mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 12:04:48 +01:00
Merge pull request #1919 from SkyMarshal/bugfixes
Fixes for Cael, Detective Work fixes.
This commit is contained in:
@@ -252,7 +252,6 @@
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#define FILE_DIR "icons/vending_icons"
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#define FILE_DIR "interface"
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#define FILE_DIR "maps"
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#define FILE_DIR "maps/backup"
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#define FILE_DIR "maps/RandomZLevels"
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#define FILE_DIR "sound"
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#define FILE_DIR "sound/AI"
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+1
-11
@@ -69,9 +69,6 @@ mob/living/carbon/metroid/airflow_stun()
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mob/living/carbon/human/airflow_stun()
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if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
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if(buckled) return 0
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//skytodo:
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/*if(wear_suit)
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if(wear_suit.flags & SUITSPACE) return 0*/
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if(shoes)
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if(shoes.flags & NOSLIP) return 0
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if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
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@@ -247,9 +244,6 @@ atom/movable
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if(istype(src, /mob/living/carbon/human))
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if(istype(src, /mob/living/carbon/human))
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if(src:buckled) return
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//skytodo: tg handles suits differently
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/*if(src:wear_suit)
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if(src:wear_suit.flags & SUITSPACE) return*/
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if(src:shoes)
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if(src:shoes.type == /obj/item/clothing/shoes/magboots && src:shoes.flags & NOSLIP) return
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src << "\red You are sucked away by airflow!"
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@@ -305,9 +299,6 @@ atom/movable
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if(istype(src, /mob/living/carbon/human))
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if(istype(src, /mob/living/carbon/human))
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if(src:buckled) return
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//skytodo:
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/*if(src:wear_suit)
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if(src:wear_suit.flags & SUITSPACE) return*/
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if(src:shoes)
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if(src:shoes.type == /obj/item/clothing/shoes/magboots && src:shoes.flags & NOSLIP) return
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src << "\red You are pushed away by airflow!"
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@@ -407,7 +398,6 @@ zone/proc/movables()
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. = list()
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for(var/turf/T in contents)
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for(var/atom/A in T)
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//skytodo: add check for ai eye, tg seems to have done away with it
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if(istype(A, /obj/effect))
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if(istype(A, /obj/effect) || istype(A, /mob/aiEye))
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continue
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. += A
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+1
-1
@@ -32,7 +32,7 @@ zone/proc
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M << "Pressure: [air.return_pressure()]"
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M << ""
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M << "Space Tiles: [length(unsimulated_tiles)]"
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//M << "Movable Objects: [length(movable_objects)]" //skytodo
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M << "Movable Objects: [length(movables())]"
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M << "<u>Connections: [length(connections)]</u>"
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for(var/connection/C in connections)
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+1
-1
@@ -273,7 +273,7 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
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arms_exposure = 1
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//Get heat transfer coefficients for clothing.
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//skytodo: different handling of temp with tg
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//skytodo: different handling of temp with tg //Jesus, mate. Don't ask me. I have no diea how their crap works, and Aryn wrote this proc.
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/*for(var/obj/item/clothing/C in src)
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if(l_hand == C || r_hand == C) continue
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if(C.body_parts_covered & HEAD)
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+8
-13
@@ -43,14 +43,10 @@ obj/var/contaminated = 0
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obj/item/proc
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can_contaminate()
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return 0
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//skytodo: tg has changed how suits are handled
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/*
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//Clothing and backpacks can be contaminated.
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if(flags & PLASMAGUARD) return 0
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if(flags & SUITSPACE) return 0
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else if(istype(src,/obj/item/clothing)) return 1
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else if(istype(src,/obj/item/weapon/storage/backpack)) return 1
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*/
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contaminate()
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//Do a contamination overlay? Temporary measure to keep contamination less deadly than it was.
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@@ -131,22 +127,21 @@ obj/item/proc
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/mob/living/carbon/human/proc/pl_head_protected()
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//Checks if the head is adequately sealed.
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//skytodo:
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/*if(head)
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if(head)
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if(vsc.plc.PLASMAGUARD_ONLY)
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if(head.flags & PLASMAGUARD || head.flags & HEADSPACE) return 1
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else
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if(head.flags & HEADCOVERSEYES) return 1*/
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if(head.flags & PLASMAGUARD)
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return 1
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else if(head.flags & HEADCOVERSEYES)
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return 1
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return 0
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/mob/living/carbon/human/proc/pl_suit_protected()
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//Checks if the suit is adequately sealed.
