Commit Graph

37 Commits

Author SHA1 Message Date
TheBeoni fd4c40fcf9 Added brig physician jumpsuit. Brig Physician spawns with one, i also put one spare into locker. 2015-06-17 02:11:01 +02:00
SamCroswell 8829a90709 NT Rep + Blueshield Uniform Change 2015-03-08 16:59:01 -04:00
DZD b3a0c9a975 Removes TABLEPASS and FPRINT flags
- Also adds ABSTRACT and NODROP flags in preparation for removal of
canremove and abstract vars.
- Sorts some of the setup.dm flags so they're in order.
- Replaces 'flags & 2' in policetape.dm with pass_flags & PASSTABLE,
should have the same effect.
2015-02-10 17:41:37 -05:00
Markolie b58b469a20 Obese psych fix 2015-01-17 05:06:01 +01:00
Fox-McCloud 81a4bfed43 Security Clothing 2015-01-07 23:11:52 -05:00
Fox-McCloud ff2b7cedb2 Clothing Restructuring 2015-01-02 12:40:42 -05:00
Markolie 19fde1c4a0 Bug fixes 2014-12-17 21:56:37 +01:00
SamCroswell b2dee687aa Head of Security Items Update
- HoS jacket can now be buttoned or unbuttoned with a verb.
- The HoS now only gets the jacket and hat he spawns with.
( I verified the HoS spawns with a jacket and hat no matter if they
latejoined or were HoS from the start of the shift)
2014-11-30 22:22:01 -05:00
Bone White e836d6abdf Added new black surgical scrubs
Potentially for new mortician job.  Sprited by Pancake.
2014-09-08 02:46:24 +01:00
MrSnapwalk 75b2ca2dd2 Psychiatrist/Psychologist update.
Conflicts:
	code/game/jobs/job/medical.dm
	icons/mob/uniform.dmi
	icons/obj/clothing/uniforms.dmi
2014-08-02 22:23:39 -04:00
ZomgPonies cb9b6fca4d Replacing civilian with support department. Still need to make changes on MySQL schema. 2014-06-26 19:42:14 -04:00
Erthilo dfce6736fb Tons more vox clothes.
Conflicts:
	code/modules/clothing/gloves/miscellaneous.dm
	code/modules/clothing/masks/breath.dm
	code/modules/clothing/shoes/magboots.dm
	code/modules/clothing/shoes/miscellaneous.dm
	code/modules/clothing/suits/labcoat.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/species.dm
	icons/mob/mask.dmi
	icons/mob/species/vox/masks.dmi
	icons/mob/species/vox/shoes.dmi
	icons/mob/species/vox/uniform.dmi
2014-06-08 18:13:22 -04:00
ZomgPonies 96ee35e5de Added Mechanic karma job, builds and repairs spacepods, works under the CE 2014-05-19 06:49:35 -04:00
Erthilo 288385ba66 Adds vox fitted uniforms and shoes to all jobs excluding sec, mime, and clown.
Conflicts:
	code/modules/clothing/under/color.dm
	code/modules/clothing/under/jobs/civilian.dm
	code/modules/mob/living/carbon/species.dm
	icons/mob/species/vox_w_uniform.dmi
2014-05-13 21:57:50 -04:00
ZomgPonies 2525a3d057 Added barber karma job 2014-01-16 08:42:36 -05:00
ZomgPonies e708b92560 Paramedic clothing 2013-09-30 01:14:05 -04:00
ZomgPonies 900a3526bf poop syndrome in disease and disease2 2013-09-25 06:48:59 -04:00
ZomgPonies fcbdb53bbb Bunch of FAT fixes 2013-09-24 19:00:40 -04:00
ZomgPonies 640e38ce23 Massive code fix to get the codebase ready to compile in BYOND 500 2013-09-15 23:58:16 -04:00
ZomgPonies 494ce26bb9 Added custom clothing requested by admins 2013-09-15 20:21:04 -04:00
ZomgPonies c1222034ee BS12 -> Ponies merge 2013-09-09 10:51:16 -04:00
Asanadas 7479fd272c Added Malsquando's colored suit to the hop's wardrobe locker.
Everything should be working correctly.
2013-06-13 09:41:52 -04:00
MisterBook fd8d61aa8b New taser fix is now in place. Rather than full deflection, armor mitigates the damage. Updates along all sorts of Clothing for minor mitigations to major mitigations.
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc.

HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'.

Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you.

Icon adjustments.
2013-06-04 22:41:23 -05:00
MisterBook 06b7700086 Cobpipe fix
Smoking pipe icon fix.
Eye-stab admin logging fix.

