mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-29 23:17:28 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 10/20/2017_syndie_borgs_are_back
This commit is contained in:
@@ -14,7 +14,8 @@ var/list/gear_datums = list()
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//create a list of gear datums to sort
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for(var/geartype in typesof(/datum/gear)-/datum/gear)
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var/datum/gear/G = geartype
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if(initial(G.type_category) == geartype)
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continue
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var/use_name = initial(G.display_name)
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var/use_category = initial(G.sort_category)
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@@ -205,6 +206,7 @@ var/list/gear_datums = list()
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var/sort_category = "General"
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var/list/gear_tweaks = list() //List of datums which will alter the item after it has been spawned.
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var/exploitable = 0 //Does it go on the exploitable information list?
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var/type_category = null
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/datum/gear/New()
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..()
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@@ -1,42 +1,28 @@
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/datum/gear/accessory
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display_name = "armband, red"
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path = /obj/item/clothing/accessory/armband
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display_name = "accessory"
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slot = slot_tie
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sort_category = "Accessories"
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type_category = /datum/gear/accessory
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path = /obj/item/clothing/accessory
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cost = 1
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/datum/gear/accessory/cargo
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display_name = "armband, cargo"
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path = /obj/item/clothing/accessory/armband/cargo
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/datum/gear/accessory/armband
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display_name = "armband selection"
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path = /obj/item/clothing/accessory/armband
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/datum/gear/accessory/emt
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display_name = "armband, EMT"
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path = /obj/item/clothing/accessory/armband/medblue
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/datum/gear/accessory/armband/New()
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..()
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var/list/armbands = list()
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for(var/armband in (typesof(/obj/item/clothing/accessory/armband) - typesof(/obj/item/clothing/accessory/armband/med/color)))
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var/obj/item/clothing/accessory/armband_type = armband
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armbands[initial(armband_type.name)] = armband_type
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gear_tweaks += new/datum/gear_tweak/path(sortAssoc(armbands))
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/datum/gear/accessory/engineering
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display_name = "armband, engineering"
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path = /obj/item/clothing/accessory/armband/engine
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/datum/gear/accessory/hydroponics
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display_name = "armband, hydroponics"
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path = /obj/item/clothing/accessory/armband/hydro
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/datum/gear/accessory/medical
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display_name = "armband, medical"
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path = /obj/item/clothing/accessory/armband/med
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/datum/gear/accessory/medical/cross
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display_name = "armband, medic"
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path = /obj/item/clothing/accessory/armband/med/cross
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/datum/gear/accessory/science
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display_name = "armband, science"
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path = /obj/item/clothing/accessory/armband/science
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/datum/gear/accessory/colored
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/datum/gear/accessory/armband/colored
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display_name = "armband"
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path = /obj/item/clothing/accessory/armband/med/color
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/datum/gear/accessory/colored/New()
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/datum/gear/accessory/armband/colored/New()
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..()
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gear_tweaks = list(gear_tweak_free_color_choice)
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@@ -74,215 +60,109 @@
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..()
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gear_tweaks = list(gear_tweak_free_color_choice)
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/datum/gear/accessory/wcoat
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display_name = "waistcoat"
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display_name = "waistcoat selection"
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path = /obj/item/clothing/accessory/wcoat
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cost = 1
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/datum/gear/accessory/wcoat/red
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display_name = "waistcoat, red"
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path = /obj/item/clothing/accessory/wcoat/red
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/datum/gear/accessory/wcoat/grey
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display_name = "waistcoat, grey"
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path = /obj/item/clothing/accessory/wcoat/grey
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/datum/gear/accessory/wcoat/brown
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display_name = "waistcoat, brown"
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path = /obj/item/clothing/accessory/wcoat/brown
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/datum/gear/accessory/swvest
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display_name = "sweatervest, black"
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path = /obj/item/clothing/accessory/wcoat/swvest
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cost = 1
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/datum/gear/accessory/swvest/blue
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display_name = "sweatervest, blue"
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path = /obj/item/clothing/accessory/wcoat/swvest/blue
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/datum/gear/accessory/swvest/red
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display_name = "sweatervest, red"
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path = /obj/item/clothing/accessory/wcoat/swvest/red
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/datum/gear/accessory/wcoat/New()
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..()
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var/list/wcoats = list()
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for(var/wcoat in typesof(/obj/item/clothing/accessory/wcoat))
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var/obj/item/clothing/accessory/wcoat_type = wcoat
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wcoats[initial(wcoat_type.name)] = wcoat_type
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gear_tweaks += new/datum/gear_tweak/path(sortAssoc(wcoats))
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/datum/gear/accessory/holster
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display_name = "holster, armpit"
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path = /obj/item/clothing/accessory/holster/armpit
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display_name = "holster selection (Security, CD, HoP)"
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path = /obj/item/clothing/accessory/holster
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allowed_roles = list("Colony Director", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective")
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/datum/gear/accessory/holster/hip
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display_name = "holster, hip"
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path = /obj/item/clothing/accessory/holster/hip
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/datum/gear/accessory/holster/leg
