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update 29/10 (#22)
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* Provost sprites and code cleanup (#4409)

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# About the pull request
Gives the provost uniforms their own sprites as only the Enforcer used
the provost uniform sprite, and all others used MP sprites which
contrasted with the provost jackets/armour.
Also removes a lot of duplicate code where things were subtyped and
really didn't need to be.

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link the PR to the corresponding Issue number #169420.

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# Explain why it's good for the game
Having all the duplicate entries, especially in the preset lists, is
really clunky and useless. The only things that were being used were
specially named uniforms and suits, which is unnecessary.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding, and may discourage maintainers from reviewing or merging
your PR. This section is not strictly required for (non-controversial)
fix PRs or backend PRs. -->


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog

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observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
label your changes in the changelog. Please note that maintainers freely
reserve the right to remove and add tags should they deem it
appropriate. You can attempt to finagle the system all you want, but
it's best to shoot for clear communication right off the bat. -->
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changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl:
imageadd: Added sprites for provost senior and marshal uniforms.
spellcheck: Gave unique names to the provost armour subtypes.
balance: Prevented most provost armour from being able to fit inside
bags.
balance: Returned provost armour to the same slowdowns as MP armour.
code: Removed a lot of duplicate code in Provost presets and
uniform/suits.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->

* Automatic changelog for PR #4409 [ci skip]

* Fix for incendiary OB spread. (#4791)

# About the pull request

Followup to #4645.

![image](https://github.com/cmss13-devs/cmss13/assets/4447185/905bb1d9-ef4b-4963-9632-881a7da1bf8c)


# Explain why it's good for the game


![image](https://github.com/cmss13-devs/cmss13/assets/4447185/edd79640-fb51-47b9-baa0-dfd9ca62b86b)

# Changelog
:cl:
fix: Incendiary OB once again spreads to intended size.
/:cl:

* Automatic changelog for PR #4791 [ci skip]

* Remove Direct Hit Limb Penalty against Xenos (#4788)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
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## Simple version

Selecting a body part on doll at bottom right applies an inherent
accuracy debuff to shots (an hand is harder to hit than chest).

This penalty still applied to sprite-click attacks on Xenomorphs,
despite the localized damage having no effect.

This means that you'd have to constantly reset your aimed part to chest
every time you try to shoot a Xeno, or would suffer a "free" penalty.

## Detailled version

Old flow went as follow:
 * Get base Hit Chance and Roll
* If it's only a near hit, or target's not the shot clicked target, the
shot targeted limb is reset to a random one
 * Hit chance receives a penalty based on aimed limb
 * We proceed checking hit chance vs roll

Because of the above problem this is changed to:

* Get base Hit Chance and Roll
* If it's a near hit (including limb penalty), a near xeno hit
(excluding limb penalty), or not the sprite-clicked target, aimed limb
is reset to a random one
* Else if the target is a xeno and it was a proper direct hit, there is
no penalty -- functionally similar to a chest shot
* Else Finally, apply per-limb penalty as usual
* We proceed checking hit chance vs roll

# Explain why it's good for the game
Avoids an invisible noobtrap debuff for just about everyone in the game
that isn't in the know - and the neccessity to constantly reset
targeting to chest for medics.

# Testing Photographs and Procedure
The problem was tested by a player on discord -- the fix i tested just
was spawning stuff and shooting up the place observing RNG misses. I did
not take detailed statistics over time to confirm.


# Changelog
:cl:
fix: Sprite-click shots onto Xenos are no longer affected by
limb-targeting penalty, because it was an accuracy debuff when there is
no inherent benefit to targeting Xeno limbs.
/:cl:

* Automatic changelog for PR #4788 [ci skip]

* Automatic changelog compile [ci skip]

