mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-29 07:36:18 +01:00
700 lines
20 KiB
Plaintext
700 lines
20 KiB
Plaintext
/obj/item/clothing
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name = "clothing"
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var/list/species_restricted = null //Only these species can wear this kit.
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var/gsr = 0
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/*
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Sprites used when the clothing item is refit. This is done by setting icon_override.
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For best results, if this is set then sprite_sheets should be null and vice versa, but that is by no means necessary.
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Ideally, sprite_sheets_refit should be used for "hard" clothing items that can't change shape very well to fit the wearer (e.g. helmets, hardsuits),
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while sprite_sheets should be used for "flexible" clothing items that do not need to be refitted (e.g. vox wearing jumpsuits).
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*/
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var/list/sprite_sheets_refit = null
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//Updates the icons of the mob wearing the clothing item, if any.
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/obj/item/clothing/proc/update_clothing_icon()
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return
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//BS12: Species-restricted clothing check.
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/obj/item/clothing/mob_can_equip(M as mob, slot)
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//if we can't equip the item anyway, don't bother with species_restricted (cuts down on spam)
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if (!..())
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return 0
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if(species_restricted && istype(M,/mob/living/carbon/human))
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var/wearable = null
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var/exclusive = null
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var/mob/living/carbon/human/H = M
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if("exclude" in species_restricted)
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exclusive = 1
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if(H.species)
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if(exclusive)
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if(!(H.species.name in species_restricted))
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wearable = 1
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else
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if(H.species.name in species_restricted)
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wearable = 1
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if(!wearable && (slot != 15 && slot != 16)) //Pockets.
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M << "\red Your species cannot wear [src]."
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return 0
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return 1
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/obj/item/clothing/proc/refit_for_species(var/target_species)
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//Set species_restricted list
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switch(target_species)
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if("Human", "Skrell") //humanoid bodytypes
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species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
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else
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species_restricted = list(target_species)
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//Set icon
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if (sprite_sheets_refit && (target_species in sprite_sheets_refit))
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icon_override = sprite_sheets_refit[target_species]
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else
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icon_override = initial(icon_override)
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if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
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icon = sprite_sheets_obj[target_species]
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else
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icon = initial(icon)
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/obj/item/clothing/head/helmet/refit_for_species(var/target_species)
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//Set species_restricted list
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switch(target_species)
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if("Skrell")
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species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
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if("Human")
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species_restricted = list("exclude","Skrell","Unathi","Tajaran","Diona","Vox")
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else
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species_restricted = list(target_species)
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//Set icon
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if (sprite_sheets_refit && (target_species in sprite_sheets_refit))
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icon_override = sprite_sheets_refit[target_species]
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else
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icon_override = initial(icon_override)
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if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
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icon = sprite_sheets_obj[target_species]
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else
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icon = initial(icon)
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//Ears: headsets, earmuffs and tiny objects
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/obj/item/clothing/ears
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name = "ears"
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w_class = 1.0
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throwforce = 2
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slot_flags = SLOT_EARS
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/obj/item/clothing/ears/attack_hand(mob/user as mob)
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if (!user) return
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if (src.loc != user || !istype(user,/mob/living/carbon/human))
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..()
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return
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var/mob/living/carbon/human/H = user
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if(H.l_ear != src && H.r_ear != src)
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..()
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return
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if(!canremove)
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return
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var/obj/item/clothing/ears/O
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if(slot_flags & SLOT_TWOEARS )
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O = (H.l_ear == src ? H.r_ear : H.l_ear)
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user.u_equip(O)
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if(!istype(src,/obj/item/clothing/ears/offear))
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del(O)
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O = src
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else
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O = src
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user.u_equip(src)
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if (O)
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user.put_in_hands(O)
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O.add_fingerprint(user)
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if(istype(src,/obj/item/clothing/ears/offear))
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del(src)
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/obj/item/clothing/ears/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_ears()
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/obj/item/clothing/ears/offear
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name = "Other ear"
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w_class = 5.0
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icon = 'icons/mob/screen1_Midnight.dmi'
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icon_state = "block"
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slot_flags = SLOT_EARS | SLOT_TWOEARS
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New(var/obj/O)
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name = O.name
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desc = O.desc
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icon = O.icon
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icon_state = O.icon_state
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dir = O.dir
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/obj/item/clothing/ears/earmuffs
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name = "earmuffs"
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desc = "Protects your hearing from loud noises, and quiet ones as well."