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display_name = "holster, leg"
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path = /obj/item/clothing/accessory/holster/leg
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/datum/gear/accessory/holster/waist
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display_name = "holster, waist"
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path = /obj/item/clothing/accessory/holster/waist
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/datum/gear/accessory/holster/New()
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..()
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var/list/holsters = list()
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for(var/holster in typesof(/obj/item/clothing/accessory/holster))
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var/obj/item/clothing/accessory/holster_type = holster
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holsters[initial(holster_type.name)] = holster_type
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gear_tweaks += new/datum/gear_tweak/path(sortAssoc(holsters))
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/datum/gear/accessory/tie
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display_name = "tie, black"
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path = /obj/item/clothing/accessory/black
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display_name = "tie selection"
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path = /obj/item/clothing/accessory/tie
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cost = 1
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/datum/gear/accessory/tie/blue
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display_name = "tie, blue"
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path = /obj/item/clothing/accessory/blue
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/datum/gear/accessory/tie/blue_clip
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display_name = "tie, blue with clip"
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path = /obj/item/clothing/accessory/blue_clip
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/datum/gear/accessory/tie/blue_long
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display_name = "tie, blue long"
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path = /obj/item/clothing/accessory/blue_long
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/datum/gear/accessory/tie/red
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display_name = "tie, red"
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path = /obj/item/clothing/accessory/red
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/datum/gear/accessory/tie/red_clip
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display_name = "tie, red with clip"
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path = /obj/item/clothing/accessory/red_clip
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/datum/gear/accessory/tie/red_long
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display_name = "tie, red long"
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path = /obj/item/clothing/accessory/red_long
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/datum/gear/accessory/tie/yellow
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display_name = "tie, yellow"
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path = /obj/item/clothing/accessory/yellow
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/datum/gear/accessory/tie/navy
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display_name = "tie, navy blue"
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path = /obj/item/clothing/accessory/navy
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/datum/gear/accessory/tie/white
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display_name = "tie, white"
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path = /obj/item/clothing/accessory/white
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/datum/gear/accessory/tie/horrible
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display_name = "tie, socially disgraceful"
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path = /obj/item/clothing/accessory/horrible
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/datum/gear/accessory/tie/New()
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..()
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var/list/ties = list()
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for(var/tie in typesof(/obj/item/clothing/accessory/tie))
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var/obj/item/clothing/accessory/tie_type = tie
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ties[initial(tie_type.name)] = tie_type
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gear_tweaks += new/datum/gear_tweak/path(sortAssoc(ties))
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/datum/gear/accessory/scarf
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display_name = "scarf"
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display_name = "scarf selection"
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path = /obj/item/clothing/accessory/scarf
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cost = 1
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/datum/gear/accessory/scarf/red
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display_name = "scarf, red"
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path = /obj/item/clothing/accessory/scarf/red
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/datum/gear/accessory/scarf/New()
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..()
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var/list/scarfs = list()
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for(var/scarf in typesof(/obj/item/clothing/accessory/scarf))
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var/obj/item/clothing/accessory/scarf_type = scarf
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scarfs[initial(scarf_type.name)] = scarf_type
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gear_tweaks += new/datum/gear_tweak/path(sortAssoc(scarfs))
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/datum/gear/accessory/scarf/green
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display_name = "scarf, green"
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path = /obj/item/clothing/accessory/scarf/green
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/datum/gear/accessory/jacket
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display_name = "suit jacket selection"
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path = /obj/item/clothing/accessory/jacket
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cost = 1
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/datum/gear/accessory/scarf/darkblue
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display_name = "scarf, dark blue"
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path = /obj/item/clothing/accessory/scarf/darkblue
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/datum/gear/accessory/scarf/purple
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display_name = "scarf, purple"
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path = /obj/item/clothing/accessory/scarf/purple
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/datum/gear/accessory/scarf/yellow
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display_name = "scarf, yellow"
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path = /obj/item/clothing/accessory/scarf/yellow
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/datum/gear/accessory/scarf/orange
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display_name = "scarf, orange"
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path = /obj/item/clothing/accessory/scarf/orange
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/datum/gear/accessory/scarf/lightblue
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display_name = "scarf, light blue"
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path = /obj/item/clothing/accessory/scarf/lightblue
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/datum/gear/accessory/scarf/white
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display_name = "scarf, white"
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path = /obj/item/clothing/accessory/scarf/white
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/datum/gear/accessory/scarf/black
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display_name = "scarf, black"
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path = /obj/item/clothing/accessory/scarf/black
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/datum/gear/accessory/scarf/zebra
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display_name = "scarf, zebra"
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path = /obj/item/clothing/accessory/scarf/zebra
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/datum/gear/accessory/scarf/christmas
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display_name = "scarf, christmas"
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path = /obj/item/clothing/accessory/scarf/christmas
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/datum/gear/accessory/scarf/stripedred
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display_name = "scarf, striped red"
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path = /obj/item/clothing/accessory/stripedredscarf
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/datum/gear/accessory/scarf/stripedgreen
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display_name = "scarf, striped green"
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path = /obj/item/clothing/accessory/stripedgreenscarf
