mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 07:03:30 +01:00
Handcuff refactor, IV drip fix
This commit is contained in:
@@ -1746,7 +1746,7 @@
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stampvalue = input(src.owner, "What should the stamp say?", "Stamp Text") as text|null
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else
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stamptype = ""
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sendername = input(src.owner, "What organization does the fax come from? This determines the prefix of the paper (i.e. CentCom- Title).", "Stamp Organization") as text|null
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sendername = input(src.owner, "What organization does the fax come from? This determines the prefix of the paper (i.e. Central Command- Title).", "Organization") as text|null
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if(sender)
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notify = alert(src.owner, "Would you like to inform the original sender that a fax has arrived?","Notify Sender","Yes","No")
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@@ -93,13 +93,13 @@
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if (src.chained)
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src.chained = null
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src.slowdown = SHOES_SLOWDOWN
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new /obj/item/weapon/handcuffs( user.loc )
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new /obj/item/weapon/restraints/handcuffs( user.loc )
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src.icon_state = "orange"
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return
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/obj/item/clothing/shoes/orange/attackby(H as obj, loc)
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..()
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if ((istype(H, /obj/item/weapon/handcuffs) && !( src.chained )))
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if ((istype(H, /obj/item/weapon/restraints/handcuffs) && !( src.chained )))
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//H = null
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if (src.icon_state != "orange") return
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del(H)
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@@ -83,7 +83,7 @@
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// Can't be equipped by any other species due to bone structure and vox cybernetics.
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/obj/item/clothing/suit/space/vox
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
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slowdown = 2
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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siemens_coefficient = 0.6
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@@ -259,7 +259,7 @@
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/obj/item/clothing/suit/space/plasmaman
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box/magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box/magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
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slowdown = 2
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 0)
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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@@ -20,7 +20,7 @@
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permeability_coefficient = 0.02
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | ONESIZEFITSALL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
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slowdown = 1.5
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armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT||HIDETAIL
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@@ -28,7 +28,7 @@
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icon_state = "ert_commander"
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item_state = "suit-command"
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
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slowdown = 1
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
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@@ -14,7 +14,7 @@
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icon_state = "caparmor"
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item_state = "capspacesuit"
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w_class = 4
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allowed = list(/obj/item/weapon/tank, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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allowed = list(/obj/item/weapon/tank, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
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slowdown = 1
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armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
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siemens_coefficient = 0.7
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@@ -35,7 +35,7 @@
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desc = "A heavily armored, advanced space suit that protects against most forms of damage."
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icon_state = "deathsquad"
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item_state = "swat_suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
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armor = list(melee = 80, bullet = 80, laser = 50,energy = 50, bomb = 100, bio = 100, rad = 100)
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slowdown = 1
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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@@ -92,7 +92,7 @@
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icon_state = "pirate"
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item_state = "pirate"
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
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slowdown = 0
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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siemens_coefficient = 0.9
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@@ -14,7 +14,7 @@
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
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icon_state = "s-ninja"
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item_state = "s-ninja_suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/stock_parts/cell,/obj/item/device/suit_cooling_unit)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/stock_parts/cell,/obj/item/device/suit_cooling_unit)
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slowdown = 0
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unacidable = 1
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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@@ -398,7 +398,7 @@
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slowdown = 1
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w_class = 3
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armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box/magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box/magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
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siemens_coefficient = 0.6
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species_restricted = list("exclude","Unathi","Tajaran","Skrell","Vox")
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sprite_sheets = null
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@@ -469,7 +469,7 @@
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desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
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item_state = "sec_hardsuit"
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armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
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allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/handcuffs)
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allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/restraints/handcuffs)
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siemens_coefficient = 0.7
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@@ -14,7 +14,7 @@
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item_state = "space_suit_syndicate"
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desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
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w_class = 3
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
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slowdown = 1
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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siemens_coefficient = 0.8
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@@ -1,6 +1,6 @@
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/obj/item/clothing/suit/armor
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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flags = FPRINT | TABLEPASS
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cold_protection = UPPER_TORSO|LOWER_TORSO
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@@ -147,7 +147,7 @@
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item_state = "armor"
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blood_overlay_type = "armor"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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//Reactive armor
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@@ -199,7 +199,7 @@
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item_state = "centcom"
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w_class = 4//bulky item
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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@@ -132,7 +132,7 @@
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item_state = "det_suit"
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blood_overlay_type = "coat"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
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cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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@@ -148,7 +148,7 @@
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desc = "A forensics technician jacket."
