@@ -37,3 +37,10 @@
|
||||
**License:** [CC BY-NC-SA 4.0](https://creativecommons.org/licenses/by-nc-sa/4.0/)<br>
|
||||
**URL:** [Forum Thread](http://fractalsoftworks.com/forum/index.php?topic=14935.0)<br>
|
||||
**Notes:** Permission to use assets also given in writing.<br>
|
||||
<br>
|
||||
**File:** `icons/mecha/fighters64x64.dmi`<br>
|
||||
**Icon-States:** `gunpod`, derivs by VerySoft.<br>
|
||||
**Creator:** Tartiflette & FlashFrozen<br>
|
||||
**License:** [CC BY-NC-SA 4.0](https://creativecommons.org/licenses/by-nc-sa/4.0/)<br>
|
||||
**URL:** [Patreon Post](https://www.patreon.com/posts/diable-avionics-44573931)<br>
|
||||
**Notes:** Permission to use assets also given in writing.<br>
|
||||
|
||||
@@ -91,6 +91,7 @@
|
||||
#define COLOR_DARK_TEAL "#2db5b5"
|
||||
#define COLOR_LIGHT_VIOLET "#e7bfff"
|
||||
#define COLOR_SAN_MARINO_BLUE "#4b75ab"
|
||||
#define COLOR_OLIVE "#52613b" //VOREStation Addition
|
||||
|
||||
#define PIPE_COLOR_GREY "#808080"
|
||||
#define PIPE_COLOR_RED "#ff0000"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/machinery/computer/arcade
|
||||
list/prizes = list( /obj/item/weapon/storage/box/snappops = 2,
|
||||
prizes = list( /obj/item/weapon/storage/box/snappops = 2,
|
||||
/obj/item/toy/blink = 2,
|
||||
/obj/item/clothing/under/syndicate/tacticool = 2,
|
||||
/obj/item/toy/sword = 2,
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "stripe-red")
|
||||
|
||||
/obj/item/weapon/card/id/civilian/pilot
|
||||
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "stripe-darkgreen")
|
||||
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "stripe-olive")
|
||||
|
||||
/obj/item/weapon/card/id/civilian/entertainer
|
||||
initial_sprite_stack = list("base-stamp", "top-generic", "stamp-n", "stripe-brown")
|
||||
@@ -179,13 +179,13 @@
|
||||
//Exploration
|
||||
|
||||
/obj/item/weapon/card/id/exploration
|
||||
initial_sprite_stack = list("base-stamp", "top-darkgreen", "stamp-n")
|
||||
initial_sprite_stack = list("base-stamp", "top-olive", "stamp-n")
|
||||
|
||||
/obj/item/weapon/card/id/exploration/fm
|
||||
initial_sprite_stack = list("base-stamp", "top-darkgreen", "stamp-n", "stripe-medblu")
|
||||
initial_sprite_stack = list("base-stamp", "top-olive", "stamp-n", "stripe-medblu")
|
||||
|
||||
/obj/item/weapon/card/id/exploration/head
|
||||
initial_sprite_stack = list("base-stamp-silver", "top-darkgreen", "stamp-n", "pips-white")
|
||||
initial_sprite_stack = list("base-stamp-silver", "top-olive", "stamp-n", "pips-white")
|
||||
|
||||
//Talon
|
||||
|
||||
|
||||
@@ -464,6 +464,18 @@
|
||||
|
||||
/obj/random/multiple/ore_pile/item_to_spawn()
|
||||
return pick(
|
||||
prob(10);list(
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite,
|
||||
/obj/item/weapon/ore/bauxite
|
||||
),
|
||||
prob(10);list(
|
||||
/obj/item/weapon/ore/coal,
|
||||
/obj/item/weapon/ore/coal,
|
||||
@@ -476,6 +488,18 @@
|
||||
/obj/item/weapon/ore/coal,
|
||||
/obj/item/weapon/ore/coal
|
||||
),
|
||||
prob(10);list(
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper,
|
||||
/obj/item/weapon/ore/copper
|
||||
),
|
||||
prob(3);list(
|
||||
/obj/item/weapon/ore/diamond,
|
||||
/obj/item/weapon/ore/diamond,
|
||||
@@ -552,6 +576,13 @@
|
||||
/obj/item/weapon/ore/phoron,
|
||||
/obj/item/weapon/ore/phoron
|
||||
),
|
||||
prob(5);list(
|
||||
/obj/item/weapon/ore/rutile,
|
||||
/obj/item/weapon/ore/rutile,
|
||||
/obj/item/weapon/ore/rutile,
|
||||
/obj/item/weapon/ore/rutile,
|
||||
/obj/item/weapon/ore/rutile
|
||||
),
|
||||
prob(5);list(
|
||||
/obj/item/weapon/ore/silver,
|
||||
/obj/item/weapon/ore/silver,
|
||||
@@ -568,6 +599,10 @@
|
||||
/obj/item/weapon/ore/verdantium,
|
||||
/obj/item/weapon/ore/verdantium
|
||||
),
|
||||
prob(2);list(
|
||||
/obj/item/weapon/ore/void_opal,
|
||||
/obj/item/weapon/ore/void_opal
|
||||
),
|
||||
)
|
||||
|
||||
/obj/random/multiple/corp_crate
|
||||
@@ -849,6 +884,13 @@
|
||||
/obj/random/grenade,
|
||||
/obj/structure/closet/crate/secure/saare //SAARE GRENADES
|
||||
),
|
||||
prob(1);list(
|
||||
/obj/random/material/precious,
|
||||
/obj/random/material/precious,
|
||||
/obj/random/material/precious,
|
||||
/obj/random/material/precious,
|
||||
/obj/structure/closet/crate/secure/saare //SAARE BULLION CRATE
|
||||
),
|
||||
prob(1);list(
|
||||
/obj/random/cash/big,
|
||||
/obj/random/cash/big,
|
||||
@@ -1093,6 +1135,13 @@
|
||||
/obj/item/weapon/tank/phoron/pressurized,
|
||||
/obj/structure/closet/crate/secure/phoron //HQ FUEL TANKS
|
||||
),
|
||||
prob(1);list(
|
||||
/obj/random/material/precious,
|
||||
/obj/random/material/precious,
|
||||
/obj/random/material/precious,
|
||||
/obj/random/material/precious,
|
||||
/obj/structure/closet/crate/secure/saare //SAARE BULLION CRATE
|
||||
),
|
||||
prob(1);list(
|
||||
/obj/random/cash/big,
|
||||
/obj/random/cash/big,
|
||||
|
||||
@@ -498,8 +498,11 @@
|
||||
/obj/item/stack/material/glass/reinforced{amount = 10},
|
||||
/obj/item/stack/material/plastic{amount = 10},
|
||||
/obj/item/stack/material/wood{amount = 10},
|
||||
/obj/item/stack/material/wood/sif{amount = 10},
|
||||
/obj/item/stack/material/cardboard{amount = 10},
|
||||
/obj/item/stack/rods{amount = 10},
|
||||
/obj/item/stack/material/sandstone{amount = 10},
|
||||
/obj/item/stack/material/marble{amount = 10},
|
||||
/obj/item/stack/material/plasteel{amount = 10})
|
||||
|
||||
/obj/random/material/refined //Random materials for building stuff
|
||||
@@ -518,6 +521,8 @@
|
||||
/obj/item/stack/material/durasteel{amount = 5},
|
||||
/obj/item/stack/material/gold{amount = 5},
|
||||
/obj/item/stack/material/iron{amount = 10},
|
||||
/obj/item/stack/material/copper{amount = 10},
|
||||
/obj/item/stack/material/aluminium{amount = 10},
|
||||
/obj/item/stack/material/lead{amount = 10},
|
||||
/obj/item/stack/material/diamond{amount = 3},
|
||||
/obj/item/stack/material/deuterium{amount = 5},
|
||||
@@ -531,6 +536,19 @@
|
||||
/obj/item/stack/material/tritium{amount = 3},
|
||||
/obj/item/stack/material/verdantium{amount = 2})
|
||||
|
||||
/obj/random/material/precious //Precious metals, go figure
|
||||
name = "random precious metal"
|
||||
desc = "This is a small stack of a random precious metal."
|
||||
icon = 'icons/obj/stacks.dmi'
|
||||
icon_state = "sheet-gold_2"
|
||||
|
||||
/obj/random/material/precious/item_to_spawn()
|
||||
return pick(/obj/item/stack/material/gold{amount = 5},
|
||||
/obj/item/stack/material/copper{amount = 5},
|
||||
/obj/item/stack/material/silver{amount = 5},
|
||||
/obj/item/stack/material/platinum{amount = 5},
|
||||
/obj/item/stack/material/osmium{amount = 5})
|
||||
|
||||
/obj/random/tank
|
||||
name = "random tank"
|
||||
desc = "This is a tank."
