mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 04:22:39 +01:00
Wrist Slot (Wear watches with gloves!) (#10951)
This commit is contained in:
@@ -217,7 +217,7 @@ STOCK_ITEM_COMMON(gloves, 3.3)
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)
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exclusion += typesof(/obj/item/clothing/gloves/rig)
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exclusion += typesof(/obj/item/clothing/gloves/lightrig)
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exclusion += typesof(/obj/item/clothing/gloves/watch)
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exclusion += typesof(/obj/item/clothing/wrists/watch)
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exclusion += typesof(/obj/item/clothing/gloves/fluff)
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exclusion += typesof(/obj/item/clothing/gloves/ballistic)
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allgloves -= exclusion
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@@ -4,11 +4,6 @@
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slot = slot_tie
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sort_category = "Accessories"
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/datum/gear/accessory/bracelet
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display_name = "bracelet (colourable)"
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path = /obj/item/clothing/accessory/bracelet
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flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION
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/datum/gear/accessory/suspenders
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display_name = "suspenders"
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path = /obj/item/clothing/accessory/suspenders
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@@ -63,21 +63,6 @@
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ringtype["ring, plastic"] = /obj/item/clothing/ring/material/plastic
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gear_tweaks += new/datum/gear_tweak/path(ringtype)
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/datum/gear/gloves/watch
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display_name = "watch selection"
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description = "A selection of watches."
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path = /obj/item/clothing/gloves/watch
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/datum/gear/gloves/watch/New()
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..()
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var/watchtype = list()
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watchtype["watch"] = /obj/item/clothing/gloves/watch
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watchtype["silver watch"] = /obj/item/clothing/gloves/watch/silver
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watchtype["gold watch"] = /obj/item/clothing/gloves/watch/gold
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watchtype["spy watch"] = /obj/item/clothing/gloves/watch/spy
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watchtype["pocketwatch"] = /obj/item/pocketwatch
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gear_tweaks += new/datum/gear_tweak/path(watchtype)
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/datum/gear/gloves/circuitry
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display_name = "gloves, circuitry (empty)"
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path = /obj/item/clothing/gloves/circuitry
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@@ -0,0 +1,31 @@
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/datum/gear/wrists
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display_name = "bracelet"
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path = /obj/item/clothing/wrists/bracelet
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cost = 1
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slot = slot_wrists
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sort_category = "Wristwear"
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flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION
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/datum/gear/wrists/beaded
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display_name = "beaded bracelet"
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path = /obj/item/clothing/wrists/beaded
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/datum/gear/wrists/slap
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display_name = "slap bracelet"
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path = /obj/item/clothing/wrists/slap
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/datum/gear/wrists/watch
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display_name = "watch selection"
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description = "A selection of watches."
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path = /obj/item/clothing/wrists/watch
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flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION
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/datum/gear/wrists/watch/New()
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..()
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var/watchtype = list()
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watchtype["watch"] = /obj/item/clothing/wrists/watch
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watchtype["silver watch"] = /obj/item/clothing/wrists/watch/silver
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watchtype["gold watch"] = /obj/item/clothing/wrists/watch/gold
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watchtype["spy watch"] = /obj/item/clothing/wrists/watch/spy
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watchtype["pocketwatch"] = /obj/item/pocketwatch
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gear_tweaks += new/datum/gear_tweak/path(watchtype)
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@@ -30,36 +30,34 @@
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crest["crest, ruby"] = /obj/item/clothing/head/crest/ruby
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gear_tweaks += new/datum/gear_tweak/path(crest)
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/datum/gear/gloves/armchains
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/datum/gear/wrists/armchains
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display_name = "golden deep armchains"
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path = /obj/item/clothing/gloves/armchain
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cost = 1
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path = /obj/item/clothing/wrists/armchain
