Merge tgstation13 r4570 into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/defines/obj.dm
	code/defines/procs/helpers.dm
	code/defines/turf.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/events.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/master_controller.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/item.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/wires.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/modules/clothing/head/hardhat.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/new_player/login.dm
	code/modules/paperwork/pen.dm
	code/modules/paperwork/stamps.dm
	code/unused/toilets.dm
	html/changelog.html
	icons/effects/alert.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-08-28 19:57:11 +10:00
269 changed files with 14389 additions and 13349 deletions
@@ -1,3 +1,13 @@
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
/obj/item/clothing/gloves/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
@@ -0,0 +1,54 @@
/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user)
if(istype(src, /obj/item/clothing/gloves/boxing)) //quick fix for stunglove overlay not working nicely with boxing gloves.
user << "<span class='notice'>That won't work.</span>" //i'm not putting my lips on that!
..()
return
if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/C = W
if(!wired)
if(C.amount >= 2)
C.amount -= 2
wired = 1
siemens_coefficient = 1
user << "<span class='notice'>You wrap some wires around [src].</span>"
update_icon()
else
user << "<span class='notice'>There is not enough wire to cover [src].</span>"
else
user << "<span class='notice'>[src] are already wired.</span>"
else if(istype(W, /obj/item/weapon/cell))
if(!wired)
user << "<span class='notice'>[src] need to be wired first.</span>"
else if(!cell)
user.drop_item()
W.loc = src
cell = W
user << "<span class='notice'>You attach a cell to [src].</span>"
update_icon()
else
user << "<span class='notice'>[src] already have a cell.</span>"
else if(istype(W, /obj/item/weapon/wirecutters))
if(cell)
cell.updateicon()
cell.loc = get_turf(src.loc)
cell = null
user << "<span class='notice'>You cut the cell away from [src].</span>"
update_icon()
return
if(wired) //wires disappear into the void because fuck that shit
wired = 0
siemens_coefficient = initial(siemens_coefficient)
user << "<span class='notice'>You cut the wires away from [src].</span>"
update_icon()
..()
return
/obj/item/clothing/gloves/update_icon()
..()
overlays = null
if(wired)
overlays += "gloves_wire"
if(cell)
overlays += "gloves_cell"
+8 -10
View File
@@ -19,22 +19,20 @@
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
if(on)
user.total_luminosity += brightness_on
else
user.total_luminosity -= brightness_on
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.total_luminosity += brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(0)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(brightness_on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/obj/item/clothing/head/hardhat/orange
+8 -10
View File
@@ -133,22 +133,20 @@
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
if(on)
user.total_luminosity += brightness_on
else
user.total_luminosity -= brightness_on
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.total_luminosity += brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(0)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity()
SetLuminosity(0)
dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(brightness_on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/*
* Kitty ears
-11
View File
@@ -1,14 +1,3 @@
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
/obj/item/clothing/head/helmet/space/space_ninja
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
name = "ninja hood"
+8 -10
View File
@@ -19,22 +19,20 @@
icon_state = "rig[on]-[color]"
// item_state = "rig[on]-[color]"
if(on)
user.total_luminosity += brightness_on
else
user.total_luminosity -= brightness_on
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.total_luminosity += brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(0)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity()
SetLuminosity(0)
dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(brightness_on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/obj/item/clothing/suit/space/rig
name = "engineering hardsuit"