|
||||
|
||||
@@ -65,7 +65,7 @@
|
||||
)
|
||||
|
||||
/decl/closet_appearance/secure_closet/expedition
|
||||
color = COLOR_BRASS
|
||||
color = COLOR_OLIVE
|
||||
decals = list(
|
||||
"lower_side_vent"
|
||||
)
|
||||
@@ -84,15 +84,13 @@
|
||||
|
||||
/decl/closet_appearance/secure_closet/expedition/explorer
|
||||
extra_decals = list(
|
||||
"stripe_vertical_left_full" = COLOR_PURPLE,
|
||||
"stripe_vertical_right_full" = COLOR_PURPLE,
|
||||
"exped" = COLOR_PURPLE
|
||||
"stripe_vertical_mid_full" = COLOR_GRAY40,
|
||||
"exped" = COLOR_GRAY40
|
||||
)
|
||||
|
||||
/decl/closet_appearance/secure_closet/expedition/pathfinder
|
||||
extra_decals = list(
|
||||
"stripe_vertical_left_full" = COLOR_PURPLE,
|
||||
"stripe_vertical_mid_full" = COLOR_GRAY40,
|
||||
"stripe_vertical_right_full" = COLOR_PURPLE,
|
||||
"exped" = COLOR_GRAY40
|
||||
"stripe_vertical_left_full" = COLOR_GRAY20,
|
||||
"stripe_vertical_right_full" = COLOR_GRAY20,
|
||||
"exped" = COLOR_GRAY20
|
||||
)
|
||||
@@ -124,7 +124,7 @@
|
||||
/obj/item/weapon/storage/backpack/parachute,
|
||||
/obj/item/weapon/material/knife/tacknife/survival,
|
||||
/obj/item/weapon/gun/energy/locked/frontier/holdout,
|
||||
/obj/item/clothing/head/ompilot,
|
||||
/obj/item/clothing/head/pilot_vr,
|
||||
/obj/item/clothing/under/rank/pilot1,
|
||||
/obj/item/clothing/suit/storage/toggle/bomber/pilot,
|
||||
/obj/item/clothing/shoes/boots/winter/explorer,
|
||||
|
||||
@@ -7,27 +7,30 @@
|
||||
if(conserve_ammo || !holder.ICheckRangedAttack(target_last_seen_turf))
|
||||
if(get_dist(holder, target_last_seen_turf) > 1) // We last saw them over there.
|
||||
// Go to where you last saw the enemy.
|
||||
give_destination(target_last_seen_turf, 1, TRUE) // Sets stance as well
|
||||
else if(lose_target_time == world.time) // We last saw them next to us, so do a blind attack on that tile.
|
||||
melee_on_tile(target_last_seen_turf)
|
||||
return give_destination(target_last_seen_turf, 1, TRUE) // Sets stance as well
|
||||
else if(lose_target_time < world.time) // We last saw them next to us, so do a blind attack on that tile.
|
||||
if(melee_on_tile(target_last_seen_turf) != ATTACK_SUCCESSFUL && intelligence_level >= AI_NORMAL)
|
||||
var/obj/O = find_escape_route()
|
||||
if(istype(O))
|
||||
return give_destination(get_turf(O), 0, TRUE)
|
||||
else
|
||||
find_target()
|
||||
return find_target()
|
||||
else
|
||||
shoot_near_turf(target_last_seen_turf)
|
||||
return shoot_near_turf(target_last_seen_turf)
|
||||
|
||||
// This shoots semi-randomly near a specific turf.
|
||||
/datum/ai_holder/proc/shoot_near_turf(turf/targeted_turf)
|
||||
if(get_dist(holder, targeted_turf) > max_range(targeted_turf))
|
||||
return // Too far to shoot.
|
||||
return ATTACK_FAILED// Too far to shoot.
|
||||
|
||||
var/turf/T = pick(RANGE_TURFS(2, targeted_turf)) // The turf we're actually gonna shoot at.
|
||||
on_engagement(T)
|
||||
if(firing_lanes && !test_projectile_safety(T))
|
||||
step_rand(holder)
|
||||
holder.face_atom(T)
|
||||
return
|
||||
return ATTACK_FAILED
|
||||
|
||||
ranged_attack(T)
|
||||
return ranged_attack(T)
|
||||
|
||||
// Attempts to attack something on a specific tile.
|
||||
// TODO: Put on mob/living?
|
||||
@@ -36,9 +39,53 @@
|
||||
var/mob/living/L = locate() in T
|
||||
if(!L)
|
||||
T.visible_message("\The [holder] attacks nothing around \the [T].")
|
||||
return
|
||||
return ATTACK_FAILED
|
||||
|
||||
if(holder.IIsAlly(L)) // Don't hurt our ally.
|
||||
return
|
||||
return ATTACK_FAILED
|
||||
|
||||
melee_attack(L)
|
||||
return melee_attack(L)
|
||||
|
||||
// Attempts to locate any possible avenues that the target might have escaped via
|
||||
// Could be an open door, could be a stairwell or a ladder
|
||||
// Returns object to path to. If multiple targets are equidistant, picks randomly
|
||||
/datum/ai_holder/proc/find_escape_route()
|
||||
ai_log("find_escape_route() : Entering.", AI_LOG_DEBUG)
|
||||
var/list/closest_escape = list()
|
||||
var/closest_dist = world.view // We can't see any further than this
|
||||
var/list/possible_escape_types = list(
|
||||
/obj/machinery/door,
|
||||
/obj/structure/stairs/top,
|
||||
/obj/structure/stairs/bottom
|
||||
)
|
||||
|
||||
if(intelligence_level >= AI_SMART)
|
||||
possible_escape_types += /obj/structure/ladder
|
||||
|
||||
for(var/atom/A in view(world.view, holder))
|
||||
if(!is_type_in_list(A, possible_escape_types))
|
||||
continue // Not something they could have escaped through
|
||||
if(turn(holder.dir, 180) & get_dir(get_turf(holder), get_turf(A)))
|
||||
continue // Surely, they couldn't have escaped *behind* us!
|
||||
|
||||
if(istype(A, /obj/machinery/door))
|
||||
var/obj/machinery/door/D = A
|
||||
if(D.glass) // Surely, they couldn't hide behind a transparent door!
|
||||
continue
|
||||
if(D.density && intelligence_level < AI_SMART) // Surely, they couldn't have escaped through a *closed* door
|
||||
continue
|
||||
|
||||
var/dist = get_dist(holder, A)
|
||||
if(dist == closest_dist)
|
||||
closest_escape += A
|
||||
|
||||
else if(dist < closest_dist)
|
||||
closest_escape.Cut()
|
||||
closest_escape += A
|
||||
closest_dist = dist
|
||||
ai_log("find_escape_route() : Found [closest_escape.len] candidates [closest_dist] tiles away.", AI_LOG_DEBUG)
|
||||
if(closest_escape.len)
|
||||
return pick(closest_escape)
|
||||
return null
|
||||
|
||||
|
||||
@@ -27,19 +27,19 @@
|
||||
ai_log("walk_to_destination() : Exiting.", AI_LOG_TRACE)
|
||||
return
|
||||
|
||||
var/get_to = min_distance_to_destination
|
||||
var/distance = get_dist(holder, destination)
|
||||
ai_log("walk_to_destination() : get_to is [get_to].", AI_LOG_TRACE)
|
||||
ai_log("walk_to_destination() : get_to is [min_distance_to_destination].", AI_LOG_TRACE)
|
||||
|
||||
// We're here!
|
||||
if(distance <= get_to)
|
||||
// We're here! Or we're horribly lost
|
||||
if(distance <= min_distance_to_destination || holder.z != destination.z)
|
||||
check_use_ladder()
|
||||
give_up_movement()
|
||||
set_stance(stance == STANCE_REPOSITION ? STANCE_APPROACH : STANCE_IDLE)
|
||||
ai_log("walk_to_destination() : Destination reached. Exiting.", AI_LOG_INFO)
|
||||
return
|
||||
|
||||
ai_log("walk_to_destination() : Walking.", AI_LOG_TRACE)
|
||||
walk_path(destination, get_to)
|
||||
walk_path(destination, min_distance_to_destination)
|
||||
ai_log("walk_to_destination() : Exiting.",AI_LOG_TRACE)
|
||||
|
||||
/datum/ai_holder/proc/should_go_home()
|
||||
@@ -159,3 +159,34 @@
|
||||
holder.IMove(get_step(holder,moving_to))
|
||||
wander_delay = base_wander_delay
|
||||
ai_log("handle_wander_movement() : Exited.", AI_LOG_TRACE)
|
||||
|
||||
/datum/ai_holder/proc/check_use_ladder()
|
||||
// No target, don't use the ladder
|
||||
// Target is visible, don't use the ladder
|
||||
if(!target || can_see_target(target))
|
||||
return
|
||||
|
||||
var/has_hands = TRUE
|
||||
if(istype(holder, /mob/living/simple_mob))
|
||||
var/mob/living/simple_mob/S = holder
|
||||
has_hands = S.has_hands
|
||||
|
||||
// Don't have means to use a ladder or the space around it, don't use the ladder
|
||||
if(!has_hands && !holder.hovering)
|
||||
return
|
||||
|
||||
var/obj/structure/ladder/L = locate() in get_turf(holder)
|
||||
if(!istype(L))
|
||||
return // No ladder, can't use it
|
||||
|
||||
if(!holder.may_climb_ladders(L))
|
||||
return // Can't climb the ladder for other reasons (Probably inconsequential?)
