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Added lasertag vests, guns, projectiles. Sprites for the vests and guns from Muncher.
Lasertag guns are only usable if you're wearing the appropriate team vest. Lasertag projectiles will only stun people who are wearing vests belonging to the opposing team. Four vests and four laser tag guns are now in fitness (two sets of red, two sets of blue) Fixed emergency storage having chem storage access, removed the R walls around it. Updated changelog. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3333 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -15,6 +15,23 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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/obj/item/clothing/suit/bluetag
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name = "blue laser tag armour"
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desc = "Blue Pride, Station Wide"
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icon_state = "bluetag"
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item_state = "bluetag"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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/obj/item/clothing/suit/redtag
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name = "red laser tag armour"
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desc = "Pew pew pew"
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icon_state = "redtag"
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item_state = "redtag"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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/obj/item/clothing/suit/apron
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name = "apron"
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desc = "A basic blue apron."
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@@ -69,3 +69,78 @@ obj/item/weapon/gun/energy/laser/retro
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fire_sound = 'lasercannonfire.ogg'
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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////////Laser Tag////////////////////
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/obj/item/weapon/gun/energy/laser/bluetag
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/bluetag"
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special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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return 1
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M << "\red You need to be wearing your laser tag vest!"
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return 0
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var/charge_tick = 0
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/laser/redtag
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/redtag"
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var/charge_tick = 0
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special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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return 1
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M << "\red You need to be wearing your laser tag vest!"
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return 0
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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@@ -40,3 +40,32 @@
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/obj/item/projectile/bluetag
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name = "lasertag beam"
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icon_state = "ice_2"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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flag = "laser"
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on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
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M.Weaken(5)
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return 1
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/obj/item/projectile/redtag
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name = "lasertag beam"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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damage_type = BURN
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flag = "laser"
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on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
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M.Weaken(5)
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return 1
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