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Reverting stray changes from my merge of tgstation#464
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Petethegoat committed Apr 29, 2013
1 parent a31e06e commit 9343a93
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Showing 4 changed files with 104 additions and 33 deletions.
22 changes: 13 additions & 9 deletions code/game/gamemodes/objective.dm
Original file line number Diff line number Diff line change
Expand Up @@ -270,29 +270,33 @@ datum/objective/steal
"a hand teleporter" = /obj/item/weapon/hand_tele,
"an RCD" = /obj/item/weapon/rcd,
"a jetpack" = /obj/item/weapon/tank/jetpack,
"a captain's jumpsuit" = /obj/item/clothing/under/rank/captain,
"a functional AI" = /obj/item/device/aicard,
"a pair of magboots" = /obj/item/clothing/shoes/magboots,
"the station blueprints" = /obj/item/blueprints,
"28 moles of plasma (full tank)" = /obj/item/weapon/tank,
"an unused sample of slime extract" = /obj/item/slime_extract,
"a piece of corgi meat" = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi,
"the medal of captaincy" = /obj/item/clothing/tie/medal/gold/captain,
"the hypospray" = /obj/item/weapon/reagent_containers/hypospray,
"the captain's pinpointer" = /obj/item/weapon/pinpointer,
"an ablative armor vest" = /obj/item/clothing/suit/armor/laserproof,
/*
Nobody takes these seriously anyways -- Ikki
"a captain's jumpsuit" = /obj/item/clothing/under/rank/captain,
"a research director's jumpsuit" = /obj/item/clothing/under/rank/research_director,
"a chief engineer's jumpsuit" = /obj/item/clothing/under/rank/chief_engineer,
"a chief medical officer's jumpsuit" = /obj/item/clothing/under/rank/chief_medical_officer,
"a head of security's jumpsuit" = /obj/item/clothing/under/rank/head_of_security,
"a head of personnel's jumpsuit" = /obj/item/clothing/under/rank/head_of_personnel,
"the hypospray" = /obj/item/weapon/reagent_containers/hypospray,
"the captain's pinpointer" = /obj/item/weapon/pinpointer,
"an ablative armor vest" = /obj/item/clothing/suit/armor/laserproof,
*/
)

var/global/possible_items_special[] = list(
// "nuclear authentication disk" = /obj/item/weapon/disk/nuclear, //Broken with the change to nuke disk making it respawn on z level change.
"advanced energy gun" = /obj/item/weapon/gun/energy/gun/nuclear,
"diamond drill" = /obj/item/weapon/pickaxe/diamonddrill,
"bag of holding" = /obj/item/weapon/storage/backpack/holding,
"hyper-capacity cell" = /obj/item/weapon/cell/hyper,
"the nuclear authentication disk" = /obj/item/weapon/disk/nuclear,
"an advanced energy gun" = /obj/item/weapon/gun/energy/gun/nuclear,
"a diamond drill" = /obj/item/weapon/pickaxe/diamonddrill,
"a bag of holding" = /obj/item/weapon/storage/backpack/holding,
"a hyper-capacity cell" = /obj/item/weapon/cell/hyper,
"10 diamonds" = /obj/item/stack/sheet/mineral/diamond,
"50 gold bars" = /obj/item/stack/sheet/mineral/gold,
"25 refined uranium bars" = /obj/item/stack/sheet/mineral/uranium,
Expand Down
90 changes: 77 additions & 13 deletions code/modules/admin/verbs/debug.dm
Original file line number Diff line number Diff line change
Expand Up @@ -591,7 +591,8 @@ var/global/list/g_fancy_list_of_safe_types = null
return
//log_admin("[key_name(src)] has alienized [M.key].")
var/list/dresspacks = list(
"strip",
"naked",
"assistant grey",
"standard space gear",
"tournament standard red",
"tournament standard green",
Expand All @@ -605,7 +606,7 @@ var/global/list/g_fancy_list_of_safe_types = null
"masked killer",
"assassin",
"death commando",
"syndicate commando",
// "syndicate commando",
"centcom official",
"centcom commander",
"special ops officer",
Expand All @@ -622,8 +623,29 @@ var/global/list/g_fancy_list_of_safe_types = null
continue
del(I)
switch(dresscode)
if ("strip")
if ("naked")
//do nothing

if ("assistant grey")
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(M)
new /obj/item/weapon/storage/box/survival(BPK)
M.equip_to_slot_or_del(BPK, slot_back,1)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)

var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card (Assistant)"
W.assignment = "Assistant"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/device/pda/P = new(M)
P.owner = M.real_name
P.ownjob = "Assistant"
P.name = "PDA-[M.real_name] (Assistant)"
M.equip_to_slot_or_del(P, slot_belt)


if ("standard space gear")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)