|
||||
|
||||
var/list/directions = list()
|
||||
if(L.allowed_directions & DOWN)
|
||||
directions += L.target_down
|
||||
if(L.allowed_directions & UP)
|
||||
directions += L.target_up
|
||||
|
||||
if(directions.len)
|
||||
L.climbLadder(holder, pick(directions))
|
||||
@@ -165,19 +165,14 @@
|
||||
target = null
|
||||
lose_target_time = world.time
|
||||
|
||||
give_up_movement()
|
||||
|
||||
if(target_last_seen_turf && intelligence_level >= AI_SMART)
|
||||
if(target_last_seen_turf && intelligence_level >= AI_NORMAL)
|
||||
ai_log("lose_target() : Going into 'engage unseen enemy' mode.", AI_LOG_INFO)
|
||||
engage_unseen_enemy()
|
||||
return TRUE //We're still working on it
|
||||
return engage_unseen_enemy() //We're still working on it
|
||||
else
|
||||
ai_log("lose_target() : Can't chase target, so giving up.", AI_LOG_INFO)
|
||||
remove_target()
|
||||
return find_target() //Returns if we found anything else to do
|
||||
|
||||
return FALSE //Nothing new to do
|
||||
|
||||
// 'Hard' loss of target. Clean things up and return to idle.
|
||||
/datum/ai_holder/proc/remove_target()
|
||||
ai_log("remove_target() : Entering.", AI_LOG_TRACE)
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
|
||||
/datum/gear/accessory/holster
|
||||
display_name = "holster selection (Security, SM, HoP, Exploration)"
|
||||
allowed_roles = list("Site Manager", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Explorer","Pathfinder","Talon Guard")
|
||||
allowed_roles = list("Site Manager", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective","Field Medic","Explorer","Pathfinder","Talon Captain","Talon Guard")
|
||||
|
||||
/datum/gear/accessory/brown_vest
|
||||
display_name = "webbing, brown (Eng, Sec, Med, Exploration, Miner)"
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist", "Field Medic")
|
||||
|
||||
/datum/gear/eyes/meson
|
||||
display_name = "Optical Meson Scanners (Engineering, Science)"
|
||||
display_name = "Optical Meson Scanners (Eng, Sci, Explo)"
|
||||
allowed_roles = list("Station Engineer","Chief Engineer","Atmospheric Technician", "Scientist", "Research Director", "Explorer", "Pathfinder")
|
||||
|
||||
/datum/gear/eyes/arglasses
|
||||
@@ -55,7 +55,7 @@
|
||||
path = /obj/item/clothing/glasses/fluff/science_proper
|
||||
|
||||
/datum/gear/eyes/meson/retinal
|
||||
display_name = "retinal projector, meson (Eng, Sci, Mining)"
|
||||
display_name = "retinal projector, meson (Eng, Sci, Explo)"
|
||||
path = /obj/item/clothing/glasses/omnihud/eng/meson
|
||||
|
||||
/datum/gear/eyes/security/secpatch
|
||||
|
||||
@@ -1,3 +1,8 @@
|
||||
/datum/gear/head/cap/med
|
||||
display_name = "cap, medical (Medical)"
|
||||
path = /obj/item/clothing/head/soft/med
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Psychiatrist","Paramedic","Field Medic")
|
||||
|
||||
/*/datum/gear/head/cap/sol
|
||||
display_name = "cap, sol"
|
||||
path = /obj/item/clothing/head/soft/sol*/
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
/datum/gear/shoes/boots/winter/science
|
||||
allowed_roles = list("Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Explorer", "Pathfinder")
|
||||
|
||||
/datum/gear/shoes/boots/winter/medical
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist", "Field Medic")
|
||||
|
||||
|
||||
@@ -337,6 +337,8 @@ datum/gear/suit/duster
|
||||
path = /obj/item/clothing/suit/storage/forensics/red
|
||||
allowed_roles = list("Detective")
|
||||
|
||||
// winter coats go here
|
||||
|
||||
/datum/gear/suit/wintercoat
|
||||
display_name = "winter coat"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat
|
||||
@@ -346,38 +348,134 @@ datum/gear/suit/duster
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/captain
|
||||
allowed_roles = list("Site Manager")
|
||||
|
||||
/datum/gear/suit/wintercoat/hop
|
||||
display_name = "winter coat, head of personnel"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/hop
|
||||
allowed_roles = list("Head of Personnel")
|
||||
|
||||
/datum/gear/suit/wintercoat/security
|
||||
display_name = "winter coat, security"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/security
|
||||
allowed_roles = list("Security Officer", "Head of Security", "Warden", "Detective")
|
||||
|
||||
/datum/gear/suit/wintercoat/security/hos
|
||||
display_name = "winter coat, head of security"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/security/hos
|
||||
allowed_roles = list("Head of Security")
|
||||
|
||||
/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", "Psychiatrist", "Field Medic")
|
||||
|
||||
/datum/gear/suit/wintercoat/medical/alt
|
||||
display_name = "winter coat, medical alt"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/medical/alt
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist", "Field Medic")
|
||||
|
||||
/datum/gear/suit/wintercoat/medical/viro
|
||||
display_name = "winter coat, virologist"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/medical/viro
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer")
|
||||
|
||||
/datum/gear/suit/wintercoat/medical/para
|
||||
display_name = "winter coat, paramedic"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/medical/para
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Paramedic")
|
||||
|
||||
/datum/gear/suit/wintercoat/medical/chemist
|
||||
display_name = "winter coat, chemist"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/medical/chemist
|
||||
allowed_roles = list("Chief Medical Officer","Chemist")
|
||||
|
||||
/datum/gear/suit/wintercoat/medical/cmo
|
||||
display_name = "winter coat, chief medical officer"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/medical/cmo
|
||||
allowed_roles = list("Chief Medical Officer")
|
||||
|
||||
/datum/gear/suit/wintercoat/medical/sar
|
||||
display_name = "winter coat, search and rescue"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/medical/sar
|
||||
allowed_roles = list("Chief Medical Officer", "Field Medic")
|
||||
|
||||
/datum/gear/suit/wintercoat/science
|
||||
display_name = "winter coat, science"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/science
|
||||
allowed_roles = list("Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist")
|
||||
|
||||
|
||||
/datum/gear/suit/wintercoat/science/robotics
|
||||
display_name = "winter coat, robotics"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/science/robotics
|
||||
allowed_roles = list("Research Director", "Roboticist")
|
||||
|
||||
/datum/gear/suit/wintercoat/science/rd
|
||||
display_name = "winter coat, research director"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/science/rd
|
||||
allowed_roles = list("Research Director")
|
||||
|
||||
/datum/gear/suit/wintercoat/engineering
|
||||
display_name = "winter coat, engineering"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/engineering
|
||||
allowed_roles = list("Chief Engineer","Atmospheric Technician", "Station Engineer")
|
||||
|
||||
/datum/gear/suit/wintercoat/atmos
|
||||
/datum/gear/suit/wintercoat/engineering/atmos
|
||||
display_name = "winter coat, atmospherics"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
|
||||
allowed_roles = list("Chief Engineer", "Atmospheric Technician")
|
||||
|
||||
/datum/gear/suit/wintercoat/engineering/ce
|
||||
display_name = "winter coat, chief engineer"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/engineering/ce
|
||||
allowed_roles = list("Chief Engineer")
|
||||
|
||||
/datum/gear/suit/wintercoat/hydro
|
||||
display_name = "winter coat, hydroponics"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/hydro
|
||||
allowed_roles = list("Botanist", "Xenobotanist")
|
||||
|
||||
/datum/gear/suit/wintercoat/cargo
|
||||
display_name = "winter coat, cargo"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/cargo
|
||||
allowed_roles = list("Quartermaster","Cargo Technician")
|
||||
|
||||
/datum/gear/suit/wintercoat/miner
|
||||
display_name = "winter coat, mining"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/miner
|
||||
allowed_roles = list("Shaft Miner")
|
||||
|
||||
/datum/gear/suit/wintercoat/cargo/qm
|
||||
display_name = "winter coat, quartermaster"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/cargo/qm
|
||||
allowed_roles = list("Quartermaster")
|
||||
|
||||
/datum/gear/suit/wintercoat/bar
|
||||
display_name = "winter coat, bartender"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/bar
|
||||
allowed_roles = list("Bartender")
|
||||
|
||||
/datum/gear/suit/wintercoat/janitor
|
||||
display_name = "winter coat, janitor"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/janitor
|
||||
allowed_roles = list("Janitor")