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item_state = "det_suit"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/forensics/red
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@@ -94,7 +94,7 @@
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/obj/item/clothing/suit/bomb_suit/security
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icon_state = "bombsuitsec"
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item_state = "bombsuitsec"
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
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||||
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/*
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* Radiation protection
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@@ -3,6 +3,7 @@
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var/window_y = 600
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var/report_at_round_end = 0
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var/table_options = " align='center'"
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var/head_options = " style='font-weight:bold;'"
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var/row_options1 = " width='85px'"
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||||
var/row_options2 = " width='260px'"
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var/row_options3 = " width='150px'"
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@@ -87,7 +88,7 @@
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html += "<div class='block'>"
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html += "<h2>Available [severity_to_string[selected_event_container.severity]] Events (queued & running events will not be displayed)</h2>"
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html += "<table[table_options]>"
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html += "<tr><td[row_options2]>Name </td><td>Weight </td><td>MinWeight </td><td>MaxWeight </td><td>OneShot </td><td>Enabled </td><td><span class='alert'>CurrWeight </span></td><td>Remove</td></tr>"
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html += "<tr[head_options]><td[row_options2]>Name </td><td>Weight </td><td>MinWeight </td><td>MaxWeight </td><td>OneShot </td><td>Enabled </td><td><span class='alert'>CurrWeight </span></td><td>Remove</td></tr>"
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for(var/datum/event_meta/EM in selected_event_container.available_events)
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html += "<tr>"
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html += "<td>[EM.name]</td>"
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@@ -105,7 +106,7 @@
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html += "<div class='block'>"
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html += "<h2>Add Event</h2>"
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||||
html += "<table[table_options]>"
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html += "<tr><td[row_options2]>Name</td><td[row_options2]>Type</td><td[row_options1]>Weight</td><td[row_options1]>OneShot</td></tr>"
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html += "<tr [head_options]><td[row_options2]>Name</td><td[row_options2]>Type</td><td[row_options1]>Weight</td><td[row_options1]>OneShot</td></tr>"
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html += "<tr>"
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||||
html += "<td><A align='right' href='?src=\ref[src];set_name=\ref[new_event]'>[new_event.name ? new_event.name : "Enter Event"]</A></td>"
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html += "<td><A align='right' href='?src=\ref[src];set_type=\ref[new_event]'>[new_event.event_type ? new_event.event_type : "Select Type"]</A></td>"
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||||
@@ -121,7 +122,7 @@
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html += "<h2>Event Start</h2>"
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||||
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||||
html += "<table[table_options]>"
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||||
html += "<tr><td[row_options1]>Severity</td><td[row_options1]>Starts At</td><td[row_options1]>Starts In</td><td[row_options3]>Adjust Start</td><td[row_options1]>Pause</td><td[row_options1]>Interval Mod</td></tr>"
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||||
html += "<tr[head_options]><td[row_options1]>Severity</td><td[row_options1]>Starts At</td><td[row_options1]>Starts In</td><td[row_options3]>Adjust Start</td><td[row_options1]>Pause</td><td[row_options1]>Interval Mod</td></tr>"
|
||||
for(var/severity = EVENT_LEVEL_MUNDANE to EVENT_LEVEL_MAJOR)
|
||||
var/datum/event_container/EC = event_containers[severity]
|
||||
var/next_event_at = max(0, EC.next_event_time - world.time)
|
||||
@@ -148,7 +149,7 @@
|
||||
html += "<div class='block'>"
|
||||
html += "<h2>Next Event</h2>"
|
||||
html += "<table[table_options]>"
|
||||
html += "<tr><td[row_options1]>Severity</td><td[row_options2]>Name</td><td[row_options3]>Event Rotation</td><td>Clear</td></tr>"
|
||||
html += "<tr[head_options]><td[row_options1]>Severity</td><td[row_options2]>Name</td><td[row_options3]>Event Rotation</td><td>Clear</td></tr>"
|
||||
for(var/severity = EVENT_LEVEL_MUNDANE to EVENT_LEVEL_MAJOR)
|
||||
var/datum/event_container/EC = event_containers[severity]
|
||||
var/datum/event_meta/EM = EC.next_event
|
||||
@@ -165,7 +166,7 @@
|
||||
html += "<h2>Running Events</h2>"
|
||||
html += "Estimated times, affected by master controller delays."
