Merge branch 'master' into upstream-merge-37529
This commit is contained in:
@@ -1,4 +1,4 @@
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//Overrides TG's PDA sprites with Cit's PDA sprites. Remind me to turn this into a pref somewhere down the line.
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/obj/item/device/pda
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/obj/item/pda
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icon = 'modular_citadel/icons/obj/pda.dmi'
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@@ -1,4 +1,4 @@
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/obj/item/device/aicard/potato
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/obj/item/aicard/potato
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name = "Potat-OS"
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desc = "A storage device for possibly malfunctioning AIs. Go on. Get a big fat eyeful. With your big fat eyes."
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icon = 'modular_citadel/icons/aicards.dmi'
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@@ -1,31 +1,31 @@
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/obj/item/device/flashlight
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/obj/item/flashlight
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light_color = "#FFCC66"
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flashlight_power = 0.8
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/obj/item/device/flashlight/pen
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/obj/item/flashlight/pen
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light_color = "#FFDDCC"
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flashlight_power = 0.3
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/obj/item/device/flashlight/seclite
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/obj/item/flashlight/seclite
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light_color = "#CDDDFF"
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flashlight_power = 0.9
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/obj/item/device/flashlight/lamp
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/obj/item/flashlight/lamp
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light_color = "#FFDDBB"
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flashlight_power = 0.8
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/obj/item/device/flashlight/flare
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/obj/item/flashlight/flare
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light_color = "#FA421A"
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flashlight_power = 0.8
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/obj/item/device/flashlight/flare/torch
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/obj/item/flashlight/flare/torch
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light_color = "#FAA44B"
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flashlight_power = 0.8
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/obj/item/device/flashlight/lantern
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/obj/item/flashlight/lantern
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light_color = "#FFAA44"
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flashlight_power = 0.75
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/obj/item/device/flashlight/slime
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/obj/item/flashlight/slime
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light_color = "#FFEEAA"
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flashlight_power = 0.6
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@@ -1,10 +1,10 @@
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/obj/item/device/encryptionkey/heads/qm
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/obj/item/encryptionkey/heads/qm
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name = "\proper the quartermaster's encryption key"
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desc = "An encryption key for a radio headset. Channels are as follows: :u - supply, :c - command."
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icon_state = "hop_cypherkey"
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channels = list("Supply" = 1, "Command" = 1)
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/obj/item/device/encryptionkey/heads/hop
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/obj/item/encryptionkey/heads/hop
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desc = "An encryption key for a radio headset. Channels are as follows: :v - service, :c - command."
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channels = list("Service" = 1, "Command" = 1)
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@@ -1,10 +1,10 @@
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/obj/item/device/radio/headset/heads/qm
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/obj/item/radio/headset/heads/qm
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name = "\proper the quartermaster's headset"
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desc = "The headset of the king (or queen) of paperwork.\nChannels are as follows: :u - supply, :c - command."
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icon_state = "com_headset"
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keyslot = new /obj/item/device/encryptionkey/heads/qm
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keyslot = new /obj/item/encryptionkey/heads/qm
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/obj/item/device/radio/headset/heads/hop
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/obj/item/radio/headset/heads/hop
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desc = "The headset of the guy who will one day be captain.\nChannels are as follows: :v - service, :c - command."
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keyslot = new /obj/item/device/encryptionkey/heads/hop
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keyslot = new /obj/item/encryptionkey/heads/hop
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@@ -1,4 +1,4 @@
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/obj/item/device/electropack/shockcollar
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/obj/item/electropack/shockcollar
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name = "shock collar"
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desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
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icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
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@@ -17,19 +17,19 @@
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name = "Shockcollar"
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id = "shockcollar"
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build_type = AUTOLATHE
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build_path = /obj/item/device/electropack/shockcollar
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build_path = /obj/item/electropack/shockcollar
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materials = list(MAT_METAL=5000, MAT_GLASS=2000)
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category = list("hacked", "Misc")
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/obj/item/device/electropack/shockcollar/attack_hand(mob/user)
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/obj/item/electropack/shockcollar/attack_hand(mob/user)
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if(loc == user)
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if(slot_flags == SLOT_NECK)
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if(user.get_item_by_slot(slot_neck))
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if(user.get_item_by_slot(SLOT_NECK))
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to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
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return
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..()
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/obj/item/device/electropack/shockcollar/receive_signal(datum/signal/signal)
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/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
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if(!signal || signal.data["code"] != code)
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return
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@@ -53,7 +53,7 @@
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master.receive_signal()
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return
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/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..
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/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..
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var/option = "Change Name"
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option = input(user, "What do you want to do?", "[src]", option) as null|anything in list("Change Name", "Change Frequency")
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switch(option)
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@@ -7,7 +7,7 @@
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lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
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righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
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/obj/item/device/ssword_kit
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/obj/item/ssword_kit
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name = "stunsword kit"
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desc = "a modkit for making a stunbaton into a stunsword"
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icon = 'icons/obj/vending_restock.dmi'
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+1
-1
@@ -1,6 +1,6 @@
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/obj/structure/closet/secure_closet/quartermaster/PopulateContents()
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..()
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new /obj/item/device/radio/headset/heads/qm(src)
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new /obj/item/radio/headset/heads/qm(src)
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/obj/structure/closet/secure_closet/CMO/PopulateContents()
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..()
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