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/datum/gear/accessory/scarf/stripedblue
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display_name = "scarf, striped blue"
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path = /obj/item/clothing/accessory/stripedbluescarf
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/datum/gear/accessory/suitjacket
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display_name = "suit jacket, tan"
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path = /obj/item/clothing/accessory/tan_jacket
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/datum/gear/accessory/suitjacket/charcoal
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display_name = "suit jacket, charcoal"
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path = /obj/item/clothing/accessory/charcoal_jacket
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/datum/gear/accessory/suitjacket/navy
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display_name = "suit jacket, navy blue"
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path = /obj/item/clothing/accessory/navy_jacket
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/datum/gear/accessory/suitjacket/burgundy
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display_name = "suit jacket, burgundy"
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path = /obj/item/clothing/accessory/burgundy_jacket
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/datum/gear/accessory/suitjacket/checkered
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display_name = "suit jacket, checkered"
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path = /obj/item/clothing/accessory/checkered_jacket
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/datum/gear/accessory/jacket/New()
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..()
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var/list/jackets = list()
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for(var/jacket in typesof(/obj/item/clothing/accessory/jacket))
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var/obj/item/clothing/accessory/jacket_type = jacket
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jackets[initial(jacket_type.name)] = jacket_type
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gear_tweaks += new/datum/gear_tweak/path(sortAssoc(jackets))
|
||||
|
||||
/datum/gear/accessory/suitvest
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display_name = "suit vest"
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path = /obj/item/clothing/accessory/vest
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/datum/gear/accessory/brown_vest
|
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display_name = "webbing, engineering"
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display_name = "webbing, brown"
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path = /obj/item/clothing/accessory/storage/brown_vest
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allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor")
|
||||
|
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/datum/gear/accessory/black_vest
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display_name = "webbing, security"
|
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display_name = "webbing, black"
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path = /obj/item/clothing/accessory/storage/black_vest
|
||||
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor")
|
||||
|
||||
/datum/gear/accessory/white_vest
|
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display_name = "webbing, medical"
|
||||
display_name = "webbing, white"
|
||||
path = /obj/item/clothing/accessory/storage/white_vest
|
||||
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor")
|
||||
|
||||
/datum/gear/accessory/brown_drop_pouches
|
||||
display_name = "drop pouches, engineering"
|
||||
display_name = "drop pouches, brown"
|
||||
path = /obj/item/clothing/accessory/storage/brown_drop_pouches
|
||||
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor")
|
||||
|
||||
/datum/gear/accessory/black_drop_pouches
|
||||
display_name = "drop pouches, security"
|
||||
display_name = "drop pouches, black"
|
||||
path = /obj/item/clothing/accessory/storage/black_drop_pouches
|
||||
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor")
|
||||
|
||||
/datum/gear/accessory/white_drop_pouches
|
||||
display_name = "drop pouches, medical"
|
||||
display_name = "drop pouches, white"
|
||||
path = /obj/item/clothing/accessory/storage/white_drop_pouches
|
||||
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor")
|
||||
|
||||
/datum/gear/accessory/fannypack
|
||||
display_name = "fannypack selection"
|
||||
cost = 2
|
||||
path = /obj/item/weapon/storage/belt/fannypack
|
||||
|
||||
/datum/gear/accessory/fannypack/New()
|
||||
..()
|
||||
|
||||
@@ -68,9 +68,9 @@
|
||||
path = /obj/item/clothing/glasses/sunglasses/medhud/aviator/prescription
|
||||
|
||||
/datum/gear/eyes/meson
|
||||
display_name = "Optical Meson Scanners (Engineering)"
|
||||
display_name = "Optical Meson Scanners (Engineering, Science)"
|
||||
path = /obj/item/clothing/glasses/meson
|
||||
allowed_roles = list("Station Engineer","Chief Engineer","Atmospheric Technician")
|
||||
allowed_roles = list("Station Engineer","Chief Engineer","Atmospheric Technician", "Scientist", "Research Director")
|
||||
|
||||
/datum/gear/eyes/meson/prescription
|
||||
display_name = "Optical Meson Scanners, prescription (Engineering)"
|
||||
@@ -115,4 +115,3 @@
|
||||
/datum/gear/eyes/sun/prescriptionsun
|
||||
display_name = "sunglasses, presciption (Security/Command)"
|
||||
path = /obj/item/clothing/glasses/sunglasses/prescription
|
||||
cost = 2
|
||||
|
||||
@@ -68,7 +68,7 @@
|
||||
cost = 3
|
||||
|
||||
/datum/gear/gloves/forensic
|
||||
display_name = "gloves, forensic"
|
||||
display_name = "gloves, forensic (Detective)"
|
||||
path = /obj/item/clothing/gloves/forensic
|
||||
allowed_roles = list("Detective")
|
||||
|
||||
|
||||
@@ -136,7 +136,6 @@
|
||||
/datum/gear/head/cowboy
|
||||
display_name = "cowboy, rodeo"
|
||||
path = /obj/item/clothing/head/cowboy_hat
|
||||
cost = 3
|
||||
|
||||
/datum/gear/head/cowboy/black
|
||||
display_name = "cowboy, black"
|
||||
@@ -268,6 +267,11 @@
|
||||
..()
|
||||
gear_tweaks = list(gear_tweak_free_color_choice)
|
||||
|
||||
|
||||
/datum/gear/head/kitty
|
||||
display_name = "kitty ears"
|
||||
path = /obj/item/clothing/head/kitty
|
||||
|
||||
/datum/gear/head/beanie
|
||||
display_name = "beanie"
|
||||
path = /obj/item/clothing/head/beanie
|
||||
|
||||
@@ -195,6 +195,10 @@
|
||||
..()
|
||||
gear_tweaks = list(gear_tweak_free_color_choice)
|
||||
|
||||
/datum/gear/shoes/slippers
|
||||
display_name = "bunny slippers"
|
||||
path = /obj/item/clothing/shoes/slippers
|
||||
|
||||
/datum/gear/shoes/boots/winter
|
||||
display_name = "winter boots"
|
||||
path = /obj/item/clothing/shoes/boots/winter
|
||||
@@ -227,7 +231,7 @@
|
||||
/datum/gear/shoes/boots/winter/medical
|
||||
display_name = "medical winter boots"
|
||||
path = /obj/item/clothing/shoes/boots/winter/medical
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist")
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist")
|
||||
|
||||
/datum/gear/shoes/boots/winter/mining
|
||||
display_name = "mining winter boots"
|
||||
|
||||
@@ -149,7 +149,7 @@
|
||||
/datum/gear/suit/labcoat/emt
|
||||
display_name = "labcoat, EMT (Medical)"
|
||||
path = /obj/item/clothing/suit/storage/toggle/labcoat/emt
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist")
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist")
|
||||
|
||||
/datum/gear/suit/roles/surgical_apron
|
||||
display_name = "surgical apron"
|
||||
@@ -182,7 +182,7 @@
|
||||
/datum/gear/suit/roles/poncho/medical
|
||||
display_name = "poncho, medical"
|
||||
path = /obj/item/clothing/accessory/poncho/roles/medical
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist")
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist")
|
||||
|
||||
/datum/gear/suit/roles/poncho/engineering
|
||||
display_name = "poncho, engineering"
|
||||
@@ -292,7 +292,7 @@
|
||||
/datum/gear/suit/wintercoat/medical
|
||||
display_name = "winter coat, medical"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/medical
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist")
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist")
|
||||
|
||||
/datum/gear/suit/wintercoat/science
|
||||
display_name = "winter coat, science"
|
||||
@@ -445,7 +445,7 @@
|
||||
/datum/gear/suit/snowsuit/medical
|
||||
display_name = "snowsuit, medical"
|
||||
path = /obj/item/clothing/suit/storage/snowsuit/medical
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist")
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist")
|
||||
|
||||
/datum/gear/suit/snowsuit/science
|
||||
display_name = "snowsuit, science"
|
||||
|
||||
@@ -243,7 +243,6 @@
|
||||
/datum/gear/uniform/scrub
|
||||
display_name = "scrubs selection"
|
||||
path = /obj/item/clothing/under/rank/medical/scrubs
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Roboticist")
|
||||
|
||||
/datum/gear/uniform/scrub/New()
|
||||
..()
|
||||
@@ -455,3 +454,7 @@
|
||||
/datum/gear/uniform/red_swept_dress
|
||||
display_name = "red swept dress"
|
||||
path = /obj/item/clothing/under/dress/red_swept_dress
|
||||
|
||||
/datum/gear/uniform/bathrobe
|
||||
display_name = "bathrobe"
|
||||
path = /obj/item/clothing/under/bathrobe
|
||||
@@ -594,6 +594,12 @@ obj/item/clothing/suit/storage/toggle/peacoat
|
||||
icon_state = "smw_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_black", slot_l_hand_str = "suit_black")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/hoodie/nrti
|
||||
name = "New Reykjavik Technical Institute hoodie"
|
||||
desc = "A warm, gray sweatshirt. It bears the letters NRT on the back, in reference to Sif's premiere technical institute."
