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
+13 -1
View File
@@ -62,4 +62,16 @@
user << "\red Its locked!"
else
..()
return
return
/obj/item/weapon/storage/lockbox/loyalty
name = "Lockbox (Loyalty Implants)"
req_access = list(access_security)
New()
..()
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implanter/loyalty(src)