---------

Co-authored-by: forest2001 <[email protected]>
Co-authored-by: cm13-github <[email protected]>
Co-authored-by: Segrain <[email protected]>
Co-authored-by: fira <[email protected]>
Co-authored-by: Changelogs <[email protected]>
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6 people committed Oct 29, 2023
1 parent b3de66f commit e7f870f
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Showing 13 changed files with 94 additions and 167 deletions.
1 change: 1 addition & 0 deletions code/__DEFINES/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -417,3 +417,4 @@ var/list/default_xeno_onmob_icons = list(
#define HANDLING_LIMBS list("l_arm","l_hand", "r_arm", "r_hand")
#define EXTREMITY_LIMBS list("l_leg","l_foot","r_leg","r_foot","l_arm","l_hand","r_arm","r_hand")
#define CORE_LIMBS list("chest","head","groin")

48 changes: 24 additions & 24 deletions code/modules/clothing/suits/marine_armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1635,47 +1635,47 @@
//=======================================================================\\
/obj/item/clothing/suit/storage/marine/MP/provost
name = "\improper M3 pattern Provost armor"
desc = "A lighter Provost M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage."
icon_state = "pvlight"
item_state_slots = list(WEAR_JACKET = "pvlight")
slowdown = SLOWDOWN_ARMOR_VERY_LIGHT
flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE
w_class = SIZE_MEDIUM

/obj/item/clothing/suit/storage/marine/MP/provost/enforcer
name = "\improper M3 pattern Provost armor"
desc = "A standard Provost M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage."
icon_state = "pvmedium"
item_state_slots = list(WEAR_JACKET = "pvmedium")
slowdown = SLOWDOWN_ARMOR_MEDIUM
armor_melee = CLOTHING_ARMOR_MEDIUM
slowdown = SLOWDOWN_ARMOR_LIGHT
armor_bullet = CLOTHING_ARMOR_MEDIUM
armor_laser = CLOTHING_ARMOR_MEDIUMLOW
armor_bomb = CLOTHING_ARMOR_MEDIUMLOW
armor_bio = CLOTHING_ARMOR_MEDIUM
armor_bomb = CLOTHING_ARMOR_MEDIUMHIGH
armor_bio = CLOTHING_ARMOR_MEDIUMHIGH
armor_internaldamage = CLOTHING_ARMOR_MEDIUM
flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE
storage_slots = 3

/obj/item/clothing/suit/storage/marine/MP/provost/tml
name = "\improper M3 pattern Senior Provost armor"
desc = "A more refined Provost M3 Pattern Chestplate for senior officers. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage."
icon_state = "pvleader"
item_state_slots = list(WEAR_JACKET = "pvleader")
desc = "A more refined Provost M3 Pattern Chestplate for senior officers. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage."

slowdown = SLOWDOWN_ARMOR_MEDIUM
armor_bullet = CLOTHING_ARMOR_MEDIUM
armor_laser = CLOTHING_ARMOR_MEDIUMLOW
armor_bio = CLOTHING_ARMOR_MEDIUMHIGH
armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH

/obj/item/clothing/suit/storage/marine/MP/provost/marshal
name = "\improper M5 pattern Provost Marshal armor"
desc = "A custom fit luxury armor suit for Provost Marshals. Useful for letting your men know who is in charge when taking to the field."
icon_state = "pvmarshal"
item_state_slots = list(WEAR_JACKET = "pvmarshal")
name = "\improper M3 pattern Provost Marshal armor"
desc = "A custom fit luxury armor suit for Provost Marshals. Useful for letting your men know who is in charge when taking to the field."
w_class = SIZE_MEDIUM
storage_slots = 4

/obj/item/clothing/suit/storage/marine/MP/provost/light
name = "\improper M3 pattern Provost light armor"
desc = "A lighter Provost M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage."
icon_state = "pvlight"
item_state_slots = list(WEAR_JACKET = "pvlight")
slowdown = SLOWDOWN_ARMOR_VERY_LIGHT

/obj/item/clothing/suit/storage/marine/MP/provost/marshal/chief
name = "\improper M3 pattern Provost Chief Marshal armor"
/obj/item/clothing/suit/storage/marine/MP/provost/light/flexi
name = "\improper M3 pattern Provost flexi-armor"
desc = "A flexible and easy to store M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage."
w_class = SIZE_MEDIUM
icon_state = "pvlight_2"
item_state_slots = list(WEAR_JACKET = "pvlight_2")
storage_slots = 2

