diff --git a/GainStation13/icons/mob/bees.dmi b/GainStation13/icons/mob/bees.dmi new file mode 100644 index 0000000000..5d9bfea48b Binary files /dev/null and b/GainStation13/icons/mob/bees.dmi differ diff --git a/GainStation13/icons/mob/radial.dmi b/GainStation13/icons/mob/radial.dmi new file mode 100644 index 0000000000..3dfdd2fd5a Binary files /dev/null and b/GainStation13/icons/mob/radial.dmi differ diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm index a97c862adc..07b743b9e8 100644 --- a/code/__DEFINES/mobs.dm +++ b/code/__DEFINES/mobs.dm @@ -297,7 +297,7 @@ #define OFFSET_MUTPARTS "mutantparts" // MINOR TWEAKS/MISC -#define AGE_MIN 18 // youngest a character can be // CITADEL EDIT - 17 --> 18 +#define AGE_MIN 21 // youngest a character can be // CITADEL EDIT - 17 --> 18 //GS13 EDIT - 18 --> 21 #define AGE_MAX 85 // oldest a character can be randomly generated #define AGE_MAX_INPUT 85 // oldest a character's age can be manually set #define WIZARD_AGE_MIN 30 // youngest a wizard can be diff --git a/code/game/objects/items/RCD.dm b/code/game/objects/items/RCD.dm index 868adf97f2..129e1cb8be 100644 --- a/code/game/objects/items/RCD.dm +++ b/code/game/objects/items/RCD.dm @@ -38,6 +38,7 @@ RLD var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states var/custom_range = 7 var/upgrade = FALSE + var/airlock_dir = 1 //GS13 - airlock direction function /obj/item/construction/Initialize(mapload) . = ..() @@ -283,6 +284,23 @@ RLD //Not scaling these down to button size because they look horrible then, instead just bumping up radius. return MA + +/obj/item/construction/rcd/proc/change_airlock_direction(mob/user) //GS13 - change airlock direction + if(!user) + return + var/list/airlock_dirs = list( + "North/South" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocknorthsouth"), + "East/West" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlockeastwest") + ) + var/airlockdirs = show_radial_menu(user, src, airlock_dirs, custom_check = CALLBACK(src,PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE) + if(!check_menu(user)) + return + switch(airlockdirs) + if("North/South") + airlock_dir = 1 + if("East/West") + airlock_dir = 4 + /obj/item/construction/rcd/proc/change_computer_dir(mob/user) if(!user) return @@ -488,6 +506,7 @@ RLD if(mode == RCD_AIRLOCK) choices += list( "Change Access" = image(icon = 'icons/mob/radial.dmi', icon_state = "access"), + "Change Direction" = image(icon = 'GainStation13/icons/mob/radial.dmi', icon_state = "airlockrotation"), //GS13 - adding airlock rotation "Change Airlock Type" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocktype") ) else if(mode == RCD_WINDOWGRILLE) @@ -515,6 +534,9 @@ RLD if("Change Access") change_airlock_access(user) return + if("Change Direction") //GS13 - adding airlock direction in RCD + change_airlock_direction(user) + return if("Change Airlock Type") change_airlock_setting(user) return diff --git a/code/game/objects/items/storage/bags.dm b/code/game/objects/items/storage/bags.dm index e080310b68..b6145ab112 100644 --- a/code/game/objects/items/storage/bags.dm +++ b/code/game/objects/items/storage/bags.dm @@ -388,7 +388,7 @@ name = "bluespace tray" icon_state = "bluespace_tray" desc = "A tray created using bluespace technology to fit more food on it." - max_items = 30 // far more items + max_items = 50 //GS13 - we loooove our mountains of food here custom_materials = list(/datum/material/iron = 2000, /datum/material/bluespace = 500) /* diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index e8d8e927c9..1fee950cf3 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -660,6 +660,53 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) wave_explosion_block = EXPLOSION_BLOCK_EXTREME