Merge pull request #22 from ZomgPonies/master

Merge from Master
This commit is contained in:
Fox-McCloud
2014-10-27 23:16:41 -04:00
7 changed files with 38 additions and 14 deletions
+6 -5
View File
@@ -155,11 +155,12 @@ var/list/uplink_items = list()
job = list(
"Chief Medical Officer",
"Medical Doctor",
//"Geneticist",
//"Psychiatrist",
//"Chemist",
//"Paramedic",
"Virologist"
"Geneticist",
"Psychiatrist",
"Chemist",
"Paramedic",
"Virologist",
"Brig Physician"
)
//Assistant
+1 -1
View File
@@ -1,7 +1,7 @@
/datum/job/civilian
title = "Civilian"
flag = CIVILIAN
department_flag = CIVILIAN
department_flag = SUPPORT
total_positions = -1
spawn_positions = -1
supervisors = "absolutely everyone"
+2
View File
@@ -100,6 +100,7 @@ var/global/datum/controller/occupations/job_master
Debug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
var/list/candidates = list()
for(var/mob/new_player/player in unassigned)
Debug(" - Player: [player] Banned: [jobban_isbanned(player, job.title)] Old Enough: [!job.player_old_enough(player.client)] Flag && Be Special: [flag] && [player.client.prefs.be_special] Job Department: [player.client.prefs.GetJobDepartment(job, level)] Job Flag: [job.flag] Job Department Flag = [job.department_flag]")
if(jobban_isbanned(player, job.title))
Debug("FOC isbanned failed, Player: [player]")
continue
@@ -331,6 +332,7 @@ var/global/datum/controller/occupations/job_master
// If the job isn't filled
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
Debug("DO pass, Player: [player], Level:[level], Job:[job.title]")
Debug(" - Job Flag: [job.flag] Job Department: [player.client.prefs.GetJobDepartment(job, level)] Job Current Pos: [job.current_positions] Job Spawn Positions = [job.spawn_positions]")
AssignRole(player, job.title)
unassigned -= player
break
@@ -138,3 +138,14 @@
src.imp = new /obj/item/weapon/implant/death_alarm( src )
..()
return
/obj/item/weapon/implantcase/freedom
name = "Glass Case- 'Freedom'"
desc = "A case containing a freedom implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-b"
New()
src.imp = new /obj/item/weapon/implant/freedom( src )
..()
return
+1 -1
View File
@@ -201,7 +201,7 @@ var/list/adminlog = list()
var/list/powernets = list()
var/Debug = 0 // global debug switch
var/Debug2 = 0
var/Debug2 = 1 // enables detailed job debug file in secrets
var/datum/debug/debugobj
@@ -191,7 +191,7 @@ emp_act
if(user == src) // Attacking yourself can't miss
target_zone = user.zone_sel.selecting
if(!target_zone && !src.stat)
if(!target_zone && !src.stat && !I.discrete)
visible_message("\red <B>[user] misses [src] with \the [I]!")
return 0
+16 -6
View File
@@ -1443,33 +1443,43 @@ datum/design/noreactbeaker
build_path = "/obj/item/weapon/reagent_containers/glass/beaker/noreact"
category = "Misc"
datum/design/implanter
name = "Implanter"
desc = "A basic implanter for injecting implants"
id = "implanter"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/implanter"
datum/design/implant_free
name = "freedom implant"
name = "Freedom Implant"
desc = "Use this to escape from those evil Red Shirts."
id = "implant_free"
req_tech = list("syndicate" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/implant/freedom"
build_path = "/obj/item/weapon/implantcase/freedom"
datum/design/implant_chem
name = "chemical implant"
name = "Chemical Implant"
desc = "Injects things."
id = "implant_chem"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/implant/chem"
build_path = "/obj/item/weapon/implantcase/chem"
locked = 1
datum/design/implant_loyal
name = "loyalty implant"
name = "Loyalty Implant"
desc = "Makes you loyal or such."
id = "implant_loyal"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = "/obj/item/weapon/implant/loyalty"
build_path = "/obj/item/weapon/implantcase/loyalty"
locked = 1