."
|
||||
name = "riot helmet"
|
||||
desc = "It's a helmet specifically designed to protect against close range attacks."
|
||||
icon_state = "riot"
|
||||
item_state = "helmet"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
|
||||
@@ -188,28 +190,28 @@
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
/obj/item/clothing/head/helmet/cap
|
||||
name = "Captain's cap"
|
||||
desc = "For irresponsible Captains."
|
||||
name = "captain's cap"
|
||||
desc = "You fear to wear it for the negligence it brings."
|
||||
icon_state = "capcap"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/chaplain_hood
|
||||
name = "Chaplain's hood"
|
||||
desc = "A hood that covers the head. Keeps you warm during the space winters."
|
||||
name = "chaplain's hood"
|
||||
desc = "It's hood that covers the head. It keeps you warm during the space winters."
|
||||
icon_state = "chaplain_hood"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
|
||||
|
||||
/obj/item/clothing/head/hasturhood
|
||||
name = "Hastur's Hood"
|
||||
desc = "This hood is unspeakably stylish"
|
||||
name = "hastur's hood"
|
||||
desc = "It's unspeakably stylish"
|
||||
icon_state = "hasturhood"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
|
||||
|
||||
/obj/item/clothing/head/nursehat
|
||||
name = "Nurse Hat"
|
||||
desc = "For quick identification of trained medical personnel."
|
||||
name = "nurse's hat"
|
||||
desc = "It allows quick identification of trained medical personnel."
|
||||
icon_state = "nursehat"
|
||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
|
||||
@@ -22,50 +22,50 @@
|
||||
|
||||
/obj/item/clothing/under/chameleon
|
||||
//starts off as black
|
||||
name = "Black Jumpsuit"
|
||||
name = "black jumpsuit"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
desc = "A plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
/obj/item/clothing/under/chameleon/all
|
||||
|
||||
/obj/item/clothing/under/color/black
|
||||
name = "Black Jumpsuit"
|
||||
name = "black jumpsuit"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
|
||||
/obj/item/clothing/under/color/blackf
|
||||
name = "Female Black Jumpsuit"
|
||||
desc = "This one is a lady-size!"
|
||||
name = "feminine black jumpsuit"
|
||||
desc = "It's very smart and in a ladies-size!"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "blackf"
|
||||
|
||||
/obj/item/clothing/under/color/blue
|
||||
name = "Blue Jumpsuit"
|
||||
name = "blue jumpsuit"
|
||||
icon_state = "blue"
|
||||
item_state = "b_suit"
|
||||
color = "blue"
|
||||
|
||||
/obj/item/clothing/under/color/green
|
||||
name = "Green Jumpsuit"
|
||||
name = "green jumpsuit"
|
||||
icon_state = "green"
|
||||
item_state = "g_suit"
|
||||
color = "green"
|
||||
|
||||
/obj/item/clothing/under/color/grey
|
||||
name = "Grey Jumpsuit"
|
||||
name = "grey jumpsuit"
|
||||
icon_state = "grey"
|
||||
item_state = "gy_suit"
|
||||
color = "grey"
|
||||
|
||||
/obj/item/clothing/under/color/orange
|
||||
name = "Orange Jumpsuit"
|
||||
desc = "Standard Nanotrasen prisoner wear. Its suit sensors are stuck in the \"Fully On\" position."
|
||||
name = "orange jumpsuit"
|
||||
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
|
||||
icon_state = "orange"
|
||||
item_state = "o_suit"
|
||||
color = "orange"
|
||||
@@ -73,20 +73,20 @@
|
||||
sensor_mode = 3
|
||||
|
||||
/obj/item/clothing/under/color/pink
|
||||
name = "Pink Jumpsuit"
|
||||
name = "pink jumpsuit"
|
||||
icon_state = "pink"
|
||||
item_state = "p_suit"
|
||||
color = "pink"
|
||||
|
||||
/obj/item/clothing/under/color/red
|
||||
name = "Red Jumpsuit"
|
||||
name = "red jumpsuit"
|
||||
icon_state = "red"
|
||||
item_state = "r_suit"
|
||||
color = "red"
|
||||
|
||||
/obj/item/clothing/under/color/white
|
||||
desc = "Made of a special fiber that gives special protection against biohazards."
|
||||
name = "White Jumpsuit"
|
||||
desc = "It's made of a special fiber which gives special protection against biohazards."
|
||||
name = "white jumpsuit"
|
||||
icon_state = "white"
|
||||
item_state = "w_suit"
|
||||
color = "white"
|
||||
@@ -94,7 +94,7 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/color/yellow
|
||||
name = "Yellow Jumpsuit"
|
||||
name = "yellow jumpsuit"
|
||||
icon_state = "yellow"
|
||||
item_state = "y_suit"
|
||||
color = "yellow"
|
||||
@@ -103,29 +103,29 @@
|
||||
/obj/item/clothing/under/rank
|
||||
|
||||
/obj/item/clothing/under/rank/atmospheric_technician
|
||||
desc = "A jumpsuit used by atmospheric technicians."
|
||||
name = "Atmospherics Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpsuit"
|
||||
icon_state = "atmos"
|
||||
item_state = "atmos_suit"
|
||||
color = "atmos"
|
||||
|
||||
/obj/item/clothing/under/rank/captain
|
||||
desc = "A blue jumpsuit with gold marking denoting the rank of \"Captain\"."
|
||||
name = "Captain Jumpsuit"
|
||||
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
|
||||
name = "captain's jumpsuit"
|
||||
icon_state = "captain"
|
||||
item_state = "caparmor"
|
||||
color = "captain"
|
||||
|
||||
/obj/item/clothing/under/rank/chaplain
|
||||
desc = "A black jumpsuit, worn by religious folk."
|
||||
name = "Chaplain Jumpsuit"
|
||||
desc = "It's a black jumpsuit, often worn by religious folk."
|
||||
name = "chaplain's jumpsuit"
|
||||
icon_state = "chaplain"
|
||||
item_state = "bl_suit"
|
||||
color = "chapblack"
|
||||
|
||||
/obj/item/clothing/under/rank/engineer
|
||||
desc = "An orange high visibility jumpsuit. Used by Nanotrasen Engineers, has minor radiation shielding."
|
||||
name = "Engineering Jumpsuit"
|
||||
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's jumpsuit"
|
||||
icon_state = "engine"
|
||||
item_state = "engi_suit"
|
||||
color = "engine"
|
||||
@@ -133,38 +133,38 @@
|
||||
|
||||
/obj/item/clothing/under/rank/forensic_technician
|
||||
desc = "It has a Forensics rank stripe on it."
|
||||
name = "Forensics Jumpsuit"
|
||||
name = "forensic technician's jumpsuit"
|
||||
icon_state = "darkred"
|
||||
item_state = "r_suit"
|
||||
color = "forensicsred"
|
||||
|
||||
/obj/item/clothing/under/rank/warden
|
||||
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. This one has the word \"Warden\" written on the shoulders."
|
||||
name = "Warden Jumpsuit"
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
|
||||
name = "warden's jumpsuit"
|
||||
icon_state = "warden"
|
||||
item_state = "r_suit"
|
||||
color = "warden"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/security
|
||||
name = "Security Jumpsuit"
|
||||
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection."
|
||||
name = "security officer's jumpsuit"
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
|
||||
icon_state = "security"
|
||||
item_state = "r_suit"
|
||||
color = "secred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/vice
|
||||
name = "Vice officer Jumpsuit"
|
||||
desc = "Your standard issue pretty-boy outfit, as seen on TV."
|
||||
name = "vice officer's jumpsuit"
|
||||
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
|
||||
icon_state = "vice"
|
||||
item_state = "gy_suit"
|
||||
color = "vice"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
|
||||
name = "Genetics Jumpsuit"
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
|
||||
name = "geneticist's jumpsuit"
|
||||
icon_state = "genetics"
|
||||
item_state = "w_suit"
|
||||
color = "geneticswhite"
|
||||
@@ -172,8 +172,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chemist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a chemist rank stripe on it."
|
||||
name = "Chemist Jumpsuit"
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemistry"
|
||||
item_state = "w_suit"
|
||||
color = "chemistrywhite"
|
||||
@@ -181,8 +181,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/virologist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a virologist rank stripe on it."
|
||||
name = "Virologist Jumpsuit"
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
|
||||
name = "virologist's jumpsuit"
|
||||
icon_state = "virology"
|
||||
item_state = "w_suit"
|
||||
color = "virologywhite"
|
||||
@@ -190,74 +190,74 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_personnel
|
||||
desc = "A jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "Head of Personnel Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "head of personnel's jumpsuit"
|
||||
icon_state = "hop"
|
||||
item_state = "b_suit"
|
||||
color = "hop"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_officer
|
||||
desc = "A jumpsuit worn by Centcom Officers."
|
||||
name = "CentCom Officer Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by CentCom Officers."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "officer"
|
||||
item_state = "g_suit"
|
||||
color = "officer"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_commander
|
||||
desc = "A jumpsuit worn by Centcom's highest level Commanders."
|
||||
name = "CentCom Officer Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "centcom"
|
||||
item_state = "dg_suit"
|
||||
color = "centcom"
|
||||
|
||||
/obj/item/clothing/under/rank/miner
|
||||
desc = "A snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "Shaft Miner Jumpsuit"
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "shaft miner's jumpsuit"
|
||||
icon_state = "miner"
|
||||
item_state = "miner"
|
||||
color = "miner"
|
||||
|
||||
/obj/item/clothing/under/rank/roboticist
|
||||
desc = "A slimming black with reinforced seams. Great for industrial work."
|
||||
name = "Roboticist Jumpsuit"
|
||||
desc = "It's a slimming black with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpsuit"
|
||||
icon_state = "robotics"
|
||||
item_state = "robotics"
|
||||
color = "robotics"
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security
|
||||
desc = "A jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". Has slight armor to protect the wearer."
|
||||
name = "Head of Security Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
|
||||
name = "head of security's jumpsuit"
|
||||
icon_state = "hos"
|
||||
item_state = "r_suit"
|
||||
color = "hosred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chief_engineer
|
||||
desc = "A high visibility jumpsuit given to those engineers committed enough to their jobs to achieve the rank of \"Chief engineer\". Has minor radiation shielding."
|
||||
name = "Chief Engineer Jumpsuit"
|
||||
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
|
||||
name = "chief engineer's jumpsuit"
|
||||
icon_state = "chiefengineer"
|
||||
item_state = "g_suit"
|
||||
color = "chief"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/research_director
|
||||
desc = "A jumpsuit worn by those dedicated to all that is science and have achieved the position of \"Research Director\". Has minor biological anomaly protection."
|
||||
name = "Research Director Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
|
||||
name = "research director's jumpsuit"
|
||||
icon_state = "director"
|
||||
item_state = "g_suit"
|
||||
color = "director"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/janitor
|
||||
desc = "Official clothing of the station's janitor. Has minor protection from biohazards."
|
||||
name = "Janitor's Jumpsuit"
|
||||
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
|
||||
name = "janitor's jumpsuit"
|
||||
icon_state = "janitor"
|
||||
color = "janitor"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/scientist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has markings denoting the wearer as a scientist."
|
||||
name = "Scientist's Jumpsuit"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
|
||||
name = "scientist's jumpsuit"
|
||||
icon_state = "toxins"
|
||||
item_state = "w_suit"
|
||||
color = "toxinswhite"
|
||||
@@ -265,8 +265,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/medical
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
name = "Medical Doctor's Jumpsuit"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. it has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
name = "medical doctor's jumpsuit"
|
||||
icon_state = "medical"
|
||||
item_state = "w_suit"
|
||||
color = "medical"
|
||||
@@ -274,8 +274,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chief_medical_officer
|
||||
desc = "A jumpsuit worn by those with the dedication to the medical profession who have achieved the position of \"Chief Medical Officer\". Has minor biological protection."
|
||||
name = "Chief Medical Officer's Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
|
||||
name = "chief medical officer's jumpsuit"
|
||||
icon_state = "medical"
|
||||
item_state = "w_suit"
|
||||
color = "medical"
|
||||
@@ -283,8 +283,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/hydroponics
|
||||
desc = "A jumpsuit designed to protect against minor plant-related hazards."
|
||||
name = "Hydroponics Jumpsuit"
|
||||
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
|
||||
name = "botanist's jumpsuit"
|
||||
icon_state = "hydroponics"
|
||||
item_state = "g_suit"
|
||||
color = "hydroponics"
|
||||
@@ -292,56 +292,56 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/cargo
|
||||
name = "Quartermaster's Jumpsuit"
|
||||
desc = "What can brown do for you?"
|
||||
name = "quartermaster's jumpsuit"
|
||||
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by heavy lifting."
|
||||
icon_state = "lightbrown"
|
||||
item_state = "lb_suit"
|
||||
color = "cargo"
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech
|
||||
name = "Cargotech's Jumpsuit"
|
||||
desc = "Shooooorts! They're comfy and easy to wear!"
|
||||
name = "cargotech's jumpsuit"
|
||||
desc = "<i>'Shooooorts! They're comfy and easy to wear!'</i>"
|
||||
icon_state = "cargotech"
|
||||
item_state = "cargotech"
|
||||
color = "cargotech"
|
||||
|
||||
/obj/item/clothing/under/rank/mailman
|
||||
name = "Mailman Jumpsuit"
|
||||
desc = "Special delivery!"
|
||||
name = "mailman's jumpsuit"
|
||||
desc = "<i>'Special delivery!'</i>"
|
||||
icon_state = "mailman"
|
||||
item_state = "b_suit"
|
||||
color = "mailman"
|
||||
|
||||
/obj/item/clothing/under/sexyclown
|
||||
name = "Sexyclown suit"
|
||||
desc = "What can I do for you?"
|
||||
name = "sexy-clown suit"
|
||||
desc = "It makes you look HONKable!"
|
||||
icon_state = "sexyclown"
|
||||
item_state = "sexyclown"
|
||||
color = "sexyclown"
|
||||
|
||||
/obj/item/clothing/under/rank/bartender
|
||||
desc = "It looks like it could use more flair."
|
||||
name = "Bartender's Uniform"
|
||||
desc = "It looks like it could use some more flair."
|
||||
name = "bartender's uniform"
|
||||
icon_state = "ba_suit"
|
||||
item_state = "ba_suit"
|
||||
color = "ba_suit"
|
||||
|
||||
/obj/item/clothing/under/rank/clown
|
||||
name = "clown suit"
|
||||
desc = "Wearing this, all the children love you, for all the wrong reasons."
|
||||
desc = "<i>'HONK!'</i>"
|
||||
icon_state = "clown"
|
||||
item_state = "clown"
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/under/rank/chef
|
||||
desc = "Issued only to the most hardcore chefs in space."
|
||||
name = "Chef's Uniform"
|
||||
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
|
||||
name = "chef's uniform"
|
||||
icon_state = "chef"
|
||||
color = "chef"
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist_new
|
||||
desc = "Made of a special fiber that gives special protection against biohazards."
|
||||
name = "Genetics Jumpsuit"
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "geneticist's jumpsuit"
|
||||
icon_state = "genetics_new"
|
||||
item_state = "w_suit"
|
||||
color = "genetics_new"
|
||||
@@ -349,8 +349,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chemist_new
|
||||
desc = "Made of a special fiber that gives special protection against biohazards."
|
||||
name = "Chemist Jumpsuit"
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemist_new"
|
||||
item_state = "w_suit"
|
||||
color = "chemist_new"
|
||||
@@ -359,7 +359,7 @@
|
||||
|
||||
/obj/item/clothing/under/rank/scientist_new
|
||||
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
|
||||
name = "Scientist Jumpsuit"
|
||||
name = "scientist's jumpsuit"
|
||||
icon_state = "scientist_new"
|
||||
item_state = "w_suit"
|
||||
color = "scientist_new"
|
||||
@@ -368,7 +368,7 @@
|
||||
|
||||
/obj/item/clothing/under/rank/virologist_new
|
||||
desc = "Made of a special fiber that gives increased protection against biohazards."
|
||||
name = "Virologist Jumpsuit"
|
||||
name = "virologist's jumpsuit"
|
||||
icon_state = "virologist_new"
|
||||
item_state = "w_suit"
|
||||
color = "virologist_new"
|
||||
@@ -378,7 +378,7 @@
|
||||
|
||||
// OTHER NONRANKED STATION JOBS
|
||||
/obj/item/clothing/under/det
|
||||
name = "Hard worn suit"
|
||||
name = "hard-worn suit"
|
||||
desc = "Someone who wears this means business."
|
||||
icon_state = "detective"
|
||||
item_state = "det"
|
||||
@@ -386,7 +386,7 @@
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/scratch
|
||||
name = "White Suit"
|
||||
name = "white suit"
|
||||
desc = "A white suit, suitable for an excellent host"
|
||||
flags = FPRINT | TABLEPASS
|
||||
icon_state = "scratch"
|
||||
@@ -395,22 +395,22 @@
|
||||
|
||||
|
||||
/obj/item/clothing/under/jensen
|
||||
desc = "You never asked for anything this stylish."
|
||||
name = "Head of Security Jumpsuit"
|
||||
desc = "You never asked for anything that stylish."
|
||||
name = "head of security's jumpsuit"
|
||||
icon_state = "jensen"
|
||||
item_state = "jensen"
|
||||
color = "jensen"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/sl_suit
|
||||
desc = "A very amish looking suit."
|
||||
name = "Amish Suit"
|
||||
desc = "It's a very amish looking suit."
|
||||
name = "amish suit"
|
||||
icon_state = "sl_suit"
|
||||
color = "sl_suit"
|
||||
|
||||
/obj/item/clothing/under/syndicate
|
||||
name = "Tactical Turtleneck"
|
||||
desc = "Non-descript, slightly suspicious civilian clothing."
|
||||
name = "tactical turtleneck"
|
||||
desc = "It's some non-descript, slightly suspicious looking, civilian clothing."
