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Woodrat Work 8.0 Boot Knife DLC
- Industrial Hardsuit RCD removed - Single Action figure added to the vacant shop. - Comfort creature added to the psych office. - Piping underneath the holodeck control doors removed. - Firelocks along the fore part of the central ring now glasslocks - Air Alarms added to the cyborg station, upload foyer, messaging server room. - Light switch, fire alarm radio, and air alarm added to secondary tool storage. - Coffee shop shutters and door properly labeled. - Status display added to the IA office. - Second photo album added to the detective’s office. - Removed forgotten items on mining z-level. I.E. I screwed up. - Atmos backwards pumps should be fixed and sorted. - Distro and waste lines tweaked in atmos. - Crowbars should now be dispensed from oxy wall lockers. - Tweaked the variables on the outpost SMES units. New SMES added to the mining engineering outpost. - Pill cabinets added to the medbay at central. - Mulebots should have proper access now. - Overhaul to parts of the mining z-level. Fixed several issues brought up. - Spoons added to the cafeteria - One extra ERT suit for each role added to the ERT area. - New item, combat knife. Should be robustier than the tactical knife. Available for ERT and two for the mercs. - New item, marine boots. Basically just renamed jackboots at the moment. - Tactical Knives and combat knives can now be put into swat boots and marine boots. Depending on how well the feature works will be expanded to include other boots.
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@@ -22,6 +22,75 @@
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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flags = NOSLIP
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siemens_coefficient = 0.6
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var/obj/item/weapon/material/hatchet/tacknife
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/obj/item/clothing/shoes/swat/attack_hand(var/mob/living/M)
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if(tacknife)
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tacknife.loc = get_turf(src)
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if(M.put_in_active_hand(tacknife))
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M << "<span class='notice'>You slide \the [tacknife] out of [src].</span>"
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playsound(M, 'sound/weapons/flipblade.ogg', 40, 1)
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tacknife = null
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update_icon()
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return
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..()
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/obj/item/clothing/shoes/swat/attackby(var/obj/item/I, var/mob/living/M)
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if(istype(I, /obj/item/weapon/material/hatchet/tacknife))
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if(tacknife)
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return
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M.drop_item()
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tacknife = I
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I.loc = src
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M << "<span class='notice'>You slide the [I] into [src].</span>"
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playsound(M, 'sound/weapons/flipblade.ogg', 40, 1)
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update_icon()
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..()
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/obj/item/clothing/shoes/swat/update_icon()
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if(tacknife)
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icon_state = "swat_1"
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else
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icon_state = initial(icon_state)
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//Stolen from CM, refurbished to be less terrible.
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/obj/item/clothing/shoes/marine
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name = "combat boots"
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desc = "Standard issue combat boots for combat scenarios or combat situations. All combat, all the time. It can hold a Strategical knife."
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icon_state = "jackboots"
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item_state = "jackboots"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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siemens_coefficient = 0.6
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var/obj/item/weapon/material/hatchet/tacknife
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/obj/item/clothing/shoes/marine/attack_hand(var/mob/living/M)
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if(tacknife)
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tacknife.loc = get_turf(src)
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if(M.put_in_active_hand(tacknife))
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M << "<span class='notice'>You slide \the [tacknife] out of [src].</span>"
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playsound(M, 'sound/weapons/flipblade.ogg', 40, 1)
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tacknife = null
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update_icon()
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return
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..()
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/obj/item/clothing/shoes/marine/attackby(var/obj/item/I, var/mob/living/M)
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if(istype(I, /obj/item/weapon/material/hatchet/tacknife))
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if(tacknife)
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return
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M.drop_item()
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tacknife = I
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I.loc = src
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M << "<span class='notice'>You slide the [I] into [src].</span>"
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playsound(M, 'sound/weapons/flipblade.ogg', 40, 1)
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update_icon()
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..()
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/obj/item/clothing/shoes/marine/update_icon()
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if(tacknife)
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icon_state = "jackboots_1"
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else
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icon_state = initial(icon_state)
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/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
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name = "combat boots"
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