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//skytodo:
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/*if(wear_suit)
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if(wear_suit)
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if(vsc.plc.PLASMAGUARD_ONLY)
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if(wear_suit.flags & PLASMAGUARD || wear_suit.flags & SUITSPACE) return 1
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if(wear_suit.flags & PLASMAGUARD) return 1
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else
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if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1*/
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if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1
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return 0
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/mob/living/carbon/human/proc/suit_contamination()
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@@ -53,7 +53,7 @@
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desc = "A set of armored robes worn by the followers of Nar-Sie"
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icon_state = "cultrobes"
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item_state = "cultrobes"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
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armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
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@@ -73,7 +73,7 @@
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desc = "A set of armored robes worn by the followers of Nar-Sie"
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icon_state = "magusred"
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item_state = "magusred"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
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armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
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@@ -85,40 +85,4 @@
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//border_only fire doors are special when it comes to air groups
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/obj/machinery/door/firedoor/border_only
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group)
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var/direction = get_dir(src,target)
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return (dir != direction)
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else if(density)
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if(!height)
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var/direction = get_dir(src,target)
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return (dir != direction)
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else
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return 0
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return 1
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//skytodo
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update_nearby_tiles(need_rebuild)
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/*if(!air_master) return 0
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var/turf/simulated/source = loc
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var/turf/simulated/destination = get_step(source,dir)
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if(need_rebuild)
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if(istype(source)) //Rebuild/update nearby group geometry
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if(source.parent)
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air_master.groups_to_rebuild += source.parent
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else
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air_master.tiles_to_update += source
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if(istype(destination))
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if(destination.parent)
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air_master.groups_to_rebuild += destination.parent
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else
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air_master.tiles_to_update += destination
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else
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(destination)) air_master.tiles_to_update += destination*/
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return 1
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/obj/machinery/door/firedoor/border_only
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@@ -851,7 +851,7 @@
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. = t_air.return_pressure()
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return
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//skytodo:
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//skytodo: //No idea what you want me to do here, mate.
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/obj/mecha/proc/return_temperature()
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. = 0
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if(use_internal_tank)
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@@ -51,9 +51,6 @@
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for (var/turf/simulated/floor/target in range(1,src))
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if(!target.blocks_air)
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//skytodo
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/*if(target.parent)
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target.parent.suspend_group_processing()*/
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var/datum/gas_mixture/payload = new
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var/datum/gas/sleeping_agent/trace_gas = new
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@@ -69,9 +66,6 @@
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/obj/effect/mine/proc/triggerplasma(obj)
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for (var/turf/simulated/floor/target in range(1,src))
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if(!target.blocks_air)
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//skytodo
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/*if(target.parent)
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target.parent.suspend_group_processing()*/
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var/datum/gas_mixture/payload = new
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@@ -123,4 +117,4 @@
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/obj/effect/mine/stun
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name = "Stun Mine"
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icon_state = "uglymine"
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triggerproc = "triggerstun"
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triggerproc = "triggerstun"
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@@ -388,13 +388,6 @@
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//START HUMAN
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var/mob/living/carbon/human/H = M
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if(istype(src, /obj/item/clothing/under) || istype(src, /obj/item/clothing/suit))
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if(FAT in H.mutations)
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if(!(flags & ONESIZEFITSALL))
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if(!disable_warning)
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H << "\red You're too fat to wear the [name]."
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return 0
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switch(slot)
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if(slot_l_hand)
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if(H.l_hand)
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@@ -198,11 +198,8 @@
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if(exposed_temperature > 300)
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TemperatureAct(exposed_temperature)
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//skytodo:
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proc/TemperatureAct(temperature)
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for(var/turf/simulated/floor/target_tile in range(2,loc))
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/*if(target_tile.parent && target_tile.parent.group_processing)
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target_tile.parent.suspend_group_processing()*/
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var/datum/gas_mixture/napalm = new
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@@ -258,10 +258,10 @@ obj/machinery/computer/forensic_scanning
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if("databaseprint") //Printing from the "files" database.
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if(files)
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var/obj/item/weapon/paper/P = new(loc)
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P.name = "\improper Database File (Dossier [files.Find(href_list["identifier"])])"
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var/list/dossier = files[href_list["identifier"]]
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P.name = "\improper Database File ([dossier[2]])"
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P.overlays += "paper_words"
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P.info = "<b>Criminal Evidence Database</b><br><br>"
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var/list/dossier = files[href_list["identifier"]]
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P.info += "Consolidated data points: [dossier[2]]<br>"
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var/print_string = "Fingerprints: Print not complete!<br>"
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if(stringpercent(dossier[1]) <= FINGERPRINT_COMPLETE)
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@@ -512,10 +512,10 @@ obj/machinery/computer/forensic_scanning
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prints[print] = atom_fingerprints[print]
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else
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var/list/templist[4]
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templist[1] = atom_suit_fibers
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templist[2] = atom_blood_DNA
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templist[1] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
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templist[2] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
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templist[3] = atom_name
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templist[4] = atom_fingerprints
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templist[4] = atom_fingerprints ? atom_fingerprints.Copy() : null
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misc[atom_reference] = templist //Store it!
