mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 20:47:10 +01:00
+1
-1
@@ -200,12 +200,12 @@
|
||||
#define FILE_DIR "sound/ambience"
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||||
#define FILE_DIR "sound/announcer"
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||||
#define FILE_DIR "sound/effects"
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||||
#define FILE_DIR "sound/hallucinations"
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||||
#define FILE_DIR "sound/items"
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||||
#define FILE_DIR "sound/machines"
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||||
#define FILE_DIR "sound/mecha"
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||||
#define FILE_DIR "sound/misc"
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||||
#define FILE_DIR "sound/piano"
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||||
#define FILE_DIR "sound/scary"
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||||
#define FILE_DIR "sound/voice"
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||||
#define FILE_DIR "sound/weapons"
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||||
// END_FILE_DIR
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||||
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||||
@@ -27,10 +27,10 @@
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||||
var/vote_period = 60 // length of voting period (seconds, default 1 minute)
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||||
var/vote_no_default = 0 // vote does not default to nochange/norestart (tbi)
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||||
var/vote_no_dead = 0 // dead people can't vote (tbi)
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||||
var/enable_authentication = 0 // goon authentication
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||||
// var/enable_authentication = 0 // goon authentication
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||||
var/del_new_on_log = 1 // del's new players if they log before they spawn in
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||||
var/feature_object_spell_system = 0 //spawns a spellbook which gives object-type spells instead of verb-type spells for the wizard
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var/traitor_scaling = 0 //if amount of traitors scales based on amount of players
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||||
var/traitor_scaling = 0 //if amount of traitors scales based on amount of players
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||||
var/protect_roles_from_antagonist = 0// If security and such can be tratior/cult/other
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||||
var/Tensioner_Active = 0 // If the tensioner is running.
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||||
var/popup_admin_pm = 0 //adminPMs to non-admins show in a pop-up 'reply' window when set to 1.
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||||
@@ -198,8 +198,8 @@
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||||
if ("allow_ai")
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||||
config.allow_ai = 1
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||||
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||||
if ("authentication")
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||||
config.enable_authentication = 1
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||||
// if ("authentication")
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||||
// config.enable_authentication = 1
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||||
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||||
if ("norespawn")
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||||
config.respawn = 0
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||||
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||||
+1
-1
@@ -86,7 +86,7 @@ datum/mind
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||||
else
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||||
text += "."
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||||
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||||
text += " <a href='?src=\ref[src];revolution=reequip'>Reequip</a>."
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||||
text += " <a href='?src=\ref[src];revolution=reequip'>Reequip</a> (gives traitor uplink)."
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if (objectives.len==0)
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text += "<br>Objectives are empty! <a href='?src=\ref[src];revolution=autoobjectives'>Set to kill all heads</a>."
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else if (src in ticker.mode.revolutionaries)
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@@ -1,4 +1,6 @@
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/mob/dead/observer
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name = "ghost"
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||||
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
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||||
icon = 'mob.dmi'
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||||
icon_state = "ghost"
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||||
layer = 4
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||||
|
||||
+99
-137
@@ -1,6 +1,6 @@
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||||
/obj/structure/closet
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name = "Closet"
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||||
desc = "It's a closet."
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||||
name = "closet"
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||||
desc = "It's a basic storage unit."
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||||
icon = 'closet.dmi'
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||||
icon_state = "closed"
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||||
density = 1
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||||
@@ -16,18 +16,18 @@
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||||
layer = 2.98
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||||
|
||||
/obj/structure/closet/detective
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||||
name = "Detective's Closet"
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||||
name = "detective's closet"
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||||
desc = "Holds the detective's clothes while his coat rack is being repaired."
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||||
/obj/structure/closet/acloset
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name = "Strange closet"
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desc = "It looks weird."
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name = "strange closet"
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desc = "It looks alien!"
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||||
icon_state = "acloset"
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icon_closed = "acloset"
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icon_opened = "aclosetopen"
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||||
/obj/structure/closet/cabinet
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||||
name = "Cabinet"
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name = "cabinet"
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||||
desc = "Old will forever be in fashion."
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||||
icon_state = "cabinet_closed"
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||||
icon_closed = "cabinet_closed"
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@@ -42,12 +42,12 @@
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anchored = 0
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||||
/obj/structure/closet/gmcloset
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name = "Formal closet"
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||||
desc = "A bulky (yet mobile) closet. Comes with formal clothes."
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name = "formal closet"
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||||
desc = "It's a storage unit for formal clothing."
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||||
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||||
/obj/structure/closet/emcloset
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||||
name = "Emergency Closet"
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||||
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
|
||||
name = "emergency closet"
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||||
desc = "It's a storage unit for emergency breathmasks and o2 tanks."
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||||
icon_state = "emergency"
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||||
icon_closed = "emergency"
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||||
icon_opened = "emergencyopen"
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||||
@@ -55,15 +55,15 @@
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||||
/obj/structure/closet/emcloset/legacy
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||||
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||||
/obj/structure/closet/firecloset
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||||
name = "Fire Closet"
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||||
desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
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name = "fire-safety closet"
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||||
desc = "It's a storage unit for fire-fighting supplies."
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||||
icon_state = "firecloset"
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||||
icon_closed = "firecloset"
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||||
icon_opened = "fireclosetopen"
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||||
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||||
/obj/structure/closet/hydrant //wall mounted fire closet
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||||
name = "Fire Closet"
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||||
desc = "A wall mounted closet which comes with supplies to fight fire."
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||||
name = "fire-safety closet"
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||||
desc = "It's a storage unit for fire-fighting supplies."
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||||
icon_state = "hydrant"
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||||
icon_closed = "hydrant"
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||||
icon_opened = "hydrant_open"
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||||
@@ -72,8 +72,8 @@
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||||
wall_mounted = 1
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||||
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||||
/obj/structure/closet/medical_wall //wall mounted medical closet
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||||
name = "First Aid Closet"
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||||
desc = "A wall mounted closet which should have some first aid."
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||||
name = "first-aid closet"
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||||
desc = "It's wall-mounted storage unit for first aid supplies."
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||||
icon_state = "medical_wall"
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||||
icon_closed = "medical_wall"
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||||
icon_opened = "medical_wall_open"
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||||
@@ -82,352 +82,314 @@
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||||
wall_mounted = 1
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||||
|
||||
/obj/structure/closet/toolcloset
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||||
name = "Tool Closet"
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||||
desc = "A bulky (yet mobile) closet. Contains tools."
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||||
name = "tool closet"
|
||||
desc = "It's a storage unit for tools."
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||||
icon_state = "toolcloset"
|
||||
icon_closed = "toolcloset"
|
||||
icon_opened = "toolclosetopen"
|
||||
|
||||
/obj/structure/closet/radiation
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||||
name = "radiation suit closet"
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||||
desc = "It's a storage unit for rad-protective suits."
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||||
icon_state = "radsuitcloset"
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||||
icon_opened = "toolclosetopen"
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||||
icon_closed = "radsuitcloset"
|
||||
|
||||
/obj/structure/closet/jcloset
|
||||
name = "Custodial Closet"
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||||
desc = "A bulky (yet mobile) closet. Contains the janitor's gear."
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||||
name = "custodial closet"
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||||
desc = "It's a storage unit for janitorial clothes and gear."
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||||
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||||
/obj/structure/closet/jcloset2
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||||
name = "Cleaner's Closet"
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||||
desc = "A bulky (yet mobile) closet. Contains various items for cleaning."
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||||
name = "cleaner's closet"
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||||
desc = "It's a storage unit for various cleaning items."
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||||
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||||
/obj/structure/closet/lawcloset
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||||
name = "Legal Closet"
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||||
desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
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||||
name = "legal closet"
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||||
desc = "It's a storage unit for courtroom apparel and items."
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||||
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||||
/obj/structure/closet/coffin
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||||
name = "coffin"
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||||
desc = "A burial receptacle for the dearly departed."
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||||
desc = "It's a burial receptacle for the dearly departed."
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||||
icon_state = "coffin"
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||||
icon_closed = "coffin"
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||||
icon_opened = "coffin_open"
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||||
|
||||
/obj/structure/closet/bombcloset
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||||
name = "EOD closet"
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||||
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
|
||||
name = "\improper EOD closet"
|
||||
desc = "It's a storage unit for explosion-protective suits."
|
||||
icon_state = "bombsuit"
|
||||
icon_closed = "bombsuit"
|
||||
icon_opened = "bombsuitopen"
|
||||
|
||||
/obj/structure/closet/bombclosetsecurity
|
||||
name = "EOD closet"
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||||
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
|
||||
name = "\improper EOD closet"
|
||||
desc = "It's a storage unit for explosion-protective suits."
|
||||
icon_state = "bombsuitsec"
|
||||
icon_closed = "bombsuitsec"
|
||||
icon_opened = "bombsuitsecopen"
|
||||
|
||||
/obj/structure/closet/l3closet
|
||||
name = "Level 3 Biohazard Suit"
|
||||
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
|
||||
name = "level-3 biohazard suit closet"
|
||||
desc = "It's a storage unit for level-3 biohazard gear."
|
||||
icon_state = "bio"
|
||||
icon_closed = "bio"
|
||||
icon_opened = "bioopen"
|
||||
|
||||
/obj/structure/closet/l3closet/general
|
||||
name = "Level 3 Biohazard Suit"
|
||||
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
|
||||
icon_state = "bio_general"
|
||||
icon_closed = "bio_general"
|
||||
icon_opened = "bio_generalopen"
|
||||
|
||||
/obj/structure/closet/l3closet/virology
|
||||
name = "Level 3 Biohazard Suit"
|
||||
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
|
||||
icon_state = "bio_virology"
|
||||
icon_closed = "bio_virology"
|
||||
icon_opened = "bio_virologyopen"
|
||||
|
||||
/obj/structure/closet/l3closet/security
|
||||
name = "Level 3 Biohazard Suit"
|
||||
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
|
||||
icon_state = "bio_security"
|
||||
icon_closed = "bio_security"
|
||||
icon_opened = "bio_securityopen"
|
||||
|
||||
/obj/structure/closet/l3closet/janitor
|
||||
name = "Level 3 Biohazard Suit"
|
||||
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
|
||||
icon_state = "bio_janitor"
|
||||
icon_closed = "bio_janitor"
|
||||
icon_opened = "bio_janitoropen"
|
||||
|
||||
/obj/structure/closet/l3closet/scientist
|
||||
name = "Level 3 Biohazard Suit"
|
||||
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
|
||||
icon_state = "bio_scientist"
|
||||
icon_closed = "bio_scientist"
|
||||
icon_opened = "bio_scientistopen"
|
||||
|
||||
/obj/structure/closet/syndicate
|
||||
name = "Weapons Closet"
|
||||
name = "armoury closet"
|
||||
desc = "Why is this here?"
|
||||
icon_state = "syndicate"
|
||||
icon_closed = "syndicate"
|
||||
icon_opened = "syndicateopen"
|
||||
|
||||
/obj/structure/closet/syndicate/personal
|
||||
name = "Gear Closet"
|
||||
desc = "Gear preperations closet."
|
||||
desc = "It's a storage unit for operative gear."
|
||||
|
||||
/obj/structure/closet/syndicate/nuclear
|
||||
name = "Nuclear Closet"
|
||||
desc = "Nuclear preperations closet."
|
||||
desc = "It's a storage unit for nuclear-operative gear."
|
||||
|
||||
// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
|
||||
|
||||
|
||||
/obj/structure/closet/gimmick
|
||||
name = "Administrative Supply Closet"
|
||||
name = "administrative supply closet"
|
||||
desc = "It's a storage unit for things that have no right being here."
|
||||
icon_state = "syndicate1"
|
||||
icon_closed = "syndicate1"
|
||||
icon_opened = "syndicate1open"
|
||||
desc = "Closet of things that have no right being here."
|
||||
anchored = 0
|
||||
|
||||
/obj/structure/closet/gimmick/russian
|
||||
name = "Russian Surplus"
|
||||
name = "russian surplus closet"
|
||||
desc = "It's a storage unit for Russian standard-issue surplus."
|
||||
icon_state = "syndicate1"
|
||||
icon_closed = "syndicate1"
|
||||
icon_opened = "syndicate1open"
|
||||
desc = "Russian Surplus Closet"
|
||||
|
||||
/obj/structure/closet/gimmick/tacticool
|
||||
name = "Tacticool Gear"
|
||||
name = "tacticool gear closet"
|
||||
desc = "It's a storage unit for Tacticool gear."
|
||||
icon_state = "syndicate1"
|
||||
icon_closed = "syndicate1"
|
||||
icon_opened = "syndicate1open"
|
||||
desc = "Tacticool Gear Closet"
|
||||
|
||||
/obj/structure/closet/thunderdome
|
||||
name = "\improper Thunderdome closet"
|
||||
desc = "Everything you need!"
|
||||
icon_state = "syndicate"
|
||||
icon_closed = "syndicate"
|
||||
icon_opened = "syndicateopen"
|
||||
name = "Thunderdome closet"
|
||||
anchored = 1
|
||||
|
||||
/obj/structure/closet/thunderdome/tdred
|
||||
desc = "Everything you need!"
|
||||
icon_state = "syndicate"
|
||||
icon_closed = "syndicate"
|
||||
icon_opened = "syndicateopen"
|
||||
name = "Thunderdome closet"
|
||||
name = "red-team Thunderdome closet"
|
||||
|
||||
/obj/structure/closet/thunderdome/tdgreen
|
||||
desc = "Everything you need!"
|
||||
name = "green-team Thunderdome closet"
|
||||
icon_state = "syndicate1"
|
||||
icon_closed = "syndicate1"
|
||||
icon_opened = "syndicate1open"
|
||||
name = "Thunderdome closet"
|
||||
|
||||
|
||||
/obj/structure/closet/malf/suits
|
||||
desc = "Gear preparations closet"
|
||||
desc = "It's a storage unit for operational gear."
|
||||
icon_state = "syndicate"
|
||||
icon_closed = "syndicate"
|
||||
icon_opened = "syndicateopen"
|
||||
|
||||
/obj/structure/closet/wardrobe
|
||||
desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
|
||||
name = "Wardrobe"
|
||||
name = "wardrobe"
|
||||
desc = "It's a storage unit for standard-issue Nanotrasen attire."
|
||||
icon_state = "blue"
|
||||
icon_closed = "blue"
|
||||
|
||||
/obj/structure/closet/wardrobe/black
|
||||
name = "Black Wardrobe"
|
||||
desc = "Contains black jumpsuits."
|
||||
name = "black wardrobe"
|
||||
icon_state = "black"
|
||||
icon_closed = "black"
|
||||
|
||||
/obj/structure/closet/wardrobe/chaplain_black
|
||||
name = "Chaplain Wardrobe"
|
||||
desc = "Closet of basic chaplain clothes."
|
||||
name = "chapel wardrobe"
|
||||
desc = "It's a storage unit for Nanotrasen-approved religious attire."
|
||||
icon_state = "black"
|
||||
icon_closed = "black"
|
||||
|
||||
/obj/structure/closet/wardrobe/green
|
||||
name = "Green Wardrobe"
|
||||
desc = "Contains green jumpsuits."