Tasers now do halloss, representing non-lethal PAIN.
http://baystation12.net/forums/viewtopic.php?f=5&t=7773

Tasers now check their target's limb for armor, and deflect if armored (Represented by coeffecient = 0).
http://baystation12.net/forums/viewtopic.php?f=5&t=7772
2013-05-31 00:09:00 -05:00
fauxtada c1991ba0dd Player Requests Edition
- Two canes will spawn in medbay storage for people with leg injuries.
- Added some more welding goggles for engineers in engineering.
- Armory has a second security hardsuit.
- CMO has hallway access to the medbay hardsuits.
- HoS hat spawns in HoS closet.
- White wedding dress spawns in chaplain closet.
- Removed Pulse Rifle and Laser Canon from ERT room.
- Detective's office will now start off with a cigeratte pack and a detective's flask.
- Three normal boring flasks now spawn behind the bar for the bartender to give out.
- Old Man Suit spawns in laundry room. - Requested by Book.
- Roaper's Callum suit ( http://baystation12.net/forums/viewtopic.php?f=33&t=7047 ) now spawns in under Knockoff Suit. It may or may not spawn in for him too, I don't know how this shit works but I think I got it right.
- Removed Roaper's items for Ian Colm. At least the code part, I don't know if I'm supposed to delete the DMIs or not so I left them in.
2013-04-24 03:04:35 -07:00
fauxtada 272d7925cf Sorry, sorry!
The last commit was full of compiling errors, this fixes that one.
2013-04-22 13:29:23 -07:00
fauxtada 44a67167b3 Uniform Closet Changes
- Adjusted the items that spawn in the mixed wardrobe. Now includes:
--- Colorful shoes.
--- Plaid Skirts. Lady Power.
--- Leather shoes.
- Put dispatcher uniform in security closet for playtesting purposes.
- Nurse dress, orderly uniform, and first responder jacket now spawn in medical closet. Man that thing is full of stuff.
2013-04-21 22:50:52 -07:00
Asanadas 0a21e8a4f4 Whoops spelled internal affairs wrong. This pretty much overwrites the lawyer job with an Internal Affairs Agent, made to Cajoes guidelines to the best of my ability. New suit, messed up PDA, and loyalty implanted / answering to the captain to maybe they'll have more pull on the server.
Signed-off-by: Asanadas <asanadas@hotmail.com>
2013-03-21 02:59:29 -04:00
Cael_Aislinn 8581932c57 Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/game/objects/items/toys.dm
	icons/mob/back.dmi
	icons/mob/suit.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/uniforms.dmi
	icons/obj/weapons.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-14 22:14:46 +10:00
Cael_Aislinn bdeb96b7e5 Merge branch 'incremental_tg' r5514 (11/1/2013) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/components/unary/vent_scrubber.dm
	code/__HELPERS/game.dm
	code/controllers/shuttle_controller.dm
	code/datums/datumvars.dm
	code/datums/supplypacks.dm
	code/defines/obj/storage.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/command_alert.dm
	code/game/area/Space Station 13 areas.dm
	code/game/atoms.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/dust.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/jobs/access.dm
	code/game/jobs/job/assistant.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/recharger.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/items.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/objects/items/devices/radio/encryptionkey.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/medical.dm
	code/game/objects/items/weapons/cards_ids.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/manuals.dm
	code/game/objects/items/weapons/secstorage/secstorage.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/storage/firstaid.dm
	code/game/objects/items/weapons/storage/kit.dm
	code/game/objects/items/weapons/storage/storage.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/storage/uplink_kits.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
	code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm
	code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	code/game/objects/structures/electricchair.dm
	code/game/objects/structures/extinguisher.dm
	code/game/objects/structures/watercloset.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/game/vehicles/airtight/airtight.dm
	code/game/vehicles/vehicle.dm
	code/global.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/suits/miscellaneous.dm
	code/modules/critters/critter_defenses.dm
	code/modules/detectivework/scanner.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/power/cable.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/revolver.dm
	code/modules/projectiles/projectile/change.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/reagents/reagent_containers/hypospray.dm
	code/modules/recycling/sortingmachinery.dm
	code/modules/research/designs.dm
	config/config.txt
	html/changelog.html
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/mob/ties.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/ties.dmi
	icons/obj/grenade.dmi
	icons/obj/projectiles.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-11 22:12:31 +10:00
Chinsky 08b52b0f04 Added alternative uniform for Security officers and Security armor vest. 2013-01-10 14:21:22 +04:00
d_h2005@yahoo.com 12e8a32eb2 Tiny adjustment for Ikarrus: The alternate HoS jumpsuit is not a subtype of the normal, and therefore counts towards fulfillment of the Steal objective.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5365 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-21 04:28:11 +00:00
SkyMarshal ecdb9ab118 Fixed the sillies marked with "skytodo". Removed ONESIZEFITSALL flag as we removed fatness, replaced it with PLASMAGUARD flag as that is what we were using the value as previously. Firedoors should no longer be derpy. The remaining "skytodo"s are places where I have no idea what the fuck you wanted or no idea what the fuck needed done with it. 2012-11-11 14:33:33 -07:00
Asanadas 840ed30875 Fixed a spelling error in the Jensen HoS coat. Sponsored by tasty Trenchoats.
Signed-off-by: Asanadas <asanadas@hotmail.com>
2012-10-14 15:04:00 -04:00
baloh.matevz 530c5c804a - Yet another issue that needed fixing resulted in the entire system having to be rewritten. Fixes issue 44, Fixes issue 690.
New defines in setup.dm:

