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Xander3359 committed May 9, 2024
2 parents 0f6e508 + d4fd639 commit eea0cdc
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Showing 159 changed files with 855 additions and 553 deletions.
12 changes: 12 additions & 0 deletions code/__DEFINES/colors.dm
Original file line number Diff line number Diff line change
@@ -1,3 +1,15 @@
//different types of atom colorations
/// Only used by rare effects like greentext coloring mobs and when admins varedit color
#define ADMIN_COLOUR_PRIORITY 1
/// e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
#define TEMPORARY_COLOUR_PRIORITY 2
/// Color splashed onto an atom (e.g. paint on turf)
#define WASHABLE_COLOUR_PRIORITY 3
/// Color inherent to the atom (e.g. blob color)
#define FIXED_COLOUR_PRIORITY 4
///how many colour priority levels there are.
#define COLOUR_PRIORITY_AMOUNT 4

#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"

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4 changes: 4 additions & 0 deletions code/__DEFINES/dcs/signals.dm
Original file line number Diff line number Diff line change
Expand Up @@ -207,6 +207,10 @@
#define COMSIG_ATOM_ATTACKBY_ALTERNATE "atom_attackby_alternate" //from base of atom/attackby_alternate(): (/obj/item, /mob/living)
#define COMPONENT_NO_AFTERATTACK (1<<0) //Return this in response if you don't want afterattack to be called

///Called on an object to "clean it", such as removing blood decals/overlays, etc. The clean types bitfield is sent with it. Return TRUE if any cleaning was necessary and thus performed.
#define COMSIG_COMPONENT_CLEAN_ACT "clean_act"
///Returned by cleanable components when they are cleaned.
#define COMPONENT_CLEANED (1<<0)
///from base of atom/max_stack_merging(): (obj/item/stack/S)
#define ATOM_MAX_STACK_MERGING "atom_max_stack_merging"
///from base of atom/recalculate_storage_space(): ()
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10 changes: 1 addition & 9 deletions code/__DEFINES/misc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
///How many variations of bullethole patterns there are
#define BULLETHOLE_STATES 10
///Maximum possible bullet holes in a closed turf
#define BULLETHOLE_MAX 24
#define BULLETHOLE_MAX 24

//wet floors

Expand Down Expand Up @@ -56,14 +56,6 @@ GLOBAL_VAR_INIT(global_unique_id, 1)
#define SHELLEO_STDOUT 2
#define SHELLEO_STDERR 3

//different types of atom colorations
#define ADMIN_COLOUR_PRIORITY 1 //only used by rare effects like greentext coloring mobs and when admins varedit color
#define TEMPORARY_COLOUR_PRIORITY 2 //e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
#define WASHABLE_COLOUR_PRIORITY 3 //color splashed onto an atom (e.g. paint on turf)
#define FIXED_COLOUR_PRIORITY 4 //color inherent to the atom (e.g. blob color)
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.


//Dummy mob reserve slots
#define DUMMY_HUMAN_SLOT_PREFERENCES "dummy_preference_preview"
#define DUMMY_HUMAN_SLOT_ADMIN "admintools"
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91 changes: 91 additions & 0 deletions code/__DEFINES/sound.dm
Original file line number Diff line number Diff line change
Expand Up @@ -60,3 +60,94 @@
#define SOUND_ENVIRONMENT_DRUGGED 23
#define SOUND_ENVIRONMENT_DIZZY 24
#define SOUND_ENVIRONMENT_PSYCHOTIC 25