wave_explosion_multiply = EXPLOSION_BLOCK_EXTREME glass_type = /obj/item/stack/sheet/plasmarglass + canSmoothWith = list( + /turf/closed/wall, + /turf/closed/wall/r_wall, + /obj/structure/falsewall, + /obj/structure/falsewall/brass, + /obj/structure/falsewall/reinforced, + /turf/closed/wall/rust, + /turf/closed/wall/r_wall/rust, + /turf/closed/wall/clockwork, + /turf/closed/indestructible/riveted/, + /turf/closed/indestructible/riveted/uranium, + /obj/structure/window/fulltile, + /obj/structure/window/reinforced/fulltile, + /obj/structure/window/reinforced/tinted/fulltile, + /obj/machinery/door, + /obj/machinery/door/airlock/, + /obj/machinery/door/airlock/mining, + /obj/machinery/door/airlock/mining/glass, + /obj/machinery/door/airlock/medical, + /obj/machinery/door/airlock/medical/glass, + /obj/machinery/door/airlock/public, + /obj/machinery/door/airlock/public/glass, + /obj/machinery/door/airlock/research, + /obj/machinery/door/airlock/research/glass, + /obj/machinery/door/airlock/maintenance, + /obj/machinery/door/airlock/maintenance/glass, + /obj/machinery/door/airlock/command/, + /obj/machinery/door/airlock/command/glass, + /obj/machinery/door/airlock/engineering, + /obj/machinery/door/airlock/engineering/glass, + /obj/machinery/door/airlock/engineering/abandoned, + /obj/machinery/door/airlock/security, + /obj/machinery/door/airlock/security/glass, + /obj/machinery/door/airlock/maintenance/abandoned, + /obj/machinery/door/poddoor/shutters/preopen, + /obj/machinery/door/poddoor/shutters, + /obj/machinery/door/window/eastright, + /obj/machinery/door/window/eastleft, + /obj/machinery/door/window/northleft, + /obj/machinery/door/window/northright, + /obj/machinery/door/airlock/external, + /obj/machinery/door/airlock, + /obj/machinery/door/airlock/hatch, + /obj/machinery/door/airlock/engineering/glass/critical, + /obj/machinery/door/airlock/atmos, + /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks + /obj/structure/window/plasma/reinforced/spawner/east dir = EAST @@ -740,7 +787,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) /obj/machinery/door/airlock/hatch, /obj/machinery/door/airlock/engineering/glass/critical, /obj/machinery/door/airlock/atmos, - /obj/machinery/door/airlock/highsecurity,) + /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks glass_amount = 2 @@ -801,7 +848,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) /obj/machinery/door/airlock/hatch, /obj/machinery/door/airlock/engineering/glass/critical, /obj/machinery/door/airlock/atmos, - /obj/machinery/door/airlock/highsecurity,) + /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks glass_amount = 2 @@ -817,6 +864,53 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) flags_1 = PREVENT_CLICK_UNDER_1 smooth = SMOOTH_TRUE glass_amount = 2 + canSmoothWith = list( + /turf/closed/wall, + /turf/closed/wall/r_wall, + /obj/structure/falsewall, + /obj/structure/falsewall/brass, + /obj/structure/falsewall/reinforced, + /turf/closed/wall/rust, + /turf/closed/wall/r_wall/rust, + /turf/closed/wall/clockwork, + /turf/closed/indestructible/riveted/, + /turf/closed/indestructible/riveted/uranium, + /obj/structure/window/fulltile, + /obj/structure/window/reinforced/fulltile, + /obj/structure/window/reinforced/tinted/fulltile, + /obj/machinery/door, + /obj/machinery/door/airlock/, + /obj/machinery/door/airlock/mining, + /obj/machinery/door/airlock/mining/glass, + /obj/machinery/door/airlock/medical, + /obj/machinery/door/airlock/medical/glass, + /obj/machinery/door/airlock/public, + /obj/machinery/door/airlock/public/glass, + /obj/machinery/door/airlock/research, + /obj/machinery/door/airlock/research/glass, + /obj/machinery/door/airlock/maintenance, + /obj/machinery/door/airlock/maintenance/glass, + /obj/machinery/door/airlock/command/, + /obj/machinery/door/airlock/command/glass, + /obj/machinery/door/airlock/engineering, + /obj/machinery/door/airlock/engineering/glass, + /obj/machinery/door/airlock/engineering/abandoned, + /obj/machinery/door/airlock/security, + /obj/machinery/door/airlock/security/glass, + /obj/machinery/door/airlock/maintenance/abandoned, + /obj/machinery/door/poddoor/shutters/preopen, + /obj/machinery/door/poddoor/shutters, + /obj/machinery/door/window/eastright, + /obj/machinery/door/window/eastleft, + /obj/machinery/door/window/northleft, + /obj/machinery/door/window/northright, + /obj/machinery/door/airlock/external, + /obj/machinery/door/airlock, + /obj/machinery/door/airlock/hatch, + /obj/machinery/door/airlock/engineering/glass/critical, + /obj/machinery/door/airlock/atmos, + /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks + /obj/structure/window/plasma/reinforced/fulltile/unanchored anchored = FALSE @@ -875,7 +969,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) /obj/machinery/door/airlock/hatch, /obj/machinery/door/airlock/engineering/glass/critical, /obj/machinery/door/airlock/atmos, - /obj/machinery/door/airlock/highsecurity,) + /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks level = 3 glass_amount = 2 @@ -1046,6 +1140,52 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) level = 3 glass_type = /obj/item/stack/sheet/plastitaniumglass glass_amount = 2 + canSmoothWith = list( + /turf/closed/wall, + /turf/closed/wall/r_wall, + /obj/structure/falsewall, + /obj/structure/falsewall/brass, + /obj/structure/falsewall/reinforced, + /turf/closed/wall/rust, + /turf/closed/wall/r_wall/rust, + /turf/closed/wall/clockwork, + /turf/closed/indestructible/riveted/, + /turf/closed/indestructible/riveted/uranium, + /obj/structure/window/fulltile, + /obj/structure/window/reinforced/fulltile, + /obj/structure/window/reinforced/tinted/fulltile, + /obj/machinery/door, + /obj/machinery/door/airlock/, + /obj/machinery/door/airlock/mining, + /obj/machinery/door/airlock/mining/glass, + /obj/machinery/door/airlock/medical, + /obj/machinery/door/airlock/medical/glass, + /obj/machinery/door/airlock/public, + /obj/machinery/door/airlock/public/glass, + /obj/machinery/door/airlock/research, + /obj/machinery/door/airlock/research/glass, + /obj/machinery/door/airlock/maintenance, + /obj/machinery/door/airlock/maintenance/glass, + /obj/machinery/door/airlock/command/, + /obj/machinery/door/airlock/command/glass, + /obj/machinery/door/airlock/engineering, + /obj/machinery/door/airlock/engineering/glass, + /obj/machinery/door/airlock/engineering/abandoned, + /obj/machinery/door/airlock/security, + /obj/machinery/door/airlock/security/glass, + /obj/machinery/door/airlock/maintenance/abandoned, + /obj/machinery/door/poddoor/shutters/preopen, + /obj/machinery/door/poddoor/shutters, + /obj/machinery/door/window/eastright, + /obj/machinery/door/window/eastleft, + /obj/machinery/door/window/northleft, + /obj/machinery/door/window/northright, + /obj/machinery/door/airlock/external, + /obj/machinery/door/airlock, + /obj/machinery/door/airlock/hatch, + /obj/machinery/door/airlock/engineering/glass/critical, + /obj/machinery/door/airlock/atmos, + /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks /obj/structure/window/plastitanium/unanchored anchored = FALSE diff --git a/code/game/turfs/simulated/floor.dm b/code/game/turfs/simulated/floor.dm index 96ce593470..d02cf49fc9 100644 --- a/code/game/turfs/simulated/floor.dm +++ b/code/game/turfs/simulated/floor.dm @@ -314,6 +314,7 @@ to_chat(user, "You build an airlock.") var/obj/machinery/door/airlock/A = new the_rcd.airlock_type(src) + A.setDir(the_rcd.airlock_dir) //GS13 - directional airlocks edit A.electronics = new/obj/item/electronics/airlock(A) if(the_rcd.conf_access) diff --git a/code/game/turfs/simulated/wall/misc_walls.dm b/code/game/turfs/simulated/wall/misc_walls.dm index 4ec2fa2357..5edb35f9f0 100644 --- a/code/game/turfs/simulated/wall/misc_walls.dm +++ b/code/game/turfs/simulated/wall/misc_walls.dm @@ -186,7 +186,53 @@ /turf/closed/wall/rust name = "rusted wall" desc = "A rusted metal wall." - icon = 'icons/turf/walls/rusty_wall.dmi' + icon = 'GainStation13/icons/turf/walls/rusty_wall.dmi' //GS13 - perspective walls + canSmoothWith = list( + /turf/closed/wall, + /turf/closed/wall/r_wall, + /obj/structure/falsewall, + /obj/structure/falsewall/brass, + /obj/structure/falsewall/reinforced, + /turf/closed/wall/rust, + /turf/closed/wall/r_wall/rust, + /turf/closed/wall/clockwork, + /turf/closed/indestructible/riveted/, + /turf/closed/indestructible/riveted/uranium, + /obj/structure/window/fulltile, + /obj/structure/window/reinforced/fulltile, + /obj/structure/window/reinforced/tinted/fulltile, + /obj/machinery/door, + /obj/machinery/door/airlock/, + /obj/machinery/door/airlock/mining, + /obj/machinery/door/airlock/mining/glass, + /obj/machinery/door/airlock/medical, + /obj/machinery/door/airlock/medical/glass, + /obj/machinery/door/airlock/public, + /obj/machinery/door/airlock/public/glass, + /obj/machinery/door/airlock/research, + /obj/machinery/door/airlock/research/glass, + /obj/machinery/door/airlock/maintenance, + /obj/machinery/door/airlock/maintenance/glass, + /obj/machinery/door/airlock/command/, + /obj/machinery/door/airlock/command/glass, + /obj/machinery/door/airlock/engineering, + /obj/machinery/door/airlock/engineering/glass, + /obj/machinery/door/airlock/engineering/abandoned, + /obj/machinery/door/airlock/security, + /obj/machinery/door/airlock/security/glass, + /obj/machinery/door/airlock/maintenance/abandoned, + /obj/machinery/door/poddoor/shutters/preopen, + /obj/machinery/door/poddoor/shutters, + /obj/machinery/door/window/eastright, + /obj/machinery/door/window/eastleft, + /obj/machinery/door/window/northleft, + /obj/machinery/door/window/northright, + /obj/machinery/door/airlock/external, + /obj/machinery/door/airlock, + /obj/machinery/door/airlock/hatch, + /obj/machinery/door/airlock/engineering/glass/critical, + /obj/machinery/door/airlock/atmos, + /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks hardness = 45 /turf/closed/wall/rust/rust_heretic_act() diff --git a/code/modules/awaymissions/corpse.dm b/code/modules/awaymissions/corpse.dm index 041dd4be96..f7bf2534cd 100644 --- a/code/modules/awaymissions/corpse.dm +++ b/code/modules/awaymissions/corpse.dm @@ -474,11 +474,11 @@ uniform = /obj/item/clothing/under/pants/youngfolksjeans id = /obj/item/card/id -/datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source) - ..() - if(visualsOnly) - return - H.dna.add_mutation(STONER) +// /datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source) +// ..() +// if(visualsOnly) +// return +// H.dna.add_mutation(STONER) //GS13 - removes the stoner trait, it makes the role almost unplayable /////////////////Officers+Nanotrasen Security////////////////////// diff --git a/code/modules/jobs/job_types/prisoner.dm b/code/modules/jobs/job_types/prisoner.dm index 732ac03016..49056581f9 100644 --- a/code/modules/jobs/job_types/prisoner.dm +++ b/code/modules/jobs/job_types/prisoner.dm @@ -4,8 +4,8 @@ department_head = list("The Security Team") department_flag = CIVILIAN faction = "Station" - total_positions = 0 - spawn_positions = 0 + total_positions = 1 //GS13 - enabling prisoner (for now) + spawn_positions = 1 //GS13 - enabling prisoner (for now) supervisors = "the security