Merge branch 'master' into upstream-merge-37476

# Please enter a commit message to explain why this merge is necessary,
# especially if it merges an updated upstream into a topic branch.
#
# Lines starting with '#' will be ignored, and an empty message aborts
# the commit.
This commit is contained in:
LetterJay
2018-05-20 23:11:16 -05:00
242 changed files with 3178 additions and 2201 deletions
+8 -6
View File
@@ -81,12 +81,14 @@
/obj/item/clothing/equipped(mob/user, slot)
..()
if (!istype(user))
return
if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
for(var/variable in user_vars_to_edit)
if(variable in user.vars)
user_vars_remembered[variable] = user.vars[variable]
user.vars[variable] = user_vars_to_edit[variable]
if (LAZYLEN(user_vars_to_edit))
for(var/variable in user_vars_to_edit)
if(variable in user.vars)
LAZYSET(user_vars_remembered, variable, user.vars[variable])
user.vv_edit_var(variable, user_vars_to_edit[variable])
/obj/item/clothing/examine(mob/user)
..()
@@ -285,4 +287,4 @@ BLIND // can't see anything
Shreds.desc = "The sad remains of what used to be [name]."
deconstruct(FALSE)
else
..()
..()
@@ -365,6 +365,7 @@
scan_reagents = 1
flags_1 = NODROP_1
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/item/clothing/glasses/godeye/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, src) && W != src && W.loc == user)
@@ -93,7 +93,7 @@
MA.alpha = 180
MA.maptext = "[strength]k"
MA.color = "#64C864"
MA.layer = AREA_LAYER
MA.layer = FLY_LAYER
pic.appearance = MA
flick_overlay(pic, list(user.client), 8)
+8
View File
@@ -158,12 +158,20 @@
strip_delay = 100
dog_fashion = null
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/head/helmet/roman/legionaire
name = "roman legionaire helmet"
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
icon_state = "roman_c"
item_state = "roman_c"
/obj/item/clothing/head/helmet/roman/legionaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
+24 -1
View File
@@ -321,4 +321,27 @@
name = "headress of Nemes"
desc = "Lavish space tomb not included."
icon_state = "nemes_headdress"
icon_state = "nemes_headdress"
icon_state = "nemes_headdress"
/obj/item/clothing/head/frenchberet
name = "french beret"
desc = "A quality beret, infused with the aroma of chain-smoking, wine-swilling Parisians. You feel less inclined to engage military conflict, for some reason."
icon_state = "beretblack"
/obj/item/clothing/head/frenchberet/speechModification(M)
if(copytext(M, 1, 2) != "*")
M = " [M]"
var/list/french_words = strings("french_replacement.json", "french")
for(var/key in french_words)
var/value = french_words[key]
if(islist(value))
value = pick(value)
M = replacetextEx(M, " [uppertext(key)]", " [uppertext(value)]")
M = replacetextEx(M, " [capitalize(key)]", " [capitalize(value)]")
M = replacetextEx(M, " [key]", " [value]")
if(prob(3))
M += pick(" Honh honh honh!"," Honh!"," Zut Alors!")
return trim(M)
+1 -1
View File
@@ -47,7 +47,7 @@
/obj/item/clothing/mask/fakemoustache/italian/speechModification(M)
if(copytext(M, 1, 2) != "*")
M = " [M]"
var/list/italian_words = strings("word_replacement.json", "italian")
var/list/italian_words = strings("italian_replacement.json", "italian")
for(var/key in italian_words)
var/value = italian_words[key]
+10 -1
View File
@@ -126,7 +126,7 @@
if(user.transferItemToLoc(I, src))
jetpack = I
to_chat(user, "<span class='notice'>You successfully install the jetpack into [src].</span>")
return
else if(istype(I, /obj/item/screwdriver))
if(!jetpack)
to_chat(user, "<span class='warning'>[src] has no jetpack installed.</span>")
@@ -139,6 +139,8 @@
jetpack.forceMove(drop_location())
jetpack = null
to_chat(user, "<span class='notice'>You successfully remove the jetpack from [src].</span>")
return
return ..()
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
@@ -237,6 +239,9 @@
brightness_on = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
/obj/item/clothing/head/helmet/space/hardsuit/mining/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
/obj/item/clothing/suit/space/hardsuit/mining
icon_state = "hardsuit-mining"
@@ -250,6 +255,10 @@
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
/obj/item/clothing/suit/space/hardsuit/mining/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
//Syndicate hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi
name = "blood-red hardsuit helmet"
-180
View File
@@ -165,186 +165,6 @@
. = ..()
allowed = GLOB.detective_vest_allowed
//Reactive armor
/obj/item/clothing/suit/armor/reactive
name = "reactive armor"
desc = "Doesn't seem to do much for some reason."
