Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3. The old arrival message is now back in. Finished the Ion Rifle and added one to the armory. Might need to change it up a bit depending on how well it works. Bullet_act worked on a bit, EMP effects should work now. Cyborgs are stunned by EMPs. Raised the changelings required genome number for multichan at the request of Urist. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
@@ -80,6 +80,18 @@ obj
|
||||
/atom/proc/emp_act(var/severity)
|
||||
return
|
||||
|
||||
/atom/proc/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
// if(istype(Proj ,/obj/item/projectile/beam/pulse))
|
||||
// src.ex_act(2)
|
||||
return
|
||||
|
||||
/atom/proc/in_contents_of(container)//can take class or object instance as argument
|
||||
if(ispath(container))
|
||||
if(istype(src.loc, container))
|
||||
|
||||
@@ -73,6 +73,7 @@ var
|
||||
shuttle_frozen = 0
|
||||
shuttle_left = 0
|
||||
tinted_weldhelh = 1 //as soon as the thing is sprited, we'll code in the toggle verb, bot for now, it should stay on by default. -errorage //Until you have the actual functionality for it, don't set this on by default. You're putting the cart before the horse. --DH
|
||||
lawyer = 0//Checks for a lawyer
|
||||
|
||||
captainMax = 1
|
||||
engineerMax = 5
|
||||
@@ -98,7 +99,7 @@ var
|
||||
cargotechMax = 2
|
||||
hydroponicsMax = 3
|
||||
librarianMax = 1
|
||||
lawyerMax = 1
|
||||
lawyerMax = 2
|
||||
viroMax = 1
|
||||
wardenMax = 1
|
||||
cmoMax = 1
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
var/welded = 0
|
||||
var/wall_mounted = 0 //never solid (You can always pass over it)
|
||||
flags = FPRINT
|
||||
var/health = 200//Might be a bit much, dono can always change later
|
||||
|
||||
/obj/closet/acloset
|
||||
desc = "It looks alien!"
|
||||
@@ -597,6 +598,7 @@
|
||||
var/icon_broken = "securebroken"
|
||||
var/icon_off = "secureoff"
|
||||
var/wall_mounted = 0 //never solid (You can always pass over it)
|
||||
var/health = 300
|
||||
|
||||
/obj/secure_closet/courtroom
|
||||
name = "Courtroom Locker"
|
||||
|
||||
@@ -102,8 +102,6 @@
|
||||
// RANKS
|
||||
/obj/item/clothing/under/rank
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/atmospheric_technician
|
||||
desc = "It has an Atmospherics rank stripe on it."
|
||||
name = "Atmospherics Jumpsuit"
|
||||
@@ -377,26 +375,6 @@
|
||||
color = "detective"
|
||||
armor = list(melee = 10, bullet = 5, laser = 5, taser = 5, bomb = 5, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/lawyer
|
||||
desc = "Slick threads."
|
||||
name = "Lawyer suit"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/under/lawyer/black
|
||||
icon_state = "lawyer_black"
|
||||
item_state = "lawyer_black"
|
||||
color = "lawyer_black"
|
||||
|
||||
/obj/item/clothing/under/lawyer/red
|
||||
icon_state = "lawyer_red"
|
||||
item_state = "lawyer_red"
|
||||
color = "lawyer_red"
|
||||
|
||||
/obj/item/clothing/under/lawyer/blue
|
||||
icon_state = "lawyer_blue"
|
||||
item_state = "lawyer_blue"
|
||||
color = "lawyer_blue"
|
||||
|
||||
/obj/item/clothing/under/scratch
|
||||
name = "White Suit"
|
||||
desc = "A white suit, suitable for an excellent host"
|
||||
@@ -496,13 +474,6 @@
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/clothing/under/bluesuit
|
||||
name = "Blue Suit"
|
||||
icon_state = "bluesuit"
|
||||
item_state = "bluesuit"
|
||||
color = "bluesuit"
|
||||
desc = "A classy suit and tie"
|
||||
|
||||
/obj/item/clothing/under/spiderman
|
||||
name = "Deadpool Suit"
|
||||
desc = "A suit of Deadpool!"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
var/fire_resist = T0C+100
|
||||
flags = FPRINT | TABLEPASS
|
||||
var/list/allowed = list(/obj/item/weapon/tank/emergency_oxygen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, taser = 2, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit
|
||||
name = "bomb suit"
|
||||
@@ -86,15 +86,6 @@
|
||||
allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 75, bullet = 25, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/judgerobe
|
||||
name = "judge's robe"
|
||||
desc = "This robe commands authority."
|
||||
icon_state = "judge"
|
||||
item_state = "judge"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
|
||||
|
||||
/obj/item/clothing/suit/labcoat
|
||||
name = "labcoat"
|
||||
desc = "A suit that protects against minor chemical spills."
|
||||
@@ -480,14 +471,6 @@
|
||||
item_state = "imperium_monk"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
|
||||
/obj/item/clothing/suit/suit
|
||||
name = "Blue Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_blue_open"
|
||||
item_state = "suitjacket_blue_open"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
armor = list(melee = 5, bullet = 2, laser = 2, taser = 2, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/chickensuit
|
||||
name = "Chicken Suit"
|
||||
desc = "A suit made long ago by the ancient empire KFC."