|
||||
icon_state = "nrti_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_grey", slot_l_hand_str = "suit_grey")
|
||||
|
||||
/obj/item/clothing/suit/whitedress
|
||||
name = "white dress"
|
||||
desc = "A fancy dress."
|
||||
|
||||
@@ -80,51 +80,51 @@
|
||||
return //we aren't an object on the ground so don't call parent
|
||||
..()
|
||||
|
||||
/obj/item/clothing/accessory/blue
|
||||
/obj/item/clothing/accessory/tie
|
||||
name = "blue tie"
|
||||
icon_state = "bluetie"
|
||||
|
||||
/obj/item/clothing/accessory/red
|
||||
/obj/item/clothing/accessory/tie/red
|
||||
name = "red tie"
|
||||
icon_state = "redtie"
|
||||
|
||||
/obj/item/clothing/accessory/blue_clip
|
||||
/obj/item/clothing/accessory/tie/blue_clip
|
||||
name = "blue tie with a clip"
|
||||
icon_state = "bluecliptie"
|
||||
|
||||
/obj/item/clothing/accessory/blue_long
|
||||
/obj/item/clothing/accessory/tie/blue_long
|
||||
name = "blue long tie"
|
||||
icon_state = "bluelongtie"
|
||||
|
||||
/obj/item/clothing/accessory/red_clip
|
||||
/obj/item/clothing/accessory/tie/red_clip
|
||||
name = "red tie with a clip"
|
||||
icon_state = "redcliptie"
|
||||
|
||||
/obj/item/clothing/accessory/red_long
|
||||
/obj/item/clothing/accessory/tie/red_long
|
||||
name = "red long tie"
|
||||
icon_state = "redlongtie"
|
||||
|
||||
/obj/item/clothing/accessory/black
|
||||
/obj/item/clothing/accessory/tie/black
|
||||
name = "black tie"
|
||||
icon_state = "blacktie"
|
||||
|
||||
/obj/item/clothing/accessory/darkgreen
|
||||
/obj/item/clothing/accessory/tie/darkgreen
|
||||
name = "dark green tie"
|
||||
icon_state = "dgreentie"
|
||||
|
||||
/obj/item/clothing/accessory/yellow
|
||||
/obj/item/clothing/accessory/tie/yellow
|
||||
name = "yellow tie"
|
||||
icon_state = "yellowtie"
|
||||
|
||||
/obj/item/clothing/accessory/navy
|
||||
/obj/item/clothing/accessory/tie/navy
|
||||
name = "navy tie"
|
||||
icon_state = "navytie"
|
||||
|
||||
/obj/item/clothing/accessory/white
|
||||
/obj/item/clothing/accessory/tie/white
|
||||
name = "white tie"
|
||||
icon_state = "whitetie"
|
||||
|
||||
/obj/item/clothing/accessory/horrible
|
||||
/obj/item/clothing/accessory/tie/horrible
|
||||
name = "horrible tie"
|
||||
desc = "A neosilk clip-on tie. This one is disgusting."
|
||||
icon_state = "horribletie"
|
||||
@@ -237,17 +237,14 @@
|
||||
//Scarves
|
||||
|
||||
/obj/item/clothing/accessory/scarf
|
||||
name = "scarf"
|
||||
name = "green scarf"
|
||||
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
|
||||
icon_state = "greenscarf"
|
||||
|
||||
/obj/item/clothing/accessory/scarf/red
|
||||
name = "red scarf"
|
||||
icon_state = "redscarf"
|
||||
|
||||
/obj/item/clothing/accessory/scarf/green
|
||||
name = "green scarf"
|
||||
icon_state = "greenscarf"
|
||||
|
||||
/obj/item/clothing/accessory/scarf/darkblue
|
||||
name = "dark blue scarf"
|
||||
icon_state = "darkbluescarf"
|
||||
@@ -284,14 +281,14 @@
|
||||
name = "christmas scarf"
|
||||
icon_state = "christmasscarf"
|
||||
|
||||
/obj/item/clothing/accessory/stripedredscarf
|
||||
/obj/item/clothing/accessory/scarf/stripedred
|
||||
name = "striped red scarf"
|
||||
icon_state = "stripedredscarf"
|
||||
|
||||
/obj/item/clothing/accessory/stripedgreenscarf
|
||||
/obj/item/clothing/accessory/scarf/stripedgreen
|
||||
name = "striped green scarf"
|
||||
icon_state = "stripedgreenscarf"
|
||||
|
||||
/obj/item/clothing/accessory/stripedbluescarf
|
||||
/obj/item/clothing/accessory/scarf/stripedblue
|
||||
name = "striped blue scarf"
|
||||
icon_state = "stripedbluescarf"
|
||||
|
||||
@@ -3,27 +3,27 @@
|
||||
desc = "Slick black suit vest."
|
||||
icon_state = "det_vest"
|
||||
|
||||
/obj/item/clothing/accessory/tan_jacket
|
||||
/obj/item/clothing/accessory/jacket/
|
||||
name = "tan suit jacket"
|
||||
desc = "Cozy suit jacket."
|
||||
icon_state = "tan_jacket"
|
||||
|
||||
/obj/item/clothing/accessory/charcoal_jacket
|
||||
/obj/item/clothing/accessory/jacket/charcoal
|
||||
name = "charcoal suit jacket"
|
||||
desc = "Strict suit jacket."
