Merge pull request #1919 from SkyMarshal/bugfixes

Fixes for Cael, Detective Work fixes.
This commit is contained in:
Mloc
2012-11-11 13:50:19 -08:00
26 changed files with 94 additions and 184 deletions
-1
View File
@@ -252,7 +252,6 @@
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
+1 -11
View File
@@ -69,9 +69,6 @@ mob/living/carbon/metroid/airflow_stun()
mob/living/carbon/human/airflow_stun()
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
if(buckled) return 0
//skytodo:
/*if(wear_suit)
if(wear_suit.flags & SUITSPACE) return 0*/
if(shoes)
if(shoes.flags & NOSLIP) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
@@ -247,9 +244,6 @@ atom/movable
if(istype(src, /mob/living/carbon/human))
if(istype(src, /mob/living/carbon/human))
if(src:buckled) return
//skytodo: tg handles suits differently
/*if(src:wear_suit)
if(src:wear_suit.flags & SUITSPACE) return*/
if(src:shoes)
if(src:shoes.type == /obj/item/clothing/shoes/magboots && src:shoes.flags & NOSLIP) return
src << "\red You are sucked away by airflow!"
@@ -305,9 +299,6 @@ atom/movable
if(istype(src, /mob/living/carbon/human))
if(istype(src, /mob/living/carbon/human))
if(src:buckled) return
//skytodo:
/*if(src:wear_suit)
if(src:wear_suit.flags & SUITSPACE) return*/
if(src:shoes)
if(src:shoes.type == /obj/item/clothing/shoes/magboots && src:shoes.flags & NOSLIP) return
src << "\red You are pushed away by airflow!"
@@ -407,7 +398,6 @@ zone/proc/movables()
. = list()
for(var/turf/T in contents)
for(var/atom/A in T)
//skytodo: add check for ai eye, tg seems to have done away with it
if(istype(A, /obj/effect))
if(istype(A, /obj/effect) || istype(A, /mob/aiEye))
continue
. += A
+1 -1
View File
@@ -32,7 +32,7 @@ zone/proc
M << "Pressure: [air.return_pressure()]"
M << ""
M << "Space Tiles: [length(unsimulated_tiles)]"
//M << "Movable Objects: [length(movable_objects)]" //skytodo
M << "Movable Objects: [length(movables())]"
M << "<u>Connections: [length(connections)]</u>"
for(var/connection/C in connections)
+1 -1
View File
@@ -273,7 +273,7 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
arms_exposure = 1
//Get heat transfer coefficients for clothing.
//skytodo: different handling of temp with tg
//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.
/*for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C) continue
if(C.body_parts_covered & HEAD)
+8 -13
View File
@@ -43,14 +43,10 @@ obj/var/contaminated = 0
obj/item/proc
can_contaminate()
return 0
//skytodo: tg has changed how suits are handled
/*
//Clothing and backpacks can be contaminated.
if(flags & PLASMAGUARD) return 0
if(flags & SUITSPACE) return 0
else if(istype(src,/obj/item/clothing)) return 1
else if(istype(src,/obj/item/weapon/storage/backpack)) return 1
*/
contaminate()
//Do a contamination overlay? Temporary measure to keep contamination less deadly than it was.
@@ -131,22 +127,21 @@ obj/item/proc
/mob/living/carbon/human/proc/pl_head_protected()
//Checks if the head is adequately sealed.
//skytodo:
/*if(head)
if(head)
if(vsc.plc.PLASMAGUARD_ONLY)
if(head.flags & PLASMAGUARD || head.flags & HEADSPACE) return 1
else
if(head.flags & HEADCOVERSEYES) return 1*/
if(head.flags & PLASMAGUARD)
return 1
else if(head.flags & HEADCOVERSEYES)
return 1
return 0
/mob/living/carbon/human/proc/pl_suit_protected()
//Checks if the suit is adequately sealed.
//skytodo:
/*if(wear_suit)
if(wear_suit)
if(vsc.plc.PLASMAGUARD_ONLY)
if(wear_suit.flags & PLASMAGUARD || wear_suit.flags & SUITSPACE) return 1
if(wear_suit.flags & PLASMAGUARD) return 1
else
if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1*/
if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1
return 0
/mob/living/carbon/human/proc/suit_contamination()
+2 -2
View File
@@ -53,7 +53,7 @@
desc = "A set of armored robes worn by the followers of Nar-Sie"
icon_state = "cultrobes"
item_state = "cultrobes"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
@@ -73,7 +73,7 @@
desc = "A set of armored robes worn by the followers of Nar-Sie"
icon_state = "magusred"
item_state = "magusred"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
+1 -37
View File
@@ -85,40 +85,4 @@
//border_only fire doors are special when it comes to air groups
/obj/machinery/door/firedoor/border_only
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group)
var/direction = get_dir(src,target)
return (dir != direction)
else if(density)
if(!height)
var/direction = get_dir(src,target)
return (dir != direction)
else
return 0
return 1
//skytodo
update_nearby_tiles(need_rebuild)
/*if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/destination = get_step(source,dir)
if(need_rebuild)
if(istype(source)) //Rebuild/update nearby group geometry
if(source.parent)
air_master.groups_to_rebuild += source.parent
else
air_master.tiles_to_update += source
if(istype(destination))
if(destination.parent)
air_master.groups_to_rebuild += destination.parent
else
air_master.tiles_to_update += destination
else
if(istype(source)) air_master.tiles_to_update += source
if(istype(destination)) air_master.tiles_to_update += destination*/
return 1
/obj/machinery/door/firedoor/border_only
+1 -1
View File
@@ -851,7 +851,7 @@
. = t_air.return_pressure()
return
//skytodo:
//skytodo: //No idea what you want me to do here, mate.
