Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.

I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(

No actual code change anywhere in this PR, only comments.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
This commit is contained in:
Batrachophreno
2025-08-09 12:22:56 +00:00
committed by GitHub
parent a840bd1cb1
commit c2f054fd81
88 changed files with 1574 additions and 879 deletions
+51 -29
View File
@@ -1,9 +1,11 @@
/// General outfit abstraction.
/// To be used for both a mob's outfit (for a ghostspawner, ship/station job, corpse),
/// where the outfit is applied to the mob.
/// But also for "standalone" outfits (just items spawned in a locker, on the floor),
/// where the outfit items are "spilled" onto the floor (not all items, does not spawn IDs for example).
/**
* General outfit abstraction.
* To be used for both a mob's outfit (for a ghostspawner, ship/station job, corpse),
* where the outfit is applied to the mob.
* But also for "standalone" outfits (just items spawned in a locker, on the floor),
* where the outfit items are "spilled" onto the floor (not all items, does not spawn IDs for example).
*/
/obj/outfit
name = "Naked"
icon = 'icons/effects/map_effects.dmi'
@@ -16,11 +18,12 @@
var/collect_not_del = FALSE
//The following vars can either be a path or a list of paths
//If a list of paths is supplied a random item from that list is selected
// The following vars can either be a path or a list of paths.
/// If a list of paths is supplied a random item from that list is selected.
var/uniform = null
var/suit = null
var/back = null // Mutually exclusive with and will override backpack choices below. Use for RIGs, tanks, etc.
/// Mutually exclusive with and will override backpack choices below. Use for RIGs, tanks, etc.
var/back = null
var/belt = null
var/gloves = null
var/wrist = null
@@ -39,22 +42,24 @@
var/accessory = null
var/suit_accessory = null
// species specific item paths, in the form of
// thing = list(SPECIES_NAME = /type/path/here)
// if no path is found, the default fallback (var without the species_ prefix) will be used
/**
* species specific item paths, in the form of
* thing = list(SPECIES_NAME = /type/path/here)
* if no path is found, the default fallback (var without the species_ prefix) will be used.
*/
var/list/species_head
var/list/species_suit
var/list/species_gloves
var/list/species_shoes
//The following vars must be paths
/// The following vars must be paths.
var/l_hand = null
var/r_hand = null
var/id = null
var/pda = null
var/radio = null
// Must be paths, used to allow player-pref backpack choice
/// Must be paths, used to allow player-pref backpack choice.
var/allow_backbag_choice = FALSE
var/backpack = /obj/item/storage/backpack
var/backpack_faction
@@ -83,14 +88,20 @@
var/wrist_radio = /obj/item/device/radio/headset/wrist
var/clipon_radio = /obj/item/device/radio/headset/wrist/clip
var/id_iff = IFF_DEFAULT // when spawning in, the ID will be set to this iff, preventing friendly fire
/// When spawning in, the ID will be set to this iff, preventing friendly fire.
var/id_iff = IFF_DEFAULT
var/internals_slot = null //ID of slot containing a gas tank
var/list/backpack_contents = list() //In the list(path=count,otherpath=count) format
/// ID of slot containing a gas tank.
var/internals_slot = null
/// In the list(path=count,otherpath=count) format.
var/list/backpack_contents = list()
var/list/accessory_contents = list()
var/list/belt_contents = list() //In the list(path=count,otherpath=count) format
var/list/implants = null //A list of implants that should be implanted
var/list/spells = list() // A list of spells to grant
/// In the list(path=count,otherpath=count) format.
var/list/belt_contents = list()
/// A list of implants that should be implanted.
var/list/implants = null
/// A list of spells to grant.
var/list/spells = list()
/obj/outfit/Initialize(mapload, ...)
. = ..()
@@ -98,10 +109,12 @@
if(loc!=null)
spill()
/// Spawn the items on the loc turf.
/// Delete self later.
/**
* Spawn the items on the loc turf.
* Delete self later.