|
||||
icon_state = "charcoal_jacket"
|
||||
|
||||
/obj/item/clothing/accessory/navy_jacket
|
||||
/obj/item/clothing/accessory/jacket/navy
|
||||
name = "navy suit jacket"
|
||||
desc = "Official suit jacket."
|
||||
icon_state = "navy_jacket"
|
||||
|
||||
/obj/item/clothing/accessory/burgundy_jacket
|
||||
/obj/item/clothing/accessory/jacket/burgundy
|
||||
name = "burgundy suit jacket"
|
||||
desc = "Expensive suit jacket."
|
||||
icon_state = "burgundy_jacket"
|
||||
|
||||
/obj/item/clothing/accessory/checkered_jacket
|
||||
/obj/item/clothing/accessory/jacket/checkered
|
||||
name = "checkered suit jacket"
|
||||
desc = "Lucky suit jacket."
|
||||
icon_state = "checkered_jacket"
|
||||
|
||||
@@ -101,7 +101,7 @@
|
||||
icon_state = "internalaffairs"
|
||||
item_state_slots = list(slot_r_hand_str = "ba_suit", slot_l_hand_str = "ba_suit")
|
||||
rolled_sleeves = 0
|
||||
starting_accessories = list(/obj/item/clothing/accessory/black)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/black)
|
||||
|
||||
/obj/item/clothing/under/rank/internalaffairs/skirt
|
||||
desc = "The plain, professional attire of an Internal Affairs Agent. The top button is sewn shut."
|
||||
@@ -156,7 +156,7 @@
|
||||
desc = "A classy suit."
|
||||
icon_state = "bluesuit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/red)
|
||||
|
||||
/obj/item/clothing/under/lawyer/bluesuit/skirt
|
||||
name = "blue skirt suit"
|
||||
|
||||
@@ -73,7 +73,7 @@
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
rolled_sleeves = 0
|
||||
starting_accessories = list(/obj/item/clothing/accessory/blue_clip)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/blue_clip)
|
||||
|
||||
/*
|
||||
/obj/item/clothing/under/det/verb/rollup()
|
||||
@@ -89,13 +89,13 @@
|
||||
/obj/item/clothing/under/det/grey
|
||||
icon_state = "detective2"
|
||||
desc = "A serious-looking tan dress shirt paired with freshly-pressed black slacks."
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red_long)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/red_long)
|
||||
|
||||
/obj/item/clothing/under/det/black
|
||||
icon_state = "detective3"
|
||||
item_state_slots = list(slot_r_hand_str = "sl_suit", slot_l_hand_str = "sl_suit")
|
||||
desc = "An immaculate white dress shirt, paired with a pair of dark grey dress pants, a red tie, and a charcoal vest."
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red_long, /obj/item/clothing/accessory/vest)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/red_long, /obj/item/clothing/accessory/vest)
|
||||
|
||||
/obj/item/clothing/under/det/corporate
|
||||
name = "detective's jumpsuit"
|
||||
@@ -106,12 +106,12 @@
|
||||
/obj/item/clothing/under/det/waistcoat
|
||||
icon_state = "detective"
|
||||
desc = "A rumpled white dress shirt paired with well-worn grey slacks, complete with a blue striped tie, faux-gold tie clip, and waistcoat."
|
||||
starting_accessories = list(/obj/item/clothing/accessory/blue_clip, /obj/item/clothing/accessory/wcoat)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/blue_clip, /obj/item/clothing/accessory/wcoat)
|
||||
|
||||
/obj/item/clothing/under/det/grey/waistcoat
|
||||
icon_state = "detective2"
|
||||
desc = "A serious-looking tan dress shirt paired with freshly-pressed black slacks, complete with a red striped tie and waistcoat."
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red_long, /obj/item/clothing/accessory/wcoat)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/red_long, /obj/item/clothing/accessory/wcoat)
|
||||
|
||||
/obj/item/clothing/under/det/skirt
|
||||
name = "detective's skirt"
|
||||
|
||||
@@ -101,7 +101,7 @@
|
||||
icon_state = "greensuit"
|
||||
item_state_slots = list(slot_r_hand_str = "centcom", slot_l_hand_str = "centcom")
|
||||
rolled_sleeves = 0
|
||||
starting_accessories = list(/obj/item/clothing/accessory/darkgreen)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/darkgreen)
|
||||
|
||||
/obj/item/clothing/under/gov/skirt
|
||||
name = "Green formal skirt uniform"
|
||||
@@ -161,7 +161,7 @@
|
||||
icon_state = "gentlesuit"
|
||||
item_state_slots = list(slot_r_hand_str = "grey", slot_l_hand_str = "grey")
|
||||
rolled_sleeves = 0
|
||||
starting_accessories = list(/obj/item/clothing/accessory/white, /obj/item/clothing/accessory/wcoat/gentleman)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/white, /obj/item/clothing/accessory/wcoat/gentleman)
|
||||
|
||||
/obj/item/clothing/under/gentlesuit/skirt
|
||||
name = "lady's suit"
|
||||
@@ -472,7 +472,7 @@
|
||||
desc = "A charcoal suit and red tie. Very professional."
|
||||
icon_state = "charcoal_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/navy, /obj/item/clothing/accessory/charcoal_jacket)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/navy, /obj/item/clothing/accessory/jacket/charcoal)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/charcoal/skirt
|
||||
name = "charcoal skirt"
|
||||
@@ -483,7 +483,7 @@
|
||||
desc = "A navy suit and red tie, intended for the station's finest."
|
||||
icon_state = "navy_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red, /obj/item/clothing/accessory/navy_jacket)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/red, /obj/item/clothing/accessory/jacket/navy)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/navy/skirt
|
||||
name = "navy skirt"
|
||||
@@ -494,7 +494,7 @@
|
||||
desc = "A burgundy suit and black tie. Somewhat formal."