|
||||
|
||||
@@ -122,7 +122,9 @@
|
||||
|
||||
|
||||
/datum/game_mode/blob/check_finished()
|
||||
if((stage >= 4)||(stage <= 1))
|
||||
if(stage <= 1)
|
||||
return 0
|
||||
if(stage >= 4)
|
||||
return 1
|
||||
|
||||
for(var/obj/blob/B in blobs)
|
||||
|
||||
@@ -105,6 +105,7 @@
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
update()
|
||||
|
||||
|
||||
|
||||
@@ -77,7 +77,7 @@
|
||||
|
||||
var/datum/objective/absorb/absorb_objective = new
|
||||
absorb_objective.owner = changeling
|
||||
absorb_objective.gen_amount_goal()
|
||||
absorb_objective.gen_amount_goal(8,12)
|
||||
changeling.objectives += absorb_objective
|
||||
|
||||
switch(rand(1,100))
|
||||
|
||||
@@ -1382,6 +1382,7 @@ It is possible to destroy the net by the occupant or someone else.
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
|
||||
@@ -410,8 +410,8 @@ datum/objective/capture
|
||||
|
||||
|
||||
datum/objective/absorb
|
||||
proc/gen_amount_goal() //this doesn't work -- should work now, changed it a bit -- Urist
|
||||
target_amount = rand (4,6)
|
||||
proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
|
||||
target_amount = rand (lowbound,highbound)
|
||||
if (ticker)
|
||||
var/n_p = 1 //autowin
|
||||
if (ticker.current_state == GAME_STATE_SETTING_UP)
|
||||
@@ -433,6 +433,8 @@ datum/objective/absorb
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/* Isn't suited for global objectives
|
||||
/*---------CULTIST----------*/
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
/datum/game_mode/traitor
|
||||
name = "traitor"
|
||||
config_tag = "traitor"
|
||||
restricted_jobs = list("Cyborg", "Security Officer", "Warden", "Detective", "Head of Security")//Approved by headmins for a week test
|
||||
restricted_jobs = list("Cyborg", "AI", "Security Officer", "Warden", "Detective", "Head of Security")//Approved by headmins for a week test, if you see this it would be nice if you didn't spread it everywhere
|
||||
required_players = 0
|
||||
required_enemies = 1
|
||||
|
||||
|
||||
@@ -503,20 +503,25 @@
|
||||
src.equip_if_possible(new /obj/item/device/analyzer/plant_analyzer(src), slot_s_store)
|
||||
|
||||
if ("Librarian")
|
||||
|
||||
src.equip_if_possible(new /obj/item/clothing/under/suit_jacket/red(src), slot_w_uniform)
|
||||
src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
|
||||
src.equip_if_possible(new /obj/item/weapon/barcodescanner(src), slot_l_hand)
|
||||
|
||||
if ("Lawyer") //muskets 160910
|
||||
src.equip_if_possible(new /obj/item/clothing/under/bluesuit(src), slot_w_uniform)
|
||||
if ("Lawyer")
|
||||
if(!lawyer)
|
||||
lawyer = 1
|
||||
src.equip_if_possible(new /obj/item/clothing/under/lawyer/bluesuit(src), slot_w_uniform)
|
||||
src.equip_if_possible(new /obj/item/clothing/suit/lawyer/bluejacket(src), slot_wear_suit)
|
||||
src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
|
||||
else
|
||||
src.equip_if_possible(new /obj/item/clothing/under/lawyer/purpsuit(src), slot_w_uniform)
|
||||
src.equip_if_possible(new /obj/item/clothing/suit/lawyer/purpjacket(src), slot_wear_suit)
|
||||
src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
|
||||
src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes)
|
||||
src.equip_if_possible(new /obj/item/clothing/suit/suit(src), slot_wear_suit)
|
||||
src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
|
||||
src.equip_if_possible(new /obj/item/weapon/storage/box(src.back), slot_in_backpack)
|
||||
src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)
|
||||
src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)//Why do they even get this?
