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Merge branch 'master' into Chitinid
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ElusiveCoin authored Jan 15, 2025
2 parents 20da96b + 6825b9b commit 72f3336
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17 changes: 10 additions & 7 deletions Resources/Changelog/DeltaVChangelog.yml
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Entries:
- author: Lyndomen
changes:
- message: Death Acidifiers are now in Syndicate Uplinks once more
type: Tweak
id: 412
time: '2024-07-01T20:03:52.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/1356
- author: WarMechanic
changes:
- message: Updated DeltaV guns to be wieldable.
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id: 911
time: '2025-01-14T15:04:14.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/2722
- author: TadJohnson00
changes:
- message: NanoTrasen Station Security have received another rollout of new uniform
apparel, and various stations are in the process of renovating their Security
departments; be careful of leaning against freshly painted airlocks especially
in freshly issued gear.
type: Tweak
id: 912
time: '2025-01-15T08:08:15.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/2695
2 changes: 1 addition & 1 deletion Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml
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- id: ClothingHeadHatWarden
- id: ClothingHeadHatBeretWarden
- id: ClothingOuterCoatStasecWarden # DeltaV - add winter coat
- id: ClothingShoesBootsWinterWarden # DeltaV - add winter boots
- id: ClothingShoesBootsWinterSec # DeltaV - add winter boots
2 changes: 1 addition & 1 deletion Resources/Prototypes/Entities/Clothing/Back/backpacks.yml
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description: It's a very robust backpack.
components:
- type: Sprite
sprite: Clothing/Back/Backpacks/security.rsi
sprite: _DV/Clothing/Back/Backpacks/security.rsi # DeltaV - resprite security backpacks

- type: entity
parent: [ClothingBackpack, BaseRestrictedContraband]
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2 changes: 1 addition & 1 deletion Resources/Prototypes/Entities/Clothing/Back/duffel.yml
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description: A large duffel bag for holding extra security related goods.
components:
- type: Sprite
sprite: Clothing/Back/Duffels/security.rsi
sprite: _DV/Clothing/Back/Duffels/security.rsi # DeltaV - resprite security duffel bags

- type: entity
parent: [ClothingBackpackDuffel, BaseRestrictedContraband]
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2 changes: 1 addition & 1 deletion Resources/Prototypes/Entities/Clothing/Back/satchel.yml
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description: A robust satchel for security related needs.
components:
- type: Sprite
sprite: Clothing/Back/Satchels/security.rsi
sprite: _DV/Clothing/Back/Satchels/security.rsi # DeltaV - resprite security satchels

- type: entity
parent: [ClothingBackpackSatchel, BaseRestrictedContraband]
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4 changes: 2 additions & 2 deletions Resources/Prototypes/Entities/Clothing/Hands/gloves.yml
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Expand Up @@ -421,9 +421,9 @@
description: Do not leave fibers or fingerprints. If you work without them, you're A TERRIBLE DETECTIVE.
components:
- type: Sprite
sprite: Clothing/Hands/Gloves/forensic.rsi
sprite: _DV/Clothing/Hands/Gloves/forensic.rsi # DeltaV - resprite forensic gloves
- type: Clothing
sprite: Clothing/Hands/Gloves/forensic.rsi
sprite: _DV/Clothing/Hands/Gloves/forensic.rsi # DeltaV - resprite forensic gloves
- type: FingerprintMask
- type: GuideHelp
guides:
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Expand Up @@ -116,7 +116,7 @@
signProto: HolosignSecurity
chargeUse: 120
- type: Sprite
sprite: Objects/Devices/Holoprojectors/security.rsi
sprite: _DV/Objects/Devices/Holoprojectors/security.rsi # DeltaV - resprite holobarrier projector
state: icon
- type: Tag
tags:
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4 changes: 2 additions & 2 deletions Resources/Prototypes/Entities/Objects/Devices/radio.yml
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Expand Up @@ -37,7 +37,7 @@
channels:
- Security
- type: Sprite
sprite: Objects/Devices/securityhandy.rsi
sprite: _DV/Objects/Devices/securityhandy.rsi # DeltaV - resprite security radio
- type: Item
sprite: Objects/Devices/securityhandy.rsi
sprite: _DV/Objects/Devices/securityhandy.rsi # DeltaV - resprite security radio
heldPrefix: walkietalkie
4 changes: 2 additions & 2 deletions Resources/Prototypes/Entities/Objects/Fun/whistles.yml
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Expand Up @@ -35,9 +35,9 @@
description: Sound of it make you feel fear.
components:
- type: Sprite
state: sec
state: whistle # DeltaV - replace sec with whistle
- type: Clothing
equippedPrefix: sec
equippedPrefix: whistle # DeltaV - replace sec with whistle
- type: Whistle
distance: 5

