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
This commit is contained in:
juniper
2023-06-17 20:04:53 +00:00
committed by GitHub
parent 7c49b5135f
commit 3f07fb5090
10 changed files with 116 additions and 35 deletions
+7 -6
View File
@@ -102,8 +102,7 @@
var/list/species_restricted = list(BODYTYPE_HUMAN,BODYTYPE_TAJARA,BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_IPC, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC_ZENGHU)
/obj/item/rig/examine()
to_chat(usr, "This is [icon2html(src, usr)][src.name].")
to_chat(usr, "[src.desc]")
. = ..()
if(wearer)
for(var/obj/item/piece in list(helmet,gloves,chest,boots))
if(!piece || piece.loc != wearer)
@@ -589,10 +588,12 @@
//TODO: Fix Topic vulnerabilities for malfunction and AI override.
/obj/item/rig/Topic(href,href_list)
if(ismob(href))
do_rig_thing(href, href_list)
return
do_rig_thing(usr, href_list)
if(href_list["examine_fluff"])
examine_fluff(usr)
if(ismob(href))
do_rig_thing(href, href_list)
return
do_rig_thing(usr, href_list)
/obj/item/rig/proc/do_rig_thing(mob/user, var/list/href_list)
if(!check_suit_access(user))
@@ -80,6 +80,14 @@
board_type = /obj/item/circuitboard/rig_assembly/civilian/industrial
rig_type = /obj/item/rig/industrial
/obj/item/rig_assembly/industrial/himeo
name = "himean industrial suit control module assembly"
desc = "The assembly frame for a rugged hardsuit used by Himean miners, engineers, and naval sappers."
icon_base = "himeo"
icon_state = "himeo1"
board_type = /obj/item/circuitboard/rig_assembly/civilian/industrial
rig_type = /obj/item/rig/industrial/himeo
/obj/item/rig_assembly/hazmat
name = "AMI control module assembly"
desc = "The assembly frame for a Anomalous Material Interaction hardsuit that protects the wearer against the strangest energies the universe can throw at them."
@@ -4,6 +4,12 @@
light_color = "#ffcf2f"
brightness_on = 6
/obj/item/clothing/head/helmet/space/rig/industrial/himeo
light_overlay = "helmet_light_himeo"
/obj/item/clothing/suit/space/rig/industrial/himeo
flags_inv = HIDEEARS|BLOCKHEADHAIR|HIDETAIL
/obj/item/clothing/head/helmet/space/rig/ce
camera = /obj/machinery/camera/network/engineering
@@ -114,6 +120,20 @@
helm_type = /obj/item/clothing/head/helmet/space/rig
/obj/item/rig/industrial/himeo
name = "himean industrial suit control module"
suit_type = "himean industrial hardsuit"
desc = "A variant of the industrial suit used by the United Syndicates of Himeo."
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. \
Still, it enjoys modest popularity among those dissatisfied with the limits of the Type-76 'Fish Fur', such as Guard sappers or asteroid miners."
icon_supported_species_tags = list("taj")
icon = 'icons/clothing/rig/himeo_industrial.dmi'
icon_state = "himeo_rig"
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC, BODYTYPE_TAJARA)
helm_type = /obj/item/clothing/head/helmet/space/rig/industrial/himeo
chest_type = /obj/item/clothing/suit/space/rig/industrial/himeo
/obj/item/rig/eva
name = "EVA suit control module"
suit_type = "EVA hardsuit"
@@ -110,6 +110,13 @@ This saves us from having to call add_fingerprint() any time something is put in
if(!can_keep_s_store)
drop_from_inventory(s_store)
wear_suit = null
if(istype(W, /obj/item))
var/obj/item/I = W
if(I.flags_inv & (HIDEMASK|BLOCKHAIR|BLOCKHEADHAIR))
update_hair(0) // testing region
update_inv_l_ear(0)
update_inv_r_ear(0)
update_inv_wear_mask(0)
update_inv_wear_suit()
if (update_uniform)
update_inv_w_uniform(0)
@@ -479,7 +479,7 @@ There are several things that need to be remembered:
if(update_icons) update_icon()
return
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))
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))
var/icon/hair_icon = generate_hair_icon(has_visible_hair)