|
||||
src.equip_if_possible(new /obj/item/weapon/storage/briefcase(src), slot_l_hand)
|
||||
src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
|
||||
|
||||
if ("Quartermaster")
|
||||
src.equip_if_possible(new /obj/item/device/radio/headset/heads/qm (src), slot_ears)
|
||||
|
||||
@@ -341,7 +341,7 @@ var/list/assistant_occupations = list(
|
||||
"Assistant" = -1,
|
||||
"Chaplain" = 1,
|
||||
"Librarian" = 1,
|
||||
"Lawyer" = 1,
|
||||
"Lawyer" = 2,
|
||||
"Atmospheric Technician" = 4
|
||||
//"Tourist", //I am not going to implement these jobs at the moment. Just listed it as examples. --rastaf0
|
||||
//"Monkey",
|
||||
|
||||
@@ -253,11 +253,13 @@ Release Pressure: <A href='?src=\ref[src];pressure_adj=-1000'>-</A> <A href='?sr
|
||||
return
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/bullet_act(var/obj/item/projectile/Proj)
|
||||
if (Proj.flag == "bullet")
|
||||
health -= Proj.damage
|
||||
if(Proj.flag == "bullet")
|
||||
src.health = 0
|
||||
spawn( 0 )
|
||||
healthcheck()
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/toxins/New()
|
||||
|
||||
@@ -81,7 +81,7 @@
|
||||
|
||||
/obj/machinery/bot/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
|
||||
..()
|
||||
healthcheck()
|
||||
|
||||
/obj/machinery/bot/meteorhit()
|
||||
|
||||
@@ -234,6 +234,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
|
||||
attacked = 0
|
||||
|
||||
src.health -= Proj.damage
|
||||
..()
|
||||
if(prob(45) && Proj.damage > 0) src.spark_system.start()
|
||||
if (src.health <= 0)
|
||||
src.die() // the death process :(
|
||||
|
||||
@@ -377,8 +377,8 @@
|
||||
..()
|
||||
|
||||
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
|
||||
|
||||
storedpower -= Proj.damage
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
@@ -487,15 +487,14 @@
|
||||
|
||||
|
||||
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
|
||||
|
||||
if(needs_power)
|
||||
var/obj/machinery/shieldwallgen/G
|
||||
if(prob(50))
|
||||
G = gen_primary
|
||||
else
|
||||
G = gen_secondary
|
||||
|
||||
G.storedpower -= Proj.damage
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -230,6 +230,7 @@
|
||||
|
||||
/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
|
||||
src.health -= Proj.damage
|
||||
..()
|
||||
if(prob(45) && Proj.damage > 0) src.spark_system.start()
|
||||
if (src.health <= 0)
|
||||
src.die()
|
||||
@@ -428,6 +429,7 @@
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
var/damage = Proj.damage
|
||||
src.take_damage(damage)
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -384,6 +384,7 @@
|
||||
src.log_append_to_last("Armor saved.")
|
||||
else
|
||||
call((proc_res["dynbulletdamage"]||src), "dynbulletdamage")(Proj) //calls equipment
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/mecha/proc/dynbulletdamage(var/obj/item/projectile/Proj)
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
|
||||
/obj/alien/egg/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
|
||||
@@ -87,6 +87,7 @@
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= round(Proj.damage / 2)
|
||||
..()
|
||||
healthcheck()
|
||||
|
||||
ex_act(severity)
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
|
||||
/obj/alien/resin/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
|
||||
@@ -103,25 +103,13 @@
|
||||
del(src)
|
||||
|
||||
/obj/closet/bullet_act(var/obj/item/projectile/Proj)
|
||||
|
||||
/* Just in case someone gives closets health
|
||||
if (flag == PROJECTILE_BULLET)
|
||||
src.health -= 1
|
||||
src.healthcheck()
|
||||
return
|
||||
if (flag != PROJECTILE_LASER)
|
||||
src.health -= 3
|
||||
src.healthcheck()
|
||||
return
|
||||
else
|
||||
src.health -= 5
|
||||
src.healthcheck()
|
||||
return
|
||||
*/
|
||||
if(prob(40) && istype(Proj, /obj/item/projectile/beam/pulse))
|
||||
health -= Proj.damage
|
||||
..()
|
||||
if(health <= 0)
|
||||
for (var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
del(src)
|
||||
|
||||
return
|
||||
|
||||
// this should probably use dump_contents()
|
||||
|
||||
@@ -1,16 +1,10 @@
|
||||
/obj/closet/wardrobe/New()
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/under/color/blue(src)
|
||||
new /obj/item/clothing/under/color/blue(src)
|
||||
new /obj/item/clothing/under/color/blue(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/red/New()
|
||||
@@ -29,208 +23,147 @@
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/pink/New()
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/under/color/pink(src)
|
||||
new /obj/item/clothing/under/color/pink(src)
|
||||
new /obj/item/clothing/under/color/pink(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/black/New()
|
||||
new /obj/item/clothing/under/color/black( src )
|
||||
new /obj/item/clothing/under/color/black( src )
|
||||
new /obj/item/clothing/under/color/black( src )
|
||||
new /obj/item/clothing/under/color/black( src )
|
||||
new /obj/item/clothing/under/color/black( src )
|
||||
new /obj/item/clothing/under/color/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/head/that( src )
|
||||
new /obj/item/clothing/head/that( src )
|
||||
