fixes issues pointed out in PR

This commit is contained in:
iamgoofball
2014-03-23 20:29:55 -07:00
parent 6fa4084d11
commit a00a12aeb7
+78 -50
View File
@@ -18,7 +18,7 @@
/obj/item/clothing/under/golem, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
for(var/U in typesof(/obj/item/clothing/under)-blocked)
var/obj/item/clothing/under/V = new U
src.clothing_choices += V
src.clothing_choices[V.name] = U
return
emp_act(severity)
@@ -26,16 +26,19 @@
desc = "Groovy!"
icon_state = "psyche"
item_color = "psyche"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Jumpsuit Appearance"
set category = "Object"
set src in usr
var/obj/item/clothing/suit/A
A = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
if(!A)
var/picked = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/clothing/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -45,7 +48,8 @@
icon_state = A.icon_state
item_state = A.item_state
item_color = A.item_color
usr.update_inv_w_uniform() //so our overlays update.
if(usr)
usr.update_inv_w_uniform() //so our overlays update.
//*****************
//**Chameleon Hat**
@@ -66,7 +70,7 @@
/obj/item/clothing/head/space/golem, /obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats.
for(var/U in typesof(/obj/item/clothing/head)-blocked)
var/obj/item/clothing/head/V = new U
src.clothing_choices += V
src.clothing_choices[V.name] = U
return
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.
@@ -75,16 +79,18 @@
icon_state = "greysoft"
item_color = "grey"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Hat/Helmet Appearance"
set category = "Object"
set src in usr
var/obj/item/clothing/suit/A
A = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
if(!A)
var/picked = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/clothing/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -95,7 +101,8 @@
item_state = A.item_state
item_color = A.item_color
flags_inv = A.flags_inv
usr.update_inv_head() //so our overlays update.
if(usr)
usr.update_inv_head() //so our overlays update.
//******************
//**Chameleon Suit**
@@ -116,7 +123,7 @@
/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
for(var/U in typesof(/obj/item/clothing/suit)-blocked)
var/obj/item/clothing/suit/V = new U
src.clothing_choices += V
src.clothing_choices[V.name] = U
return
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.
@@ -125,16 +132,18 @@
icon_state = "armor"
item_color = "armor"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Exosuit Appearance"
set category = "Object"
set src in usr
var/obj/item/clothing/suit/A
A = input("Select footwear to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
if(!A)
var/picked = input("Select exosuit to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/clothing/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -145,7 +154,8 @@
item_state = A.item_state
item_color = A.item_color
flags_inv = A.flags_inv
usr.update_inv_wear_suit() //so our overlays update.
if(usr)
usr.update_inv_wear_suit() //so our overlays update.
//*******************
//**Chameleon Shoes**
@@ -155,7 +165,7 @@
icon_state = "black"
item_state = "black"
item_color = "black"
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."
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."
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
@@ -165,7 +175,7 @@
/obj/item/clothing/shoes/golem, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes.
for(var/U in typesof(/obj/item/clothing/shoes)-blocked)
var/obj/item/clothing/shoes/V = new U
src.clothing_choices += V
src.clothing_choices[V.name] = U
return
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.
@@ -175,16 +185,18 @@
item_state = "black"
item_color = "black"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Footwear Appearance"
set category = "Object"
set src in usr
var/obj/item/clothing/shoes/A
A = input("Select footwear to change it to", "Chameleon Shoes")as null|anything in clothing_choices
if(!A)
var/picked = input("Select shoes to change it to", "Chameleon Shoes")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/clothing/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -194,7 +206,8 @@
icon_state = A.icon_state
item_state = A.item_state
item_color = A.item_color
usr.update_inv_shoes() //so our overlays update.
if(usr)
usr.update_inv_shoes() //so our overlays update.
//**********************
//**Chameleon Backpack**
@@ -212,7 +225,7 @@
var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet)
for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks.
var/obj/item/weapon/storage/backpack/V = new U
src.clothing_choices += V
src.clothing_choices[V.name] = U
return
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.