|
||||
name = "green wardrobe"
|
||||
icon_state = "green"
|
||||
icon_closed = "green"
|
||||
|
||||
/obj/structure/closet/wardrobe/mixed
|
||||
name = "Mixed Wardrobe"
|
||||
desc = "This appears to contain several different sets of clothing."
|
||||
name = "mixed wardrobe"
|
||||
icon_state = "mixed"
|
||||
icon_closed = "mixed"
|
||||
|
||||
/obj/structure/closet/wardrobe/orange
|
||||
name = "Prisoner's Wardrobe"
|
||||
desc = "Contains orange jumpsuits."
|
||||
name = "prison wardrobe"
|
||||
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
|
||||
icon_state = "orange"
|
||||
icon_closed = "orange"
|
||||
|
||||
/obj/structure/closet/wardrobe/pink
|
||||
name = "Pink Wardrobe"
|
||||
desc = "Contains pink jumpsuits."
|
||||
name = "pink wardrobe"
|
||||
icon_state = "pink"
|
||||
icon_closed = "pink"
|
||||
|
||||
/obj/structure/closet/wardrobe/red
|
||||
name = "Security Wardrobe"
|
||||
desc = "Contains security officer jumpsuits."
|
||||
name = "security wardrobe"
|
||||
icon_state = "red"
|
||||
icon_closed = "red"
|
||||
|
||||
/obj/structure/closet/wardrobe/warden
|
||||
name = "Warden's Wardrobe"
|
||||
desc = "Contains the warden's security uniform."
|
||||
name = "Warden's wardrobe"
|
||||
icon_state = "red"
|
||||
icon_closed = "red"
|
||||
|
||||
/obj/structure/closet/wardrobe/hos
|
||||
name = "Head of Security's Wardrobe"
|
||||
desc = "Contains the Head of Security's uniform."
|
||||
name = "Head of Security's wardrobe"
|
||||
icon_state = "red"
|
||||
icon_closed = "red"
|
||||
|
||||
/obj/structure/closet/wardrobe/hop
|
||||
name = "Head of Personnel's Wardrobe"
|
||||
desc = "Contains the Head of Personnel's uniform."
|
||||
name = "Head of Personnel's wardrobe"
|
||||
icon_state = "blue"
|
||||
icon_closed = "blue"
|
||||
|
||||
/obj/structure/closet/wardrobe/white
|
||||
name = "White Wardrobe"
|
||||
desc = "Contains white jumpsuits."
|
||||
name = "white wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/toxins_white
|
||||
name = "Toxins Wardrobe"
|
||||
desc = "Contains toxins jumpsuits."
|
||||
name = "toxins wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/genetics_white
|
||||
name = "Genetics Wardrobe"
|
||||
desc = "Contains genetics jumpsuits."
|
||||
name = "genetics wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/medic_white
|
||||
name = "Doctor's Wardrobe"
|
||||
desc = "Contains medical jumpsuits."
|
||||
name = "doctor's wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/chemistry_white
|
||||
name = "Chemistry Wardrobe"
|
||||
desc = "Contains chemistry jumpsuits."
|
||||
name = "chemistry wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/nurse
|
||||
name = "Nurse's Wardrobe"
|
||||
desc = "Contains nurse uniforms."
|
||||
name = "nurse's wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/cmo
|
||||
name = "Chief Medical Officer's Wardrobe"
|
||||
desc = "Contains the Chief Medical Officer's clothing."
|
||||
name = "Chief Medical Officer's wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/rd
|
||||
name = "Research Director's Wardrobe"
|
||||
desc = "Contains the Research Director's clothing."
|
||||
name = "Research Director's wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/scientist
|
||||
name = "Scientist's Wardrobe"
|
||||
desc = "Contains the scientist's clothing."
|
||||
name = "scientist's wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/virology_white
|
||||
name = "Virology Wardrobe"
|
||||
desc = "Contains virologist jumpsuits."
|
||||
name = "virology wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/yellow
|
||||
name = "Yellow Wardrobe"
|
||||
desc = "Contains yellow jumpsuits."
|
||||
icon_state = "yellow"
|
||||
icon_closed = "yellow"
|
||||
name = "yellow wardrobe"
|
||||
icon_state = "wardrobe-y"
|
||||
icon_closed = "wardrobe-y"
|
||||
|
||||
/obj/structure/closet/wardrobe/engineering_yellow
|
||||
name = "Engineering Wardrobe"
|
||||
desc = "Contains engineering jumpsuits."
|
||||
name = "engineering wardrobe"
|
||||
icon_state = "yellow"
|
||||
icon_closed = "yellow"
|
||||
|
||||
/obj/structure/closet/wardrobe/robotics_yellow
|
||||
name = "Robotics Wardrobe"
|
||||
desc = "Contains robotics jumpsuits."
|
||||
name = "robotics wardrobe"
|
||||
icon_state = "yellow"
|
||||
icon_closed = "yellow"
|
||||
|
||||
/obj/structure/closet/wardrobe/atmospherics_yellow
|
||||
name = "Atmospherics Wardrobe"
|
||||
desc = "Contains atmospheric jumpsuits."
|
||||
name = "atmospherics wardrobe"
|
||||
icon_state = "yellow"
|
||||
icon_closed = "yellow"
|
||||
|
||||
/obj/structure/closet/wardrobe/grey
|
||||
name = "Grey Wardrobe"
|
||||
desc = "Contains grey jumpsuits."
|
||||
name = "grey wardrobe"
|
||||
icon_state = "grey"
|
||||
icon_closed = "grey"
|
||||
|
||||
/obj/structure/closet/wardrobe/bartender_black
|
||||
name = "Bartender's Wardrobe"
|
||||
desc = "Closet of basic bartending clothes."
|
||||
name = "Bartender's wardrobe"
|
||||
icon_state = "black"
|
||||
icon_closed = "black"
|
||||
|
||||
/obj/structure/closet/wardrobe/chef_white
|
||||
name = "Chef's Wardrobe"
|
||||
desc = "Contains chef jumpsuits."
|
||||
name = "Chef's wardrobe"
|
||||
icon_state = "white"
|
||||
icon_closed = "white"
|
||||
|
||||
/obj/structure/closet/wardrobe/hydro_green
|
||||
name = "Hydroponics Wardrobe"
|
||||
desc = "Contains botanist jumpsuits."
|
||||
name = "Hydroponics wardrobe"
|
||||
icon_state = "green"
|
||||
icon_closed = "green"
|
||||
|
||||
/obj/structure/closet/wardrobe/librarian_red
|
||||
name = "Librarian's Wardrobe"
|
||||
desc = "Contains librarian jumpsuits."
|
||||
name = "Librarian's wardrobe"
|
||||
icon_state = "red"
|
||||
icon_closed = "red"
|
||||
|
||||
/obj/structure/closet/wardrobe/cargo_yellow
|
||||
name = "Cargo Tech's Wardrobe"
|
||||
desc = "Contains cargo tech jumpsuits."
|
||||
name = "Cargo Tech's wardrobe"
|
||||
icon_state = "yellow"
|
||||
icon_closed = "yellow"
|
||||
|
||||
/obj/structure/closet/wardrobe/qm_yellow
|
||||
name = "Quartermaster's Wardrobe"
|
||||
desc = "Contains quartermaster jumpsuits."
|
||||
name = "Quartermaster's wardrobe"
|
||||
icon_state = "yellow"
|
||||
icon_closed = "yellow"
|
||||
|
||||
|
||||
|
||||
/obj/structure/closet/secure_closet
|
||||
desc = "An immobile card-locked storage closet."
|
||||
name = "Security Locker"
|
||||
name = "secure locker"
|
||||
desc = "It's an immobile card-locked storage unit."
|
||||
icon = 'closet.dmi'
|
||||
icon_state = "secure1"
|
||||
density = 1
|
||||
@@ -445,7 +407,7 @@
|
||||
|
||||
/obj/structure/closet/secure_closet/medical_wall
|
||||
name = "First Aid Closet"
|
||||
desc = "A wall mounted closet which --should-- contain medical supplies."
|
||||
desc = "It's a secure wall-mounted storage unit for first aid supplies."
|
||||
icon_state = "medical_wall_locked"
|
||||
icon_closed = "medical_wall_unlocked"
|
||||
icon_locked = "medical_wall_locked"
|
||||
@@ -458,11 +420,11 @@
|
||||
req_access = list(access_medical)
|
||||
|
||||
/obj/structure/closet/secure_closet/personal
|
||||
desc = "The first card swiped gains control."
|
||||
name = "Personal Closet"
|
||||
desc = "It's a secure locker for personnel. The first card swiped gains control."
|
||||
name = "personal closet"
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/patient
|
||||
name = "Patient's closet"
|
||||
name = "patient's closet"
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/cabinet
|
||||
icon_state = "cabinetdetective_locked"
|
||||
@@ -473,14 +435,14 @@
|
||||
icon_off = "cabinetdetective_broken"
|
||||
|
||||
/obj/structure/closet/secure_closet/kitchen
|
||||
name = "Kitchen Cabinet"
|
||||
name = "kitchen cabinet"
|
||||
req_access = list(access_kitchen)
|
||||
|
||||
/obj/structure/closet/secure_closet/kitchen/mining
|
||||
req_access = list()
|
||||
|
||||
/obj/structure/closet/secure_closet/meat
|
||||
name = "Meat Fridge"
|
||||
name = "meat fridge"
|
||||
icon_state = "fridge1"
|
||||
icon_closed = "fridge"
|
||||
icon_locked = "fridge1"
|
||||
@@ -489,7 +451,7 @@
|
||||
icon_off = "fridge1"
|
||||
|
||||
/obj/structure/closet/secure_closet/fridge
|
||||
name = "Refrigerator"
|
||||
name = "refrigerator"
|
||||
icon_state = "fridge1"
|
||||
icon_closed = "fridge"
|
||||
icon_locked = "fridge1"
|
||||
@@ -498,7 +460,7 @@
|
||||
icon_off = "fridge1"
|
||||
|
||||
/obj/structure/closet/secure_closet/money_freezer
|
||||
name = "Freezer"
|
||||
name = "freezer"
|
||||
icon_state = "fridge1"
|
||||
icon_closed = "fridge"
|
||||
icon_locked = "fridge1"
|
||||
|
||||
+413
-293
File diff suppressed because it is too large
Load Diff
@@ -313,13 +313,13 @@
|
||||
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
||||
|
||||
/obj/item/weapon/storage/firstaid/toxin
|
||||
name = "Toxin First Aid"
|
||||
name = "toxin first aid"
|
||||
desc = "Contains anti-toxin medication."
|
||||
icon_state = "antitoxin"
|
||||
item_state = "firstaid-toxin"
|
||||
|
||||
/obj/item/weapon/storage/firstaid/o2
|
||||
name = "Oxygen Deprivation First Aid"
|
||||
name = "oxygen deprivation first aid"
|
||||
desc = "Contains oxygen deprivation medication."
|
||||
icon_state = "o2"
|
||||
item_state = "firstaid-o2"
|
||||
@@ -331,7 +331,7 @@
|
||||
item_state = "firstaid-advanced"
|
||||
|
||||
/obj/item/weapon/storage/flashbang_kit
|
||||
name = "Flashbangs (WARNING)"
|
||||
name = "flashbangs (WARNING)"
|
||||
desc = "<FONT color=red><B>WARNING: Do not use without reading these preautions!</B></FONT>\n<B>These devices are extremely dangerous and can cause blindness or deafness if used incorrectly.</B>\nThe chemicals contained in these devices have been tuned for maximal effectiveness and due to\nextreme safety precuaiotn shave been incased in a tamper-proof pack. DO NOT ATTEMPT TO OPEN\nFLASH WARNING: Do not use continually. Excercise extreme care when detonating in closed spaces.\n\tMake attemtps not to detonate withing range of 2 meters of the intended target. It is imperative\n\tthat the targets visit a medical professional after usage. Damage to eyes increases extremely per\n\tuse and according to range. Glasses with flash resistant filters DO NOT always work on high powered\n\tflash devices such as this. <B>EXERCISE CAUTION REGARDLESS OF CIRCUMSTANCES</B>\nSOUND WARNING: Do not use continually. Visit a medical professional if hearing is lost.\n\tThere is a slight chance per use of complete deafness. Exercise caution and restraint.\nSTUN WARNING: If the intended or unintended target is too close to detonation the resulting sound\n\tand flash have been known to cause extreme sensory overload resulting in temporary\n\tincapacitation.\n<B>DO NOT USE CONTINUALLY</B>\nOperating Directions:\n\t1. Pull detonnation pin. <B>ONCE THE PIN IS PULLED THE GRENADE CAN NOT BE DISARMED!</B>\n\t2. Throw grenade. <B>NEVER HOLD A LIVE FLASHBANG</B>\n\t3. The grenade will detonste 10 seconds hafter being primed. <B>EXCERCISE CAUTION</B>\n\t-<B>Never prime another grenade until after the first is detonated</B>\nNote: Usage of this pyrotechnic device without authorization is an extreme offense and can\nresult in severe punishment upwards of <B>10 years in prison per use</B>.\n\nDefault 3 second wait till from prime to detonation. This can be switched with a screwdriver\nto 10 seconds.\n\nCopyright of Nanotrasen Industries- Military Armnaments Division\nThis device was created by Nanotrasen Labs a member of the Expert Advisor Corporation"
|
||||
icon_state = "flashbang"
|
||||
item_state = "syringe_kit"
|
||||
|
||||
+53
-23
@@ -29,6 +29,7 @@
|
||||
IsShield()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/nullrod
|
||||
name = "null rod"
|
||||
desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of Nar-Sie's followers."
|
||||
@@ -133,7 +134,7 @@
|
||||
w_class = 3.0
|
||||
|
||||
/obj/item/weapon/rsp
|
||||
name = "\improper Rapid-Seed-Producer"
|
||||
name = "\improper Rapid-Seed-Producer (RSP)"
|
||||
desc = "A device used to rapidly deploy seeds."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "rcd"
|
||||
@@ -321,6 +322,17 @@
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
|
||||
/obj/item/weapon/corncob
|
||||
name = "corn cob"
|
||||
desc = "A reminder of meals gone by."
|
||||
icon = 'harvest.dmi'
|
||||
icon_state = "corncob"
|
||||
item_state = "corncob"
|
||||
w_class = 1.0
|
||||
throwforce = 0
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
|
||||
/obj/item/weapon/soap
|
||||
name = "soap"
|
||||
desc = "A cheap bar of soap. Doesn't smell."
|
||||
@@ -446,15 +458,15 @@
|
||||
var/heal_burn = 0
|
||||
|
||||
/obj/item/stack/medical/bruise_pack
|
||||
name = "\improper Roll of Gauze"
|
||||
singular_name = "\improper Roll of Gauze"
|
||||
name = "roll of gauze"
|
||||
singular_name = "roll of gauze"
|
||||
desc = "A roll of gauze for sealing up wounds."
