fix Sec EVA to Security EVA, sneaky workaround to inhands

This commit is contained in:
Killian
2020-04-13 13:35:36 +01:00
parent ea89193e7d
commit 2a3ba36f5d

View File

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