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
-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