/// List of all of our sound keys.
#define SFX_SHATTER "shatter"
#define SFX_EXPLOSION_LARGE "explosion_large"
#define SFX_EXPLOSION_MICRO "explosion_micro"
#define SFX_EXPLOSION_SMALL "explosion_small"
#define SFX_EXPLOSION_MED "explosion_med"
#define SFX_EXPLOSION_SMALL_DISTANT "explosion_small_distant"
#define SFX_EXPLOSION_LARGE_DISTANT "explosion_large_distant"
#define SFX_EXPLOSION_CREAK "explosion_creak"
#define SFX_SPARKS "sparks"
#define SFX_RUSTLE "rustle"
#define SFX_PUNCH "punch"
#define SFX_CLOWNSTEP "clownstep"
#define SFX_SWING_HIT "swing_hit"
#define SFX_PAGE_TURN "pageturn"
#define SFX_GASBREATH "gasbreath"
#define SFX_TERMINAL_TYPE "terminal_type"
#define SFX_VENDING "vending"
#define SFX_INCENDIARY_EXPLOSION "incendiary_explosion"
#define SFX_MOLOTOV "molotov"
#define SFX_FLASHBANG "flashbang"
#define SFX_BALLISTIC_HIT "ballistic_hit"
#define SFX_BALLISTIC_HITMARKER "ballistic hitmarker"
#define SFX_BALLISTIC_ARMOR "ballistic_armor"
#define SFX_BALLISTIC_MISS "ballistic_miss"
#define SFX_BALLISTIC_BOUNCE "ballistic_bounce"
#define SFX_ROCKET_BOUNCE "rocket_bounce"
#define SFX_ENERGY_HIT "energy_hit"
#define SFX_ALLOY_HIT "alloy_hit"
#define SFX_ALLOY_ARMOR "alloy_armor"
#define SFX_ALLOY_BOUNCE "alloy_bounce"
#define SFX_GUN_SILENCED "gun_silenced"
#define SFX_GUN_SMARTGUN "gun_smartgun"
#define SFX_GUN_FLAMETHROWER "gun_flamethrower"
#define SFX_GUN_AR12 "gun_ar12"
#define SFX_GUN_FB12 "gun_fb12"
#define SFX_SHOTGUN_SOM "shotgun_som"
#define SFX_GUN_PULSE "gun_pulse"
#define SFX_RPG_FIRE "rpg_fire"
#define SFX_AC_FIRE "ac_fire"
#define SFX_SVD_FIRE "svd_fire"
#define SFX_FAL_FIRE "fal_fire"
#define SFX_MP38_FIRE "mp38_fire"
#define SFX_SLAM "slam"
#define SFX_ACID_HIT "acid_hit"
#define SFX_ACID_BOUNCE "acid_bounce"
#define SFX_ALIEN_CLAW_FLESH "alien_claw_flesh"
#define SFX_ALIEN_CLAW_METAL "alien_claw_metal"
#define SFX_ALIEN_BITE "alien_bite"
#define SFX_ALIEN_TAIL_ATTACK "alien_tail_attack"
#define SFX_ALIEN_FOOTSTEP_LARGE "alien_footstep_large"
#define SFX_ALIEN_CHARGE "alien_charge"
#define SFX_ALIEN_RESIN_BUILD "alien_resin_build"
#define SFX_ALIEN_RESIN_BREAK "alien_resin_break"
#define SFX_ALIEN_RESIN_MOVE "alien_resin_move"
#define SFX_ALIEN_TALK "alien_talk"
#define SFX_ALIEN_GROWL "alien_growl"
#define SFX_ALIEN_HISS "alien_hiss"
#define SFX_ALIEN_TAIL_SWIPE "alien_tail_swipe"
#define SFX_ALIEN_HELP "alien_help"
#define SFX_ALIEN_DROOL "alien_drool"
#define SFX_ALIEN_ROAR "alien_roar"
#define SFX_ALIEN_ROAR_LARVA "alien_roar_larva"
#define SFX_QUEEN "queen"
#define SFX_ALIEN_VENTPASS "alien_ventpass"
#define SFX_BEHEMOTH_STEP_SOUNDS "behemoth_step_sounds"
#define SFX_BEHEMOTH_ROLLING "behemoth_rolling"
#define SFX_BEHEMOTH_EARTH_PILLAR_HIT "behemoth_earth_pillar_hit"
#define SFX_MALE_SCREAM "male_scream"
#define SFX_MALE_PAIN "male_pain"
#define SFX_MALE_GORED "male_gored"
#define SFX_MALE_FRAGOUT "male_fragout"
#define SFX_MALE_WARCRY "male_warcry"
#define SFX_FEMALE_SCREAM "female_scream"
#define SFX_FEMALE_PAIN "female_pain"
#define SFX_FEMALE_GORED "female_gored"
#define SFX_FEMALE_FRAGOUT "female_fragout"
#define SFX_FEMALE_WARCRY "female_warcry"
#define SFX_MALE_HUGGED "male_hugged"
#define SFX_FEMALE_HUGGED "female_hugged"
#define SFX_MALE_GASP "male_gasp"
#define SFX_FEMALE_GASP "female_gasp"
#define SFX_MALE_COUGH "male_cough"
#define SFX_FEMALE_COUGH "female_cough"
#define SFX_MALE_PREBURST "male_preburst"
#define SFX_FEMALE_PREBURST "female_preburst"
#define SFX_JUMP "jump"
#define SFX_ROBOT_SCREAM "robot_scream"
#define SFX_ROBOT_PAIN "robot_pain"
#define SFX_ROBOT_WARCRY "robot_warcry"
2 changes: 2 additions & 0 deletions code/_globalvars/lists/flavor_misc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -106,6 +106,8 @@ GLOBAL_LIST_INIT(playable_icons, list(
"medical",
"pilot",
"transportofficer",
"transport_crew",
"assault_crew",
"praetorian",
"private",
"puppeteer",
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2 changes: 1 addition & 1 deletion code/_onclick/ventcrawl.dm
Original file line number Diff line number Diff line change
Expand Up @@ -67,7 +67,7 @@ GLOBAL_LIST_INIT(ventcrawl_machinery, typecacheof(list(
visible_message(span_notice("[stealthy ? "[src] scrambles into the ventilation ducts!" : ""]"),span_notice("You climb into the ventilation ducts."))