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
color = "syndicate"
|
||||
@@ -418,33 +418,33 @@
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/syndicate/tacticool
|
||||
name = "Tacticool Turtleneck"
|
||||
desc = "Wearing this makes you feel like buying an SKS, going into the woods, and operating."
|
||||
name = "\improper Tacticool turtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
color = "tactifool"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/syndicate/combat
|
||||
name = "Combat Turtleneck"
|
||||
name = "combat turtleneck"
|
||||
|
||||
/obj/item/clothing/under/librarian
|
||||
name = "Sensible Suit"
|
||||
name = "sensible suit"
|
||||
desc = "It's very... sensible."
|
||||
icon_state = "red_suit"
|
||||
item_state = "red_suit"
|
||||
color = "red_suit"
|
||||
|
||||
/obj/item/clothing/under/mime
|
||||
name = "Mime Outfit"
|
||||
name = "mime's outfit"
|
||||
desc = "It's not very colourful."
|
||||
icon_state = "mime"
|
||||
item_state = "mime"
|
||||
color = "mime"
|
||||
|
||||
/obj/item/clothing/under/waiter
|
||||
name = "Waiter Outfit"
|
||||
desc = "There is a special pocket for tip."
|
||||
name = "waiter's outfit"
|
||||
desc = "It's a very smart uniform with a special pocket for tip."
|
||||
icon_state = "waiter"
|
||||
item_state = "waiter"
|
||||
color = "waiter"
|
||||
@@ -454,6 +454,7 @@
|
||||
/obj/item/clothing/under/shorts
|
||||
name = "athletic shorts"
|
||||
desc = "95% Polyester, 5% Spandex!"
|
||||
gender = PLURAL
|
||||
flags = FPRINT | TABLEPASS
|
||||
body_parts_covered = LOWER_TORSO
|
||||
|
||||
@@ -478,11 +479,11 @@
|
||||
color = "greyshorts"
|
||||
|
||||
/obj/item/clothing/under/space
|
||||
name = "NASA Jumpsuit"
|
||||
name = "\improper NASA jumpsuit"
|
||||
desc = "It has a NASA logo on it and is made of space-proofed materials."
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
desc = "Has a NASA logo on it, made of space proofed materials."
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.02
|
||||
@@ -492,15 +493,15 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/clothing/under/spiderman
|
||||
name = "Deadpool Suit"
|
||||
desc = "A suit of Deadpool!"
|
||||
name = "\improper Deadpool suit"
|
||||
desc = "It's the suit of Deadpool!"
|
||||
icon_state = "spiderman"
|
||||
item_state = "spiderman"
|
||||
color = "spiderman"
|
||||
|
||||
/obj/item/clothing/under/rank/nursesuit
|
||||
desc = "A jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "Nurse Suit"
|
||||
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "nurse's suit"
|
||||
icon_state = "nursesuit"
|
||||
item_state = "nursesuit"
|
||||
color = "nursesuit"
|
||||
@@ -508,11 +509,11 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/acj
|
||||
name = "Administrative Cybernetic Jumpsuit"
|
||||
name = "administrative cybernetic jumpsuit"
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
color = "syndicate"
|
||||
desc = "A cybernetically enhanced jumpsuit used in administrative duties."
|
||||
desc = "it's a cybernetically enhanced jumpsuit used for administrative duties."
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
heat_transfer_coefficient = 0.01
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
/obj/item/clothing/mask/breath
|
||||
desc = "A close-fitting mask that can be connected to an air supply."
|
||||
name = "Breath Mask"
|
||||
name = "breath mask"
|
||||
icon_state = "breath"
|
||||
item_state = "breath"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH | HALFMASK
|
||||
@@ -21,7 +21,7 @@
|
||||
|
||||
/obj/item/clothing/mask/medical
|
||||
desc = "A close-fitting sterile mask that can be connected to an air supply."
|
||||
name = "Medical Mask"
|
||||
name = "medical mask"
|
||||
icon_state = "medical"
|
||||
item_state = "medical"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH
|
||||
@@ -32,7 +32,7 @@
|
||||
|
||||
/obj/item/clothing/mask/spiderman
|
||||
desc = "A mask of Deadpool!"
|
||||
name = "Deadpool mask"
|
||||
name = "\improper Deadpool mask"
|
||||
icon_state = "spiderman"
|
||||
item_state = "spiderman"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH|BLOCKHAIR
|
||||
@@ -51,7 +51,7 @@
|
||||
gas_transfer_coefficient = 0.90
|
||||
|
||||
/obj/item/clothing/mask/surgical
|
||||
name = "Sterile Mask"
|
||||
name = "sterile mask"
|
||||
desc = "A sterile mask designed to help prevent the spread of diseases."
|
||||
icon_state = "sterile"
|
||||
item_state = "sterile"
|
||||
@@ -75,7 +75,7 @@
|
||||
permeability_coefficient = 0.01
|
||||
|
||||
/obj/item/clothing/mask/gas/plaguedoctor
|
||||
name = "Plague doctor mask"
|
||||
name = "plague doctor mask"
|
||||
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "gas_mask"
|
||||
@@ -88,7 +88,7 @@
|
||||
item_state = "gas_alt"
|
||||
|
||||
/obj/item/clothing/mask/gas/swat
|
||||
name = "SWAT Mask"
|
||||
name = "\improper SWAT mask"
|
||||
desc = "A close-fitting tactical mask that can be connected to an air supply."
|
||||
icon_state = "swat"
|
||||
|
||||
@@ -120,7 +120,7 @@
|
||||
item_state = "clown_hat"
|
||||
|
||||
/obj/item/clothing/mask/gas/sexyclown
|
||||
name = "sexy clown mask"
|
||||
name = "sexy-clown wig and mask"
|
||||
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
|
||||
icon_state = "sexyclown"
|
||||
item_state = "sexyclown"
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
// OMG SHOES
|
||||
|
||||
/obj/item/clothing/shoes
|
||||
name = "shoes"
|
||||
icon = 'shoes.dmi'
|
||||
desc = "Comfortable-looking shoes."
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
|
||||
body_parts_covered = FEET
|
||||
|
||||
@@ -16,7 +15,7 @@
|
||||
|
||||
/obj/item/clothing/shoes/syndigaloshes
|
||||
desc = "A pair of brown shoes. They seem to have extra grip."
|
||||
name = "Brown Shoes"
|
||||
name = "brown shoes"
|
||||
icon_state = "brown"
|
||||
item_state = "brown"
|
||||
permeability_coefficient = 0.05
|
||||
@@ -27,7 +26,7 @@
|
||||
/obj/item/clothing/shoes/syndigaloshes/all
|
||||
|
||||
/obj/item/clothing/shoes/black
|
||||
name = "Black Shoes"
|
||||
name = "black shoes"
|
||||
icon_state = "black"
|
||||
color = "black"
|
||||
desc = "A pair of black shoes."
|
||||
@@ -36,7 +35,7 @@
|
||||
color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
|
||||
|
||||
/obj/item/clothing/shoes/brown
|
||||
name = "Brown Shoes"
|
||||
name = "brown shoes"
|
||||
desc = "A pair of brown shoes."
|
||||
icon_state = "brown"
|
||||
color = "brown"
|
||||
@@ -55,43 +54,43 @@
|
||||
color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
|
||||
|
||||
/obj/item/clothing/shoes/blue
|
||||
name = "Blue Shoes"
|
||||
name = "blue shoes"
|
||||
icon_state = "blue"
|
||||
color = "blue"
|
||||
|
||||
/obj/item/clothing/shoes/green
|
||||
name = "Green Shoes"
|
||||
name = "green shoes"
|
||||
icon_state = "green"
|
||||
color = "green"
|
||||
|
||||
/obj/item/clothing/shoes/yellow
|
||||
name = "Yellow Shoes"
|
||||
name = "yellow shoes"
|
||||
icon_state = "yellow"
|
||||
color = "yellow"
|
||||
|
||||
/obj/item/clothing/shoes/mime
|
||||
name = "Mime Shoes"
|
||||
name = "mime shoes"
|
||||
icon_state = "mime"
|
||||
color = "mime"
|
||||
|
||||
/obj/item/clothing/shoes/purple
|
||||
name = "Purple Shoes"
|
||||
name = "purple shoes"
|
||||
icon_state = "purple"
|
||||
color = "purple"
|
||||
|
||||
/obj/item/clothing/shoes/brown
|
||||
name = "Brown Shoes"
|
||||
name = "brown shoes"
|
||||
icon_state = "brown"
|
||||
color = "brown"
|
||||
|
||||
/obj/item/clothing/shoes/orange
|
||||
name = "Orange Shoes"
|
||||
name = "orange shoes"
|
||||
icon_state = "orange"
|
||||
var/chained = 0
|
||||
color = "orange"
|
||||
|
||||
/obj/item/clothing/shoes/swat
|
||||
name = "SWAT shoes"
|
||||
name = "\improper SWAT shoes"
|
||||
desc = "When you want to turn up the heat."
|
||||
icon_state = "swat"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
@@ -114,7 +113,7 @@
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
/obj/item/clothing/shoes/white
|
||||
name = "White Shoes"
|
||||
name = "white shoes"
|
||||
icon_state = "white"
|
||||
permeability_coefficient = 0.25
|
||||
color = "white"
|
||||
@@ -126,7 +125,7 @@
|
||||
|
||||
/obj/item/clothing/shoes/sandal/marisa
|
||||
desc = "A pair of magic, black shoes."
|
||||
name = "Magic Shoes"
|
||||
name = "magic shoes"
|
||||
icon_state = "black"
|
||||
|
||||
/obj/item/clothing/shoes/galoshes
|
||||
@@ -155,7 +154,7 @@
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/shoes/jackboots
|
||||
name = "Jackboots"
|
||||
name = "jackboots"
|
||||
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
|
||||
icon_state = "jackboots"
|
||||
item_state = "jackboots"
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
/obj/item/clothing/head/rabbitears
|
||||
name = "Rabbit Ears"
|
||||
name = "rabbit ears"
|
||||
desc = "Wearing these makes you looks useless, and only good for your sex appeal."
|
||||
icon_state = "bunny"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/kitty
|
||||
name = "Kitty Ears"
|
||||
name = "kitty ears"
|
||||
desc = "A pair of kitty ears. Meow!"
|
||||
icon_state = "kitty"
|
||||
flags = FPRINT | TABLEPASS
|
||||
@@ -37,12 +37,12 @@
|
||||
color = "rainbow"
|
||||
|
||||
/obj/item/clothing/mask/owl_mask
|
||||
name = "Owl mask"
|
||||
name = "owl mask"
|
||||
desc = "Twoooo!"
|
||||
icon_state = "owl"
|
||||
|
||||
/obj/item/clothing/under/owl
|
||||
name = "Owl uniform"
|
||||
name = "owl uniform"
|
||||
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
|
||||
icon_state = "owl"
|
||||
color = "owl"
|
||||
@@ -87,13 +87,13 @@
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/johnny
|
||||
name = "Johnny~~"
|
||||
name = "johnny~~ jumpsuit"
|
||||
desc = "Johnny~~"
|
||||
icon_state = "johnny"
|
||||
color = "johnny"
|
||||
|
||||
/obj/item/clothing/suit/johnny_coat
|
||||
name = "Johnny~~"
|
||||
name = "johnny~~ coat"
|
||||
desc = "Johnny~~"
|
||||
icon_state = "johnny"
|
||||
item_state = "johnny"
|
||||
@@ -221,42 +221,42 @@
|
||||
item_state = "headset" // lol
|
||||
|
||||
/obj/item/clothing/under/gimmick/rank/captain/suit
|
||||
name = "Captain's Suit"
|
||||
name = "captain's suit"
|
||||
desc = "A green suit and yellow necktie. Exemplifies authority."
|
||||
icon_state = "green_suit"
|
||||
item_state = "dg_suit"
|
||||
color = "green_suit"
|
||||
|
||||
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit
|
||||
name = "Head of Personnel's Suit"
|
||||
name = "head of personnel's suit"
|
||||
desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
|
||||
icon_state = "teal_suit"
|
||||
item_state = "g_suit"
|
||||
color = "teal_suit"
|
||||
|
||||
/obj/item/clothing/under/suit_jacket
|
||||
name = "Black Suit"
|
||||
name = "black suit"
|
||||
desc = "A black suit and red tie. Very formal."
|
||||
icon_state = "black_suit"
|
||||
item_state = "bl_suit"
|
||||
color = "black_suit"
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/really_black
|
||||
name = "Executive Suit"
|
||||
name = "executive suit"
|
||||
desc = "A formal black suit and red tie, intended for the station's finest."
|
||||
icon_state = "really_black_suit"
|
||||
item_state = "bl_suit"
|
||||
color = "black_suit"
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/red
|
||||
name = "Red Suit"
|
||||
name = "red suit"
|
||||
desc = "A red suit and blue tie. Somewhat formal."
|
||||
icon_state = "red_suit"
|
||||
item_state = "r_suit"
|
||||
color = "red_suit"
|
||||
|
||||
/obj/item/clothing/under/blackskirt
|
||||
name = "Black skirt"
|
||||
name = "black skirt"
|
||||
desc = "A black skirt, very fancy!"
|
||||
icon_state = "blackskirt"
|
||||
color = "blackskirt"
|
||||
@@ -271,7 +271,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/gimmick/rank/police
|
||||
name = "Police Uniform"
|
||||
name = "police uniform"
|
||||
desc = "Move along, nothing to see here."
|
||||
icon_state = "police"
|
||||
item_state = "b_suit"
|
||||
@@ -284,7 +284,7 @@
|
||||
item_state = "detective"
|
||||
|
||||
/obj/item/clothing/under/overalls
|
||||
name = "Laborer's Overalls"
|
||||
name = "laborer's overalls"
|
||||
desc = "A set of durable overalls for getting the job done."
|
||||
icon_state = "overalls"
|
||||
item_state = "lb_suit"
|
||||
@@ -300,7 +300,7 @@
|
||||
force = 10
|
||||
|
||||
/obj/item/clothing/under/pirate
|
||||
name = "Pirate Outfit"
|
||||
name = "pirate outfit"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
@@ -368,117 +368,117 @@
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
/obj/item/clothing/head/collectable //Hat Station 13
|
||||
name = "Collectable Hat"
|
||||
name = "collectable hat"
|
||||
desc = "A rare collectable hat."
|
||||
|
||||
/obj/item/clothing/head/collectable/petehat
|
||||
name = "Ultra Rare! Pete's Hat!"
|
||||
name = "ultra rare Pete's hat!"
|
||||
desc = "It smells faintly of plasma"
|
||||
icon_state = "petehat"
|
||||
|
||||
/obj/item/clothing/head/collectable/metroid
|
||||
name = "Collectable Metroid Cap!"
|
||||
name = "collectable metroid cap!"
|
||||
desc = "It just latches right in place!"
|
||||
icon_state = "metroid"
|
||||
|
||||
/obj/item/clothing/head/collectable/xenom
|
||||
name = "Collectable Xenomorph Helmet!"
|
||||
name = "collectable xenomorph helmet!"
|
||||
desc = "Hiss hiss hiss!"
|
||||
icon_state = "xenom"
|
||||
|
||||
/obj/item/clothing/head/collectable/chef
|
||||
name = "Collectable Chef's Hat"
|
||||
name = "collectable chef's hat"
|
||||
desc = "A rare Chef's Hat meant for hat collectors!"
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
|
||||
/obj/item/clothing/head/collectable/paper
|
||||
name = "Collectable Paper Hat"
|
||||
name = "collectable paper hat"
|
||||
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
|
||||
icon_state = "paper"
|
||||
|
||||
/obj/item/clothing/head/collectable/tophat
|
||||
name = "Collectable Top Hat"
|
||||
name = "collectable top hat"
|
||||
desc = "A top hat worn by only the most prestigious hat collectors."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
|
||||
/obj/item/clothing/head/collectable/captain
|
||||
name = "Collectable Captain's Hat"
|
||||
name = "collectable captain's hat"
|
||||
desc = "A Collectable Hat that'll make you look just like a real comdom!"
|
||||
icon_state = "captain"
|
||||
item_state = "caphat"
|
||||
|
||||
/obj/item/clothing/head/collectable/police
|
||||
name = "Collectable Police Officer's Hat"
|
||||
name = "collectable police officer's hat"
|
||||
desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
|
||||
icon_state = "policehelm"
|
||||
|
||||
/obj/item/clothing/head/collectable/beret
|
||||
name = "Collectable Beret"
|
||||
name = "collectable beret"
|
||||
desc = "A Collectable red Beret. It smells faintly of Garlic."
|
||||
icon_state = "beret"
|
||||
|
||||
/obj/item/clothing/head/collectable/welding
|
||||
name = "Collectable Welding Helmet"
|
||||
name = "collectable welding helmet"
|
||||
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
|
||||
icon_state = "welding"
|
||||
item_state = "welding"
|
||||
|
||||
/obj/item/clothing/head/collectable/slime
|
||||
name = "Collectable Slime Hat"
|
||||
name = "collectable slime hat"
|
||||
desc = "Just like a real Brain Slug!"
|
||||
icon_state = "headslime"
|
||||
item_state = "headslime"
|
||||
|
||||
/obj/item/clothing/head/collectable/flatcap
|
||||
name = "Collectable Flat Cap"
|
||||
name = "collectable flat cap"
|
||||
desc = "A Collectible farmer's Flat Cap!"
|
||||
icon_state = "flat_cap"
|
||||
item_state = "detective"
|
||||
|
||||
/obj/item/clothing/head/collectable/pirate
|
||||
name = "Collectable Pirate Hat"
|
||||
name = "collectable pirate hat"
|
||||
desc = "You'd make a great Dread Syndie Roberts!"
