Merge remote-tracking branch 'citadel/master' into 91-files-changed-fml
This commit is contained in:
@@ -0,0 +1,97 @@
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/obj/item/clothing/gloves/tackler
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name = "gripper gloves"
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desc = "Special gloves that manipulate the blood vessels in the wearer's hands, granting them the ability to launch headfirst into walls."
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icon_state = "tackle"
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item_state = "tackle"
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transfer_prints = TRUE
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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resistance_flags = NONE
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//custom_premium_price = 350
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/// For storing our tackler datum so we can remove it after
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var/datum/component/tackler
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/// See: [/datum/component/tackler/var/stamina_cost]
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var/tackle_stam_cost = 25
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/// See: [/datum/component/tackler/var/base_knockdown]
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var/base_knockdown = 1 SECONDS
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/// See: [/datum/component/tackler/var/range]
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var/tackle_range = 4
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/// See: [/datum/component/tackler/var/min_distance]
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var/min_distance = 0
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/// See: [/datum/component/tackler/var/speed]
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var/tackle_speed = 1
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/// See: [/datum/component/tackler/var/skill_mod]
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var/skill_mod = 1
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/obj/item/clothing/gloves/tackler/equipped(mob/user, slot)
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. = ..()
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if(!ishuman(user))
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return
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if(slot == ITEM_SLOT_GLOVES)
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var/mob/living/carbon/human/H = user
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tackler = H.AddComponent(/datum/component/tackler, stamina_cost=tackle_stam_cost, base_knockdown = base_knockdown, range = tackle_range, speed = tackle_speed, skill_mod = skill_mod, min_distance = min_distance)
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/obj/item/clothing/gloves/tackler/dropped(mob/user)
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. = ..()
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if(tackler)
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qdel(tackler)
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/obj/item/clothing/gloves/tackler/dolphin
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name = "dolphin gloves"
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desc = "Sleek, aerodynamic gripper gloves that are less effective at actually performing takedowns, but more effective at letting the user sail through the hallways and cause accidents."
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icon_state = "tackledolphin"
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item_state = "tackledolphin"
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tackle_stam_cost = 15
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base_knockdown = 0.5 SECONDS
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tackle_range = 5
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tackle_speed = 2
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min_distance = 2
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skill_mod = -2
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/obj/item/clothing/gloves/tackler/combat
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name = "gorilla gloves"
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desc = "Premium quality combative gloves, heavily reinforced to give the user an edge in close combat tackles, though they are more taxing to use than normal gripper gloves. Fireproof to boot!"
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icon_state = "combat"
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item_state = "blackgloves"
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tackle_stam_cost = 35
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base_knockdown = 1.5 SECONDS
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tackle_range = 5
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skill_mod = 3
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
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resistance_flags = NONE
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/obj/item/clothing/gloves/tackler/combat/insulated
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name = "guerrilla gloves"
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desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks."
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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/obj/item/clothing/gloves/tackler/rocket
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name = "rocket gloves"
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desc = "The ultimate in high risk, high reward, perfect for when you need to stop a criminal from fifty feet away or die trying. Banned in most Spinward gridiron football and rugby leagues."
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icon_state = "tacklerocket"
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item_state = "tacklerocket"
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tackle_stam_cost = 50
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base_knockdown = 2 SECONDS
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tackle_range = 10
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min_distance = 7
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tackle_speed = 6
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skill_mod = 7
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/obj/item/clothing/gloves/tackler/offbrand
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name = "improvised gripper gloves"
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desc = "Ratty looking fingerless gloves wrapped with sticky tape. Beware anyone wearing these, for they clearly have no shame and nothing to lose."