if(!stealthy) //Xenos with stealth vent crawling can silently enter/exit vents.
playsound(src, get_sfx("alien_ventpass"), 35, TRUE)
playsound(src, SFX_ALIEN_VENTPASS, 35, TRUE)

forceMove(vent_found)
update_pipe_vision()
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22 changes: 11 additions & 11 deletions code/controllers/subsystem/explosions.dm
Original file line number Diff line number Diff line change
Expand Up @@ -133,9 +133,9 @@ SUBSYSTEM_DEF(explosions)

if(!silent)
var/frequency = GET_RAND_FREQUENCY
var/sound/explosion_sound = sound(get_sfx("explosion_large"))
var/sound/far_explosion_sound = sound(get_sfx("explosion_large_distant"))
var/sound/creak_sound = sound(get_sfx("explosion_creak"))
var/sound/explosion_sound = SFX_EXPLOSION_LARGE
var/sound/far_explosion_sound = SFX_EXPLOSION_LARGE_DISTANT
var/sound/creak_sound = SFX_EXPLOSION_CREAK

for(var/MN in GLOB.player_list)
var/mob/M = MN
Expand All @@ -147,26 +147,26 @@ SUBSYSTEM_DEF(explosions)
if(orig_max_distance - dist > 0)
baseshakeamount = sqrt((orig_max_distance - dist)*0.1)
if(devastation_range)
explosion_sound = sound(get_sfx("explosion_large"))
explosion_sound = SFX_EXPLOSION_LARGE
else if(heavy_impact_range)
explosion_sound = sound(get_sfx("explosion_med"))
explosion_sound = SFX_EXPLOSION_MED
else if(light_impact_range || weak_impact_range)
explosion_sound = sound(get_sfx("explosion_small"))
far_explosion_sound = sound(get_sfx("explosion_small_distant"))
explosion_sound = SFX_EXPLOSION_SMALL
far_explosion_sound = SFX_EXPLOSION_SMALL_DISTANT
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, null, 75, 1, frequency, falloff = 5, S = explosion_sound)
M.playsound_local(epicenter, null, 75, 1, frequency, falloff = 5, sound_to_use = explosion_sound)
if(is_mainship_level(epicenter.z))
M.playsound_local(epicenter, null, 40, 1, frequency, falloff = 5, S = creak_sound)//ship groaning under explosion effect
M.playsound_local(epicenter, null, 40, 1, frequency, falloff = 5, sound_to_use = creak_sound)//ship groaning under explosion effect
if(baseshakeamount > 0)
shake_camera(M, 15, clamp(baseshakeamount, 0, 5))
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else if(dist <= far_dist)
var/far_volume = clamp(far_dist, 30, 60) // Volume is based on explosion size and dist
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
M.playsound_local(epicenter, null, far_volume, 1, frequency, falloff = 5, S = far_explosion_sound)
M.playsound_local(epicenter, null, far_volume, 1, frequency, falloff = 5, sound_to_use = far_explosion_sound)
if(is_mainship_level(epicenter.z))
M.playsound_local(epicenter, null, far_volume*3, 1, frequency, falloff = 5, S = creak_sound)//ship groaning under explosion effect
M.playsound_local(epicenter, null, far_volume*3, 1, frequency, falloff = 5, sound_to_use = creak_sound)//ship groaning under explosion effect
if(baseshakeamount > 0)
shake_camera(M, 7, clamp(baseshakeamount*0.15, 0, 1.5))

