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Mostly removes creation of throwaway objects from chameleon items
- Replaces the creation of throwaway items from New() with initial() calls for all chameleon items. - Unfortunately throwaway items could not be removed when switch appearance, as initial() does not work very will with list vars. - Makes chameleon item name cache lists global. - Makes chameleon guns a subtype of energy guns, removes chameleon magazines. - Moves chameleon.dm to clothing module root - Items without icon or icon_state are no longer selectable as chameleon appearances. - Chameleon verbs go in their own panel.
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@@ -40,13 +40,19 @@
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var/zoomdevicename = null //name used for message when binoculars/scope is used
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var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
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var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
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var/item_state = null // Used to specify the item state for the on-mob overlays.
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var/item_state_slots = null //overrides the default item_state for particular slots.
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//** These specify item/icon overrides for _slots_
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var/list/item_state_slots = list() //overrides the default item_state for particular slots.
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// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
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// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
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// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
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var/list/item_icons = null
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var/list/item_icons = list()
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//** These specify item/icon overrides for _species_
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/* Species-specific sprites, concept stolen from Paradise//vg/.
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ex:
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@@ -55,13 +61,11 @@
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)
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If index term exists and icon_override is not set, this sprite sheet will be used.
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*/
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var/list/sprite_sheets = null
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var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
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var/list/sprite_sheets = list()
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/* Species-specific sprite sheets for inventory sprites
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Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
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*/
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var/list/sprite_sheets_obj = null
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// Species-specific sprite sheets for inventory sprites
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// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
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var/list/sprite_sheets_obj = list()
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/obj/item/Destroy()
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if(ismob(loc))
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