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Merge pull request #3434 from YourPalHolidays/alpha
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Timmypool's Donator Sangheili Minor Armor & Marshal KS7 Overhaul
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BDpuffy420 committed Aug 3, 2023
2 parents 147bc26 + 9696739 commit 831e135
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Showing 22 changed files with 891 additions and 216 deletions.
1 change: 1 addition & 0 deletions baystation12.dme
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Expand Up @@ -1473,6 +1473,7 @@
#include "code\modules\halo\clothing\jetpacks.dm"
#include "code\modules\halo\clothing\jumpsuits.dm"
#include "code\modules\halo\clothing\marine.dm"
#include "code\modules\halo\clothing\marshal.dm"
#include "code\modules\halo\clothing\odst.dm"
#include "code\modules\halo\clothing\oni_guard.dm"
#include "code\modules\halo\clothing\pilot.dm"
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4 changes: 2 additions & 2 deletions code/modules/halo/clothing/civilian.dm
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Expand Up @@ -37,7 +37,7 @@

/obj/item/clothing/suit/armor/vest/police_medium/New()//speeds are factoring other gear and chasing people on foot, meant to encourage using lighter armors to reduce meta
. = ..()
slowdown_per_slot[slot_wear_suit] = -1
slowdown_per_slot[slot_wear_suit] = 1
pocket_curr = new/obj/item/weapon/storage/internal/pockets(src,2,ITEM_SIZE_SMALL,null,ARMOUR_POCKET_CANHOLD)


Expand All @@ -58,7 +58,7 @@

/obj/item/clothing/suit/storage/vest/tactical/police/New()
. = ..()
slowdown_per_slot[slot_wear_suit] = -2
slowdown_per_slot[slot_wear_suit] = 0
pocket_curr = new/obj/item/weapon/storage/internal/pockets(src,2,ITEM_SIZE_SMALL,null,ARMOUR_POCKET_CANHOLD)

/obj/item/clothing/mask/balaclava/tactical/police
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38 changes: 38 additions & 0 deletions code/modules/halo/clothing/donor_covenant.dm
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Expand Up @@ -783,4 +783,42 @@
/obj/item/clothing/head/helmet/kigyar/skirmisher/murmillo/donator/planetary
)

///////Timmypool\\\\\\\\
//Sangheili (MINOR)

/obj/item/clothing/head/helmet/sangheili/minor/timmy
name = "Silent Shadow Slim Helmet"
desc = "Armor worn by a noble blood line regularly inducted into the Silent Shadow."
icon_state = "tk_helm_obj"
item_state = "tk_helm"

/obj/item/clothing/suit/armor/special/combatharness/minor/timmy
name = "Silent Shadow Slim Armor"
icon_state = "tk_chest_obj"
item_state = "tk_chest"

/obj/item/clothing/shoes/sangheili/minor/timmy
name = "Silent Shadow Slim Leg Armor"
icon_state = "tk_legs_obj"
item_state = "tk_legs"


/obj/item/clothing/gloves/thick/sangheili/minor/timmy
name = "Silent Shadow Slim Gauntlets"
icon_state = "tk_gloves_obj"
item_state = "tk_gloves"

/obj/item/weapon/storage/box/large/donator/timmy
startswith = list(/obj/item/clothing/head/helmet/sangheili/minor/timmy,
/obj/item/clothing/suit/armor/special/combatharness/minor/timmy,
/obj/item/clothing/shoes/sangheili/minor/timmy,
/obj/item/clothing/gloves/thick/sangheili/minor/timmy
)
can_hold = list(/obj/item/clothing/head/helmet/sangheili/minor/timmy,
/obj/item/clothing/suit/armor/special/combatharness/minor/timmy,
/obj/item/clothing/shoes/sangheili/minor/timmy,
/obj/item/clothing/gloves/thick/sangheili/minor/timmy
)

#undef JIRALHANAE_ICON_PATH_OBJ
156 changes: 156 additions & 0 deletions code/modules/halo/clothing/marshal.dm
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@@ -0,0 +1,156 @@
#define MARSHAL_OVERRIDE 'code/modules/halo/clothing/marshal.dmi'

//UNDER

obj/item/clothing/under/police/marshal
name = "Marshal's Uniform"
desc = "A tan uniform worn by UEG Marshals."
icon = 'code/modules/halo/clothing/marshal.dmi'
icon_state = "marshal_uniform_obj"
worn_state = "marshal-uniform"
starting_accessories = list(/obj/item/clothing/accessory/holster/thigh)
item_icons = list(
slot_l_hand_str = 'code/modules/halo/clothing/gcpd_leftinhands.dmi',
slot_r_hand_str = 'code/modules/halo/clothing/gcpd_rightinhands.dmi',
)