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
|
||||
/obj/item/clothing/head/collectable/kitty
|
||||
name = "Collectable Kitty Ears"
|
||||
name = "collectable kitty ears"
|
||||
desc = "The fur feels.....a bit too realistic."
|
||||
icon_state = "kitty"
|
||||
item_state = "kitty"
|
||||
|
||||
/obj/item/clothing/head/collectable/rabbitears
|
||||
name = "Collectable Rabbit Ears"
|
||||
name = "collectable rabbit ears"
|
||||
desc = "Not as lucky as the feet!"
|
||||
icon_state = "bunny"
|
||||
item_state = "bunny"
|
||||
|
||||
/obj/item/clothing/head/collectable/wizard
|
||||
name = "Collectable Wizard's Hat"
|
||||
name = "collectable wizard's hat"
|
||||
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
|
||||
icon_state = "wizard"
|
||||
|
||||
/obj/item/clothing/head/collectable/hardhat
|
||||
name = "Collectable Hard Hat"
|
||||
name = "collectable hard hat"
|
||||
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
|
||||
icon_state = "hardhat0_yellow"
|
||||
item_state = "hardhat0_yellow"
|
||||
|
||||
/obj/item/clothing/head/collectable/HoS
|
||||
name = "Collectable HoS Hat"
|
||||
name = "collectable HoS hat"
|
||||
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
|
||||
icon_state = "hoscap"
|
||||
|
||||
/obj/item/clothing/head/collectable/thunderdome
|
||||
name = "Collectable Thunderdome helmet"
|
||||
name = "collectable Thunderdome helmet"
|
||||
desc = "Go Red! I mean Green! I mean Red! No Green!"
|
||||
icon_state = "thunderdome"
|
||||
item_state = "thunderdome"
|
||||
|
||||
/obj/item/clothing/head/collectable/swat
|
||||
name = "Collectable SWAT Helmet"
|
||||
name = "collectable SWAT helmet"
|
||||
desc = "Now you can be in the Deathsquad too!"
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
@@ -512,7 +512,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET
|
||||
|
||||
/obj/item/clothing/under/sexymime
|
||||
name = "Sexy mime outfit"
|
||||
name = "sexy mime outfit"
|
||||
desc = "The only time when you DON'T enjoy looking at someone's rack."
|
||||
icon_state = "sexymime"
|
||||
item_state = "sexymime"
|
||||
|
||||
+41
-25
@@ -1,34 +1,38 @@
|
||||
/obj/effect/decal/ash
|
||||
name = "Ashes"
|
||||
name = "ashes"
|
||||
desc = "Ashes to ashes, dust to dust, and into space."
|
||||
gender = PLURAL
|
||||
icon = 'objects.dmi'
|
||||
icon_state = "ash"
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/decal/remains/human
|
||||
name = "remains"
|
||||
desc = "These remains have a strange sense about them..."
|
||||
desc = "They look like human remains. They have a strange aura about them."
|
||||
gender = PLURAL
|
||||
icon = 'blood.dmi'
|
||||
icon_state = "remains"
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/decal/remains/xeno
|
||||
name = "remains"
|
||||
desc = "These remains have a strange sense about them..."
|
||||
desc = "They look like the remains of something... alien. They have a strange aura about them."
|
||||
gender = PLURAL
|
||||
icon = 'blood.dmi'
|
||||
icon_state = "remainsxeno"
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/decal/remains/robot
|
||||
name = "remains"
|
||||
desc = "These remains have a strange sense about them..."
|
||||
desc = "They look like the remains of something mechanical. They have a strange aura about them."
|
||||
gender = PLURAL
|
||||
icon = 'robots.dmi'
|
||||
icon_state = "remainsrobot"
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/decal/point
|
||||
name = "point"
|
||||
desc = "It is an arrow hanging in mid-air. There may be a wizard about."
|
||||
name = "arrow"
|
||||
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
|
||||
icon = 'screen1.dmi'
|
||||
icon_state = "arrow"
|
||||
layer = 16.0
|
||||
@@ -40,8 +44,9 @@
|
||||
//HUMANS
|
||||
|
||||
/obj/effect/decal/cleanable/blood
|
||||
name = "Blood"
|
||||
desc = "It's red. It's Gooye. It's the chef's cooking, perhaps?"
|
||||
name = "blood"
|
||||
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -61,12 +66,15 @@
|
||||
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks
|
||||
icon_state = "tracks"
|
||||
icon_state = "blood"
|
||||
desc = "They look like tracks left by wheels."
|
||||
gender = PLURAL
|
||||
random_icon_states = null
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs
|
||||
name = "gibs"
|
||||
desc = "Grisly...and not the good kind neither."
|
||||
desc = "They look bloody and gruesome."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 0
|
||||
layer = 2
|
||||
@@ -93,7 +101,8 @@
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood
|
||||
name = "xeno blood"
|
||||
desc = "It's green. Must be more of the chef's cooking."
|
||||
desc = "It's green and acidic. It looks like... <i>blood?</i>"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -113,6 +122,7 @@
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs
|
||||
name = "xeno gibs"
|
||||
desc = "Gnarly..."
|
||||
gender = PLURAL
|
||||
icon = 'blood.dmi'
|
||||
icon_state = "xgib1"
|
||||
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
|
||||
@@ -140,7 +150,8 @@
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris
|
||||
name = "robot debris"
|
||||
desc = "Useless heap of junk...or is it..."
|
||||
desc = "It's a useless heap of junk... <i>or is it?</i>"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 0
|
||||
layer = 2
|
||||
@@ -159,7 +170,8 @@
|
||||
|
||||
/obj/effect/decal/cleanable/oil
|
||||
name = "motor oil"
|
||||
desc = "It's black. Beepsky made another mess."
|
||||
desc = "It's black and greasy. Looks like Beepsky made another mess."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -181,6 +193,7 @@
|
||||
/obj/effect/decal/cleanable/generic
|
||||
name = "clutter"
|
||||
desc = "Someone should clean that up."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -190,6 +203,7 @@
|
||||
/obj/effect/decal/cleanable/dirt
|
||||
name = "dirt"
|
||||
desc = "Someone should clean that up."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -197,8 +211,9 @@
|
||||
icon_state = "dirt"
|
||||
|
||||
/obj/effect/decal/cleanable/greenglow
|
||||
name = "green glow"
|
||||
desc = "Eerie. This makes you feel creepy."
|
||||
name = "glowing goo"
|
||||
desc = "Jeez. I hope that's not for lunch."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -207,7 +222,7 @@
|
||||
|
||||
/obj/effect/decal/cleanable/cobweb
|
||||
name = "cobweb"
|
||||
desc = "Someone should remove that."
|
||||
desc = "Somebody should remove that."
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 3
|
||||
@@ -216,7 +231,7 @@
|
||||
|
||||
/obj/effect/decal/cleanable/molten_item
|
||||
name = "gooey grey mass"
|
||||
desc = "Huh. Creepy..."
|
||||
desc = "It looks like a melted... something."
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 3
|
||||
@@ -225,7 +240,7 @@
|
||||
|
||||
/obj/effect/decal/cleanable/cobweb2
|
||||
name = "cobweb"
|
||||
desc = "Someone should remove that."
|
||||
desc = "Somebody should remove that."
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 3
|
||||
@@ -240,8 +255,9 @@
|
||||
|
||||
//Vomit (sorry)
|
||||
/obj/effect/decal/cleanable/vomit
|
||||
name = "Vomit"
|
||||
name = "vomit"
|
||||
desc = "Gosh, how unpleasant."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -256,8 +272,8 @@
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/tomato_smudge
|
||||
name = "Tomato smooth"
|
||||
desc = "It's red"
|
||||
name = "tomato smudge"
|
||||
desc = "It's red."
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -265,8 +281,8 @@
|
||||
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
|
||||
|
||||
/obj/effect/decal/cleanable/egg_smudge
|
||||
name = "Smashed egg"
|
||||
desc = "Seems like this one won't hatch"
|
||||
name = "smashed egg"
|
||||
desc = "Seems like this one won't hatch."
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
@@ -274,8 +290,8 @@
|
||||
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
|
||||
|
||||
/obj/effect/decal/cleanable/pie_smudge //honk
|
||||
name = "Smashed pie"
|
||||
desc = "Pie cream from a cream pie"
|
||||
name = "smashed pie"
|
||||
desc = "It's pie cream from a cream pie."
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
|
||||
+273
-263
File diff suppressed because it is too large
Load Diff
@@ -20,7 +20,7 @@
|
||||
|
||||
/obj/machinery/autolathe
|
||||
name = "\improper Autolathe"
|
||||
desc = "Produces items with metal and glass."
|
||||
desc = "It produces items using metal and glass."
|
||||
icon_state = "autolathe"
|
||||
density = 1
|
||||
var/m_amount = 0.0
|
||||
@@ -43,7 +43,7 @@
|
||||
|
||||
/obj/machinery/camera
|
||||
name = "security camera"
|
||||
desc = "This is used to monitor rooms. Can see through walls."
|
||||
desc = "It's used to monitor rooms. It can see through walls."
|
||||
icon = 'monitors.dmi'
|
||||
icon_state = "camera"
|
||||
var/network = "SS13"
|
||||
@@ -60,7 +60,7 @@
|
||||
active_power_usage = 10
|
||||
|
||||
/obj/machinery/dispenser
|
||||
name = "\improper Tank Storage Unit"
|
||||
name = "tank storage unit"
|
||||
desc = "A simple yet bulky one-way storage device for gas tanks. Holds 10 plasma and 10 oxygen tanks."
|
||||
icon = 'objects.dmi'
|
||||
icon_state = "dispenser"
|
||||
@@ -73,8 +73,8 @@
|
||||
active_power_usage = 10
|
||||
|
||||
/obj/machinery/dna_scanner
|
||||
name = "\improper DNA Scanner/Implanter"
|
||||
desc = "Scans DNA."
|
||||
name = "\improper DNA scanner/implanter"
|
||||
desc = "It scans DNA structures."
|
||||
icon = 'Cryogenic2.dmi'
|
||||
icon_state = "scanner_0"
|
||||
density = 1
|
||||
@@ -86,8 +86,8 @@
|
||||
active_power_usage = 300
|
||||
|
||||
/obj/machinery/dna_scannernew
|
||||
name = "\improper DNA Modifier"
|
||||
desc = "Scans DNA better."
|
||||
name = "\improper DNA modifier"
|
||||
desc = "It scans DNA structures."
|
||||
icon = 'Cryogenic2.dmi'
|
||||
icon_state = "scanner_0"
|
||||
density = 1
|
||||
@@ -100,7 +100,7 @@
|
||||
|
||||
/obj/machinery/firealarm
|
||||
name = "fire alarm"
|
||||
desc = "Pull this in case of emergency. Thus keep pulling this forever."
|
||||
desc = "<i>\"Pull this in case of emergency\"<i>. Thus, keep pulling it forever."
|
||||
icon = 'monitors.dmi'
|
||||
icon_state = "fire0"
|
||||
var/detecting = 1.0
|
||||
@@ -122,7 +122,7 @@
|
||||
src.overlays += image('monitors.dmi', "overlay_green")
|
||||
|
||||
/obj/machinery/partyalarm
|
||||
name = "\improper Party Button"
|
||||
name = "\improper PARTY BUTTON"
|
||||
desc = "Cuban Pete is in the house!"
|
||||
icon = 'monitors.dmi'
|
||||
icon_state = "fire0"
|
||||
@@ -139,7 +139,7 @@
|
||||
|
||||
/obj/machinery/igniter
|
||||
name = "igniter"
|
||||
desc = "Fun for igniting plasma."
|
||||
desc = "It's useful for igniting plasma."
|
||||
icon = 'stationobjs.dmi'
|
||||
icon_state = "igniter1"
|
||||
var/id = null
|
||||
@@ -151,7 +151,7 @@
|
||||
|
||||
/obj/machinery/injector
|
||||
name = "injector"
|
||||
desc = "Injects gas into a chamber."
|
||||
desc = "It injects gas into a chamber."
|
||||
icon = 'stationobjs.dmi'
|
||||
icon_state = "injector"
|
||||
density = 1
|
||||
@@ -176,8 +176,8 @@
|
||||
active_power_usage = 4
|
||||
|
||||
/obj/machinery/restruct
|
||||
name = "\improper DNA Physical Restructurization Accelerator"
|
||||
desc = "This looks complex."
|
||||
name = "\improper DNA physical restructurization accelerator"
|
||||
desc = "It looks ridiculously complex."
|
||||
icon = 'Cryogenic2.dmi'
|
||||
icon_state = "restruct_0"
|
||||
density = 1
|
||||
@@ -190,7 +190,7 @@
|
||||
|
||||
/obj/machinery/scan_console
|
||||
name = "\improper DNA Scanner Access Console"
|
||||
desc = "Scand DNA."
|
||||
desc = "It scans DNA structures."
|
||||
icon = 'computer.dmi'
|
||||
icon_state = "scanner"
|
||||
density = 1
|
||||
@@ -211,11 +211,11 @@
|
||||
active_power_usage = 400
|
||||
|
||||
/obj/machinery/door_control
|
||||
name = "remote door control"
|
||||
desc = "This controls doors."
|
||||
name = "remote door-control"
|
||||
desc = "It controls doors, remotely."
|
||||
icon = 'stationobjs.dmi'
|
||||
icon_state = "doorctrl0"
|
||||
desc = "A remote control switch for a door."
|
||||
desc = "A remote control-switch for a door."
|
||||
var/id = null
|
||||
var/range = 10
|
||||
var/normaldoorcontrol = 0
|
||||
@@ -257,7 +257,7 @@
|
||||
|
||||
/obj/machinery/ignition_switch
|
||||
name = "ignition switch"
|
||||
desc = "Activates that igniter."
|
||||
desc = "It activates an igniter."
|
||||
icon = 'objects.dmi'
|
||||
icon_state = "launcherbtt"
|
||||
desc = "A remote control switch for a mounted igniter."
|
||||
@@ -276,8 +276,8 @@
|
||||
var/lockeddown = 0
|
||||
|
||||
/obj/machinery/teleport/hub
|
||||
name = "hub"
|
||||
desc = "A hub of a teleporting machine."
|
||||
name = "teleporter hub"
|
||||
desc = "It's the hub of a teleporting machine."
|
||||
icon_state = "tele0"
|
||||
var/accurate = 0
|
||||
use_power = 1
|
||||
@@ -286,7 +286,7 @@
|
||||
|
||||
/obj/machinery/teleport/station
|
||||
name = "station"
|
||||
desc = "The station thingy of a teleport thingy."
|
||||
desc = "It's the station thingy of a teleport thingy." //seriously, wtf.
|
||||
icon_state = "controller"
|
||||
var/active = 0
|
||||
var/engaged = 0
|
||||
@@ -316,7 +316,7 @@
|
||||
/obj/machinery/power/terminal
|
||||
name = "terminal"
|
||||
icon_state = "term"
|
||||
desc = "An underfloor wiring terminal for power equipment"
|
||||
desc = "It's an underfloor wiring terminal for power equipment."
|
||||
level = 1
|
||||
layer = TURF_LAYER
|
||||
var/obj/machinery/power/master = null
|
||||
@@ -325,8 +325,8 @@
|
||||
layer = 2.6 // a bit above wires
|
||||
|
||||
/obj/machinery/power/generator
|
||||
name = "generator"
|
||||
desc = "A high efficiency thermoelectric generator."
|
||||
name = "thermoelectric generator"
|
||||
desc = "It's a high efficiency thermoelectric generator."
|
||||
icon_state = "teg"
|
||||
anchored = 1
|
||||
density = 1
|
||||
@@ -338,8 +338,8 @@
|
||||
var/lastgenlev = -1
|
||||
|
||||
/obj/machinery/power/generator_type2
|
||||
name = "generator"
|
||||
desc = "A high efficiency thermoelectric generator."
|
||||
name = "thermoelectric generator"
|
||||
desc = "It's a high efficiency thermoelectric generator."
|
||||
icon_state = "teg"
|
||||
anchored = 1
|
||||
density = 1
|
||||
@@ -351,8 +351,8 @@
|
||||
var/lastgenlev = -1
|
||||
|
||||
/obj/machinery/power/monitor
|
||||
name = "\improper Power Monitoring Computer"
|
||||
desc = "Used to monitor the power. Pretty useless."
|
||||
name = "power monitoring computer"
|
||||
desc = "It monitors power levels across the station."
|
||||
icon = 'computer.dmi'
|
||||
icon_state = "power"
|
||||
density = 1
|
||||
@@ -363,7 +363,7 @@
|
||||
|
||||
/obj/machinery/cell_charger
|
||||
name = "cell charger"
|
||||
desc = "A charging unit for power cells."
|
||||
desc = "It charges power cells."