|
||||
icon_state = "burgundy_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_red", slot_l_hand_str = "lawyer_red")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/black, /obj/item/clothing/accessory/burgundy_jacket)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/black, /obj/item/clothing/accessory/jacket/burgundy)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/burgundy/skirt
|
||||
name = "burgundy skirt"
|
||||
@@ -505,7 +505,7 @@
|
||||
desc = "That's a very nice suit you have there. Shame if something were to happen to it, eh?"
|
||||
icon_state = "checkered_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/black, /obj/item/clothing/accessory/checkered_jacket)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/black, /obj/item/clothing/accessory/jacket/checkered)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/checkered/skirt
|
||||
name = "checkered skirt"
|
||||
@@ -516,7 +516,7 @@
|
||||
desc = "A tan suit. Smart, but casual."
|
||||
icon_state = "tan_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "tan_suit", slot_l_hand_str = "tan_suit")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/yellow, /obj/item/clothing/accessory/tan_jacket)
|
||||
starting_accessories = list(/obj/item/clothing/accessory/tie/yellow, /obj/item/clothing/accessory/jacket)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/tan/skirt
|
||||
name = "tan skirt"
|
||||
|
||||
@@ -29,4 +29,6 @@ var/global/list/description_icons = list(
|
||||
"power cell" = image(icon='icons/obj/power.dmi',icon_state="hcell"),
|
||||
"device cell" = image(icon='icons/obj/power.dmi',icon_state="dcell"),
|
||||
"weapon cell" = image(icon='icons/obj/power.dmi',icon_state="wcell"),
|
||||
|
||||
"hatchet" = image(icon='icons/obj/weapons.dmi',icon_state="hatchet"),
|
||||
)
|
||||
|
||||
@@ -139,6 +139,9 @@
|
||||
recipes += new/datum/stack_recipe("wooden bucket", /obj/item/weapon/reagent_containers/glass/bucket/wood, 2, time = 4, one_per_turf = 0, on_floor = 0)
|
||||
recipes += new/datum/stack_recipe("coilgun stock", /obj/item/weapon/coilgun_assembly, 5)
|
||||
|
||||
/material/wood/log/generate_recipes()
|
||||
return // Feel free to add log-only recipes here later if desired.
|
||||
|
||||
/material/cardboard/generate_recipes()
|
||||
..()
|
||||
recipes += new/datum/stack_recipe("box", /obj/item/weapon/storage/box)
|
||||
|
||||
@@ -203,6 +203,35 @@
|
||||
icon_state = "sheet-wood"
|
||||
default_type = "wood"
|
||||
|
||||
/obj/item/stack/material/log
|
||||
name = "log"
|
||||
icon_state = "sheet-log"
|
||||
default_type = "log"
|
||||
no_variants = FALSE
|
||||
color = "#824B28"
|
||||
max_amount = 25
|
||||
w_class = ITEMSIZE_HUGE
|
||||
|
||||
/obj/item/stack/material/log/sif
|
||||
name = "alien log"
|
||||
color = "#0099cc"
|
||||
|
||||
/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
|
||||
if(!istype(W))
|
||||
return ..()
|
||||
if(W.sharp && W.edge && use(1))
|
||||
to_chat(user, "<span class='notice'>You cut up a log into planks.</span>")
|
||||
playsound(get_turf(src), 'sound/effects/woodcutting.ogg', 50, 1)
|
||||
var/obj/item/stack/material/wood/existing_wood = locate() in user.loc
|
||||
var/obj/item/stack/material/wood/new_wood = new(user.loc)
|
||||
new_wood.amount = 2
|
||||
if(existing_wood)
|
||||
if(new_wood.transfer_to(existing_wood))
|
||||
to_chat(user, "<span class='notice'>You add the newly-formed wood to the stack. It now contains [existing_wood.amount] planks.</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/stack/material/cloth
|
||||
name = "cloth"
|
||||
icon_state = "sheet-cloth"
|
||||
|
||||
@@ -680,6 +680,18 @@ var/list/name_to_material
|
||||
sheet_singular_name = "plank"
|
||||
sheet_plural_name = "planks"
|
||||
|
||||
/material/wood/log
|
||||
name = "log"
|
||||
icon_base = "log"
|
||||
stack_type = /obj/item/stack/material/log
|
||||
sheet_singular_name = "log"
|
||||
sheet_plural_name = "logs"
|
||||
|
||||
/material/wood/log/sif
|
||||
name = "alien log"
|
||||
icon_colour = "#0099cc" // Cyan-ish
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2)
|
||||
|
||||
/material/wood/holographic
|
||||
name = "holowood"
|
||||
display_name = "wood"
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
if(46 to 50)
|
||||
new/obj/item/clothing/under/chameleon(src)
|
||||
for(var/i = 0, i < 7, i++)
|
||||
new/obj/item/clothing/accessory/horrible(src)
|
||||
new/obj/item/clothing/accessory/tie/horrible(src)
|
||||
if(51 to 52) // Uncommon, 2% each
|
||||
new/obj/item/weapon/melee/classic_baton(src)
|
||||
if(53 to 54)
|
||||
|
||||
@@ -25,9 +25,9 @@
|
||||
thing.reagents.remove_reagent(R.id, R.volume)
|
||||
user.put_in_hands(F)
|
||||
|
||||
else if(istype(thing, /obj/machinery/power/supermatter/shard))
|
||||
else if(istype(thing, /obj/machinery/power/supermatter))
|
||||
var/obj/item/weapon/fuel_assembly/F = new(get_turf(src), "supermatter")
|
||||
visible_message("<span class='notice'>\The [src] compresses the \[thing] into a new fuel assembly.</span>")
|
||||
visible_message("<span class='notice'>\The [src] compresses \the [thing] into a new fuel assembly.</span>")
|
||||
qdel(thing)
|
||||
user.put_in_hands(F)
|
||||
return 1
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "coilgun"
|
||||
item_state = "coilgun"
|
||||
icon = 'icons/obj/railgun.dmi'
|
||||
// one_hand_penalty = 1
|
||||
// one_handed_penalty = 1
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_MAGNET = 4)
|
||||
w_class = ITEMSIZE_LARGE
|
||||
|
||||
@@ -193,3 +193,66 @@
|
||||
qdel(src)
|
||||
|
||||
return new projectile_type(src)
|
||||
|
||||
/obj/item/weapon/gun/magnetic/fuelrod
|
||||
name = "Fuel-Rod Cannon"
|
||||
desc = "A bulky weapon designed to fire reactor core fuel rods at absurd velocities... who thought this was a good idea?!"