//HELMET

/obj/item/clothing/head/helmet/swat/police/marshal //light
name = "Marshal Impact Helmet"
desc = "A Marshal lightweight helmet tailored towards protecting the wearer from blows to the head with minor shrapnel protection."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_helmet_obj"
item_state = "marshal_helmet_w"

/obj/item/clothing/head/helmet/swat/police/medium/marshal //medium
name = "Marshal Ballistic Helmet"
desc = "A heavier Marshal helmet designed to be worn with the medium ballistic vest with more focus on protecting the eyes and head from shrapnel and bullets."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_helmet_goggled_obj"
item_state = "marshal_helmet_goggled_w"

/obj/item/clothing/head/helmet/gas/police/heavy/marshal //heavy
name = "Marshal EH252 Helmet"
desc = "A fully enclosed Marshal helmet with inbuilt tear gas filters designed to protect the entirety of the head from ballistics and shrapnel. Goes with the heavy ballistic suit."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_helmet_visor_obj"
item_state = "marshal_helmet_visor_w"

//HEAD

/obj/item/clothing/head/soft/police/marshal
name = "Marshal Hat"
desc = "A soft patrol cap to identify officers or show support."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_hat_obj"
item_state = "marshal_hat_w"

/obj/item/clothing/head/soft/police/marshal/patrol
name = "Marshal Patrol Hat"
desc = "A hat worn by Marshals, to signify their status, reinforced with internal armour."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_patrol_hat_obj"
item_state = "marshal_patrol_hat_w"

/obj/item/clothing/head/soft/police/marshal/beret
name = "Marshal Beret"
desc = "A beret worn by Marshals, to signify their status, reinforced with internal armour."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_beret_obj"
item_state = "marshal_beret_w"

//SUIT

/obj/item/clothing/suit/storage/vest/tactical/police/marshal //light
name = "Marshal Light Tactical Vest"
desc = "A lightweight ballistic vest designed to reduce damage from low caliber rounds or stab wounds specifically to the upper torso. For light duties only."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_armor_l_obj"
item_state = "marshal_armor_l_w"

/obj/item/clothing/suit/armor/vest/police_medium/marshal //medium
name = "Marshal Ballistic Vest"
desc = "A moderately armored vest designed for dangerous operations that features full upper and lower torso coverage."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_armor_m_obj"
item_state = "marshal_armor_m_w"

/obj/item/clothing/suit/armor/vest/police/marshal //heavy
name = "Marshal Heavy Ballistic Suit"
desc = "A heavily armored vest designed for bullet and explosive resistance with coverage including the arms, upper and lower torso, and neck."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_armor_h_obj"
item_state = "marshal_armor_h_w"

//MASK

/obj/item/clothing/mask/balaclava/tactical/police/marshal
name = "Marshal Balaclava"
desc = "A Marshal issued balaclava, for use in cold climate enviroments."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_mask_obj"
item_state = "marshal_mask_w"

//EYES

/obj/item/clothing/glasses/police/marshal
name = "Ballistic Glasses"
desc = "Tinted to reduce glare and strenghtened to protect eyeballs from shrapnel."

//SHOES

/obj/item/clothing/shoes/marine/marshal
name = "Marshal Boots"
desc = "Boots worn by Marshals, to signify their status. Has inlays for to provide extra leg-armour."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_boots_obj"
item_state = "marshal_boots_w"

//GLOVES

/obj/item/clothing/gloves/thick/unsc/marshal
name = "Marshal Gloves and Armguards"
desc = "Gloves and jumpsuit inlays designed to reinforce the arms and hands of Marshals."
icon_override = MARSHAL_OVERRIDE
icon = MARSHAL_OVERRIDE
icon_state = "marshal_gloves_obj"
item_state = "marshal_gloves_w"

//BELT

/obj/item/weapon/storage/belt/marine_ammo/marshal
name = "Marshal Ammo Belt"
desc = "A purpose built belt designed to carry ammunition and little else."