|
||||
html += "<table[table_options]>"
|
||||
html += "<tr><td[row_options1]>Severity</td><td[row_options2]>Name</td><td[row_options1]>Ends At</td><td[row_options1]>Ends In</td><td[row_options3]>Stop</td></tr>"
|
||||
html += "<tr[head_options]><td[row_options1]>Severity</td><td[row_options2]>Name</td><td[row_options1]>Ends At</td><td[row_options1]>Ends In</td><td[row_options3]>Stop</td></tr>"
|
||||
for(var/datum/event/E in active_events)
|
||||
if(!E.event_meta)
|
||||
continue
|
||||
|
||||
@@ -130,7 +130,7 @@
|
||||
|
||||
//handcuffed?
|
||||
if(handcuffed)
|
||||
if(istype(handcuffed, /obj/item/weapon/handcuffs/cable))
|
||||
if(istype(handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
|
||||
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] restrained with cable!</span>\n"
|
||||
else
|
||||
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] handcuffed!</span>\n"
|
||||
|
||||
@@ -918,7 +918,7 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
var/obj/screen/inventory/L = hud_used.adding[8]
|
||||
R.overlays += image("icon"='icons/mob/screen_gen.dmi', "icon_state"="markus")
|
||||
L.overlays += image("icon"='icons/mob/screen_gen.dmi', "icon_state"="gabrielle")
|
||||
if(istype(handcuffed, /obj/item/weapon/handcuffs/pinkcuffs))
|
||||
if(istype(handcuffed, /obj/item/weapon/restraints/handcuffs/pinkcuffs))
|
||||
overlays_standing[HANDCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "pinkcuff1")
|
||||
else
|
||||
overlays_standing[HANDCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "handcuff1")
|
||||
|
||||
@@ -164,7 +164,7 @@
|
||||
W.layer = initial(W.layer)
|
||||
W.add_fingerprint(source)
|
||||
else
|
||||
if (istype(item, /obj/item/weapon/handcuffs))
|
||||
if (istype(item, /obj/item/weapon/restraints/handcuffs))
|
||||
source.drop_item()
|
||||
target.handcuffed = item
|
||||
item.loc = target
|
||||
|
||||
@@ -658,8 +658,8 @@
|
||||
CM.handcuffed = null
|
||||
CM.update_inv_handcuffed()
|
||||
else
|
||||
var/obj/item/weapon/handcuffs/HC = CM.handcuffed
|
||||
var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
|
||||
var/obj/item/weapon/restraints/handcuffs/HC = CM.handcuffed
|
||||
var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/restraints/handcuffs type
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
if(istype(HC)) //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
|
||||
breakouttime = HC.breakouttime
|
||||
@@ -695,7 +695,7 @@
|
||||
CM.legcuffed = null
|
||||
CM.update_inv_legcuffed()
|
||||
else
|
||||
var/obj/item/weapon/legcuffs/HC = CM.legcuffed
|
||||
var/obj/item/weapon/restraints/legcuffs/HC = CM.legcuffed
|
||||
var/breakouttime = 1200 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
|
||||
|
||||
@@ -149,7 +149,7 @@ They can only use one tool at a time, they can't choose modules, and they have 1
|
||||
name = real_name
|
||||
|
||||
/mob/living/silicon/robot/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do
|
||||
if (istype(W, /obj/item/weapon/restraints/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do
|
||||
return
|
||||
|
||||
if (istype(W, /obj/item/weapon/weldingtool))
|
||||
|
||||
@@ -643,7 +643,7 @@
|
||||
|
||||
|
||||
/mob/living/silicon/robot/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do
|
||||
if (istype(W, /obj/item/weapon/restraints/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do
|
||||
return
|
||||
|
||||
if(opened) // Are they trying to insert something?
