Doors now check for critter access.

Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)

Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.

Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted

New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-08-26 07:41:37 +00:00
parent 256cdd37d2
commit c9bb9c2e5f
40 changed files with 9892 additions and 9469 deletions
+1 -1
View File
@@ -1240,7 +1240,7 @@
icon = 'beach.dmi'
icon_state = "ball"
name = "beach ball"
item_state = "clown"
item_state = "beachball"
density = 0
anchored = 0
w_class = 1.0
+1 -20
View File
@@ -51,7 +51,7 @@
icon_state = "sun"
item_state = "sunglasses"
protective_temperature = 1300
var/already_worn = 0
// var/already_worn = 0
/obj/item/clothing/glasses/thermal
name = "Optical Thermal Scanner"
@@ -72,25 +72,6 @@
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
/obj/item/clothing/glasses/hud/health
name = "Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
origin_tech = "magnets=3;biotech=2"
var/list/icon/current = list() //the current hud icons
/obj/item/clothing/glasses/hud/security
name = "Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status."
icon_state = "securityhud"
origin_tech = "magnets=3;combat=2"
var/list/icon/current = list() //the current hud icons
/proc/RoundHealth(health)
switch(health)
if(100 to INFINITY)
+24 -1
View File
@@ -151,9 +151,32 @@
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
item_state = "helmet"
armor = list(melee = 75, bullet = 10, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
protective_temperature = 500
heat_transfer_coefficient = 0.10
var/obj/item/clothing/glasses/hud/security/shud = null
attackby(obj/item/weapon/W as obj, mob/user as mob)
if((istype(W,/obj/item/clothing/glasses/hud/security)) && (!istype(src, /obj/item/clothing/head/helmet/space)) && (!shud))
user.remove_from_mob(W)
shud = W
W.loc = src
user << "You attach the [W.name] to the [src.name]."
desc = "Standard Security gear. This helmet has a [shud.name] attached to it."
return
..()
attack_self(mob/user as mob)
if(shud)
shud.loc = get_turf(src)
user << "You take the [shud.name] off of the [src.name]."
shud = null
desc = "Standard Security gear."
return
..()
/obj/item/clothing/head/secsoft
name = "Soft Cap"
-14
View File
@@ -349,17 +349,3 @@
var/stop = 0.0
var/screen = 0 // 0 - Main Menu, 1 - Cyborg Status, 2 - Kill 'em All! -- In text
/obj/machinery/computer/prisoner
name = "Prisoner Management"
icon = 'computer.dmi'
icon_state = "explosive"
req_access = list(access_armory)
circuit = "/obj/item/weapon/circuitboard/prisoner"
var/id = 0.0
var/temp = null
var/status = 0
var/timeleft = 60
var/stop = 0.0
var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
var/malf_access = 0
-78
View File
@@ -963,84 +963,6 @@
dispenser = 1
/obj/item/weapon/implant
name = "implant"
var/implanted = null
var/mob/imp_in = null
var/color = "b"
/obj/item/weapon/implant/freedom
name = "freedom"
desc = "Use this to escape from those evil Red Shirts."
var/uses = 1.0
color = "r"
var/activation_emote = "chuckle"
/obj/item/weapon/implant/tracking
name = "tracking"
desc = "Track with this."
var/frequency = 1451
var/id = 1.0
/obj/item/weapon/implant/explosive
name = "explosive"
desc = "And boom goes the weasel."
/obj/item/weapon/implant/chem
name = "chem"
/obj/item/weapon/implantcase
name = "Glass Case"
desc = "A case containing an implant."
icon_state = "implantcase-0"
var/obj/item/weapon/implant/imp = null
item_state = "implantcase"
throw_speed = 1
throw_range = 5
w_class = 1.0
/obj/item/weapon/implantcase/tracking
name = "Glass Case- 'Tracking'"
desc = "A case containing a tracking implant."
icon = 'items.dmi'
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/explosive
name = "Glass Case- 'Explosive'"
desc = "A case containing an explosive implant."
icon = 'items.dmi'
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/chem
name = "Glass Case- 'Chem'"
desc = "A case containing a chemical implant."
icon = 'items.dmi'
icon_state = "implantcase-b"
/obj/item/weapon/implanter
name = "implanter"
icon = 'items.dmi'
icon_state = "implanter0"
var/obj/item/weapon/implant/imp = null
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/weapon/implantpad
name = "implantpad"
desc = "Used to modify implants."
icon = 'items.dmi'
icon_state = "implantpad-0"
var/obj/item/weapon/implantcase/case = null
var/broadcasting = null
var/listening = 1.0
item_state = "electronic"
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/weapon/locator
name = "locator"
desc = "Used to track those with locater implants."