mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Fixed bugs involving wrapping yourself in a closet. Added a new centcom uniform sprite, and added checks to keep them looking pretty. Added a cancel button to deathsquad button. Adjusted admin spawnable complete uniforms, so that centcom officials look pimp'n. Added a layer of internal armor (special invisible exosuit) that spawns on centcom officials. Centcom berets are no longer space helmets. Added missing reactive teleport armor sprite and fixed it's functionality.
This commit is contained in:
@@ -674,11 +674,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("centcom official")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store)
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var/obj/item/clothing/suit/storage/armoredundersuit/K = new(M)
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var/obj/item/clothing/glasses/sunglasses/V = new(M)
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V.loc = K
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M.equip_if_possible(K, M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_s_store)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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@@ -687,27 +689,33 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(pda, M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand)
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var/obj/item/weapon/clipboard/G = new(M)
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G.pen = new /obj/item/weapon/pen(G)
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M.equip_if_possible(G, M.slot_l_store)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.item_state = "id_inv"
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W.access = get_all_accesses()
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W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
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W.assignment = "CentCom Review Official"
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W.registered = M.real_name
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W.over = 0
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M.equip_if_possible(W, M.slot_wear_id)
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if("centcom commander")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/armor/bulletproof(M), M.slot_wear_suit)
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var/obj/item/clothing/suit/storage/armoredundersuit/K = new(M)
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var/obj/item/clothing/glasses/eyepatch/G = new(M)
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G.loc = K
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M.equip_if_possible(K, M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_s_store)
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M.equip_if_possible(new /obj/item/weapon/zippo(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store)
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@@ -718,17 +726,18 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.access += get_all_centcom_access()
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W.assignment = "CentCom Commanding Officer"
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W.registered = M.real_name
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W.over = 0
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M.equip_if_possible(W, M.slot_wear_id)
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if("special ops officer")
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M.equip_if_possible(new /obj/item/clothing/under/syndicate/combat(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/armor/swat/officer(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/suit/storage/officer(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/havanian(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/head/deathsquad/beret(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/zippo(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel(M), M.slot_back)
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@@ -24,7 +24,7 @@ var/global/sent_strike_team = 0
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var/input = null
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while(!input)
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input = input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "")
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input = input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "") as text|null
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if(!input)
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if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
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return
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@@ -7,11 +7,11 @@
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/obj/item/clothing/head/helmet/space/deathsquad/beret
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/*/obj/item/clothing/head/helmet/space/deathsquad/beret
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name = "officer's beret"
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desc = "An armored beret commonly used by special operations officers."
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icon_state = "beret_badge"
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)*/
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@@ -48,13 +48,29 @@
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slowdown = 1
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/swat/officer
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/obj/item/clothing/suit/storage/officer
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name = "officer jacket"
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desc = "An armored jacket used in special operations."
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icon_state = "detective"
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item_state = "det_suit"
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.01
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heat_transfer_coefficient = 0.02
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protective_temperature = 1000
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flags = FPRINT | TABLEPASS | SUITSPACE
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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,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/armoredundersuit
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name = "armoured undersuit"
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desc = "An layer of armor that attaches to clothing, outfitted with pockets."
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icon_state = "invisible"
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item_state = "invisible"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/pepperspray,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/policetaperoll)
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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@@ -880,7 +880,8 @@
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overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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if (wear_id)
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overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
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if(wear_id.over)
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overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
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if (client)
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client.screen -= hud_used.intents
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@@ -954,7 +955,8 @@
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var/t1 = s_store.item_state
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if (!t1)
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t1 = s_store.icon_state
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overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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if(!istype(wear_suit, /obj/item/clothing/suit/storage/armoredundersuit))
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overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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s_store.screen_loc = ui_sstore1
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if (h_store)
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@@ -63,14 +63,12 @@ emp_act
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if(I.IsShield() && (prob(35)))
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visible_message("\red <B>The reactive teleport system flings [src] clear of [attack_text]!</B>")
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var/list/turfs = new/list()
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for(var/turf/T in orange(6))
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for(var/turf/T in orange(6,src))
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if(istype(T,/turf/space)) continue
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if(T.density) continue
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if(T.x>world.maxx-6 || T.x<6) continue
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if(T.y>world.maxy-6 || T.y<6) continue
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turfs += T
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if(!turfs.len) turfs += pick(/turf in orange(6))
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else
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if(!turfs.len)
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turfs += pick(/turf in orange(6,src))
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visible_message("\red <B>The reactive teleport system malfunctions!</B>")
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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@@ -8,11 +8,11 @@
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var/sortTag = null
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flags = FPRINT
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/examtext = null
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var/examtext = null
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var/label_x = 0
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var/tag_x = 0
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var/tag_x = 0
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var/waswelded = 0
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attack_hand(mob/user as mob)
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return unwrap()
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@@ -87,6 +87,13 @@
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..()
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return
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relaymove(mob/user as mob)
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for(var/obj/structure/closet/F in src)
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user.loc = F
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F.contents += user
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F.opened = 0
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break
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/obj/item/smallDelivery
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desc = "A small wrapped package."
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name = "small parcel"
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