Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-33829

This commit is contained in:
LetterJay
2018-01-01 14:09:07 -06:00
180 changed files with 2769 additions and 4332 deletions
+1
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@@ -206,6 +206,7 @@
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
resistance_flags = NONE
can_adjust = FALSE
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
+2 -2
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@@ -11,7 +11,7 @@
materials = list(MAT_GLASS = 250)
var/vision_flags = 0
var/darkness_view = 2//Base human is 2
var/invis_view = SEE_INVISIBLE_LIVING
var/invis_view = SEE_INVISIBLE_LIVING //admin only for now
var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
var/lighting_alpha
var/list/icon/current = list() //the current hud icons
@@ -261,7 +261,7 @@
icon_state = "thermal"
item_state = "glasses"
vision_flags = SEE_MOBS
invis_view = 2
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
flash_protect = 0
glass_colour_type = /datum/client_colour/glass_colour/red
+1 -1
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@@ -174,7 +174,7 @@
icon_state = "thermal"
hud_type = DATA_HUD_SECURITY_ADVANCED
vision_flags = SEE_MOBS
invis_view = 2
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/hud/toggle/thermal/attack_self(mob/user)
+9 -1
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@@ -11,13 +11,21 @@
strip_delay = 20
equip_delay_other = 40
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/obj/item/clothing/gloves/proc/clean_blood(strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
transfer_blood = 0
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
+10 -8
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@@ -192,7 +192,7 @@
item_state = "wgloves"
item_color = "mime"
/obj/item/clothing/gloves/color/random/New()
/obj/item/clothing/gloves/color/random/Initialize()
..()
var/list/gloves = list(
/obj/item/clothing/gloves/color/orange = 1,
@@ -202,12 +202,14 @@
/obj/item/clothing/gloves/color/green = 1,
/obj/item/clothing/gloves/color/grey = 1,
/obj/item/clothing/gloves/color/light_brown = 1,
/obj/item/clothing/gloves/color/brown = 1)
/obj/item/clothing/gloves/color/brown = 1,
/obj/item/clothing/gloves/color/white = 1,
/obj/item/clothing/gloves/color/rainbow = 1)
var/obj/item/clothing/gloves/color/selected = pick(gloves)
name = initial(selected.name)
desc = initial(selected.desc)
icon_state = initial(selected.icon_state)
item_state = initial(selected.item_state)
item_color = initial(selected.item_color)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new selected(H), slot_gloves)
else
new selected(loc)
return INITIALIZE_HINT_QDEL
+1 -1
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@@ -20,7 +20,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
+1 -1
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@@ -15,7 +15,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
+1 -1
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@@ -12,7 +12,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/neck/tie
+11 -6
View File
@@ -15,12 +15,16 @@
var/offset = 0
var/equipped_before_drop = FALSE
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
var/bloody = 0
if(blood_DNA)
bloody = 1
var/bloody = FALSE
IF_HAS_BLOOD_DNA(src)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_HUMAN]
@@ -53,8 +57,9 @@
var/mob/M = loc
M.update_inv_shoes()
/obj/item/clothing/shoes/clean_blood()
..()
/obj/item/clothing/shoes/proc/clean_blood(strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_state = BLOOD_STATE_NOT_BLOODY
if(ismob(loc))
@@ -62,4 +67,4 @@
M.update_inv_shoes()
/obj/item/proc/negates_gravity()
return 0
return FALSE
+1 -1
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@@ -14,7 +14,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
+1 -2
View File
@@ -19,10 +19,9 @@
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(accessory_overlay)
. += accessory_overlay
+8 -6
View File
@@ -4,13 +4,15 @@
/obj/item/clothing/under/color/random
icon_state = "random_jumpsuit"
/obj/item/clothing/under/color/random/New()
/obj/item/clothing/under/color/random/Initialize()
..()
var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - /obj/item/clothing/under/color/random)
name = initial(C.name)
icon_state = initial(C.icon_state)
item_state = initial(C.item_state)
item_color = initial(C.item_color)
var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - /obj/item/clothing/under/color/random - /obj/item/clothing/under/color/grey/glorf - /obj/item/clothing/under/color/black/ghost)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new C(H), slot_w_uniform) //or else you end up with naked assistants running around everywhere...
else
new C(loc)
return INITIALIZE_HINT_QDEL
/obj/item/clothing/under/color/black
name = "black jumpsuit"
@@ -274,6 +274,7 @@
icon_state = "burial"
item_state = "burial"
item_color = "burial"
has_sensor = NO_SENSORS
/obj/item/clothing/under/skirt/black
name = "black skirt"