|
||||
description_antag = "This device is capable of firing reactor fuel assemblies, acquired from a R-UST fuel compressor and an appropriate fueltype. Be warned, Supermatter rods may have unforseen consequences."
|
||||
description_fluff = "Morpheus' second entry into the arms manufacturing field, the Morpheus B.F.G, or 'Big Fuel-rod Gun' made some noise when it was initially sent to the market. By noise, they mean it was rapidly declared 'incredibly dangerous to the wielder and civilians within a mile radius alike'."
|
||||
icon_state = "fuelrodgun"
|
||||
item_state = "coilgun"
|
||||
icon = 'icons/obj/railgun.dmi'
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 4)
|
||||
w_class = ITEMSIZE_LARGE
|
||||
|
||||
removable_components = TRUE
|
||||
gun_unreliable = 0
|
||||
|
||||
load_type = /obj/item/weapon/fuel_assembly
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod
|
||||
|
||||
power_cost = 500
|
||||
|
||||
/obj/item/weapon/gun/magnetic/fuelrod/consume_next_projectile()
|
||||
if(!check_ammo() || !capacitor || capacitor.charge < power_cost)
|
||||
return
|
||||
|
||||
if(loaded) //Safety.
|
||||
if(istype(loaded, /obj/item/weapon/fuel_assembly))
|
||||
var/obj/item/weapon/fuel_assembly/rod = loaded
|
||||
if(rod.fuel_type == "composite" || rod.fuel_type == "deuterium") //Safety check for rods spawned in without a fueltype.
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod
|
||||
else if(rod.fuel_type == "tritium")
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/tritium
|
||||
else if(rod.fuel_type == "phoron")
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/phoron
|
||||
else if(rod.fuel_type == "supermatter")
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/supermatter
|
||||
visible_message("<span class='danger'>The barrel of \the [src] glows a blinding white!</span>")
|
||||
spawn(5)
|
||||
visible_message("<span class='danger'>\The [src] begins to rattle, its acceleration chamber collapsing in on itself!</span>")
|
||||
removable_components = FALSE
|
||||
spawn(15)
|
||||
audible_message("<span class='critical'>\The [src]'s power supply begins to overload as the device crumples!</span>") //Why are you still holding this?
|
||||
playsound(loc, 'sound/effects/grillehit.ogg', 10, 1)
|
||||
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
|
||||
var/turf/T = get_turf(src)
|
||||
sparks.set_up(2, 1, T)
|
||||
sparks.start()
|
||||
spawn(15)
|
||||
visible_message("<span class='critical'>\The [src] explodes in a blinding white light!</span>")
|
||||
explosion(src.loc, -1, 1, 2, 3)
|
||||
qdel(src)
|
||||
else
|
||||
projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod
|
||||
|
||||
use_ammo()
|
||||
capacitor.use(power_cost)
|
||||
update_icon()
|
||||
|
||||
return new projectile_type(src)
|
||||
|
||||
/obj/item/weapon/gun/magnetic/fuelrod/New()
|
||||
cell = new /obj/item/weapon/cell/high
|
||||
capacitor = new /obj/item/weapon/stock_parts/capacitor
|
||||
. = ..()
|
||||
|
||||
@@ -67,9 +67,9 @@
|
||||
w_class = ITEMSIZE_NO_CONTAINER
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_hand_penalty=1, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_hand_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
list(mode_name="long bursts", burst=6, fire_delay=null, move_delay=10, one_hand_penalty=2, burst_accuracy=list(0,-1,-1,-1,-2), dispersion=list(0.6, 0.6, 1.0, 1.0, 1.2)),
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_handed_penalty=1, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_handed_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
list(mode_name="long bursts", burst=6, fire_delay=null, move_delay=10, one_handed_penalty=2, burst_accuracy=list(0,-1,-1,-1,-2), dispersion=list(0.6, 0.6, 1.0, 1.0, 1.2)),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/automatic/examine(var/mob/user)
|
||||
@@ -94,8 +94,8 @@
|
||||
fire_sound = 'sound/weapons/rapidslice.ogg'
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_hand_penalty=1, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_hand_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_handed_penalty=1, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_handed_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/magnetic/railgun/flechette/out_of_ammo()
|
||||
|
||||
@@ -333,8 +333,8 @@
|
||||
else if(!bumped)
|
||||
tracer_effect(effect_transform)
|
||||
|
||||
if(incendiary >= 2)
|
||||
var/trail_volume = (flammability * 0.10)
|
||||
if(incendiary >= 2 && !istype(src.loc, /turf/simulated/wall))
|
||||
var/trail_volume = (flammability * 0.20)
|
||||
new /obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(src.loc, trail_volume, src.dir)
|
||||
|
||||
if(!hitscan)
|
||||
|
||||
@@ -18,4 +18,100 @@
|
||||
name = "flechette"
|
||||
icon_state = "flechette"
|
||||
damage = 20
|
||||
armor_penetration = 100
|
||||
armor_penetration = 100
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod
|
||||
name = "fuel rod"
|
||||
icon_state = "fuel-deuterium"
|
||||
damage = 30
|
||||
stun = 1
|
||||
weaken = 0
|
||||
agony = 30
|
||||
incendiary = 1
|
||||
flammability = 0 //Deuterium and Tritium are both held in water, but the object moving so quickly will ignite the target.
|
||||
penetrating = 2
|
||||
embed_chance = 0
|
||||
armor_penetration = 40
|
||||
kill_count = 20
|
||||
|
||||
var/searing = 0 //Does this fuelrod ignore shields?
|
||||
var/detonate_travel = 0 //Will this fuelrod explode when it reaches maximum distance?
|
||||
var/detonate_mob = 0 //Will this fuelrod explode when it hits a mob?
|
||||
var/energetic_impact = 0 //Does this fuelrod cause a bright flash on impact with a mob?