/obj/mecha/proc/return_temperature()
. = 0
if(use_internal_tank)
+1 -7
View File
@@ -51,9 +51,6 @@
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
//skytodo
/*if(target.parent)
target.parent.suspend_group_processing()*/
var/datum/gas_mixture/payload = new
var/datum/gas/sleeping_agent/trace_gas = new
@@ -69,9 +66,6 @@
/obj/effect/mine/proc/triggerplasma(obj)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
//skytodo
/*if(target.parent)
target.parent.suspend_group_processing()*/
var/datum/gas_mixture/payload = new
@@ -123,4 +117,4 @@
/obj/effect/mine/stun
name = "Stun Mine"
icon_state = "uglymine"
triggerproc = "triggerstun"
triggerproc = "triggerstun"
-7
View File
@@ -388,13 +388,6 @@
//START HUMAN
var/mob/living/carbon/human/H = M
if(istype(src, /obj/item/clothing/under) || istype(src, /obj/item/clothing/suit))
if(FAT in H.mutations)
if(!(flags & ONESIZEFITSALL))
if(!disable_warning)
H << "\red You're too fat to wear the [name]."
return 0
switch(slot)
if(slot_l_hand)
if(H.l_hand)
@@ -198,11 +198,8 @@
if(exposed_temperature > 300)
TemperatureAct(exposed_temperature)
//skytodo:
proc/TemperatureAct(temperature)
for(var/turf/simulated/floor/target_tile in range(2,loc))
/*if(target_tile.parent && target_tile.parent.group_processing)
target_tile.parent.suspend_group_processing()*/
var/datum/gas_mixture/napalm = new
+11 -11
View File
@@ -258,10 +258,10 @@ obj/machinery/computer/forensic_scanning
if("databaseprint") //Printing from the "files" database.
if(files)
var/obj/item/weapon/paper/P = new(loc)
P.name = "\improper Database File (Dossier [files.Find(href_list["identifier"])])"
var/list/dossier = files[href_list["identifier"]]
P.name = "\improper Database File ([dossier[2]])"
P.overlays += "paper_words"
P.info = "<b>Criminal Evidence Database</b><br><br>"
var/list/dossier = files[href_list["identifier"]]
P.info += "Consolidated data points: [dossier[2]]<br>"
var/print_string = "Fingerprints: Print not complete!<br>"
if(stringpercent(dossier[1]) <= FINGERPRINT_COMPLETE)
@@ -512,10 +512,10 @@ obj/machinery/computer/forensic_scanning
prints[print] = atom_fingerprints[print]
else
var/list/templist[4]
templist[1] = atom_suit_fibers
templist[2] = atom_blood_DNA
templist[1] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
templist[2] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
templist[3] = atom_name
templist[4] = atom_fingerprints
templist[4] = atom_fingerprints ? atom_fingerprints.Copy() : null
misc[atom_reference] = templist //Store it!
//Has prints.
if(atom_fingerprints)
@@ -559,17 +559,17 @@ obj/machinery/computer/forensic_scanning
//It's not in there! We gotta add it.
update_fingerprints(main_print, atom_fingerprints[main_print])
var/list/data_point[4]
data_point[1] = atom_fingerprints
data_point[2] = atom_suit_fibers
data_point[3] = atom_blood_DNA
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
data_entry[atom_reference] = data_point
continue
//No print at all! New data entry, go!
var/list/data_point[4]
data_point[1] = atom_fingerprints
data_point[2] = atom_suit_fibers
data_point[3] = atom_blood_DNA
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
var/list/new_file[2]
new_file[1] = atom_fingerprints[main_print]
+4 -4
View File
@@ -135,7 +135,7 @@
return
proc/add_data(atom/A as mob|obj|turf|area)
//I love hashtables.
//I love associative lists.
var/list/data_entry = stored["\ref [A]"]
if(islist(data_entry)) //Yay, it was already stored!
//Merge the fingerprints.
@@ -164,9 +164,9 @@
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
sum_list[1] = A.fingerprints
sum_list[2] = A.suit_fibers
sum_list[3] = A.blood_DNA
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored["\ref [A]"] = sum_list
return 0
+1 -1
View File
@@ -90,7 +90,7 @@ BLIND // can't see anything
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
allowed = list(/obj/item/weapon/tank/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
slot_flags = SLOT_OCLOTHING
@@ -26,7 +26,7 @@
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
allowed = list(/obj/item) //for stuffing exta special presents
+3 -3
View File
@@ -15,7 +15,7 @@
desc = "An armored vest that protects against some damage."
icon_state = "armor"
item_state = "armor"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
@@ -83,7 +83,7 @@
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
item_state = "armor"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
@@ -97,7 +97,7 @@
icon_state = "reactiveoff"
item_state = "reactiveoff"
slowdown = 1
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/reactive/IsShield()
+1 -1
View File
@@ -84,7 +84,7 @@
desc = "This robe commands authority."
icon_state = "judge"
item_state = "judge"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
flags_inv = HIDEJUMPSUIT
+1 -1
View File
@@ -21,7 +21,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
slowdown = 1.0
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
+14 -14
View File
@@ -3,7 +3,7 @@
icon_state = "black"
item_state = "bl_suit"
color = "black"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/blackf
name = "feminine black jumpsuit"
@@ -17,21 +17,21 @@
icon_state = "blue"
item_state = "b_suit"
color = "blue"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/green
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
+10 -10
View File
@@ -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."
+4 -4
View File
@@ -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"
+4 -4
View File
@@ -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
+3 -3
View File
@@ -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
View File
@@ -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.