new /obj/item/clothing/head/that( src )
|
||||
new /obj/item/clothing/under/color/black(src)
|
||||
new /obj/item/clothing/under/color/black(src)
|
||||
new /obj/item/clothing/under/color/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/head/that(src)
|
||||
new /obj/item/clothing/head/that(src)
|
||||
new /obj/item/clothing/head/that(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/chaplain_black/New()
|
||||
//new /obj/item/clothing/suit/imperium_monk( src ) //No. -- Urist
|
||||
new /obj/item/clothing/under/rank/chaplain( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/suit/nun( src )
|
||||
new /obj/item/clothing/suit/chaplain_hoodie( src )
|
||||
new /obj/item/clothing/head/chaplain_hood( src )
|
||||
new /obj/item/clothing/suit/holidaypriest( src )
|
||||
new /obj/item/clothing/suit/hastur ( src )
|
||||
new /obj/item/clothing/head/hasturhood ( src )
|
||||
new /obj/item/weapon/candlepack( src )
|
||||
new /obj/item/weapon/candlepack( src )
|
||||
//new /obj/item/clothing/suit/imperium_monk(src) //No. -- Urist
|
||||
new /obj/item/clothing/under/rank/chaplain(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/suit/nun(src)
|
||||
new /obj/item/clothing/suit/chaplain_hoodie(src)
|
||||
new /obj/item/clothing/head/chaplain_hood(src)
|
||||
new /obj/item/clothing/suit/holidaypriest(src)
|
||||
new /obj/item/clothing/suit/hastur (src)
|
||||
new /obj/item/clothing/head/hasturhood (src)
|
||||
new /obj/item/weapon/candlepack(src)
|
||||
new /obj/item/weapon/candlepack(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/green/New()
|
||||
new /obj/item/clothing/under/color/green( src )
|
||||
new /obj/item/clothing/under/color/green( src )
|
||||
new /obj/item/clothing/under/color/green( src )
|
||||
new /obj/item/clothing/under/color/green( src )
|
||||
new /obj/item/clothing/under/color/green( src )
|
||||
new /obj/item/clothing/under/color/green( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/under/color/green(src)
|
||||
new /obj/item/clothing/under/color/green(src)
|
||||
new /obj/item/clothing/under/color/green(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/orange/New()
|
||||
new /obj/item/clothing/under/color/orange( src )
|
||||
new /obj/item/clothing/under/color/orange( src )
|
||||
new /obj/item/clothing/under/color/orange( src )
|
||||
new /obj/item/clothing/under/color/orange( src )
|
||||
new /obj/item/clothing/under/color/orange( src )
|
||||
new /obj/item/clothing/under/color/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/under/color/orange(src)
|
||||
new /obj/item/clothing/under/color/orange(src)
|
||||
new /obj/item/clothing/under/color/orange(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/yellow/New()
|
||||
new /obj/item/clothing/under/color/yellow( src )
|
||||
new /obj/item/clothing/under/color/yellow( src )
|
||||
new /obj/item/clothing/under/color/yellow( src )
|
||||
new /obj/item/clothing/under/color/yellow( src )
|
||||
new /obj/item/clothing/under/color/yellow( src )
|
||||
new /obj/item/clothing/under/color/yellow( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/under/color/yellow(src)
|
||||
new /obj/item/clothing/under/color/yellow(src)
|
||||
new /obj/item/clothing/under/color/yellow(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/atmospherics_yellow/New()
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician( src )
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician( src )
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician( src )
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician( src )
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician( src )
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician(src)
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician(src)
|
||||
new /obj/item/clothing/under/rank/atmospheric_technician(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/engineering_yellow/New()
|
||||
new /obj/item/clothing/under/rank/engineer( src )
|
||||
new /obj/item/clothing/under/rank/engineer( src )
|
||||
new /obj/item/clothing/under/rank/engineer( src )
|
||||
new /obj/item/clothing/under/rank/engineer( src )
|
||||
new /obj/item/clothing/under/rank/engineer( src )
|
||||
new /obj/item/clothing/under/rank/engineer( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/shoes/orange( src )
|
||||
new /obj/item/clothing/under/rank/engineer(src)
|
||||
new /obj/item/clothing/under/rank/engineer(src)
|
||||
new /obj/item/clothing/under/rank/engineer(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
new /obj/item/clothing/shoes/orange(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/white/New()
|
||||
new /obj/item/clothing/under/color/white( src )
|
||||
new /obj/item/clothing/under/color/white( src )
|
||||
new /obj/item/clothing/under/color/white( src )
|
||||
new /obj/item/clothing/under/color/white( src )
|
||||
new /obj/item/clothing/under/color/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
//new /obj/item/weapon/storage/stma_kit( src )
|
||||
//new /obj/item/clothing/suit/labcoat(src)
|
||||
//new /obj/item/clothing/suit/labcoat(src)
|
||||