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//Has prints.
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if(atom_fingerprints)
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@@ -559,17 +559,17 @@ obj/machinery/computer/forensic_scanning
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//It's not in there! We gotta add it.
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update_fingerprints(main_print, atom_fingerprints[main_print])
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var/list/data_point[4]
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data_point[1] = atom_fingerprints
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data_point[2] = atom_suit_fibers
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data_point[3] = atom_blood_DNA
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data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
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data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
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data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
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data_point[4] = atom_name
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data_entry[atom_reference] = data_point
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continue
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//No print at all! New data entry, go!
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var/list/data_point[4]
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data_point[1] = atom_fingerprints
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data_point[2] = atom_suit_fibers
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data_point[3] = atom_blood_DNA
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data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
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data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
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data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
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data_point[4] = atom_name
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var/list/new_file[2]
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new_file[1] = atom_fingerprints[main_print]
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@@ -135,7 +135,7 @@
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return
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proc/add_data(atom/A as mob|obj|turf|area)
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//I love hashtables.
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//I love associative lists.
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var/list/data_entry = stored["\ref [A]"]
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if(islist(data_entry)) //Yay, it was already stored!
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//Merge the fingerprints.
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@@ -164,9 +164,9 @@
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blood[main_blood] = A.blood_DNA[blood]
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return 1
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var/list/sum_list[4] //Pack it back up!
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sum_list[1] = A.fingerprints
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sum_list[2] = A.suit_fibers
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sum_list[3] = A.blood_DNA
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sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
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sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
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sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
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sum_list[4] = "\The [A] in \the [get_area(A)]"
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stored["\ref [A]"] = sum_list
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return 0
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@@ -90,7 +90,7 @@ BLIND // can't see anything
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
|
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allowed = list(/obj/item/weapon/tank/emergency_oxygen)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
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slot_flags = SLOT_OCLOTHING
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@@ -26,7 +26,7 @@
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icon_state = "santa"
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item_state = "santa"
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slowdown = 0
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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allowed = list(/obj/item) //for stuffing exta special presents
|
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@@ -15,7 +15,7 @@
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desc = "An armored vest that protects against some damage."
|
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icon_state = "armor"
|
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item_state = "armor"
|
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
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flags = FPRINT | TABLEPASS
|
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
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|
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|
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@@ -83,7 +83,7 @@
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desc = "An armored vest with a detective's badge on it."
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icon_state = "detective-armor"
|
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item_state = "armor"
|
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
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flags = FPRINT | TABLEPASS
|
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
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|
||||
@@ -97,7 +97,7 @@
|
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icon_state = "reactiveoff"
|
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item_state = "reactiveoff"
|
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slowdown = 1
|
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
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/obj/item/clothing/suit/armor/reactive/IsShield()
|
||||
|
||||
@@ -84,7 +84,7 @@
|
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desc = "This robe commands authority."