|
||||
|
||||
/datum/gear/suit/wintercoat/aformal
|
||||
display_name = "winter coat, assistant formal"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/aformal
|
||||
|
||||
/datum/gear/suit/wintercoat/ratvar
|
||||
display_name = "winter coat, brassy"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/ratvar
|
||||
|
||||
/datum/gear/suit/wintercoat/narsie
|
||||
display_name = "winter coat, runed"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/narsie
|
||||
|
||||
/datum/gear/suit/wintercoat/cosmic
|
||||
display_name = "winter coat, cosmic"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/cosmic
|
||||
|
||||
// winter coats end here
|
||||
|
||||
/datum/gear/suit/varsity
|
||||
display_name = "varsity jacket selection"
|
||||
|
||||
@@ -1,15 +1,6 @@
|
||||
/datum/gear/suit/wintercoat/medical
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist", "Field Medic")
|
||||
|
||||
/datum/gear/suit/wintercoat/science
|
||||
allowed_roles = list("Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Explorer", "Pathfinder")
|
||||
|
||||
/datum/gear/suit/snowsuit/medical
|
||||
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist", "Field Medic")
|
||||
|
||||
/datum/gear/suit/snowsuit/science
|
||||
allowed_roles = list("Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Explorer", "Pathfinder")
|
||||
|
||||
/datum/gear/suit/labcoat_colorable
|
||||
display_name = "labcoat, colorable"
|
||||
path = /obj/item/clothing/suit/storage/toggle/labcoat
|
||||
@@ -55,7 +46,7 @@
|
||||
/datum/gear/suit/roles/medical/ems_jacket
|
||||
display_name = "first responder jacket"
|
||||
path = /obj/item/clothing/suit/storage/toggle/fr_jacket
|
||||
allowed_roles = list("Chief Medical Officer","Paramedic","Medical Doctor")
|
||||
allowed_roles = list("Chief Medical Officer","Paramedic","Medical Doctor","Field Medic")
|
||||
|
||||
//imo-superior 'martian' style jacket with the star-of-life design
|
||||
/datum/gear/suit/roles/medical/ems_jacket/alt
|
||||
@@ -66,7 +57,7 @@
|
||||
/datum/gear/suit/roles/medical/paramedic_vest
|
||||
display_name = "paramedic vest"
|
||||
path = /obj/item/clothing/suit/storage/toggle/paramedic
|
||||
allowed_roles = list("Chief Medical Officer","Paramedic","Medical Doctor")
|
||||
allowed_roles = list("Chief Medical Officer","Paramedic","Medical Doctor","Field Medic")
|
||||
|
||||
//greek thing
|
||||
/datum/gear/suit/chiton
|
||||
|
||||
@@ -13,6 +13,10 @@
|
||||
/datum/gear/uniform/job_turtle/science
|
||||
allowed_roles = list("Research Director", "Scientist", "Roboticist", "Xenobiologist", "Xenobotanist")
|
||||
|
||||
/datum/gear/uniform/job_turtle/medical
|
||||
display_name = "turtleneck, medical"
|
||||
path = /obj/item/clothing/under/rank/medical/turtleneck
|
||||
allowed_roles = list("Chief Medical Officer", "Paramedic", "Medical Doctor", "Psychiatrist", "Field Medic", "Chemist")
|
||||
|
||||
//KHI Uniforms
|
||||
/datum/gear/uniform/job_khi/cmd
|
||||
@@ -38,7 +42,7 @@
|
||||
/datum/gear/uniform/job_khi/sci
|
||||
display_name = "khi uniform, sci"
|
||||
path = /obj/item/clothing/under/rank/khi/sci
|
||||
allowed_roles = list("Research Director", "Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Pathfinder", "Explorer")
|
||||
allowed_roles = list("Research Director", "Scientist", "Roboticist", "Xenobiologist", "Xenobotanist")
|
||||
|
||||
/datum/gear/uniform/job_khi/crg
|
||||
display_name = "khi uniform, cargo"
|
||||
@@ -58,7 +62,7 @@
|
||||
/datum/gear/suit/job_fed/medsci
|
||||
display_name = "fed uniform, med/sci"
|
||||
path = /obj/item/clothing/suit/storage/fluff/fedcoat/fedblue
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist","Xenobotanist","Pathfinder","Explorer","Field Medic")
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist","Xenobotanist","Field Medic")
|
||||
|
||||
/datum/gear/suit/job_fed/eng
|
||||
display_name = "fed uniform, eng"
|
||||
@@ -75,7 +79,7 @@
|
||||
/datum/gear/uniform/job_trek/medsci/tos
|
||||
display_name = "TOS uniform, med/sci"
|
||||
path = /obj/item/clothing/under/rank/trek/medsci
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Pathfinder", "Explorer", "Field Medic")
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Field Medic")
|
||||
|
||||
/datum/gear/uniform/job_trek/eng/tos
|
||||
display_name = "TOS uniform, eng/sec"
|
||||
@@ -91,7 +95,7 @@
|
||||
/datum/gear/uniform/job_trek/medsci/tng
|
||||
display_name = "TNG uniform, med/sci"
|
||||
path = /obj/item/clothing/under/rank/trek/medsci/next
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Pathfinder", "Explorer", "Field Medic")
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Field Medic")
|
||||
|
||||
/datum/gear/uniform/job_trek/eng/tng
|
||||
display_name = "TNG uniform, eng/sec"
|
||||
@@ -107,7 +111,7 @@
|
||||
/datum/gear/uniform/job_trek/medsci/voy
|
||||
display_name = "VOY uniform, med/sci"
|
||||
path = /obj/item/clothing/under/rank/trek/medsci/voy
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Pathfinder", "Explorer", "Field Medic")
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Field Medic")
|
||||
|
||||
/datum/gear/uniform/job_trek/eng/voy
|
||||
display_name = "VOY uniform, eng/sec"
|
||||
@@ -133,7 +137,7 @@
|
||||
/datum/gear/uniform/job_trek/medsci/ds9
|
||||
display_name = "DS9 uniform, med/sci"
|
||||
path = /obj/item/clothing/under/rank/trek/medsci/ds9
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Pathfinder", "Explorer", "Field Medic")
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Field Medic")
|
||||
|
||||
/datum/gear/uniform/job_trek/eng/ds9
|
||||
display_name = "DS9 uniform, eng/sec"
|
||||
@@ -150,7 +154,7 @@
|
||||
/datum/gear/uniform/job_trek/medsci/ent
|
||||
display_name = "ENT uniform, med/sci"
|
||||
path = /obj/item/clothing/under/rank/trek/medsci/ent
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Pathfinder", "Explorer", "Field Medic")
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist", "Xenobiologist", "Xenobotanist", "Field Medic")
|
||||
|
||||
/datum/gear/uniform/job_trek/eng/ent
|
||||
display_name = "ENT uniform, eng/sec"
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
/datum/gear/utility/dufflebag/sci
|
||||
display_name = "science dufflebag"
|
||||
path = /obj/item/weapon/storage/backpack/dufflebag/sci
|
||||
allowed_roles = list("Research Director","Scientist","Roboticist","Xenobiologist","Xenobotanist","Explorer","Pathfinder")
|
||||
allowed_roles = list("Research Director","Scientist","Roboticist","Xenobiologist","Xenobotanist")
|
||||
|
||||
/datum/gear/utility/ID
|
||||
display_name = "contractor identification card"
|
||||
|
||||
@@ -10,42 +10,159 @@
|
||||
/obj/item/clothing/head/hood/winter
|
||||
name = "winter hood"
|
||||
desc = "A hood attached to a heavy winter jacket."
|
||||
icon_state = "generic_hood"
|
||||
icon_state = "winterhood"
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
|
||||
/obj/item/clothing/head/hood/winter/captain
|
||||
name = "site manager's winter hood"
|
||||
desc = "A blue and yellow hood attached to a heavy winter jacket."
|
||||
icon_state = "winterhood_captain"
|
||||
armor = list(melee = 20, bullet = 15, laser = 20, energy = 10, bomb = 15, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/hop
|
||||
name = "head of personnel's winter hood"
|
||||
desc = "A cozy winter hood attached to a heavy winter jacket."
|
||||
icon_state = "winterhood_hop"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/security
|
||||
name = "security winter hood"
|
||||
desc = "A red, armor-padded winter hood."
|
||||
icon_state = "winterhood_security"
|
||||
armor = list(melee = 25, bullet = 20, laser = 20, energy = 15, bomb = 20, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/security/hos
|
||||
name = "head of security's winter hood"
|
||||
desc = "A red, armor-padded winter hood, lovingly woven with a Kevlar interleave. Definitely not bulletproof, especially not the part where your face goes."
|
||||
icon_state = "winterhood_hos"
|
||||
armor = list(melee = 25, bullet = 20, laser = 20, energy = 15, bomb = 20, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/medical
|
||||
name = "medical winter hood"
|
||||
desc = "A white winter coat hood."
|
||||
icon_state = "winterhood_medical"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/medical/alt
|
||||
name = "medical winter hood, alt"
|
||||
desc = "A white winter coat hood. It's warm."
|
||||
icon_state = "winterhood_medicalalt"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/medical/viro
|
||||
name = "virologist winter hood"
|
||||
desc = "A white winter coat hood with green markings."