//new /obj/item/clothing/suit/labcoat(src)
|
||||
new /obj/item/clothing/under/color/white(src)
|
||||
new /obj/item/clothing/under/color/white(src)
|
||||
new /obj/item/clothing/under/color/white(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/toxins_white/New()
|
||||
new /obj/item/clothing/under/rank/scientist( src )
|
||||
new /obj/item/clothing/under/rank/scientist( src )
|
||||
new /obj/item/clothing/under/rank/scientist( src )
|
||||
new /obj/item/clothing/under/rank/scientist( src )
|
||||
new /obj/item/clothing/under/rank/scientist( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/weapon/storage/stma_kit( src )
|
||||
new /obj/item/clothing/under/rank/scientist(src)
|
||||
new /obj/item/clothing/under/rank/scientist(src)
|
||||
new /obj/item/clothing/under/rank/scientist(src)
|
||||
new /obj/item/clothing/suit/labcoat(src)
|
||||
new /obj/item/clothing/suit/labcoat(src)
|
||||
new /obj/item/clothing/suit/labcoat(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/genetics_white/New()
|
||||
new /obj/item/clothing/under/rank/geneticist( src )
|
||||
new /obj/item/clothing/under/rank/geneticist( src )
|
||||
new /obj/item/clothing/under/rank/geneticist( src )
|
||||
new /obj/item/clothing/under/rank/geneticist( src )
|
||||
new /obj/item/clothing/under/rank/geneticist( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
new /obj/item/weapon/storage/stma_kit( src )
|
||||
new /obj/item/clothing/under/rank/geneticist(src)
|
||||
new /obj/item/clothing/under/rank/geneticist(src)
|
||||
new /obj/item/clothing/under/rank/geneticist(src)
|
||||
new /obj/item/clothing/under/rank/geneticist(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/weapon/storage/stma_kit(src)
|
||||
new /obj/item/clothing/suit/labcoat(src)
|
||||
new /obj/item/clothing/suit/labcoat(src)
|
||||
new /obj/item/clothing/suit/labcoat(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/grey/New()
|
||||
new /obj/item/clothing/under/color/grey( src )
|
||||
new /obj/item/clothing/under/color/grey( src )
|
||||
new /obj/item/clothing/under/color/grey( src )
|
||||
new /obj/item/clothing/under/color/grey( src )
|
||||
new /obj/item/clothing/under/color/grey( src )
|
||||
new /obj/item/clothing/under/color/grey( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/shoes/black( src )
|
||||
new /obj/item/clothing/under/color/grey(src)
|
||||
new /obj/item/clothing/under/color/grey(src)
|
||||
new /obj/item/clothing/under/color/grey(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
return
|
||||
|
||||
/obj/closet/wardrobe/mixed/New()
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/blue( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/under/color/pink( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
new /obj/item/clothing/shoes/brown( src )
|
||||
return
|
||||
/obj/closet/lawcloset/New()
|
||||
new /obj/item/clothing/under/lawyer/black( src )
|
||||
new /obj/item/clothing/under/lawyer/red ( src )
|
||||
new /obj/item/clothing/under/lawyer/blue ( src )
|
||||
new /obj/item/clothing/under/color/white(src)
|
||||
new /obj/item/clothing/under/color/blue(src)
|
||||
new /obj/item/clothing/under/color/yellow(src)
|
||||
new /obj/item/clothing/under/color/green(src)
|
||||
new /obj/item/clothing/under/color/orange(src)
|
||||
new /obj/item/clothing/under/color/pink(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
return
|
||||
|
||||
/obj/closet/lawcloset/New()
|
||||
new /obj/item/clothing/under/lawyer/black(src)
|
||||
new /obj/item/clothing/under/lawyer/red(src)
|
||||
new /obj/item/clothing/under/lawyer/bluesuit(src)
|
||||
new /obj/item/clothing/suit/lawyer/bluejacket(src)
|
||||
new /obj/item/clothing/under/lawyer/purpsuit(src)
|
||||
new /obj/item/clothing/suit/lawyer/purpjacket(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/weapon/storage/briefcase(src)
|
||||
new /obj/item/weapon/storage/briefcase(src)
|
||||
@@ -20,6 +20,7 @@
|
||||
bullet_act()
|
||||
for(var/mob/M in src)
|
||||
M << "\red Your chameleon-projector deactivates."
|
||||
..()
|
||||
master.disrupt()
|
||||
relaymove(var/mob/user, direction)
|
||||
if(can_move)
|
||||
|
||||
@@ -15,16 +15,12 @@
|
||||
src.health -= 5
|
||||
src.healthcheck()
|
||||
|
||||
/obj/displaycase/bullet_act(var/obj/item/projectile/Proj)
|
||||
|
||||
if (Proj.flag == "bullet")
|
||||
src.health -= 10
|
||||
src.healthcheck()
|
||||
return
|
||||
else
|
||||
src.health -= 4
|
||||
src.healthcheck()
|
||||
return
|
||||
/obj/displaycase/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
src.healthcheck()
|
||||
return
|
||||
|
||||
|
||||
/obj/displaycase/blob_act()
|
||||
|
||||
@@ -180,7 +180,7 @@
|
||||
effectprob["weak"] = 25
|
||||
|
||||
ion
|
||||
name = "electrode"
|
||||
name = "ion bolt"
|
||||
icon_state = "ice_2"
|
||||
flag = "taser"
|
||||
damage = 0
|
||||
@@ -188,6 +188,7 @@
|
||||
New()
|
||||
..()
|
||||
effects["emp"] = 1
|
||||
effectprob["emp"] = 80
|
||||
|
||||
stunshot
|
||||
name = "stunshot"
|
||||
@@ -1249,7 +1250,7 @@
|
||||
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
|
||||
icon_state = "ionrifle"
|
||||