This revision changes the following things:
- Hot is no longer defined as 'higher temperature than 310.15K' but is defined as 'higher temperature than my body temperature'. The opposite applies for cold.
- Removed heat_transfer_coefficient and protective_temperature
- Added heat_protection and cold_protection flag variables to obj/item, which define which areas of your body are protected from heat.
- Added max_heat_protection_temperature and min_cold_protection_temperature which define up to which temperature the item protects when worn (NOTE that it only protects on the locations specified by the heat_protection flags!) and down to which temperature it protects from the cold.
- REMEMBER! hot and cold were redefined to mean 'which way your body temperature should be moving based on the air around you'.
- Each tick, your body now 'corrects' your body temperature towards 310.15K which is the ideal temperature. The correction is max( difference/12, 10 ), so either a twelfth of the difference between your body temperature and 310.15K, or 10K, whichever is higher. This ensures your body temperature stabilizes over time.
- Most notable changes in the amount of protection you get from common items are these: Space suits now ONLY protect from cold and fire suits now ONLY protect from heat. Now what this means is obviously that firesuits will be useless in space, but also that if you find yourself in a fire with a high body temperature and you put a firesuit on, your temperature will no longer stagnate at the high temperature, due to temperature not going up nor down, but rather it will get lower. Instead it will be protected from rising, it will however gradually get lowered by your body's 'auto-correct' attempts, as described in the last point. Additionally, if you wear a fire suit and enter an area with a good temperature (for isntance 290K) and you have a high body temperature, due to just escaping from a fire, the fire suit will not make your body temperature stagnate. Because it does not protect you from cold, and cold being defined as 'colder than your body temperature', you will actually successfully cool down to the optimal temperature.
- The opposite applies to space suits. They protect from cold and don't protect from heat. If you find yourself in space and your temperature drops and put on the space suit with your temperature still low, you will recover over time. If you enter an area with a good temperature, you will recover faster, since the space suit does not protect you from heat.
- In short, space suits are now better at dealing with space and fire suits are better at dealing with fires.
- You will NEED a fire helmet to be protected from heat and you will NEED a space suit helmet to be protected from cold. There is no 'but'. Fire helmets are red or white hardhats, found in all fire closets.
- The 'heat up' coefficients are defined in setup.dm, they are:
- - head = 30%
- - lower and upper torso = 15% each = 30%
- - legs and arms = 7.5% each = 30%
- - feet and hands = 2.5% each = 10%
- Gloves cover hands
- Shoes cover feet
- Space-worthy jumpsuits cover legs, arms, upper and lower torso
- Space suits cover legs, arms, hands, feet, upper and lower torso
- Headgear covers heads
- Removed the HEADSPACE and SUITSPACE flags, due to being moved to the new variables. This frees up the flag value 4.
. The amount of damage heated gas and heated areas do can now be set in human/life.dm. The values are: (The different levels are based on breath temperature or body temperature.)

#define HEAT_DAMAGE_LEVEL_1 2
#define HEAT_DAMAGE_LEVEL_2 4
#define HEAT_DAMAGE_LEVEL_3 8

#define COLD_DAMAGE_LEVEL_1 1
#define COLD_DAMAGE_LEVEL_2 2
#define COLD_DAMAGE_LEVEL_3 4

//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2
#define HEAT_GAS_DAMAGE_LEVEL_2 4
#define HEAT_GAS_DAMAGE_LEVEL_3 8

#define COLD_GAS_DAMAGE_LEVEL_1 1
#define COLD_GAS_DAMAGE_LEVEL_2 2
#define COLD_GAS_DAMAGE_LEVEL_3 4

The speed at which your body temperature raises or falls can be altered with the following defines: 

#define BODYTEMP_AUTORECOVERY_DIVISOR 12 
#define BODYTEMP_AUTORECOVERY_MINIMUM 10
#define BODYTEMP_COLD_DIVISOR 6
#define BODYTEMP_HEAT_DIVISOR 6

The divisors determins by how big a difference between your body temperature and the surrounding air (or 310.15 in the case of autorecovery) will your body temperature change. The autorecovery_minimum means what the minimum recovery is, if difference / 12 is less than 10, it will recover by 10.


Was all this needed to fix Issue 44? Yes..... yes... it was... Some things are consequences of decisions made while fixing it, but all of it was necessary to completely fix the issue. I found it did not remain on the tracker for this long for nothing.

I'm sorry for the essay, but there was a lot of work involved and a lot of changes happened, so I had to write a lot...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4428 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 02:48:49 +00:00
baloh.matevz 55f405f98b - Went through all the clothing stuff and only gave the ONESIZEFITSALL flag to the clothing items that actually have a fat sprite. Fixes issue 393
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4418 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 14:25:54 +00:00
johnsonmt88@gmail.com e9671308bf Reorganized clothing as a whole.
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished.

Everything is set up related to the object types themselves (meaning paths.)
So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect...

I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for.

I've also moved files that had no, or very few blocks of code into more catagorized areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 02:17:14 +00:00