|
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icon_state = "judge"
|
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item_state = "judge"
|
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
|
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flags_inv = HIDEJUMPSUIT
|
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|
||||
@@ -21,7 +21,7 @@
|
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
|
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slowdown = 1.0
|
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
|
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
|
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE
|
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
|
||||
@@ -3,7 +3,7 @@
|
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icon_state = "black"
|
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item_state = "bl_suit"
|
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color = "black"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
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/obj/item/clothing/under/color/blackf
|
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name = "feminine black jumpsuit"
|
||||
@@ -17,21 +17,21 @@
|
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icon_state = "blue"
|
||||
item_state = "b_suit"
|
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color = "blue"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
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/obj/item/clothing/under/color/green
|
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name = "green jumpsuit"
|
||||
icon_state = "green"
|
||||
item_state = "g_suit"
|
||||
color = "green"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/color/grey
|
||||
name = "grey jumpsuit"
|
||||
icon_state = "grey"
|
||||
item_state = "gy_suit"
|
||||
color = "grey"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/color/orange
|
||||
name = "orange jumpsuit"
|
||||
@@ -41,35 +41,35 @@
|
||||
color = "orange"
|
||||
has_sensor = 2
|
||||
sensor_mode = 3
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/color/pink
|
||||
name = "pink jumpsuit"
|
||||
icon_state = "pink"
|
||||
item_state = "p_suit"
|
||||
color = "pink"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/color/red
|
||||
name = "red jumpsuit"
|
||||
icon_state = "red"
|
||||
item_state = "r_suit"
|
||||
color = "red"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/color/white
|
||||
name = "white jumpsuit"
|
||||
icon_state = "white"
|
||||
item_state = "w_suit"
|
||||
color = "white"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/color/yellow
|
||||
name = "yellow jumpsuit"
|
||||
icon_state = "yellow"
|
||||
item_state = "y_suit"
|
||||
color = "yellow"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/psyche
|
||||
name = "psychedelic"
|
||||
@@ -88,7 +88,7 @@
|
||||
desc = "aqua"
|
||||
icon_state = "aqua"
|
||||
color = "aqua"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/purple
|
||||
name = "purple"
|
||||
@@ -120,14 +120,14 @@
|
||||
desc = "lightbrown"
|
||||
icon_state = "lightbrown"
|
||||
color = "lightbrown"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/brown
|
||||
name = "brown"
|
||||
desc = "brown"
|
||||
icon_state = "brown"
|
||||
color = "brown"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/yellowgreen
|
||||
name = "yellowgreen"
|
||||
@@ -140,7 +140,7 @@
|
||||
desc = "darkblue"
|
||||
icon_state = "darkblue"
|
||||
color = "darkblue"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/lightred
|
||||
name = "lightred"
|
||||
@@ -153,4 +153,4 @@
|
||||
desc = "darkred"
|
||||
icon_state = "darkred"
|
||||
color = "darkred"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
@@ -6,7 +6,7 @@
|
||||
icon_state = "ba_suit"
|
||||
item_state = "ba_suit"
|
||||
color = "ba_suit"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
|
||||
@@ -15,7 +15,7 @@
|
||||
icon_state = "captain"
|
||||
item_state = "caparmor"
|
||||
color = "captain"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/cargo
|
||||
@@ -32,7 +32,7 @@
|
||||
icon_state = "cargotech"
|
||||
item_state = "lb_suit"
|
||||
color = "cargo"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/chaplain
|
||||
@@ -41,7 +41,7 @@
|
||||
icon_state = "chaplain"
|
||||
item_state = "bl_suit"
|
||||
color = "chapblack"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/chef
|
||||
@@ -49,7 +49,7 @@
|
||||
name = "chef's uniform"
|
||||
icon_state = "chef"
|
||||
color = "chef"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/clown
|
||||
@@ -58,7 +58,7 @@
|
||||
icon_state = "clown"
|
||||
item_state = "clown"
|
||||
color = "clown"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_personnel
|
||||
@@ -67,7 +67,7 @@
|
||||
icon_state = "hop"
|
||||
item_state = "b_suit"
|
||||
color = "hop"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/hydroponics
|
||||
@@ -77,7 +77,7 @@
|
||||
item_state = "g_suit"
|
||||
color = "hydroponics"
|
||||
permeability_coefficient = 0.50
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/janitor
|
||||
@@ -86,7 +86,7 @@
|
||||
icon_state = "janitor"
|
||||
color = "janitor"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer
|
||||
@@ -147,7 +147,7 @@
|
||||
icon_state = "mime"
|
||||
item_state = "mime"
|
||||
color = "mime"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/miner
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
item_state = "g_suit"
|
||||
color = "chief"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/atmospheric_technician
|
||||
desc = "It's a jumpsuit worn by atmospheric technicians."
|
||||
@@ -14,7 +14,7 @@
|
||||
icon_state = "atmos"
|
||||
item_state = "atmos_suit"
|
||||
color = "atmos"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/engineer
|
||||
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
|
||||
@@ -23,7 +23,7 @@
|
||||
item_state = "engi_suit"
|
||||
color = "engine"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/roboticist
|
||||
desc = "It's a slimming black with reinforced seams; great for industrial work."