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icon_state = "earmuffs"
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item_state = "earmuffs"
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slot_flags = SLOT_EARS | SLOT_TWOEARS
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//Glasses
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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w_class = 2.0
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flags = GLASSESCOVERSEYES
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slot_flags = SLOT_EYES
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var/vision_flags = 0
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var/darkness_view = 0//Base human is 2
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var/invisa_view = 0
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/eyes.dmi')
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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/obj/item/clothing/glasses/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_glasses()
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//Gloves
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/obj/item/clothing/gloves
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name = "gloves"
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gender = PLURAL //Carn: for grammarically correct text-parsing
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w_class = 2.0
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icon = 'icons/obj/clothing/gloves.dmi'
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siemens_coefficient = 0.50
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var/wired = 0
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var/obj/item/weapon/cell/cell = 0
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var/clipped = 0
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body_parts_covered = HANDS
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slot_flags = SLOT_GLOVES
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attack_verb = list("challenged")
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species_restricted = list("exclude","Unathi","Tajaran")
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/gloves.dmi')
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/obj/item/clothing/gloves/examine()
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set src in usr
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..()
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return
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/obj/item/clothing/gloves/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_gloves()
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/obj/item/clothing/gloves/emp_act(severity)
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if(cell)
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//why is this not part of the powercell code?
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cell.charge -= 1000 / severity
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if (cell.charge < 0)
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cell.charge = 0
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if(cell.reliability != 100 && prob(50/severity))
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cell.reliability -= 10 / severity
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..()
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// Called just before an attack_hand(), in mob/UnarmedAttack()
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/obj/item/clothing/gloves/proc/Touch(var/atom/A, var/proximity)
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return 0 // return 1 to cancel attack_hand()
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/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/weapon/scalpel))
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if (clipped)
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user << "<span class='notice'>The [src] have already been clipped!</span>"
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update_icon()
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return
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user.visible_message("\red [user] cuts the fingertips off of the [src].","\red You cut the fingertips off of the [src].")
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clipped = 1
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name = "mangled [name]"
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desc = "[desc]<br>They have had the fingertips cut off of them."
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if("exclude" in species_restricted)
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species_restricted -= "Unathi"
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species_restricted -= "Tajaran"
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return
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//Head
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/obj/item/clothing/head
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name = "head"
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icon = 'icons/obj/clothing/hats.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_HEAD
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w_class = 2.0
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/obj/item/clothing/head/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_head()
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///////////////////////////////////////////////////////////////////////
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//Mask
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/obj/item/clothing/mask
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name = "mask"
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icon = 'icons/obj/clothing/masks.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_MASK
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// body_parts_covered = FACE|EYES
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/masks.dmi')
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/obj/item/clothing/mask/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_wear_mask()
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/obj/item/clothing/mask/proc/filter_air(datum/gas_mixture/air)
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return
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//Shoes
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/obj/item/clothing/shoes
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name = "shoes"
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icon = 'icons/obj/clothing/shoes.dmi'
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desc = "Comfortable-looking shoes."
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gender = PLURAL //Carn: for grammarically correct text-parsing
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siemens_coefficient = 0.9
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body_parts_covered = FEET
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slot_flags = SLOT_FEET
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permeability_coefficient = 0.50
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slowdown = SHOES_SLOWDOWN
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species_restricted = list("exclude","Unathi","Tajaran")
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/shoes.dmi')
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var/silent = 0
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/obj/item/clothing/shoes/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_shoes()
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/obj/item/proc/negates_gravity()
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return 0
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//Suit
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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allowed = list(/obj/item/weapon/tank/emergency_oxygen)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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slot_flags = SLOT_OCLOTHING
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var/blood_overlay_type = "suit"
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siemens_coefficient = 0.9
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w_class = 3
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/obj/item/clothing/suit/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_wear_suit()
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
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/obj/item/clothing/head/helmet/space
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
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item_state = "space"
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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// body_parts_covered = HEAD|FACE|EYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
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/obj/item/clothing/suit/space/equipped(mob/M)
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check_limb_support()
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..()
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/obj/item/clothing/suit/space/dropped()
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check_limb_support()
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..()
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// Some space suits are equipped with reactive membranes that support
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// broken limbs - at the time of writing, only the ninja suit, but
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// I can see it being useful for other suits as we expand them. ~ Z
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// The actual splinting occurs in /datum/organ/external/proc/fracture()
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/obj/item/clothing/suit/space/proc/check_limb_support()
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// If this isn't set, then we don't need to care.