|
||||
|
||||
@@ -220,7 +220,7 @@
|
||||
New()
|
||||
src.modules += new /obj/item/device/flashlight/seclite(src)
|
||||
src.modules += new /obj/item/device/flash/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/melee/baton/robot(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/disabler/cyborg(src)
|
||||
src.modules += new /obj/item/taperoll/police(src)
|
||||
|
||||
@@ -399,13 +399,13 @@ var/list/slot_equipment_priority = list( \
|
||||
if(slot_handcuffed)
|
||||
if(H.handcuffed)
|
||||
return 0
|
||||
if(!istype(src, /obj/item/weapon/handcuffs))
|
||||
if(!istype(src, /obj/item/weapon/restraints/handcuffs))
|
||||
return 0
|
||||
return 1
|
||||
if(slot_legcuffed)
|
||||
if(H.legcuffed)
|
||||
return 0
|
||||
if(!istype(src, /obj/item/weapon/legcuffs))
|
||||
if(!istype(src, /obj/item/weapon/restraints/legcuffs))
|
||||
return 0
|
||||
return 1
|
||||
if(slot_in_backpack)
|
||||
|
||||
@@ -35,7 +35,7 @@ var/list/adminfaxes = list()
|
||||
html += "<div class='block'>"
|
||||
html += "<h2>Admin Faxes</h2>"
|
||||
html += "<table>"
|
||||
html += "<tr><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='150px'>Sent By</td><td width='50px'>View</td><td width='50px'>Reply</td><td width='50px'>Original</td></td></tr>"
|
||||
html += "<tr style='font-weight:bold;'><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='150px'>Sent By</td><td width='50px'>View</td><td width='50px'>Reply</td><td width='75px'>Replied To</td></td></tr>"
|
||||
for(var/datum/fax/admin/A in adminfaxes)
|
||||
html += "<tr>"
|
||||
html += "<td>[A.name]</td>"
|
||||
@@ -63,7 +63,7 @@ var/list/adminfaxes = list()
|
||||
html += "<div class='block'>"
|
||||
html += "<h2>Departmental Faxes</h2>"
|
||||
html += "<table>"
|
||||
html += "<tr><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='150px'>Sent By</td><td width='150px'>View</td></td></tr>"
|
||||
html += "<tr style='font-weight:bold;'><td width='150px'>Name</td><td width='150px'>From Department</td><td width='150px'>To Department</td><td width='150px'>Sent By</td><td width='175px'>View</td></td></tr>"
|
||||
for(var/datum/fax/F in faxes)
|
||||
html += "<tr>"
|
||||
html += "<td>[F.name]</td>"
|
||||
|
||||
@@ -270,7 +270,7 @@
|
||||
if(src.amount <= 14)
|
||||
usr << "\red You need at least 15 lengths to make restraints!"
|
||||
return
|
||||
var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
|
||||
var/obj/item/weapon/restraints/handcuffs/cable/B = new /obj/item/weapon/restraints/handcuffs/cable(usr.loc)
|
||||
B.icon_state = "cuff_[_color]"
|
||||
usr << "\blue You wind some cable together to make some restraints."
|
||||
src.use(15)
|
||||
|
||||
@@ -440,7 +440,7 @@
|
||||
id = "handcuffs"
|
||||
build_type = AUTOLATHE
|
||||
materials = list("$metal" = 500)
|
||||
build_path = /obj/item/weapon/handcuffs
|
||||
build_path = /obj/item/weapon/restraints/handcuffs
|
||||
category = list("hacked", "Security")
|
||||
|
||||
/datum/design/incendiary_slug
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
/obj/item/weapon/stock_parts/cell,\
|
||||
/obj/item/weapon/circular_saw,\
|
||||
/obj/item/weapon/hatchet,\
|
||||
/obj/item/weapon/handcuffs,\
|
||||
/obj/item/weapon/restraints/handcuffs,\
|
||||
/obj/item/weapon/hemostat,\
|
||||
/obj/item/weapon/kitchenknife,\
|
||||
/obj/item/weapon/lighter,\
|
||||
|
||||
@@ -183,12 +183,12 @@
|
||||
apply_image_decorations = 1
|
||||
if(8)
|
||||
item_type = "handcuffs"
|
||||
new_item = new /obj/item/weapon/handcuffs(src.loc)
|
||||
new_item = new /obj/item/weapon/restraints/handcuffs(src.loc)
|
||||
additional_desc = "[pick("They appear to be for securing two things together","Looks kinky","Doesn't seem like a children's toy")]."
|
||||
if(9)
|
||||
item_type = "[pick("wicked","evil","byzantine","dangerous")] looking [pick("device","contraption","thing","trap")]"
|
||||
apply_prefix = 0
|
||||
new_item = new /obj/item/weapon/legcuffs/beartrap(src.loc)
|
||||
new_item = new /obj/item/weapon/restraints/legcuffs/beartrap(src.loc)
|
||||
additional_desc = "[pick("It looks like it could take a limb off",\
|
||||
"Could be some kind of animal trap",\
|
||||
"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains along part of it")]."
|
||||
|
||||
Reference in New Issue
Block a user