Conflicts:
	.travis.yml
	code/controllers/configuration.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/security.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/cryopod.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/storage/boxes.dm
	code/game/turfs/simulated/floor.dm
	code/game/turfs/simulated/floor_types.dm
	code/global.dm
	code/modules/materials/materials.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	polaris.dme
This commit is contained in:
Neerti
2015-08-23 01:30:46 -04:00
792 changed files with 19715 additions and 17049 deletions

View File

@@ -45,7 +45,7 @@
/obj/item/clothing/head/helmet/space/vox
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.6
flags = HEADCOVERSEYES|STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
species_restricted = list("Vox")
sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
@@ -135,7 +135,7 @@
/obj/item/clothing/shoes/magboots/vox/attack_self(mob/user)
if(src.magpulse)
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
canremove = 1
user << "You relax your deathgrip on the flooring."
@@ -148,7 +148,7 @@
user << "You will have to put on the [src] before you can do that."
return
flags |= NOSLIP
item_flags |= NOSLIP
magpulse = 1
canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
user << "You dig your claws deeply into the flooring, bracing yourself."
@@ -160,7 +160,7 @@
..()
if(src.magpulse)
user.visible_message("The [src] go limp as they are removed from [usr]'s feet.", "The [src] go limp as they are removed from your feet.")
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
canremove = 1

View File

@@ -178,23 +178,29 @@ var/global/list/breach_burn_descriptors = list(
//Handles repairs (and also upgrades).
/obj/item/clothing/suit/space/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/material/plastic) || istype(W,/obj/item/stack/material/steel))
if(istype(W,/obj/item/stack/material))
var/repair_power = 0
switch(W.get_material_name())
if(DEFAULT_WALL_MATERIAL)
repair_power = 2
if("plastic")
repair_power = 1
if(!repair_power)
return
if(istype(src.loc,/mob/living))
user << "\red How do you intend to patch a hardsuit while someone is wearing it?"
user << "<span class='warning'>How do you intend to patch a hardsuit while someone is wearing it?</span>"
return
if(!damage || !burn_damage)
user << "There is no surface damage on \the [src] to repair."
return
var/obj/item/stack/material/P = W
if(P.get_amount() < 3)
P.use(P.get_amount())
repair_breaches(BURN, ( istype(P,/obj/item/stack/material/plastic) ? P.get_amount() : (P.get_amount()*2) ), user)
else
P.use(3)
repair_breaches(BURN, ( istype(P,/obj/item/stack/material/plastic) ? 3 : 5), user)
var/obj/item/stack/P = W
var/use_amt = min(P.get_amount(), 3)
if(use_amt && P.use(use_amt))
repair_breaches(BURN, use_amt * repair_power, user)
return
else if(istype(W, /obj/item/weapon/weldingtool))

View File

@@ -4,26 +4,26 @@
icon_state = "capspace"
item_state = "capspace"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
flags_inv = HIDEFACE
item_flags = STOPPRESSUREDAMAGE
flags_inv = HIDEFACE|BLOCKHAIR
permeability_coefficient = 0.01
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
//Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it.
/obj/item/clothing/suit/armor/captain
name = "Captain's armor"
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
desc = "A bulky, heavy-duty piece of exclusive corporate armor. YOU are in charge!"
icon_state = "caparmor"
item_state = "capspacesuit"
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.7

View File

@@ -11,13 +11,13 @@
//Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it.
/obj/item/clothing/suit/armor/captain
name = "Captain's armor"
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
desc = "A bulky, heavy-duty piece of exclusive corporate armor. YOU are in charge!"
icon_state = "caparmor"
item_state = "capspacesuit"
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
@@ -37,7 +37,8 @@
slot_r_hand_str = "syndicate-helm-black-red",
)
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
flags_inv = BLOCKHAIR
siemens_coefficient = 0.6
//how is this a space helmet?
@@ -46,7 +47,8 @@
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_badge"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
siemens_coefficient = 0.9
//Space santa outfit suit
@@ -55,7 +57,8 @@
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
item_state = "santahat"
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
body_parts_covered = HEAD
/obj/item/clothing/suit/space/santa
@@ -64,7 +67,7 @@
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = ONESIZEFITSALL | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
allowed = list(/obj/item) //for stuffing exta special presents
//Space pirate outfit
@@ -74,7 +77,8 @@
icon_state = "pirate"
item_state = "pirate"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
body_parts_covered = 0
siemens_coefficient = 0.9

View File

@@ -21,7 +21,7 @@
name = "mounted grenade launcher"
desc = "A shoulder-mounted micro-explosive dispenser."
selectable = 1
icon_state = "grenadelauncher"
icon_state = "grenade"
interface_name = "integrated grenade launcher"
interface_desc = "Discharges loaded grenades against the wearer's location."

