Merge remote-tracking branch 'origin/master' into TGUI-CHAT-TGUI-CHAT-TGUI-CHAT

This commit is contained in:
Letter N
2020-08-29 14:09:56 +08:00
207 changed files with 5495 additions and 4491 deletions
@@ -7,6 +7,27 @@
category = LOADOUT_CATEGORY_DONATOR
ckeywhitelist = list("This entry should never appear with this variable set.") //If it does, then that means somebody fucked up the whitelist system pretty hard
/datum/gear/donator/pet
name = "Pet Beacon"
slot = SLOT_IN_BACKPACK
path = /obj/item/choice_beacon/pet
ckeywhitelist = list()
donator_group_id = DONATOR_GROUP_TIER_1 // can be accessed by all donators
/datum/gear/donator/carpet
name = "Carpet Beacon"
slot = SLOT_IN_BACKPACK
path = /obj/item/choice_beacon/box/carpet
ckeywhitelist = list()
donator_group_id = DONATOR_GROUP_TIER_1
/datum/gear/donator/chameleon_bedsheet
name = "Chameleon Bedsheet"
slot = SLOT_NECK
path = /obj/item/bedsheet/chameleon
ckeywhitelist = list()
donator_group_id = DONATOR_GROUP_TIER_1
/datum/gear/donator/donortestingbikehorn
name = "Donor item testing bikehorn"
slot = SLOT_IN_BACKPACK
@@ -9,6 +9,10 @@
/datum/gear/gloves/evening
name = "Evening gloves"
path = /obj/item/clothing/gloves/evening
/datum/gear/gloves/midnight
name = "Midnight gloves"
path = /obj/item/clothing/gloves/evening/black
/datum/gear/gloves/goldring
name = "A gold ring"
@@ -16,13 +16,12 @@
spread = 20
actions_types = list()
/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_icon()
..()
/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_overlays()
. = ..()
if(magazine)
cut_overlays()
add_overlay("foamsp-magazine")
else
cut_overlays()
. += "foamsp-magazine"
/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/////////RAYGUN MEMES/////////
@@ -155,11 +155,15 @@
casing_ejector = 0
spread = 10
recoil = 0.05
automatic_burst_overlay = FALSE
var/magtype = "flechettegun"
/obj/item/gun/ballistic/automatic/flechette/update_icon()
cut_overlays()
/obj/item/gun/ballistic/automatic/flechette/update_overlays()
. = ..()
if(magazine)
add_overlay("flechettegun-magazine")
. += "[magtype]-magazine"
/obj/item/gun/ballistic/automatic/flechette/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
///unique variant///
@@ -185,12 +189,7 @@
w_class = WEIGHT_CLASS_SMALL
spread = 15
recoil = 0.1
/obj/item/gun/ballistic/automatic/flechette/shredder/update_icon()
cut_overlays()
if(magazine)
add_overlay("shreddergun-magazine")
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
magtype = "shreddergun"
/*/////////////////////////////////////////////////////////////
//////////////////////// Zero's Meme //////////////////////////
@@ -218,17 +217,19 @@
burst_size = 4 //Shh.
fire_delay = 1
var/body_color = "#3333aa"
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/AM4B/update_icon()
..()
/obj/item/gun/ballistic/automatic/AM4B/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/gun/ballistic/automatic/AM4B/update_overlays()
. = ..()
var/mutable_appearance/body_overlay = mutable_appearance('modular_citadel/icons/obj/guns/cit_guns.dmi', "AM4-Body")
if(body_color)
body_overlay.color = body_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(body_overlay)
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands()
. += body_overlay
/obj/item/gun/ballistic/automatic/AM4B/AltClick(mob/living/user)
. = ..()
if(!in_range(src, user)) //Basic checks to prevent abuse
@@ -55,8 +55,7 @@
/obj/item/gun/ballistic/automatic/spinfusor/attack_self(mob/living/user)
return //caseless rounds are too glitchy to unload properly. Best to make it so that you cannot remove disks from the spinfusor
/obj/item/gun/ballistic/automatic/spinfusor/update_icon()
..()
/obj/item/gun/ballistic/automatic/spinfusor/update_icon_state()
icon_state = "spinfusor[magazine ? "-[get_ammo(1)]" : ""]"
/obj/item/ammo_box/aspinfusor
@@ -14,16 +14,16 @@ obj/item/gun/energy/e_gun/cx
flight_y_offset = 10
var/body_color = "#252528"
obj/item/gun/energy/e_gun/cx/update_icon()
..()
obj/item/gun/energy/e_gun/cx/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
obj/item/gun/energy/e_gun/cx/update_overlays()
. = ..()
var/mutable_appearance/body_overlay = mutable_appearance('modular_citadel/icons/obj/guns/cit_guns.dmi', "cxegun_body")
if(body_color)
body_overlay.color = body_color
add_overlay(body_overlay)
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands()
. += body_overlay
obj/item/gun/energy/e_gun/cx/AltClick(mob/living/user)
. = ..()
@@ -52,13 +52,13 @@
if(has_shot)
recharge_newshot(TRUE)
/obj/item/gun/energy/pumpaction/update_icon() //adds racked indicators
/obj/item/gun/energy/pumpaction/update_overlays() //adds racked indicators
..()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(chambered)
add_overlay("[icon_state]_rack_[shot.select_name]")
. += "[icon_state]_rack_[shot.select_name]"
else
add_overlay("[icon_state]_rack_empty")
. += "[icon_state]_rack_empty"
/obj/item/gun/energy/pumpaction/proc/pump(mob/M) //pumping proc. Checks if the gun is empty and plays a different sound if it is.
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]