|
||||
icon_state = "winterhood_viro"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/medical/para
|
||||
name = "paramedic winter hood"
|
||||
desc = "A white winter coat hood with blue markings."
|
||||
icon_state = "winterhood_para"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/medical/chemist
|
||||
name = "chemist winter hood"
|
||||
desc = "A white winter coat hood."
|
||||
icon_state = "winterhood_chemist"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/medical/cmo
|
||||
name = "chief medical officer's winter hood"
|
||||
desc = "A white winter coat hood."
|
||||
icon_state = "winterhood_cmo"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/science
|
||||
name = "science winter hood"
|
||||
desc = "A white winter coat hood. This one will keep your brain warm. About as much as the others, really."
|
||||
icon_state = "winterhood_science"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/science/robotics
|
||||
name = "science winter hood"
|
||||
desc = "A black winter coat hood. You can pull it down over your eyes and pretend that you're an outdated, late 1980s interpretation of a futuristic mechanized police force. They'll fix you. They fix everything."
|
||||
icon_state = "winterhood_robotics"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/science/rd
|
||||
name = "research director's winter hood"
|
||||
desc = "A white winter coat hood. It smells faintly of slightly unethical ideas."
|
||||
icon_state = "winterhood_rd"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
|
||||
/obj/item/clothing/head/hood/winter/engineering
|
||||
name = "engineering winter hood"
|
||||
desc = "A yellow winter coat hood. Definitely not a replacement for a hard hat."
|
||||
icon_state = "winterhood_engineer"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/engineering/atmos
|
||||
name = "atmospherics winter hood"
|
||||
desc = "A yellow and blue winter coat hood."
|
||||
icon_state = "winterhood_atmos"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/engineering/ce
|
||||
name = "chief engineer's winter hood"
|
||||
desc = "A white winter coat hood. Feels surprisingly heavy. The tag says that it's not child safe."
|
||||
icon_state = "winterhood_ce"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/hydro
|
||||
name = "hydroponics winter hood"
|
||||
desc = "A green winter coat hood."
|
||||
icon_state = "winterhood_hydro"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/cargo
|
||||
name = "cargo winter hood"
|
||||
desc = "A grey hood for a winter coat."
|
||||
icon_state = "winterhood_cargo"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/miner
|
||||
/obj/item/clothing/head/hood/winter/cargo/miner
|
||||
name = "mining winter hood"
|
||||
desc = "A dusty winter coat hood."
|
||||
icon_state = "winterhood_miner"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/hood/winter/cargo/qm
|
||||
name = "quartermaster's winter hood"
|
||||
desc = "A dark brown winter coat hood."
|
||||
icon_state = "winterhood_qm"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/bar
|
||||
name = "bartender winter hood"
|
||||
desc = "A white winter coat hood."
|
||||
icon_state = "winterhood_bar"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/janitor
|
||||
name = "janitor winter hood"
|
||||
desc = "A purple hood that smells of space cleaner."
|
||||
icon_state = "winterhood_janitor"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/aformal
|
||||
name = "assistant formal winter hood"
|
||||
desc = "A black winter coat hood."
|
||||
icon_state = "winterhood_aformal"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/ratvar
|
||||
name = "brassy winter hood"
|
||||
desc = "A brass-plated winter hood that glows softly, hinting at its divinity."
|
||||
icon_state = "winterhood_ratvar"
|
||||
light_range = 3
|
||||
light_power = 1
|
||||
light_color = "#B18B25" //clockwork slab background top color
|
||||
|
||||
/obj/item/clothing/head/hood/winter/narsie
|
||||
name = "runed winter hood"
|
||||
desc = "A black winter hood full of whispering secrets that only She shall ever know."
|
||||
icon_state = "winterhood_narsie"
|
||||
|
||||
/obj/item/clothing/head/hood/winter/cosmic
|
||||
name = "cosmic winter hood"
|
||||
desc = "A starry winter hood."
|
||||
icon_state = "winterhood_cosmic"
|
||||
|
||||
// Explorer gear
|
||||
/obj/item/clothing/head/hood/explorer
|
||||
name = "explorer hood"
|
||||
|
||||
@@ -1,14 +1,9 @@
|
||||
//Overmap pilots. Same gear, without the dumb interface.
|
||||
|
||||
/obj/item/clothing/head/ompilot
|
||||
name = "pilot helmet"
|
||||
desc = "Standard pilot gear. Protects the head from impacts."
|
||||
icon_state = "pilot_helmet1"
|
||||
item_icons = list(slot_head_str = 'icons/mob/pilot_helmet.dmi')
|
||||
sprite_sheets = list(
|
||||
SPECIES_TESHARI = 'icons/mob/species/teshari/pilot_helmet.dmi'
|
||||
)
|
||||
flags = THICKMATERIAL
|
||||
//Pilot helmets
|
||||
/obj/item/clothing/head/pilot_vr
|
||||
name = "standard pilot helmet"
|
||||
desc = "Standard pilot gear. Protects the head from impacts. This one has a retractable visor"
|
||||
icon = 'icons/obj/clothing/helmets_vr.dmi'
|
||||
icon_state = "pilot1"
|
||||
armor = list(melee = 20, bullet = 10, laser = 10, energy = 5, bomb = 10, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS
|
||||
cold_protection = HEAD
|
||||
@@ -16,18 +11,36 @@
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
|
||||
/obj/item/clothing/head/ompilot/alt
|
||||
name = "pilot helmet"
|
||||
desc = "Standard pilot gear. Protects the head from impacts. This one has a retractable visor"
|
||||
icon_state = "pilot_helmet2"
|
||||
item_icons = list(slot_head_str = 'icons/mob/head_vr.dmi')
|
||||
sprite_sheets = list(
|
||||
SPECIES_TESHARI = 'icons/mob/species/teshari/helmet_vr.dmi'
|
||||
)
|
||||
action_button_name = "Toggle Visor"
|
||||
|
||||
/obj/item/clothing/head/ompilot/alt/attack_self(mob/user as mob)
|
||||
/obj/item/clothing/head/pilot_vr/attack_self(mob/user as mob)
|
||||
if(src.icon_state == initial(icon_state))
|
||||
src.icon_state = "[icon_state]up"
|
||||
to_chat(user, "You raise the visor on the pilot helmet.")
|
||||
else
|
||||
src.icon_state = initial(icon_state)
|
||||
to_chat(user, "You lower the visor on the pilot helmet.")
|
||||
update_clothing_icon() //so our mob-overlays update
|
||||
update_clothing_icon() //so our mob-overlays update
|
||||
|
||||
/obj/item/clothing/head/pilot_vr/alt
|
||||
name = "colored pilot helmet"
|
||||
desc = "A colored version of the standard pilot helmet. Protects the head from impacts. This one has a retractable visor"
|
||||
icon_state = "pilot2"
|
||||
item_icons = list(slot_head_str = 'icons/mob/head_vr.dmi')
|
||||
sprite_sheets = list(
|
||||
SPECIES_TESHARI = 'icons/mob/species/teshari/helmet_vr.dmi'
|
||||
)
|
||||
action_button_name = "Toggle Visor"
|
||||
|
||||
/obj/item/clothing/head/pilot_vr/alt/attack_self(mob/user as mob)
|
||||
if(src.icon_state == initial(icon_state))
|
||||
src.icon_state = "[icon_state]up"
|
||||
to_chat(user, "You raise the visor on the pilot helmet.")
|
||||
else
|
||||
src.icon_state = initial(icon_state)
|
||||
to_chat(user, "You lower the visor on the pilot helmet.")
|
||||
update_clothing_icon() //so our mob-overlays update
|
||||
|
||||
@@ -85,6 +85,8 @@
|
||||
action_button_name = "Toggle Ian Hood"
|
||||
hoodtype = /obj/item/clothing/head/hood/ian_hood
|
||||
|
||||
// winter coats go here
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat
|
||||
name = "winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs."
|
||||
@@ -94,97 +96,248 @@
|
||||
flags_inv = HIDEHOLSTER
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/captain
|
||||
name = "site manager's winter coat"
|
||||
desc = "A heavy jacket made from the most expensive animal furs on the market and sewn with the finest of jewels. Truly a coat befitting a Manager."
|
||||
icon_state = "coatcaptain"
|
||||
item_state_slots = list(slot_r_hand_str = "coatcaptain", slot_l_hand_str = "coatcaptain")
|
||||
armor = list(melee = 20, bullet = 15, laser = 20, energy = 10, bomb = 15, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/captain
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/weapon/gun/energy,
|
||||
/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,
|
||||
/obj/item/weapon/handcuffs,/obj/item/clothing/head/helmet)
|
||||
/obj/item/weapon/reagent_containers/spray/pepper, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,
|
||||
/obj/item/weapon/handcuffs, /obj/item/clothing/head/helmet)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/hop
|
||||
name = "head of personnel's winter coat"
|
||||
desc = "A cozy winter coat, covered in thick fur. The breast features a proud yellow chevron, reminding everyone that you're the second banana."