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whitelisted = list(SPECIES_IPC, SPECIES_IPC_G1, SPECIES_IPC_G2, SPECIES_IPC_XION, SPECIES_IPC_ZENGHU, SPECIES_IPC_BISHOP, SPECIES_IPC_SHELL)
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sort_category = "Xenowear - IPC"
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flags = GEAR_HAS_DESC_SELECTION
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/datum/gear/gloves/armchains/New()
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/datum/gear/wrists/armchains/New()
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..()
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var/armchains = list()
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armchains["arm chains, cobalt"] = /obj/item/clothing/gloves/armchain
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armchains["arm chains, emerald"] = /obj/item/clothing/gloves/armchain/emerald
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armchains["arm chains, ruby"] = /obj/item/clothing/gloves/armchain/ruby
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armchains["arm chains, cobalt"] = /obj/item/clothing/wrists/armchain
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armchains["arm chains, emerald"] = /obj/item/clothing/wrists/armchain/emerald
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armchains["arm chains, ruby"] = /obj/item/clothing/wrists/armchain/ruby
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gear_tweaks += new/datum/gear_tweak/path(armchains)
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/datum/gear/gloves/bracers
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/datum/gear/wrists/bracers
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display_name = "golden deep bracers"
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path = /obj/item/clothing/gloves/goldbracer
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cost = 1
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path = /obj/item/clothing/wrists/goldbracer
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whitelisted = list(SPECIES_IPC, SPECIES_IPC_G1, SPECIES_IPC_G2, SPECIES_IPC_XION, SPECIES_IPC_ZENGHU, SPECIES_IPC_BISHOP, SPECIES_IPC_SHELL)
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sort_category = "Xenowear - IPC"
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flags = GEAR_HAS_DESC_SELECTION
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/datum/gear/gloves/bracers/New()
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/datum/gear/wrists/bracers/New()
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..()
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var/bracers = list()
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bracers["arm chains, cobalt"] = /obj/item/clothing/gloves/goldbracer
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bracers["arm chains, emerald"] = /obj/item/clothing/gloves/goldbracer/emerald
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bracers["arm chains, ruby"] = /obj/item/clothing/gloves/goldbracer/ruby
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bracers["arm chains, cobalt"] = /obj/item/clothing/wrists/goldbracer
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bracers["arm chains, emerald"] = /obj/item/clothing/wrists/goldbracer/emerald
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bracers["arm chains, ruby"] = /obj/item/clothing/wrists/goldbracer/ruby
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gear_tweaks += new/datum/gear_tweak/path(bracers)
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/datum/gear/ears/antennae
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@@ -335,7 +335,7 @@
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slot_r_hand_str = 'icons/mob/items/clothing/righthand_gloves.dmi'
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)
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siemens_coefficient = 0.75
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var/wired = 0
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var/wired = FALSE
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var/obj/item/cell/cell = 0
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var/clipped = 0
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var/fingerprint_chance = 0
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@@ -372,7 +372,7 @@
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/obj/item/clothing/gloves/attackby(obj/item/W, mob/user)
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..()
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if(W.iswirecutter() || istype(W, /obj/item/surgery/scalpel))
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if (clipped)
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if(clipped)
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to_chat(user, SPAN_NOTICE("\The [src] have already been clipped!"))
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update_icon()
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return
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@@ -1075,4 +1075,4 @@
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gender = NEUTER
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drop_sound = 'sound/items/drop/ring.ogg'
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pickup_sound = 'sound/items/pickup/ring.ogg'
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var/undergloves = 1
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var/undergloves = TRUE
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@@ -63,11 +63,11 @@
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usr.unEquip(C)
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switch(over_object.name)
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if(BP_R_HAND)
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if("right hand")
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if(istype(src, /obj/item/clothing/ears))
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C = check_two_ears(usr)
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usr.put_in_r_hand(C)
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if(BP_L_HAND)
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if("left hand")
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if(istype(src, /obj/item/clothing/ears))
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C = check_two_ears(usr)
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usr.put_in_l_hand(C)
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@@ -127,170 +127,6 @@
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name = "tajaran leather gloves"
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species_restricted = list(BODYTYPE_TAJARA)
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/obj/item/clothing/gloves/watch
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name = "watch"
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desc = "It's a GaussIo ZeitMeister, a finely tuned wristwatch encased in black plastic."