fire_sound = 'Laser.ogg'
|
||||
origin_tech = null
|
||||
origin_tech = "combat=3;magnets=2"//This could likely be changed up a bit
|
||||
charge_cost = 100
|
||||
|
||||
load_into_chamber()
|
||||
|
||||
@@ -124,18 +124,13 @@ STUN BATON
|
||||
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
|
||||
|
||||
if(isrobot(M))
|
||||
..()
|
||||
return
|
||||
|
||||
if (status == 0 || (status == 1 && charges ==0))
|
||||
if(user.a_intent == "hurt")
|
||||
if(!..()) return
|
||||
/* if (!istype(H:r_hand, /obj/item/weapon/shield/riot) && prob(40))
|
||||
for(var/mob/O in viewers(M, null))
|
||||
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
|
||||
return
|
||||
if (!istype(H:l_hand, /obj/item/weapon/shield/riot) && prob(40))
|
||||
for(var/mob/O in viewers(M, null))
|
||||
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
|
||||
return*/
|
||||
if (M.weakened < 5 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
|
||||
M.weakened = 5
|
||||
for(var/mob/O in viewers(M))
|
||||
@@ -153,14 +148,6 @@ STUN BATON
|
||||
flick("baton_active", src)
|
||||
if (user.a_intent == "hurt")
|
||||
if(!..()) return
|
||||
/* if (!istype(H:r_hand, /obj/item/weapon/shield/riot) && prob(40))
|
||||
for(var/mob/O in viewers(M, null))
|
||||
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
|
||||
return
|
||||
if (!istype(H:l_hand, /obj/item/weapon/shield/riot) && prob(40))
|
||||
for(var/mob/O in viewers(M, null))
|
||||
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
|
||||
return*/
|
||||
playsound(src.loc, 'Genhit.ogg', 50, 1, -1)
|
||||
if(isrobot(user))
|
||||
var/mob/living/silicon/robot/R = user
|
||||
@@ -174,14 +161,6 @@ STUN BATON
|
||||
if (M.stunned < 1 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
|
||||
M.stunned = 1
|
||||
else
|
||||
/* if (!istype(H:r_hand, /obj/item/weapon/shield/riot) && prob(40))
|
||||
for(var/mob/O in viewers(M, null))
|
||||
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
|
||||
return
|
||||
if (!istype(H:l_hand, /obj/item/weapon/shield/riot) && prob(40))
|
||||
for(var/mob/O in viewers(M, null))
|
||||
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
|
||||
return*/
|
||||
playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
|
||||
if(isrobot(user))
|
||||
var/mob/living/silicon/robot/R = user
|
||||
|
||||
@@ -29,16 +29,12 @@
|
||||
src.health -= 5
|
||||
src.healthcheck()
|
||||
|
||||
/obj/lamarr/bullet_act(var/obj/item/projectile/Proj)
|
||||
|
||||
if (Proj.flag == "bullet")
|
||||
src.health -= 10
|
||||
src.healthcheck()
|
||||
return
|
||||
else
|
||||
src.health -= 4
|
||||
src.healthcheck()
|
||||
return
|
||||
/obj/lamarr/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
src.healthcheck()
|
||||
return
|
||||
|
||||
|
||||
/obj/lamarr/blob_act()
|
||||
|
||||
@@ -137,21 +137,9 @@
|
||||
return
|
||||
|
||||
/obj/secure_closet/bullet_act(var/obj/item/projectile/Proj)
|
||||
/* Just in case someone gives closets health
|
||||
if (flag == PROJECTILE_BULLET)
|
||||
src.health -= 1
|
||||
src.healthcheck()
|
||||
return
|
||||
if (flag != PROJECTILE_LASER)
|
||||
src.health -= 3
|
||||
src.healthcheck()
|
||||
return
|
||||
else
|
||||
src.health -= 5
|
||||
src.healthcheck()
|
||||
return
|
||||
*/
|
||||
if(prob(1.5))
|
||||
health -= Proj.damage
|
||||
..()
|
||||
if(health <= 0)
|
||||
for (var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
del(src)
|
||||
|
||||
@@ -121,12 +121,6 @@
|
||||
//PROJECTILE_BOLT = 5 crossbow
|
||||
//PROJECTILE_WEAKBULLET = 6 detective's revolver
|
||||
|
||||
/atom/proc/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(istype(Proj ,/obj/item/projectile/beam/pulse))
|
||||
src.ex_act(2)
|
||||
return
|
||||
|
||||
|
||||
/turf/Entered(atom/A as mob|obj)
|
||||
..()
|
||||
if ((A && A.density && !( istype(A, /obj/beam) )))
|
||||
|
||||
@@ -1,19 +1,11 @@
|
||||
/obj/window/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag == "bullet")
|
||||
if(!reinf)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
//SN src = null
|
||||
src.density = 0
|
||||
|
||||
del(src)
|
||||
else
|
||||
health -= Proj.damage
|
||||
if(health <=0)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
new /obj/item/stack/rods( src.loc )
|
||||
src.density = 0
|
||||
del(src)
|
||||
|
||||
health -= Proj.damage
|
||||
..()
|
||||
if(health <=0)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
new /obj/item/stack/rods( src.loc )
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/window/ex_act(severity)
|
||||
|
||||
@@ -26,6 +26,13 @@
|
||||
/turf/ex_act(severity)
|
||||
return 0
|
||||
|
||||
|
||||
/turf/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(istype(Proj ,/obj/item/projectile/beam/pulse))
|
||||
src.ex_act(2)
|
||||
..()
|
||||
return
|
||||
|
||||
/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
|
||||
if (!mover || !isturf(mover.loc))
|
||||
return 1
|
||||
|
||||
64
code/modules/clothing/uniforms/lawyer.dm
Normal file
@@ -0,0 +1,64 @@
|
||||
/*Contains most of the "Law" uniforms*/
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer
|
||||
desc = "Slick threads."