View File

@@ -179,9 +179,8 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)]"
if(airtight)
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
if(airtight)
piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
update_icon(1)
/obj/item/weapon/rig/proc/toggle_seals(var/mob/living/carbon/human/M,var/instant)
@@ -269,9 +268,9 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)][!seal_target ? "" : "_sealed"]"
canremove = !seal_target
canremove = !seal_target
if(airtight)
update_component_sealed()
update_component_sealed()
update_icon(1)
return 0
@@ -289,11 +288,10 @@
/obj/item/weapon/rig/proc/update_component_sealed()
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(canremove)
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
else
piece.flags |= STOPPRESSUREDAMAGE
piece.flags |= AIRTIGHT
piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
else
piece.item_flags |= (STOPPRESSUREDAMAGE|AIRTIGHT)
update_icon(1)
/obj/item/weapon/rig/process()
@@ -467,8 +465,8 @@
var/species_icon = 'icons/mob/rig_back.dmi'
// Since setting mob_icon will override the species checks in
// update_inv_wear_suit(), handle species checks here.
if(wearer && sprite_sheets && sprite_sheets[wearer.species.name])
species_icon = sprite_sheets[wearer.species.name]
if(wearer && sprite_sheets && sprite_sheets[wearer.species.get_bodytype()])
species_icon = sprite_sheets[wearer.species.get_bodytype()]
mob_icon = image("icon" = species_icon, "icon_state" = "[icon_state]")
if(installed_modules.len)

View File

@@ -7,7 +7,7 @@
return
// Pass repair items on to the chestpiece.
if(chest && (istype(W,/obj/item/stack/material/plastic) || istype(W,/obj/item/stack/material/steel) || istype(W, /obj/item/weapon/weldingtool)))
if(chest && (istype(W,/obj/item/stack/material) || istype(W, /obj/item/weapon/weldingtool)))
return chest.attackby(W,user)
// Lock or unlock the access panel.

View File

@@ -4,8 +4,8 @@
/obj/item/clothing/head/helmet/space/rig
name = "helmet"
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
item_flags = THICKMATERIAL
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
heat_protection = HEAD|FACE|EYES
cold_protection = HEAD|FACE|EYES
@@ -15,7 +15,7 @@
/obj/item/clothing/gloves/rig
name = "gauntlets"
flags = THICKMATERIAL
item_flags = THICKMATERIAL
body_parts_covered = HANDS
heat_protection = HANDS
cold_protection = HANDS
@@ -38,7 +38,7 @@
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT|HIDETAIL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
slowdown = 0
//will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits.
breach_threshold = 38

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/rig/unathi
name = "NT breacher chassis control module"
desc = "A cheap NT knock-off of a Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
desc = "A cheap NT knock-off of an Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
suit_type = "NT breacher"
icon_state = "breacher_rig_cheap"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 70, bio = 100, rad = 50)
@@ -9,12 +9,24 @@
offline_slowdown = 10
vision_restriction = 1
offline_vision_restriction = 2
chest_type = /obj/item/clothing/suit/space/rig
helm_type = /obj/item/clothing/head/helmet/space/rig/unathi
boot_type = /obj/item/clothing/shoes/magboots/rig/unathi
/obj/item/weapon/rig/unathi/fancy
name = "breacher chassis control module"
desc = "An authentic Unathi breacher chassis. Huge, bulky and absurdly heavy. It must be like wearing a tank."
suit_type = "breacher chassis"
icon_state = "breacher_rig"
armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80)
armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80) //Takes TEN TIMES as much damage to stop someone in a breacher. In exchange, it's slow.
vision_restriction = 0
slowdown = 4
/obj/item/clothing/head/helmet/space/rig/unathi
species_restricted = list("Unathi")
/obj/item/clothing/suit/space/rig/unathi
species_restricted = list("Unathi")
/obj/item/clothing/shoes/magboots/rig/unathi
species_restricted = list("Unathi")