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desc_fluff = "For those who want too much time on their wrists instead."
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icon_state = "watch"
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item_state = "watch"
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w_class = ITEMSIZE_TINY
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wired = 1
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species_restricted = null
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gender = NEUTER
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body_parts_covered = null
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fingerprint_chance = 100
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var/flipped = 0
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drop_sound = 'sound/items/drop/accessory.ogg'
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pickup_sound = 'sound/items/pickup/accessory.ogg'
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/obj/item/clothing/gloves/watch/silver
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desc = "It's a GaussIo ZeitMeister, a finely tuned wristwatch encased in silver."
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desc_fluff = "To unleash the telemarketer in you!"
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icon_state = "watch_silver"
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item_state = "watch_silver"
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/obj/item/clothing/gloves/watch/gold
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desc = "It's a GaussIo ZeitMeister, a finely tuned wristwatch encased in <b>REAL</b> faux gold."
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desc_fluff = "Be the jerk-ass pawn shop owner you'll never be."
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icon_state = "watch_gold"
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item_state = "watch_gold"
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/obj/item/clothing/gloves/watch/spy
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desc = "It's a GENUINE Spy-Tech Invisi-watch! <b>WARNING</b> : Does not actually make you invisible."
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desc_fluff = "Makes you want to wear a balaclava and smoke a cigarette."
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icon_state = "watch_spy"
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item_state = "watch_silver"
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/obj/item/clothing/gloves/watch/spy/checktime()
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to_chat(usr, "You check your watch. Unfortunately for you, it's not a real watch, dork.")
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/obj/item/clothing/gloves/watch/examine(mob/user)
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..()
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if (get_dist(src, user) <= 1)
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checktime()
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/obj/item/clothing/gloves/watch/verb/checktime()
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set category = "Object"
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set name = "Check Time"
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set src in usr
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if(wired && !clipped)
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to_chat(usr, "You check your watch, spotting a digital collection of numbers reading '[worldtime2text()]'. Today's date is '[time2text(world.time, "Month DD")]. [game_year]'.")
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if (emergency_shuttle.get_status_panel_eta())
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to_chat(usr, SPAN_WARNING("The shuttle's status is reported as: [emergency_shuttle.get_status_panel_eta()]."))
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else if(wired && clipped)
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to_chat(usr, "You check your watch, realising it's still open.")
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else
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to_chat(usr, "You check your watch as it dawns on you that it's broken.")
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/obj/item/clothing/gloves/watch/verb/pointatwatch()
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set category = "Object"
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set name = "Point At Watch"
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set src in usr
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if(wired && !clipped)
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usr.visible_message (SPAN_NOTICE("[usr] taps their foot on the floor, arrogantly pointing at the [src] on their wrist with a look of derision in their eyes."), SPAN_NOTICE("You point down at the [src], an arrogant look about your eyes."))
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else if(wired && clipped)
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usr.visible_message (SPAN_NOTICE("[usr] taps their foot on the floor, arrogantly pointing at the [src] on their wrist with a look of derision in their eyes, not noticing it's open."), SPAN_NOTICE("You point down at the [src], an arrogant look about your eyes."))
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else
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usr.visible_message (SPAN_NOTICE("[usr] taps their foot on the floor, arrogantly pointing at the [src] on their wrist with a look of derision in their eyes, not noticing it's broken."), SPAN_NOTICE("You point down at the [src], an arrogant look about your eyes."))
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/obj/item/clothing/gloves/watch/verb/swapwrists()
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set category = "Object"
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set name = "Flip Watch Wrist"
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set src in usr
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if (usr.stat || usr.restrained())
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return
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src.flipped = !src.flipped
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if(src.flipped)
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src.item_state = "[item_state]_alt"
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else
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src.item_state = initial(item_state)
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to_chat(usr, "You change \the [src] to be on your [src.flipped ? "left" : "right"] hand.")