|
||||
name = "Lawyer suit"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/black
|
||||
icon_state = "lawyer_black"
|
||||
item_state = "lawyer_black"
|
||||
color = "lawyer_black"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/red
|
||||
icon_state = "lawyer_red"
|
||||
item_state = "lawyer_red"
|
||||
color = "lawyer_red"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/blue
|
||||
icon_state = "lawyer_blue"
|
||||
item_state = "lawyer_blue"
|
||||
color = "lawyer_blue"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/bluesuit
|
||||
name = "Blue Suit"
|
||||
desc = "A classy suit and tie"
|
||||
icon_state = "bluesuit"
|
||||
item_state = "bluesuit"
|
||||
color = "bluesuit"
|
||||
|
||||
/obj/item/clothing/suit/lawyer/bluejacket
|
||||
name = "Blue Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_blue_open"
|
||||
item_state = "suitjacket_blue_open"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/purpsuit
|
||||
name = "Purple Suit"
|
||||
icon_state = "lawyer_purp"
|
||||
item_state = "lawyer_purp"
|
||||
color = "lawyer_purp"
|
||||
|
||||
/obj/item/clothing/suit/lawyer/purpjacket
|
||||
name = "Purple Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_purp"
|
||||
item_state = "suitjacket_purp"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/judgerobe
|
||||
name = "judge's robe"
|
||||
desc = "This robe commands authority."
|
||||
icon_state = "judge"
|
||||
item_state = "judge"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
|
||||
@@ -68,6 +68,7 @@ Contains the procs that control attacking critters
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
TakeDamage(Proj.damage)
|
||||
..()
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
|
||||
@@ -177,6 +177,13 @@
|
||||
else
|
||||
eye_blurry += Proj.effects["eyeblur"]
|
||||
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/emp_act(severity)
|
||||
|
||||
@@ -153,6 +153,13 @@
|
||||
else
|
||||
eye_blurry += Proj.effects["eyeblur"]
|
||||
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/larva/emp_act(severity)
|
||||
|
||||
@@ -400,6 +400,13 @@
|
||||
else
|
||||
eye_blurry += P.effects["eyeblur"]
|
||||
|
||||
if(P.effects["emp"])
|
||||
var/emppulse = P.effects["emp"]
|
||||
if(prob(P.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/emp_act(severity)
|
||||
|
||||
@@ -187,6 +187,14 @@
|
||||
// ~~~~ N
|
||||
// Metroids aren't effected by extra status effects. DO NOT NERF THIS PLZ THNX - LOVE, DOOHL 3===========D ~~~~ HONK
|
||||
// ~~~~ H
|
||||
//EMP is special and yes they are because emp
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
|
||||
/mob/living/carbon/metroid/emp_act(severity)
|
||||
powerlevel = 0 // oh no, the power!
|
||||
|
||||
@@ -184,6 +184,14 @@
|
||||
eye_blurry = Proj.effects["eyeblur"]
|
||||
else
|
||||
eye_blurry += Proj.effects["eyeblur"]
|
||||
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
return
|
||||
|
||||
/mob/living/carbon/monkey/hand_p(mob/M as mob)
|
||||
|
||||
@@ -87,6 +87,8 @@
|
||||
else
|
||||
eye_blurry += Proj.effects["eyeblur"]
|
||||
|
||||
..()
|
||||
|
||||
|
||||
/mob/living/proc/updatehealth()
|
||||
if (!src.nodamage)
|
||||
|
||||
@@ -268,6 +268,14 @@
|
||||
|
||||
// AI bullet code is pretty simple. No other effects really need to be added.
|
||||
if(!Proj.nodamage) bruteloss += Proj.damage
|
||||
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
updatehealth()
|
||||
|
||||
|
||||
|
||||
@@ -117,6 +117,12 @@
|
||||
/mob/living/silicon/pai/bullet_act(var/obj/item/projectile/Proj)
|
||||
|
||||
bruteloss += Proj.damage
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
updatehealth()
|
||||
|
||||
return
|
||||
|
||||
@@ -278,6 +278,14 @@
|
||||
|
||||
/mob/living/silicon/robot/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(!Proj.nodamage) bruteloss += Proj.damage
|
||||
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
updatehealth()
|
||||
if(prob(75) && Proj.damage > 0) spark_system.start()
|
||||
return
|
||||
|
||||
@@ -8,7 +8,13 @@
|
||||
return
|
||||
|
||||
/mob/living/silicon/emp_act(severity)
|
||||
src.take_organ_damage(60)
|
||||
switch(severity)
|
||||
if(1)
|
||||
src.take_organ_damage(40)
|
||||
src.stunned = max(src.stunned,rand(5,10))
|
||||
if(2)
|
||||
src.take_organ_damage(20)
|
||||
src.stunned = max(src.stunned,rand(1,5))
|
||||
flick("noise", src:flash)
|
||||
src << "\red <B>*BZZZT*</B>"
|
||||
src << "\red Warning: Electromagnetic pulse detected."