|
||||
icon_state = "coathop"
|
||||
armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 5, bio = 5, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/hop
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/weapon/gun/energy,
|
||||
/obj/item/weapon/reagent_containers/spray/pepper, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,
|
||||
/obj/item/weapon/handcuffs, /obj/item/clothing/head/helmet)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/security
|
||||
name = "security winter coat"
|
||||
desc = "A heavy jacket made from greyshirt hide. There seems to be a sewed in holster, as well as a thin weave of protection against most damage."
|
||||
icon_state = "coatsecurity"
|
||||
item_state_slots = list(slot_r_hand_str = "coatsecurity", slot_l_hand_str = "coatsecurity")
|
||||
armor = list(melee = 25, bullet = 20, laser = 20, energy = 15, bomb = 20, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/security
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/weapon/gun/energy,
|
||||
/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,
|
||||
/obj/item/weapon/handcuffs,/obj/item/clothing/head/helmet)
|
||||
/obj/item/weapon/reagent_containers/spray/pepper, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,
|
||||
/obj/item/weapon/handcuffs, /obj/item/clothing/head/helmet)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/security/hos
|
||||
name = "head of security's winter coat"
|
||||
desc = "A heavy jacket made from greyshirt hide. There seems to be a sewed in holster, as well as a thin weave of protection against most damage."
|
||||
icon_state = "coathos"
|
||||
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/security/hos
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/weapon/gun/energy,
|
||||
/obj/item/weapon/reagent_containers/spray/pepper, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,
|
||||
/obj/item/weapon/handcuffs, /obj/item/clothing/head/helmet)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical
|
||||
name = "medical winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. There's a thick weave of sterile material, good for virus outbreaks!"
|
||||
icon_state = "coatmedical"
|
||||
item_state_slots = list(slot_r_hand_str = "coatmedical", slot_l_hand_str = "coatmedical")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/medical
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/device/analyzer,/obj/item/stack/medical,
|
||||
/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,
|
||||
/obj/item/device/healthanalyzer,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,
|
||||
/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle)
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/device/analyzer, /obj/item/stack/medical,
|
||||
/obj/item/weapon/dnainjector, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/hypospray,
|
||||
/obj/item/device/healthanalyzer, /obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/glass/beaker,
|
||||
/obj/item/weapon/reagent_containers/pill, /obj/item/weapon/storage/pill_bottle)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/alt
|
||||
name = "medical winter coat, alt"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. There's a thick weave of sterile material, good for virus outbreaks!"
|
||||
icon_state = "coatmedicalalt"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/medical/alt
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/viro
|
||||
name = "virologist winter coat"
|
||||
desc = "A white winter coat with green markings. Warm, but wont fight off the common cold or any other disease. Might make people stand far away from you in the hallway. The zipper tab looks like an oversized bacteriophage."
|
||||
icon_state = "coatviro"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/medical/viro
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/para
|
||||
name = "paramedic winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs.It has an aura of underappreciation."
|
||||
icon_state = "coatpara"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/medical/para
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/chemist
|
||||
name = "chemist winter coat"
|
||||
desc = "A lab-grade winter coat made with acid resistant polymers. For the enterprising chemist who was exiled to a frozen wasteland on the go."
|
||||
icon_state = "coatchemist"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/medical/chemist
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/cmo
|
||||
name = "chief medical officer's winter coat"
|
||||
desc = "A lab-grade winter coat made with acid resistant polymers. For the enterprising chemist who was exiled to a frozen wasteland on the go."
|
||||
icon_state = "coatcmo"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/medical/cmo
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/sar
|
||||
name = "search and rescue winter coat"
|
||||
desc = "A heavy winter jacket. A white star of life is emblazoned on the back, with the words search and rescue written underneath."
|
||||
icon_state = "coatsar"
|
||||
armor = list(melee = 15, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 5)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/medical
|
||||
allowed = list (/obj/item/weapon/gun, /obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/device/analyzer, /obj/item/stack/medical,
|
||||
/obj/item/weapon/dnainjector, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/hypospray,
|
||||
/obj/item/device/healthanalyzer, /obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/glass/beaker,
|
||||
/obj/item/weapon/reagent_containers/pill, /obj/item/weapon/storage/pill_bottle)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/science
|
||||
name = "science winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. It has a small tag that says 'Bomb Proof! (Not fully bomb proof)'."
|
||||
icon_state = "coatscience"
|
||||
item_state_slots = list(slot_r_hand_str = "coatscience", slot_l_hand_str = "coatscience")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/science
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/device/analyzer,/obj/item/stack/medical,
|
||||
/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,
|
||||
/obj/item/device/healthanalyzer,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,
|
||||
/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle)
|
||||
/obj/item/weapon/dnainjector, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/hypospray,
|
||||
/obj/item/device/healthanalyzer, /obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/glass/beaker,
|
||||
/obj/item/weapon/reagent_containers/pill, /obj/item/weapon/storage/pill_bottle)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/science/robotics
|
||||
name = "robotics winter coat"
|
||||
desc = "A black winter coat with a badass flaming robotic skull for the zipper tab. This one has bright red designs and a few useless buttons."
|
||||
icon_state = "coatrobotics"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/science/robotics
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/science/rd
|
||||
name = "research director's winter coat"
|
||||
desc = "A thick arctic winter coat with an outdated atomic model instead of a plastic zipper tab. Most in the know are heavily aware that Bohr's model of the atom was outdated by the time of the 1930s when the Heisenbergian and Schrodinger models were generally accepted for true. Nevertheless, we still see its use in anachronism, roleplaying, and, in this case, as a zipper tab. At least it should keep you warm on your ivory pillar."
|
||||
icon_state = "coatrd"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 20, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/science/rd
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering
|
||||
name = "engineering winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. There seems to be a thin weave of lead on the inside."
|
||||
icon_state = "coatengineer"
|
||||
item_state_slots = list(slot_r_hand_str = "coatengineer", slot_l_hand_str = "coatengineer")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/engineering
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/device/analyzer, /obj/item/device/flashlight,
|
||||
/obj/item/device/multitool, /obj/item/device/pipe_painter, /obj/item/device/radio, /obj/item/device/t_scanner, /obj/item/weapon/tool/crowbar, /obj/item/weapon/tool/screwdriver,
|
||||
/obj/item/weapon/weldingtool, /obj/item/weapon/tool/wirecutters, /obj/item/weapon/tool/wrench, /obj/item/weapon/tank/emergency/oxygen, /obj/item/clothing/mask/gas, /obj/item/taperoll/engineering)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
|
||||
name = "atmospherics winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. It seems to have burn marks on the inside from a phoron fire."
|
||||
icon_state = "coatatmos"
|
||||
item_state_slots = list(slot_r_hand_str = "coatatmos", slot_l_hand_str = "coatatmos")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/engineering/atmos
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/ce
|
||||
name = "atmospherics winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. It seems to have burn marks on the inside from a phoron fire."
|
||||
icon_state = "coatce"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/engineering/ce
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro
|
||||
name = "hydroponics winter coat"
|
||||
desc = "A heavy jacket made from synthetic animal furs. There's a small tag that says 'Vegan Friendly'."
|
||||
icon_state = "coathydro"
|
||||
item_state_slots = list(slot_r_hand_str = "coathydro", slot_l_hand_str = "coathydro")
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/hydro
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/weapon/reagent_containers/spray/plantbgone,
|
||||
/obj/item/device/analyzer/plant_analyzer, /obj/item/seeds, /obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/material/minihoe)
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen,
|
||||
/obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask,
|
||||
/obj/item/device/suit_cooling_unit, /obj/item/weapon/reagent_containers/spray/plantbgone, /obj/item/device/analyzer/plant_analyzer, /obj/item/seeds,
|
||||
/obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/material/minihoe)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo
|
||||
name = "cargo winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. It seems to be rather rugged, from the back-breaking work of pushing crates."
|
||||
icon_state = "coatcargo"
|
||||
item_state_slots = list(slot_r_hand_str = "coatcargo", slot_l_hand_str = "coatcargo")
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/cargo
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo/qm
|
||||
name = "quartermaster's winter coat"
|
||||
desc = "A dark brown winter coat that has a golden crate pin for its zipper pully."
|
||||
icon_state = "coatqm"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/cargo/qm
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/miner
|
||||
name = "mining winter coat"
|
||||
desc = "A heavy jacket made from real animal furs. The miner who made this must have been through the Underdark."
|
||||
icon_state = "coatminer"
|
||||
item_state_slots = list(slot_r_hand_str = "coatminer", slot_l_hand_str = "coatminer")
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/miner
|
||||
allowed = list (/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/storage/box/matches,
|
||||
/obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/weapon/tank, /obj/item/device/radio, /obj/item/weapon/pickaxe, /obj/item/weapon/storage/bag/ore)
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/cargo/miner
|
||||
allowed = list(/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit,
|
||||
/obj/item/weapon/tank, /obj/item/device/radio, /obj/item/weapon/pickaxe, /obj/item/weapon/storage/bag/ore)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/bar
|
||||
name = "bartender winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs. It smells of booze."