|
||||
icon = 'power.dmi'
|
||||
icon_state = "ccharger0"
|
||||
var/obj/item/weapon/cell/charging = null
|
||||
@@ -374,8 +374,8 @@
|
||||
active_power_usage = 60
|
||||
|
||||
/obj/machinery/light_switch
|
||||
desc = "light switch"
|
||||
name = null
|
||||
name = "light switch"
|
||||
desc = "It turns lights on and off. What are you, simple?"
|
||||
icon = 'power.dmi'
|
||||
icon_state = "light1"
|
||||
anchored = 1.0
|
||||
@@ -406,20 +406,21 @@
|
||||
|
||||
/obj/machinery/hologram/holopad
|
||||
name = "\improper AI holopad"
|
||||
desc = "A floor-mounted device for projecting a holographic image. It is activated remotely."
|
||||
desc = "It's a floor-mounted device for projecting holographic images. It is activated remotely."
|
||||
icon_state = "holopad0"
|
||||
var
|
||||
mob/living/silicon/ai/master//Which AI, if any, is controlling the object? Only one AI may control a hologram at any time.
|
||||
last_request = 0 //to prevent request spam. ~Carn
|
||||
|
||||
/obj/machinery/hologram/projector
|
||||
name = "\improper Hologram Projector"
|
||||
desc = "Makes a hologram appear...somehow..."
|
||||
name = "hologram projector"
|
||||
desc = "It makes a hologram appear...with magnets or something..."
|
||||
icon = 'stationobjs.dmi'
|
||||
icon_state = "hologram0"
|
||||
|
||||
/obj/machinery/hologram/proj_ai
|
||||
name = "\improper Hologram Projector Platform"
|
||||
desc = "Used for the fun of the diabolical AI."
|
||||
name = "hologram projector platform"
|
||||
desc = "It's used by the AI for fooling around."
|
||||
icon = 'stationobjs.dmi'
|
||||
icon_state = "hologram0"
|
||||
var
|
||||
|
||||
+44
-42
@@ -8,13 +8,13 @@
|
||||
max_combined_w_class = 21
|
||||
|
||||
/obj/item/weapon/storage/backpack/cultpack
|
||||
name = "Trophy Rack"
|
||||
desc = "A backpack and trophy rack, useful for both carrying extra gear and proudly declaring your insanity "
|
||||
name = "trophy rack"
|
||||
desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
|
||||
icon_state = "cultpack"
|
||||
|
||||
/obj/item/weapon/storage/trashbag
|
||||
name = "trash bag"
|
||||
desc = "for picking up all those pens"
|
||||
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
|
||||
icon_state = "trashbag"
|
||||
item_state = "trashbag"
|
||||
w_class = 4.0
|
||||
@@ -31,7 +31,7 @@
|
||||
*/
|
||||
/obj/item/weapon/storage/pill_bottle
|
||||
name = "pill bottle"
|
||||
desc = "This is told to hold untold horrors of pulls."
|
||||
desc = "It's an airtight container for storing medication."
|
||||
icon_state = "pill_canister"
|
||||
icon = 'chemical.dmi'
|
||||
item_state = "contsolid"
|
||||
@@ -39,8 +39,8 @@
|
||||
can_hold = list("/obj/item/weapon/reagent_containers/pill")
|
||||
|
||||
/obj/item/weapon/storage/dice
|
||||
name = "dice pack"
|
||||
desc = "Apparently this has dice in them."
|
||||
name = "pack of dice"
|
||||
desc = "It's a small container with dice inside."
|
||||
icon_state = "pill_canister"
|
||||
icon = 'chemical.dmi'
|
||||
item_state = "contsolid"
|
||||
@@ -48,7 +48,8 @@
|
||||
can_hold = list("/obj/item/weapon/dice")
|
||||
|
||||
/obj/item/weapon/storage/box
|
||||
name = "Box"
|
||||
name = "box"
|
||||
desc = "It's just an ordinary box."
|
||||
icon_state = "box"
|
||||
item_state = "syringe_kit"
|
||||
|
||||
@@ -57,7 +58,8 @@
|
||||
/obj/item/weapon/storage/box/syndicate
|
||||
|
||||
/obj/item/weapon/storage/cupbox
|
||||
name = "Paper-cup Box"
|
||||
name = "box of paper cups"
|
||||
desc = "It has pictures of paper cups on the front."
|
||||
icon_state = "box"
|
||||
item_state = "syringe_kit"
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
@@ -72,37 +74,37 @@
|
||||
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
||||
|
||||
/obj/item/weapon/storage/pillbottlebox
|
||||
name = "pill bottles"
|
||||
desc = "A box of pill bottles."
|
||||
name = "box of pill bottles"
|
||||
desc = "It has pictures of pill bottles on its front."
|
||||
icon_state = "box"
|
||||
item_state = "syringe_kit"
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
|
||||
/obj/item/weapon/storage/blankbox
|
||||
name = "blank shells"
|
||||
desc = "A box containing...stuff..."
|
||||
name = "box of blank shells"
|
||||
desc = "It has a picture of a gun and several warning symbols on the front."
|
||||
icon_state = "box"
|
||||
item_state = "syringe_kit"
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
|
||||
/obj/item/weapon/storage/backpack/clown
|
||||
name = "Giggles Von Honkerton"
|
||||
desc = "The backpack made by Honk. Co."
|
||||
desc = "It's a backpack made by Honk! Co."
|
||||
icon_state = "clownpack"
|
||||
|
||||
/obj/item/weapon/storage/backpack/medic
|
||||
name = "medic's backpack"
|
||||
desc = "The backpack used to keep with the sterile environment."
|
||||
name = "medical backpack"
|
||||
desc = "It's a backpack especially designed for use in a sterile environment."
|
||||
icon_state = "medicalpack"
|
||||
|
||||
/obj/item/weapon/storage/backpack/security
|
||||
name = "security backpack"
|
||||
desc = "A very robust backpack."
|
||||
desc = "It's a very robust backpack."
|
||||
icon_state = "securitypack"
|
||||
|
||||
/obj/item/weapon/storage/backpack/satchel
|
||||
name = "Satchel"
|
||||
desc = "A very robust satchel to wear on your back."
|
||||
name = "satchel"
|
||||
desc = "It's a very robust satchel to wear on your back."
|
||||
icon_state = "satchel"
|
||||
|
||||
New()
|
||||
@@ -110,18 +112,18 @@
|
||||
new /obj/item/weapon/storage/wallet/random(src)
|
||||
|
||||
/obj/item/weapon/storage/backpack/bandolier
|
||||
name = "Bandolier"
|
||||
desc = "A very old bandolier to wear on your back."
|
||||
name = "bandolier"
|
||||
desc = "It's a very old bandolier to wear on your back."
|
||||
icon_state = "bandolier"
|
||||
|
||||
/obj/item/weapon/storage/backpack/industrial
|
||||
name = "industrial backpack"
|
||||
desc = "A tough backpack for the daily grind"
|
||||
desc = "It's a tough backpack for the daily grind of station life."
|
||||
icon_state = "engiepack"
|
||||
|
||||
/obj/item/weapon/storage/briefcase
|
||||
name = "briefcase"
|
||||
desc = "Used by the lawyer to robust security in the court room."
|
||||
desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
|
||||
icon_state = "briefcase"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
force = 8.0
|
||||
@@ -133,7 +135,7 @@
|
||||
|
||||
/obj/item/weapon/storage/wallet
|
||||
name = "wallet"
|
||||
desc = "A small wallet which can hold a few small personal things."
|
||||
desc = "It can hold a few small and personal things."
|
||||
storage_slots = 4
|
||||
icon_state = "wallet"
|
||||
can_hold = list(
|
||||
@@ -197,8 +199,8 @@
|
||||
|
||||
|
||||
/obj/item/weapon/storage/disk_kit
|
||||
name = "data disks"
|
||||
desc = "For disks."
|
||||
name = "box of data disks"
|
||||
desc = "It has a picture of a data disk on it."
|
||||
icon_state = "id"
|
||||
item_state = "syringe_kit"
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
@@ -208,22 +210,22 @@
|
||||
/obj/item/weapon/storage/disk_kit/disks2
|
||||
|
||||
/obj/item/weapon/storage/fcard_kit
|
||||
name = "Fingerprint Cards"
|
||||
desc = "This contains cards which are used to take fingerprints."
|
||||
name = "box of fingerprint cards"
|
||||
desc = "It has a picture of a fingerprint on each of its faces."
|
||||
icon_state = "id"
|
||||
item_state = "syringe_kit"
|
||||
|
||||
/obj/item/weapon/storage/firstaid
|
||||
name = "First-Aid"
|
||||
desc = "In case of a boo-boo."
|
||||
name = "first-aid kit"
|
||||
desc = "It's an emergency medical kit for those serious boo-boos."
|
||||
icon_state = "firstaid"
|
||||
throw_speed = 2
|
||||
throw_range = 8
|
||||
var/empty = 0
|
||||
|
||||
/obj/item/weapon/storage/firstaid/fire
|
||||
name = "Fire First Aid"
|
||||
desc = "A kit for when you 'accidently' set toxins on fire and burn yourself."
|
||||
name = "fire first-aid kit"
|
||||
desc = "It's an emergency medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
|
||||
icon_state = "ointment"
|
||||
item_state = "firstaid-ointment"
|
||||
|
||||
@@ -357,7 +359,7 @@
|
||||
item_state = "toolbox_yellow"
|
||||
|
||||
/obj/item/weapon/storage/toolbox/syndicate
|
||||
name = "Suspicious looking toolbox"
|
||||
name = "suspicious looking toolbox"
|
||||
icon_state = "syndicate"
|
||||
item_state = "toolbox_syndi"
|
||||
origin_tech = "combat=1;syndicate=1"
|
||||
@@ -376,32 +378,32 @@
|
||||
|
||||
/obj/item/weapon/storage/bible/booze
|
||||
name = "bible"
|
||||
desc = "Apply to head repeatedly."
|
||||
desc = "To be applied to the head repeatedly."
|
||||
icon_state ="bible"
|
||||
|
||||
/obj/item/weapon/storage/mousetraps
|
||||
name = "Pest-B-Gon Mousetraps"
|
||||
desc = "WARNING: Keep out of reach of children."
|
||||
name = "box of Pest-B-Gon Mousetraps"
|
||||
desc = "<B><FONT=red>WARNING:</FONT></B> <I>Keep out of reach of children</I>."
|
||||
icon_state = "mousetraps"
|
||||
item_state = "syringe_kit"
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
|
||||
/obj/item/weapon/storage/donkpocket_kit
|
||||
name = "Donk-Pockets"
|
||||
desc = "Remember to fully heat prior to serving. Product will cool if not eaten within seven minutes."
|
||||
name = "box of donk-pockets"
|
||||
desc = "<B>Instructions:</B> <I>Heat in microwave. Product will cool if not eaten within seven minutes.</I>"
|
||||
icon_state = "donk_kit"
|
||||
item_state = "syringe_kit"
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
|
||||
/obj/item/weapon/storage/condimentbottles
|
||||
name = "Condiment Bottles"
|
||||
desc = "A box of empty condiment bottles."
|
||||
name = "box of condiment bottles"
|
||||
desc = "It has a large ketchup smear on it."
|
||||
icon_state = "box"
|
||||
item_state = "syringe_kit"
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
|
||||
/obj/item/weapon/storage/drinkingglasses
|
||||
name = "Drinking Glasses"
|
||||
desc = "A box of clean drinking glasses"
|
||||
name = "box of drinking glasses"
|
||||
desc = "It has a picture of drinking glasses on it."
|
||||
icon_state = "box"
|
||||
item_state = "syringe_kit"
|
||||
item_state = "syringe_kit"
|
||||
|
||||
+82
-68
@@ -3,7 +3,7 @@
|
||||
icon = 'weapons.dmi'
|
||||
|
||||
/obj/item/weapon/offhand
|
||||
name = "Offhand"
|
||||
name = "offhand"
|
||||
var/linked_weapon_name = ""
|
||||
w_class = 5.0
|
||||
icon_state = "offhand"
|
||||
@@ -43,7 +43,7 @@
|
||||
w_class = 1
|
||||
|
||||
/obj/item/weapon/sord
|
||||
name = "SORD"
|
||||
name = "\improper SORD"
|
||||
desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
|
||||
icon_state = "sord"
|
||||
item_state = "sord"
|
||||
@@ -54,7 +54,7 @@
|
||||
|
||||
/obj/item/weapon/claymore
|
||||
name = "claymore"
|
||||
desc = "what are you standing around staring at this for? get to killing!"
|
||||
desc = "What are you standing around staring at this for? Get to killing!"
|
||||
icon_state = "claymore"
|
||||
item_state = "claymore"
|
||||
flags = FPRINT | ONBELT | TABLEPASS
|
||||
@@ -81,7 +81,7 @@
|
||||
origin_tech = "materials=2"
|
||||
|
||||
/obj/item/weapon/rsf
|
||||
name = "Rapid-Service-Fabricator (RSF)"
|
||||
name = "\improper Rapid-Service-Fabricator"
|
||||
desc = "A device used to rapidly deploy service items."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "rcd"
|
||||
@@ -94,7 +94,7 @@
|
||||
w_class = 3.0
|
||||
|
||||
/obj/item/weapon/rsp
|
||||
name = "Rapid-Seed-Producer (RSP)"
|
||||
name = "\improper Rapid-Seed-Producer (RSP)"
|
||||
desc = "A device used to rapidly deploy seeds."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "rcd"
|
||||
@@ -107,7 +107,7 @@
|
||||
w_class = 3.0
|
||||
|
||||
/obj/item/weapon/rcd_ammo
|
||||
name = "Compressed matter cartridge"
|
||||
name = "compressed matter cartridge"
|
||||
desc = "Highly compressed matter for the RCD."
|
||||
icon = 'ammo.dmi'
|
||||
icon_state = "rcd"
|
||||
@@ -120,8 +120,9 @@
|
||||
g_amt = 15000
|
||||
|
||||
/obj/item/weapon/spacecash
|
||||
name = "Space Cash"
|
||||
desc = "You're rich, bitch!"
|
||||
name = "space cash"
|
||||
desc = "It's worth 1 credit."
|
||||
gender = PLURAL
|
||||
icon = 'items.dmi'
|
||||
icon_state = "spacecash"
|
||||
opacity = 0
|
||||
@@ -138,25 +139,31 @@
|
||||
/obj/item/weapon/spacecash/c10
|
||||
icon_state = "spacecash10"
|
||||
access = access_crate_cash
|
||||
desc = "It's worth 10 credits."
|
||||
/obj/item/weapon/spacecash/c20
|
||||
icon_state = "spacecash20"
|
||||
access = access_crate_cash
|
||||
desc = "It's worth 20 credits."
|
||||
/obj/item/weapon/spacecash/c50
|
||||
icon_state = "spacecash50"
|
||||
access = access_crate_cash
|
||||
desc = "It's worth 50 credits."
|
||||
/obj/item/weapon/spacecash/c100
|
||||
icon_state = "spacecash100"
|
||||
access = access_crate_cash
|
||||
desc = "It's worth 100 credits."
|
||||
/obj/item/weapon/spacecash/c200
|
||||
icon_state = "spacecash200"
|
||||
access = access_crate_cash
|
||||
desc = "It's worth 200 credits."
|
||||
/obj/item/weapon/spacecash/c500
|
||||
icon_state = "spacecash500"
|
||||
access = access_crate_cash
|
||||
desc = "It's worth 500 credits."
|
||||
/obj/item/weapon/spacecash/c1000
|
||||
icon_state = "spacecash1000"
|
||||
access = access_crate_cash
|
||||
|
||||
desc = "It's worth 1000 credits."
|
||||
|
||||
/obj/item/device/mass_spectrometer
|
||||
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
|
||||
@@ -182,7 +189,7 @@
|
||||
origin_tech = "magnets=4;biotech=2"
|
||||
|
||||
/obj/item/weapon/melee/baton
|
||||
name = "Stun Baton"
|
||||
name = "stun baton"
|
||||
desc = "A stun baton for hitting people with."
|
||||
icon_state = "stunbaton"
|
||||
item_state = "baton"
|
||||
@@ -196,7 +203,7 @@
|
||||
origin_tech = "combat=2"
|
||||
|
||||
/obj/item/weapon/melee/chainofcommand
|
||||
name = "Chain of Command"
|
||||
name = "chain of command"
|
||||
desc = "The Captain is first and all other heads are last."
|
||||
icon_state = "chainofcommand"
|
||||
item_state = "chainofcommand"
|
||||
@@ -213,7 +220,7 @@
|
||||
var/active = 0
|
||||
|
||||
/obj/item/weapon/melee/energy/axe
|
||||
name = "Axe"
|
||||
name = "energy axe"
|
||||
desc = "An energised battle axe."
|
||||
icon_state = "axe0"
|
||||
force = 40.0
|
||||
@@ -260,7 +267,7 @@
|
||||
var/datum/effect/effect/system/spark_spread/spark_system
|
||||
|
||||
/obj/item/weapon/bananapeel
|
||||
name = "Banana Peel"
|
||||
name = "banana peel"
|
||||
desc = "A peel from a banana."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "banana_peel"
|
||||
@@ -271,8 +278,9 @@
|
||||
throw_range = 20
|
||||
|
||||
/obj/item/weapon/soap
|
||||
name = "Soap"
|
||||
name = "soap"
|
||||
desc = "A cheap bar of soap. Doesn't smell."