View File

@@ -4,7 +4,7 @@
/obj/item/weapon/rig/ert
name = "ERT-C hardsuit control module"
desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured and space ready."
desc = "A suit worn by the commander of an Emergency Response Team. Has blue highlights. Armoured and space ready."
suit_type = "ERT commander"
icon_state = "ert_commander_rig"
@@ -26,7 +26,7 @@
/obj/item/weapon/rig/ert/engineer
name = "ERT-E suit control module"
desc = "A suit worn by the engineering division of a NanoTrasen Emergency Response Team. Has orange highlights. Armoured and space ready."
desc = "A suit worn by the engineering division of an Emergency Response Team. Has orange highlights. Armoured and space ready."
suit_type = "ERT engineer"
icon_state = "ert_engineer_rig"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
@@ -41,7 +41,7 @@
/obj/item/weapon/rig/ert/medical
name = "ERT-M suit control module"
desc = "A suit worn by the medical division of a NanoTrasen Emergency Response Team. Has white highlights. Armoured and space ready."
desc = "A suit worn by the medical division of an Emergency Response Team. Has white highlights. Armoured and space ready."
suit_type = "ERT medic"
icon_state = "ert_medical_rig"
@@ -54,7 +54,7 @@
/obj/item/weapon/rig/ert/security
name = "ERT-S suit control module"
desc = "A suit worn by the security division of a NanoTrasen Emergency Response Team. Has red highlights. Armoured and space ready."
desc = "A suit worn by the security division of an Emergency Response Team. Has red highlights. Armoured and space ready."
suit_type = "ERT security"
icon_state = "ert_security_rig"
@@ -67,7 +67,7 @@
/obj/item/weapon/rig/ert/assetprotection
name = "Heavy Asset Protection suit control module"
desc = "A heavy suit worn by the highest level of Nanotrasen Asset Protection, don't mess with the person wearing this. Armoured and space ready."
desc = "A heavy suit worn by the highest level of Asset Protection, don't mess with the person wearing this. Armoured and space ready."
suit_type = "heavy asset protection"
icon_state = "asset_protection_rig"
armor = list(melee = 60, bullet = 50, laser = 50,energy = 40, bomb = 40, bio = 100, rad = 100)

View File

@@ -8,7 +8,7 @@
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
emp_protection = 10
slowdown = 0
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
offline_slowdown = 0
offline_vision_restriction = 0

View File

@@ -210,7 +210,7 @@
/obj/item/weapon/rig/hazard
name = "hazard hardsuit control module"
suit_type = "hazard hardsuit"
desc = "A Nanotrasen security hardsuit designed for prolonged EVA in dangerous environments."
desc = "A Security hardsuit designed for prolonged EVA in dangerous environments."
icon_state = "hazard_rig"
armor = list(melee = 60, bullet = 40, laser = 30, energy = 15, bomb = 60, bio = 100, rad = 30)
slowdown = 1

View File

@@ -6,7 +6,8 @@
name = "Space helmet"
icon_state = "space"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
flags_inv = BLOCKHAIR
item_state_slots = list(
slot_l_hand_str = "s_helmet",
slot_r_hand_str = "s_helmet",
@@ -18,7 +19,7 @@
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell", "Tajara", "Unathi")
var/obj/machinery/camera/camera
var/list/camera_networks
@@ -54,7 +55,7 @@
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 3
@@ -63,7 +64,7 @@
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell", "Tajara", "Unathi")
var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.

View File

@@ -6,7 +6,7 @@
item_state = "syndie_helm"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.6
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human")
camera_networks = list("NUKE")
light_overlay = "helmet_light_green" //todo: species-specific light overlays
@@ -20,4 +20,4 @@
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
siemens_coefficient = 0.6
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell")

View File

@@ -9,7 +9,7 @@
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
//Species-specific stuff.
species_restricted = list("exclude","Unathi","Tajara","Skrell","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human")
sprite_sheets_refit = list(
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
@@ -34,7 +34,7 @@
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
species_restricted = list("exclude","Unathi","Tajara","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell")
sprite_sheets_refit = list(
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Tajara" = 'icons/mob/species/tajaran/suit.dmi',