//RADIO

/obj/item/device/radio/headset/marshal
name = "Colonial Marshal Radio Headset"
icon_state = "sec_headset"
dongles = list(/obj/item/device/channel_dongle/human_civ,\
/obj/item/device/channel_dongle/marshals)

//ID

/obj/item/weapon/card/id/civilian/marshal
name = "Colonial Marshal ID Card"
desc = "An identification card worn by Colonial Marshals."
assignment = "Colonial Marshal"
access = list(8076) //KS7 Police Station Access
icon_state = "id"
item_state = "sec"


#undef MARSHAL_OVERRIDE
Binary file added code/modules/halo/clothing/marshal.dmi
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12 changes: 12 additions & 0 deletions code/modules/halo/comms/channel_presets.dm
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Expand Up @@ -6,6 +6,7 @@
#define RADIO_INNIE "INNIE"
#define RADIO_URFC "URFC"
#define RADIO_SEC "GCPD"
#define RADIO_MARSHAL "Marshals"
#define RADIO_SQUAD "UNSC"
#define RADIO_MARINE "REQUISITION"
#define RADIO_ODST "ODST"
Expand Down Expand Up @@ -54,6 +55,17 @@ GLOBAL_LIST_INIT(random_channels, list(\
chat_span_class = "secradio"
hotkey = "g"

//

/obj/item/device/channel_dongle/marshals
channel_preset = RADIO_MARSHAL

/datum/channel_cipher/marshals
channel_name = RADIO_MARSHAL
chat_span_class = "secradio"
hotkey = "m"
//

/obj/item/device/channel_dongle/squadcom
channel_preset = RADIO_SQUAD
//
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7 changes: 6 additions & 1 deletion code/modules/halo/comms/headsets.dm
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Expand Up @@ -29,7 +29,12 @@
/obj/item/device/channel_dongle/innie,\
/obj/item/device/channel_dongle/urfc)


//colonial marshal headset
/obj/item/device/radio/headset/marshal
name = "colonial marshal radio headset"
icon_state = "sec_headset"
dongles = list(/obj/item/device/channel_dongle/human_civ,\
/obj/item/device/channel_dongle/marshals)

/* UNSC */

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Binary file modified icons/mob/uniform.dmi
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2 changes: 1 addition & 1 deletion maps/first_contact/jobs.dm
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Expand Up @@ -8,7 +8,7 @@
/datum/job/colonist/casino_owner,
/datum/job/colonist/hospital_worker,
/datum/job/colonist/pharmacist,
/datum/job/colonist/colonist_marshall,
/datum/job/colonist/colonist_marshal,
/datum/job/colonist/bartender,
/datum/job/colonist/chef,
/datum/job/colonist/librarian_museum,
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16 changes: 10 additions & 6 deletions maps/ks7_elmsville/KS7_535_1.dmm
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Expand Up @@ -183,8 +183,8 @@
"dA" = (/turf/simulated/mineral,/area/exo_ice_facility/exterior/caves/volcano)
"dB" = (/obj/structure/window/basic{dir = 8},/turf/simulated/floor/decor{tag = "icon-plate2"; icon_state = "plate2"},/area/exo_ice_facility/interior/police)
"dC" = (/obj/structure/bed/chair/office/light,/turf/simulated/floor/decor{tag = "icon-plate2"; icon_state = "plate2"},/area/exo_ice_facility/interior/police)
"dD" = (/obj/machinery/light/colored/red{tag = "icon-red1 (NORTH)"; icon_state = "red1"; dir = 1},/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police)
"dE" = (/obj/machinery/light/colored/red{dir = 8},/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police)
"dD" = (/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police/floor2)
"dE" = (/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police/floor3)
"dF" = (/obj/structure/window/reinforced{dir = 4},/obj/random/firstaid,/obj/structure/table/standard,/turf/simulated/floor/tiled,/area/exo_ice_facility/interior/hospital)
"dG" = (/obj/structure/reagent_dispensers/water_cooler,/turf/simulated/floor/tiled,/area/exo_ice_facility/interior/hospital)
"dH" = (/obj/structure/table/steel,/obj/item/weapon/hemostat,/obj/item/weapon/cautery,/turf/simulated/floor/tiled,/area/exo_ice_facility/interior/hospital)
Expand Down Expand Up @@ -884,6 +884,10 @@
"qZ" = (/turf/simulated/floor/plating,/area/exo_ice_facility/interior/radio_shack)
"ra" = (/obj/machinery/overmap_comms/receiver,/turf/simulated/floor/plating,/area/exo_ice_facility/interior/radio_shack)
"rb" = (/obj/machinery/light/small,/turf/simulated/floor/plating,/area/exo_ice_facility/interior/radio_shack)
"rc" = (/obj/machinery/light/colored/red{tag = "icon-red1 (NORTH)"; icon_state = "red1"; dir = 1},/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police/floor3)
"rd" = (/obj/machinery/light/colored/red{dir = 8},/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police/floor3)
"re" = (/obj/effect/landmark/start/colonist_marshall,/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police/floor3)
"rf" = (/obj/machinery/light/colored/red{dir = 8},/turf/simulated/floor/decor{icon_state = "square_black"; tag = "icon-tiled1"},/area/exo_ice_facility/interior/police/floor2)

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