|
||||
gender = PLURAL
|
||||
icon = 'items.dmi'
|
||||
icon_state = "soap"
|
||||
w_class = 1.0
|
||||
@@ -285,7 +293,7 @@
|
||||
icon_state = "soapnt"
|
||||
|
||||
/obj/item/weapon/soap/deluxe
|
||||
desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms."
|
||||
desc = "A deluxe Waffle Co. brand bar of soap. Smells of condoms."
|
||||
icon_state = "soapdeluxe"
|
||||
|
||||
/obj/item/weapon/soap/syndie
|
||||
@@ -370,7 +378,7 @@
|
||||
color = "brown"
|
||||
|
||||
/obj/item/weapon/bikehorn
|
||||
name = "Bike Horn"
|
||||
name = "bike horn"
|
||||
desc = "A horn off of a bicycle."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "bike_horn"
|
||||
@@ -404,6 +412,7 @@
|
||||
/obj/item/stack/medical/ointment
|
||||
name = "ointment"
|
||||
desc = "Used to treat those nasty burns."
|
||||
gender = PLURAL
|
||||
singular_name = "ointment"
|
||||
icon_state = "ointment"
|
||||
heal_burn = 40
|
||||
@@ -446,7 +455,7 @@
|
||||
item_state = "card-id"
|
||||
|
||||
/obj/item/weapon/card/data/clown
|
||||
name = "Coordinates to Clown Planet"
|
||||
name = "coordinates to clown planet"
|
||||
icon_state = "data"
|
||||
item_state = "card-id"
|
||||
layer = 3
|
||||
@@ -485,14 +494,14 @@
|
||||
origin_tech = "syndicate=3"
|
||||
|
||||
/obj/item/weapon/card/id/syndicate_command
|
||||
name = "Syndicate ID card"
|
||||
name = "syndicate ID card"
|
||||
desc = "An ID straight from the Syndicate."
|
||||
registered = "Syndicate"
|
||||
assignment = "Syndicate Overlord"
|
||||
access = list(access_syndicate)
|
||||
|
||||
/obj/item/weapon/card/id/captains_spare
|
||||
name = "Captain's spare ID"
|
||||
name = "captain's spare ID"
|
||||
desc = "The spare ID of the High Lord himself."
|
||||
icon_state = "gold"
|
||||
item_state = "gold_id"
|
||||
@@ -503,7 +512,7 @@
|
||||
..()
|
||||
|
||||
/obj/item/weapon/card/id/centcom
|
||||
name = "CentCom ID"
|
||||
name = "\improper CentCom. ID"
|
||||
desc = "An ID straight from Cent. Com."
|
||||
icon_state = "centcom"
|
||||
registered = "Central Command"
|
||||
@@ -575,7 +584,7 @@
|
||||
|
||||
/obj/item/weapon/fireaxe // DEM AXES MAN, marker -Agouri
|
||||
icon_state = "fireaxe0"
|
||||
name = "Fire axe"
|
||||
name = "fire axe"
|
||||
desc = "Truly, the tool of a madman. Who would possibly think to fight fire with an axe?"
|
||||
force = 5
|
||||
w_class = 4.0
|
||||
@@ -605,7 +614,7 @@
|
||||
icon = 'items.dmi'
|
||||
|
||||
/obj/item/weapon/disk/nuclear
|
||||
name = "Nuclear Authentication Disk"
|
||||
name = "nuclear authentication disk"
|
||||
desc = "Better keep this safe."
|
||||
icon_state = "nucleardisk"
|
||||
item_state = "card-id"
|
||||
@@ -635,7 +644,7 @@
|
||||
m_amt = 90
|
||||
|
||||
/obj/item/weapon/f_card
|
||||
name = "Finger Print Card"
|
||||
name = "finger print card"
|
||||
desc = "Used to take fingerprints."
|
||||
icon = 'card.dmi'
|
||||
icon_state = "fingerprint0"
|
||||
@@ -648,7 +657,7 @@
|
||||
|
||||
|
||||
/obj/item/weapon/fcardholder
|
||||
name = "Finger Print Case"
|
||||
name = "fingerprint card case"
|
||||
desc = "Apply finger print card."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "fcardholder0"
|
||||
@@ -715,6 +724,7 @@
|
||||
/obj/item/weapon/handcuffs
|
||||
name = "handcuffs"
|
||||
desc = "Use this to keep prisoners in line."
|
||||
gender = PLURAL
|
||||
icon = 'items.dmi'
|
||||
icon_state = "handcuff"
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
|
||||
@@ -767,7 +777,8 @@
|
||||
|
||||
|
||||
/obj/item/weapon/paper
|
||||
name = "Paper"
|
||||
name = "paper"
|
||||
gender = PLURAL
|
||||
icon = 'paper.dmi'
|
||||
icon_state = "paper"
|
||||
var/info = null
|
||||
@@ -786,8 +797,9 @@
|
||||
var/siemens_coefficient = 0.80
|
||||
|
||||
/obj/item/weapon/directions
|
||||
name = "Crumpled Paper"
|
||||
desc = "This is a crumpled piece fo paper."
|
||||
name = "crumpled paper"
|
||||
gender = PLURAL
|
||||
desc = "This is a crumpled piece of paper."
|
||||
icon = 'weapons.dmi'
|
||||
icon_state = "crumpled"
|
||||
throwforce = 0
|
||||
@@ -832,7 +844,7 @@
|
||||
info = "Alert Levels:<BR>\nBlue- Emergency<BR>\n\t1. Caused by fire<BR>\n\t2. Caused by manual interaction<BR>\n\tAction:<BR>\n\t\tClose all fire doors. These can only be opened by reseting the alarm<BR>\nRed- Ejection/Self Destruct<BR>\n\t1. Caused by module operating computer.<BR>\n\tAction:<BR>\n\t\tAfter the specified time the module will eject completely.<BR>\n<BR>\nEngine Maintenance Instructions:<BR>\n\tShut off ignition systems:<BR>\n\tActivate internal power<BR>\n\tActivate orbital balance matrix<BR>\n\tRemove volatile liquids from area<BR>\n\tWear a fire suit<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nToxin Laboratory Procedure:<BR>\n\tWear a gas mask regardless<BR>\n\tGet an oxygen tank.<BR>\n\tActivate internal atmosphere<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nDisaster Procedure:<BR>\n\tFire:<BR>\n\t\tActivate sector fire alarm.<BR>\n\t\tMove to a safe area.<BR>\n\t\tGet a fire suit<BR>\n\t\tAfter:<BR>\n\t\t\tAssess Damage<BR>\n\t\t\tRepair damages<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tMeteor Shower:<BR>\n\t\tActivate fire alarm<BR>\n\t\tMove to the back of ship<BR>\n\t\tAfter<BR>\n\t\t\tRepair damage<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tAccidental Reentry:<BR>\n\t\tActivate fire alrms in front of ship.<BR>\n\t\tMove volatile matter to a fire proof area!<BR>\n\t\tGet a fire suit.<BR>\n\t\tStay secure until an emergency ship arrives.<BR>\n<BR>\n\t\tIf ship does not arrive-<BR>\n\t\t\tEvacuate to a nearby safe area!"
|
||||
|
||||
/obj/item/weapon/paper_bin
|
||||
name = "Paper Bin"
|
||||
name = "paper bin"
|
||||
desc = "This contains many papers."
|
||||
icon = 'paper.dmi'
|
||||
icon_state = "paper_bin1"
|
||||
@@ -868,7 +880,7 @@
|
||||
|
||||
/obj/item/weapon/banhammer
|
||||
desc = "A banhammer"
|
||||
name = "Banhammer"
|
||||
name = "banhammer"
|
||||
icon = 'items.dmi'
|
||||
icon_state = "toyhammer"
|
||||
flags = FPRINT | ONBELT | TABLEPASS
|
||||
@@ -896,7 +908,7 @@
|
||||
m_amt = 3750
|
||||
|
||||
/obj/item/weapon/rubber_chicken
|
||||
name = "Rubber Chicken"
|
||||
name = "rubber chicken"
|
||||
desc = "A rubber chicken, isn't that hilarious?"
|
||||
icon = 'items.dmi'
|
||||
icon_state = "rubber_chicken"
|
||||
@@ -948,7 +960,7 @@
|
||||
origin_tech = "magnets=2;syndicate=3"*/
|
||||
|
||||
/obj/item/weapon/SWF_uplink
|
||||
name = "station bounced radio"
|
||||
name = "station-bounced radio"
|
||||
desc = "used to comunicate it appears."
|
||||
icon = 'radio.dmi'
|
||||
icon_state = "radio"
|
||||
@@ -967,7 +979,7 @@
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
/obj/item/weapon/spellbook
|
||||
name = "Spell Book"
|
||||
name = "spell book"
|
||||
desc = "The legendary book of spells of the wizard."
|
||||
icon = 'library.dmi'
|
||||
icon_state ="book"
|
||||
@@ -1012,6 +1024,7 @@
|
||||
/obj/item/weapon/table_parts
|
||||
name = "table parts"
|
||||
desc = "Parts of a table. Poor table."
|
||||
gender = PLURAL
|
||||
icon = 'items.dmi'
|
||||
icon_state = "table_parts"
|
||||
m_amt = 3750
|
||||
@@ -1032,7 +1045,7 @@
|
||||
flags = null
|
||||
|
||||
/obj/item/weapon/teleportation_scroll
|
||||
name = "Teleportation Scroll"
|
||||
name = "scroll of teleportation"
|
||||
desc = "A scroll for moving around."
|
||||
icon = 'wizard.dmi'
|
||||
icon_state = "scroll"
|
||||
@@ -1083,7 +1096,7 @@
|
||||
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
|
||||
|
||||
/obj/item/weapon/cell/crap
|
||||
name = "Nanotrassen Brand Rechargable AA Battery"
|
||||
name = "\improper Nanotrassen brand rechargable AA battery"
|
||||
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
|
||||
origin_tech = "powerstorage=0"
|
||||
maxcharge = 500
|
||||
@@ -1169,7 +1182,7 @@
|
||||
desc = "Heavy-duty switching circuits for power control."
|
||||
|
||||
/obj/item/weapon/module/id_auth
|
||||
name = "ID authentication module"
|
||||
name = "\improper ID authentication module"
|
||||
icon_state = "id_mod"
|
||||
desc = "A module allowing secure authorization of ID cards."
|
||||
|
||||
@@ -1217,7 +1230,7 @@
|
||||
w_class = 3.0
|
||||
|
||||
/obj/item/weapon/kitchenknife
|
||||
name = "Kitchen knife"
|
||||
name = "kitchen knife"
|
||||
icon = 'kitchen.dmi'
|
||||
icon_state = "knife"
|
||||
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
|
||||
@@ -1231,7 +1244,7 @@
|
||||
origin_tech = "materials=1"
|
||||
|
||||
/obj/item/weapon/butch
|
||||
name = "Butcher's Cleaver"
|
||||
name = "butcher's Cleaver"
|
||||
icon = 'kitchen.dmi'
|
||||
icon_state = "butch"
|
||||
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
|
||||
@@ -1245,10 +1258,10 @@
|
||||
origin_tech = "materials=1"
|
||||
|
||||
/obj/item/weapon/tray
|
||||
name = "Tray"
|
||||
name = "tray"
|
||||
icon = 'food.dmi'
|
||||
icon_state = "tray"
|
||||
desc = "A plastic tray to lay food on."
|
||||
desc = "A metal tray to lay food on."
|
||||
throwforce = 12.0
|
||||
throwforce = 10.0
|
||||
throw_speed = 1
|
||||
@@ -1371,7 +1384,7 @@
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
|
||||
/obj/item/weapon/syntiflesh
|
||||
name = "Syntiflesh"
|
||||
name = "syntiflesh"
|
||||
desc = "Meat that appears...strange..."
|
||||
icon = 'food.dmi'
|
||||
icon_state = "meat"
|
||||
@@ -1424,7 +1437,7 @@
|
||||
color = "medical"
|
||||
|
||||
/obj/item/weapon/stamp/denied
|
||||
name = "DENIED rubber stamp"
|
||||
name = "\improper DENIED rubber stamp"
|
||||
icon_state = "stamp-qm"
|
||||
color = "redcoat"
|
||||
|
||||
@@ -1480,15 +1493,15 @@
|
||||
|
||||
/obj/item/weapon/pai_cable
|
||||
desc = "A flexible coated cable with a universal jack on one end."
|
||||
desc = "Some spacey cable."
|
||||
name = "data cable"
|
||||
icon = 'power.dmi'
|
||||
icon_state = "wire1"
|
||||
var/obj/machinery/machine
|
||||
|
||||
/obj/item/weapon/plastique
|
||||
name = "Plastic Explosives"
|
||||
name = "plastic explosives"
|
||||
desc = "Used to put holes in specific areas without too much extra hole."
|
||||
gender = PLURAL
|
||||
icon = 'assemblies.dmi'
|
||||
icon_state = "plastic-explosive0"
|
||||
item_state = "plasticx"
|
||||
@@ -1503,6 +1516,7 @@
|
||||
/obj/item/weapon/stock_parts
|
||||
name = "stock part"
|
||||
desc = "What?"
|
||||
gender = PLURAL
|
||||
icon = 'stock_parts.dmi'
|
||||
w_class = 2.0
|
||||
var/rating = 1
|
||||
@@ -1513,14 +1527,14 @@
|
||||
//Rank 1
|
||||
|
||||
/obj/item/weapon/stock_parts/console_screen
|
||||
name = "Console Screen"
|
||||
name = "console screen"
|
||||
desc = "Used in the construction of computers and other devices with a interactive console."
|
||||
icon_state = "screen"
|
||||
origin_tech = "materials=1"
|
||||
g_amt = 200
|
||||
|
||||
/obj/item/weapon/stock_parts/capacitor
|
||||
name = "Capacitor"
|
||||
name = "capacitor"
|
||||
desc = "A basic capacitor used in the construction of a variety of devices."
|
||||
icon_state = "capacitor"
|
||||
origin_tech = "powerstorage=1"
|
||||
@@ -1528,7 +1542,7 @@
|
||||
g_amt = 50
|
||||
|
||||
/obj/item/weapon/stock_parts/scanning_module
|
||||
name = "Scanning Module"
|
||||
name = "scanning module"
|
||||
desc = "A compact, high resolution scanning module used in the construction of certain devices."
|
||||
icon_state = "scan_module"
|
||||
origin_tech = "magnets=1"
|
||||
@@ -1536,14 +1550,14 @@
|
||||
g_amt = 20
|
||||
|
||||
/obj/item/weapon/stock_parts/manipulator
|
||||
name = "Micro-Manipulator"
|
||||
name = "micro-manipulator"
|
||||
desc = "A tiny little manipulator used in the construction of certain devices."
|
||||
icon_state = "micro_mani"
|
||||
origin_tech = "materials=1;programming=1"
|
||||
m_amt = 30
|
||||
|
||||
/obj/item/weapon/stock_parts/micro_laser
|
||||
name = "Micro-laser"
|
||||
name = "micro-laser"
|
||||
desc = "A tiny laser used in certain devices."
|
||||
icon_state = "micro_laser"
|
||||
origin_tech = "magnets=1"
|
||||
@@ -1551,7 +1565,7 @@
|
||||
g_amt = 20
|
||||
|
||||
/obj/item/weapon/stock_parts/matter_bin
|
||||
name = "Matter Bin"
|
||||
name = "matter bin"
|
||||
desc = "A container for hold compressed matter awaiting re-construction."
|
||||
icon_state = "matter_bin"
|
||||
origin_tech = "materials=1"
|
||||
@@ -1560,7 +1574,7 @@
|
||||
//Rank 2
|
||||
|
||||
/obj/item/weapon/stock_parts/capacitor/adv
|
||||
name = "Advanced Capacitor"
|
||||
name = "advanced capacitor"
|
||||
desc = "An advanced capacitor used in the construction of a variety of devices."
|
||||
origin_tech = "powerstorage=3"
|
||||
rating = 2
|
||||
@@ -1568,7 +1582,7 @@
|
||||
g_amt = 50
|
||||
|
||||
/obj/item/weapon/stock_parts/scanning_module/adv
|
||||
name = "Advanced Scanning Module"
|
||||
name = "advanced scanning module"
|
||||
desc = "A compact, high resolution scanning module used in the construction of certain devices."
|
||||
icon_state = "scan_module"
|
||||
origin_tech = "magnets=3"
|
||||
@@ -1577,7 +1591,7 @@
|
||||
g_amt = 20
|
||||
|
||||
/obj/item/weapon/stock_parts/manipulator/nano
|
||||
name = "Nano-Manipulator"
|
||||
name = "nano-manipulator"
|
||||
desc = "A tiny little manipulator used in the construction of certain devices."
|
||||
icon_state = "micro_mani"
|
||||
origin_tech = "materials=3,programming=2"
|
||||
@@ -1585,7 +1599,7 @@
|
||||
m_amt = 30
|
||||
|
||||
/obj/item/weapon/stock_parts/micro_laser/high
|
||||
name = "High-Power Micro-laser"
|
||||
name = "high-power micro-laser"
|
||||
desc = "A tiny laser used in certain devices."
|
||||
icon_state = "micro_laser"
|
||||
origin_tech = "magnets=3"
|
||||
@@ -1594,7 +1608,7 @@
|
||||
g_amt = 20
|
||||
|
||||
/obj/item/weapon/stock_parts/matter_bin/adv
|
||||
name = "Advanced Matter Bin"
|
||||
name = "advanced matter bin"
|
||||
desc = "A container for hold compressed matter awaiting re-construction."