//================//UNITED AMERICAS ALLIED COMMAND\\=====================\\
//=======================================================================\\
Expand Down
30 changes: 11 additions & 19 deletions code/modules/clothing/suits/marine_coat.dm
Original file line number Diff line number Diff line change
Expand Up @@ -235,31 +235,23 @@

//=========================//PROVOST\\================================\\
//=======================================================================\\
/obj/item/clothing/suit/storage/jacket/marine/provost
name = "\improper Provost Coat"
desc = "The crisp coat of a Provost Officer."
name = "\improper Provost Jacket"
desc = "A crisp jacket with the Provost sigil."
icon_state = "provost_jacket"
flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE
icon_state = "provost_coat"
valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_RANK, ACCESSORY_SLOT_DECOR)

/obj/item/clothing/suit/storage/jacket/marine/provost/advisor
name = "\improper Provost Advisor Jacket"
desc = "The crisp jacket of a Provost Advisor."
icon_state = "provost_jacket"

/obj/item/clothing/suit/storage/jacket/marine/provost/inspector
name = "\improper Provost Inspector Jacket"
desc = "The crisp jacket of a Provost Inspector."
icon_state = "provost_jacket"
/obj/item/clothing/suit/storage/jacket/marine/provost/coat
name = "\improper Provost Coat"
desc = "The crisp coat of a Provost Officer."
icon_state = "provost_coat"

/obj/item/clothing/suit/storage/jacket/marine/provost/marshal
name = "\improper Provost Marshal Jacket"
desc = "The crisp jacket of a Provost Marshal."
icon_state = "provost_jacket"
/obj/item/clothing/suit/storage/jacket/marine/provost/coat/marshal
name = "\improper Provost Marshal Coat"
icon_state = "provost_coat_marshal"

/obj/item/clothing/suit/storage/jacket/marine/provost/marshal/chief
name = "\improper Provost Chief Marshal Jacket"
desc = "The crisp jacket of the Provost Chief Marshal."

//=========================//DRESS BLUES\\================================\\
//=======================================================================\\
Expand Down
38 changes: 7 additions & 31 deletions code/modules/clothing/under/marine_uniform.dm
Original file line number Diff line number Diff line change
Expand Up @@ -374,41 +374,17 @@

min_cold_protection_temperature = ICE_PLANET_MIN_COLD_PROT

/obj/item/clothing/under/marine/mp/provost/enforcer
name = "\improper Provost Enforcer Uniform"
desc = "The crisp uniform of a Provost Enforcer."

/obj/item/clothing/under/marine/mp/provost/tml
name = "\improper Provost Team Leader Uniform"
desc = "The crisp uniform of a Provost Team Leader."
icon_state = "warden_jumpsuit"
worn_state = "warden_jumpsuit"

/obj/item/clothing/under/marine/mp/provost/advisor
name = "\improper Provost Advisor Uniform"
desc = "The crisp uniform of a Provost Advisor."
icon_state = "warden_jumpsuit"
worn_state = "warden_jumpsuit"

/obj/item/clothing/under/marine/mp/provost/inspector
name = "\improper Provost Inspector Uniform"
desc = "The crisp uniform of a Provost Inspector."
icon_state = "warden_jumpsuit"
worn_state = "warden_jumpsuit"
/obj/item/clothing/under/marine/mp/provost/senior
name = "\improper Provost Senior Uniform"
desc = "The crisp uniform of a senior member of the Provost Office."
icon_state = "provost_tml"
worn_state = "provost_tml"

/obj/item/clothing/under/marine/mp/provost/marshal
name = "\improper Provost Marshal Uniform"
desc = "The crisp uniform of a Provost Marshal."
icon_state = "WO_jumpsuit"
worn_state = "WO_jumpsuit"

/obj/item/clothing/under/marine/mp/provost/marshal/sector
name = "\improper Provost Sector Marshal Uniform"
desc = "The crisp uniform of a Provost Sector Marshal."

