Merge pull request #6 from ParadiseSS13/master

Merge
This commit is contained in:
Mark van Alphen
2014-12-04 23:21:38 +01:00
7 changed files with 13120 additions and 13058 deletions
+12 -2
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@@ -1731,14 +1731,24 @@ area/security/podbay
name = "\improper Test Room"
icon_state = "storage"
// ENGIE OUTPOST
/area/engiestation
name = "\improper Engineering Outpost"
icon_state = "construction"
/area/engiestation/solars
name = "\improper Engineering Outpost Solars"
icon_state = "panelsP"
//DJSTATION
/area/djstation
name = "\improper Listening Post"
name = "\improper Ruskie DJ Station"
icon_state = "DJ"
/area/djstation/solars
name = "\improper Listening Post Solars"
name = "\improper Ruskie DJ Station Solars"
icon_state = "DJ"
//DERELICT
+23
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@@ -539,6 +539,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"soviet admiral",
"tunnel clown",
"masked killer",
"dark lord",
"assassin",
"death commando",
"syndicate commando",
@@ -744,6 +745,28 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
carried_item.add_blood(M)//Oh yes, there will be blood...
if("dark lord")
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand)
var/obj/item/clothing/head/chaplain_hood/hood = new(M)
hood.name = "dark lord hood"
M.equip_to_slot_or_del(hood, slot_head)
var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M)
robe.name = "dark lord robes"
M.equip_to_slot_or_del(robe, slot_wear_suit)
var/obj/item/weapon/card/id/syndicate/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.assignment = "Dark Lord"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
if("assassin")
M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
+73 -43
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@@ -2,85 +2,115 @@
/obj/item/weapon/coin
icon = 'icons/obj/items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
name = "coin"
icon_state = "coin__heads"
flags = CONDUCT
force = 1
throwforce = 2
w_class = 1.0
var/string_attached
var/material="iron" // Ore ID, used with coinbags.
var/credits = 0 // How many credits is this coin worth?
var/list/sideslist = list("heads","tails")
var/cmineral = null
var/cooldown = 0
var/credits = 10
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
icon_state = "coin_[cmineral]_heads"
if(cmineral)
name = "[cmineral] coin"
/obj/item/weapon/coin/gold
name = "Gold coin"
icon_state = "coin_gold"
credits = 10
cmineral = "gold"
icon_state = "coin_gold_heads"
credits = 160
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
credits = 5
cmineral = "silver"
icon_state = "coin_silver_heads"
credits = 40
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
credits = 25
cmineral = "diamond"
icon_state = "coin_diamond_heads"
credits = 120
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
credits = 1
cmineral = "iron"
icon_state = "coin_iron_heads"
credits = 20
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
credits = 5
cmineral = "plasma"
icon_state = "coin_plasma_heads"
credits = 80
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
credits = 25
cmineral = "uranium"
icon_state = "coin_uranium_heads"
credits = 160
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
credits = 1000
cmineral = "bananium"
icon_state = "coin_bananium_heads"
credits = 600 //makes the clown cri
/obj/item/weapon/coin/adamantine
cmineral = "adamantine"
icon_state = "coin_adamantine_heads"
credits = 400
/obj/item/weapon/coin/mythril
cmineral = "mythril"
icon_state = "coin_mythril_heads"
credits = 400
/obj/item/weapon/coin/twoheaded
cmineral = "iron"
icon_state = "coin_iron_heads"
desc = "Hey, this coin's the same on both sides!"
sideslist = list("heads")
credits = 20
/obj/item/weapon/coin/platinum
name = "platinum coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/cable_coil) )
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
user << "<span class='notice'>There already is a string attached to this coin.</span>"
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
if (CC.use(1))
overlays += image('icons/obj/items.dmi',"coin_string_overlay")
string_attached = 1
user << "<span class='notice'>You attach a string to the coin.</span>"
else
user << "<span class='warning'>You need one length of cable to attach a string to the coin.</span>"
return
overlays += image('icons/obj/items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
else if(istype(W,/obj/item/weapon/wirecutters))
if(!string_attached)
..()
return
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 1
// CC.updateicon()
CC.update_icon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
user << "<span class='notice'>You detach the string from the coin.</span>"
else ..()
/obj/item/weapon/coin/attack_self(mob/user as mob)
if(cooldown < world.time - 15)
var/coinflip = pick(sideslist)
cooldown = world.time
flick("coin_[cmineral]_flip", src)
icon_state = "coin_[cmineral]_[coinflip]"
playsound(user.loc, 'sound/items/coinflip.ogg', 50, 1)
if(do_after(user, 15))
user.visible_message("<span class='notice'>[user] has flipped [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You hear the clattering of loose change.</span>")
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