*/
/obj/outfit/proc/spill()
// get a list of item types to spawn
// Get a list of item types to spawn.
var/list/items = list(
uniform,
suit,
@@ -159,7 +172,7 @@
new path(loc)
/obj/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
//to be overriden for customization depending on client prefs,species etc
// To be overriden for customization depending on client prefs, species etc
if(allow_backbag_choice)
switch(H.backbag)
if (OUTFIT_NOTHING)
@@ -170,8 +183,9 @@
back = backpack
if (OUTFIT_GENERIC)
back = /obj/item/storage/backpack
// Some may not have faction-specifics; fall back on job backpack if needed
if (OUTFIT_FACTIONSPECIFIC)
back = backpack_faction ? backpack_faction : backpack // some may not have faction specific; fall back on job backpack if needed
back = backpack_faction ? backpack_faction : backpack
if (OUTFIT_SATCHEL)
switch(H.backbag_style)
if (OUTFIT_JOBSPECIFIC)
@@ -180,7 +194,8 @@
back = /obj/item/storage/backpack/satchel
if (OUTFIT_FACTIONSPECIFIC)
back = satchel_faction ? satchel_faction : satchel
if (OUTFIT_SATCHEL_ALT) // Leather Satchel
// Leather Satchel
if (OUTFIT_SATCHEL_ALT)
switch(H.backbag_style)
if (OUTFIT_JOBSPECIFIC)
back = satchel_alt
@@ -221,9 +236,10 @@
if (OUTFIT_FACTIONSPECIFIC)
back = pocketbook_faction ? pocketbook_faction : pocketbook
else
back = backpack //Department backpack
if (H.backbag_color >= 2) // if theres a color switch em out for a recolorable one
// Department backpack
back = backpack
// If theres a color switch em out for a recolorable one
if (H.backbag_color >= 2)
switch (H.backbag)
if (OUTFIT_POCKETBOOK)
back = /obj/item/storage/backpack/satchel/pocketbook/recolorable
@@ -292,7 +308,8 @@
l_ear = null
wrist = clipon_radio
else
l_ear = headset //Department headset
// Department headset
l_ear = headset
if(l_ear)
equip_item(H, l_ear, slot_l_ear, callback = radio_callback)
else if (wrist)
@@ -305,6 +322,11 @@
// Used to equip an item to the mob. Mainly to prevent copypasta for collect_not_del.
//override_collect temporarily allows equip_or_collect without enabling it for the job. Mostly used to prevent weirdness with hand equips when the player is missing one
/**
* Used to equip an item to the mob. Mainly to prevent copypasta for collect_not_del.
*
* *
*/
/obj/outfit/proc/equip_item(mob/living/carbon/human/H, path, slot, var/override_collect = FALSE, var/item_color, var/datum/callback/callback)
var/obj/item/I
+14 -7
View File
@@ -8,7 +8,8 @@
* Categories *
*************/
/datum/category_group/underwear
var/sort_order = 5 // Lower sort order is applied as icons first
// Lower sort order is applied as icons first
var/sort_order = 5
var/display_name
var/gender = NEUTER
@@ -36,7 +37,8 @@
/datum/category_group/underwear/undershirt
name = "Undershirt"
sort_order = 4 // Undershirts currently have the lowest sort order because they may cover both underwear and socks.
/// Undershirts currently have the lowest sort order because they may cover both underwear and socks.
sort_order = 4
display_name = "undershirt"
category_item_type = /datum/category_item/underwear/undershirt
@@ -44,11 +46,16 @@
* Category entries *
*******************/
/datum/category_item/underwear
var/always_last = FALSE // Should this entry be sorted last?
var/is_default = FALSE // Should this entry be considered the default for its type?
var/icon = 'icons/mob/underwear.dmi' // Which icon to get the underwear from
var/icon_state // And the particular item state
var/list/tweaks = list() // Underwear customisation
/// Should this entry be sorted last?
var/always_last = FALSE
/// Should this entry be considered the default for its type?
var/is_default = FALSE
/// Which icon to get the underwear from
var/icon = 'icons/mob/underwear.dmi'
/// And the particular item state
var/icon_state
/// Underwear customisation
var/list/tweaks = list()
var/has_color = FALSE
/datum/category_item/underwear/New()