Expand Down Expand Up @@ -795,10 +817,52 @@ var/global/list/g_fancy_list_of_safe_types = null
W.assignment = "Reaper"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
/* DEATH SQUADS
// DEATH SQUADS
if("death commando")//Was looking to add this for a while.
M.equip_death_commando()

var/obj/item/device/radio/R = new /obj/item/device/radio/headset(M)
R.set_frequency(1441)
M.equip_to_slot_or_del(R, slot_ears)

M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)

M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)

M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)

M.equip_to_slot_or_del(new /obj/item/weapon/plastique(M), slot_in_backpack)

M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)

M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(M), slot_r_hand)


var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)//Here you go Deuryn
L.imp_in = M
L.implanted = 1

var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()//They get full station access.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.assignment = "Death Commando"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
/*
if("syndicate commando")
M.equip_syndicate_commando()
*/
Expand All @@ -813,19 +877,19 @@ var/global/list/g_fancy_list_of_safe_types = null

var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "CentCom Review Official"
pda.ownjob = "CentCom Official"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"

M.equip_to_slot_or_del(pda, slot_r_store)

M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand)

var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (CentCom Official)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "CentCom Review Official"
W.assignment = "CentCom Official"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)

Expand All @@ -843,11 +907,11 @@ var/global/list/g_fancy_list_of_safe_types = null
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)

var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (CentCom Commander)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "CentCom Commanding Officer"
W.assignment = "CentCom Commander"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)

Expand All @@ -865,11 +929,11 @@ var/global/list/g_fancy_list_of_safe_types = null
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)

var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Special Ops Officer)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Special Operations Officer"
W.assignment = "Special Ops Officer"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)

Expand Down Expand Up @@ -919,7 +983,7 @@ var/global/list/g_fancy_list_of_safe_types = null
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Admiral)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
Expand Down
4 changes: 4 additions & 0 deletions code/modules/mob/living/carbon/brain/brain_item.dm
Original file line number Diff line number Diff line change
Expand Up @@ -93,6 +93,10 @@
if(ishuman(M))
H.update_hair(0)

//Update the body's icon so it doesnt appear debrained anymore
if(ishuman(M))
H.update_hair(0)

else
..()

Expand Down
21 changes: 10 additions & 11 deletions code/modules/power/cable.dm
Original file line number Diff line number Diff line change
Expand Up @@ -238,9 +238,9 @@
color = param_color
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
update_icon()
updateicon()

/obj/item/weapon/cable_coil/update_icon()
/obj/item/weapon/cable_coil/proc/updateicon()
if (!color)
color = pick("red", "yellow", "blue", "green")
if(amount == 1)
Expand Down Expand Up @@ -287,7 +287,7 @@
src.amount--
new/obj/item/weapon/cable_coil(user.loc, 1,color)
user << "You cut a piece off the cable coil."
src.update_icon()
src.updateicon()
return

else if( istype(W, /obj/item/weapon/cable_coil) )
Expand All @@ -299,27 +299,26 @@
if( (C.amount + src.amount <= MAXCOIL) )
src.use(src.amount) // make sure this one cleans up right
C.give(src.amount) // give it cable
user << "You join the cable coils together."
user << "You join the cable coils together."
return

else
user << "You transfer [MAXCOIL - C.amount] length\s of cable from one coil to the other."
src.use(MAXCOIL - C.amount)
C.give(MAXCOIL - C.amount)
C.give(MAXCOIL - C.amount)
return

/obj/item/weapon/cable_coil/proc/use(var/used)
if(src.amount < used)
return 0
else if (src.amount == used)
//handle mob icon update
if(ismob(loc))
else if (src.amount == used)
if(istype(loc, /mob))
var/mob/M = loc
M.drop_item(src)
M.remove_from_mob(src)
del(src)
else
amount -= used
update_icon()
updateicon()
return 1

/obj/item/weapon/cable_coil/proc/give(var/extra)
Expand Down Expand Up @@ -579,7 +578,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
src.amount = rand(1,2)
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
update_icon()
updateicon()

/obj/item/weapon/cable_coil/yellow
color = "yellow"
Expand Down

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