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icon_state = "fingerless"
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item_state = "fingerless"
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tackle_stam_cost = 30
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base_knockdown = 1.75 SECONDS
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min_distance = 2
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skill_mod = -1
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@@ -3,7 +3,7 @@
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uniform = /obj/item/clothing/under/rank/centcom/officer
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shoes = /obj/item/clothing/shoes/combat/swat
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gloves = /obj/item/clothing/gloves/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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ears = /obj/item/radio/headset/headset_cent/alt
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/datum/outfit/ert/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
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@@ -69,8 +69,8 @@
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id = /obj/item/card/id/ert/Security
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suit = /obj/item/clothing/suit/space/hardsuit/ert/sec
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glasses = /obj/item/clothing/glasses/hud/security/sunglasses
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back = /obj/item/storage/backpack/security
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belt = /obj/item/storage/belt/security/full
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back = /obj/item/storage/backpack/security
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backpack_contents = list(/obj/item/storage/box/engineer=1,\
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/obj/item/storage/box/handcuffs=1,\
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/obj/item/clothing/mask/gas/sechailer=1,\
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@@ -205,7 +205,7 @@
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uniform = /obj/item/clothing/under/rank/centcom/commander
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suit = /obj/item/clothing/suit/armor/bulletproof
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shoes = /obj/item/clothing/shoes/combat/swat
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gloves = /obj/item/clothing/gloves/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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ears = /obj/item/radio/headset/headset_cent/commander
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glasses = /obj/item/clothing/glasses/eyepatch
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mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
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@@ -234,7 +234,7 @@
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uniform = /obj/item/clothing/under/syndicate
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suit = /obj/item/clothing/suit/space/officer
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shoes = /obj/item/clothing/shoes/combat/swat
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gloves = /obj/item/clothing/gloves/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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glasses = /obj/item/clothing/glasses/thermal/eyepatch
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ears = /obj/item/radio/headset/headset_cent/commander
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mask = /obj/item/clothing/mask/cigarette/cigar/havana
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@@ -316,7 +316,7 @@
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uniform = /obj/item/clothing/under/costume/soviet
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head = /obj/item/clothing/head/pirate/captain
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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ears = /obj/item/radio/headset/headset_cent
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glasses = /obj/item/clothing/glasses/thermal/eyepatch
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suit = /obj/item/clothing/suit/pirate/captain
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@@ -372,7 +372,7 @@
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uniform = /obj/item/clothing/under/color/green
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suit = /obj/item/clothing/suit/space/hardsuit/deathsquad
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shoes = /obj/item/clothing/shoes/combat/swat
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gloves = /obj/item/clothing/gloves/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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mask = /obj/item/clothing/mask/gas/sechailer/swat
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glasses = /obj/item/clothing/glasses/hud/toggle/thermal
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back = /obj/item/storage/backpack/security
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@@ -431,7 +431,7 @@
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glasses = /obj/item/clothing/glasses/debug
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ears = /obj/item/radio/headset/headset_cent/commander
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mask = /obj/item/clothing/mask/gas/welding/up
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gloves = /obj/item/clothing/gloves/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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belt = /obj/item/storage/belt/utility/chief/full
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l_pocket = /obj/item/gun/magic/wand/resurrection/debug
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r_pocket = /obj/item/gun/magic/wand/death/debug
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@@ -17,7 +17,7 @@
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name = "Syndicate VR Operative - Basic"
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uniform = /obj/item/clothing/under/syndicate
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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back = /obj/item/storage/backpack
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id = /obj/item/card/id/syndicate
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belt = /obj/item/gun/ballistic/automatic/pistol
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@@ -408,7 +408,6 @@
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
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mutantrace_variation = STYLE_DIGITIGRADE
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//Wizard hardsuit
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/obj/item/clothing/head/helmet/space/hardsuit/wizard
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name = "gem-encrusted hardsuit helmet"
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@@ -473,6 +472,7 @@
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name = "medical hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement."
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item_state = "medical_hardsuit"
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slowdown = 0.8
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical)
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armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
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@@ -748,63 +748,20 @@
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allowed = null
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armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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var/current_charges = 3
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var/max_charges = 3 //How many charges total the shielding has
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var/current_charges //if null, will default to max_chargs
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var/recharge_delay = 200 //How long after we've been shot before we can start recharging. 20 seconds here
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var/recharge_cooldown = 0 //Time since we've last been shot
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var/recharge_rate = 1 //How quickly the shield recharges once it starts charging
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var/shield_state = "shield-old"
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var/shield_on = "shield-old"
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/obj/item/clothing/suit/space/hardsuit/shielded/Initialize()
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. = ..()
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if(!allowed)
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allowed = GLOB.advanced_hardsuit_allowed
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/obj/item/clothing/suit/space/hardsuit/shielded/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(current_charges > 0)
|
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block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
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block_return[BLOCK_RETURN_BLOCK_CAPACITY] = (block_return[BLOCK_RETURN_BLOCK_CAPACITY] || 0) + current_charges
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return ..()
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/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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recharge_cooldown = world.time + recharge_delay
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if(current_charges > 0)
|
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var/datum/effect_system/spark_spread/s = new
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s.set_up(2, 1, src)
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s.start()
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owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!</span>")
|
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current_charges--
|
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if(recharge_rate)
|
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START_PROCESSING(SSobj, src)
|
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if(current_charges <= 0)
|
||||
owner.visible_message("[owner]'s shield overloads!")