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if(!supporting_limbs || !supporting_limbs.len)
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return
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var/mob/living/carbon/human/H = src.loc
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// If the holder isn't human, or the holder IS and is wearing the suit, it keeps supporting the limbs.
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if(!istype(H) || H.wear_suit == src)
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return
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// Otherwise, remove the splints.
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for(var/datum/organ/external/E in supporting_limbs)
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E.status &= ~ ORGAN_SPLINTED
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supporting_limbs = list()
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//Under clothing
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/obj/item/clothing/under
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icon = 'icons/obj/clothing/uniforms.dmi'
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name = "under"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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permeability_coefficient = 0.90
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flags = FPRINT | TABLEPASS
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slot_flags = SLOT_ICLOTHING
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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w_class = 3
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var/has_sensor = 1//For the crew computer 2 = unable to change mode
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var/sensor_mode = 0
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/*
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1 = Report living/dead
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2 = Report detailed damages
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3 = Report location
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*/
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var/obj/item/clothing/tie/hastie = null
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var/obj/item/clothing/tie/armband/aband = null
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var/obj/item/clothing/tie/holster/holster = null
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var/obj/item/clothing/tie/storage/webbing = null
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var/displays_id = 1
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var/rolled_down = 0
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var/rolled_sleeves = 0
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var/basecolor
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/uniform.dmi')
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/obj/item/clothing/under/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_w_uniform()
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/obj/item/clothing/under/attackby(obj/item/I, mob/user)
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var/bandType = 0 //Tracking for hastie becuase I don't want to recode the lot yet
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if(istype(I, /obj/item/clothing/tie))
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if(istype(I, /obj/item/clothing/tie/armband))
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if(!aband)
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user.drop_item()
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aband = I
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aband.on_attached(src, user)
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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return
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bandType = 1
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if(istype(I, /obj/item/clothing/tie/holster))
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if(!holster && !webbing)
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user.drop_item()
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holster = I
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holster.on_attached(src, user)
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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return
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bandType = 2
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if(istype(I, /obj/item/clothing/tie/storage))
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if(!holster && !webbing)
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user.drop_item()
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webbing = I
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webbing.on_attached(src, user)
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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return
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bandType = 3
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if(!hastie && !bandType)
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user.drop_item()
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hastie = I
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hastie.on_attached(src, user)
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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return
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if(istype(I, /obj/item/weapon/gun))
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if(holster)
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holster.attackby(I, user)
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return
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if(webbing && bandType != 3)
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webbing.attackby(I, user)
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return
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if(hastie)
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hastie.attackby(I, user)
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return
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|
|
|
..()
|
|
|
|
/obj/item/clothing/under/attack_hand(mob/user as mob)
|
|
//only forward to the attached accessory if the clothing is equipped (not in a storage)
|
|
|
|
if(webbing && src.loc == user)
|
|
webbing.attack_hand(user)
|
|
return
|
|
if(holster && src.loc == user)
|
|
holster.attack_hand(user)
|
|
return
|
|
if(hastie && src.loc == user)
|
|
hastie.attack_hand(user)
|
|
return
|
|
|
|
if ((ishuman(usr) || ismonkey(usr)) && src.loc == user) //make it harder to accidentally undress yourself
|
|
return
|
|
|
|
..()
|
|
|
|
//This is to ensure people can take off suits when there is an attached accessory
|
|
/obj/item/clothing/under/MouseDrop(obj/over_object as obj)
|
|
if (ishuman(usr) || ismonkey(usr))
|
|
//makes sure that the clothing is equipped so that we can't drag it into our hand from miles away.