|
||||
icon_state = "brutepack"
|
||||
heal_brute = 1
|
||||
origin_tech = "biotech=1"
|
||||
|
||||
/obj/item/stack/medical/bruise_pack/tajaran
|
||||
name = "S'rendarr's Hand leaf"
|
||||
name = "\improper S'rendarr's Hand leaf"
|
||||
singular_name = "S'rendarr's Hand leaf"
|
||||
desc = "A soft leaf that is rubbed on bruises."
|
||||
icon = 'harvest.dmi'
|
||||
@@ -471,7 +483,7 @@
|
||||
origin_tech = "biotech=1"
|
||||
|
||||
/obj/item/stack/medical/ointment/tajaran
|
||||
name = "Messa's Tear leaf"
|
||||
name = "\improper Messa's Tear leaf"
|
||||
singular_name = "Messa's Tear leaf"
|
||||
desc = "A cold leaf that is rubbed on burns."
|
||||
icon = 'harvest.dmi'
|
||||
@@ -563,6 +575,12 @@
|
||||
var/over_jumpsuit = 1 // If set to 0, it won't display on top of the mob's jumpsuit
|
||||
var/dorm = 0 // determines if this ID has claimed a dorm already
|
||||
|
||||
/obj/item/weapon/card/id/silver
|
||||
name = "identification card"
|
||||
desc = "A silver card which shows honour and dedication."
|
||||
icon_state = "silver"
|
||||
item_state = "silver_id"
|
||||
|
||||
/obj/item/weapon/card/id/gold
|
||||
name = "identification card"
|
||||
desc = "A golden card which shows authority."
|
||||
@@ -636,7 +654,7 @@
|
||||
throw_range = 5
|
||||
m_amt = 50
|
||||
g_amt = 20
|
||||
flags = TABLEPASS|USEDELAY|FPRINT|CONDUCT
|
||||
flags = TABLEPASS|USEDELAY|FPRINT|CONDUCT | ONBELT
|
||||
item_state = "coil_red"
|
||||
|
||||
/obj/item/weapon/cable_coil/cut
|
||||
@@ -654,12 +672,18 @@
|
||||
color = "green"
|
||||
icon_state = "coil_green"
|
||||
|
||||
/obj/item/weapon/cable_coil/random/New()
|
||||
color = pick("red","yellow","green","blue")
|
||||
icon_state = "coil_[color]"
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/crowbar
|
||||
name = "crowbar"
|
||||
desc = "Used to remove floor tiles."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "crowbar"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
|
||||
force = 5.0
|
||||
throwforce = 7.0
|
||||
item_state = "wrench"
|
||||
@@ -844,9 +868,6 @@
|
||||
m_amt = 400
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/caution
|
||||
desc = "Caution! Wet Floor!"
|
||||
name = "wet floor sign"
|
||||
@@ -1033,7 +1054,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
desc = "Used for screwing."
|
||||
icon = 'items.dmi'
|
||||
icon_state = "screwdriver"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
|
||||
force = 5.0
|
||||
w_class = 1.0
|
||||
throwforce = 5.0
|
||||
@@ -1073,7 +1094,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
/obj/item/weapon/spellbook
|
||||
name = "Spell Book"
|
||||
name = "spell book"
|
||||
desc = "The legendary book of spells of a wizard."
|
||||
icon = 'library.dmi'
|
||||
icon_state ="book"
|
||||
@@ -1197,6 +1218,12 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
maxcharge = 500
|
||||
g_amt = 40
|
||||
|
||||
/obj/item/weapon/cell/secborg
|
||||
name = "\improper Security borg rechargable D battery"
|
||||
origin_tech = "powerstorage=0"
|
||||
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
|
||||
g_amt = 40
|
||||
|
||||
/obj/item/weapon/cell/high
|
||||
name = "high-capacity power cell"
|
||||
origin_tech = "powerstorage=2"
|
||||
@@ -1223,14 +1250,17 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
use()
|
||||
return 1
|
||||
|
||||
/*/obj/item/weapon/cell/potato
|
||||
name = "Potato Battery"
|
||||
/obj/item/weapon/cell/potato
|
||||
name = "potato battery"
|
||||
desc = "A rechargable starch based power cell."
|
||||
icon = 'harvest.dmi'
|
||||
icon_state = "potato_battery"
|
||||
maxcharge = 100
|
||||
origin_tech = "powerstorage=1"
|
||||
icon = 'power.dmi' //'harvest.dmi'
|
||||
icon_state = "cell" //"potato_battery"
|
||||
charge = 100
|
||||
maxcharge = 300
|
||||
m_amt = 0
|
||||
g_amt = 0*/
|
||||
g_amt = 0
|
||||
minor_fault = 1
|
||||
|
||||
/obj/item/weapon/camera_bug/attack_self(mob/usr as mob)
|
||||
var/list/cameras = new/list()
|
||||
@@ -1358,7 +1388,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
name = "tray"
|
||||
icon = 'food.dmi'
|
||||
icon_state = "tray"
|
||||
desc = "A tray to lay food on."
|
||||
desc = "A metal tray to lay food on."
|
||||
throwforce = 12.0
|
||||
throwforce = 10.0
|
||||
throw_speed = 1
|
||||
@@ -1463,6 +1493,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
icon = 'surgery.dmi'
|
||||
icon_state = "drill"
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
force = 15.0
|
||||
w_class = 1.0
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
|
||||
@@ -1499,7 +1530,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
w_class = 1.0
|
||||
origin_tech = "biotech=2"
|
||||
|
||||
/*/obj/item/weapon/hatchet
|
||||
/obj/item/weapon/hatchet
|
||||
name = "hatchet"
|
||||
desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood."
|
||||
icon = 'weapons.dmi'
|
||||
@@ -1511,7 +1542,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
throw_speed = 4
|
||||
throw_range = 4
|
||||
m_amt = 15000
|
||||
origin_tech = "materials=2;combat=1"*/
|
||||
origin_tech = "materials=2;combat=1"
|
||||
|
||||
/obj/item/weapon/stamp
|
||||
desc = "A rubber stamp for stamping important documents."
|
||||
@@ -1640,7 +1671,6 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
|
||||
/obj/item/weapon/pai_cable
|
||||
desc = "A flexible coated cable with a universal jack on one end."
|
||||
desc = "Some spacey cable."
|
||||
name = "data cable"
|
||||
icon = 'power.dmi'
|
||||
icon_state = "wire1"
|
||||
@@ -1768,7 +1798,7 @@ eternal248: Found broken and buggy Z-levels 7-12, ended up leading to my discove
|
||||
/obj/item/weapon/stock_parts/capacitor/super
|
||||
name = "super capacitor"
|
||||
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
|
||||
origin_tech = "powerstorage=3;materials=4"
|
||||
origin_tech = "powerstorage=5;materials=4"
|
||||
rating = 3
|
||||
m_amt = 50
|
||||
g_amt = 50
|
||||
|
||||
@@ -2,11 +2,10 @@
|
||||
name = "traitor+changeling"
|
||||
config_tag = "traitorchan"
|
||||
traitors_possible = 3 //hard limit on traitors if scaling is turned off
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
required_players = 20
|
||||
required_enemies = 2
|
||||
|
||||
uplink_welcome = "Syndicate Uplink Console:"
|
||||
uplink_uses = 10
|
||||
|
||||
/datum/game_mode/traitor/changeling/announce()
|
||||
world << "<B>The current game mode is - Traitor+Changeling!</B>"
|
||||
@@ -14,6 +13,9 @@
|
||||
|
||||
|
||||
/datum/game_mode/traitor/changeling/pre_setup()
|
||||
if(config.protect_roles_from_antagonist)
|
||||
restricted_jobs += protected_jobs
|
||||
|
||||
var/list/datum/mind/possible_changelings = get_players_for_role(BE_CHANGELING)
|
||||
|
||||
for(var/datum/mind/player in possible_changelings)
|
||||
|
||||
@@ -9,10 +9,10 @@
|
||||
|
||||
/proc/is_convertable_to_cult(datum/mind/mind)
|
||||
if(!istype(mind)) return 0
|
||||
//This makes security unconvertable. *comments out*
|
||||
/* for(var/obj/item/weapon/implant/loyalty/L in mind.current)
|
||||
/* if(istype(mind.current, /mob/living/carbon/human) && (mind.assigned_role in list("Captain", "Head of Security", "Security Officer", "Detective", "Chaplain", "Warden"))) return 0
|
||||
for(var/obj/item/weapon/implant/loyalty/L in mind.current)
|
||||
if(L && L.implanted)
|
||||
return 0 */
|
||||
return 0*/
|
||||
return 1
|
||||
|
||||
|
||||
@@ -20,10 +20,14 @@
|
||||
name = "cult"
|
||||
config_tag = "cult"
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Captain", "Head of Security")
|
||||
required_players = 3
|
||||
required_enemies = 3
|
||||
recommended_enemies = 4
|
||||
|
||||
uplink_welcome = "Nar-Sie Uplink Console:"
|
||||
uplink_uses = 10
|
||||
|
||||
var/datum/mind/sacrifice_target = null
|
||||
var/finished = 0
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
@@ -40,9 +44,6 @@
|
||||
var/const/max_cultists_to_start = 4
|
||||
var/acolytes_survived = 0
|
||||
|
||||
uplink_welcome = "Nar-Sie Uplink Console:"
|
||||
uplink_uses = 10
|
||||
|
||||
|
||||
/datum/game_mode/cult/announce()
|
||||
world << "<B>The current game mode is - Cult!</B>"
|
||||
@@ -50,6 +51,15 @@
|
||||
|
||||
|
||||
/datum/game_mode/cult/pre_setup()
|
||||
if(prob(50) || num_players() < 10) // don't give summon nar-sie if less than 10 people, it's literally impossible in that case!
|
||||
objectives += "survive"
|
||||
objectives += "sacrifice"
|
||||
else
|
||||
objectives += "eldergod"
|
||||
objectives += "sacrifice"
|
||||
|
||||
if(config.protect_roles_from_antagonist)
|
||||
restricted_jobs += protected_jobs
|
||||
|
||||
var/list/cultists_possible = get_players_for_role(BE_CULTIST)
|
||||
for(var/datum/mind/player in cultists_possible)
|
||||
@@ -64,26 +74,18 @@
|
||||
cultists_possible -= cultist
|
||||
cult += cultist
|
||||
|
||||
// don't give summon nar-sie if less than 10 people,
|
||||
// it's literally impossible in that case!
|
||||
if(prob(50) || num_players() < 10)
|
||||
objectives += "survive"
|
||||
objectives += "sacrifice"
|
||||
else
|
||||
objectives += "eldergod"
|
||||
objectives += "sacrifice"
|
||||
|
||||
return (cult.len>0)
|
||||
|
||||
|
||||
/datum/game_mode/cult/post_setup()
|
||||
modePlayer += cult
|
||||
if("sacrifice" in objectives)
|
||||
var/list/possible_targets = list()
|
||||
var/list/possible_targets = get_unconvertables()
|
||||
|
||||
for(var/mob/living/carbon/human/player in world)
|
||||
if(player.mind && !(player.mind in cult))
|
||||
possible_targets += player.mind
|
||||
if(!possible_targets.len)
|
||||
for(var/mob/living/carbon/human/player in world)
|
||||
if(player.mind && !(player.mind in cult))
|
||||
possible_targets += player.mind
|
||||
|
||||
if(possible_targets.len > 0)
|
||||
sacrifice_target = pick(possible_targets)
|
||||
@@ -254,6 +256,14 @@
|
||||
del(I)
|
||||
|
||||
|
||||
/datum/game_mode/cult/proc/get_unconvertables()
|
||||
var/list/ucs = list()
|
||||
for(var/mob/living/carbon/human/player in world)
|
||||
if(!is_convertable_to_cult(player.mind))
|
||||
ucs += player.mind
|
||||
return ucs
|
||||
|
||||
|
||||
/datum/game_mode/cult/proc/check_cult_victory()
|
||||
var/cult_fail = 0
|
||||
if(objectives.Find("survive"))
|
||||
@@ -301,23 +311,30 @@
|
||||
if("survive")
|
||||
if(!check_survive())
|
||||
explanation = "Make sure at least [acolytes_needed] acolytes escape on the shuttle. \green <b>Success!</b>"
|
||||
//feedback_add_details("cult_objective","cult_survive|SUCCESS|[acolytes_needed]")
|
||||
else
|
||||
explanation = "Make sure at least [acolytes_needed] acolytes escape on the shuttle. \red Failed."
|
||||
//feedback_add_details("cult_objective","cult_survive|FAIL|[acolytes_needed]")
|
||||
if("sacrifice")
|
||||
if(!sacrifice_target)
|
||||
explanation = "Free objective"
|
||||
else
|
||||
if(sacrificed.Find(sacrifice_target))
|
||||
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.role_alt_title ? sacrifice_target.role_alt_title : sacrifice_target.assigned_role]. \green <b>Success!</b>"
|
||||
//feedback_add_details("cult_objective","cult_sacrifice|SUCCESS")
|
||||
else if(sacrifice_target && sacrifice_target.current)
|
||||
explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.role_alt_title ? sacrifice_target.role_alt_title : sacrifice_target.assigned_role]. \red Failed."
|
||||
//feedback_add_details("cult_objective","cult_sacrifice|FAIL")
|
||||
else
|
||||
explanation = "Sacrifice Unknown, the Unknown whos body was likely gibbed. \red Failed."
|
||||
//feedback_add_details("cult_objective","cult_sacrifice|FAIL|GIBBED")
|
||||
if("eldergod")
|
||||
if(!eldergod)
|
||||
explanation = "Summon Nar-Sie. \green <b>Success!</b>"
|
||||
//feedback_add_details("cult_objective","cult_narsie|SUCCESS")
|
||||
else
|
||||
explanation = "Summon Nar-Sie. \red Failed."
|
||||
//feedback_add_details("cult_objective","cult_narsie|FAIL")
|
||||
world << "<B>Objective #[obj_count]</B>: [explanation]"
|
||||
|
||||
..()
|
||||
|
||||
@@ -182,7 +182,6 @@ var/datum/roundinfo/roundinfo = new()
|
||||
else
|
||||
//feedback_set_details("end_proper","proper completion")
|
||||
world << "\blue <B>Restarting in [restart_timeout/10] seconds</B>"
|
||||
// send2irc(world.url,"Server Rebooting!")
|
||||
|
||||
|
||||
if(blackbox)
|
||||
@@ -199,23 +198,23 @@ var/datum/roundinfo/roundinfo = new()
|
||||
|
||||
for (var/mob/living/silicon/ai/aiPlayer in world)
|
||||
if (aiPlayer.stat != 2)
|
||||
world << "<b>[aiPlayer.name]'s laws at the end of the game were:</b>"
|
||||
world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the game were:</b>"
|
||||
else
|
||||
world << "<b>[aiPlayer.name]'s laws when it was deactivated were:</b>"
|
||||
world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:</b>"
|
||||
aiPlayer.show_laws(1)
|
||||
|
||||
if (aiPlayer.connected_robots.len)
|
||||
var/robolist = "<b>The AI's loyal minions were:</b> "
|
||||
for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
|
||||
robolist += "[robo.name][robo.stat?" (Deactivated), ":", "]"
|
||||
robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":", (Played by: [robo.key])"]"
|
||||
world << "[robolist]"
|
||||
|
||||
for (var/mob/living/silicon/robot/robo in world)
|
||||
if (!robo.connected_ai)
|
||||
if (robo.stat != 2)
|
||||
world << "<b>[robo.name] survived as an AI-less borg! Its laws were:</b>"
|
||||
world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:</b>"
|
||||
else
|
||||
world << "<b>[robo.name] was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
|
||||
world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
|
||||
robo.laws.show_laws(world)
|
||||
|
||||
mode.declare_completion()//To declare normal completion.