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update_clothing_icon()
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/obj/item/clothing/gloves/watch/attackby(obj/item/W, mob/user)
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if(W.isscrewdriver())
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if (clipped) //Using clipped because adding a new var for something is dumb
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user.visible_message(SPAN_NOTICE("[user] screws the cover of the [src] closed."), SPAN_NOTICE("You screw the cover of the [src] closed."))
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clipped = 0
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return
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// playsound(src.loc, 'sound/items/wirecutter.ogg', 100, 1)
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user.visible_message(SPAN_NOTICE("[user] unscrews the cover of the [src]."), SPAN_NOTICE("You unscrew the cover of the [src]."))
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clipped = 1
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return
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if(wired)
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return
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if(W.iscoil())
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var/obj/item/stack/cable_coil/C = W
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if (!clipped)
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to_chat(user, SPAN_NOTICE("The [src] is not open."))
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return
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if(wired)
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to_chat(user, SPAN_NOTICE("The [src] are already wired."))
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return
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if(C.amount < 2)
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to_chat(user, SPAN_NOTICE("There is not enough wire to cover the [src]."))
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return
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C.use(2)
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wired = 1
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to_chat(user, SPAN_NOTICE("You repair some wires in the [src]."))
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return
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/obj/item/clothing/gloves/watch/emp_act(severity)
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if(prob(50/severity))
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wired = 0
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..()
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/obj/item/clothing/gloves/armchain
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name = "cobalt arm chains"
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desc = "A set of luxurious chains intended to be wrapped around long, lanky arms. They don't seem particularly comfortable. They're encrusted with cobalt-blue gems, and made of <b>REAL</b> faux gold."
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icon_state = "cobalt_armchains"
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item_state = "cobalt_armchains"
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siemens_coefficient = 1.0
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fingerprint_chance = 100
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drop_sound = 'sound/items/drop/accessory.ogg'
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pickup_sound = 'sound/items/pickup/accessory.ogg'
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/obj/item/clothing/gloves/armchain/emerald
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name = "emerald arm chains"
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desc = "A set of luxurious chains intended to be wrapped around long, lanky arms. They don't seem particularly comfortable. They're encrusted with emerald-green gems, and made of <b>REAL</b> faux gold."
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icon_state = "emerald_armchains"
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item_state = "emerald_armchains"
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/obj/item/clothing/gloves/armchain/ruby
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name = "ruby arm chains"
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desc = "A set of luxurious chains intended to be wrapped around long, lanky arms. They don't seem particularly comfortable. They're encrusted with ruby-red gems, and made of <b>REAL</b> faux gold."
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icon_state = "ruby_armchains"
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item_state = "ruby_armchains"
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/obj/item/clothing/gloves/goldbracer
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name = "cobalt bracers"
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desc = "A pair of sturdy and thick decorative bracers, seeming better for fashion than protection. They're encrusted with cobalt-blue gems, and made of <b>REAL</b> faux gold."
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icon_state = "cobalt_bracers"
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item_state = "cobalt_bracers"
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siemens_coefficient = 1.0
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fingerprint_chance = 100
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drop_sound = 'sound/items/drop/accessory.ogg'
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pickup_sound = 'sound/items/pickup/accessory.ogg'
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/obj/item/clothing/gloves/goldbracer/emerald
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name = "emerald bracers"
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desc = "A pair of sturdy and thick decorative bracers, seeming better for fashion than protection. They're encrusted with emerald-green gems, and made of <b>REAL</b> faux gold."
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icon_state = "emerald_bracers"
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item_state = "emerald_bracers"
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/obj/item/clothing/gloves/goldbracer/ruby
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name = "ruby bracers"
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desc = "A pair of sturdy and thick decorative bracers, seeming better for fashion than protection. They're encrusted with ruby-red gems, and made of <b>REAL</b> faux gold."
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icon_state = "ruby_bracers"
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item_state = "ruby_bracers"
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/*
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Forcegloves. They amplify force from melee hits as well as muck up disarm and stuff a little.