@@ -221,16 +234,18 @@
icon_state = "backpack"
item_state = "backpack"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Backpack Appearance"
set category = "Object"
set src in usr
var/obj/item/weapon/storage/backpack/A
A = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
if(!A)
var/picked = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/weapon/storage/backpack/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -240,7 +255,8 @@
icon_state = A.icon_state
item_state = A.item_state
item_color = A.item_color
usr.update_inv_back() //so our overlays update.
if(usr)
usr.update_inv_back() //so our overlays update.
//********************
//**Chameleon Gloves**
@@ -260,7 +276,7 @@
var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats.
for(var/U in typesof(/obj/item/clothing/gloves)-blocked)
var/obj/item/clothing/gloves/V = new U
src.clothing_choices += V
src.clothing_choices[V.name] = U
return
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.
@@ -269,16 +285,18 @@
icon_state = "black"
item_color = "brown"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Gloves Appearance"
set category = "Object"
set src in usr
var/obj/item/clothing/gloves/A
A = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
if(!A)
var/picked = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/clothing/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -289,7 +307,8 @@
item_state = A.item_state
item_color = A.item_color
flags_inv = A.flags_inv
usr.update_inv_gloves() //so our overlays update.
if(usr)
usr.update_inv_gloves() //so our overlays update.
//******************
//**Chameleon Mask**
@@ -308,7 +327,8 @@
var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats.
for(var/U in typesof(/obj/item/clothing/mask)-blocked)
var/obj/item/clothing/mask/V = new U
src.clothing_choices += V
if(V)
src.clothing_choices[V.name] = U
return
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.
@@ -316,16 +336,17 @@
desc = "It's a gas mask."
icon_state = "gas_alt"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Mask Appearance"
set category = "Object"
set src in usr
var/obj/item/clothing/mask/A
A = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
if(!A)
var/picked = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/clothing/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -335,7 +356,8 @@
icon_state = A.icon_state
item_state = A.item_state
flags_inv = A.flags_inv
usr.update_inv_wear_mask() //so our overlays update.
if(usr)
usr.update_inv_wear_mask() //so our overlays update.
//*********************
//**Chameleon Glasses**
@@ -354,7 +376,7 @@
var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats.
for(var/U in typesof(/obj/item/clothing/glasses)-blocked)
var/obj/item/clothing/glasses/V = new U
src.clothing_choices += V
src.clothing_choices[V.name] = U
return
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.
@@ -362,16 +384,18 @@
desc = "It's a set of mesons."
icon_state = "meson"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Glasses Appearance"
set category = "Object"
set src in usr
var/obj/item/clothing/glasses/A
A = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
if(!A)
var/picked = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
if(!picked || !clothing_choices[picked])
return
var/newtype = clothing_choices[picked]
var/obj/item/clothing/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -381,7 +405,8 @@
icon_state = A.icon_state
item_state = A.item_state
flags_inv = A.flags_inv
usr.update_inv_glasses() //so our overlays update.
if(usr)
usr.update_inv_glasses() //so our overlays update.
//*****************
//**Chameleon Gun**
@@ -399,27 +424,29 @@
New()
..()
var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)//Prevent infinite loops and bad hats.
var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)
for(var/U in typesof(/obj/item/weapon/gun/)-blocked)
var/obj/item/weapon/gun/V = new U
src.gun_choices += V
src.gun_choices[V.name] = U
return
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.
emp_act(severity)
name = "desert eagle"
desc = "It's a desert eagle."
icon_state = "deagle"
update_icon()
usr.update_icons()
verb/change()
set name = "Change Gun Appearance"
set category = "Object"
set src in usr
var/obj/item/weapon/gun/A
A = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices
if(!A)
var/picked = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices
if(!picked || !gun_choices[picked])
return
var/newtype = gun_choices[picked]
var/obj/item/weapon/gun/A = new newtype
desc = null
permeability_coefficient = 0.90
@@ -429,5 +456,6 @@
icon_state = A.icon_state
item_state = A.item_state
flags_inv = A.flags_inv
usr.update_inv_r_hand()
usr.update_inv_l_hand() //so our overlays update.
if(usr)
usr.update_inv_r_hand()
usr.update_inv_l_hand() //so our overlays update.