mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-12 16:37:19 +01:00
fixes issues pointed out in PR
This commit is contained in:
@@ -18,7 +18,7 @@
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/obj/item/clothing/under/golem, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
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for(var/U in typesof(/obj/item/clothing/under)-blocked)
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var/obj/item/clothing/under/V = new U
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src.clothing_choices += V
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src.clothing_choices[V.name] = U
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return
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emp_act(severity)
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@@ -26,16 +26,19 @@
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desc = "Groovy!"
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icon_state = "psyche"
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item_color = "psyche"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Jumpsuit Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/suit/A
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A = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -45,7 +48,8 @@
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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usr.update_inv_w_uniform() //so our overlays update.
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if(usr)
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usr.update_inv_w_uniform() //so our overlays update.
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//*****************
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//**Chameleon Hat**
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@@ -66,7 +70,7 @@
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/obj/item/clothing/head/space/golem, /obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/head)-blocked)
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var/obj/item/clothing/head/V = new U
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src.clothing_choices += V
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src.clothing_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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@@ -75,16 +79,18 @@
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icon_state = "greysoft"
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item_color = "grey"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Hat/Helmet Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/suit/A
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A = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -95,7 +101,8 @@
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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usr.update_inv_head() //so our overlays update.
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if(usr)
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usr.update_inv_head() //so our overlays update.
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//******************
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//**Chameleon Suit**
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@@ -116,7 +123,7 @@
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/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
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for(var/U in typesof(/obj/item/clothing/suit)-blocked)
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var/obj/item/clothing/suit/V = new U
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src.clothing_choices += V
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src.clothing_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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@@ -125,16 +132,18 @@
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icon_state = "armor"
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item_color = "armor"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Exosuit Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/suit/A
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A = input("Select footwear to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select exosuit to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -145,7 +154,8 @@
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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usr.update_inv_wear_suit() //so our overlays update.
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if(usr)
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usr.update_inv_wear_suit() //so our overlays update.
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//*******************
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//**Chameleon Shoes**
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@@ -155,7 +165,7 @@
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icon_state = "black"
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item_state = "black"
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item_color = "black"
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desc = "They're comfy black shoes, with clever Syndicate cloaking technology built in. It seems to have a small dial on the back of each shoe."
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desc = "They're comfy black shoes, with clever cloaking technology built in. It seems to have a small dial on the back of each shoe."
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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@@ -165,7 +175,7 @@
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/obj/item/clothing/shoes/golem, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes.
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for(var/U in typesof(/obj/item/clothing/shoes)-blocked)
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var/obj/item/clothing/shoes/V = new U
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src.clothing_choices += V
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src.clothing_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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@@ -175,16 +185,18 @@
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item_state = "black"
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item_color = "black"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Footwear Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/shoes/A
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A = input("Select footwear to change it to", "Chameleon Shoes")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select shoes to change it to", "Chameleon Shoes")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -194,7 +206,8 @@
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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usr.update_inv_shoes() //so our overlays update.
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if(usr)
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usr.update_inv_shoes() //so our overlays update.
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//**********************
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//**Chameleon Backpack**
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@@ -212,7 +225,7 @@
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var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet)
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for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks.
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var/obj/item/weapon/storage/backpack/V = new U
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src.clothing_choices += V
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src.clothing_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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@@ -221,16 +234,18 @@
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icon_state = "backpack"
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item_state = "backpack"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Backpack Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/weapon/storage/backpack/A
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A = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/weapon/storage/backpack/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -240,7 +255,8 @@
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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usr.update_inv_back() //so our overlays update.
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if(usr)
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usr.update_inv_back() //so our overlays update.
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//********************
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//**Chameleon Gloves**
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@@ -260,7 +276,7 @@
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var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/gloves)-blocked)
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var/obj/item/clothing/gloves/V = new U
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src.clothing_choices += V
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src.clothing_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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@@ -269,16 +285,18 @@
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icon_state = "black"
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item_color = "brown"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Gloves Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/gloves/A
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A = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -289,7 +307,8 @@
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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usr.update_inv_gloves() //so our overlays update.
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if(usr)
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usr.update_inv_gloves() //so our overlays update.
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//******************
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//**Chameleon Mask**
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@@ -308,7 +327,8 @@
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var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/mask)-blocked)
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var/obj/item/clothing/mask/V = new U
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src.clothing_choices += V
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if(V)
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src.clothing_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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@@ -316,16 +336,17 @@
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desc = "It's a gas mask."
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icon_state = "gas_alt"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Mask Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/mask/A
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A = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -335,7 +356,8 @@
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icon_state = A.icon_state
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item_state = A.item_state
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flags_inv = A.flags_inv
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usr.update_inv_wear_mask() //so our overlays update.
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if(usr)
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usr.update_inv_wear_mask() //so our overlays update.
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//*********************
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//**Chameleon Glasses**
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@@ -354,7 +376,7 @@
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var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/glasses)-blocked)
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var/obj/item/clothing/glasses/V = new U
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src.clothing_choices += V
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src.clothing_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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@@ -362,16 +384,18 @@
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desc = "It's a set of mesons."
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icon_state = "meson"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Glasses Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/glasses/A
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A = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
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if(!A)
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var/picked = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -381,7 +405,8 @@
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icon_state = A.icon_state
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item_state = A.item_state
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flags_inv = A.flags_inv
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usr.update_inv_glasses() //so our overlays update.
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if(usr)
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usr.update_inv_glasses() //so our overlays update.
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//*****************
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//**Chameleon Gun**
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@@ -399,27 +424,29 @@
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New()
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..()
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var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)//Prevent infinite loops and bad hats.
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var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)
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for(var/U in typesof(/obj/item/weapon/gun/)-blocked)
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var/obj/item/weapon/gun/V = new U
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src.gun_choices += V
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src.gun_choices[V.name] = U
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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emp_act(severity)
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name = "desert eagle"
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desc = "It's a desert eagle."
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icon_state = "deagle"
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update_icon()
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usr.update_icons()
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verb/change()
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set name = "Change Gun Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/weapon/gun/A
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A = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices
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if(!A)
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var/picked = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices
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if(!picked || !gun_choices[picked])
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return
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var/newtype = gun_choices[picked]
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var/obj/item/weapon/gun/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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@@ -429,5 +456,6 @@
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icon_state = A.icon_state
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item_state = A.item_state
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flags_inv = A.flags_inv
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usr.update_inv_r_hand()
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usr.update_inv_l_hand() //so our overlays update.
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if(usr)
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usr.update_inv_r_hand()
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usr.update_inv_l_hand() //so our overlays update.
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Reference in New Issue
Block a user