|
||||
icon_state = "coatbar"
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/bar
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/janitor
|
||||
name = "janitor winter coat"
|
||||
desc = "A purple-and-beige winter coat that smells of space cleaner."
|
||||
icon_state = "coatjanitor"
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/janitor
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/aformal
|
||||
name = "assistant formal winter coat"
|
||||
desc = "A black button up winter coat."
|
||||
icon_state = "coataformal"
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/aformal
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/ratvar
|
||||
name = "brassy winter coat"
|
||||
desc = "A softly-glowing, brass-colored button up winter coat. Instead of a zipper tab, it has a brass cog with a tiny red gemstone inset."
|
||||
icon_state = "coatratvar"
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/ratvar
|
||||
light_range = 3
|
||||
light_power = 1
|
||||
light_color = "#B18B25" //clockwork slab background top color
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/narsie
|
||||
name = "runed winter coat"
|
||||
desc = "A somber button-up in tones of grey entropy and a wicked crimson zipper. When pulled all the way up, the zipper looks like a bloody gash. The zipper pull looks like a single drop of blood."
|
||||
icon_state = "coatnarsie"
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/narsie
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/cosmic
|
||||
name = "cosmic winter coat"
|
||||
desc = "A starry winter coat that even glows softly."
|
||||
icon_state = "coatcosmic"
|
||||
hoodtype = /obj/item/clothing/head/hood/winter/cosmic
|
||||
light_power = 1.8
|
||||
light_range = 1.2
|
||||
|
||||
// winter coats end here
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/explorer
|
||||
name = "explorer suit"
|
||||
|
||||
@@ -47,9 +47,10 @@
|
||||
attack_armor_pen = 25
|
||||
|
||||
pixel_x = -16
|
||||
pixel_y = -16
|
||||
pixel_y = 0
|
||||
default_pixel_x = -16
|
||||
old_x = -16
|
||||
old_y = -16
|
||||
old_y = 0
|
||||
|
||||
/mob/living/simple_mob/animal/giant_spider/nurse/eggless/lay_eggs(turf/T)
|
||||
return FALSE
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
/mob/living/handle_fall(var/turf/landing)
|
||||
var/mob/drop_mob = locate(/mob, landing)
|
||||
var/mob/drop_mob = locate(/mob/living, landing)
|
||||
|
||||
if(locate(/obj/structure/stairs) in landing)
|
||||
for(var/atom/A in landing)
|
||||
@@ -17,7 +17,7 @@
|
||||
if(!O.CanFallThru(src, landing))
|
||||
return 1
|
||||
|
||||
if(drop_mob && !(drop_mob == src) && ismob(drop_mob) && isliving(drop_mob)) //Shitload of checks. This is because the game finds various ways to screw me over.
|
||||
if(drop_mob && !(drop_mob == src)) //Shitload of checks. This is because the game finds various ways to screw me over.
|
||||
var/mob/living/drop_living = drop_mob
|
||||
if(drop_living.dropped_onto(src))
|
||||
return
|
||||
@@ -105,4 +105,4 @@
|
||||
if(direction == UP) //on a turf below, trying to enter
|
||||
return 0
|
||||
if(direction == DOWN) //on a turf above, trying to enter
|
||||
return 1
|
||||
return 1
|
||||
|
||||
|
Before Width: | Height: | Size: 231 KiB After Width: | Height: | Size: 339 KiB |
|
Before Width: | Height: | Size: 215 KiB After Width: | Height: | Size: 232 KiB |
|
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 34 KiB |
|
Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 4.6 KiB |
|
Before Width: | Height: | Size: 312 KiB After Width: | Height: | Size: 349 KiB |
|
Before Width: | Height: | Size: 8.7 KiB After Width: | Height: | Size: 8.7 KiB |
|
Before Width: | Height: | Size: 113 KiB After Width: | Height: | Size: 115 KiB |
|
Before Width: | Height: | Size: 693 B After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 99 KiB After Width: | Height: | Size: 113 KiB |
|
Before Width: | Height: | Size: 54 KiB After Width: | Height: | Size: 61 KiB |
@@ -47,7 +47,7 @@ var/global/list/latejoin_talon = list()
|
||||
vessel_mass = 10000
|
||||
vessel_size = SHIP_SIZE_LARGE
|
||||
initial_generic_waypoints = list("talon_v2_near_fore_port", "talon_v2_near_fore_star", "talon_v2_near_aft_port", "talon_v2_near_aft_star", "talon_v2_wing_port", "talon_v2_wing_star")
|
||||
initial_restricted_waypoints = list("Talon's boat" = list("offmap_spawn_talonboat"))
|
||||
initial_restricted_waypoints = list("Talon's Shuttle" = list("offmap_spawn_talonboat"))
|
||||
|
||||
skybox_icon = 'talon.dmi' //Art by Gwyvern, distributed under Creative Commons license
|
||||
skybox_icon_state = "skybox"
|
||||
@@ -56,20 +56,20 @@ var/global/list/latejoin_talon = list()
|
||||
|
||||
// The shuttle's 'shuttle' computer
|
||||
/obj/machinery/computer/shuttle_control/explore/talonboat
|
||||
name = "boat control console"
|
||||
shuttle_tag = "Talon's boat"
|
||||
name = "shuttle control console"
|
||||
shuttle_tag = "Talon's Shuttle"
|
||||
req_one_access = list(access_talon)
|
||||
|
||||
/obj/effect/overmap/visitable/ship/landable/talon_boat
|
||||
name = "Talon's Boat"
|
||||
name = "ITV Talon Shuttle"
|
||||
desc = "A small shuttle from the ITV Talon."
|
||||
vessel_mass = 1000
|
||||
vessel_size = SHIP_SIZE_TINY
|
||||
shuttle = "Talon's boat"
|
||||
shuttle = "Talon's Shuttle"
|
||||
|
||||
// A shuttle lateloader landmark
|
||||
/obj/effect/shuttle_landmark/shuttle_initializer/talonboat
|
||||
name = "Talon's boat bay"
|
||||
name = "Talon's shuttle bay"
|
||||
base_area = /area/talon_v2/hangar
|
||||
base_turf = /turf/simulated/floor/reinforced
|
||||
landmark_tag = "offmap_spawn_talonboat"
|
||||
@@ -78,7 +78,7 @@ var/global/list/latejoin_talon = list()
|
||||
|
||||
// The talon's boat
|
||||
/datum/shuttle/autodock/overmap/talonboat
|
||||
name = "Talon's boat"
|
||||
name = "Talon's Shuttle"
|
||||
current_location = "offmap_spawn_talonboat"
|
||||
docking_controller_tag = "talonboat_docker"
|
||||
shuttle_area = /area/shuttle/talonboat
|
||||
@@ -86,7 +86,10 @@ var/global/list/latejoin_talon = list()
|
||||
defer_initialisation = TRUE
|
||||
|
||||
/area/shuttle/talonboat
|
||||
name = "Talon's Boat"
|
||||
name = "Talon's Shuttle"
|
||||
requires_power = 1
|
||||
icon = 'icons/turf/areas_vr_talon.dmi'
|
||||
icon_state = "green"
|
||||
|
||||
///////////////////////////
|
||||
//// The Various Machines
|
||||
@@ -113,18 +116,20 @@ good luck<br>\
|
||||
info = {"to whoever's saddled with running this rustbucket this week,<br>\
|
||||
good news! you may have noticed the entire ship was replaced pretty much overnight.<br>\
|
||||
that or it changed shape or something? whatever, not important.<br>\
|
||||
what <b>is</b> important is that it no longer runs off solar arrays. now we have a pair of tritium generators.<br>\
|
||||
they're in the shielded compartment just across from the big white SMES bricks.<br>\
|
||||
jam the tritium pucks in the hoppers (not too rough and messy though) and fire them up!<br>\
|
||||
you shouldn't need to push power generation past 50kW per generator unless it's an emergency, so let it run slow and save the fuel.<br>\
|
||||
congrats, power is good to go!<br>\
|
||||
what <b>is</b> important is that it no longer runs off solar arrays. now we have a pair of radioisotope thermoelectric generators (or 'RTGs' as the kids call them) and a PTTO (or 'potato'... don't ask) mini reactor.<br>\
|
||||
they're all in the shielded compartment just across from the big white SMES bricks.<br>\
|
||||
the radioisotope buggers are basically reserves; they'll run themselves pretty much forever and provide just enough juice to run cryosupport plus allow you to kickstart power for the ship in an emergency, whilst the PTTO eats sheet uranium and puts out the big watts that keeps all the major stuff running.<br>\
|
||||
you shouldn't need to push power generation past 100kW unless it's an emergency or you've been drifting dark for a while, so let it run slow and save the fuel. initial draw will be a little high but once all the APCs are charged up it should settle down to about two-thirds 'peak'. <b>do not</b> push the PTTO past 200kW, or it'll start to overheat. too much heat and it'll explode. I don't need to tell you why that's bad.<br>\