var/active = 0
var/reactivearmor_cooldown_duration = 0 //cooldown specific to reactive armor
var/reactivearmor_cooldown = 0
icon_state = "reactiveoff"
item_state = "reactiveoff"
blood_overlay_type = "armor"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
actions_types = list(/datum/action/item_action/toggle)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
hit_reaction_chance = 50
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
src.active = !( src.active )
if (src.active)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
src.icon_state = "reactive"
src.item_state = "reactive"
else
to_chat(user, "<span class='notice'>[src] is now inactive.</span>")
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
src.add_fingerprint(user)
return
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
active = 0
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
reactivearmor_cooldown = world.time + 200
..()
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
/obj/item/clothing/suit/armor/reactive/teleport
name = "reactive teleport armor"
desc = "Someone separated our Research Director from his own head!"
var/tele_range = 6
var/rad_amount= 15
reactivearmor_cooldown_duration = 100
/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
var/mob/living/carbon/human/H = owner
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
return
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
var/list/turfs = new/list()
for(var/turf/T in orange(tele_range, H))
if(T.density)
continue
if(T.x>world.maxx-tele_range || T.x<tele_range)
continue
if(T.y>world.maxy-tele_range || T.y<tele_range)
continue
turfs += T
if(!turfs.len)
turfs += pick(/turf in orange(tele_range, H))
var/turf/picked = pick(turfs)
if(!isturf(picked))
return
H.forceMove(picked)
H.rad_act(rad_amount)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
/obj/item/clothing/suit/armor/reactive/fire
name = "reactive incendiary armor"
desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</span>")
return
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out jets of flame!</span>")
for(var/mob/living/carbon/C in range(6, owner))
if(C != owner)
C.fire_stacks += 8
C.IgniteMob()
owner.fire_stacks = -20
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
/obj/item/clothing/suit/armor/reactive/stealth
name = "reactive stealth armor"
desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
return
var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
E.Copy_Parent(owner, 50)
E.GiveTarget(owner) //so it starts running right away
E.Goto(owner, E.move_to_delay, E.minimum_distance)
owner.alpha = 0
owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
spawn(40)
owner.alpha = initial(owner.alpha)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
/obj/item/clothing/suit/armor/reactive/tesla
name = "reactive tesla armor"
desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap."
siemens_coefficient = -1
var/tesla_power = 25000
var/tesla_range = 20
var/tesla_boom = FALSE
var/tesla_stun = FALSE
/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
owner.visible_message("<span class='danger'>The tesla capacitors on [owner]'s reactive tesla armor are still recharging! The armor merely emits some sparks.</span>")
return
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out arcs of lightning!</span>")
tesla_zap(owner,tesla_range,tesla_power,tesla_boom, tesla_stun)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
/obj/item/clothing/suit/armor/reactive/table
name = "reactive table armor"
desc = "If you can't beat the memes, embrace them."
var/tele_range = 10
/obj/item/clothing/suit/armor/reactive/table/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
var/mob/living/carbon/human/H = owner
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive table armor's fabricators are still on cooldown!</span>")
return
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text] and slams them into a fabricated table!</span>")
owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
owner.Knockdown(40)
var/list/turfs = new/list()
for(var/turf/T in orange(tele_range, H))
if(T.density)
continue
if(T.x>world.maxx-tele_range || T.x<tele_range)
continue
if(T.y>world.maxy-tele_range || T.y<tele_range)
continue
turfs += T
if(!turfs.len)
turfs += pick(/turf in orange(tele_range, H))
var/turf/picked = pick(turfs)
if(!isturf(picked))
return
H.forceMove(picked)
new /obj/structure/table(get_turf(owner))
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
/obj/item/clothing/suit/armor/reactive/table/emp_act()
return
//All of the armor below is mostly unused
/obj/item/clothing/suit/armor/centcom
@@ -0,0 +1,235 @@
/obj/item/reactive_armour_shell
name = "reactive armour shell"
desc = "An experimental suit of armour, awaiting installation of an anomaly core."
icon_state = "reactiveoff"
icon = 'icons/obj/clothing/suits.dmi'
w_class = WEIGHT_CLASS_BULKY
/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
..()
var/static/list/anomaly_armour_types = list(
/obj/effect/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse,
/obj/effect/anomaly/flux = /obj/item/clothing/suit/armor/reactive/tesla,
/obj/effect/anomaly/bluespace = /obj/item/clothing/suit/armor/reactive/teleport,
/obj/effect/anomaly/pyro = /obj/item/clothing/suit/armor/reactive/fire)
if(istype(I, /obj/item/assembly/signaler/anomaly))
var/obj/item/assembly/signaler/anomaly/A = I
var/armour_path = anomaly_armour_types[A.anomaly_type]
if(!armour_path)
armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Lets not cheat the player if an anomaly type doesnt have its own armour coded
to_chat(user, "You insert [A] into the chest plate, and the armour gently hums to life.")
new armour_path(get_turf(src))
qdel(src)
qdel(A)
//Reactive armor
/obj/item/clothing/suit/armor/reactive
name = "reactive armor"
desc = "Doesn't seem to do much for some reason."