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Has bits of code in item_attack.dm, stungloves.dm, human_attackhand, human_defense
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@@ -42,7 +42,7 @@
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allowed = list(/obj/item/device/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.5
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@@ -149,7 +149,7 @@
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allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen)
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slowdown = 1
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 100)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.35
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@@ -557,7 +557,7 @@
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w_class = ITEMSIZE_LARGE//bulky item
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/gun/energy,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0
|
||||
@@ -571,13 +571,13 @@
|
||||
gas_transfer_coefficient = 0.90
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 0.1
|
||||
pocket_slots = 3
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "thunderdome suit (red)"
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
slowdown = 1.0
|
||||
allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/pen,/obj/item/device/flashlight/pen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
siemens_coefficient = 0.75
|
||||
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
icon_state = "bio_general"
|
||||
desc = "A suit that protects against biological contamination and beestings."
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
//Virology biosuit, green stripe
|
||||
/obj/item/clothing/head/bio_hood/virology
|
||||
@@ -50,7 +50,7 @@
|
||||
/obj/item/clothing/suit/bio_suit/virology
|
||||
icon_state = "bio_virology"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
//Security biosuit, grey with red stripe across the chest
|
||||
/obj/item/clothing/head/bio_hood/security
|
||||
@@ -59,7 +59,7 @@
|
||||
/obj/item/clothing/suit/bio_suit/security
|
||||
icon_state = "bio_security"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
//Janitor's biosuit, grey with purple arms
|
||||
/obj/item/clothing/head/bio_hood/janitor
|
||||
@@ -68,7 +68,7 @@
|
||||
/obj/item/clothing/suit/bio_suit/janitor
|
||||
icon_state = "bio_janitor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
|
||||
//Scientist's biosuit, white with a pink-ish hue
|
||||
@@ -78,13 +78,13 @@
|
||||
/obj/item/clothing/suit/bio_suit/scientist
|
||||
icon_state = "bio_scientist"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
//CMO's biosuit, blue stripe
|
||||
/obj/item/clothing/suit/bio_suit/cmo
|
||||
icon_state = "bio_cmo"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
/obj/item/clothing/head/bio_hood/cmo
|
||||
icon_state = "bio_cmo"
|
||||
@@ -96,4 +96,4 @@
|
||||
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "bio_suit"
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
@@ -55,14 +55,14 @@
|
||||
item_state = "death"
|
||||
flags = CONDUCT
|
||||
fire_resist = T0C+5200
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/justice
|
||||
name = "justice suit"
|
||||
desc = "This pretty much looks ridiculous."
|
||||
icon_state = "justice"
|
||||
item_state = "justice"
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
|
||||
|
||||
/obj/item/clothing/suit/judgerobe
|
||||
@@ -89,7 +89,7 @@
|
||||
desc = "A plastic replica of the syndicate space suit, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/toy)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
|
||||
|
||||
/obj/item/clothing/suit/imperium_monk
|
||||
@@ -117,7 +117,7 @@
|
||||
icon_state = "monkeysuit"
|
||||
item_state = "monkeysuit"
|
||||
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 1.5
|
||||
|
||||
|
||||
@@ -154,7 +154,7 @@
|
||||
icon_state = "straight_jacket"
|
||||
item_state = "straight_jacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/straight_jacket/equipped(var/mob/user, var/slot)
|
||||
if (slot == slot_wear_suit)
|
||||
@@ -189,7 +189,7 @@
|
||||
icon_state = "xenos"
|
||||
item_state = "xenos_helm"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 1.5
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/bomber
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
siemens_coefficient = 0.5
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/extinguisher)
|
||||
slowdown = 1.0
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
|
||||
@@ -79,7 +79,7 @@
|
||||
icon_state = "raskarasuit"
|
||||
item_state = "raskarasuit"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
species_restricted = list(BODYTYPE_TAJARA)
|
||||
desc_fluff = "Raskariim, commonly known as The Cult of Raskara are a prolific cult on Adhomai. The religion has been created on Adhomai but with the free commerce, a few human \
|
||||
members have been recorded. While Raskara may seem like a single deity it is in fact split into three aspects, each one leading down a different path and seemingly every path \
|
||||
|
||||
@@ -575,15 +575,6 @@
|
||||
slot_flags = SLOT_TIE
|
||||
w_class = ITEMSIZE_TINY
|
||||
|
||||
/obj/item/clothing/accessory/bracelet
|
||||
name = "bracelet"
|
||||
desc = "A simple bracelet with a clasp."