|
||||
congrats, power is good to go! just keep in mind that the PTTO puts out hard rads whilst it's in use, so don't stand in the chamber too long whilst it's running. legal assures me it's fine but as far as I'm concerned any level of ionizing radiation is bad, y'know?<br>\
|
||||
<br>\
|
||||
just remember to actually go anywhere you'll also need to flip the output of each engine room's pumps up.<br>\
|
||||
if you somehow, <i>somehow</i>, start to run low on fuel, there are two reserve tanks and twelve(!) empty tanks.<br>\
|
||||
pray you can make it to the fuel depot on what gas you have left and fill up the tanks there.<br>\
|
||||
also! remember to actually go anywhere you'll also need to flip the output of each engine room's pumps up.<br>\
|
||||
if you somehow, <i>somehow</i>, start to run low on fuel, there are two reserve tanks in port engineering behind the atmos rig and twelve(!) empty tanks in the tail spars.<br>\
|
||||
the two reserve tanks are mostly for the shuttle, but if you're low then pray you can make it to the fuel depot on what gas you have left and fill up the tanks there.<br>\
|
||||
alternately maybe you can trade some off those nanotrasen corpos down on 3B. atmosphere's full of the stuff, I'm sure they won't miss a little.<br>\
|
||||
<br>\
|
||||
<i>Harry Townes</i>"}
|
||||
<i>Harry Townes</i><br>\
|
||||
<br>\
|
||||
p.s. speaking of shit that's bad for your health for the love of <i>fuck</i> do not smoke in the main engineering compartments, and <b>definitely</b> don't smoke in the engine rooms! if the ass-end of the ship ends up blown off because you went for a smoke break in a room full of crazy-flammable phoron they'll stick your reconstituted atoms so far in debt-prison you won't see daylight for a century."}
|
||||
|
||||
/obj/item/weapon/paper/talon_doctor
|
||||
name = "new medical bay"
|
||||
@@ -171,9 +176,11 @@ what is important is that the shuttle has been replaced. it is now capable of fu
|
||||
but the rear airlock is a bit fussy. be sure to use the manual switches on each side of the airlock if you're matching another airlock and one side is exposed to vacuum or a hostile atmosphere!<br>\
|
||||
also be sure that it's locked down before you take off, the automatic switch is a bit stupid sometimes!<br>\
|
||||
<br>\
|
||||
finally, make sure you check the shuttle's APC power level before you head out! it can be fussy about (re)charging off the main ship grid sometimes. despite having someone in to look at the cables, we couldn't figure out why.<br>\
|
||||
finally, make sure you check the shuttle's APC power level before you head out! it used to be fussy, so we had a pro come in to double-check our setup and he yanked some weird gubbin I'd never seen before out of a wall panel, nodded to himself, and then walked off without saying anything else. weird but now it seems to behave.<br>\
|
||||
I recommend packing a spare battery (there should be a few in engineering you can borrow and charge up) to be safe. don't wanna get stranded!<br>\
|
||||
<br>\
|
||||
speaking of, if some dumbass does take it and fly off solo then get themselves killed, you can use the remote console in the little spot north of the hangar to initiate basic remote maneuvers. it can't do long-range flight, but the shuttle has some basic autopilot routines for stable orbit and docking that you can ping. this won't help if the shuttle's grounded <b>and</b> out of battery, but better than nothing, right?<br>\
|
||||
<br>\
|
||||
<i>Harry Townes</i>"}
|
||||
|
||||
//Prevents remote control of drones
|
||||
|
||||
@@ -80,8 +80,8 @@
|
||||
/area/talon_v2/anomaly_storage
|
||||
name = "\improper Talon - Anomaly Storage"
|
||||
icon_state = "gray"
|
||||
/area/talon_v2/unused
|
||||
name = "\improper Talon - Unused Room"
|
||||
/area/talon_v2/gen_store
|
||||
name = "\improper Talon - General Storage"
|
||||
icon_state = "gray"
|
||||
|
||||
/area/talon_v2/armory
|
||||
@@ -95,19 +95,19 @@
|
||||
icon_state = "blue"
|
||||
|
||||
/area/talon_v2/crew_quarters/pilot_room
|
||||
name = "\improper Talon - Pilot Cabin"
|
||||
name = "\improper Talon - Pilot's Cabin"
|
||||
icon_state = "gray"
|
||||
/area/talon_v2/crew_quarters/med_room
|
||||
name = "\improper Talon - Doctor Cabin"
|
||||
name = "\improper Talon - Doctor's Cabin"
|
||||
icon_state = "green"
|
||||
/area/talon_v2/crew_quarters/eng_room
|
||||
name = "\improper Talon - Engineer Cabin"
|
||||
name = "\improper Talon - Engineer's Cabin"
|
||||
icon_state = "yellow"
|
||||
/area/talon_v2/crew_quarters/sec_room
|
||||
name = "\improper Talon - Guard Cabin"
|
||||
name = "\improper Talon - Guard's Cabin"
|
||||
icon_state = "red"
|
||||
/area/talon_v2/crew_quarters/cap_room
|
||||
name = "\improper Talon - Captain Cabin"
|
||||
name = "\improper Talon - Captain's Cabin"
|
||||
icon_state = "blue"
|
||||
/area/talon_v2/crew_quarters/bar
|
||||
name = "\improper Talon - Bar"
|
||||
|
||||
|
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 719 B |
|
Before Width: | Height: | Size: 702 B After Width: | Height: | Size: 411 B |
@@ -10,20 +10,4 @@
|
||||
sprite_sheets = list(
|
||||
SPECIES_TESHARI = 'maps/southern_cross/icons/mob/species/teshari/sc_suit.dmi'
|
||||
)
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
|
||||
//Misc
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/sar
|
||||
name = "search and rescue winter coat"
|
||||
desc = "A heavy winter jacket. A white star of life is emblazoned on the back, with the words search and rescue written underneath."
|
||||
icon_state = "coatsar"
|
||||
item_icons = list(slot_wear_suit_str = 'maps/southern_cross/icons/mob/sc_suit.dmi')
|
||||
icon = 'maps/southern_cross/icons/obj/sc_suit.dmi'
|
||||
armor = list(melee = 15, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 5)
|
||||
valid_accessory_slots = (ACCESSORY_SLOT_INSIGNIA)
|
||||
allowed = list (/obj/item/weapon/gun,/obj/item/weapon/pen, /obj/item/weapon/paper, /obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/storage/fancy/cigarettes,
|
||||
/obj/item/weapon/storage/box/matches, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/device/suit_cooling_unit, /obj/item/device/analyzer,/obj/item/stack/medical,
|
||||
/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,
|
||||
/obj/item/device/healthanalyzer,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,
|
||||
/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle)
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
@@ -1,4 +1,4 @@
|
||||
/datum/gear/head/pilot
|
||||
display_name = "helmet, pilot (Pilot)"
|
||||
path = /obj/item/clothing/head/ompilot/alt //VOREStation Edit
|
||||
allowed_roles = list("Pilot")
|
||||
allowed_roles = list("Pilot")
|
||||
@@ -0,0 +1,9 @@
|
||||
/datum/gear/head/pilot/standard
|
||||
display_name = "helmet, standard pilot (Pilot)"
|
||||
path = /obj/item/clothing/head/pilot_vr
|
||||
allowed_roles = list("Pilot")
|
||||
|
||||
/datum/gear/head/pilot/colored
|
||||
display_name = "helmet, colored pilot (Pilot)"
|
||||
path = /obj/item/clothing/head/pilot_vr/alt
|
||||
allowed_roles = list("Pilot")
|
||||
@@ -1495,6 +1495,12 @@
|
||||
},
|
||||
/turf/simulated/floor,
|
||||
/area/engineering/engine_room)
|
||||
"di" = (
|
||||
/obj/item/modular_computer/console/preset/engineering{
|
||||
dir = 1
|
||||
},
|
||||
/turf/template_noop,
|
||||
/area/template_noop)
|
||||
"dj" = (
|
||||
/obj/machinery/atmospherics/unary/vent_pump/on{
|
||||
dir = 4
|
||||
@@ -2573,7 +2579,7 @@ aa
|
||||
aa
|
||||
aa
|
||||
aa
|
||||
aa
|
||||
di
|
||||
aa
|
||||
aa
|
||||
aa
|
||||
|
||||
@@ -3966,9 +3966,9 @@
|
||||
#include "maps\southern_cross\items\clothing\sc_accessory.dm"
|
||||
#include "maps\southern_cross\items\clothing\sc_suit.dm"
|
||||
#include "maps\southern_cross\items\clothing\sc_under.dm"
|
||||
#include "maps\southern_cross\loadout\loadout_head.dm"
|
||||
#include "maps\southern_cross\loadout\loadout_suit.dm"
|
||||
#include "maps\southern_cross\loadout\loadout_uniform.dm"
|
||||
#include "maps\southern_cross\loadout\loadout_vr.dm"
|
||||
#include "maps\submaps\_helpers.dm"
|
||||
#include "maps\submaps\_readme.dm"
|
||||
#include "maps\submaps\engine_submaps\engine.dm"
|
||||
|
||||