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Fixes suits showing up on top of rig pieces. (#17281)
* say a prayer for the wicked souls * ??? * Update code/modules/clothing/spacesuits/rig/rig.dm Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com> --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
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@@ -244,13 +244,23 @@
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sealing = 1
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if(!seal_target && !suit_is_deployed())
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wearer.visible_message("<span class='danger'>[wearer]'s suit flashes an error light.</span>","<span class='danger'>Your suit flashes an error light. It can't function properly without being fully deployed.</span>")
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wearer.visible_message(
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SPAN_DANGER("[wearer]'s suit flashes an error light."),
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SPAN_DANGER("Your suit flashes an error light. It can't function properly without being fully deployed.")
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)
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playsound(src, 'sound/items/rfd_empty.ogg', 20, FALSE)
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failed_to_seal = 1
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var/is_in_cycler = istype(initiator.loc, /obj/machinery/suit_cycler)
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seal_delay = is_in_cycler ? 1 : initial(seal_delay)
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var/jumpsuit_was_hidden = FALSE
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if(suit_is_deployed() && (wearer.wear_suit.flags_inv & HIDEJUMPSUIT) && !instant)
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/// Don't hide the jumpsuit while removing the rig.
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wearer.wear_suit.flags_inv &= ~HIDEJUMPSUIT
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wearer.update_inv_wear_suit()
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jumpsuit_was_hidden = TRUE
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if(!failed_to_seal)
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if(!instant)
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wearer.visible_message("<span class='notice'>[wearer]'s suit emits a quiet hum as it begins to adjust its seals.</span>","<span class='notice'>With a quiet hum, the suit begins running checks and adjusting components.</span>")
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@@ -262,7 +272,11 @@
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if(!wearer)
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failed_to_seal = 1
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else
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for(var/list/piece_data in list(list(wearer.shoes,boots,"boots",boot_type),list(wearer.gloves,gloves,"gloves",glove_type),list(wearer.head,helmet,"helmet",helm_type),list(wearer.wear_suit,chest,BP_CHEST,chest_type)))
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for(var/list/piece_data in list(
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list(wearer.shoes, boots, "boots", boot_type),
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list(wearer.gloves, gloves, "gloves", glove_type),
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list(wearer.head, helmet, "helmet", helm_type),
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list(wearer.wear_suit, chest, "chest", chest_type)))
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var/obj/item/clothing/piece = piece_data[1]
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var/obj/item/compare_piece = piece_data[2]
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@@ -292,8 +306,12 @@
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if("gloves")
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to_chat(wearer, "<span class='notice'>\The [piece] [!seal_target ? "tighten around your fingers and wrists" : "become loose around your fingers"].</span>")
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wearer.update_inv_gloves()
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if(BP_CHEST)
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to_chat(wearer, "<span class='notice'>\The [piece] [!seal_target ? "cinches tight again your chest" : "releases your chest"].</span>")
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if("chest")
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to_chat(wearer, "<span class='notice'>\The [piece] [!seal_target ? "cinches your chest tightly" : "releases your chest"].</span>")
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if(!seal_target)
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piece.flags_inv |= HIDEJUMPSUIT
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else
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piece.flags_inv &= ~HIDEJUMPSUIT
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wearer.update_inv_wear_suit()
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if("helmet")
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to_chat(wearer, "<span class='notice'>\The [piece] hisses [!seal_target ? "closed" : "open"].</span>")
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@@ -317,11 +335,14 @@
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if(failed_to_seal)
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for(var/obj/item/piece in list(helmet,boots,gloves,chest))
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if(!piece) continue
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if(!piece)
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continue
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piece.icon_state = "[initial(icon_state)][!seal_target ? "" : "_sealed"]"
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canremove = !seal_target
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if(airtight)
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update_component_sealed()
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if(jumpsuit_was_hidden && wearer.wear_suit == chest)
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wearer.wear_suit.flags_inv |= HIDEJUMPSUIT
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update_icon(1)
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return 0
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@@ -40,7 +40,7 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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flags_inv = HIDEJUMPSUIT|HIDETAIL
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flags_inv = HIDETAIL
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item_flags = THICKMATERIAL|AIRTIGHT|INJECTIONPORT
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slowdown = 0
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//will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits.
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@@ -52,19 +52,6 @@
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supporting_limbs = list()
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/obj/item/clothing/suit/space/rig/get_mob_overlay(mob/living/carbon/human/H, mob_icon, mob_state, slot)
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var/obj/item/clothing/w_uniform = H.w_uniform
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var/image/uniform = null
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if(w_uniform)
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uniform = w_uniform.return_own_image()
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var/image/I = ..()
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if(uniform)
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uniform.add_overlay(I)
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return uniform
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else
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return I
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//TODO: move this to modules
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/obj/item/clothing/head/helmet/space/rig/proc/prevent_track()
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return 0
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@@ -104,7 +91,6 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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flags_inv = HIDEJUMPSUIT
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item_flags = THICKMATERIAL|INJECTIONPORT
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/obj/item/clothing/shoes/lightrig
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