From 68f5e119f26cfb46859a8cd096e1a437f468317c Mon Sep 17 00:00:00 2001 From: "noisomehollow@lycos.com" Date: Mon, 27 Jun 2011 20:43:45 +0000 Subject: [PATCH] Quick fix for mob pass_flags. Monkeys, larva, and metroids can now pass through tables again (metroids for the first time). Fixed typo in space ninja code thanks to Rastaf0. Added a CentCom official and CentCom Commander costumes to admin equip list. Revised tunnel clown equip. Fixed minor icon bug with death commando ID. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1736 316c924e-a436-60f5-8080-3fe189b3f50e --- code/defines/mob/living/carbon/alien_larva.dm | 2 +- code/defines/mob/living/carbon/metroid.dm | 1 + code/defines/mob/living/carbon/monkey.dm | 2 +- code/game/gamemodes/events/space_ninja.dm | 2 +- code/modules/admin/verbs/debug.dm | 61 ++++++++++++++++++- code/modules/admin/verbs/striketeam.dm | 2 +- 6 files changed, 65 insertions(+), 5 deletions(-) diff --git a/code/defines/mob/living/carbon/alien_larva.dm b/code/defines/mob/living/carbon/alien_larva.dm index 21b810fa987..4c62e4a40bd 100644 --- a/code/defines/mob/living/carbon/alien_larva.dm +++ b/code/defines/mob/living/carbon/alien_larva.dm @@ -1,7 +1,7 @@ /mob/living/carbon/alien/larva name = "alien larva" icon_state = "larva" - flags = 258.0 + pass_flags = PASSTABLE health = 25 diff --git a/code/defines/mob/living/carbon/metroid.dm b/code/defines/mob/living/carbon/metroid.dm index e0ac3d1e863..fd3a34b1958 100644 --- a/code/defines/mob/living/carbon/metroid.dm +++ b/code/defines/mob/living/carbon/metroid.dm @@ -2,6 +2,7 @@ name = "baby metroid" icon = 'mob.dmi' icon_state = "metroid" + pass_flags = PASSTABLE health = 250 diff --git a/code/defines/mob/living/carbon/monkey.dm b/code/defines/mob/living/carbon/monkey.dm index fd872c24ab7..34e36db72e6 100644 --- a/code/defines/mob/living/carbon/monkey.dm +++ b/code/defines/mob/living/carbon/monkey.dm @@ -6,7 +6,7 @@ icon = 'monkey.dmi' icon_state = "monkey1" gender = NEUTER - flags = 258.0 + pass_flags = PASSTABLE var/obj/item/weapon/card/id/wear_id = null // Fix for station bounced radios -- Skie diff --git a/code/game/gamemodes/events/space_ninja.dm b/code/game/gamemodes/events/space_ninja.dm index 67bc1658be9..f22c6eafba0 100644 --- a/code/game/gamemodes/events/space_ninja.dm +++ b/code/game/gamemodes/events/space_ninja.dm @@ -110,7 +110,7 @@ When I already created about 4 new objectives, this doesn't seem terribly import //We want the ninja to appear only in certain modes. var/acceptable_modes_list[] = list("traitor","revolution","cult","wizard","changeling","traitorchan","nuclear","malfunction","monkey") - if((!current_mode.config_tag) in acceptable_modes_list) + if(!(current_mode.config_tag in acceptable_modes_list)) return /*No longer need to determine what mode it is since bad guys are basically universal. diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 01c9bdaaea7..a655164e2bc 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -353,6 +353,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that //"soviet soldier", "tunnel clown", "death commando", + "centcom official", + "centcom commander", ) var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if (isnull(dresscode)) @@ -451,12 +453,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that if("tunnel clown")//Tunnel clowns rule! M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes) + M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask) M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head) + M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) + M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store) M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store) - M.equip_if_possible(new /obj/item/device/pda/clown(M), M.slot_belt) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.access = get_all_accesses() + W.assignment = "Tunnel Clown!" + W.registered = M.real_name + M.equip_if_possible(W, M.slot_wear_id) var/obj/item/weapon/fireaxe/fire_axe = new(M) fire_axe.name = "Fire Axe (Unwielded)" @@ -465,5 +476,53 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that if("death commando")//Was looking to add this for a while. M.equip_death_commando() + if("centcom official") + M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform) + M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) + M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) + M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears) + M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses) + M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt) + M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store) + + var/obj/item/device/pda/heads/pda = new(M) + pda.owner = M.real_name + pda.ownjob = "CentCom Review Official" + pda.name = "PDA-[M.real_name] ([pda.ownjob])" + + M.equip_if_possible(pda, M.slot_r_store) + + M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.icon_state = "centcom" + W.access = get_all_accesses() + W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer") + W.assignment = "CentCom Review Official" + W.registered = M.real_name + M.equip_if_possible(W, M.slot_wear_id) + + if("centcom commander") + M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform) + M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes) + M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves) + M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears) + M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) + M.equip_if_possible(new /obj/item/clothing/mask/cigarette(M), M.slot_wear_mask) + M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head) + M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt) + M.equip_if_possible(new /obj/item/weapon/zippo(M), M.slot_r_store) + M.equip_if_possible(new /obj/item/weapon/cigpacket(M), M.slot_l_store) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.icon_state = "centcom" + W.access = get_all_accesses() + W.access += get_all_centcom_access() + W.assignment = "CentCom Commanding Officer" + W.registered = M.real_name + M.equip_if_possible(W, M.slot_wear_id) + M.update_clothing() return diff --git a/code/modules/admin/verbs/striketeam.dm b/code/modules/admin/verbs/striketeam.dm index 2f20020e5e1..d13d6051607 100644 --- a/code/modules/admin/verbs/striketeam.dm +++ b/code/modules/admin/verbs/striketeam.dm @@ -178,7 +178,7 @@ var/global/sent_strike_team = 0 var/obj/item/weapon/card/id/W = new(src) W.name = "[real_name]'s ID Card" - W.icon = "centcom" + W.icon_state = "centcom" W.access = get_all_accesses()//They get full station access. W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access. W.assignment = "Death Commando"