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turn security gey
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TadJohnson00 committed Jan 11, 2025
1 parent 2ff232e commit fc0e745
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4 changes: 2 additions & 2 deletions Resources/Prototypes/Entities/Objects/Devices/radio.yml
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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
10 changes: 6 additions & 4 deletions Resources/Prototypes/Entities/Objects/Misc/bedsheets.yml
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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

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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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- type: PresetIdCard
job: SecurityCadet
- type: Sprite
sprite: _DV/Objects/Misc/id_cards.rsi # DeltaV - resprite security IDs
layers:
- state: default
- state: idintern-cadet
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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
- type: PresetIdCard # DeltaV - Brigmedic, see Prototypes/_DV/Roles/Jobs/Security/brigmedic.yml
- type: PresetIdCard # DeltaV - Brigmedic, see Prototypes_DV/Roles/Jobs/Security/brigmedic.yml
job: Brigmedic

- type: entity
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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
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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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description: 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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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"]
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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"]
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- 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
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# 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: Appearance # DeltaV - set appearance of det's locker
- type: EntityStorageVisuals
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: Appearance # DeltaV - set appearance of evidence locker
- type: EntityStorageVisuals
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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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"]]

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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
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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
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description: A sign indicating an interrogation room.
components:
- type: Sprite
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signs
state: interrogation

- type: entity
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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
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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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Expand Up @@ -5,7 +5,7 @@
description: A sign indicating the Security department.
components:
- type: Sprite
sprite: Nyanotrasen/Structures/Wallmounts/signs.rsi
sprite: _DV/Structures/Wallmounts/signs.rsi # DeltaV - resprite security signage
state: sec

- type: entity
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12 changes: 6 additions & 6 deletions Resources/Prototypes/StatusIcon/job.yml
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Expand Up @@ -9,7 +9,7 @@
parent: JobIcon
id: JobIconDetective
icon:
sprite: /Textures/Interface/Misc/job_icons.rsi
sprite: /Textures/_DV/Interface/Misc/job_icons.rsi # DeltaV - resprite sec icons
state: Detective
jobName: job-name-detective

Expand Down Expand Up @@ -105,7 +105,7 @@
parent: JobIcon
id: JobIconSecurityOfficer
icon:
sprite: /Textures/Interface/Misc/job_icons.rsi
sprite: /Textures/_DV/Interface/Misc/job_icons.rsi # DeltaV - resprite sec icons
state: SecurityOfficer
jobName: job-name-security

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parent: JobIcon
id: JobIconBrigmedic
icon:
sprite: /Textures/Interface/Misc/job_icons.rsi
sprite: /Textures/_DV/Interface/Misc/job_icons.rsi # DeltaV - resprite sec icons
state: Brigmedic
jobName: job-name-brigmedic

Expand Down Expand Up @@ -305,7 +305,7 @@
parent: JobIcon
id: JobIconWarden
icon:
sprite: /Textures/Interface/Misc/job_icons.rsi
sprite: /Textures/_DV/Interface/Misc/job_icons.rsi # DeltaV - resprite sec icons
state: Warden
jobName: job-name-warden

Expand Down Expand Up @@ -377,7 +377,7 @@
parent: JobIcon
id: JobIconSecurityCadet
icon:
sprite: /Textures/Interface/Misc/job_icons.rsi
sprite: /Textures/_DV/Interface/Misc/job_icons.rsi # DeltaV - resprite sec icons
state: SecurityCadet
jobName: job-name-cadet

Expand Down Expand Up @@ -418,7 +418,7 @@
parent: JobIcon
id: JobIconSeniorOfficer
icon:
sprite: /Textures/Interface/Misc/job_icons.rsi
sprite: /Textures/_DV/Interface/Misc/job_icons.rsi # DeltaV - resprite sec icons
state: SeniorOfficer
allowSelection: true # DeltaV - Selectable, was false
jobName: job-name-senior-officer # DeltaV - Agent ID localization
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23 changes: 23 additions & 0 deletions Resources/Prototypes/_DV/Entities/Objects/Misc/bedsheets.yml
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@@ -0,0 +1,23 @@
- type: entity
id: BedsheetWarden
parent: BedsheetBase
name: warden's bedsheet
description: A soft, slate-coloured quilt, adorned with silver trim. Cool to the touch and practically unused.
components:
- type: Sprite
sprite: _DV/Objects/Misc/bedsheets.rsi
state: sheetwarden
- type: Clothing
sprite: Clothing/Neck/Bedsheets/grey.rsi

- type: entity
id: BedsheetDetective
parent: BedsheetBase
name: detective's bedsheet
description: A soft, slate-coloured quilt, adorned with pale plum trim. Rumpled and a little stained.
components:
- type: Sprite
sprite: _DV/Objects/Misc/bedsheets.rsi
state: sheetdet
- type: Clothing
sprite: Clothing/Neck/Bedsheets/grey.rsi
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