|
||||
|
||||
@@ -52,8 +52,8 @@
|
||||
else
|
||||
survivors[player.real_name] = "alive"
|
||||
|
||||
feedback_set_details("round_end_result","end - evacuation")
|
||||
feedback_set("round_end_result",survivors.len)
|
||||
//feedback_set_details("round_end_result","end - evacuation")
|
||||
//feedback_set("round_end_result",survivors.len)
|
||||
|
||||
if (survivors.len)
|
||||
world << "\blue <B>The following survived the meteor attack!</B>"
|
||||
|
||||
@@ -132,9 +132,9 @@
|
||||
if(!leader_selected)
|
||||
prepare_syndicate_leader(synd_mind, nuke_code)
|
||||
leader_selected = 1
|
||||
//else
|
||||
//synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
|
||||
//agent_number++
|
||||
/* else
|
||||
synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
|
||||
agent_number++*/
|
||||
|
||||
equip_syndicate(synd_mind.current,freq)
|
||||
update_synd_icons_added(synd_mind)
|
||||
@@ -166,10 +166,10 @@
|
||||
|
||||
|
||||
/datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code)
|
||||
// var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
|
||||
// spawn(1) // don't change names anymore!
|
||||
// NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
|
||||
//synd_mind.current.real_name = "[syndicate_name()] [leader_title]"
|
||||
/* var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
|
||||
spawn(1)
|
||||
NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
|
||||
synd_mind.current.real_name = "[syndicate_name()] [leader_title]"*/
|
||||
if (nuke_code)
|
||||
synd_mind.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
|
||||
synd_mind.current << "The nuclear authorization code is: <B>[nuke_code]</B>"
|
||||
|
||||
@@ -40,6 +40,10 @@
|
||||
//Gets the round setup, cancelling if there's not enough players at the start//
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
/datum/game_mode/revolution/pre_setup()
|
||||
|
||||
if(config.protect_roles_from_antagonist)
|
||||
restricted_jobs += protected_jobs
|
||||
|
||||
var/list/datum/mind/possible_headrevs = get_players_for_role(BE_REV)
|
||||
|
||||
var/head_check = 0
|
||||
|
||||
@@ -15,9 +15,6 @@
|
||||
for(var/mob/M in world)
|
||||
if(M.client)
|
||||
M.CanBuild()
|
||||
|
||||
// setup_sectors()
|
||||
// spawn_exporation_packs()
|
||||
return 1
|
||||
|
||||
/datum/game_mode/sandbox/check_finished()
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
name = "traitor"
|
||||
config_tag = "traitor"
|
||||
restricted_jobs = list("Cyborg", "AI")//Approved by headmins for a week test, if you see this it would be nice if you didn't spread it everywhere
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
required_players = 0
|
||||
required_enemies = 1
|
||||
recommended_enemies = 4
|
||||
@@ -29,6 +30,10 @@
|
||||
|
||||
|
||||
/datum/game_mode/traitor/pre_setup()
|
||||
|
||||
if(config.protect_roles_from_antagonist)
|
||||
restricted_jobs += protected_jobs
|
||||
|
||||
var/list/possible_traitors = get_players_for_role(BE_TRAITOR)
|
||||
|
||||
// stop setup if no possible traitors
|
||||
@@ -118,6 +123,7 @@
|
||||
|
||||
|
||||
/datum/game_mode/traitor/declare_completion()
|
||||
..()
|
||||
return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
|
||||
|
||||
|
||||
@@ -166,15 +172,19 @@
|
||||
for(var/datum/objective/objective in traitor.objectives)
|
||||
if(objective.check_completion())
|
||||
world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
|
||||
//feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
|
||||
else
|
||||
world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
|
||||
//feedback_add_details("traitor_objective","[objective.type]|FAIL")
|
||||
traitorwin = 0
|
||||
count++
|
||||
|
||||
if(traitorwin)
|
||||
world << "<B>The [special_role_text] was successful!<B>"
|
||||
//feedback_add_details("traitor_success","SUCCESS")
|
||||
else
|
||||
world << "<B>The [special_role_text] has failed!<B>"
|
||||
//feedback_add_details("traitor_success","FAIL")
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -183,15 +183,19 @@
|
||||
for(var/datum/objective/objective in wizard.objectives)
|
||||
if(objective.check_completion())
|
||||
world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
|
||||
//feedback_add_details("wizard_objective","[objective.type]|SUCCESS")
|
||||
else
|
||||
world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
|
||||
//feedback_add_details("wizard_objective","[objective.type]|FAIL")
|
||||
wizardwin = 0
|
||||
count++
|
||||
|
||||
if(wizard.current && wizard.current.stat!=2 && wizardwin)
|
||||
world << "<B>The wizard was successful!<B>"
|
||||
//feedback_add_details("wizard_success","SUCCESS")
|
||||
else
|
||||
world << "<B>The wizard has failed!<B>"
|
||||
//feedback_add_details("wizard_success","FAIL")
|
||||
return 1
|
||||
|
||||
//OTHER PROCS
|
||||
|
||||
@@ -4,7 +4,7 @@ var/global/datum/controller/occupations/job_master
|
||||
var
|
||||
//List of all jobs
|
||||
list/occupations = list()
|
||||
list/occupations2 = list()
|
||||
list/occupations2 = list() // Prevents problems with latejoiners.
|
||||
//Players who need jobs
|
||||
list/unassigned = list()
|
||||
//Debug info
|
||||
@@ -28,6 +28,8 @@ var/global/datum/controller/occupations/job_master
|
||||
if(!job) continue
|
||||
if(job.faction != faction) continue
|
||||
occupations += job
|
||||
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
@@ -162,6 +164,8 @@ var/global/datum/controller/occupations/job_master
|
||||
unassigned = shuffle(unassigned)
|
||||
occupations2 = shuffle(occupations)
|
||||
|
||||
//HandleFeedbackGathering()
|
||||
|
||||
//Assistants are checked first
|
||||
Debug("DO, Running Assistant Check 1")
|
||||
var/datum/job/assist = new /datum/job/assistant()
|
||||
@@ -186,11 +190,14 @@ var/global/datum/controller/occupations/job_master
|
||||
//Other jobs are now checked
|
||||
Debug("DO, Running Standard Check")
|
||||
for(var/level = 1 to 3)
|
||||
for(var/datum/job/job in occupations2)
|
||||
for(var/datum/job/job in occupations)
|
||||
Debug("Checking job: [job]")
|
||||
if(!job) continue
|
||||
if(!unassigned.len) break
|
||||
if((job.current_positions >= job.spawn_positions) && job.spawn_positions != -1) continue
|
||||
if(!job)
|
||||
continue
|
||||
if(!unassigned.len)
|
||||
break
|
||||
if((job.current_positions >= job.spawn_positions) && job.spawn_positions != -1)
|
||||
continue
|
||||
var/list/candidates = FindOccupationCandidates(job, level)
|
||||
while(candidates.len && ((job.current_positions < job.spawn_positions) || job.spawn_positions == -1))
|
||||
var/mob/new_player/candidate = pick(candidates)
|
||||
@@ -294,7 +301,7 @@ var/global/datum/controller/occupations/job_master
|
||||
if(!H.equip_if_possible(new /obj/item/weapon/pen(H), H.slot_r_store))
|
||||
H.equip_if_possible(new /obj/item/weapon/pen(H), H.slot_ears)
|
||||
H.equip_if_possible(new /obj/item/device/pda(H), H.slot_belt)
|
||||
if(locate(/obj/item/device/pda,H))//I bet this could just use locate
|
||||
if(locate(/obj/item/device/pda,H))//I bet this could just use locate. It can --SkyMarshal
|
||||
var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H)
|
||||
pda.owner = H.real_name
|
||||
pda.ownjob = H.wear_id.assignment
|
||||
@@ -344,4 +351,32 @@ var/global/datum/controller/occupations/job_master
|
||||
if(name == "AI" || name == "Cyborg")//I dont like this here but it will do for now
|
||||
J.total_positions = 0
|
||||
|
||||
return 1
|
||||
return 1
|
||||
|
||||
/*
|
||||
proc/HandleFeedbackGathering()
|
||||
for(var/datum/job/job in occupations)
|
||||
var/tmp_str = "|[job.title]|"
|
||||
|
||||
var/level1 = 0 //high
|
||||
var/level2 = 0 //medium
|
||||
var/level3 = 0 //low
|
||||
var/level4 = 0 //never
|
||||
var/level5 = 0 //banned
|
||||
for(var/mob/new_player/player in world)
|
||||
if(!((player) && (player.client) && (player.ready) && (player.mind) && (!player.mind.assigned_role)))
|
||||
continue //This player is not ready
|
||||
if(jobban_isbanned(player, job.title))
|
||||
level5++
|
||||
continue
|
||||
if(player.preferences.GetJobDepartment(job, 1) & job.flag)
|
||||
level1++
|
||||
else if(player.preferences.GetJobDepartment(job, 2) & job.flag)
|
||||
level2++
|
||||
else if(player.preferences.GetJobDepartment(job, 3) & job.flag)
|
||||
level3++
|
||||
else level4++ //not selected
|
||||
|
||||
tmp_str += "HIGH=[level1]|MEDIUM=[level2]|LOW=[level3]|NEVER=[level4]|BANNED=[level5]|-"
|
||||
feedback_add_details("job_preferences",tmp_str)
|
||||
*/
|
||||
@@ -1,10 +1,27 @@
|
||||
/obj/machinery/door_control/attack_ai(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
if(wires & 2)
|
||||
return src.attack_hand(user)
|
||||
else
|
||||
user << "Error, no route to host."
|
||||
|
||||
/obj/machinery/door_control/attack_paw(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/door_control/attackby(obj/item/weapon/W, mob/user as mob)
|
||||
/* For later implementation
|
||||
if (istype(W, /obj/item/weapon/screwdriver))
|
||||
{
|
||||
if(wiresexposed)
|
||||
icon_state = "doorctrl0"
|
||||
wiresexposed = 0
|
||||
|
||||
else
|
||||
icon_state = "doorctrl-open"
|
||||
wiresexposed = 1
|
||||
|
||||
return
|
||||
}
|
||||
*/
|
||||
if(istype(W, /obj/item/device/detective_scanner))
|
||||
return
|
||||
return src.attack_hand(user)
|
||||
@@ -12,6 +29,11 @@
|
||||
/obj/machinery/door_control/attack_hand(mob/user as mob)
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
|
||||
if(!allowed(user) && (wires & 1))
|
||||
flick("doorctrl-denied",src)
|
||||
return
|
||||
|
||||
use_power(5)
|
||||
icon_state = "doorctrl1"
|
||||
|
||||
|
||||
@@ -623,11 +623,11 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
src.updateicon()
|
||||
|
||||
else
|
||||
user << "\red The tray already has a seed in it!"
|
||||
user << "\red The tray already has seeds in it!"
|
||||
|
||||
else if (istype(O, /obj/item/device/analyzer/plant_analyzer))
|
||||
if(src.planted && src.myseed)
|
||||
user << "*** <B>[src.myseed.name]</B> ***"
|
||||
user << "*** <B>[src.myseed.plantname]</B> ***" //Carn: now reports the plants growing, not the seeds.
|
||||
user << "-Plant Age: \blue [src.age]"
|
||||
user << "-Plant Endurance: \blue [src.myseed.endurance]"
|
||||
user << "-Plant Lifespan: \blue [src.myseed.lifespan]"
|
||||
|
||||
@@ -44,9 +44,9 @@
|
||||
new /obj/item/weapon/tank/anesthetic(src)
|
||||
new /obj/item/weapon/tank/anesthetic(src)
|
||||
new /obj/item/weapon/tank/anesthetic(src)
|
||||
new /obj/item/clothing/mask/medical(src)
|
||||
new /obj/item/clothing/mask/medical(src)
|
||||
new /obj/item/clothing/mask/medical(src)
|
||||
new /obj/item/clothing/mask/breath/medical(src)
|
||||
new /obj/item/clothing/mask/breath/medical(src)
|
||||
new /obj/item/clothing/mask/breath/medical(src)
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -242,7 +242,7 @@
|
||||
if(!radio_controller)
|
||||
sleep(30) // Waiting for the radio_controller to be created.
|
||||
if(!radio_controller)
|
||||
src.name = "Broken Radio Headset"
|
||||
src.name = "broken radio headset"
|
||||
return
|
||||
|
||||
return
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/device/radio/intercom
|
||||
name = "Station Intercom (Radio)"
|
||||
name = "station intercom"
|
||||
desc = "Talk through this."
|
||||
icon_state = "intercom"
|
||||
anchored = 1
|
||||
@@ -31,7 +31,8 @@
|
||||
if (!src.listening)
|
||||
return
|
||||
|
||||
/* var/turf/T = get_turf(src)
|
||||
/*
|
||||
var/turf/T = get_turf(src)
|
||||
var/list/hear = hearers(7, T)
|
||||
var/list/V
|
||||
//find mobs in lockers, cryo and intellycards
|
||||
@@ -43,8 +44,11 @@
|
||||
if (!V) //lasy initialisation
|
||||
V = view(7, T)
|
||||
if (get_turf(M) in V) //this slow, but I don't think we'd have a lot of wardrobewhores every round --rastaf0
|
||||
hear+=M */
|
||||
return get_mobs_in_view(4,src)
|
||||
hear+=M
|
||||
*/
|
||||
//return hear
|
||||
|
||||
return get_mobs_in_view(4, src)
|
||||
|
||||
|
||||
hear_talk(mob/M as mob, msg)
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
|
||||
|
||||
/obj/item/weapon/storage/belt/utility
|
||||
name = "utility belt"
|
||||
name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
|
||||
desc = "Can hold various tools."
|
||||
icon_state = "utilitybelt"
|
||||
item_state = "utility"
|
||||
|
||||
@@ -288,7 +288,7 @@
|
||||
..()
|
||||
contents = list()
|
||||
sleep(1)
|
||||
new /obj/item/clothing/mask/medical( src )
|
||||
new /obj/item/clothing/mask/breath/medical( src )
|
||||
new /obj/item/weapon/tank/emergency_oxygen/anesthetic( src )
|
||||
new /obj/item/weapon/tank/emergency_oxygen/anesthetic( src )
|
||||
new /obj/item/weapon/tank/emergency_oxygen/anesthetic( src )
|
||||
|
||||
+7
-1
@@ -80,7 +80,7 @@
|
||||
|
||||
|
||||
/turf/Entered(atom/movable/M as mob|obj)
|
||||
// var/loopsanity = 100
|
||||
var/loopsanity = 100
|
||||
if(ismob(M))
|
||||
if(!M:lastarea)
|
||||
M:lastarea = get_area(M.loc)
|
||||
@@ -97,12 +97,18 @@
|
||||
else if(!istype(src, /turf/space))
|
||||
M:inertia_dir = 0
|
||||
..()
|
||||
var/objects = 0
|
||||
for(var/atom/A as mob|obj|turf|area in src)
|
||||
if(objects > loopsanity) break
|
||||
objects++
|
||||
spawn( 0 )
|
||||
if ((A && M))
|
||||
A.HasEntered(M, 1)
|
||||
return
|
||||
objects = 0
|
||||
for(var/atom/A as mob|obj|turf|area in range(1))
|
||||
if(objects > loopsanity) break
|
||||
objects++
|
||||
spawn( 0 )
|
||||
if ((A && M))
|
||||
A.HasProximity(M, 1)
|
||||
|
||||
@@ -1707,6 +1707,7 @@ datum
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
nanites
|
||||
|
||||
@@ -576,21 +576,21 @@ obj/item/clothing/suit/justice
|
||||
//stylish new hats
|
||||
|
||||
/obj/item/clothing/head/bowlerhat
|
||||
name = "\improper Bowler hat"
|
||||
name = "bowler hat"
|
||||
icon_state = "bowler_hat"
|
||||
item_state = "bowler_hat"
|
||||
desc = "For the gentleman of distinction."
|
||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/beaverhat
|
||||
name = "\improper Beaver hat"
|
||||
name = "beaver hat"
|
||||
icon_state = "beaver_hat"
|
||||
item_state = "beaver_hat"
|
||||
desc = "Soft felt make this hat both comfortable and elegant."
|
||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/boaterhat
|
||||
name = "\improper Boater hat"
|
||||
name = "boater hat"
|
||||
icon_state = "boater_hat"
|
||||
item_state = "boater_hat"
|
||||
desc = "The ultimate in summer fashion."