var/active = 0
var/reactivearmor_cooldown_duration = 0 //cooldown specific to reactive armor
var/reactivearmor_cooldown = 0
icon_state = "reactiveoff"
item_state = "reactiveoff"
blood_overlay_type = "armor"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
actions_types = list(/datum/action/item_action/toggle)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
hit_reaction_chance = 50
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
active = !(active)
if(active)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
icon_state = "reactive"
item_state = "reactive"
else
to_chat(user, "<span class='notice'>[src] is now inactive.</span>")
icon_state = "reactiveoff"
item_state = "reactiveoff"
add_fingerprint(user)
return
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
active = 0
icon_state = "reactiveoff"
item_state = "reactiveoff"
reactivearmor_cooldown = world.time + 200
..()
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
/obj/item/clothing/suit/armor/reactive/teleport
name = "reactive teleport armor"
desc = "Someone separated our Research Director from his own head!"
var/tele_range = 6
var/rad_amount= 15
reactivearmor_cooldown_duration = 100
/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
var/mob/living/carbon/human/H = owner
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
return
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
var/list/turfs = new/list()
for(var/turf/T in orange(tele_range, H))
if(T.density)
continue
if(T.x>world.maxx-tele_range || T.x<tele_range)
continue
if(T.y>world.maxy-tele_range || T.y<tele_range)
continue
turfs += T
if(!turfs.len)
turfs += pick(/turf in orange(tele_range, H))
var/turf/picked = pick(turfs)
if(!isturf(picked))
return
H.forceMove(picked)
H.rad_act(rad_amount)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
//Fire
/obj/item/clothing/suit/armor/reactive/fire
name = "reactive incendiary armor"
desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</span>")
return
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out jets of flame!</span>")
for(var/mob/living/carbon/C in range(6, owner))
if(C != owner)
C.fire_stacks += 8
C.IgniteMob()
owner.fire_stacks = -20
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
//Stealth
/obj/item/clothing/suit/armor/reactive/stealth
name = "reactive stealth armor"
desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
return
var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
E.Copy_Parent(owner, 50)
E.GiveTarget(owner) //so it starts running right away
E.Goto(owner, E.move_to_delay, E.minimum_distance)
owner.alpha = 0
owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
spawn(40)
owner.alpha = initial(owner.alpha)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
//Tesla
/obj/item/clothing/suit/armor/reactive/tesla
name = "reactive tesla armor"
desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap."
siemens_coefficient = -1
var/tesla_power = 25000
var/tesla_range = 20
var/tesla_boom = FALSE
var/tesla_stun = FALSE
/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
owner.visible_message("<span class='danger'>The tesla capacitors on [owner]'s reactive tesla armor are still recharging! The armor merely emits some sparks.</span>")
return
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out arcs of lightning!</span>")
tesla_zap(owner,tesla_range,tesla_power,tesla_boom, tesla_stun)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
//Repulse
/obj/item/clothing/suit/armor/reactive/repulse
name = "reactive repulse armor"
desc = "An experimental suit of armor that violently throws back attackers."
/obj/item/clothing/suit/armor/reactive/repulse/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
return 0
owner.visible_message("<span class='danger'>[src] blocks [attack_text], converting the attack into a wave of force!</span>")
var/turf/T = get_turf(owner)
var/list/thrown_items = list()
for(var/atom/movable/A in range(T, 7))
if(A == owner || A.anchored || thrown_items[A])
continue
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
A.throw_at(throwtarget,10,1)
thrown_items[A] = A
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
/obj/item/clothing/suit/armor/reactive/table
name = "reactive table armor"
desc = "If you can't beat the memes, embrace them."
var/tele_range = 10
/obj/item/clothing/suit/armor/reactive/table/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!active)
return 0
if(prob(hit_reaction_chance))
var/mob/living/carbon/human/H = owner
if(world.time < reactivearmor_cooldown)
owner.visible_message("<span class='danger'>The reactive table armor's fabricators are still on cooldown!</span>")
return
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text] and slams them into a fabricated table!</span>")
owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
owner.Knockdown(40)
var/list/turfs = new/list()
for(var/turf/T in orange(tele_range, H))
if(T.density)
continue
if(T.x>world.maxx-tele_range || T.x<tele_range)
continue
if(T.y>world.maxy-tele_range || T.y<tele_range)
continue
turfs += T
if(!turfs.len)
turfs += pick(/turf in orange(tele_range, H))
var/turf/picked = pick(turfs)
if(!isturf(picked))
return
H.forceMove(picked)
new /obj/structure/table(get_turf(owner))
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
/obj/item/clothing/suit/armor/reactive/table/emp_act()
return
@@ -28,6 +28,14 @@
item_state = "gy_suit"
item_color = "security"
/obj/item/clothing/under/rank/security/skirt
name = "security jumpskirt"
desc = "A \"tactical\" security jumpsuit with the legs replaced by a skirt."
icon_state = "secskirt"
item_state = "r_suit"
item_color = "secskirt"
can_adjust = FALSE //you know now that i think of it if you adjust the skirt and the sprite disappears isn't that just like flashing everyone
/obj/item/clothing/under/rank/warden
name = "security suit"