/obj/item/clothing/under/marine/mp/provost/marshal/chief
name = "\improper Provost Chief Marshal Uniform"
desc = "The crisp uniform of the Provost Chief Marshal."
icon_state = "provost_marshal"
worn_state = "provost_marshal"

//==================//UNITED AMERICAS ALLIED COMMAND\\===================\\
//=======================================================================\\
Expand Down
104 changes: 15 additions & 89 deletions code/modules/gear_presets/uscm_event.dm
Original file line number Diff line number Diff line change
Expand Up @@ -206,11 +206,11 @@
back_item = /obj/item/storage/backpack/security

new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/provost(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/enforcer(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/security/MP/full(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost/enforcer(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost(new_human), WEAR_JACKET)
if(new_human.disabilities & NEARSIGHTED)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud/prescription(new_human), WEAR_EYES)
else
Expand Down Expand Up @@ -248,7 +248,7 @@
back_item = /obj/item/storage/backpack/security

new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/provost(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/tml(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/senior(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/m4a3/vp78(new_human), WEAR_WAIST)
Expand All @@ -275,44 +275,8 @@
new_human.equip_to_slot_or_del(new /obj/item/handcuffs(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/weapon/gun/shotgun/combat(new_human), WEAR_J_STORE)


/datum/equipment_preset/uscm_event/provost/advisor
name = "Provost Advisor (ME6)"
skills = /datum/skills/CMP

assignment = JOB_PROVOST_ADVISOR
rank = "Provost Advisor"
paygrade = "ME6"
role_comm_title = "PvA"
flags = EQUIPMENT_PRESET_EXTRA

/datum/equipment_preset/uscm_event/provost/advisor/load_gear(mob/living/carbon/human/new_human)
var/back_item = /obj/item/storage/backpack/satchel/sec
if (new_human.client && new_human.client.prefs && (new_human.client.prefs.backbag == 1))
back_item = /obj/item/storage/backpack/security

new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/provost(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/advisor(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/m4a3/mod88(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/provost/advisor(new_human), WEAR_JACKET)
if(new_human.disabilities & NEARSIGHTED)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud/prescription(new_human), WEAR_EYES)
else
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(new_human), WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/beret/marine/mp/provost/senior(new_human), WEAR_HEAD)
new_human.equip_to_slot_or_del(new back_item(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/taperecorder(new_human), WEAR_L_STORE)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/general/large(new_human), WEAR_R_STORE)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost(new_human.back), WEAR_IN_BACK)

new_human.equip_to_slot_or_del(new /obj/item/device/flash(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/handcuffs(new_human), WEAR_IN_JACKET)

/datum/equipment_preset/uscm_event/provost/inspector
name = "Provost Inspector (PvI)"
skills = /datum/skills/CMP

assignment = JOB_PROVOST_INSPECTOR
rank = "Provost Inspector"
Expand All @@ -326,11 +290,11 @@
back_item = /obj/item/storage/backpack/security

new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/provost(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/inspector(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/senior(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/m4a3/mod88(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/provost/inspector(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/provost(new_human), WEAR_JACKET)
if(new_human.disabilities & NEARSIGHTED)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud/prescription(new_human), WEAR_EYES)
else
Expand All @@ -339,11 +303,19 @@
new_human.equip_to_slot_or_del(new back_item(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/taperecorder(new_human), WEAR_L_STORE)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/general/large(new_human), WEAR_R_STORE)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost(new_human.back), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost/light/flexi(new_human.back), WEAR_IN_BACK)

new_human.equip_to_slot_or_del(new /obj/item/device/flash(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/handcuffs(new_human), WEAR_IN_JACKET)

/datum/equipment_preset/uscm_event/provost/inspector/advisor
name = "Provost Advisor (ME6)"

assignment = JOB_PROVOST_ADVISOR
rank = "Provost Advisor"
paygrade = "ME6"
role_comm_title = "PvA"
flags = EQUIPMENT_PRESET_EXTRA