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10 changes: 6 additions & 4 deletions Resources/Prototypes/Entities/Objects/Misc/bedsheets.yml
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Expand Up @@ -176,12 +176,13 @@
id: BedsheetHOS
parent: BedsheetBase
name: HOS's bedsheet
description: It's decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!
description: A soft, slate-coloured quilt, adorned with gold trim. Not quite cozy enough to warm a cold heart. # DeltaV - change from "It's decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
components:
- type: Sprite
sprite: _DV/Objects/Misc/bedsheets.rsi # DeltaV - resprite sec bedsheets
state: sheethos
- type: Clothing
sprite: Clothing/Neck/Bedsheets/hos.rsi
sprite: Clothing/Neck/Bedsheets/grey.rsi # DeltaV - resprite sec bedsheets
- type: StealTarget
stealGroup: HeadBedsheet

Expand Down Expand Up @@ -287,12 +288,13 @@
id: BedsheetBrigmedic
parent: BedsheetBase
name: corpsman's bedsheet # DeltaV - rename brigmedic to corpsman
description: Not worse than cotton.
description: A soft, slate-coloured quilt, adorned with white crosses. Unfortunately not sterile. # DeltaV - change from "Not worse than cotton."
components:
- type: Sprite
sprite: _DV/Objects/Misc/bedsheets.rsi # DeltaV - resprite sec bedsheets
state: sheetbrigmedic
- type: Clothing
sprite: Clothing/Neck/Bedsheets/brigmedic.rsi
sprite: Clothing/Neck/Bedsheets/grey.rsi # DeltaV - resprite sec bedsheets

- type: entity
id: BedsheetRed
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Expand Up @@ -85,6 +85,7 @@
- type: PresetIdCard
job: SecurityCadet
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: default
- state: idintern-cadet
Expand Down Expand Up @@ -128,6 +129,7 @@
name: security ID card
components:
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: default
- state: idsecurityofficer
Expand All @@ -140,6 +142,7 @@
name: warden ID card
components:
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: default
- state: idwarden
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name: head of security ID card
components:
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: silver
- state: idheadofsecurity
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name: corpsman ID card # DeltaV - rename brigmedic to corpsman
components:
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: default
- state: idbrigmedic
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name: detective ID card
components:
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: default
- state: iddetective
Expand Down Expand Up @@ -795,6 +801,7 @@
name: senior officer ID card
components:
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: default
- state: idseniorofficer
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Expand Up @@ -111,10 +111,10 @@
id: BannerSecurity
parent: BannerBase
name: security banner
description: A banner displaying the colors of the security department. You're surprised it's not vandalised.
description: A simple but ornate grey banner with a stylised white shield. Reassuring and ominous in equal measures. # DeltaV - change from "A banner displaying the colors of the security department. You're surprised it's not vandalised."
components:
- type: Sprite
sprite: Structures/Decoration/banner.rsi
sprite: _DV/Structures/Decoration/banner.rsi # DeltaV - resprite sec banner
state: banner_security