|
||||
|
||||
@@ -295,8 +295,7 @@ mob/new_player
|
||||
var/mob/living/silicon/ai/announcer = pick(ailist)
|
||||
if(character.mind)
|
||||
if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE"))
|
||||
announcer.say("[character.real_name] has been sent from Centcom to fill the job of [rank] on [station_name].")
|
||||
//announcer.say("[character.real_name], the [rank], has awoken from cryo sleep.") -Old Message
|
||||
announcer.say("[character.real_name] has signed up as [rank].")
|
||||
|
||||
|
||||
proc/ManifestLateSpawn(var/mob/living/carbon/human/H, icon/H_icon) // Attempted fix to add late joiners to various databases -- TLE
|
||||
|
||||
@@ -175,6 +175,12 @@ field_generator power level display
|
||||
if(Proj.flag != "bullet")
|
||||
power += Proj.damage
|
||||
update_icon()
|
||||
if(Proj.effects["emp"])
|
||||
var/emppulse = Proj.effects["emp"]
|
||||
if(prob(Proj.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -31,6 +31,7 @@ var/global/list/uneatable = list(
|
||||
consume_range = 0 //How many tiles out do we eat
|
||||
event_chance = 15 //Prob for event each tick
|
||||
target = null //its target. moves towards the target if it has one
|
||||
last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
|
||||
|
||||
|
||||
New(loc, var/starting_energy = 50, var/temp = 0)
|
||||
@@ -269,10 +270,17 @@ var/global/list/uneatable = list(
|
||||
move(var/movement_dir = 0)
|
||||
if(!move_self)
|
||||
return 0
|
||||
if(!(movement_dir in cardinal))
|
||||
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
|
||||
|
||||
if(target && prob(80))
|
||||
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
|
||||
else if(!(movement_dir in cardinal))
|
||||
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
|
||||
|
||||
if(movement_dir == last_failed_movement)
|
||||
var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
|
||||
L.Remove(last_failed_movement)
|
||||
movement_dir = pick(L)
|
||||
|
||||
if(current_size >= 9)//The superlarge one does not care about things in its way
|
||||
spawn(0)
|
||||
step(src, movement_dir)
|
||||
@@ -280,9 +288,12 @@ var/global/list/uneatable = list(
|
||||
step(src, movement_dir)
|
||||
return 1
|
||||
else if(check_turfs_in(movement_dir))
|
||||
last_failed_movement = 0//Reset this because we moved
|
||||
spawn(0)
|
||||
step(src, movement_dir)
|
||||
return 1
|
||||
else
|
||||
last_failed_movement = movement_dir
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 177 KiB After Width: | Height: | Size: 178 KiB |
|
Before Width: | Height: | Size: 145 KiB After Width: | Height: | Size: 146 KiB |
|
Before Width: | Height: | Size: 42 KiB After Width: | Height: | Size: 41 KiB |
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
16643
maps/tgstation.2.0.8.dmm
@@ -84,6 +84,7 @@
|
||||
#define FILE_DIR "code/modules/clothing"
|
||||
#define FILE_DIR "code/modules/clothing/glasses"
|
||||
#define FILE_DIR "code/modules/clothing/spacesuits"
|
||||
#define FILE_DIR "code/modules/clothing/uniforms"
|
||||
#define FILE_DIR "code/modules/critters"
|
||||
#define FILE_DIR "code/modules/critters/hivebots"
|
||||
#define FILE_DIR "code/modules/food"
|
||||
@@ -131,6 +132,7 @@
|
||||
#define FILE_DIR "icons/effects"
|
||||
#define FILE_DIR "icons/misc"
|
||||
#define FILE_DIR "icons/mob"
|
||||
#define FILE_DIR "icons/mob/huds"
|
||||
#define FILE_DIR "icons/obj"
|
||||
#define FILE_DIR "icons/obj/assemblies"
|
||||
#define FILE_DIR "icons/obj/atmospherics"
|
||||
@@ -693,6 +695,7 @@
|
||||
#include "code\modules\clothing\spacesuits\rig.dm"
|
||||
#include "code\modules\clothing\spacesuits\syndi.dm"
|
||||
#include "code\modules\clothing\spacesuits\void.dm"
|
||||
#include "code\modules\clothing\uniforms\lawyer.dm"
|
||||
#include "code\modules\critters\critter.dm"
|
||||
#include "code\modules\critters\critter_AI.dm"
|
||||
#include "code\modules\critters\critter_defenses.dm"
|
||||
|
||||