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
/obj/item/clothing/gloves
|
||||
name = "gloves"
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
w_class = 2.0
|
||||
icon = 'gloves.dmi'
|
||||
protective_temperature = 400
|
||||
@@ -32,7 +33,7 @@
|
||||
item_state = "boxingyellow"
|
||||
|
||||
/obj/item/clothing/gloves/white
|
||||
name = "White Gloves"
|
||||
name = "white gloves"
|
||||
desc = "These look pretty fancy."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
@@ -43,7 +44,7 @@
|
||||
|
||||
/obj/item/clothing/gloves/black
|
||||
desc = "These gloves are fire-resistant."
|
||||
name = "Black Gloves"
|
||||
name = "black gloves"
|
||||
icon_state = "black"
|
||||
item_state = "bgloves"
|
||||
color="brown"
|
||||
@@ -58,7 +59,7 @@
|
||||
|
||||
/obj/item/clothing/gloves/detective
|
||||
desc = "Made of well worn leather. These gloves are comfortable, useful, and stylish!"
|
||||
name = "The Detective's Gloves"
|
||||
name = "detective's gloves"
|
||||
icon_state = "black"
|
||||
item_state = "bgloves"
|
||||
color="brown"
|
||||
@@ -67,7 +68,7 @@
|
||||
|
||||
/obj/item/clothing/gloves/hos
|
||||
desc = "These gloves belong to the man in charge of the guns."
|
||||
name = "Head of Security's Gloves"
|
||||
name = "head of security's gloves"
|
||||
icon_state = "black"
|
||||
item_state = "bgloves"
|
||||
color="brown"
|
||||
@@ -82,7 +83,7 @@
|
||||
siemens_coefficient = 1.0
|
||||
|
||||
/obj/item/clothing/gloves/latex
|
||||
name = "Latex Gloves"
|
||||
name = "latex gloves"
|
||||
desc = "Sterile latex gloves."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
@@ -97,7 +98,7 @@
|
||||
|
||||
/obj/item/clothing/gloves/swat
|
||||
desc = "These tactical gloves are somewhat fire and impact-resistant."
|
||||
name = "SWAT Gloves"
|
||||
name = "\improper SWAT Gloves"
|
||||
icon_state = "black"
|
||||
item_state = "swat_gl"
|
||||
siemens_coefficient = 0
|
||||
@@ -153,14 +154,14 @@
|
||||
|
||||
/obj/item/clothing/gloves/captain
|
||||
desc = "Regal blue gloves, with a nice gold trim. Swanky."
|
||||
name = "Captain Gloves"
|
||||
name = "captain's gloves"
|
||||
icon_state = "captain"
|
||||
item_state = "egloves"
|
||||
color = "captain"
|
||||
|
||||
/obj/item/clothing/gloves/botanic_leather
|
||||
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
|
||||
name = "botanic leather gloves"
|
||||
name = "botanist's leather gloves"
|
||||
icon_state = "leather"
|
||||
item_state = "ggloves"
|
||||
siemens_coefficient = 0.50
|
||||
@@ -169,23 +170,24 @@
|
||||
heat_transfer_coefficient = 0.70
|
||||
|
||||
/obj/item/clothing/gloves/orange
|
||||
name = "Orange Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "orange gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "orange"
|
||||
item_state = "orangegloves"
|
||||
color="orange"
|
||||
|
||||
/obj/item/clothing/gloves/red
|
||||
desc = "Heavily padded heavy-duty red gloves."
|
||||
name = "red gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "red"
|
||||
item_state = "redgloves"
|
||||
color = "red"
|
||||
siemens_coefficient = 0.30
|
||||
protective_temperature = 1100
|
||||
|
||||
/obj/item/clothing/gloves/rainbow
|
||||
name = "Rainbow Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "rainbow gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "rainbow"
|
||||
item_state = "rainbowgloves"
|
||||
color = "rainbow"
|
||||
@@ -194,29 +196,29 @@
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/gloves/blue
|
||||
name = "Blue Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "blue gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "blue"
|
||||
item_state = "bluegloves"
|
||||
color="blue"
|
||||
|
||||
/obj/item/clothing/gloves/purple
|
||||
name = "Purple Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "purple gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "purple"
|
||||
item_state = "purplegloves"
|
||||
color="purple"
|
||||
|
||||
/obj/item/clothing/gloves/green
|
||||
name = "Green Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "green gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "green"
|
||||
item_state = "greengloves"
|
||||
color="green"
|
||||
|
||||
/obj/item/clothing/gloves/grey
|
||||
name = "Grey Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "grey gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "gray"
|
||||
item_state = "graygloves"
|
||||
color="grey"
|
||||
@@ -228,15 +230,15 @@
|
||||
color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
|
||||
|
||||
/obj/item/clothing/gloves/light_brown
|
||||
name = "Light Brown Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "light brown gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "lightbrown"
|
||||
item_state = "lightbrowngloves"
|
||||
color="light brown"
|
||||
|
||||
/obj/item/clothing/gloves/brown
|
||||
name = "Brown Gloves"
|
||||
desc = "A pair of gloves. They don't look special in any way."
|
||||
name = "brown gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "brown"
|
||||
item_state = "browngloves"
|
||||
color="brown"
|
||||
|
||||
@@ -10,27 +10,30 @@
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/warden
|
||||
name = "Warden Hat"
|
||||
desc = "A special helmet issued to the Warden of a security force. Protects the head from impacts."
|
||||
name = "warden's hat"
|
||||
desc = "It's a special helmet issued to the Warden of a securiy force. Protects the head from impacts."
|
||||
icon_state = "wardencap"
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/swat
|
||||
name = "swat helmet"
|
||||
desc = "Used by highly trained Swat Members."
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "They're often used by highly trained Swat Members."
|
||||
icon_state = "swat"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
item_state = "swat"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/thunderdome
|
||||
name = "Thunderdome helmet"
|
||||
desc = "Let the battle commence!"
|
||||
name = "\improper Thunderdome helmet"
|
||||
desc = "<i>'Let the battle commence!'</i>"
|
||||
icon_state = "thunderdome"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
item_state = "thunderdome"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/welding
|
||||
name = "welding helmet"
|
||||
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
|
||||
@@ -46,8 +49,8 @@
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/that
|
||||
name = "Sturdy Top hat"
|
||||
desc = "An amish looking, armored top hat."
|
||||
name = "sturdy top-hat"
|
||||
desc = "It's an amish looking armored top hat."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
flags = FPRINT|TABLEPASS
|
||||
@@ -55,8 +58,8 @@
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/greenbandana
|
||||
name = "Green Bandana"
|
||||
desc = "A green bandana with some fine nanotech lining."
|
||||
name = "green bandana"
|
||||
desc = "It's a green bandana with some fine nanotech lining."
|
||||
icon_state = "greenbandana"
|
||||
item_state = "greenbandana"
|
||||
flags = FPRINT|TABLEPASS
|
||||
@@ -64,8 +67,8 @@
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/riot
|
||||
name = "Riot Helmet"
|
||||
desc = "A helmet specifically designed to protect against close range attacks."
|
||||
name = "riot helmet"
|
||||
desc = "It's a helmet specifically designed to protect against close range attacks."
|
||||
icon_state = "riot"
|
||||
item_state = "helmet"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
|
||||
@@ -73,8 +76,8 @@
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
/obj/item/clothing/head/helmet/cap
|
||||
name = "Captain's cap"
|
||||
desc = "For irresponsible Captains."
|
||||
name = "captain's cap"
|
||||
desc = "You fear to wear it for the negligence it brings."
|
||||
icon_state = "capcap"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
+108
-106
@@ -22,11 +22,11 @@
|
||||
|
||||
/obj/item/clothing/under/chameleon
|
||||
//starts off as black
|
||||
name = "Black Jumpsuit"
|
||||
name = "black jumpsuit"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
desc = "A plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
armor = list(melee = 10, bullet = 0, laser = 50,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
@@ -41,39 +41,39 @@
|
||||
/obj/item/clothing/under/chameleon/all
|
||||
|
||||
/obj/item/clothing/under/color/black
|
||||
name = "Black Jumpsuit"
|
||||
name = "black jumpsuit"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
|
||||
/obj/item/clothing/under/color/blackf
|
||||
name = "Female Black Jumpsuit"
|
||||
desc = "This one is a lady-size!"
|
||||
name = "feminine black jumpsuit"
|
||||
desc = "It's very smart and in a ladies-size!"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "blackf"
|
||||
|
||||
/obj/item/clothing/under/color/blue
|
||||
name = "Blue Jumpsuit"
|
||||
name = "blue jumpsuit"
|
||||
icon_state = "blue"
|
||||
item_state = "b_suit"
|
||||
color = "blue"
|
||||
|
||||
/obj/item/clothing/under/color/green
|
||||
name = "Green Jumpsuit"
|
||||
name = "green jumpsuit"
|
||||
icon_state = "green"
|
||||
item_state = "g_suit"
|
||||
color = "green"
|
||||
|
||||
/obj/item/clothing/under/color/grey
|
||||
name = "Grey Jumpsuit"
|
||||
name = "grey jumpsuit"
|
||||
icon_state = "grey"
|
||||
item_state = "gy_suit"
|
||||
color = "grey"
|
||||
|
||||
/obj/item/clothing/under/color/orange
|
||||
name = "Orange Jumpsuit"
|
||||
desc = "Standard Nanotrasen prisoner wear. Its suit sensors are stuck in the \"Fully On\" position."
|
||||
name = "orange jumpsuit"
|
||||
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
|
||||
icon_state = "orange"
|
||||
item_state = "o_suit"
|
||||
color = "orange"
|
||||
@@ -81,20 +81,20 @@
|
||||
sensor_mode = 3
|
||||
|
||||
/obj/item/clothing/under/color/pink
|
||||
name = "Pink Jumpsuit"
|
||||
name = "pink jumpsuit"
|
||||
icon_state = "pink"
|
||||
item_state = "p_suit"
|
||||
color = "pink"
|
||||
|
||||
/obj/item/clothing/under/color/red
|
||||
name = "Red Jumpsuit"
|
||||
name = "red jumpsuit"
|
||||
icon_state = "red"
|
||||
item_state = "r_suit"
|
||||
color = "red"
|
||||
|
||||
/obj/item/clothing/under/color/white
|
||||
desc = "Made of a special fiber that gives protection against biohazards."
|
||||
name = "White Jumpsuit"
|
||||
desc = "It's made of a special fiber which gives special protection against biohazards."
|
||||
name = "white jumpsuit"
|
||||
icon_state = "white"
|
||||
item_state = "w_suit"
|
||||
color = "white"
|
||||
@@ -102,7 +102,7 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/color/yellow
|
||||
name = "Yellow Jumpsuit"
|
||||
name = "yellow jumpsuit"
|
||||
icon_state = "yellow"
|
||||
item_state = "y_suit"
|
||||
color = "yellow"
|
||||
@@ -111,29 +111,29 @@
|
||||
/obj/item/clothing/under/rank
|
||||
|
||||
/obj/item/clothing/under/rank/atmospheric_technician
|
||||
desc = "A jumpsuit used by atmospheric technicians."
|
||||
name = "Atmospherics Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpsuit"
|
||||
icon_state = "atmos"
|
||||
item_state = "atmos_suit"
|
||||
color = "atmos"
|
||||
|
||||
/obj/item/clothing/under/rank/captain
|
||||
desc = "A blue jumpsuit with gold marking denoting the rank of \"Captain\"."
|
||||
name = "Captain Jumpsuit"
|
||||
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
|
||||
name = "captain's jumpsuit"
|
||||
icon_state = "captain"
|
||||
item_state = "caparmor"
|
||||
color = "captain"
|
||||
|
||||
/obj/item/clothing/under/rank/chaplain
|
||||
desc = "A black jumpsuit, worn by religious folk."
|
||||
name = "Chaplain Jumpsuit"
|
||||
desc = "It's a black jumpsuit, often worn by religious folk."
|
||||
name = "chaplain's jumpsuit"
|
||||
icon_state = "chaplain"
|
||||
item_state = "bl_suit"
|
||||
color = "chapblack"
|
||||
|
||||
/obj/item/clothing/under/rank/engineer
|
||||
desc = "An orange high visibility jumpsuit. Used by Nanotrasen Engineers, has minor radiation shielding."
|
||||
name = "Engineering Jumpsuit"
|
||||
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's jumpsuit"
|
||||
icon_state = "engine"
|
||||
item_state = "engi_suit"
|
||||
color = "engine"
|
||||
@@ -141,7 +141,7 @@
|
||||
|
||||
/obj/item/clothing/under/rank/forensic_technician
|
||||
desc = "It has a Forensics rank stripe on it."
|
||||
name = "Forensics Jumpsuit"
|
||||
name = "forensic technician's jumpsuit"
|
||||
icon_state = "darkred"
|
||||
item_state = "r_suit"
|
||||
color = "forensicsred"
|
||||
@@ -163,16 +163,16 @@
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/vice
|
||||
name = "Vice officer Jumpsuit"
|
||||
desc = "Your standard issue pretty-boy outfit, as seen on TV."