|
||||
icon_state = "bracelet"
|
||||
w_class = ITEMSIZE_TINY
|
||||
drop_sound = 'sound/items/drop/ring.ogg'
|
||||
pickup_sound = 'sound/items/pickup/ring.ogg'
|
||||
flippable = 1
|
||||
|
||||
/obj/item/clothing/accessory/sleevepatch
|
||||
name = "sleeve patch"
|
||||
desc = "An embroidered patch which can be attached to the shoulder sleeve of clothing."
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
/obj/item/clothing/wrists/watch
|
||||
name = "watch"
|
||||
desc = "It's a GaussIo ZeitMeister, a finely tuned wristwatch encased in black plastic."
|
||||
desc_fluff = "For those who want too much time on their wrists instead."
|
||||
icon_state = "watch"
|
||||
item_state = "watch"
|
||||
var/wired = TRUE
|
||||
var/screwed = TRUE
|
||||
|
||||
/obj/item/clothing/wrists/watch/silver
|
||||
desc = "It's a GaussIo ZeitMeister, a finely tuned wristwatch encased in silver."
|
||||
desc_fluff = "To unleash the telemarketer in you!"
|
||||
icon_state = "watch_silver"
|
||||
item_state = "watch_silver"
|
||||
|
||||
/obj/item/clothing/wrists/watch/gold
|
||||
desc = "It's a GaussIo ZeitMeister, a finely tuned wristwatch encased in <b>REAL</b> faux gold."
|
||||
desc_fluff = "Be the jerk-ass pawn shop owner you'll never be."
|
||||
icon_state = "watch_gold"
|
||||
item_state = "watch_gold"
|
||||
|
||||
/obj/item/clothing/wrists/watch/spy
|
||||
desc = "It's a GENUINE Spy-Tech Invisi-watch! <b>WARNING</b> : Does not actually make you invisible."
|
||||
desc_fluff = "Makes you want to wear a balaclava and smoke a cigarette."
|
||||
icon_state = "watch_spy"
|
||||
item_state = "watch_silver"
|
||||
|
||||
/obj/item/clothing/wrists/watch/spy/checktime()
|
||||
to_chat(usr, "You check your watch. Unfortunately for you, it's not a real watch, dork.")
|
||||
|
||||
/obj/item/clothing/wrists/watch/examine(mob/user)
|
||||
..()
|
||||
if (get_dist(src, user) <= 1)
|
||||
checktime()
|
||||
|
||||
/obj/item/clothing/wrists/watch/verb/checktime()
|
||||
set category = "Object"
|
||||
set name = "Check Time"
|
||||
set src in usr
|
||||
|
||||
if(wired && screwed)
|
||||
to_chat(usr, "You check your watch, spotting a digital collection of numbers reading '[worldtime2text()]'. Today's date is '[time2text(world.time, "Month DD")]. [game_year]'.")
|
||||
if (emergency_shuttle.get_status_panel_eta())
|
||||
to_chat(usr, SPAN_WARNING("The shuttle's status is reported as: [emergency_shuttle.get_status_panel_eta()]."))
|
||||
else if(wired && !screwed)
|
||||
to_chat(usr, "You check your watch, realising it's still open.")
|
||||
else
|
||||
to_chat(usr, "You check your watch as it dawns on you that it's broken.")
|
||||
|
||||
/obj/item/clothing/wrists/watch/verb/pointatwatch()
|
||||
set category = "Object"
|
||||
set name = "Point At Watch"
|
||||
set src in usr
|
||||
|
||||
if(wired && screwed)
|
||||
usr.visible_message (SPAN_NOTICE("<b>[usr]</b> taps their foot on the floor, arrogantly pointing at the [src] on their wrist with a look of derision in their eyes"), SPAN_NOTICE("You point down at the [src] with an arrogant look about your eyes."))
