Merge branch 'master' into upstream-merge-37529

This commit is contained in:
LetterJay
2018-05-22 08:02:46 -05:00
committed by GitHub
1106 changed files with 20660 additions and 18727 deletions
@@ -1,4 +1,4 @@
//Overrides TG's PDA sprites with Cit's PDA sprites. Remind me to turn this into a pref somewhere down the line.
/obj/item/device/pda
/obj/item/pda
icon = 'modular_citadel/icons/obj/pda.dmi'
@@ -1,4 +1,4 @@
/obj/item/device/aicard/potato
/obj/item/aicard/potato
name = "Potat-OS"
desc = "A storage device for possibly malfunctioning AIs. Go on. Get a big fat eyeful. With your big fat eyes."
icon = 'modular_citadel/icons/aicards.dmi'
@@ -1,31 +1,31 @@
/obj/item/device/flashlight
/obj/item/flashlight
light_color = "#FFCC66"
flashlight_power = 0.8
/obj/item/device/flashlight/pen
/obj/item/flashlight/pen
light_color = "#FFDDCC"
flashlight_power = 0.3
/obj/item/device/flashlight/seclite
/obj/item/flashlight/seclite
light_color = "#CDDDFF"
flashlight_power = 0.9
/obj/item/device/flashlight/lamp
/obj/item/flashlight/lamp
light_color = "#FFDDBB"
flashlight_power = 0.8
/obj/item/device/flashlight/flare
/obj/item/flashlight/flare
light_color = "#FA421A"
flashlight_power = 0.8
/obj/item/device/flashlight/flare/torch
/obj/item/flashlight/flare/torch
light_color = "#FAA44B"
flashlight_power = 0.8
/obj/item/device/flashlight/lantern
/obj/item/flashlight/lantern
light_color = "#FFAA44"
flashlight_power = 0.75
/obj/item/device/flashlight/slime
/obj/item/flashlight/slime
light_color = "#FFEEAA"
flashlight_power = 0.6
@@ -1,10 +1,10 @@
/obj/item/device/encryptionkey/heads/qm
/obj/item/encryptionkey/heads/qm
name = "\proper the quartermaster's encryption key"
desc = "An encryption key for a radio headset. Channels are as follows: :u - supply, :c - command."
icon_state = "hop_cypherkey"
channels = list("Supply" = 1, "Command" = 1)
/obj/item/device/encryptionkey/heads/hop
/obj/item/encryptionkey/heads/hop
desc = "An encryption key for a radio headset. Channels are as follows: :v - service, :c - command."
channels = list("Service" = 1, "Command" = 1)
@@ -1,10 +1,10 @@
/obj/item/device/radio/headset/heads/qm
/obj/item/radio/headset/heads/qm
name = "\proper the quartermaster's headset"
desc = "The headset of the king (or queen) of paperwork.\nChannels are as follows: :u - supply, :c - command."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/qm
keyslot = new /obj/item/encryptionkey/heads/qm
/obj/item/device/radio/headset/heads/hop
/obj/item/radio/headset/heads/hop
desc = "The headset of the guy who will one day be captain.\nChannels are as follows: :v - service, :c - command."
keyslot = new /obj/item/device/encryptionkey/heads/hop
keyslot = new /obj/item/encryptionkey/heads/hop
@@ -1,4 +1,4 @@
/obj/item/device/electropack/shockcollar
/obj/item/electropack/shockcollar
name = "shock collar"
desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
@@ -17,19 +17,19 @@
name = "Shockcollar"
id = "shockcollar"
build_type = AUTOLATHE
build_path = /obj/item/device/electropack/shockcollar
build_path = /obj/item/electropack/shockcollar
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
category = list("hacked", "Misc")
/obj/item/device/electropack/shockcollar/attack_hand(mob/user)
/obj/item/electropack/shockcollar/attack_hand(mob/user)
if(loc == user)
if(slot_flags == SLOT_NECK)
if(user.get_item_by_slot(slot_neck))
if(user.get_item_by_slot(SLOT_NECK))
to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
return
..()
/obj/item/device/electropack/shockcollar/receive_signal(datum/signal/signal)
/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
if(!signal || signal.data["code"] != code)
return
@@ -53,7 +53,7 @@
master.receive_signal()
return
/obj/item/device/electropack/shockcollar/attack_self(mob/user) //Turns out can't fully source this from the parent item, spritepath gets confused if power toggled. Will come back to this when I know how to code better and readd powertoggle..
/obj/item/electropack/shockcollar/attack_self(mob/user) //Turns out can't fully source this from the parent item, spritepath gets confused if power toggled. Will come back to this when I know how to code better and readd powertoggle..
var/option = "Change Name"
option = input(user, "What do you want to do?", "[src]", option) as null|anything in list("Change Name", "Change Frequency")
switch(option)
@@ -7,7 +7,7 @@
lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
/obj/item/device/ssword_kit
/obj/item/ssword_kit
name = "stunsword kit"
desc = "a modkit for making a stunbaton into a stunsword"
icon = 'icons/obj/vending_restock.dmi'
@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/quartermaster/PopulateContents()
..()
new /obj/item/device/radio/headset/heads/qm(src)
new /obj/item/radio/headset/heads/qm(src)
/obj/structure/closet/secure_closet/CMO/PopulateContents()
..()