|
||||
name = "vice officer's jumpsuit"
|
||||
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
|
||||
icon_state = "vice"
|
||||
item_state = "gy_suit"
|
||||
color = "vice"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
|
||||
name = "Genetics Jumpsuit"
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
|
||||
name = "geneticist's jumpsuit"
|
||||
icon_state = "genetics"
|
||||
item_state = "w_suit"
|
||||
color = "geneticswhite"
|
||||
@@ -180,8 +180,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chemist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a chemist rank stripe on it."
|
||||
name = "Chemist Jumpsuit"
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemistry"
|
||||
item_state = "w_suit"
|
||||
color = "chemistrywhite"
|
||||
@@ -189,8 +189,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/virologist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a virologist rank stripe on it."
|
||||
name = "Virology Jumpsuit"
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
|
||||
name = "virologist's jumpsuit"
|
||||
icon_state = "virology"
|
||||
item_state = "w_suit"
|
||||
color = "virologywhite"
|
||||
@@ -198,74 +198,74 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_personnel
|
||||
desc = "A jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "Head of Personnel Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "head of personnel's jumpsuit"
|
||||
icon_state = "hop"
|
||||
item_state = "b_suit"
|
||||
color = "hop"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_officer
|
||||
desc = "A jumpsuit worn by Centcom Officers."
|
||||
name = "CentCom Officer Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by CentCom Officers."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "centcom"
|
||||
item_state = "g_suit"
|
||||
item_state = "dg_suit"
|
||||
color = "centcom"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_commander
|
||||
desc = "A jumpsuit worn by Centcom's highest level Commanders."
|
||||
name = "CentCom Officer Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "officer"
|
||||
item_state = "dg_suit"
|
||||
item_state = "g_suit"
|
||||
color = "officer"
|
||||
|
||||
/obj/item/clothing/under/rank/miner
|
||||
desc = "A snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "Shaft Miner Jumpsuit"
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "shaft miner's jumpsuit"
|
||||
icon_state = "miner"
|
||||
item_state = "miner"
|
||||
color = "miner"
|
||||
|
||||
/obj/item/clothing/under/rank/roboticist
|
||||
desc = "A slimming black with reinforced seams. Great for industrial work."
|
||||
name = "Roboticist Jumpsuit"
|
||||
desc = "It's a slimming black with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpsuit"
|
||||
icon_state = "robotics"
|
||||
item_state = "robotics"
|
||||
color = "robotics"
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security
|
||||
desc = "A jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". Has slight armor to protect the wearer."
|
||||
name = "Head of Security Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
|
||||
name = "head of security's jumpsuit"
|
||||
icon_state = "hos"
|
||||
item_state = "r_suit"
|
||||
color = "hosred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chief_engineer
|
||||
desc = "A high visibility jumpsuit given to those engineers committed enough to their jobs to achieve the rank of \"Chief engineer\". Has minor radiation shielding."
|
||||
name = "Chief Engineer Jumpsuit"
|
||||
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
|
||||
name = "chief engineer's jumpsuit"
|
||||
icon_state = "chiefengineer"
|
||||
item_state = "g_suit"
|
||||
color = "chief"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/research_director
|
||||
desc = "A jumpsuit worn by those dedicated to all that is science and have achieved the position of \"Research Director\". Has minor biological anomaly protection."
|
||||
name = "Research Director Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
|
||||
name = "research director's jumpsuit"
|
||||
icon_state = "director"
|
||||
item_state = "g_suit"
|
||||
color = "director"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/janitor
|
||||
desc = "Official clothing of the station's janitor. Has minor protection from biohazards."
|
||||
name = "Janitor's Jumpsuit"
|
||||
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
|
||||
name = "janitor's jumpsuit"
|
||||
icon_state = "janitor"
|
||||
color = "janitor"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/scientist
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has markings denoting the wearer as a scientist."
|
||||
name = "Scientist's Jumpsuit"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
|
||||
name = "scientist's jumpsuit"
|
||||
icon_state = "toxins"
|
||||
item_state = "w_suit"
|
||||
color = "toxinswhite"
|
||||
@@ -273,8 +273,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/medical
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
name = "Medical Doctor's Jumpsuit"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. it has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
name = "medical doctor's jumpsuit"
|
||||
icon_state = "medical"
|
||||
item_state = "w_suit"
|
||||
color = "medical"
|
||||
@@ -282,8 +282,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chief_medical_officer
|
||||
desc = "A jumpsuit worn by those with the dedication to the medical profession who have achieved the position of \"Chief Medical Officer\". Has minor biological protection."
|
||||
name = "Chief Medical Officer's Jumpsuit"
|
||||
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
|
||||
name = "chief medical officer's jumpsuit"
|
||||
icon_state = "medical"
|
||||
item_state = "w_suit"
|
||||
color = "medical"
|
||||
@@ -291,8 +291,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/hydroponics
|
||||
desc = "A jumpsuit designed to protect against minor plant-related hazards."
|
||||
name = "Hydroponics Jumpsuit"
|
||||
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
|
||||
name = "botanist's jumpsuit"
|
||||
icon_state = "hydroponics"
|
||||
item_state = "g_suit"
|
||||
color = "hydroponics"
|
||||
@@ -300,56 +300,56 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/cargo
|
||||
name = "Quartermaster's Jumpsuit"
|
||||
desc = "What can brown do for you?"
|
||||
name = "quartermaster's jumpsuit"
|
||||
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by heavy lifting."
|
||||
icon_state = "lightbrown"
|
||||
item_state = "lb_suit"
|
||||
color = "cargo"
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech
|
||||
name = "Cargotech's Jumpsuit"
|
||||
desc = "Shooooorts! They're comfy and easy to wear!"
|
||||
name = "cargotech's jumpsuit"
|
||||
desc = "<i>'Shooooorts! They're comfy and easy to wear!'</i>"
|
||||
icon_state = "cargotech"
|
||||
item_state = "cargotech"
|
||||
color = "cargotech"
|
||||
|
||||
/obj/item/clothing/under/rank/mailman
|
||||
name = "Mailman Jumpsuit"
|
||||
desc = "Special delivery!"
|
||||
name = "mailman's jumpsuit"
|
||||
desc = "<i>'Special delivery!'</i>"
|
||||
icon_state = "mailman"
|
||||
item_state = "b_suit"
|
||||
color = "mailman"
|
||||
|
||||
/obj/item/clothing/under/sexyclown
|
||||
name = "Sexyclown suit"
|
||||
desc = "What can I do for you?"
|
||||
name = "sexy-clown suit"
|
||||
desc = "It makes you look HONKable!"
|
||||
icon_state = "sexyclown"
|
||||
item_state = "sexyclown"
|
||||
color = "sexyclown"
|
||||
|
||||
/obj/item/clothing/under/rank/bartender
|
||||
desc = "It looks like it could use more flair."
|
||||
name = "Bartender's Uniform"
|
||||
desc = "It looks like it could use some more flair."
|
||||
name = "bartender's uniform"
|
||||
icon_state = "ba_suit"
|
||||
item_state = "ba_suit"
|
||||
color = "ba_suit"
|
||||
|
||||
/obj/item/clothing/under/rank/clown
|
||||
name = "clown suit"
|
||||
desc = "Wearing this, all the children love you, for all the wrong reasons."
|
||||
desc = "<i>'HONK!'</i>"
|
||||
icon_state = "clown"
|
||||
item_state = "clown"
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/under/rank/chef
|
||||
desc = "Issued only to the most hardcore chefs in space."
|
||||
name = "Chef's Uniform"
|
||||
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
|
||||
name = "chef's uniform"
|
||||
icon_state = "chef"
|
||||
color = "chef"
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist_new
|
||||
desc = "Made of a special fiber that gives special protection against biohazards."
|
||||
name = "Genetics Jumpsuit"
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "geneticist's jumpsuit"
|
||||
icon_state = "genetics_new"
|
||||
item_state = "w_suit"
|
||||
color = "genetics_new"
|
||||
@@ -357,8 +357,8 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/chemist_new
|
||||
desc = "Made of a special fiber that gives special protection against biohazards."
|
||||
name = "Chemist Jumpsuit"
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemist_new"
|
||||
item_state = "w_suit"
|
||||
color = "chemist_new"
|
||||
@@ -367,7 +367,7 @@
|
||||
|
||||
/obj/item/clothing/under/rank/scientist_new
|
||||
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
|
||||
name = "Scientist Jumpsuit"
|
||||
name = "scientist's jumpsuit"
|
||||
icon_state = "scientist_new"
|
||||
item_state = "w_suit"
|
||||
color = "scientist_new"
|
||||
@@ -376,7 +376,7 @@
|
||||
|
||||
/obj/item/clothing/under/rank/virologist_new
|
||||
desc = "Made of a special fiber that gives increased protection against biohazards."
|
||||
name = "Virologist Jumpsuit"
|
||||
name = "virologist's jumpsuit"
|
||||
icon_state = "virologist_new"
|
||||
item_state = "w_suit"
|
||||
color = "virologist_new"
|
||||
@@ -386,7 +386,7 @@
|
||||
|
||||
// OTHER NONRANKED STATION JOBS
|
||||
/obj/item/clothing/under/det
|
||||
name = "Hard worn suit"
|
||||
name = "hard-worn suit"
|
||||
desc = "Someone who wears this means business."
|
||||
icon_state = "detective"
|
||||
item_state = "det"
|
||||
@@ -395,30 +395,31 @@
|
||||
var/obj/item/weapon/gun
|
||||
|
||||
/obj/item/clothing/under/scratch
|
||||
name = "White Suit"
|
||||
name = "white suit"
|
||||
desc = "A white suit, suitable for an excellent host"
|
||||
flags = FPRINT | TABLEPASS
|
||||
icon_state = "scratch"
|
||||
item_state = "scratch"
|
||||
color = "scratch"
|
||||
|
||||
|
||||
/obj/item/clothing/under/jensen
|
||||
desc = "You never asked for anything this stylish."
|
||||
name = "Head of Security Jumpsuit"
|
||||
desc = "You never asked for anything that stylish."
|
||||
name = "head of security's jumpsuit"
|
||||
icon_state = "jensen"
|
||||
item_state = "jensen"
|
||||
color = "jensen"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/sl_suit
|
||||
desc = "A very amish looking suit."
|
||||
name = "Amish Suit"
|
||||
desc = "It's a very amish looking suit."
|
||||
name = "amish suit"
|
||||
icon_state = "sl_suit"
|
||||
color = "sl_suit"
|
||||
|
||||
/obj/item/clothing/under/syndicate
|
||||
name = "Tactical Turtleneck"
|
||||
desc = "Non-descript, slightly suspicious civilian clothing."
|
||||
name = "tactical turtleneck"
|
||||
desc = "It's some non-descript, slightly suspicious looking, civilian clothing."
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
color = "syndicate"
|
||||
@@ -426,33 +427,33 @@
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/syndicate/tacticool
|
||||
name = "Tacticool Turtleneck"
|
||||
desc = "Wearing this makes you feel like buying an SKS, going into the woods, and operating."
|
||||
name = "\improper Tacticool turtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
color = "tactifool"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/syndicate/combat
|
||||
name = "Combat Turtleneck"
|
||||
name = "combat turtleneck"
|
||||
|
||||
/obj/item/clothing/under/librarian
|
||||
name = "Sensible Suit"
|
||||
name = "sensible suit"
|
||||
desc = "It's very... sensible."
|
||||
icon_state = "red_suit"
|
||||
item_state = "red_suit"
|
||||
color = "red_suit"
|
||||
|
||||
/obj/item/clothing/under/mime
|
||||
name = "Mime Outfit"
|
||||
name = "mime's outfit"
|
||||
desc = "It's not very colourful."
|
||||
icon_state = "mime"
|
||||
item_state = "mime"
|
||||
color = "mime"
|
||||
|
||||
/obj/item/clothing/under/waiter
|
||||
name = "Waiter Outfit"
|
||||
desc = "There is a special pocket for tip."
|
||||
name = "waiter's outfit"
|
||||
desc = "It's a very smart uniform with a special pocket for tip."
|
||||
icon_state = "waiter"
|
||||
item_state = "waiter"
|
||||
color = "waiter"
|
||||
@@ -462,6 +463,7 @@
|
||||
/obj/item/clothing/under/shorts
|
||||
name = "athletic shorts"
|
||||
desc = "95% Polyester, 5% Spandex!"
|
||||
gender = PLURAL
|
||||
flags = FPRINT | TABLEPASS
|
||||
body_parts_covered = LOWER_TORSO
|
||||
|
||||
@@ -486,11 +488,11 @@
|
||||
color = "greyshorts"
|
||||
|
||||
/obj/item/clothing/under/space
|
||||
name = "NASA Jumpsuit"
|
||||
name = "\improper NASA jumpsuit"
|
||||
desc = "It has a NASA logo on it and is made of space-proofed materials."
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
desc = "Has a NASA logo on it, made of space proofed materials."
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.02
|
||||
@@ -500,15 +502,15 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/clothing/under/spiderman
|
||||
name = "Deadpool Suit"
|
||||
desc = "A suit of Deadpool!"
|
||||
name = "\improper Deadpool suit"
|
||||
desc = "It's the suit of Deadpool!"
|
||||
icon_state = "spiderman"
|
||||
item_state = "spiderman"
|
||||
color = "spiderman"
|
||||
|
||||
/obj/item/clothing/under/rank/nursesuit
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. A jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "Nurse Suit"
|
||||
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "nurse's suit"
|
||||
icon_state = "nursesuit"
|
||||
item_state = "nursesuit"
|
||||
color = "nursesuit"
|
||||
@@ -516,11 +518,11 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/acj
|
||||
name = "Administrative Cybernetic Jumpsuit"
|
||||
name = "administrative cybernetic jumpsuit"
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
color = "syndicate"
|
||||
desc = "A cybernetically enhanced jumpsuit used in administrative duties."
|
||||
desc = "it's a cybernetically enhanced jumpsuit used for administrative duties."
