Merge remote-tracking branch 'citadel/master' into staves

This commit is contained in:
kevinz000
2020-02-18 02:20:58 -07:00
824 changed files with 15796 additions and 11092 deletions
@@ -370,6 +370,43 @@
item_state = "stool_bar"
origin_type = /obj/structure/chair/stool/bar
//////////////////////////
//Alien(Disco) Stools!////
//////////////////////////
/obj/structure/chair/stool/alien
name = "alien stool"
desc = "A hard stool made of advanced alien alloy."
icon_state = "stoolalien"
icon = 'icons/obj/abductor.dmi'
item_chair = /obj/item/chair/stool/alien
buildstacktype = /obj/item/stack/sheet/mineral/abductor
buildstackamount = 1
/obj/structure/chair/stool/bar/alien
name = "bronze bar stool"
desc = "A hard bar stool made of advanced alien alloy."
icon_state = "baralien"
icon = 'icons/obj/abductor.dmi'
item_chair = /obj/item/chair/stool/bar/alien
buildstacktype = /obj/item/stack/sheet/mineral/abductor
buildstackamount = 1
/obj/item/chair/stool/alien
name = "stool"
icon_state = "stoolalien_toppled"
item_state = "stoolalien"
icon = 'icons/obj/abductor.dmi'
origin_type = /obj/structure/chair/stool/alien
break_chance = 0 //It's too sturdy.
/obj/item/chair/stool/bar/alien
name = "bar stool"
icon_state = "baralien_toppled"
item_state = "baralien"
icon = 'icons/obj/abductor.dmi'
origin_type = /obj/structure/chair/stool/bar/alien
//////////////////////////
//Brass & Bronze stools!//
//////////////////////////
@@ -95,7 +95,7 @@
if(user.lying && get_dist(src, user) > 0)
return
if(!broken && registered_id != null && registered_id in user.held_items)
if(!broken && registered_id != null && (registered_id in user.held_items))
handle_prisoner_id(user)
return
@@ -2,38 +2,21 @@
name = "\proper captain's locker"
req_access = list(ACCESS_CAPTAIN)
icon_state = "cap"
/obj/structure/closet/secure_closet/captains/PopulateContents()
/obj/structure/closet/secure_closet/captains/PopulateContents() //Excess clothing and such can be found in the Captain's Wardrobe. You can also find this file in code/modules/vending/wardrobes.
..()
new /obj/item/clothing/suit/hooded/wintercoat/captain(src)
new /obj/item/storage/backpack/captain(src)
new /obj/item/storage/backpack/satchel/cap(src)
new /obj/item/storage/backpack/duffelbag/captain(src)
new /obj/item/clothing/neck/cloak/cap(src)
new /obj/item/clothing/neck/petcollar(src)
new /obj/item/clothing/neck/petcollar(src) //I considered removing the pet stuff too but eh, who knows. We might get Renault back. Plus I guess you could use that collar for... other means. Aren't you supposed to be guarding the disk?
new /obj/item/pet_carrier(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/under/rank/captain/skirt(src)
new /obj/item/clothing/suit/armor/vest/capcarapace(src)
new /obj/item/clothing/head/caphat(src)
new /obj/item/clothing/under/captainparade(src)
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
new /obj/item/clothing/head/caphat/parade(src)
new /obj/item/clothing/head/caphat/beret(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/under/rank/captain/femformal(src) //citadel edit
new /obj/item/clothing/head/crown/fancy(src)
new /obj/item/cartridge/captain(src)
new /obj/item/storage/box/silver_ids(src)
new /obj/item/radio/headset/heads/captain/alt(src)
new /obj/item/radio/headset/heads/captain(src)
new /obj/item/clothing/glasses/sunglasses/gar/supergar(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/storage/belt/sabre(src)
new /obj/item/gun/energy/e_gun(src)
new /obj/item/door_remote/captain(src)
new /obj/item/storage/photo_album/Captain(src)
new /obj/item/clothing/head/caphat/beret/white(src)
/obj/structure/closet/secure_closet/hop
name = "\proper head of personnel's locker"
@@ -47,6 +47,12 @@
if(manifest)
tear_manifest(user)
/obj/structure/closet/crate/tool_interact(obj/item/W, mob/user)
if(W.tool_behaviour == TOOL_WIRECUTTER && manifest)
tear_manifest(user)
return TRUE
return ..()
/obj/structure/closet/crate/open(mob/living/user)
. = ..()
if(. && manifest)
@@ -4,8 +4,8 @@
icon_state = "largebins"
open_sound = 'sound/effects/bin_open.ogg'
close_sound = 'sound/effects/bin_close.ogg'
material_drop = /obj/item/stack/sheet/plastic
material_drop_amount = 40
material_drop = /obj/item/stack/sheet/metal
material_drop_amount = 10
anchored = TRUE
horizontal = FALSE
delivery_icon = null
@@ -51,14 +51,17 @@
move_resist = MOVE_FORCE_NORMAL
density = FALSE
short_desc = "You are an ash walker. Your tribe worships the Necropolis."