|
|
if (!(src.loc == usr))
|
|
return
|
|
|
|
if (!( usr.restrained() ) && !( usr.stat ))
|
|
switch(over_object.name)
|
|
if("r_hand")
|
|
usr.u_equip(src)
|
|
usr.put_in_r_hand(src)
|
|
if("l_hand")
|
|
usr.u_equip(src)
|
|
usr.put_in_l_hand(src)
|
|
src.add_fingerprint(usr)
|
|
return
|
|
return
|
|
|
|
/obj/item/clothing/under/examine()
|
|
set src in view()
|
|
..()
|
|
switch(src.sensor_mode)
|
|
if(0)
|
|
usr << "Its sensors appear to be disabled."
|
|
if(1)
|
|
usr << "Its binary life sensors appear to be enabled."
|
|
if(2)
|
|
usr << "Its vital tracker appears to be enabled."
|
|
if(3)
|
|
usr << "Its vital tracker and tracking beacon appear to be enabled."
|
|
if(hastie)
|
|
usr << "\A [hastie] is clipped to it."
|
|
if(aband)
|
|
usr << "\A [aband] is wrapped around the sleeve."
|
|
if(webbing)
|
|
usr << "\A [webbing] is attached to it."
|
|
if(holster)
|
|
usr << "\A [holster] is attached to it."
|
|
|
|
/obj/item/clothing/under/proc/set_sensors(mob/usr as mob)
|
|
var/mob/M = usr
|
|
if (istype(M, /mob/dead/)) return
|
|
if (usr.stat || usr.restrained()) return
|
|
if(has_sensor >= 2)
|
|
usr << "The controls are locked."
|
|
return 0
|
|
if(has_sensor <= 0)
|
|
usr << "This suit does not have any sensors."
|
|
return 0
|
|
|
|
var/list/modes = list("Off", "Binary sensors", "Vitals tracker", "Tracking beacon")
|
|
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
|
|
if(get_dist(usr, src) > 1)
|
|
usr << "You have moved too far away."
|
|
return
|
|
sensor_mode = modes.Find(switchMode) - 1
|
|
|
|
if (src.loc == usr)
|
|
switch(sensor_mode)
|
|
if(0)
|
|
usr << "You disable your suit's remote sensing equipment."
|
|
if(1)
|
|
usr << "Your suit will now report whether you are live or dead."
|
|
if(2)
|
|
usr << "Your suit will now report your vital lifesigns."
|
|
if(3)
|
|
usr << "Your suit will now report your vital lifesigns as well as your coordinate position."
|
|
else if (istype(src.loc, /mob))
|
|
switch(sensor_mode)
|
|
if(0)
|
|
for(var/mob/V in viewers(usr, 1))
|
|
V.show_message("\red [usr] disables [src.loc]'s remote sensing equipment.", 1)
|
|
if(1)
|
|
for(var/mob/V in viewers(usr, 1))
|
|
V.show_message("[usr] turns [src.loc]'s remote sensors to binary.", 1)
|
|
if(2)
|
|
for(var/mob/V in viewers(usr, 1))
|
|
V.show_message("[usr] sets [src.loc]'s sensors to track vitals.", 1)
|
|
if(3)
|
|
for(var/mob/V in viewers(usr, 1))
|
|
V.show_message("[usr] sets [src.loc]'s sensors to maximum.", 1)
|
|
|
|
/obj/item/clothing/under/verb/toggle()
|
|
set name = "Toggle Suit Sensors"
|
|
set category = "Object"
|
|
set src in usr
|
|
set_sensors(usr)
|
|
..()
|
|
|
|
/obj/item/clothing/under/verb/rollsuit()
|
|
set name = "Roll Down Jumpsuit"
|
|
set category = "Object"
|
|
set src in usr
|
|
if(!istype(usr, /mob/living)) return
|
|
if(usr.stat) return
|
|
|
|
if(copytext(item_color,-2) != "_d" && rolled_sleeves == 0)
|
|
basecolor = item_color
|
|