/datum/equipment_preset/uscm_event/provost/marshal
name = "Provost Marshal (MO6)"
Expand All @@ -366,7 +338,7 @@
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/mateba/general/impact(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/provost/marshal(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/provost/coat/marshal(new_human), WEAR_JACKET)
if(new_human.disabilities & NEARSIGHTED)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud/prescription(new_human), WEAR_EYES)
else
Expand All @@ -377,70 +349,24 @@
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/magazine/pistol/pmc_mateba(new_human), WEAR_R_STORE)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost/marshal(new_human.back), WEAR_IN_BACK)


/datum/equipment_preset/uscm_event/provost/marshal/sector
name = "Provost Sector Marshal (MO7)"
minimum_age = 50
skills = /datum/skills/general

assignment = JOB_PROVOST_SMARSHAL
rank = "Provost Sector Marshal"
paygrade = "MO7"
role_comm_title = "PvSM"

/datum/equipment_preset/uscm_event/provost/marshal/sector/load_gear(mob/living/carbon/human/new_human)
var/back_item = /obj/item/storage/backpack/satchel/sec
if (new_human.client && new_human.client.prefs && (new_human.client.prefs.backbag == 1))
back_item = /obj/item/storage/backpack/security

new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/highcom(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/marshal(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/mateba/general/impact(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/provost/marshal(new_human), WEAR_JACKET)
if(new_human.disabilities & NEARSIGHTED)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud/prescription(new_human), WEAR_EYES)
else
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(new_human), WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/mp/provost/marshal(new_human), WEAR_HEAD)
new_human.equip_to_slot_or_del(new back_item(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/taperecorder(new_human), WEAR_L_STORE)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/magazine/pistol/pmc_mateba(new_human), WEAR_R_STORE)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost/marshal(new_human.back), WEAR_IN_BACK)


/datum/equipment_preset/uscm_event/provost/marshal/chief
name = "Provost Chief Marshal (PvCM)"
minimum_age = 60
skills = /datum/skills/general

assignment = JOB_PROVOST_CMARSHAL
rank = "Provost Chief Marshal"
paygrade = "PvCM"
role_comm_title = "PvCM"

/datum/equipment_preset/uscm_event/provost/marshal/chief/load_gear(mob/living/carbon/human/new_human)
var/back_item = /obj/item/storage/backpack/satchel/sec
if (new_human.client && new_human.client.prefs && (new_human.client.prefs.backbag == 1))
back_item = /obj/item/storage/backpack/security

new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/highcom(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp/provost/marshal/chief(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/mateba/general/impact(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/provost/marshal/chief(new_human), WEAR_JACKET)
if(new_human.disabilities & NEARSIGHTED)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud/prescription(new_human), WEAR_EYES)
else
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(new_human), WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/mp/provost/marshal(new_human), WEAR_HEAD)
new_human.equip_to_slot_or_del(new back_item(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/taperecorder(new_human), WEAR_L_STORE)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/magazine/pistol/pmc_mateba(new_human), WEAR_R_STORE)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP/provost/marshal/chief(new_human.back), WEAR_IN_BACK)

/*****************************************************************************************************/

/datum/equipment_preset/uscm_event/uaac/tis
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2 changes: 1 addition & 1 deletion code/modules/mob/mob_helpers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@

//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.

//The base miss chance for the different defence zones
/// The base miss chance for the different defence zones
var/list/global/base_miss_chance = list(
"head" = 10,
"chest" = 0,
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2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/flamer/flamer.dm
Original file line number Diff line number Diff line change
Expand Up @@ -739,7 +739,7 @@ GLOBAL_LIST_EMPTY(flamer_particles)
switch(angle) //this reduces power when the explosion is going around corners
if (45)
spread_power *= 0.75
else //turns out angles greater than 90 degrees almost never happen. This bit also prevents trying to spread backwards
if (90 to 180) //turns out angles greater than 90 degrees almost never happen. This bit also prevents trying to spread backwards
continue

switch(spread_direction)
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