flavour_text = "The wastes are sacred ground, its monsters a blessed bounty. You would never leave its sacred ground. \
You have seen lights in the distance... they foreshadow the arrival of outsiders that seek to tear apart the Necropolis and its domain. \
Fresh sacrifices for your nest."
flavour_text = "The wastes are sacred ground, its monsters a blessed bounty. You would never willingly leave your homeland behind. \
You have seen lights in the distance... they foreshadow the arrival of outsiders to your domain. \
Ensure your nest remains protected at all costs."
assignedrole = "Ash Walker"
/obj/effect/mob_spawn/human/ash_walker/special(mob/living/new_spawn)
new_spawn.real_name = random_unique_lizard_name(gender)
to_chat(new_spawn, "<b>Drag the corpses of men and beasts to your nest. It will absorb them to create more of your kind. Glory to the Necropolis!</b>")
if(is_mining_level(z))
to_chat(new_spawn, "<b>Drag the corpses of men and beasts to your nest. It will absorb them to create more of your kind. Glory to the Necropolis!</b>")
else
to_chat(new_spawn, "<span class='userdanger'>You have been born outside of your natural home! Whether you decide to return home, or make due with your new home is your own decision.</span>")
new_spawn.grant_language(/datum/language/draconic)
var/datum/language_holder/holder = new_spawn.get_language_holder()
+8 -2
View File
@@ -8,14 +8,16 @@
max_integrity = 1
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
var/obj/item/holosign_creator/projector
var/init_vis_overlay = TRUE
/obj/structure/holosign/Initialize(mapload, source_projector)
. = ..()
if(source_projector)
projector = source_projector
projector.signs += src
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, alpha, RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
alpha = 0
if(init_vis_overlay)
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, alpha, RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
alpha = 0
/obj/structure/holosign/Destroy()
if(projector)
@@ -74,8 +76,10 @@
icon_state = "holo_fan"
density = FALSE
anchored = TRUE
layer = ABOVE_NORMAL_TURF_LAYER
CanAtmosPass = ATMOS_PASS_NO
alpha = 150
init_vis_overlay = FALSE
/obj/structure/holosign/barrier/atmos/Initialize()
. = ..()
@@ -100,7 +104,9 @@
max_integrity = 30
density = FALSE
anchored = TRUE
layer = ABOVE_NORMAL_TURF_LAYER
alpha = 150
init_vis_overlay = FALSE
CanAtmosPass = ATMOS_PASS_NO
resistance_flags = FIRE_PROOF
+1 -1
View File
@@ -168,7 +168,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
/obj/structure/bodycontainer/morgue/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
if(!user.canUseTopic(src, !hasSiliconAccessInArea(user)))
return
beeper = !beeper
to_chat(user, "<span class='notice'>You turn the speaker function [beeper ? "on" : "off"].</span>")
+1 -1
View File
@@ -35,7 +35,7 @@
. = ..()
if(!isliving(user))
return
if(user.mind && user.mind in immune_minds)
if(user.mind && (user.mind in immune_minds))
return
if(get_dist(user, src) <= 1)
. += "<span class='notice'>You reveal [src]!</span>"
+8
View File
@@ -595,6 +595,14 @@
/obj/structure/window/plastitanium/unanchored
anchored = FALSE
//pirate ship windows
/obj/structure/window/plastitanium/pirate
desc = "Yarr this window be explosion proof!"
explosion_block = 30
/obj/structure/window/plastitanium/pirate/unanchored
anchored = FALSE
/obj/structure/window/reinforced/clockwork
name = "brass window"
desc = "A paper-thin pane of translucent yet reinforced brass."