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4 changes: 3 additions & 1 deletion code/controllers/subsystem/minimaps.dm
Original file line number Diff line number Diff line change
Expand Up @@ -553,10 +553,12 @@ SUBSYSTEM_DEF(minimaps)
///CLears the locator override in case the override target is deleted
/datum/action/minimap/proc/clear_locator_override()
SIGNAL_HANDLER
if(!locator_override)
return
UnregisterSignal(locator_override, list(COMSIG_QDELETING, COMSIG_ATOM_EXITED))
if(owner)
UnregisterSignal(locator_override, COMSIG_MOVABLE_Z_CHANGED)
RegisterSignal(owner, COMSIG_MOVABLE_Z_CHANGED)
RegisterSignal(owner, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(on_owner_z_change))
var/turf/owner_turf = get_turf(owner)
if(owner_turf.z != locator_override.z)
on_owner_z_change(owner, locator_override.z, owner_turf.z)
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2 changes: 1 addition & 1 deletion code/controllers/subsystem/tts.dm
Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ SUBSYSTEM_DEF(tts)
// falloff_exponent = SOUND_FALLOFF_EXPONENT,
channel = channel,
// pressure_affected = TRUE,
S = audio_to_use,
sound_to_use = audio_to_use,
// max_distance = SOUND_RANGE,
// falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE,
distance_multiplier = 1,
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2 changes: 1 addition & 1 deletion code/datums/fire_support.dm
Original file line number Diff line number Diff line change
Expand Up @@ -375,7 +375,7 @@

/datum/fire_support/mortar/smoke/do_impact(turf/target_turf)
var/datum/effect_system/smoke_spread/smoke = new smoketype()
playsound(target_turf, "explosion_small", 50)
playsound(target_turf, SFX_EXPLOSION_SMALL, 50)
playsound(target_turf, 'sound/effects/smoke_bomb.ogg', 25, TRUE)
smoke.set_up(smokeradius, target_turf, smoke_duration)
smoke.start()
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23 changes: 22 additions & 1 deletion code/datums/gamemodes/campaign/loadout_items/SOM/head.dm
Original file line number Diff line number Diff line change
Expand Up @@ -48,11 +48,32 @@
ui_icon = "lorica"
item_typepath = /obj/item/clothing/head/modular/som/lorica
jobs_supported = list(SOM_SQUAD_MARINE, SOM_SQUAD_VETERAN)
item_whitelist = list(/obj/item/clothing/suit/modular/som/heavy/lorica = ITEM_SLOT_OCLOTHING)
item_whitelist = list(
/obj/item/clothing/suit/modular/som/heavy/lorica = ITEM_SLOT_OCLOTHING,
/obj/item/clothing/suit/modular/som/heavy/lorica/medic = ITEM_SLOT_OCLOTHING,
/obj/item/clothing/suit/modular/som/heavy/lorica/engineer = ITEM_SLOT_OCLOTHING,
)

/datum/loadout_item/helmet/som_tyr/medic
jobs_supported = list(SOM_SQUAD_CORPSMAN)
loadout_item_flags = NONE

/datum/loadout_item/helmet/som_tyr/medic/post_equip(mob/living/carbon/human/wearer, datum/outfit/quick/loadout)
wearer.equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/autoinjector/russian_red, SLOT_IN_HEAD)
wearer.equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/autoinjector/russian_red, SLOT_IN_HEAD)

/datum/loadout_item/helmet/som_tyr/engineer
jobs_supported = list(SOM_SQUAD_ENGINEER)
loadout_item_flags = NONE

/datum/loadout_item/helmet/som_tyr/engineer/post_equip(mob/living/carbon/human/wearer, datum/outfit/quick/loadout)
wearer.equip_to_slot_or_del(new /obj/item/explosive/plastique, SLOT_IN_HEAD)
wearer.equip_to_slot_or_del(new /obj/item/explosive/plastique, SLOT_IN_HEAD)