|
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shield_state = "broken"
|
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owner.update_inv_wear_suit()
|
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
|
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return BLOCK_NONE
|
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|
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/obj/item/clothing/suit/space/hardsuit/shielded/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
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/obj/item/clothing/suit/space/hardsuit/shielded/process()
|
||||
if(world.time > recharge_cooldown && current_charges < max_charges)
|
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current_charges = CLAMP((current_charges + recharge_rate), 0, max_charges)
|
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playsound(loc, 'sound/magic/charge.ogg', 50, 1)
|
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if(current_charges == max_charges)
|
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playsound(loc, 'sound/machines/ding.ogg', 50, 1)
|
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STOP_PROCESSING(SSobj, src)
|
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shield_state = "[shield_on]"
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/C = loc
|
||||
C.update_inv_wear_suit()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/ComponentInitialize()
|
||||
. = ..()
|
||||
if(!isinhands)
|
||||
var/file2use = style_flags & STYLE_ALL_TAURIC ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/effects.dmi'
|
||||
. += mutable_appearance(file2use, shield_state, MOB_LAYER + 0.01)
|
||||
AddComponent(/datum/component/shielded, current_charges, max_charges, recharge_delay, recharge_rate, ITEM_SLOT_OCLOTHING, shield_state)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -833,7 +790,6 @@
|
||||
hardsuit_type = "ert_security"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
|
||||
shield_state = "shield-red"
|
||||
shield_on = "shield-red"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue
|
||||
name = "blue shielded hardsuit"
|
||||
@@ -896,7 +852,6 @@
|
||||
item_state = "swat_suit"
|
||||
hardsuit_type = "syndi"
|
||||
max_charges = 4
|
||||
current_charges = 4
|
||||
recharge_delay = 15
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
|
||||
strip_delay = 130
|
||||
|
||||
@@ -199,10 +199,9 @@
|
||||
icon_state = "battlemage"
|
||||
item_state = "battlemage"
|
||||
recharge_rate = 0
|
||||
max_charges = INFINITY
|
||||
current_charges = 15
|
||||
recharge_cooldown = INFINITY
|
||||
shield_state = "shield-red"
|
||||
shield_on = "shield-red"
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
|
||||
@@ -243,6 +242,7 @@
|
||||
if(!istype(W))
|
||||
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
|
||||
return
|
||||
W.current_charges += 8
|
||||
to_chat(user, "<span class='notice'>You charge \the [W]. It can now absorb [W.current_charges] hits.</span>")
|
||||
var/datum/component/shielded/S = GetComponent(/datum/component/shielded)
|
||||
S.adjust_charges(8)
|
||||
to_chat(user, "<span class='notice'>You charge \the [W]. It can now absorb [S.charges] hits.</span>")
|
||||
qdel(src)
|
||||
|
||||
@@ -26,6 +26,8 @@
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
|
||||
if(accessory_overlay)
|
||||
. += accessory_overlay
|
||||
|
||||
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
|
||||
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
|
||||
@@ -99,8 +101,7 @@
|
||||
if((flags_inv & HIDEACCESSORY) || (A.flags_inv & HIDEACCESSORY))
|
||||
return TRUE
|
||||
|
||||
var/accessory_color = attached_accessory.icon_state
|
||||
accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', "[accessory_color]")
|
||||
accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', "attached_accessory.icon_state")
|
||||
accessory_overlay.alpha = attached_accessory.alpha
|
||||
accessory_overlay.color = attached_accessory.color
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/obj/item/clothing/under/dress/skirt
|
||||
/obj/item/clothing/under/dress
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
/obj/item/clothing/under/dress/skirt
|
||||
@@ -182,7 +182,6 @@
|
||||
icon_state = "bride_white"
|
||||
item_state = "bride_white"
|
||||
can_adjust = FALSE
|
||||
mutantrace_variation = NONE
|
||||
|
||||
/obj/item/clothing/under/dress/wedding/orange
|
||||
name = "orange wedding dress"
|
||||
@@ -213,7 +212,6 @@
|
||||
desc = "A fancy skirt made with polychromic threads."