|
||||
icon_state = "matter_bin"
|
||||
origin_tech = "materials=3"
|
||||
@@ -1604,7 +1618,7 @@
|
||||
//Rating 3
|
||||
|
||||
/obj/item/weapon/stock_parts/capacitor/super
|
||||
name = "Super Capacitor"
|
||||
name = "super capacitor"
|
||||
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
|
||||
origin_tech = "powerstorage=5;materials=4"
|
||||
rating = 3
|
||||
@@ -1612,7 +1626,7 @@
|
||||
g_amt = 50
|
||||
|
||||
/obj/item/weapon/stock_parts/scanning_module/phasic
|
||||
name = "Phasic Scanning Module"
|
||||
name = "phasic scanning module"
|
||||
desc = "A compact, high resolution phasic scanning module used in the construction of certain devices."
|
||||
origin_tech = "magnets=5"
|
||||
rating = 3
|
||||
@@ -1620,14 +1634,14 @@
|
||||
g_amt = 20
|
||||
|
||||
/obj/item/weapon/stock_parts/manipulator/pico
|
||||
name = "Pico-Manipulator"
|
||||
name = "pico-manipulator"
|
||||
desc = "A tiny little manipulator used in the construction of certain devices."
|
||||
origin_tech = "materials=5,programming=2"
|
||||
rating = 3
|
||||
m_amt = 30
|
||||
|
||||
/obj/item/weapon/stock_parts/micro_laser/ultra
|
||||
name = "Ultra-High-Power Micro-laser"
|
||||
name = "ultra-high-power micro-laser"
|
||||
desc = "A tiny laser used in certain devices."
|
||||
origin_tech = "magnets=5"
|
||||
rating = 3
|
||||
@@ -1635,7 +1649,7 @@
|
||||
g_amt = 20
|
||||
|
||||
/obj/item/weapon/stock_parts/matter_bin/super
|
||||
name = "Super Matter Bin"
|
||||
name = "super matter bin"
|
||||
desc = "A container for hold compressed matter awaiting re-construction."
|
||||
origin_tech = "materials=5"
|
||||
rating = 3
|
||||
@@ -1644,7 +1658,7 @@
|
||||
// Subspace stock parts
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/ansible
|
||||
name = "Subspace Ansible"
|
||||
name = "subspace ansible"
|
||||
icon_state = "subspace_ansible"
|
||||
desc = "A compact module capable of sensing extradimensional activity."
|
||||
origin_tech = "programming=3;magnets=5;materials=4;bluespace=2"
|
||||
@@ -1652,7 +1666,7 @@
|
||||
g_amt = 10
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/filter
|
||||
name = "Hyperwave Filter"
|
||||
name = "hyperwave filter"
|
||||
icon_state = "hyperwave_filter"
|
||||
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
|
||||
origin_tech = "programming=4;magnets=2"
|
||||
@@ -1660,7 +1674,7 @@
|
||||
g_amt = 10
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/amplifier
|
||||
name = "Subspace Amplifier"
|
||||
name = "subspace amplifier"
|
||||
icon_state = "subspace_amplifier"
|
||||
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
|
||||
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
|
||||
@@ -1668,7 +1682,7 @@
|
||||
g_amt = 10
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/treatment
|
||||
name = "Subspace Treatment Disk"
|
||||
name = "subspace treatment disk"
|
||||
icon_state = "treatment_disk"
|
||||
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
|
||||
origin_tech = "programming=3;magnets=2;materials=5;bluespace=2"
|
||||
@@ -1676,7 +1690,7 @@
|
||||
g_amt = 10
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/analyzer
|
||||
name = "Subspace Wavelength Analyzer"
|
||||
name = "subspace wavelength analyzer"
|
||||
icon_state = "wavelength_analyzer"
|
||||
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
|
||||
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
|
||||
@@ -1684,22 +1698,22 @@
|
||||
g_amt = 10
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/crystal
|
||||
name = "Ansible Crystal"
|
||||
name = "ansible crystal"
|
||||
icon_state = "ansible_crystal"
|
||||
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
|
||||
origin_tech = "magnets=4;materials=4;bluespace=2"
|
||||
g_amt = 50
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/transmitter
|
||||
name = "Subspace Transmitter"
|
||||
name = "subspace transmitter"
|
||||
icon_state = "subspace_transmitter"
|
||||
desc = "A large piece of equipment used to open a window into the subspace dimension."
|
||||
origin_tech = "magnets=5;materials=5;bluespace=3"
|
||||
m_amt = 50
|
||||
|
||||
|
||||
/obj/item/weapon/ectoplasm
|
||||
name = "ectoplasm"
|
||||
desc = "spooky"
|
||||
gender = PLURAL
|
||||
icon = 'wizard.dmi'
|
||||
icon_state = "ectoplasm"
|
||||
icon_state = "ectoplasm"
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
|
||||
/area/New()
|
||||
|
||||
master = src //moved outside the spawn(1) to avoid runtimes in lighting.dm when it references src.loc.loc.master ~Carn
|
||||
src.icon = 'alert.dmi'
|
||||
uid = ++global_uid
|
||||
spawn(1)
|
||||
@@ -18,7 +19,6 @@
|
||||
if(sd_created)
|
||||
related += src
|
||||
return
|
||||
master = src
|
||||
related = list(src)
|
||||
|
||||
src.icon = 'alert.dmi'
|
||||
|
||||
@@ -623,11 +623,11 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
src.updateicon()
|
||||
|
||||
else
|
||||
user << "\red The tray already has a seed in it!"
|
||||
user << "\red The tray already has seeds in it!"
|
||||
|
||||
else if (istype(O, /obj/item/device/analyzer/plant_analyzer))
|
||||
if(src.planted && src.myseed)
|
||||
user << "*** <B>[src.myseed.name]</B> ***"
|
||||
user << "*** <B>[src.myseed.plantname]</B> ***" //Carn: now reports the plants growing, not the seeds.
|
||||
user << "-Plant Age: \blue [src.age]"
|
||||
user << "-Plant Endurance: \blue [src.myseed.endurance]"
|
||||
user << "-Plant Lifespan: \blue [src.myseed.lifespan]"
|
||||
|
||||
@@ -624,7 +624,7 @@ var/list/obj/machinery/newscaster/allCasters = list() //list that will contain r
|
||||
if (src.isbroken)
|
||||
playsound(src.loc, 'hit_on_shattered_glass.ogg', 100, 1)
|
||||
for (var/mob/O in hearers(5, src.loc))
|
||||
O.show_message("[user.name] furtherly abuses the shattered [src.name]." )
|
||||
O.show_message("<EM>[user.name]</EM> further abuses the shattered [src.name].")
|
||||
else
|
||||
if(istype(I, /obj/item/weapon) )
|
||||
var/obj/item/weapon/W = I
|
||||
@@ -831,7 +831,7 @@ obj/item/weapon/newspaper/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
var/turf/T = get_turf(src)
|
||||
if(channel)
|
||||
for(var/mob/O in hearers(world.view-1, T))
|
||||
O.show_message("<font color=Maroon><B>[src.name]</B> beeps, \"Breaking news from [channel]!</font>\"",2)
|
||||
O.show_message("<span class='newscaster'><EM>[src.name]</EM> beeps, \"Breaking news from [channel]!\"</span>",2)
|
||||
src.alert = 1
|
||||
src.update_icon()
|
||||
spawn(600)
|
||||
@@ -839,5 +839,5 @@ obj/item/weapon/newspaper/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
src.update_icon()
|
||||
else
|
||||
for(var/mob/O in hearers(world.view-1, T))
|
||||
O.show_message("<font color=Maroon><B>[src.name]</B> beeps, \"Wanted notice posted!</font>\"",2)
|
||||
playsound(src.loc, 'twobeep.ogg', 75, 1)
|
||||
O.show_message("<span class='newscaster'><EM>[src.name]</EM> beeps, \"Wanted notice posted!\"</span>",2)
|
||||
playsound(src.loc, 'twobeep.ogg', 75, 1)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
/obj/structure/closet/extinguisher
|
||||
name = "Extinguisher closet"
|
||||
name = "extinguisher closet"
|
||||
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
|
||||
icon_state = "extinguisher10"
|
||||
icon_opened = "extinguisher11"
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
var/looking_for_personality = 0
|
||||
var/mob/living/silicon/pai/pai
|
||||
|
||||
|
||||
attack_self(mob/user)
|
||||
if (!in_range(src, user))
|
||||
return
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/device/radio/headset
|
||||
name = "Radio Headset"
|
||||
name = "radio headset"
|
||||
desc = "An updated, modular intercom that fits over the head. Takes encryption keys"
|
||||
icon_state = "headset"
|
||||
item_state = "headset"
|
||||
@@ -36,112 +36,112 @@
|
||||
recalculateChannels()
|
||||
|
||||
/obj/item/device/radio/headset/headset_sec
|
||||
name = "Security Radio Headset"
|
||||
name = "security radio headset"
|
||||
desc = "This is used by your elite security force. To access the security channel, use :s."
|
||||
icon_state = "sec_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_sec
|
||||
|
||||
/obj/item/device/radio/headset/headset_eng
|
||||
name = "Engineering Radio Headset"
|
||||
name = "engineering radio headset"
|
||||
desc = "When the engineers wish to chat like girls. To access the engineering channel, use :e. "
|
||||
icon_state = "eng_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_eng
|
||||
|
||||
/obj/item/device/radio/headset/headset_rob
|
||||
name = "Robotics Radio Headset"
|
||||
name = "robotics radio headset"
|
||||
desc = "Made specifically for the roboticists who cannot decide between departments. To access the engineering channel, use :e. For research, use :n."
|
||||
icon_state = "rob_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_rob
|
||||
|
||||
/obj/item/device/radio/headset/headset_med
|
||||
name = "Medical Radio Headset"
|
||||
name = "medical radio headset"
|
||||
desc = "A headset for the trained staff of the medbay. To access the medical channel, use :m."
|
||||
icon_state = "med_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_med
|
||||
|
||||
/obj/item/device/radio/headset/headset_sci
|
||||
name = "Science Radio Headset"
|
||||
name = "science radio headset"
|
||||
desc = "A sciency headset. Like usual. To access the science channel, use :n."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_sci
|
||||
|
||||
/obj/item/device/radio/headset/headset_medsci
|
||||
name = "Medical Research Radio Headset"
|
||||
name = "medical research radio headset"
|
||||
desc = "A headset that is a result of the mating between medical and science. To access the medical channel, use :m. For science, use :n."
|
||||
icon_state = "med_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_medsci
|
||||
|
||||
/obj/item/device/radio/headset/headset_com
|
||||
name = "Command Radio Headset"
|
||||
name = "command radio headset"
|
||||
desc = "A headset with a commanding channel. To access the command channel, use :c."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_com
|
||||
|
||||
/obj/item/device/radio/headset/heads/captain
|
||||
name = "Captain's Headset"
|
||||
name = "captain's headset"
|
||||
desc = "The headset of the boss. Channels are as follows: :c - command, :s - security, :e - engineering, :d - mining, :q - cargo, :m - medical, :n - science."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/captain
|
||||
|
||||
/obj/item/device/radio/headset/heads/rd
|
||||
name = "Research Director's Headset"
|
||||
name = "Research Director's headset"
|
||||
desc = "Headset of the researching God. To access the science channel, use :n. For command, use :c."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/rd
|
||||
|
||||
/obj/item/device/radio/headset/heads/hos
|
||||
name = "Head of Security's Headset"
|
||||
name = "head of security's headset"
|
||||
desc = "The headset of the man who protects your worthless lifes. To access the security channel, use :s. For command, use :c."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/hos
|
||||
|
||||
/obj/item/device/radio/headset/heads/ce
|
||||
name = "Chief Engineer's Headset"
|
||||
name = "chief engineer's headset"
|
||||
desc = "The headset of the guy who is in charge of morons. To access the engineering channel, use :e. For command, use :c."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/ce
|
||||
|
||||
/obj/item/device/radio/headset/heads/cmo
|
||||
name = "Chief Medical Officer's Headset"
|
||||
name = "chief medical officer's headset"
|
||||
desc = "The headset of the highly trained medical chief. To access the medical channel, use :m. For command, use :c."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/cmo
|
||||
|
||||
/obj/item/device/radio/headset/heads/hop
|
||||
name = "Head of Personnel's Headset"
|
||||
name = "head of personnel's headset"
|
||||
desc = "The headset of the guy who will one day be captain. Channels are as follows: :c - command, :s - security, :q - cargo, :d - mining."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/hop
|
||||
|
||||
/obj/item/device/radio/headset/headset_mine
|
||||
name = "Mining Radio Headset"
|
||||
name = "mining radio headset"
|
||||
desc = "Headset used by miners. How useless. To access the mining channel, use :d."
|
||||
icon_state = "mine_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_mine
|
||||
|
||||
/obj/item/device/radio/headset/heads/qm
|
||||
name = "Quartermaster's Headset"
|
||||
name = "quartermaster's headset"
|
||||
desc = "The headset of the man who control your toiletpaper supply. To access the cargo channel, use :q. For mining, use :d."
|
||||
icon_state = "cargo_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/qm
|
||||
|
||||
/obj/item/device/radio/headset/headset_cargo
|
||||
name = "Cargo Radio Headset"
|
||||
name = "cargo radio headset"
|
||||
desc = "Headset used by the QM's slaves. To access the cargo channel, use :q."
|
||||
icon_state = "cargo_headset"
|
||||
item_state = "headset"
|
||||
@@ -240,7 +240,7 @@
|
||||
if(!radio_controller)
|
||||
sleep(30) // Waiting for the radio_controller to be created.
|
||||
if(!radio_controller)
|
||||
src.name = "Broken Radio Headset"
|
||||
src.name = "broken radio headset"
|
||||
return
|
||||
|
||||
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/device/radio/intercom
|
||||
name = "Station Intercom (Radio)"
|
||||
name = "station intercom"
|
||||
desc = "Talk through this."
|
||||
icon_state = "intercom"
|
||||
anchored = 1
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
/obj/item/stack/examine()
|
||||
set src in view(1)
|
||||
..()
|
||||
usr << text("There are [] []\s left on the stack.", src.amount, src.singular_name)
|
||||
usr << "There are [src.amount] [src.singular_name]\s in the stack."
|
||||
return
|
||||
|
||||
/obj/item/stack/proc/use(var/amount)
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
|
||||
|
||||
/obj/item/weapon/storage/belt/utility
|
||||
name = "utility belt"
|
||||
name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
|
||||
desc = "Can hold various tools."
|
||||
icon_state = "utilitybelt"
|
||||
item_state = "utility"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/weapon/storage/lockbox
|
||||
name = "Lockbox"
|
||||
name = "lockbox"
|
||||
desc = "A locked box."
|
||||
icon_state = "lockbox+l"
|
||||
item_state = "syringe_kit"
|
||||
@@ -78,7 +78,7 @@
|
||||
|
||||
|
||||
/obj/item/weapon/storage/lockbox/clusterbang
|
||||
name = "Lockbox (Clusterbang)"
|
||||
name = "lockbox (clusterbang)"
|
||||
desc = "You have a bad feeling about opening this."
|
||||
req_access = list(access_security)
|
||||
|
||||
|
||||
@@ -1,19 +1,5 @@
|
||||
/mob/living/carbon/human/examine()
|
||||
set src in view()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
|
||||
usr << "\blue This is \icon[src.icon] <B>[src.name]</B>!"
|
||||
|
||||
// crappy hack because you can't do \his[src] etc
|
||||
var/t_his = "its"
|
||||
var/t_him = "it"
|
||||
if (src.gender == MALE)
|
||||
t_his = "his"
|
||||
t_him = "him"
|
||||
else if (src.gender == FEMALE)
|
||||
t_his = "her"
|
||||
t_him = "her"
|
||||
set src in oview()
|
||||
|
||||
var/skipgloves = 0
|
||||
var/skipsuitstorage = 0
|
||||
@@ -23,6 +9,7 @@
|
||||
var/skipears = 0
|
||||
var/skipeyes = 0
|
||||
|
||||
//exosuits and helmets obscure our view and stuff.
|
||||
if (src.wear_suit)
|
||||
skipgloves = src.wear_suit.flags_inv & HIDEGLOVES
|
||||
skipsuitstorage = src.wear_suit.flags_inv & HIDESUITSTORAGE
|
||||
@@ -34,79 +21,128 @@
|
||||
skipeyes = src.head.flags_inv & HIDEEYES
|
||||
skipears = src.head.flags_inv & HIDEEARS
|
||||
|
||||
// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
|
||||
var/t_He = "It" //capitalised for use at the start of each line.
|
||||
var/t_his = "its"
|
||||
var/t_him = "it"
|
||||
var/t_has = "has"
|
||||
var/t_is = "is"
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nThis is "
|
||||
|
||||
if( skipjumpsuit && (wear_mask || skipmask) ) //big suits/masks make it hard to tell their gender
|
||||
t_He = "They"
|
||||
t_his = "their"
|
||||
t_him = "them"
|
||||
t_has = "have"
|
||||
t_is = "are"
|
||||
else
|
||||
msg += "\icon[src.icon] "
|
||||
switch(src.gender)
|
||||
if(MALE)
|
||||
t_He = "He"
|
||||
t_his = "his"
|
||||
t_him = "him"
|
||||
if(FEMALE)
|
||||
t_He = "She"
|
||||
t_his = "her"
|
||||
t_him = "her"
|
||||
|
||||
msg += "<EM>\a [src]</EM>!\n"
|
||||
|
||||
//uniform
|
||||
if (src.w_uniform && !skipjumpsuit)
|
||||
if (src.w_uniform.blood_DNA.len)
|
||||
usr << "\red [src.name] is wearing a[src.w_uniform.blood_DNA.len ? " bloody " : " "] \icon[src.w_uniform] [src.w_uniform.name]!"