/datum/loadout_item/helmet/som_tyr/universal
jobs_supported = list(SOM_SQUAD_MARINE, SOM_SQUAD_CORPSMAN, SOM_SQUAD_ENGINEER, SOM_SQUAD_VETERAN, SOM_SQUAD_LEADER, SOM_FIELD_COMMANDER)
loadout_item_flags = NONE

/datum/loadout_item/helmet/som_mimir
name = "Biohazard helmet"
desc = "A standard combat helmet with a Mithridatius 'Mith' environmental protection module."
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Original file line number Diff line number Diff line change
Expand Up @@ -174,7 +174,7 @@
desc = "A pouch specialized for holding shotgun ammo. Contains Flechette shells."
ui_icon = "grenade"
item_typepath = /obj/item/storage/pouch/shotgun/som
jobs_supported = list(SOM_SQUAD_MARINE, SOM_SQUAD_CORPSMAN, SOM_SQUAD_VETERAN, SOM_SQUAD_LEADER)
jobs_supported = list(SOM_SQUAD_MARINE, SOM_SQUAD_CORPSMAN, SOM_SQUAD_ENGINEER, SOM_SQUAD_VETERAN, SOM_SQUAD_LEADER)

/datum/loadout_item/l_pocket/som_shotgun/post_equip(mob/living/carbon/human/wearer, datum/outfit/quick/loadout)
wearer.equip_to_slot_or_del(new /obj/item/ammo_magazine/handful/flechette, SLOT_IN_L_POUCH)
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25 changes: 24 additions & 1 deletion code/datums/gamemodes/campaign/loadout_items/SOM/suit.dm
Original file line number Diff line number Diff line change
Expand Up @@ -125,8 +125,31 @@
jobs_supported = list(SOM_SQUAD_VETERAN)
item_whitelist = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/volkite/charger/somvet = ITEM_SLOT_SUITSTORE)

/datum/loadout_item/suit_slot/som_heavy_tyr/medic
item_typepath = /obj/item/clothing/suit/modular/som/heavy/lorica/medic
jobs_supported = list(SOM_SQUAD_CORPSMAN)
loadout_item_flags = null
item_whitelist = null

/datum/loadout_item/suit_slot/som_heavy_tyr/medic/post_equip(mob/living/carbon/human/wearer, datum/outfit/quick/loadout)
wearer.equip_to_slot_or_del(new /obj/item/tool/extinguisher, SLOT_IN_SUIT)
wearer.equip_to_slot_or_del(new /obj/item/defibrillator, SLOT_IN_SUIT)

/datum/loadout_item/suit_slot/som_heavy_tyr/engineer
item_typepath = /obj/item/clothing/suit/modular/som/heavy/lorica/engineer
jobs_supported = list(SOM_SQUAD_ENGINEER)
loadout_item_flags = null
item_whitelist = null

/datum/loadout_item/suit_slot/som_heavy_tyr/engineer/post_equip(mob/living/carbon/human/wearer, datum/outfit/quick/loadout)
wearer.equip_to_slot_or_del(new /obj/item/circuitboard/apc, SLOT_IN_SUIT)
wearer.equip_to_slot_or_del(new /obj/item/cell/high, SLOT_IN_SUIT)
wearer.equip_to_slot_or_del(new /obj/item/stack/sheet/plasteel/medium_stack, SLOT_IN_SUIT)
wearer.equip_to_slot_or_del(new /obj/item/stack/sheet/metal/large_stack, SLOT_IN_SUIT)
wearer.equip_to_slot_or_del(new /obj/item/stack/barbed_wire/half_stack, SLOT_IN_SUIT)

/datum/loadout_item/suit_slot/som_heavy_tyr/universal
jobs_supported = list(SOM_SQUAD_MARINE, SOM_SQUAD_CORPSMAN, SOM_SQUAD_ENGINEER, SOM_SQUAD_VETERAN, SOM_SQUAD_LEADER, SOM_FIELD_COMMANDER)
jobs_supported = list(SOM_SQUAD_MARINE, SOM_SQUAD_VETERAN, SOM_SQUAD_LEADER, SOM_FIELD_COMMANDER)
loadout_item_flags = null
item_whitelist = null

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,7 @@
wearer.equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/autoinjector/peridaxon_plus, SLOT_IN_BACKPACK)
wearer.equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/autoinjector/peridaxon_plus, SLOT_IN_BACKPACK)

