Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sync-2017-03-06

This commit is contained in:
Leshana
2017-03-06 22:46:28 -05:00
11 changed files with 10 additions and 7 deletions
+1 -1
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@@ -41,7 +41,7 @@ var/datum/antagonist/highlander/highlanders
player.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(player), slot_l_ear)
player.equip_to_slot_or_del(new /obj/item/clothing/head/beret(player), slot_head)
player.equip_to_slot_or_del(new /obj/item/weapon/material/sword(player), slot_l_hand)
player.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(player), slot_shoes)
player.equip_to_slot_or_del(new /obj/item/clothing/shoes/boots/combat(player), slot_shoes)
player.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(get_turf(player)), slot_l_store)
var/obj/item/weapon/card/id/W = new(player)
@@ -143,7 +143,7 @@
armor = list(melee = 75, bullet = 60, laser = 60,energy = 60, bomb = 60, bio = 0, rad = 0) //No idea if glove armor gets checked
siemens_coefficient = 0
/obj/item/clothing/shoes/combat/changeling //Noslips
/obj/item/clothing/shoes/boots/combat/changeling //Noslips
desc = "chitinous boots"
name = "Footwear made out of a hard, black chitinous material. The bottoms of these appear to have spikes that can protrude or extract itself into and out \
of the floor at will, granting the wearer stability."
+1 -1
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@@ -684,7 +684,7 @@ something, make sure it's not in one of the other lists.*/
prob(3);/obj/item/weapon/storage/box/gloves,
prob(2);/obj/item/weapon/storage/belt/medical/emt,
prob(2);/obj/item/weapon/storage/belt/medical,
prob(1);/obj/item/clothing/shoes/combat,
prob(1);/obj/item/clothing/shoes/boots/combat,
prob(3);/obj/item/clothing/shoes/white,
prob(2);/obj/item/clothing/gloves/latex,
prob(5);/obj/item/clothing/gloves/white,
+2 -2
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@@ -711,7 +711,7 @@
if("special ops officer")
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/boots/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/eyepatch(M), slot_glasses)
@@ -767,7 +767,7 @@
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
if("soviet admiral")
M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/boots/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/eyepatch(M), slot_glasses)
@@ -194,12 +194,14 @@
// Check for requisite ckey and character name.
if((lowertext(citem.assoc_key) != lowertext(M.ckey)) || (lowertext(citem.character_name) != lowertext(M.real_name)))
log_debug("Custom Item: [key_name(M)] Ckey or Char name does not match.")
continue
// Check for required access.
var/obj/item/weapon/card/id/current_id = M.wear_id
if(citem.req_access && citem.req_access > 0)
if(!(istype(current_id) && (citem.req_access in current_id.access)))
log_debug("Custom Item: [key_name(M)] Does not have required access.")
continue
// Check for required job title.
@@ -211,6 +213,7 @@
has_title = 1
break
if(!has_title)
log_debug("Custom Item: [key_name(M)] Does not have required job.")
continue
// ID cards and PDAs are applied directly to the existing object rather than spawned fresh.
+1 -1
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@@ -2,7 +2,7 @@
// player.
/datum/metric
var/departments = list(
var/list/departments = list(
ROLE_COMMAND,
ROLE_SECURITY,
ROLE_ENGINEERING,
@@ -117,7 +117,7 @@ Please contact me on #coderbus IRC. ~Carn x
#define GLOVES_LAYER 9
#define BELT_LAYER 10
#define SUIT_LAYER 11
#define TAIL_LAYER 12 //bs12 specific.
#define TAIL_LAYER 12 //bs12 specific. //In a perfect world the parts of the tail that show between legs would be on a new layer. Until then, sprite's been tweaked
#define GLASSES_LAYER 13
#define BELT_LAYER_ALT 14
#define SUIT_STORE_LAYER 15
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