|
||||
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.w_uniform.icon] [src.w_uniform.gender==PLURAL?"some":"a"] blood-stained [src.w_uniform.name]!</span>\n"
|
||||
else
|
||||
usr << "\blue [src.name] is wearing a \icon[src.w_uniform] [src.w_uniform.name]."
|
||||
|
||||
if (src.wear_suit)
|
||||
if (src.wear_suit.blood_DNA.len)
|
||||
usr << "\red [src.name] has a[src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name] on!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.wear_suit] [src.wear_suit.name] on."
|
||||
msg += "[t_He] [t_is] wearing \icon[src.w_uniform] \a [src.w_uniform].\n"
|
||||
|
||||
//head
|
||||
if (src.head)
|
||||
if (src.head.blood_DNA.len)
|
||||
usr << "\red [src.name] has a[src.head.blood_DNA.len ? " bloody " : " "] \icon[src.head] [src.head.name] on his head!"
|
||||
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.head.icon] [src.head.gender==PLURAL?"some":"a"] blood-stained [src.head.name] on [t_his] head!</span>\n"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.head] [src.head.name] on."
|
||||
msg += "[t_He] [t_is] wearing \icon[src.head] \a [src.head] on [t_his] head.\n"
|
||||
|
||||
if (src.handcuffed)
|
||||
usr << "\blue [src.name] is \icon[src.handcuffed] handcuffed!"
|
||||
|
||||
if (src.ears && !skipears)
|
||||
usr << "\blue [src.name] has a \icon[src.ears] [src.ears.name] by [t_his] mouth."
|
||||
|
||||
if (src.wear_mask && !skipmask)
|
||||
if (src.wear_mask.blood_DNA.len)
|
||||
usr << "\red [src.name] has a[src.wear_mask.blood_DNA.len ? " bloody " : " "] \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face!"
|
||||
//suit/armour
|
||||
if (src.wear_suit)
|
||||
if (src.wear_suit.blood_DNA.len)
|
||||
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.wear_suit.icon] [src.wear_suit.gender==PLURAL?"some":"a"] blood-stained [src.wear_suit.name]!</span>\n"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face."
|
||||
msg += "[t_He] [t_is] wearing \icon[src.wear_suit] \a [src.wear_suit].\n"
|
||||
|
||||
if (src.l_hand)
|
||||
if (src.l_hand.blood_DNA.len)
|
||||
usr << "\red [src.name] has a[src.l_hand.blood_DNA.len ? " bloody " : " "] \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand."
|
||||
|
||||
if (src.r_hand)
|
||||
if (src.r_hand.blood_DNA.len)
|
||||
usr << "\red [src.name] has a[src.r_hand.blood_DNA.len ? " bloody " : " "] \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand."
|
||||
|
||||
if (src.belt)
|
||||
if (src.belt.blood_DNA.len)
|
||||
usr << "\red [src.name] has a[src.belt.blood_DNA.len ? " bloody " : " "] \icon[src.belt] [src.belt.name] on [t_his] belt!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.belt] [src.belt.name] on [t_his] belt."
|
||||
//suit/armour storage
|
||||
if(src.s_store && !skipsuitstorage)
|
||||
if(src.s_store.blood_DNA.len)
|
||||
usr << "\red [src.name] has a[src.s_store.blood_DNA.len ? " bloody " : " "] \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]!"
|
||||
msg += "<span class='warning'>[t_He] [t_is] carrying \icon[src.s_store.icon] [src.s_store.gender==PLURAL?"some":"a"] blood-stained [src.s_store.name] on [t_his] [src.wear_suit.name]!</span>\n"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
|
||||
msg += "[t_He] [t_is] carrying \icon[src.s_store] \a [src.s_store] on [t_his] [src.wear_suit.name].\n"
|
||||
|
||||
if (src.shoes && !skipshoes)
|
||||
usr << "[src.shoes.blood_DNA.len ? "\red" : "\blue"] [src.name] is wearing[src.shoes.blood_DNA.len ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
|
||||
//back
|
||||
if (src.back)
|
||||
msg += "[t_He] [t_has] \icon[src.back] \a [src.back] on [t_his] back.\n"
|
||||
|
||||
//left hand
|
||||
if (src.l_hand)
|
||||
if (src.l_hand.blood_DNA.len)
|
||||
msg += "<span class='warning'>[t_He] [t_is] holding \icon[src.l_hand.icon] [src.l_hand.gender==PLURAL?"some":"a"] blood-stained [src.l_hand.name] in [t_his] left hand!</span>\n"
|
||||
else
|
||||
msg += "[t_He] [t_is] holding \icon[src.l_hand] \a [src.l_hand] in [t_his] left hand.\n"
|
||||
|
||||
//right hand
|
||||
if (src.r_hand)
|
||||
if (src.r_hand.blood_DNA.len)
|
||||
msg += "<span class='warning'>[t_He] [t_is] holding \icon[src.r_hand] [src.r_hand.gender==PLURAL?"some":"a"] blood-stained [src.r_hand.name] in [t_his] right hand!</span>\n"
|
||||
else
|
||||
msg += "[t_He] [t_is] holding \icon[src.r_hand] \a [src.r_hand] in [t_his] right hand.\n"
|
||||
|
||||
//gloves
|
||||
if (src.gloves && !skipgloves)
|
||||
if (src.gloves.blood_DNA.len)
|
||||
usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
|
||||
msg += "<span class='warning'>[t_He] [t_has] \icon[src.gloves.icon] [src.gloves.gender==PLURAL?"some":"a"] blood-stained [src.gloves.name] on [t_his] hands!</span>\n"
|
||||
else
|
||||
usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
|
||||
msg += "[t_He] [t_has] \icon[src.gloves] \a [src.gloves] on [t_his] hands.\n"
|
||||
else if (src.blood_DNA.len)
|
||||
usr << "\red [src.name] has[src.blood_DNA.len ? " bloody " : " "] hands!"
|
||||
msg += "<span class='warning'>[t_He] [t_has] blood-stained hands!</span>\n"
|
||||
|
||||
if (src.glasses && !skipeyes)
|
||||
if (src.glasses.blood_DNA.len)
|
||||
usr << "\red [src.name] has bloody \icon[src.glasses] [src.glasses.name] on [t_his] eyes!"
|
||||
//handcuffed?
|
||||
if (src.handcuffed)
|
||||
msg += "[t_He] [t_is] \icon[src.handcuffed] handcuffed!\n"
|
||||
|
||||
//belt
|
||||
if (src.belt)
|
||||
if (src.belt.blood_DNA.len)
|
||||
msg += "<span class='warning'>[t_He] [t_has] \icon[src.belt.icon] [src.belt.gender==PLURAL?"some":"a"] blood-stained [src.belt.name] about [t_his] waist!</span>\n"
|
||||
else
|
||||
usr << "\blue [src.name] has \icon[src.glasses] [src.glasses.name] on [t_his] eyes."
|
||||
msg += "[t_He] [t_has] \icon[src.belt] \a [src.belt] about [t_his] waist.\n"
|
||||
|
||||
if (src.back)
|
||||
usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
|
||||
//shoes
|
||||
if (src.shoes && !skipshoes)
|
||||
if(src.shoes.blood_DNA.len)
|
||||
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.shoes.icon] [src.shoes.gender==PLURAL?"some":"a"] blood-stained [src.shoes.name] on [t_his] feet!</span>\n"
|
||||
else
|
||||
msg += "[t_He] [t_is] wearing \icon[src.shoes] \a [src.shoes] on [t_his] feet.\n"
|
||||
|
||||
//mask
|
||||
if (src.wear_mask && !skipmask)
|
||||
if (src.wear_mask.blood_DNA.len)
|
||||
msg += "<span class='warning'>[t_He] [t_has] \icon[src.wear_mask.icon] [src.wear_mask.gender==PLURAL?"some":"a"] blood-stained [src.wear_mask.name] on [t_his] face!</span>\n"
|
||||
else
|
||||
msg += "[t_He] [t_has] \icon[src.wear_mask] \a [src.wear_mask] on [t_his] face.\n"
|
||||
|
||||
//eyes
|
||||
if (!skipeyes)
|
||||
if(src.glasses)
|
||||
if (src.glasses.blood_DNA.len)
|
||||
msg += "<span class='warning'>[t_He] [t_has] \icon[src.glasses] [src.gloves.gender==PLURAL?"some":"a"] blood-stained [src.glasses] covering [t_his] eyes!</span>\n"
|
||||
else
|
||||
msg += "[t_He] [t_has] \icon[src.glasses] \a [src.glasses] covering [t_his] eyes.\n"
|
||||
|
||||
//ears
|
||||
if (src.ears && !skipears)
|
||||
msg += "[t_He] [t_has] \icon[src.ears] \a [src.ears] on [t_his] ears.\n"
|
||||
|
||||
//ID
|
||||
if (src.wear_id)
|
||||
var/id
|
||||
if(istype(src:wear_id, /obj/item/device/pda))
|
||||
@@ -115,61 +151,67 @@
|
||||
else
|
||||
id = src.wear_id.registered
|
||||
if (id != src.real_name && in_range(src, usr) && prob(10))
|
||||
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
|
||||
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.wear_id] \a [src.wear_id] yet something doesn't seem right...</span>\n"
|
||||
else
|
||||
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
|
||||
|
||||
msg += "[t_He] [t_is] wearing \icon[src.wear_id] \a [src.wear_id].\n"
|
||||
|
||||
//Jitters
|
||||
if (src.is_jittery)
|
||||
switch(src.jitteriness)
|
||||
if(300 to INFINITY)
|
||||
usr << "\red [src] is violently convulsing."
|
||||
msg += "<span class='warning'>[t_He] [t_is] convulsing violently!</span>\n"
|
||||
if(200 to 300)
|
||||
usr << "\red [src] looks extremely jittery."
|
||||
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
|
||||
if(100 to 200)
|
||||
usr << "\red [src] is twitching ever so slightly."
|
||||
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
|
||||
|
||||
if (src.suiciding)
|
||||
switch(src.suiciding)
|
||||
if(1)
|
||||
usr << "\red [src.name] appears to have bitten [t_his] tongue off!"
|
||||
if (src.suiciding == 1)
|
||||
msg += "<span class='warning'>[t_He] [t_has] bitten off [t_his] own tongue and suffered major bloodloss!</span>\n"
|
||||
|
||||
if (src.stat == 2 || (changeling && changeling.changeling_fakedeath == 1))
|
||||
usr << "\red [src] is limp and unresponsive, a dull lifeless look in [t_his] eyes."
|
||||
if (src.stat == DEAD || (changeling && changeling.changeling_fakedeath == 1))
|
||||
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive"
|
||||
//Carn: yes I'm a pedant, you aren't seeing their lifeless eyes unless you can see their eyes in the first place.
|
||||
if(!skipeyes)
|
||||
msg += ", with a dull lifeless look in [t_his] eyes...</span>\n"
|
||||
else
|
||||
msg += "...</span>\n"
|
||||
else
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 30)
|
||||
usr << "\red [src.name] looks slightly injured!"
|
||||
msg += "[t_He] [t_has] minor bruising.\n"
|
||||
else
|
||||
usr << "\red <B>[src.name] looks severely injured!</B>"
|
||||
|
||||
if (src.getCloneLoss())
|
||||
if (src.getCloneLoss() < 30)
|
||||
usr << "\red [src.name] looks slightly... unfinished?"
|
||||
else
|
||||
usr << "\red <B>[src.name] looks very... unfinished?</B>"
|
||||
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
|
||||
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
usr << "\red [src.name] looks slightly burned!"
|
||||
msg += "[t_He] [t_has] minor burns.\n"
|
||||
else
|
||||
usr << "\red <B>[src.name] looks severely burned!</B>"
|
||||
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
|
||||
|
||||
if (src.getCloneLoss())
|
||||
if (src.getCloneLoss() < 30)
|
||||
msg += "[t_He] [t_has] minor genetic deformities.\n"
|
||||
else
|
||||
msg += "<B>[t_He] [t_has] severe genetic deformities.</B>\n"
|
||||
|
||||
if (src.nutrition < 100)
|
||||
usr << "\red [src.name] looks like flesh and bones."
|
||||
msg += "[t_He] [t_is] severely malnourished.\n"
|
||||
else if (src.nutrition >= 500)
|
||||
if (usr.nutrition < 100)
|
||||
usr << "\red [src.name] looks very round and delicious. Like a little piggy. A tasty piggy."
|
||||
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
|
||||
else
|
||||
usr << "\blue [src.name] looks quite chubby."
|
||||
msg += "[t_He] [t_is] quite chubby.\n"
|
||||
|
||||
if (src.stat == 1)
|
||||
usr << "\red [src.name] doesn't seem to be responding to anything around [t_him], [t_his] eyes closed as though asleep."
|
||||
if (src.stat == UNCONSCIOUS)
|
||||
msg += "[t_He] [t_is]n't responding to anything around [t_him]; [t_his] eyes are closed as though asleep.\n"
|
||||
else if (src.getBrainLoss() >= 60)
|
||||
usr << "\red [src.name] has a stupid expression on [t_his] face."
|
||||
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
|
||||
msg += "</span>"
|
||||
|
||||
if (!src.client)
|
||||
usr << "\red [src.name] doesn't seem as though they want to talk."
|
||||
msg += "[t_He] [t_has] a vacant, braindead stare...\n"
|
||||
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << "\blue *---------*"
|
||||
|
||||
usr << msg
|
||||
|
||||
@@ -1,29 +1,32 @@
|
||||
/mob/living/carbon/metroid/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [] is limp and unresponsive.", src.name)
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
|
||||
else
|
||||
if (src.getBruteLoss())
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss() < 40)
|
||||
usr << text("\red [] has some punctures in its flesh!", src.name)
|
||||
msg += "It has some punctures in its flesh!"
|
||||
else
|
||||
usr << text("\red <B>[] has a lot of punctures and tears in its flesh!</B>", src.name)
|
||||
msg += "<B>It has severe punctures and tears in its flesh!</B>"
|
||||
msg += "</span>\n"
|
||||
|
||||
switch(powerlevel)
|
||||
|
||||
if(2 to 3)
|
||||
usr << text("\blue [] seems to have little bit of electrical activity inside it.", src.name)
|
||||
msg += "It is flickering gently with a little electrical activity.\n"
|
||||
|
||||
if(4 to 5)
|
||||
usr << text("\blue [] seems to some electricity inside of it.", src.name)
|
||||
msg += "It is glowing gently with moderate levels of electrical activity.\n"
|
||||
|
||||
if(6 to 9)
|
||||
usr << text("\blue [] seems to have a lot of electricity inside of it.", src.name)
|
||||
msg += "<span class='warning'>It is glowing brightly with high levels of electrical activity.</span>\n"
|
||||
|
||||
if(10)
|
||||
usr << text("\blue <B>[] seems to have extreme electrical activity inside it!</B>", src.name)
|
||||
msg += "<span class='warning'><B>It is radiating with massive levels of electrical activity!</B></span>\n"
|
||||
|
||||
msg += "*---------*</span>"
|
||||
usr << msg
|
||||
return
|
||||
@@ -1,31 +1,37 @@
|
||||
/mob/living/carbon/monkey/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
|
||||
if (src.handcuffed)
|
||||
usr << text("\blue [] is handcuffed! \icon[]", src.name, src.handcuffed)
|
||||
msg += "It is \icon[src.handcuffed] handcuffed!\n"
|
||||
if (src.wear_mask)
|
||||
usr << text("\blue [] has a \icon[] [] on \his[] head!", src.name, src.wear_mask, src.wear_mask.name, src)
|
||||
msg += "It has \icon[src.wear_mask] \a [src.wear_mask] on its head.\n"
|
||||
if (src.l_hand)
|
||||
usr << text("\blue [] has a \icon[] [] in \his[] left hand!", src.name, src.l_hand, src.l_hand.name, src)
|
||||
msg += "It has \icon[src.l_hand] \a [src.l_hand] in its left hand.\n"
|
||||
if (src.r_hand)
|
||||
usr << text("\blue [] has a \icon[] [] in \his[] right hand!", src.name, src.r_hand, src.r_hand.name, src)
|
||||
msg += "It has \icon[src.r_hand] \a [src.r_hand] in its right hand.\n"
|
||||
if (src.back)
|
||||
usr << text("\blue [] has a \icon[] [] on \his[] back!", src.name, src.back, src.back.name, src)
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [] is limp and unresponsive, a dull lifeless look in their eyes.", src.name)
|
||||
msg += "It has \icon[src.back] \a [src.back] on its back.\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It is limp and unresponsive, with no signs of life.</span>\n"
|
||||
else
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 30)
|
||||
usr << text("\red [] looks slightly bruised!", src.name)
|
||||
msg += "It has minor bruising.\n"
|
||||
else
|
||||
usr << text("\red <B>[] looks severely bruised!</B>", src.name)
|
||||
msg += "<B>It has severe bruising!</B>\n"
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
usr << text("\red [] looks slightly burnt!", src.name)
|
||||
msg += "It has minor burns.\n"
|
||||
else
|
||||
usr << text("\red <B>[] looks severely burnt!</B>", src.name)
|
||||
if (src.stat == 1)
|
||||
usr << text("\red [] doesn't seem to be responding to anything around them, their eyes closed as though asleep.", src.name)
|
||||
msg += "<B>It has severe burns!</B>\n"
|
||||
if (src.stat == UNCONSCIOUS)
|
||||
msg += "It isn't responding to anything around it; it seems to be asleep.\n"
|
||||
msg += "</span>"
|
||||
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
@@ -1,21 +1,26 @@
|
||||
/mob/living/silicon/ai/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [] is powered-down.", src.name)
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
|
||||
else
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 30)
|
||||
usr << text("\red [] looks slightly dented", src.name)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[] looks severely dented!</B>", src.name)
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
usr << text("\red [] looks slightly burnt!", src.name)
|
||||
else
|
||||
usr << text("\red <B>[] looks severely burnt!</B>", src.name)
|
||||
if (src.stat == 1)
|
||||
usr << text("\red [] doesn't seem to be responding.", src.name)
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
msg += "It looks slightly charred.\n"
|
||||
else
|
||||
msg += "<B>Its casing is melted and heat-warped!</B>\n"
|
||||
|
||||
if (src.stat == UNCONSCIOUS)
|
||||
msg += "It is non-responsive and displaying the text: \"RUNTIME: Sensory Overload, stack 26/3\".\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
@@ -1,21 +1,27 @@
|
||||
/mob/living/silicon/pai/examine()
|
||||
/mob/living/silicon/pai/examine() //removed as it was pointless...moved to the pai-card instead.
|
||||
/* This is totaly pointless because this mob is contained inside a card!
