12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -27,6 +27,9 @@
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if(!uses)
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user << "<span class='warning'>This spawner is out of charges!</span>"
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return
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if(jobban_isbanned(user, "lavaland"))
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user << "<span class='warning'>You are jobanned!</span>"
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return
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var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
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if(ghost_role == "No" || !loc)
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return
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@@ -106,6 +109,7 @@
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var/radio = null
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var/glasses = null
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var/mask = null
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var/neck = null
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var/helmet = null
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var/belt = null
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var/pocket1 = null
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@@ -114,6 +118,7 @@
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var/has_id = 0 //Just set to 1 if you want them to have an ID
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var/id_job = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/id_access = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
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var/id_access_list = null //Allows you to manually add access to an ID card.
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var/id_icon = null //For setting it to be a gold, silver, centcom etc ID
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var/husk = null
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var/outfit_type = null // Will start with this if exists then apply specific slots
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@@ -140,6 +145,8 @@
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H.equip_to_slot_or_del(new glasses(H), slot_glasses)
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if(mask)
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H.equip_to_slot_or_del(new mask(H), slot_wear_mask)
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if(neck)
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H.equip_to_slot_or_del(new neck(H), slot_neck)
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if(helmet)
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H.equip_to_slot_or_del(new helmet(H), slot_head)
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if(belt)
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@@ -151,9 +158,9 @@
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if(back)
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H.equip_to_slot_or_del(new back(H), slot_back)
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if(l_hand)
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H.equip_to_slot_or_del(new l_hand(H), slot_l_hand)
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H.put_in_hands_or_del(new l_hand(H))
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if(r_hand)
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H.equip_to_slot_or_del(new r_hand(H), slot_r_hand)
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H.put_in_hands_or_del(new r_hand(H))
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if(has_id)
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var/obj/item/weapon/card/id/W = new(H)
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if(id_icon)
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@@ -169,6 +176,10 @@
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W.access = jobdatum.get_access()
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else
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W.access = list()
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if(id_access_list)
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if(!W.access)
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W.access = list()
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W.access |= id_access_list
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if(id_job)
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W.assignment = id_job
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W.registered_name = H.real_name
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@@ -255,7 +266,7 @@
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back = /obj/item/weapon/storage/backpack
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has_id = 1
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id_job = "Operative"
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id_access = "Syndicate"
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id_access_list = list(access_syndicate)
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/obj/effect/mob_spawn/human/syndicatecommando
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name = "Syndicate Commando"
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@@ -270,7 +281,7 @@
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pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
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has_id = 1
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id_job = "Operative"
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id_access = "Syndicate"
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id_access_list = list(access_syndicate)
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///////////Civilians//////////////////////
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