- type: entity
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4 changes: 2 additions & 2 deletions Resources/Prototypes/Entities/Structures/Machines/lathe.yml
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Expand Up @@ -771,7 +771,7 @@
description: Prints equipment for use by security crew.
components:
- type: Sprite
sprite: Structures/Machines/techfab.rsi
sprite: _DV/Structures/Machines/techfab.rsi # DeltaV - resprite armoury fabs
layers:
- state: icon
map: ["enum.LatheVisualLayers.IsRunning"]
Expand Down Expand Up @@ -942,7 +942,7 @@
description: Prints the bare minimum of bullets that any budget military or armory could need. Nothing fancy.
components:
- type: Sprite
sprite: Structures/Machines/techfab.rsi
sprite: _DV/Structures/Machines/techfab.rsi # DeltaV - resprite armoury fabs
layers:
- state: icon
map: ["enum.LatheVisualLayers.IsRunning"]
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Expand Up @@ -905,7 +905,7 @@
- type: SpeakOnUIClosed
pack: SecTechGoodbyes
- type: Sprite
sprite: Structures/Machines/VendingMachines/sec.rsi
sprite: _DV/Structures/Machines/VendingMachines/sec.rsi # DeltaV - resprite security vendors
layers:
- state: "off"
map: ["enum.VendingMachineVisualLayers.Base"]
Expand Down Expand Up @@ -1562,7 +1562,7 @@
- type: SpeakOnUIClosed
pack: GenericVendGoodbyes
- type: Sprite
sprite: Structures/Machines/VendingMachines/secdrobe.rsi
sprite: _DV/Structures/Machines/VendingMachines/secdrobe.rsi # DeltaV - resprite security vendors
layers:
- state: "off"
map: ["enum.VendingMachineVisualLayers.Base"]
Expand Down Expand Up @@ -1858,7 +1858,7 @@
- type: SpeakOnUIClosed
pack: GenericVendGoodbyes
- type: Sprite
sprite: Structures/Machines/VendingMachines/detdrobe.rsi
sprite: _DV/Structures/Machines/VendingMachines/detdrobe.rsi # DeltaV - resprite security vendors
layers:
- state: "off"
map: ["enum.VendingMachineVisualLayers.Base"]
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Expand Up @@ -301,7 +301,7 @@
# HoS
- type: entity
id: LockerHeadOfSecurity
parent: LockerBaseSecure
parent: LockerBaseSecureDeltaV # DeltaV - resprite security lockers
name: head of security's locker
components:
- type: Appearance
Expand All @@ -315,7 +315,7 @@
# Warden
- type: entity
id: LockerWarden
parent: LockerBaseSecure
parent: LockerBaseSecureDeltaV # DeltaV - resprite security lockers
name: warden's locker
components:
- type: Appearance
Expand All @@ -329,7 +329,7 @@
# Brigmedic
- type: entity
id: LockerBrigmedic
parent: LockerBaseSecure
parent: LockerBaseSecureDeltaV # DeltaV - resprite security lockers
name: corpsman locker # DeltaV - rename brigmedic to corpsman
components:
- type: Appearance
Expand All @@ -343,7 +343,7 @@
# Security Officer
- type: entity
id: LockerSecurity
parent: LockerBaseSecure
parent: LockerBaseSecureDeltaV # DeltaV - resprite security lockers
name: security officer's locker
components:
- type: Appearance
Expand Down Expand Up @@ -384,19 +384,26 @@
# Detective
- type: entity
id: LockerDetective
parent: LockerBooze
name: detective's cabinet
description: Usually cold and empty... like your heart.
parent: LockerBaseSecureDeltaV # DeltaV - resprite security lockers
name: detective's locker # DeltaV - rename from detective's cabinet
components:
- type: EntityStorageVisuals # DeltaV - set appearance of det's locker
stateBaseClosed: det
stateDoorOpen: det_open
stateDoorClosed: det_door
- type: AccessReader
access: [["Detective"]]

- type: entity
id: LockerEvidence
parent: LockerSecurity
parent: LockerBaseSecureDeltaV # DeltaV - resprite security lockers
name: evidence locker
description: To store bags of bullet casings and detainee belongings.
components:
- type: EntityStorageVisuals # DeltaV - set appearance of evidence locker
stateBaseClosed: evidence
stateDoorOpen: evidence_open
stateDoorClosed: evidence_door
- type: AccessReader
access: [["Security"], ["Prosecutor"], ["Clerk"]] # DeltaV - allow Pros and Clerk access to Evidence

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Expand Up @@ -181,9 +181,9 @@
name: secgear crate
components:
- type: Icon
sprite: Structures/Storage/Crates/sec_gear.rsi
sprite: _DV/Structures/Storage/Crates/sec_gear.rsi # DeltaV - resprite security crates
- type: Sprite
sprite: Structures/Storage/Crates/sec_gear.rsi
sprite: _DV/Structures/Storage/Crates/sec_gear.rsi # DeltaV - resprite security crates
- type: AccessReader
access: [["Security"]]

Expand Down Expand Up @@ -299,7 +299,7 @@
description: An armory access locked crate for storing contraband confiscated from suspects or prisoners.
components:
- type: Sprite
sprite: Structures/Storage/Crates/sec_gear.rsi
sprite: _DV/Structures/Storage/Crates/sec_gear.rsi # DeltaV - resprite security crates
- type: AccessReader
access: [["Armory"]]

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Expand Up @@ -50,6 +50,7 @@
description: A direction sign, pointing out which way the Brig is.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: direction_brig

- type: entity
Expand Down Expand Up @@ -213,6 +214,7 @@
description: A direction sign, pointing out which way Security is.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: direction_sec

- type: entity
Expand Down Expand Up @@ -278,6 +280,7 @@
description: A sign indicating the armory.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: armory

- type: entity
Expand Down Expand Up @@ -597,6 +600,7 @@
description: A sign indicating an interrogation room.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: interrogation

- type: entity
Expand Down Expand Up @@ -624,6 +628,7 @@
description: A sign indicating the presence of the (typically absent) rule of law.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: law

- type: entity
Expand Down Expand Up @@ -687,6 +692,7 @@
description: A sign indicating the prison.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: prison

- type: entity
Expand Down Expand Up @@ -1216,6 +1222,7 @@
description: A sign depicting the security insignia.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: security

- type: entity
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@@ -1,6 +1,6 @@
- type: entity
id: LockerForensicMantis
parent: LockerDetective
parent: LockerBooze # DeltaV - reparent from det's locker to booze cabinet
suffix: Empty
name: psionic mantis' cabinet # DeltaV - Rename Forensic Mantis to Psionic Mantis
description: You'll never know what's inside until you collapse the quantum superposition of all possible mysteries.
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