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https://github.com/PolarisSS13/Polaris.git
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fix Sec EVA to Security EVA, sneaky workaround to inhands
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@@ -586,7 +586,7 @@
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var/electrified = 0
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//Departments that the cycler can paint suits to look like.
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var/list/departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Emergency Medical Response","Crowd Control","Sec EVA")
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var/list/departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Emergency Medical Response","Crowd Control","Security EVA")
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//Species that the suits can be configured to fit.
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var/list/species = list(SPECIES_HUMAN,SPECIES_SKRELL,SPECIES_UNATHI,SPECIES_TAJ, SPECIES_TESHARI)
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@@ -628,7 +628,7 @@
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name = "Security suit cycler"
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model_text = "Security"
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req_access = list(access_security)
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departments = list("Security","Crowd Control","Sec EVA")
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departments = list("Security","Crowd Control","Security EVA")
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/obj/machinery/suit_cycler/medical
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name = "Medical suit cycler"
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@@ -766,7 +766,7 @@
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//Clear the access reqs, disable the safeties, and open up all paintjobs.
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to_chat(user, "<span class='danger'>You run the sequencer across the interface, corrupting the operating protocols.</span>")
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departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Crowd Control","Sec EVA","Emergency Medical Response","^%###^%$", "Charring")
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departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Crowd Control","Security EVA","Emergency Medical Response","^%###^%$", "Charring")
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species = list(SPECIES_HUMAN,SPECIES_TAJ,SPECIES_SKRELL,SPECIES_UNATHI, SPECIES_TESHARI)
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emagged = 1
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@@ -980,8 +980,7 @@
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//There HAS to be a less bloated way to do this. TODO: some kind of table/icon name coding? ~Z
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//hold onto your hat, this sumbitch just got streamlined -KK
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/obj/machinery/suit_cycler/proc/apply_paintjob(var/obj/item/clothing/head/helmet/parent_helmet as obj,var/obj/item/clothing/suit/space/parent_suit as obj)
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/obj/machinery/suit_cycler/proc/apply_paintjob(var/obj/item/clothing/head/helmet/parent_helmet as obj,var/obj/item/clothing/suit/space/parent_suit as obj)
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if(!target_species || !target_department)
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return
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@@ -1005,7 +1004,7 @@
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if("Crowd Control")
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parent_helmet = /obj/item/clothing/head/helmet/space/void/security/riot
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parent_suit = /obj/item/clothing/suit/space/void/security/riot
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if("Sec EVA")
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if("Security EVA")
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parent_helmet = /obj/item/clothing/head/helmet/space/void/security/alt
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parent_suit = /obj/item/clothing/suit/space/void/security/alt
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if("Atmos")
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@@ -1044,16 +1043,20 @@
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//look at this! isn't it beautiful? -KK
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if(helmet)
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var/obj/item/clothing/H = new parent_helmet
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helmet.name = "refitted [initial(parent_helmet.name)]"
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helmet.desc = "refitted [initial(parent_helmet.desc)]"
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helmet.icon_state = initial(parent_helmet.icon_state)
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helmet.item_state = initial(parent_helmet.item_state)
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helmet.light_overlay = initial(parent_helmet.light_overlay)
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//TODO: figure out how to grab the item state slots too, they're a bit harder
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helmet.item_state_slots = H.item_state_slots
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qdel(H)
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if(suit)
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var/obj/item/clothing/S = new parent_suit
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suit.name = "refitted [initial(parent_suit.name)]"
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suit.desc = "refitted [initial(parent_suit.desc)]"
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suit.icon_state = initial(parent_suit.icon_state)
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suit.item_state = initial(parent_suit.item_state)
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//TODO: figure out how to grab the item state slots for these as well
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suit.item_state_slots = S.item_state_slots
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qdel(S)
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