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) //Future-proofing. Special effects for impact.
|
||||
if(istype(target,/mob/living))
|
||||
var/mob/living/V = target
|
||||
if(detonate_mob)
|
||||
if(V.loc)
|
||||
explosion(V.loc, -1, -1, 2, 3)
|
||||
|
||||
if(energetic_impact)
|
||||
var/eye_coverage = 0
|
||||
for(var/mob/living/carbon/M in viewers(world.view, location))
|
||||
eye_coverage = 0
|
||||
if(iscarbon(M))
|
||||
eye_coverage = M.eyecheck()
|
||||
if(eye_coverage < 2)
|
||||
M.flash_eyes()
|
||||
M.Stun(2)
|
||||
M.Weaken(10)
|
||||
|
||||
if(searing)
|
||||
if(blocked)
|
||||
blocked = 0
|
||||
|
||||
return ..(target, blocked, def_zone)
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/on_impact(var/atom/A) //Future-proofing, again. In the event new fuel rods are introduced, and have special effects for when they stop flying.
|
||||
if(src.loc)
|
||||
if(detonate_travel && detonate_mob)
|
||||
visible_message("<span class='warning'>\The [src] shatters in a violent explosion!</span>")
|
||||
explosion(src.loc, 1, 1, 3, 4)
|
||||
else if(detonate_travel)
|
||||
visible_message("<span class='warning'>\The [src] explodes in a shower of embers!</span>")
|
||||
explosion(src.loc, -1, 1, 2, 3)
|
||||
..(A)
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/tritium
|
||||
icon_state = "fuel-tritium"
|
||||
damage = 40
|
||||
flammability = -1
|
||||
armor_penetration = 50
|
||||
penetrating = 3
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/phoron
|
||||
name = "blazing fuel rod"
|
||||
icon_state = "fuel-phoron"
|
||||
damage = 35
|
||||
incendiary = 2
|
||||
flammability = 2
|
||||
armor_penetration = 60
|
||||
penetrating = 5
|
||||
irradiate = 20
|
||||
detonate_mob = 1
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter
|
||||
name = "painfully incandescent fuel rod"
|
||||
icon_state = "fuel-supermatter"
|
||||
damage = 15
|
||||
incendiary = 2
|
||||
flammability = 4
|
||||
weaken = 2
|
||||
armor_penetration = 100
|
||||
penetrating = 100 //Theoretically, this shouldn't stop flying for a while, unless someone lines it up with a wall or fires it into a mountain.
|
||||
irradiate = 120
|
||||
kill_count = 75
|
||||
searing = 1
|
||||
detonate_travel = 1
|
||||
detonate_mob = 1
|
||||
energetic_impact = 1
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) //You cannot touch the supermatter without disentigrating. Assumedly, this is true for condensed rods of it flying at relativistic speeds.
|
||||
if(istype(target,/turf/simulated/wall) || istype(target,/mob/living))
|
||||
target.visible_message("<span class='danger'>The [src] burns a perfect hole through \the [target] with a blinding flash!</span>")
|
||||
playsound(target.loc, 'sound/effects/teleport.ogg', 40, 0)
|
||||
return ..(target, blocked, def_zone)
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter/check_penetrate()
|
||||
return 1
|
||||
@@ -96,7 +96,6 @@
|
||||
reagent_state = LIQUID
|
||||
color = "#0064C877"
|
||||
metabolism = REM * 10
|
||||
mrate_static = TRUE
|
||||
|
||||
glass_name = "water"
|
||||
glass_desc = "The father of all refreshments."
|
||||
|
||||
@@ -16,7 +16,6 @@
|
||||
reagent_state = SOLID
|
||||
color = "#1C1300"
|
||||
ingest_met = REM * 5
|
||||
mrate_static = TRUE
|
||||
|
||||
/datum/reagent/carbon/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed)
|
||||
if(alien == IS_DIONA)
|
||||
@@ -74,8 +73,6 @@
|
||||
var/targ_temp = 310
|
||||
var/halluci = 0
|
||||
|
||||
mrate_static = TRUE
|
||||
|
||||
glass_name = "ethanol"
|
||||
glass_desc = "A well-known alcohol with a variety of applications."
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
taste_mult = 4
|
||||
reagent_state = SOLID
|
||||
metabolism = REM * 4
|
||||
mrate_static = TRUE
|
||||
var/nutriment_factor = 30 // Per unit
|
||||
var/injectable = 0
|
||||
color = "#664330"
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
color = "#00BFFF"
|
||||
overdose = REAGENTS_OVERDOSE * 2
|
||||
metabolism = REM * 0.5
|
||||
mrate_static = TRUE
|
||||
scannable = 1
|
||||
|
||||
/datum/reagent/inaprovaline/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
|
||||
@@ -141,7 +140,6 @@
|
||||
taste_description = "bitterness"
|
||||
reagent_state = LIQUID
|
||||
color = "#0040FF"
|
||||
mrate_static = TRUE //Until it's not crazy strong, at least
|
||||
overdose = REAGENTS_OVERDOSE * 0.5
|
||||
scannable = 1
|
||||
|
||||
|
||||
@@ -639,6 +639,13 @@ other types of metals and chemistry for reagents).
|
||||
build_path = /obj/item/ammo_casing/chemdart
|
||||
sort_string = "TACAF"
|
||||
|
||||
/datum/design/item/weapon/fuelrod
|
||||
id = "fuelrod_gun"
|
||||
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
|
||||
build_path = /obj/item/weapon/gun/magnetic/fuelrod
|
||||
sort_string = "TACBA"
|
||||
|
||||
/datum/design/item/weapon/flora_gun
|
||||
id = "flora_gun"
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
|
||||
|
||||
@@ -6,10 +6,15 @@
|
||||
name = "Crystal"
|
||||
icon = 'icons/obj/mining.dmi'
|
||||
icon_state = "crystal"
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
|
||||
/obj/machinery/crystal/New()
|
||||
if(prob(50))
|
||||
icon_state = "crystal2"
|
||||
set_light(3, 3, "#CC00CC")
|
||||
else
|
||||
set_light(3, 3, "#33CC33")
|
||||
|
||||
//large finds
|
||||
/*
|
||||
|
||||
Reference in New Issue
Block a user