|
||||
else if(wired && !screwed)
|
||||
usr.visible_message (SPAN_NOTICE("<b>[usr]</b> taps their foot on the floor, arrogantly pointing at the [src] on their wrist with a look of derision in their eyes, not noticing it's open."), SPAN_NOTICE("You point down at the [src] with an arrogant look about your eyes."))
|
||||
else
|
||||
usr.visible_message (SPAN_NOTICE("<b>[usr]</b> taps their foot on the floor, arrogantly pointing at the [src] on their wrist with a look of derision in their eyes, not noticing it's broken."), SPAN_NOTICE("You point down at the [src] with an arrogant look about your eyes."))
|
||||
|
||||
/obj/item/clothing/wrists/watch/attackby(obj/item/W, mob/user)
|
||||
if(W.isscrewdriver())
|
||||
user.visible_message(SPAN_NOTICE("<b>[user]</b> [screwed ? "unscrews" : "screws"] the cover of the [src] [screwed ? "open" : "closed"]."), SPAN_NOTICE("You [screwed ? "unscrews" : "screws"] the cover of the [src] [screwed ? "open" : "closed"]."))
|
||||
playsound(src.loc, 'sound/items/screwdriver.ogg', 100, 1)
|
||||
screwed = !screwed
|
||||
return
|
||||
if(wired)
|
||||
return
|
||||
if(W.iscoil())
|
||||
var/obj/item/stack/cable_coil/C = W
|
||||
if(screwed)
|
||||
to_chat(user, SPAN_NOTICE("The [src] is not open."))
|
||||
return
|
||||
|
||||
if(wired)
|
||||
to_chat(user, SPAN_NOTICE("The [src] are already wired."))
|
||||
return
|
||||
|
||||
if(C.amount < 2)
|
||||
to_chat(user, SPAN_NOTICE("There is not enough wire to cover the [src]."))
|
||||
return
|
||||
|
||||
C.use(2)
|
||||
wired = TRUE
|
||||
to_chat(user, SPAN_NOTICE("You repair some wires in the [src]."))
|
||||
return
|
||||
|
||||
/obj/item/clothing/wrists/watch/emp_act(severity)
|
||||
if(prob(50/severity))
|
||||
wired = FALSE
|
||||
..()
|
||||
@@ -0,0 +1,105 @@
|
||||
|
||||
/obj/item/clothing/wrists
|
||||
name = "wrists"
|
||||
w_class = ITEMSIZE_TINY
|
||||
icon = 'icons/obj/clothing/wrists.dmi'
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/clothing/lefthand_wrists.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/clothing/righthand_wrists.dmi'
|
||||
)
|
||||
slot_flags = SLOT_WRISTS
|
||||
drop_sound = 'sound/items/drop/accessory.ogg'
|
||||
pickup_sound = 'sound/items/pickup/accessory.ogg'
|
||||
siemens_coefficient = 1.0
|
||||
var/flipped = 0
|
||||
|
||||
/obj/item/clothing/wrists/update_clothing_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_wrists()
|
||||
|
||||
/obj/item/clothing/wrists/Initialize()
|
||||
..()
|
||||
update_flip_verb()
|
||||
|
||||
/obj/item/clothing/wrists/proc/update_flip_verb()
|
||||
if((gender != PLURAL) && (flipped != -1)) // Check for plurality and whether it has a flipped icon.
|
||||
verbs += /obj/item/clothing/wrists/watch/proc/swapwrists
|
||||
|
||||
/obj/item/clothing/wrists/watch/proc/swapwrists()
|
||||
set category = "Object"
|
||||
set name = "Flip Wristwear"
|
||||
set src in usr
|
||||
|
||||
if(use_check_and_message(usr))
|
||||
return 0
|
||||
|
||||
flipped = !flipped
|
||||
if(("[initial(icon_state)]_flip") in icon_states(icon))
|
||||
icon_state = "[initial(item_state)][flipped ? "_flip" : ""]"
|
||||
item_state = "[initial(item_state)][flipped ? "_flip" : ""]"
|
||||
to_chat(usr, "You change \the [src] to be on your [src.flipped ? "left" : "right"] wrist.")