team" random_spawns_possible = FALSE diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index facb34db47..800f050152 100644 --- a/code/modules/mining/equipment/explorer_gear.dm +++ b/code/modules/mining/equipment/explorer_gear.dm @@ -168,7 +168,7 @@ heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS hoodtype = /obj/item/clothing/head/hooded/explorer/heva armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 100, RAD = 80, FIRE = 100, ACID = 80) - resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS + resistance_flags = FIRE_PROOF /obj/item/clothing/head/hooded/explorer/heva name = "HEVA hood" @@ -178,7 +178,7 @@ item_state = "heva" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 100, RAD = 20, FIRE = 60, ACID = 20) - resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS + resistance_flags = FIRE_PROOF /obj/item/clothing/head/hooded/explorer/heva/equipped(mob/living/carbon/human/user, slot) ..() diff --git a/code/modules/mob/living/simple_animal/hostile/bees.dm b/code/modules/mob/living/simple_animal/hostile/bees.dm index d245b68348..83c0084fbc 100644 --- a/code/modules/mob/living/simple_animal/hostile/bees.dm +++ b/code/modules/mob/living/simple_animal/hostile/bees.dm @@ -15,7 +15,7 @@ desc = "Buzzy buzzy bee, stingy sti- Ouch!" icon_state = "" icon_living = "" - icon = 'icons/mob/bees.dmi' + icon = 'GainStation13/icons/mob/bees.dmi' //GS13 sprite change - brings back smaller bees rather than big goofy ones gender = FEMALE speak_emote = list("buzzes") emote_hear = list("buzzes") @@ -100,7 +100,7 @@ add_overlay("[icon_base]_base") var/static/mutable_appearance/greyscale_overlay - greyscale_overlay = greyscale_overlay || mutable_appearance('icons/mob/bees.dmi') + greyscale_overlay = greyscale_overlay || mutable_appearance('GainStation13/icons/mob/bees.dmi') //GS13 sprite change - brings back smaller bees rather than big goofy ones greyscale_overlay.icon_state = "[icon_base]_grey" greyscale_overlay.color = col add_overlay(greyscale_overlay) @@ -255,7 +255,7 @@ desc = "She's the queen of bees, BZZ BZZ!" icon_state = "queen_item" item_state = "" - icon = 'icons/mob/bees.dmi' + icon = 'GainStation13/icons/mob/bees.dmi' //GS13 sprite change - brings back smaller bees rather than big goofy ones var/mob/living/simple_animal/hostile/poison/bees/queen/queen diff --git a/hyperstation/code/datums/components/crafting/bounties.dm b/hyperstation/code/datums/components/crafting/bounties.dm index e6fd87b94f..14ea210f4d 100644 --- a/hyperstation/code/datums/components/crafting/bounties.dm +++ b/hyperstation/code/datums/components/crafting/bounties.dm @@ -65,7 +65,7 @@ datum/bounty/lewd/fluid/New() //GS13 made some edits here that changes stuff int reagent_type = /datum/reagent/consumable/milk wanted_reagent = new reagent_type name = wanted_reagent.name - description = "The GATO annual bake sale is soon, and all of our milk has expired. Help us out." + description = "The GATO annual bake sale is soon, and all of our milk has expired. Help us out." //GS13 reward += rand(10, 17) * 500 //Milk is generally easier to get. Make the reward a little lower. if(15,16) //A little romance var/static/list/possible_reagents = list(\ @@ -84,7 +84,7 @@ datum/bounty/lewd/fluid/New() //GS13 made some edits here that changes stuff int reagent_type = /datum/reagent/consumable/lipoifier wanted_reagent = new reagent_type name = wanted_reagent.name - description = "The quality of GATO's meat-related products have diminished. Send us some lipoifier to help with meat production." + description = "The quality of GATO's meat-related products have diminished. Send us some lipoifier to help with meat production." //GS13 reward += rand(2, 7) * 500 /* //Just not getting this to work.