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [] appears disabled.", src.name)
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It appears to be offline.</span>\n"
|
||||
else
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 30)
|
||||
usr << text("\red [] looks slightly dented", src.name)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[]'s casing appears cracked and broken!</B>", src.name)
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
usr << text("\red [] looks slightly charred!", src.name)
|
||||
else
|
||||
usr << text("\red <B>[]'s casing is melted and heat-warped!</B>", src.name)
|
||||
if (src.stat == 1)
|
||||
usr << text("\red [] doesn't seem to be responding.", src.name)
|
||||
msg += "<B>Its casing appears cracked and broken!</B>\n"
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
msg += "It looks slightly charred!\n"
|
||||
else
|
||||
msg += "<B>Its casing is melted and heat-warped!</B>\n"
|
||||
if (src.stat == UNCONSCIOUS)
|
||||
msg += "It doesn't seem to be responding and its text-output is lagging.\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
*/
|
||||
return
|
||||
@@ -1,24 +1,30 @@
|
||||
/mob/living/silicon/robot/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [src.name] is powered-down.")
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 75)
|
||||
usr << text("\red [src.name] looks slightly dented")
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[src.name] looks severely dented!</B>")
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 75)
|
||||
usr << text("\red [src.name] looks slightly burnt!")
|
||||
msg += "It looks slightly charred.\n"
|
||||
else
|
||||
usr << text("\red <B>[src.name] looks severely burnt!</B>")
|
||||
if (src.stat == 1)
|
||||
usr << text("\red [src.name] doesn't seem to be responding.")
|
||||
msg += "<B>It looks severely burnt and heat-warped!</B>\n"
|
||||
msg += "</span>"
|
||||
|
||||
if(opened)
|
||||
usr << "The cover is open and the power cell is [ cell ? "installed" : "missing"]."
|
||||
msg += "<span class='warning'>Its cover is open and the power cell is [cell ? "installed" : "missing"].</span>\n"
|
||||
else
|
||||
usr << "The cover is closed."
|
||||
return
|
||||
msg += "Its cover is closed.\n"
|
||||
|
||||
switch(src.stat)
|
||||
if(CONSCIOUS)
|
||||
if(!src.client) msg += "It appears to be in stand-by mode.\n" //afk
|
||||
if(UNCONSCIOUS) msg += "<span class='warning'>It doesn't seem to be responding.</span>\n"
|
||||
if(DEAD) msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
|
||||
@@ -67,6 +67,7 @@
|
||||
return
|
||||
switch(mod)
|
||||
if("Standard")
|
||||
updatename()
|
||||
module = new /obj/item/weapon/robot_module/standard(src)
|
||||
hands.icon_state = "standard"
|
||||
icon_state = "robot"
|
||||
@@ -74,6 +75,7 @@
|
||||
feedback_inc("cyborg_standard",1)
|
||||
|
||||
if("Service")
|
||||
updatename(mod)
|
||||
module = new /obj/item/weapon/robot_module/butler(src)
|
||||
hands.icon_state = "service"
|
||||
var/icontype = input("Select an icon!", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
|
||||
@@ -91,6 +93,7 @@
|
||||
feedback_inc("cyborg_service",1)
|
||||
|
||||
if("Miner")
|
||||
updatename(mod)
|
||||
module = new /obj/item/weapon/robot_module/miner(src)
|
||||
hands.icon_state = "miner"
|
||||
icon_state = "Miner"
|
||||
@@ -98,6 +101,7 @@
|
||||
feedback_inc("cyborg_miner",1)
|
||||
|
||||
if("Medical")
|
||||
updatename(mod)
|
||||
module = new /obj/item/weapon/robot_module/medical(src)
|
||||
hands.icon_state = "medical"
|
||||
icon_state = "surgeon"
|
||||
@@ -106,6 +110,7 @@
|
||||
feedback_inc("cyborg_medical",1)
|
||||
|
||||
if("Security")
|
||||
updatename(mod)
|
||||
module = new /obj/item/weapon/robot_module/security(src)
|
||||
hands.icon_state = "security"
|
||||
icon_state = "bloodhound"
|
||||
@@ -113,6 +118,7 @@
|
||||
feedback_inc("cyborg_security",1)
|
||||
|
||||
if("Engineering")
|
||||
updatename(mod)
|
||||
module = new /obj/item/weapon/robot_module/engineering(src)
|
||||
hands.icon_state = "engineer"
|
||||
icon_state = "landmate"
|
||||
@@ -120,6 +126,7 @@
|
||||
feedback_inc("cyborg_engineering",1)
|
||||
|
||||
if("Janitor")
|
||||
updatename(mod)
|
||||
module = new /obj/item/weapon/robot_module/janitor(src)
|
||||
hands.icon_state = "janitor"
|
||||
icon_state = "mopgearrex"
|
||||
@@ -129,6 +136,15 @@
|
||||
overlays -= "eyes" //Takes off the eyes that it started with
|
||||
updateicon()
|
||||
|
||||
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
|
||||
if( length(real_name) < 7 || !prefix ) return
|
||||
//not really necessary but just to avoid annoying people with
|
||||
//unique names seeming as nobody could give me a straight answer as
|
||||
//to whether to remove custom borg names completely.
|
||||
if(copytext(real_name, 1, 7) == "Cyborg")
|
||||
real_name = "[prefix] [real_name]"
|
||||
name = real_name
|
||||
|
||||
/mob/living/silicon/robot/verb/cmd_robot_alerts()
|
||||
set category = "Robot Commands"
|
||||
set name = "Show Alerts"
|
||||
|
||||
@@ -705,7 +705,7 @@
|
||||
|
||||
if (!( usr ))
|
||||
return
|
||||
usr << "This is \an [name]."
|
||||
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
|
||||
usr << desc
|
||||
// *****RM
|
||||
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
|
||||
|
||||
@@ -361,12 +361,23 @@ datum/preferences
|
||||
switch(link_tags["real_name"])
|
||||
if("input")
|
||||
new_name = input(user, "Please select a name:", "Character Generation") as text
|
||||
var/list/bad_characters = list("_", "'", "\"", "<", ">", ";", "[", "]", "{", "}", "|", "\\")
|
||||
var/list/bad_characters = list("_", "\"", "<", ">", ";", "\[", "\]", "{", "}", "|", "\\","0","1","2","3","4","5","6","7","8","9")
|
||||
for(var/c in bad_characters)
|
||||
new_name = dd_replacetext(new_name, c, "")
|
||||
if(!new_name || (new_name == "Unknown") || (new_name == "floor") || (new_name == "wall") || (new_name == "r-wall"))
|
||||
alert("Don't do this")
|
||||
alert("Invalid name. Don't do that!")
|
||||
return
|
||||
if(length(new_name) >= 26)
|
||||
alert("That name is too long.")
|
||||
return
|
||||
|
||||
//Carn: To fix BYOND text-parsing errors caused by people using dumb capitalisation in their names.
|
||||
var/tempname
|
||||
for(var/N in dd_text2list(new_name, " "))
|
||||
if(N && tempname) //if both aren't null strings
|
||||
tempname += " "
|
||||
tempname += capitalize(lowertext(N))
|
||||
new_name = tempname
|
||||
|
||||
if("random")
|
||||
randomize_name()
|
||||
|
||||
@@ -101,13 +101,13 @@
|
||||
/mob/living/simple_animal/constructarmoured/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(istype(M, /mob/living/simple_animal/constructbuilder))
|
||||
health += 10
|
||||
M.emote("mends some of [src]'s wounds")
|
||||
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
|
||||
else
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
if(M.melee_damage_upper <= 0)
|
||||
M.emote("[M.friendly] \the <EM>[src]</EM>")
|
||||
else
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
|
||||
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
|
||||
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
|
||||
health -= damage
|
||||
|
||||
@@ -117,17 +117,19 @@
|
||||
/mob/living/simple_animal/constructarmoured/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
|
||||
if (src.health != src.maxHealth)
|
||||
if (src.health >= 150)
|
||||
usr << text("\red [src.name] looks slightly dented")
|
||||
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.health < src.maxHealth)
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.maxHealth/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[src.name] looks severely dented!</B>")
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
|
||||
|
||||
|
||||
////////////////////////Wraith/////////////////////////////////////////////
|
||||
|
||||
|
||||
@@ -223,13 +225,13 @@
|
||||
/mob/living/simple_animal/constructwraith/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(istype(M, /mob/living/simple_animal/constructbuilder))
|
||||
health += 10
|
||||
M.emote("mends some of [src]'s wounds")
|
||||
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
|
||||
else
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
if(M.melee_damage_upper <= 0)
|
||||
M.emote("[M.friendly] \the <EM>[src]</EM>")
|
||||
else
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
|
||||
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
|
||||
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
|
||||
health -= damage
|
||||
|
||||
@@ -238,13 +240,17 @@
|
||||
/mob/living/simple_animal/constructwraith/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
|
||||
if (src.health != src.maxHealth)
|
||||
if (src.health >= 35)
|
||||
usr << text("\red [src.name] looks slightly dented")
|
||||
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.health < src.maxHealth)
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.maxHealth/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[src.name] looks severely dented!</B>")
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
|
||||
|
||||
@@ -296,24 +302,28 @@
|
||||
/mob/living/simple_animal/constructbuilder/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(istype(M, /mob/living/simple_animal/constructbuilder))
|
||||
health += 5
|
||||
M.emote("mends some of [src]'s wounds")
|
||||
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
|
||||
else
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
if(M.melee_damage_upper <= 0)
|
||||
M.emote("[M.friendly] \the <EM>[src]</EM>")
|
||||
else
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
|
||||
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
|
||||
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
|
||||
health -= damage
|
||||
|
||||
/mob/living/simple_animal/constructbuilder/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
|
||||
if (src.health != src.maxHealth)
|
||||
if (src.health >= 75)
|
||||
usr << text("\red [src.name] looks slightly dented")
|
||||
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.health < src.maxHealth)
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.maxHealth/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[src.name] looks severely dented!</B>")
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
@@ -153,7 +153,6 @@
|
||||
|
||||
/obj/machinery/light/attackby(obj/item/W, mob/user)
|
||||
|
||||
|
||||
// attempt to insert light
|
||||
if(istype(W, /obj/item/weapon/light))
|
||||
if(status != LIGHT_EMPTY)
|
||||
@@ -347,14 +346,12 @@
|
||||
// use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
|
||||
|
||||
// called when area power state changes
|
||||
|
||||
/obj/machinery/light/power_change()
|
||||
spawn(0) //rand(0,15)
|
||||
spawn(10)
|
||||
var/area/A = src.loc.loc
|
||||
A = A.master
|
||||
seton(A.lightswitch && A.power_light)
|
||||
|
||||
|
||||
// called when on fire
|
||||
|
||||
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
|
||||
@@ -88,6 +88,7 @@
|
||||
|
||||
// attack with item, place item on conveyor
|
||||
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
|
||||
if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
|
||||
user.drop_item()
|
||||
if(I && I.loc) I.loc = src.loc
|
||||
return
|
||||
|
||||
@@ -44,6 +44,9 @@
|
||||
if(stat & BROKEN || !I || !user)
|
||||
return
|
||||
|
||||
if(isrobot(user))
|
||||
return
|
||||
|
||||
if(istype(I, /obj/item/weapon/melee/energy/blade))
|
||||
user << "You can't place that item inside the disposal unit."
|
||||
return
|
||||
@@ -73,9 +76,6 @@
|
||||
del(G)
|
||||
return
|
||||
|
||||
if(isrobot(user))
|
||||
return
|
||||
|
||||
if(!I) return
|
||||
|
||||
user.drop_item()
|
||||
|
||||
+41
-92
@@ -1,120 +1,69 @@
|
||||
client/script = {"<style>
|
||||
body
|
||||
{
|
||||
font-family: Verdana, sans-serif;
|
||||
}
|
||||
{font-family: Verdana, sans-serif;}
|
||||
|
||||
h1, h2, h3, h4, h5, h6
|
||||
{
|
||||
color: #00f;
|
||||
font-family: Georgia, Verdana, sans-serif;
|
||||
}
|
||||
{color: #0000ff; font-family: Georgia, Verdana, sans-serif;}
|
||||
|
||||
em
|
||||
{font-style: normal; font-weight: bold;}
|
||||
|
||||
.motd
|
||||
{
|
||||
color: #638500;
|
||||
font-family: Verdana, sans-serif;
|
||||
}
|
||||
{color: #638500; font-family: Verdana, sans-serif;}
|
||||
|
||||
.motd h1, .motd h2, .motd h3, .motd h4, .motd h5, .motd h6
|
||||
{
|
||||
color: #638500;
|
||||
text-decoration: underline;
|
||||
}
|
||||
{color: #638500; text-decoration: underline;}
|
||||
|
||||
.motd a, .motd a:link, .motd a:visited, .motd a:active, .motd a:hover
|
||||
{
|
||||
color: #638500;
|
||||
}
|
||||
{color: #638500;}
|
||||
|
||||
.prefix
|
||||
{
|
||||
font-weight: bold;
|
||||
}
|
||||
.prefix { font-weight: bold;}
|
||||
|
||||
.ooc
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #002eb8;
|
||||
}
|
||||
.ooc {color: #002eb8; font-weight: bold;}
|
||||
|
||||
.adminooc
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #b82e00;
|
||||
}
|
||||
.adminooc {color: #b82e00; font-weight: bold;}
|
||||
|
||||
.admin
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #386aff;
|
||||
}
|
||||
.admin {color: #386aff; font-weight: bold;}
|
||||
|
||||
.gfartooc
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #0099cc;
|
||||
}
|
||||
.gfartooc {color: #0099cc; font-weight: bold;}
|
||||
|
||||
.gfartadmin
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #996600;
|
||||
}
|
||||
.gfartadmin {color: #996600; font-weight: bold;}
|
||||
|
||||
.medal
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #808000;
|
||||
}
|
||||
.medal {color: #808000; font-weight: bold;}
|
||||
|
||||
.name
|
||||
{
|
||||
font-weight: bold;
|
||||
}
|
||||
.name { font-weight: bold;}
|
||||
|
||||
.say
|
||||
{
|
||||
}
|
||||
.say {}
|
||||
|
||||
.deadsay
|
||||
{
|
||||
color: #5c00e6;
|
||||
}
|
||||
.deadsay {color: #5c00e6;}
|
||||
|
||||
.radio
|
||||
{
|
||||
color: #008000;
|
||||
}
|
||||
.radio {color: #008000;}
|
||||
|
||||
.deptradio
|
||||
{
|
||||
color: #993399;
|
||||
}
|
||||
.deptradio {color: #993399;}
|
||||
|
||||
.comradio
|
||||
{
|
||||
color: #ACA82D;
|
||||
}
|
||||
.comradio {color: #ACA82D;}
|
||||
|
||||
.syndradio
|
||||
{
|
||||
color: #6D3F40;
|
||||
}
|
||||
.syndradio {color: #6D3F40;}
|
||||
|
||||
.alert
|
||||
{
|
||||
color: #ff0000;
|
||||
}
|
||||
.alert {color: #ff0000;}
|
||||
|
||||
h1.alert, h2.alert
|
||||
{
|
||||
color: #000000;
|
||||
}
|
||||
h1.alert, h2.alert {color: #000000;}
|
||||
|
||||
.emote { font-style: italic;}
|
||||
|
||||
.attack {color: #ff0000;}
|
||||
.moderate {color: #CC0000;}
|
||||
.disarm {color: #990000;}
|
||||
.passive {color: #660000;}
|
||||
|
||||
.danger {color: #ff0000; font-weight: bold;}
|
||||
.warning {color: #ff0000; font-style: italic;}
|
||||
.rose {color: #ff5050;}
|
||||
.info {color: #0000CC;}
|
||||
.notice {color: #000099;}
|
||||
|
||||
.alien {color: #543354;}
|
||||
|
||||
.newscaster {color: #800000;}
|
||||
|
||||
.attack
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #f00;
|
||||
}
|
||||
</style>"}
|
||||
|
||||
Reference in New Issue
Block a user