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
item_state = "g_suit"
|
||||
color = "director"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/scientist
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
|
||||
@@ -18,7 +18,7 @@
|
||||
color = "toxinswhite"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/chemist
|
||||
@@ -50,7 +50,7 @@
|
||||
color = "geneticswhite"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/virologist
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
|
||||
@@ -78,7 +78,7 @@
|
||||
color = "medical"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/medical/blue
|
||||
name = "medical scrubs"
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
item_state = "r_suit"
|
||||
color = "warden"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/security
|
||||
name = "security officer's jumpsuit"
|
||||
@@ -24,7 +24,7 @@
|
||||
item_state = "r_suit"
|
||||
color = "secred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/*
|
||||
* Detective
|
||||
@@ -36,7 +36,7 @@
|
||||
item_state = "det"
|
||||
color = "detective"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/head/det_hat
|
||||
@@ -56,7 +56,7 @@
|
||||
item_state = "r_suit"
|
||||
color = "hosred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/HoS
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
name = "amish suit"
|
||||
icon_state = "sl_suit"
|
||||
color = "sl_suit"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/waiter
|
||||
name = "waiter's outfit"
|
||||
@@ -32,7 +32,7 @@
|
||||
icon_state = "waiter"
|
||||
item_state = "waiter"
|
||||
color = "waiter"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/rank/mailman
|
||||
name = "mailman's jumpsuit"
|
||||
@@ -102,7 +102,7 @@
|
||||
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
|
||||
icon_state = "owl"
|
||||
color = "owl"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/johnny
|
||||
name = "johnny~~ jumpsuit"
|
||||
|
||||
@@ -481,17 +481,9 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
var/image/lying = image("icon_state" = "[t_color]_l")
|
||||
var/image/standing = image("icon_state" = "[t_color]_s")
|
||||
|
||||
if(FAT in mutations)
|
||||
if(w_uniform.flags&ONESIZEFITSALL)
|
||||
lying.icon = 'icons/mob/uniform_fat.dmi'
|
||||
standing.icon = 'icons/mob/uniform_fat.dmi'
|
||||
else
|
||||
src << "\red You burst out of \the [w_uniform]!"
|
||||
drop_from_inventory(w_uniform)
|
||||
return
|
||||
else
|
||||
lying.icon = 'icons/mob/uniform.dmi'
|
||||
standing.icon = 'icons/mob/uniform.dmi'
|
||||
|
||||
lying.icon = 'icons/mob/uniform.dmi'
|
||||
standing.icon = 'icons/mob/uniform.dmi'
|
||||
|
||||
if(w_uniform.blood_DNA)
|
||||
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood2")
|
||||
@@ -638,35 +630,21 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
var/image/lying = image("icon" = 'icons/mob/suit.dmi', "icon_state" = "[wear_suit.icon_state]2")
|
||||
var/image/standing = image("icon" = 'icons/mob/suit.dmi', "icon_state" = "[wear_suit.icon_state]")
|
||||
|
||||
if(FAT in mutations)
|
||||
if(!wear_suit.flags&ONESIZEFITSALL)
|
||||
src << "\red You burst out of \the [wear_suit]!"
|
||||
var/obj/item/clothing/c = wear_suit
|
||||
wear_suit = null
|
||||
if(client)
|
||||
client.screen -= c
|
||||
c.loc = loc
|
||||
c.dropped(src)
|
||||
c.layer = initial(c.layer)
|
||||
lying = null
|
||||
standing = null
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
|
||||
drop_from_inventory(handcuffed)
|
||||
drop_l_hand()
|
||||
drop_r_hand()
|
||||
|
||||
else
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
|
||||
drop_from_inventory(handcuffed)
|
||||
drop_l_hand()
|
||||
drop_r_hand()
|
||||
|
||||
if(wear_suit.blood_DNA)
|
||||
var/t_state
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/wcoat) )
|
||||
t_state = "armor"
|
||||
else if( istype(wear_suit, /obj/item/clothing/suit/det_suit || /obj/item/clothing/suit/labcoat) )
|
||||
t_state = "coat"
|
||||
else
|
||||
t_state = "suit"
|
||||
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood2")
|
||||
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood")
|
||||
if(wear_suit.blood_DNA)
|
||||
var/t_state
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/wcoat) )
|
||||
t_state = "armor"
|
||||
else if( istype(wear_suit, /obj/item/clothing/suit/det_suit || /obj/item/clothing/suit/labcoat) )
|
||||
t_state = "coat"
|
||||
else
|
||||
t_state = "suit"
|
||||
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood2")
|
||||
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood")
|
||||
|
||||
overlays_lying[SUIT_LAYER] = lying
|
||||
overlays_standing[SUIT_LAYER] = standing
|
||||
|
||||
+1
-1
@@ -195,7 +195,7 @@ var/MAX_EXPLOSION_RANGE = 14
|
||||
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
|
||||
|
||||
#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL)
|
||||
#define ONESIZEFITSALL 8192 // can be worn by fatties (or children? ugh) --jumpsuit only (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
|
||||
#define PLASMAGUARD 8192 //Does not get contaminated by plasma.
|
||||
|
||||
#define NOREACT 16384 //Reagents dont' react inside this container.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user