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https://github.com/PolarisSS13/Polaris.git
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Cleaned up the objectives a bit and made a new "kill" one for rev. Cleaned up implants and implanters a bit. Cleaned up the prisoner computer a bit. Sec Huds can be placed on security helmets (Still needs a sprite) The beachball now has in hand sprites (Kor) Cult: Heads other than the Captain and HoS are now able to start as or be converted to a cultist. Loyalty implants will block conversion but will not unconvert cultists. Rev: Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level. Loyalty implants will block conversion and will unconvert revs upon injection. Once a mind has been unconverted it may not be reconverted New items: Loyalty implants, small implant that prevents reving/cult The Captain, Warden, Officers, and Detective all start with one already implanted Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
77 lines
2.3 KiB
Plaintext
77 lines
2.3 KiB
Plaintext
/obj/item/weapon/storage/lockbox
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name = "Lockbox"
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desc = "A locked box."
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icon_state = "lockbox+l"
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item_state = "syringe_kit"
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w_class = 4
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max_w_class = 3
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max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
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storage_slots = 4
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req_access = list(access_armory)
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var
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locked = 1
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broken = 0
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icon_locked = "lockbox+l"
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icon_closed = "lockbox"
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icon_broken = "lockbox+b"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/card/id))
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if(src.broken)
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user << "\red It appears to be broken."
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return
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if(src.allowed(user))
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src.locked = !( src.locked )
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if(src.locked)
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src.icon_state = src.icon_locked
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user << "\red You lock the [src.name]!"
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return
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else
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src.icon_state = src.icon_closed
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user << "\red You unlock the [src.name]!"
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return
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else
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user << "\red Access Denied"
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else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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icon_state = src.icon_broken
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if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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for(var/mob/O in viewers(user, 3))
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O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
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else
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for(var/mob/O in viewers(user, 3))
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O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2)
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if(!locked)
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..()
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else
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user << "\red Its locked!"
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return
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show_to(mob/user as mob)
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if(locked)
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user << "\red Its locked!"
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else
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..()
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return
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/obj/item/weapon/storage/lockbox/loyalty
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name = "Lockbox (Loyalty Implants)"
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req_access = list(access_security)
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New()
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..()
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implanter/loyalty(src) |