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
heat_transfer_coefficient = 0.01
|
||||
@@ -530,8 +532,8 @@
|
||||
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
|
||||
|
||||
/obj/item/clothing/under/rank/medical_sleeve
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personneland short sleeves."
|
||||
name = "Short Sleeve Medical Jumpsuit"
|
||||
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
name = "short sleeve medical jumpsuit"
|
||||
icon_state = "medical_sleeve"
|
||||
item_state = "w_suit"
|
||||
color = "medical_sleeve"
|
||||
@@ -540,7 +542,7 @@
|
||||
|
||||
/obj/item/clothing/under/jumpsuitdown
|
||||
desc = "A rolled down jumpsuit. Great for mechanics."
|
||||
name = "Rolled Down Jumpsuit"
|
||||
name = "rolled down jumpsuit"
|
||||
icon_state = "jumpsuitdown"
|
||||
item_state = "jumpsuitdown"
|
||||
color = "jumpsuitdown"
|
||||
@@ -569,7 +571,7 @@
|
||||
//End of cheerleaders
|
||||
|
||||
/obj/item/clothing/under/captainmal
|
||||
name = "Red Captain's Jumpsuit"
|
||||
name = "red captain's jumpsuit"
|
||||
desc = "We have done the impossible, and that makes us mighty."
|
||||
icon_state = "captainmal"
|
||||
item_state = "captainmal"
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
// MASK WAS THAT MOVIE WITH THAT GUY WITH THE MESSED UP FACE. WHAT'S HIS NAME . . . JIM CARREY, I THINK.
|
||||
//why is this up here -Pete
|
||||
//also: please someone make this less terrible, why are things that work with internals not all under one parent, why why why why why whyyyyyyyyyyyyyyy
|
||||
|
||||
/obj/item/clothing/mask
|
||||
name = "mask"
|
||||
@@ -9,30 +11,26 @@
|
||||
|
||||
/obj/item/clothing/mask/breath
|
||||
desc = "A close-fitting mask that can be connected to an air supply."
|
||||
name = "Breath Mask"
|
||||
name = "breath mask"
|
||||
icon_state = "breath"
|
||||
item_state = "breath"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH | HALFMASK
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH
|
||||
w_class = 2
|
||||
protective_temperature = 420
|
||||
heat_transfer_coefficient = 0.90
|
||||
gas_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.50
|
||||
|
||||
/obj/item/clothing/mask/medical
|
||||
/obj/item/clothing/mask/breath/medical
|
||||
desc = "A close-fitting sterile mask that can be connected to an air supply."
|
||||
name = "Medical Mask"
|
||||
name = "medical mask"
|
||||
icon_state = "medical"
|
||||
item_state = "medical"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH
|
||||
w_class = 3
|
||||
protective_temperature = 420
|
||||
gas_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.10
|
||||
|
||||
//WHY DOES THIS EXIST
|
||||
/obj/item/clothing/mask/spiderman
|
||||
desc = "A mask of Deadpool!"
|
||||
name = "Deadpool mask"
|
||||
name = "\improper Deadpool mask"
|
||||
icon_state = "spiderman"
|
||||
item_state = "spiderman"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH|BLOCKHAIR
|
||||
@@ -51,7 +49,7 @@
|
||||
gas_transfer_coefficient = 0.90
|
||||
|
||||
/obj/item/clothing/mask/surgical
|
||||
name = "Sterile Mask"
|
||||
name = "sterile mask"
|
||||
desc = "A sterile mask designed to help prevent the spread of diseases."
|
||||
icon_state = "sterile"
|
||||
item_state = "sterile"
|
||||
@@ -61,34 +59,35 @@
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
|
||||
|
||||
//This now uses the alt sprites, like the emergency gasmask. -Pete
|
||||
/obj/item/clothing/mask/gas
|
||||
name = "gas mask"
|
||||
desc = "A face-covering mask that can be connected to an air supply."
|
||||
icon_state = "gas_mask"
|
||||
icon_state = "gas_alt"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|MASKCOVERSMOUTH|MASKCOVERSEYES
|
||||
w_class = 3.0
|
||||
see_face = 0.0
|
||||
item_state = "gas_mask"
|
||||
item_state = "gas_alt"
|
||||
protective_temperature = 500
|
||||
heat_transfer_coefficient = 0.01
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
|
||||
/obj/item/clothing/mask/gas/plaguedoctor
|
||||
name = "Plague doctor mask"
|
||||
name = "plague doctor mask"
|
||||
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "gas_mask"
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
|
||||
|
||||
/*
|
||||
/obj/item/clothing/mask/gas/emergency
|
||||
name = "emergency gas mask"
|
||||
desc = "A face-covering mask that can be connected to an air supply. For use in emergencies."
|
||||
icon_state = "gas_alt"
|
||||
item_state = "gas_alt"
|
||||
|
||||
*/
|
||||
/obj/item/clothing/mask/gas/swat
|
||||
name = "SWAT Mask"
|
||||
name = "\improper SWAT mask"
|
||||
desc = "A close-fitting tactical mask that can be connected to an air supply."
|
||||
icon_state = "swat"
|
||||
|
||||
@@ -100,7 +99,6 @@
|
||||
/obj/item/clothing/mask/gas/voice
|
||||
name = "gas mask"
|
||||
//desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
|
||||
icon_state = "gas_mask"
|
||||
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
|
||||
var/voice = "Unknown"
|
||||
var/vchange = 0//This didn't do anything before. It now checks if the mask has special functions/N
|
||||
@@ -120,7 +118,7 @@
|
||||
item_state = "clown_hat"
|
||||
|
||||
/obj/item/clothing/mask/gas/sexyclown
|
||||
name = "sexy clown mask"
|
||||
name = "sexy-clown wig and mask"
|
||||
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
|
||||
icon_state = "sexyclown"
|
||||
item_state = "sexyclown"
|
||||
@@ -143,6 +141,7 @@
|
||||
icon_state = "sexymime"
|
||||
item_state = "sexymime"
|
||||
|
||||
//WHY IS THIS A GASMASK
|
||||
/obj/item/clothing/mask/gas/fakemoustache
|
||||
name = "fake moustache"
|
||||
desc = "Warning: moustache is fake."
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
// OMG SHOES
|
||||
|
||||
/obj/item/clothing/shoes
|
||||
name = "shoes"
|
||||
icon = 'shoes.dmi'
|
||||
desc = "Comfortable-looking shoes."
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
|
||||
body_parts_covered = FEET
|
||||
|
||||
@@ -16,7 +15,7 @@
|
||||
|
||||
/obj/item/clothing/shoes/syndigaloshes
|
||||
desc = "A pair of brown shoes. They seem to have extra grip."
|
||||
name = "Brown Shoes"
|
||||
name = "brown shoes"
|
||||
icon_state = "brown"
|
||||
item_state = "brown"
|
||||
permeability_coefficient = 0.05
|
||||
@@ -27,7 +26,7 @@
|
||||
/obj/item/clothing/shoes/syndigaloshes/all
|
||||
|
||||
/obj/item/clothing/shoes/black
|
||||
name = "Black Shoes"
|
||||
name = "black shoes"
|
||||
icon_state = "black"
|
||||
color = "black"
|
||||
desc = "A pair of black shoes."
|
||||
@@ -36,7 +35,7 @@
|
||||
color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
|
||||
|
||||
/obj/item/clothing/shoes/brown
|
||||
name = "Brown Shoes"
|
||||
name = "brown shoes"
|
||||
desc = "A pair of brown shoes."
|
||||
icon_state = "brown"
|
||||
color = "brown"
|
||||
@@ -55,43 +54,43 @@
|
||||
color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
|
||||
|
||||
/obj/item/clothing/shoes/blue
|
||||
name = "Blue Shoes"
|
||||
name = "blue shoes"
|
||||
icon_state = "blue"
|
||||
color = "blue"
|
||||
|
||||
/obj/item/clothing/shoes/green
|
||||
name = "Green Shoes"
|
||||
name = "green shoes"
|
||||
icon_state = "green"
|
||||
color = "green"
|
||||
|
||||
/obj/item/clothing/shoes/yellow
|
||||
name = "Yellow Shoes"
|
||||
name = "yellow shoes"
|
||||
icon_state = "yellow"
|
||||
color = "yellow"
|
||||
|
||||
/obj/item/clothing/shoes/mime
|
||||
name = "Mime Shoes"
|
||||
name = "mime shoes"
|
||||
icon_state = "mime"
|
||||
color = "mime"
|
||||
|
||||
/obj/item/clothing/shoes/purple
|
||||
name = "Purple Shoes"
|
||||
name = "purple shoes"
|
||||
icon_state = "purple"
|
||||
color = "purple"
|
||||
|
||||
/obj/item/clothing/shoes/brown
|
||||
name = "Brown Shoes"
|
||||
name = "brown shoes"
|
||||
icon_state = "brown"
|
||||
color = "brown"
|
||||
|
||||
/obj/item/clothing/shoes/orange
|
||||
name = "Orange Shoes"
|
||||
name = "orange shoes"
|
||||
icon_state = "orange"
|
||||
var/chained = 0
|
||||
color = "orange"
|
||||
|
||||
/obj/item/clothing/shoes/swat
|
||||
name = "SWAT shoes"
|
||||
name = "\improper SWAT shoes"
|
||||
desc = "When you want to turn up the heat."
|
||||
icon_state = "swat"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
@@ -114,7 +113,7 @@
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
/obj/item/clothing/shoes/white
|
||||
name = "White Shoes"
|
||||
name = "white shoes"
|
||||
icon_state = "white"
|
||||
permeability_coefficient = 0.25
|
||||
color = "white"
|
||||
@@ -126,7 +125,7 @@
|
||||
|
||||
/obj/item/clothing/shoes/sandal/marisa
|
||||
desc = "A pair of magic, black shoes."
|
||||
name = "Magic Shoes"
|
||||
name = "magic shoes"
|
||||
icon_state = "black"
|
||||
|
||||
/obj/item/clothing/shoes/galoshes
|
||||
@@ -155,31 +154,31 @@
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/shoes/jackboots
|
||||
name = "Jackboots"
|
||||
desc = "NanoTrasen standard issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
|
||||
name = "jackboots"
|
||||
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
|
||||
icon_state = "jackboots"
|
||||
item_state = "jackboots"
|
||||
color = "hosred"
|
||||
|
||||
/obj/item/clothing/shoes/purpleboots
|
||||
name = "Purple boots"
|
||||
name = "purple boots"
|
||||
desc = "A pair of flashy purple boots."
|
||||
icon_state = "purpleboots"
|
||||
item_state = "purpleboots"
|
||||
|
||||
/obj/item/clothing/shoes/yellowboots
|
||||
name = "Yellow boots"
|
||||
name = "yellow boots"
|
||||
desc = "A pair of flashy yellow boots."
|
||||
icon_state = "yellowboots"
|
||||
item_state = "yellowboots"
|
||||
|
||||
/obj/item/clothing/shoes/whiteboots
|
||||
name = "White boots"
|
||||
name = "white boots"
|
||||
desc = "A pair of flashy white boots."
|
||||
icon_state = "whiteboots"
|
||||
item_state = "whiteboots"
|
||||
|
||||
/obj/item/clothing/shoes/fullbrown
|
||||
name = "Full Brown Shoes"
|
||||
name = "full brown shoes"
|
||||
icon_state = "fullbrown"
|
||||
color = "fullbrown"
|
||||
@@ -144,25 +144,26 @@ mob/living/carbon/proc/handle_hallucinations()
|
||||
//Flashes of danger
|
||||
//src << "Danger Flash"
|
||||
if(!halbody)
|
||||
var/possible_points = list()
|
||||
var/list/possible_points = list()
|
||||
for(var/turf/simulated/floor/F in view(src,world.view))
|
||||
possible_points += F
|
||||
var/turf/simulated/floor/target = pick(possible_points)
|
||||
switch(rand(1,5))
|
||||
if(1)
|
||||
halbody = image('human.dmi',target,"husk_l",TURF_LAYER)
|
||||
if(2,3)
|
||||
halbody = image('human.dmi',target,"husk_s",TURF_LAYER)
|
||||
if(4)
|
||||
halbody = image('alien.dmi',target,"alienother",TURF_LAYER)
|
||||
if(5)
|
||||
halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
|
||||
if(possible_points.len)
|
||||
var/turf/simulated/floor/target = pick(possible_points)
|
||||
switch(rand(1,4))
|
||||
if(1)
|
||||
halbody = image('human.dmi',target,"husk_l",TURF_LAYER)
|
||||
if(2,3)
|
||||
halbody = image('human.dmi',target,"husk_s",TURF_LAYER)
|
||||
if(4)
|
||||
halbody = image('alien.dmi',target,"alienother",TURF_LAYER)
|
||||
// if(5)
|
||||
// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
|
||||
|
||||
if(client) client.images += halbody
|
||||
spawn(rand(50,80)) //Only seen for a brief moment.
|
||||
if(client) client.images -= halbody
|
||||
halbody = null
|
||||
if(71 to 75)
|
||||
if(client) client.images += halbody
|
||||
spawn(rand(50,80)) //Only seen for a brief moment.
|
||||
if(client) client.images -= halbody
|
||||
halbody = null
|
||||
if(71 to 72)
|
||||
//Fake death
|
||||
src.sleeping_willingly = 1
|
||||
src.sleeping = 1
|
||||
@@ -214,7 +215,7 @@ proc/check_panel(mob/M)
|
||||
return 1
|
||||
return 0 */
|
||||
|
||||
/obj/effect/fake_attacker
|
||||
/obj/fake_attacker
|
||||
icon = null
|
||||
icon_state = null
|
||||
name = ""
|
||||
@@ -358,7 +359,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
|
||||
if(!possible_clones.len) return
|
||||
clone = pick(possible_clones)
|
||||
//var/obj/fake_attacker/F = new/obj/fake_attacker(outside_range(target))
|
||||
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
|
||||
var/obj/fake_attacker/F = new/obj/fake_attacker(target.loc)
|
||||
if(clone.l_hand)
|
||||
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
|
||||
clone_weapon = clone.l_hand.name
|
||||
|
||||
@@ -1235,8 +1235,8 @@
|
||||
|
||||
|
||||
if (toxin || hal_screwyhud == 4) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
|
||||
if (oxygen || hal_screwyhud == 3) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
|
||||
if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]"
|
||||
if (oxygen || hal_screwyhud == 3) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
|
||||
if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]" //NOTE: INVESTIGATE NUKE BURNINGS
|
||||
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
|
||||
//blame the person who coded them. Temporary fix added.
|
||||
|
||||
|
||||
@@ -1,31 +1,37 @@
|
||||
/mob/living/carbon/metroid/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [] is limp and unresponsive.", src.name)
|
||||
if(!usr || !src) return
|
||||
if(((usr.disabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
|
||||
usr << "<span class='notice'>Something is there but you can't see it.</span>"
|
||||
return
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
|
||||
else
|
||||
if (src.getBruteLoss())
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss() < 40)
|
||||
usr << text("\red [] has some punctures in its flesh!", src.name)
|
||||
msg += "It has some punctures in its flesh!"