/datum/loadout_item/suit_store/main_gun/som_marine/smg/enhanced
/datum/loadout_item/suit_store/main_gun/som_medic/smg/enhanced
name = "V-21+"
desc = "Equipped with a mag harness, recoil compensator and vertical grip. The V-21 is the principal submachinegun used by the Sons of Mars, with a variable rate of fire. \
Has outstanding mobility and handling and can be comfortably fired one handed on its lower fire rate mode. \
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24 changes: 22 additions & 2 deletions code/datums/gamemodes/campaign/loadout_items/_TGMC/head.dm
Original file line number Diff line number Diff line change
Expand Up @@ -60,14 +60,34 @@
ui_icon = "tyr"
item_typepath = /obj/item/clothing/head/modular/m10x/tyr
jobs_supported = list(SQUAD_MARINE)
item_whitelist = list(/obj/item/clothing/suit/modular/xenonauten/heavy/tyr_two = ITEM_SLOT_OCLOTHING)
item_whitelist = list(
/obj/item/clothing/suit/modular/xenonauten/heavy/tyr_two = ITEM_SLOT_OCLOTHING,
/obj/item/clothing/suit/modular/xenonauten/heavy/tyr_two/corpsman = ITEM_SLOT_OCLOTHING,
/obj/item/clothing/suit/modular/xenonauten/heavy/tyr_two/engineer = ITEM_SLOT_OCLOTHING,
)

/datum/loadout_item/helmet/tyr/smartgunner
jobs_supported = list(SQUAD_SMARTGUNNER)
loadout_item_flags = LOADOUT_ITEM_ROUNDSTART_OPTION|LOADOUT_ITEM_DEFAULT_CHOICE

/datum/loadout_item/helmet/tyr/corpsman
jobs_supported = list(SQUAD_CORPSMAN)
loadout_item_flags = NONE

/datum/loadout_item/helmet/tyr/corpsman/post_equip(mob/living/carbon/human/wearer, datum/outfit/quick/loadout)
wearer.equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/autoinjector/neuraline, SLOT_IN_HEAD)
wearer.equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/autoinjector/neuraline, SLOT_IN_HEAD)

/datum/loadout_item/helmet/tyr/engineer
jobs_supported = list(SQUAD_ENGINEER)
loadout_item_flags = NONE

/datum/loadout_item/helmet/tyr/engineer/post_equip(mob/living/carbon/human/wearer, datum/outfit/quick/loadout)
wearer.equip_to_slot_or_del(new /obj/item/explosive/plastique, SLOT_IN_HEAD)
wearer.equip_to_slot_or_del(new /obj/item/explosive/plastique, SLOT_IN_HEAD)

/datum/loadout_item/helmet/tyr/universal
jobs_supported = list(SQUAD_MARINE, SQUAD_CORPSMAN, SQUAD_ENGINEER, SQUAD_SMARTGUNNER, SQUAD_LEADER, FIELD_COMMANDER)
jobs_supported = list(SQUAD_MARINE, SQUAD_SMARTGUNNER, SQUAD_LEADER, FIELD_COMMANDER)
loadout_item_flags = NONE

/datum/loadout_item/helmet/white_dress
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4 changes: 2 additions & 2 deletions code/datums/gamemodes/campaign/loadout_items/_TGMC/pockets.dm
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@
item_typepath = /obj/item/storage/pouch/grenade/standard
jobs_supported = list(SQUAD_MARINE, SQUAD_CORPSMAN, SQUAD_SMARTGUNNER, SQUAD_LEADER, FIELD_COMMANDER)

/datum/loadout_item/r_pocket/som_emp_grenades
/datum/loadout_item/r_pocket/emp_grenades
name = "EMP nades"
desc = "A pouch carrying a set of six EMP grenades. Effective against electronic systems including mechs."
purchase_cost = 30
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item_typepath = /obj/item/storage/pouch/grenade/standard
jobs_supported = list(SQUAD_MARINE, SQUAD_CORPSMAN, SQUAD_ENGINEER, SQUAD_SMARTGUNNER, SQUAD_LEADER, FIELD_COMMANDER)

/datum/loadout_item/l_pocket/som_emp_grenades
/datum/loadout_item/l_pocket/emp_grenades
name = "EMP nades"
desc = "A pouch carrying a set of six EMP grenades. Effective against electronic systems including mechs."
purchase_cost = 30
Expand Down
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