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https://github.com/Aurorastation/Aurora.3.git
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himeo industrial rig variant (#16456)
* adds a himeo industrial rig variant * unintended behavior- don't you act clever * kit now works on the rig assembly, not the rig * removes junk code * tweaks and fixes 1 * mynah update FEAT. geeves, matt, and atteria * if it works it works * for all my FTC homies out there * fixes the lack of spaces while im here
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@@ -102,8 +102,7 @@
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var/list/species_restricted = list(BODYTYPE_HUMAN,BODYTYPE_TAJARA,BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_IPC, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC_ZENGHU)
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/obj/item/rig/examine()
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to_chat(usr, "This is [icon2html(src, usr)][src.name].")
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to_chat(usr, "[src.desc]")
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. = ..()
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if(wearer)
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for(var/obj/item/piece in list(helmet,gloves,chest,boots))
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if(!piece || piece.loc != wearer)
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@@ -589,10 +588,12 @@
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//TODO: Fix Topic vulnerabilities for malfunction and AI override.
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/obj/item/rig/Topic(href,href_list)
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if(ismob(href))
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do_rig_thing(href, href_list)
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return
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do_rig_thing(usr, href_list)
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if(href_list["examine_fluff"])
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examine_fluff(usr)
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if(ismob(href))
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do_rig_thing(href, href_list)
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return
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do_rig_thing(usr, href_list)
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/obj/item/rig/proc/do_rig_thing(mob/user, var/list/href_list)
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if(!check_suit_access(user))
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@@ -80,6 +80,14 @@
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board_type = /obj/item/circuitboard/rig_assembly/civilian/industrial
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rig_type = /obj/item/rig/industrial
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/obj/item/rig_assembly/industrial/himeo
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name = "himean industrial suit control module assembly"
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desc = "The assembly frame for a rugged hardsuit used by Himean miners, engineers, and naval sappers."
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icon_base = "himeo"
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icon_state = "himeo1"
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board_type = /obj/item/circuitboard/rig_assembly/civilian/industrial
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rig_type = /obj/item/rig/industrial/himeo
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/obj/item/rig_assembly/hazmat
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name = "AMI control module assembly"
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desc = "The assembly frame for a Anomalous Material Interaction hardsuit that protects the wearer against the strangest energies the universe can throw at them."
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@@ -4,6 +4,12 @@
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light_color = "#ffcf2f"
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brightness_on = 6
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/obj/item/clothing/head/helmet/space/rig/industrial/himeo
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light_overlay = "helmet_light_himeo"
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/obj/item/clothing/suit/space/rig/industrial/himeo
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flags_inv = HIDEEARS|BLOCKHEADHAIR|HIDETAIL
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/obj/item/clothing/head/helmet/space/rig/ce
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camera = /obj/machinery/camera/network/engineering
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@@ -114,6 +120,20 @@
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helm_type = /obj/item/clothing/head/helmet/space/rig
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/obj/item/rig/industrial/himeo
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name = "himean industrial suit control module"
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suit_type = "himean industrial hardsuit"
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desc = "A variant of the industrial suit used by the United Syndicates of Himeo."
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desc_extended = "A little too clunky, a little too slow; the Type-86 \"Cicada\" industrial hardsuit was released about a decade too late to be competitive. \
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Still, it enjoys modest popularity among those dissatisfied with the limits of the Type-76 'Fish Fur', such as Guard sappers or asteroid miners."
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icon_supported_species_tags = list("taj")
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icon = 'icons/clothing/rig/himeo_industrial.dmi'
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icon_state = "himeo_rig"
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species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC, BODYTYPE_TAJARA)
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helm_type = /obj/item/clothing/head/helmet/space/rig/industrial/himeo
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chest_type = /obj/item/clothing/suit/space/rig/industrial/himeo
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/obj/item/rig/eva
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name = "EVA suit control module"
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suit_type = "EVA hardsuit"
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@@ -110,6 +110,13 @@ This saves us from having to call add_fingerprint() any time something is put in
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if(!can_keep_s_store)
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drop_from_inventory(s_store)
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wear_suit = null
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if(istype(W, /obj/item))
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var/obj/item/I = W
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if(I.flags_inv & (HIDEMASK|BLOCKHAIR|BLOCKHEADHAIR))
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update_hair(0) // testing region
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update_inv_l_ear(0)
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update_inv_r_ear(0)
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update_inv_wear_mask(0)
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update_inv_wear_suit()
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if (update_uniform)
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update_inv_w_uniform(0)
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@@ -479,7 +479,7 @@ There are several things that need to be remembered:
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if(update_icons) update_icon()
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return
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var/has_visible_hair = h_style && !(head && (head.flags_inv & BLOCKHEADHAIR)) && !(l_ear && (l_ear.flags_inv & BLOCKHEADHAIR)) && !(r_ear && (r_ear.flags_inv & BLOCKHEADHAIR))
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var/has_visible_hair = h_style && !(head && (head.flags_inv & BLOCKHEADHAIR)) && !(l_ear && (l_ear.flags_inv & BLOCKHEADHAIR)) && !(r_ear && (r_ear.flags_inv & BLOCKHEADHAIR)) && !(wear_suit && (wear_suit.flags_inv & BLOCKHEADHAIR))
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var/icon/hair_icon = generate_hair_icon(has_visible_hair)
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