|
||||
else
|
||||
usr << text("\red <B>[] has a lot of punctures and tears in its flesh!</B>", src.name)
|
||||
msg += "<B>It has severe punctures and tears in its flesh!</B>"
|
||||
msg += "</span>\n"
|
||||
|
||||
switch(powerlevel)
|
||||
|
||||
if(2 to 3)
|
||||
usr << text("\blue [] seems to have little bit of electrical activity inside it.", src.name)
|
||||
msg += "It is flickering gently with a little electrical activity.\n"
|
||||
|
||||
if(4 to 5)
|
||||
usr << text("\blue [] seems to some electricity inside of it.", src.name)
|
||||
msg += "It is glowing gently with moderate levels of electrical activity.\n"
|
||||
|
||||
if(6 to 9)
|
||||
usr << text("\blue [] seems to have a lot of electricity inside of it.", src.name)
|
||||
msg += "<span class='warning'>It is glowing brightly with high levels of electrical activity.</span>\n"
|
||||
|
||||
if(10)
|
||||
usr << text("\blue <B>[] seems to have extreme electrical activity inside it!</B>", src.name)
|
||||
|
||||
usr << "[print_flavor_text()]\n"
|
||||
msg += "<span class='warning'><B>It is radiating with massive levels of electrical activity!</B></span>\n"
|
||||
|
||||
msg += "*---------*</span>"
|
||||
usr << msg
|
||||
return
|
||||
@@ -2,7 +2,7 @@
|
||||
set src in oview()
|
||||
|
||||
if(!usr || !src) return
|
||||
if(((usr.sdisabilities & 1) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
|
||||
if(((usr.disabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
|
||||
usr << "<span class='notice'>Something is there but you can't see it.</span>"
|
||||
return
|
||||
|
||||
@@ -20,7 +20,8 @@
|
||||
msg += "It has \icon[src.back] \a [src.back] on its back.\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It is limp and unresponsive, with no signs of life.</span>\n"
|
||||
|
||||
else
|
||||
msg += "<span class='warning'>"
|
||||
var/list/wound_descriptions = list()
|
||||
var/list/wound_flavor_text = list()
|
||||
for(var/named in organs)
|
||||
@@ -238,8 +239,13 @@
|
||||
if(wound_flavor_text["right foot"])
|
||||
msg += wound_flavor_text["right foot"]
|
||||
|
||||
if (src.stat == UNCONSCIOUS)
|
||||
msg += "It isn't responding to anything around it; it seems to be asleep.\n"
|
||||
msg += "</span>"
|
||||
|
||||
msg += "[print_flavor_text()]\n"
|
||||
if (src.digitalcamo)
|
||||
msg += "It is repulsively uncanny!\n"
|
||||
if(print_flavor_text()) msg += "[print_flavor_text()]\n"
|
||||
|
||||
msg += "*---------*</span>"
|
||||
|
||||
|
||||
@@ -320,7 +320,6 @@
|
||||
world << O
|
||||
var/list/V = view(message_range, T)
|
||||
var/list/W = V
|
||||
|
||||
//find mobs in lockers, cryo, intellicards, brains, MMIs, and so on.
|
||||
for (var/mob/M in world)
|
||||
if (!M.client)
|
||||
@@ -378,6 +377,13 @@
|
||||
if(O && !istype(O.loc, /obj/item/weapon/storage))
|
||||
O.hear_talk(src, message)
|
||||
|
||||
|
||||
/* Commented out as replaced by code above from BS12
|
||||
for (var/obj/O in ((V | contents)-used_radios)) //radio in pocket could work, radio in backpack wouldn't --rastaf0
|
||||
spawn (0)
|
||||
if (O)
|
||||
O.hear_talk(src, message)
|
||||
*/
|
||||
if(isbrain(src))//For brains to properly talk if they are in an MMI..or in a brain. Could be extended to other mobs I guess.
|
||||
for(var/obj/O in loc)//Kinda ugly but whatever.
|
||||
if(O)
|
||||
|
||||
@@ -1,24 +1,31 @@
|
||||
/mob/living/silicon/ai/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [] is powered-down.", src.name)
|
||||
if(!usr || !src) return
|
||||
if(((usr.disabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
|
||||
usr << "<span class='notice'>Something is there but you can't see it.</span>"
|
||||
return
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
|
||||
else
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 30)
|
||||
usr << text("\red [] looks slightly dented", src.name)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[] looks severely dented!</B>", src.name)
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
usr << text("\red [] looks slightly burnt!", src.name)
|
||||
else
|
||||
usr << text("\red <B>[] looks severely burnt!</B>", src.name)
|
||||
if (src.stat == 1)
|
||||
usr << text("\red [] doesn't seem to be responding.", src.name)
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
msg += "It looks slightly charred.\n"
|
||||
else
|
||||
msg += "<B>Its casing is melted and heat-warped!</B>\n"
|
||||
|
||||
usr << print_flavor_text()
|
||||
if (src.stat == UNCONSCIOUS)
|
||||
msg += "It is non-responsive and displaying the text: \"RUNTIME: Sensory Overload, stack 26/3\".\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
@@ -1,24 +1,27 @@
|
||||
/mob/living/silicon/pai/examine()
|
||||
/mob/living/silicon/pai/examine() //removed as it was pointless...moved to the pai-card instead.
|
||||
/* This is totaly pointless because this mob is contained inside a card!
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [] appears disabled.", src.name)
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It appears to be offline.</span>\n"
|
||||
else
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 30)
|
||||
usr << text("\red [] looks slightly dented", src.name)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[]'s casing appears cracked and broken!</B>", src.name)
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
usr << text("\red [] looks slightly charred!", src.name)
|
||||
else
|
||||
usr << text("\red <B>[]'s casing is melted and heat-warped!</B>", src.name)
|
||||
if (src.stat == 1)
|
||||
usr << text("\red [] doesn't seem to be responding.", src.name)
|
||||
|
||||
usr << print_flavor_text()
|
||||
msg += "<B>Its casing appears cracked and broken!</B>\n"
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
msg += "It looks slightly charred!\n"
|
||||
else
|
||||
msg += "<B>Its casing is melted and heat-warped!</B>\n"
|
||||
if (src.stat == UNCONSCIOUS)
|
||||
msg += "It doesn't seem to be responding and its text-output is lagging.\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
*/
|
||||
return
|
||||
@@ -1,27 +1,39 @@
|
||||
/mob/living/silicon/robot/examine()
|
||||
set src in oview()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
|
||||
if (src.stat == 2)
|
||||
usr << text("\red [src.name] is powered-down.")
|
||||
if(!usr || !src) return
|
||||
if(((usr.disabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
|
||||
usr << "<span class='notice'>Something is there but you can't see it.</span>"
|
||||
return
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
msg += "<span class='warning'>"
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 75)
|
||||
usr << text("\red [src.name] looks slightly dented")
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
usr << text("\red <B>[src.name] looks severely dented!</B>")
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 75)
|
||||
usr << text("\red [src.name] looks slightly burnt!")
|
||||
msg += "It looks slightly charred.\n"
|
||||
else
|
||||
usr << text("\red <B>[src.name] looks severely burnt!</B>")
|
||||
if (src.stat == 1)
|
||||
usr << text("\red [src.name] doesn't seem to be responding.")
|
||||
msg += "<B>It looks severely burnt and heat-warped!</B>\n"
|
||||
msg += "</span>"
|
||||
|
||||
if(opened)
|
||||
usr << "The cover is open and the power cell is [ cell ? "installed" : "missing"]."
|
||||
msg += "<span class='warning'>Its cover is open and the power cell is [cell ? "installed" : "missing"].</span>\n"
|
||||
else
|
||||
usr << "The cover is closed."
|
||||
msg += "Its cover is closed.\n"
|
||||
|
||||
usr << print_flavor_text()
|
||||
switch(src.stat)
|
||||
if(CONSCIOUS)
|
||||
if(!src.client) msg += "It appears to be in stand-by mode.\n" //afk
|
||||
if(UNCONSCIOUS) msg += "<span class='warning'>It doesn't seem to be responding.</span>\n"
|
||||
if(DEAD) msg += "<span class='deadsay'>It looks completely unsalvageable.</span>\n"
|
||||
|
||||
return
|
||||
if(print_flavor_text()) msg += "[print_flavor_text()]\n"
|
||||
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
|
||||
@@ -739,7 +739,7 @@
|
||||
|
||||
if (!( usr ))
|
||||
return
|
||||
usr << "This is \an [name]."
|
||||
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
|
||||
usr << desc
|
||||
// *****RM
|
||||
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
update_clothing()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
stunned = 1
|
||||
icon = null
|
||||
invisibility = 101
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
|
||||
|
||||
+6
-1
@@ -100,7 +100,12 @@ var/MAX_EXPLOSION_RANGE = 14
|
||||
//FLAGS BITMASK
|
||||
#define ONBACK 1 // can be put in back slot
|
||||
#define TABLEPASS 2 // can pass by a table or rack
|
||||
#define HALFMASK 4 // mask only gets 1/2 of air supply from internals
|
||||
|
||||
/********************************************************************************
|
||||
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
|
||||
* #define HALFMASK 4 // mask only gets 1/2 of air supply from internals *
|
||||
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
|
||||
********************************************************************************/
|
||||
|
||||
#define HEADSPACE 4 // head wear protects against space
|
||||
|
||||
|
||||
+23
-113
@@ -1,127 +1,37 @@
|
||||
client/script = {"<style>
|
||||
body
|
||||
{
|
||||
font-family: Verdana, sans-serif;
|
||||
}
|
||||
body {font-family: Verdana, sans-serif;}
|
||||
|
||||
h1, h2, h3, h4, h5, h6
|
||||
{
|
||||
color: #00f;
|
||||
font-family: Georgia, Verdana, sans-serif;
|
||||
}
|
||||
h1, h2, h3, h4, h5, h6 {color: #0000ff; font-family: Georgia, Verdana, sans-serif;}
|
||||
|
||||
.motd
|
||||
{
|
||||
color: #638500;
|
||||
font-family: Verdana, sans-serif;
|
||||
}
|
||||
em {font-style: normal; font-weight: bold;}
|
||||
|
||||
.motd {color: #638500; font-family: Verdana, sans-serif;}
|
||||
.motd h1, .motd h2, .motd h3, .motd h4, .motd h5, .motd h6
|
||||
{
|
||||
color: #638500;
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
{color: #638500; text-decoration: underline;}
|
||||
.motd a, .motd a:link, .motd a:visited, .motd a:active, .motd a:hover
|
||||
{
|
||||
color: #638500;
|
||||
}
|
||||
{color: #638500;}
|
||||
|
||||
.prefix
|
||||
{
|
||||
font-weight: bold;
|
||||
}
|
||||
.prefix { font-weight: bold;}
|
||||
|
||||
.ooc
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #002eb8;
|
||||
}
|
||||
.ooc {color: #002eb8; font-weight: bold;}
|
||||
.adminobserverooc {color: #0099cc; font-weight: bold;}
|
||||
.adminooc {color: #b82e00; font-weight: bold;}
|
||||
|
||||
.adminooc
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #b82e00;
|
||||
}
|
||||
.adminobserver {color: #996600; font-weight: bold;}
|
||||
.admin {color: #386aff; font-weight: bold;}
|
||||
|
||||
.admin
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #386aff;
|
||||
}
|
||||
.name { font-weight: bold;}
|
||||
|
||||
.gfartooc
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #0099cc;
|
||||
}
|
||||
.say {}
|
||||
.deadsay {color: #5c00e6;}
|
||||
.radio {color: #008000;}
|
||||
.deptradio {color: #993399;}
|
||||
.comradio {color: #885500;}
|
||||
.syndradio {color: #6D3F40;}
|
||||
.nukeradio {color: #FF3300;}
|
||||
|
||||
.gfartadmin
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #996600;
|
||||
}
|
||||
|
||||
.medal
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #808000;
|
||||
}
|
||||
|
||||
.name
|
||||
{
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.say
|
||||
{
|
||||
}
|
||||
|
||||
.deadsay
|
||||
{
|
||||
color: #5c00e6;
|
||||
}
|
||||
|
||||
.radio
|
||||
{
|
||||
color: #008000;
|
||||
}
|
||||
|
||||
.deptradio
|
||||
{
|
||||
color: #993399;
|
||||
}
|
||||
|
||||
.comradio
|
||||
{
|
||||
color:#885500;
|
||||
}
|
||||
|
||||
.syndradio
|
||||
{
|
||||
color: #6D3F40;
|
||||
}
|
||||
|
||||
.nukeradio
|
||||
{
|
||||
color: #FF3300;
|
||||
}
|
||||
|
||||
.alert
|
||||
{
|
||||
color: #ff0000;
|
||||
}
|
||||
|
||||
h1.alert, h2.alert
|
||||
{
|
||||
color: #000000;
|
||||
}
|
||||
|
||||
.attack
|
||||
{
|
||||
font-weight: bold;
|
||||
color: #f00;
|
||||
}
|
||||
.alert {color: #ff0000;}
|
||||
h1.alert, h2.alert {color: #000000;}
|
||||
|
||||
.emote { font-style: italic;}
|
||||
|
||||
@@ -137,6 +47,6 @@ h1.alert, h2.alert
|
||||
.notice {color: #000099;}
|
||||
|
||||
.alien {color: #543354;}
|
||||
|
||||
.newscaster {color: #800000;}
|
||||
|
||||
</style>"}
|
||||
|
||||
+3
-2
@@ -75,6 +75,9 @@ ALLOW_RANDOM_EVENTS
|
||||
## if amount of traitors scales or not
|
||||
TRAITOR_SCALING
|
||||
|
||||
## If security is prohibited from being most antagonists
|
||||
#PROTECT_ROLES_FROM_ANTAGONIST
|
||||
|
||||
## allow players to initiate a restart vote
|
||||
ALLOW_VOTE_RESTART
|
||||
|
||||
@@ -96,8 +99,6 @@ DEFAULT_NO_VOTE
|
||||
## allow AI job
|
||||
ALLOW_AI
|
||||
|
||||
## goon authentication
|
||||
#AUTHENTICATION
|
||||
|
||||
## disable abandon mob
|
||||
NORESPAWN
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 895 B After Width: | Height: | Size: 1.0 KiB |
@@ -42,7 +42,7 @@
|
||||
"aaP" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{req_access_txt = 1},/turf/simulated/floor,/area/security/warden{name = "Armory"})
|
||||
"aaQ" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 6},/turf/simulated/floor,/area/security/warden{name = "Armory"})
|
||||
"aaR" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor,/area/security/warden{name = "Armory"})
|
||||
"aaS" = (/obj/structure/rack,/obj/item/clothing/mask/gas/emergency{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas/emergency,/obj/item/clothing/mask/gas/emergency{pixel_x = -3; pixel_y = -3},/obj/machinery/alarm{dir = 1; pixel_y = -22},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden{name = "Armory"})
|
||||
"aaS" = (/obj/structure/rack,/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas,/obj/machinery/alarm{dir = 1; pixel_y = -22},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden{name = "Armory"})
|
||||
"aaT" = (/obj/machinery/light,/obj/structure/table,/obj/machinery/atmospherics/unary/vent_scrubber{dir = 8; on = 1; scrub_Toxins = 1},/obj/item/weapon/storage/trackimp_kit,/obj/item/weapon/storage/chemimp_kit,/obj/item/weapon/storage/lockbox/loyalty,/turf/simulated/floor,/area/security/warden{name = "Armory"})
|
||||
"aaU" = (/obj/structure/table,/obj/item/weapon/storage/lockbox,/turf/simulated/floor,/area/security/warden{name = "Armory"})
|
||||
"aaV" = (/obj/machinery/power/apc{dir = 4; name = "Armoury APC"; pixel_x = 27; pixel_y = 2},/obj/structure/rack,/obj/item/weapon/storage/flashbang_kit,/obj/structure/cable{icon_state = "0-2"; d2 = 2},/turf/simulated/floor,/area/security/warden{name = "Armory"})
|
||||
|
||||
Reference in New Issue
Block a user