Merge pull request #9712 from mwerezak/all-things-to-everyone

Chameleon items
This commit is contained in:
PsiOmegaDelta
2015-06-07 09:01:11 +02:00
11 changed files with 439 additions and 525 deletions
+12 -8
View File
@@ -40,13 +40,19 @@
var/zoomdevicename = null //name used for message when binoculars/scope is used
var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
var/item_state = null // Used to specify the item state for the on-mob overlays.
var/item_state_slots = null //overrides the default item_state for particular slots.
//** These specify item/icon overrides for _slots_
var/list/item_state_slots = list() //overrides the default item_state for particular slots.
// 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.
// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
var/list/item_icons = null
var/list/item_icons = list()
//** These specify item/icon overrides for _species_
/* Species-specific sprites, concept stolen from Paradise//vg/.
ex:
@@ -55,13 +61,11 @@
)
If index term exists and icon_override is not set, this sprite sheet will be used.
*/
var/list/sprite_sheets = null
var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
var/list/sprite_sheets = list()
/* Species-specific sprite sheets for inventory sprites
Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
*/
var/list/sprite_sheets_obj = null
// Species-specific sprite sheets for inventory sprites
// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
var/list/sprite_sheets_obj = list()
/obj/item/Destroy()
if(ismob(loc))