|
||||
icon_state = "polyskirt"
|
||||
item_state = "rainbow"
|
||||
mutantrace_variation = NONE
|
||||
var/list/poly_colors = list("#FFFFFF", "#F08080", "#808080")
|
||||
|
||||
/obj/item/clothing/under/dress/skirt/polychromic/ComponentInitialize()
|
||||
@@ -226,5 +224,4 @@
|
||||
icon_state = "polypleat"
|
||||
item_state = "rainbow"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
mutantrace_variation = NONE
|
||||
poly_colors = list("#8CC6FF", "#808080", "#FF3535")
|
||||
|
||||
@@ -57,8 +57,7 @@
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
has_sensor = TRUE
|
||||
mutantrace_variation = NONE
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
|
||||
/obj/item/clothing/under/syndicate/sniper
|
||||
name = "Tactical turtleneck suit"
|
||||
|
||||
@@ -44,6 +44,7 @@
|
||||
/obj/item/clothing/under/trek/medsci/next
|
||||
desc = "The uniform worn by medsci officers. This one's from the mid 2360s."
|
||||
icon_state = "trek_next_medsci"
|
||||
item_state = "b_suit"
|
||||
|
||||
|
||||
//ENT
|
||||
@@ -67,35 +68,51 @@
|
||||
/obj/item/clothing/under/trek/command/voy
|
||||
desc = "The uniform worn by command officers of the 2370s."
|
||||
icon_state = "trek_voy_command"
|
||||
item_state = "trek_voy_command"
|
||||
item_state = "r_suit"
|
||||
|
||||
/obj/item/clothing/under/trek/engsec/voy
|
||||
desc = "The uniform worn by operations officers of the 2370s."
|
||||
icon_state = "trek_voy_engsec"
|
||||
item_state = "trek_voy_engsec"
|
||||
item_state = "y_suit"
|
||||
|
||||
/obj/item/clothing/under/trek/medsci/voy
|
||||
desc = "The uniform worn by medsci officers of the 2370s."
|
||||
icon_state = "trek_voy_medsci"
|
||||
item_state = "trek_voy_medsci"
|
||||
item_state = "b_suit"
|
||||
|
||||
|
||||
//DS9
|
||||
/obj/item/clothing/under/trek/command/ds9
|
||||
desc = "The uniform worn by command officers of the 2380s."
|
||||
icon_state = "trek_ds9_command"
|
||||
item_state = "trek_ds9_command"
|
||||
item_state = "r_suit"
|
||||
|
||||
/obj/item/clothing/under/trek/engsec/ds9
|
||||
desc = "The uniform worn by operations officers of the 2380s."
|
||||
icon_state = "trek_ds9_engsec"
|
||||
item_state = "trek_ds9_engsec"
|
||||
item_state = "y_suit"
|
||||
|
||||
/obj/item/clothing/under/trek/medsci/ds9
|
||||
desc = "The uniform undershirt worn by medsci officers of the 2380s."
|
||||
icon_state = "trek_ds9_medsci"
|
||||
item_state = "trek_ds9_medsci"
|
||||
item_state = "b_suit"
|
||||
|
||||
//The Motion Picture
|
||||
/obj/item/clothing/under/trek/fedutil
|
||||
name = "federation utility uniform"
|
||||
desc = "The uniform worn by United Federation enlisted crew members in 2285s."
|
||||
icon_state = "trek_tmp_enlist"
|
||||
item_state = "r_suit"
|
||||
|
||||
/obj/item/clothing/under/trek/fedutil/trainee
|
||||
name = "federation trainee utility uniform"
|
||||
desc = "The uniform worn by United Federation enlisted trainees in 2285s."
|
||||
icon_state = "trek_tmp_trainee"
|
||||
|
||||
/obj/item/clothing/under/trek/fedutil/service
|
||||
name = "federation service uniform"
|
||||
desc = "The uniform worn by United Federation enlists for service work in 2285s."
|
||||
icon_state = "trek_tmp_service"
|
||||
|
||||
//Q
|
||||
/obj/item/clothing/under/trek/Q
|
||||
|
||||
Reference in New Issue
Block a user