if(basecolor + "_d_s" in icon_states('icons/mob/uniform.dmi'))
|
|
body_parts_covered = "[basecolor]" ? LEGS|LOWER_TORSO : UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
|
item_color = item_color == "[basecolor]" ? "[basecolor]_d" : "[basecolor]"
|
|
update_clothing_icon()
|
|
if(rolled_down)
|
|
usr << "You roll [src] up"
|
|
rolled_down = 0
|
|
else
|
|
if(rolled_sleeves)
|
|
usr << "You roll [src] sleeves down"
|
|
rolled_sleeves = 0
|
|
else
|
|
usr << "You roll [src] down"
|
|
rolled_down = 1
|
|
|
|
/obj/item/clothing/under/verb/rollsleeve()
|
|
set name = "Roll Up Sleeves"
|
|
set category = "Object"
|
|
set src in usr
|
|
if(!istype(usr, /mob/living)) return
|
|
if(usr.stat) return
|
|
|
|
if(copytext(item_color,-2) != "_r" && rolled_down == 0)
|
|
basecolor = item_color
|
|
if(basecolor + "_r_s" in icon_states('icons/mob/uniform.dmi'))
|
|
item_color = item_color == "[basecolor]" ? "[basecolor]_r" : "[basecolor]"
|
|
update_clothing_icon()
|
|
if(rolled_sleeves)
|
|
usr << "You roll [src] sleeves down"
|
|
rolled_sleeves = 0
|
|
else
|
|
if(rolled_down)
|
|
usr << "You roll [src] up"
|
|
rolled_down = 0
|
|
else
|
|
usr << "You roll [src] sleeves up"
|
|
rolled_sleeves = 1
|
|
|
|
/obj/item/clothing/under/proc/remove_accessory(mob/user as mob)
|
|
var/list/attachedItems = list()
|
|
if(aband)
|
|
attachedItems += "armband"
|
|
if(holster)
|
|
attachedItems += "holster"
|
|
if(webbing)
|
|
attachedItems += "webbing"
|
|
if(hastie)
|
|
attachedItems += "other"
|
|
|
|
if(!attachedItems)
|
|
return
|
|
|
|
var/selection = input("Select what Accessory to remove","",null) as null|anything in attachedItems
|
|
|
|
if(!selection)
|
|
return
|
|
|
|
switch(selection)
|
|
if("armband")
|
|
aband.on_removed(user)
|
|
aband = null
|
|
if("holster")
|
|
holster.on_removed(user)
|
|
holster = null
|
|
if("webbing")
|
|
webbing.on_removed(user)
|
|
webbing = null
|
|
if("other")
|
|
hastie.on_removed(user)
|
|
hastie = null
|
|
update_clothing_icon()
|
|
|
|
/obj/item/clothing/under/verb/removetie()
|
|
set name = "Remove Accessory"
|
|
set category = "Object"
|
|
set src in usr
|
|
if(!istype(usr, /mob/living)) return
|
|
if(usr.stat) return
|
|
|
|
src.remove_accessory(usr)
|
|
|
|
/*
|
|
/obj/item/clothing/under/proc/remove_armband(mob/user as mob)
|
|
if(!aband)
|
|
return
|
|
|
|
aband.on_removed(user)
|
|
aband = null
|
|
update_clothing_icon()
|
|
|
|
/obj/item/clothing/under/verb/removearmband()
|
|
set name = "Remove Armband"
|
|
set category = "Object"
|
|
set src in usr
|
|
if(!istype(usr, /mob/living)) return
|
|
if(usr.stat) return
|
|
|
|
src.remove_armband(usr)
|
|
*/
|
|
|
|
/obj/item/clothing/under/rank/New()
|
|
sensor_mode = pick(0,1,2,3)
|
|
..()
|
|
|
|
/obj/item/clothing/under/emp_act(severity)
|
|
if (hastie)
|
|
hastie.emp_act(severity)
|
|
if (webbing)
|
|
webbing.emp_act(severity)
|
|
if (holster)
|
|
holster.emp_act(severity)
|
|
..()
|
|
|