* bugfix 1: autolathes can actually be deconstructed and don't cause runtimes (and also don't eat your crowbars)

* bugfix 2 (forensic techs actually get detective ids/pdas)

* bugfix 3 (accessories no longer do a weird double period)

* bugfix 4 (right foot)

* bugfix 5 (singular/plural stacks)

* bugfix 6 (ghosts can hang up on communicators -- still causes runtimes but it did this before and the runtimes are from the observer bug and not the communicator bug so it's fine)

* i lost count but this one gives the hos an egun because the cynosure hos locker doesn't have a gun at all and i'm not fucking around with balancing the fancy custom guns

* fixes infinite cell duplication exploit with autolathes (flashlights/coolers come empty from lathe now)

* changelog

* Update code/game/machinery/autolathe.dm

Co-authored-by: Atermonera <atermonera@gmail.com>

* Update code/game/machinery/autolathe.dm

Co-authored-by: Atermonera <atermonera@gmail.com>

* commits changes + fixes retro carpet (red) inventory sprites

* return..()'d

---------

Co-authored-by: Atermonera <atermonera@gmail.com>
This commit is contained in:
Varlaisvea
2023-03-09 02:18:18 +00:00
committed by GitHub
parent dce4648488
commit e11404d103
12 changed files with 92 additions and 25 deletions

View File

@@ -51,7 +51,7 @@
/datum/category_item/autolathe/general/flashlight
name = "flashlight"
path =/obj/item/flashlight
path =/obj/item/flashlight/empty
/datum/category_item/autolathe/general/floor_light
name = "floor light"
@@ -79,7 +79,7 @@
/datum/category_item/autolathe/general/suit_cooler
name = "suit cooling unit"
path =/obj/item/suit_cooling_unit
path =/obj/item/suit_cooling_unit/empty
/datum/category_item/autolathe/general/weldermask
name = "welding mask"

View File

@@ -40,6 +40,13 @@
name = OUTFIT_JOB_NAME("Forensic technician")
uniform = /obj/item/clothing/under/rank/security/forensics
suit = /obj/item/clothing/suit/storage/forensics/blue
shoes = /obj/item/clothing/shoes/laceup
r_hand = /obj/item/storage/briefcase/crimekit
id_type = /obj/item/card/id/security/detective
pda_type = /obj/item/pda/detective
backpack = /obj/item/storage/backpack
satchel_one = /obj/item/storage/backpack/satchel/norm
backpack_contents = list(/obj/item/storage/box/evidence = 1)
/decl/hierarchy/outfit/job/security/officer
name = OUTFIT_JOB_NAME("Security Officer")