|
||||
if(equip_sound)
|
||||
playsound(src, equip_sound, EQUIP_SOUND_VOLUME)
|
||||
else
|
||||
playsound(src, drop_sound, DROP_SOUND_VOLUME)
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/wrists/bracelet
|
||||
name = "bracelet"
|
||||
desc = "Made out of some synthetic polymer. Management encourages you to not ask questions."
|
||||
icon_state = "bracelet"
|
||||
item_state = "bracelet"
|
||||
|
||||
/obj/item/clothing/wrists/beaded
|
||||
name = "beaded bracelet"
|
||||
desc = "Made from loose beads with a center hole and connected by a piece of string or elastic band through said holes."
|
||||
icon_state = "beaded"
|
||||
item_state = "beaded"
|
||||
|
||||
/obj/item/clothing/wrists/slap
|
||||
name = "slap bracelet"
|
||||
desc = "Banned in schools! Popular with children and in poorly managed corporate events!"
|
||||
equip_sound = 'sound/effects/snap.ogg'
|
||||
icon_state = "slap"
|
||||
item_state = "slap"
|
||||
|
||||
/obj/item/clothing/wrists/armchain
|
||||
name = "cobalt arm chains"
|
||||
desc = "A set of luxurious chains intended to be wrapped around long, lanky arms. They don't seem particularly comfortable. They're encrusted with cobalt-blue gems, and made of <b>REAL</b> faux gold."
|
||||
icon_state = "cobalt_armchains"
|
||||
item_state = "cobalt_armchains"
|
||||
gender = PLURAL
|
||||
flipped = -1
|
||||
|
||||
/obj/item/clothing/wrists/armchain/emerald
|
||||
name = "emerald arm chains"
|
||||
desc = "A set of luxurious chains intended to be wrapped around long, lanky arms. They don't seem particularly comfortable. They're encrusted with emerald-green gems, and made of <b>REAL</b> faux gold."
|
||||
icon_state = "emerald_armchains"
|
||||
item_state = "emerald_armchains"
|
||||
|
||||
/obj/item/clothing/wrists/armchain/ruby
|
||||
name = "ruby arm chains"
|
||||
desc = "A set of luxurious chains intended to be wrapped around long, lanky arms. They don't seem particularly comfortable. They're encrusted with ruby-red gems, and made of <b>REAL</b> faux gold."
|
||||
icon_state = "ruby_armchains"
|
||||
item_state = "ruby_armchains"
|
||||
|
||||
/obj/item/clothing/wrists/goldbracer
|
||||
name = "cobalt bracers"
|
||||
desc = "A pair of sturdy and thick decorative bracers, seeming better for fashion than protection. They're encrusted with cobalt-blue gems, and made of <b>REAL</b> faux gold."
|
||||
icon_state = "cobalt_bracers"
|
||||
item_state = "cobalt_bracers"
|
||||
gender = PLURAL
|
||||
flipped = -1
|
||||
|
||||
/obj/item/clothing/wrists/goldbracer/emerald
|
||||
name = "emerald bracers"
|
||||
desc = "A pair of sturdy and thick decorative bracers, seeming better for fashion than protection. They're encrusted with emerald-green gems, and made of <b>REAL</b> faux gold."
|
||||
icon_state = "emerald_bracers"
|
||||
item_state = "emerald_bracers"
|
||||
|
||||
/obj/item/clothing/wrists/goldbracer/ruby
|
||||
name = "ruby bracers"
|
||||
desc = "A pair of sturdy and thick decorative bracers, seeming better for fashion than protection. They're encrusted with ruby-red gems, and made of <b>REAL</b> faux gold."
|
||||
icon_state = "ruby_bracers"
|
||||
item_state = "ruby_bracers"
|
||||
@@ -451,7 +451,7 @@ All custom items with worn sprites must follow the contained sprite system: http
|
||||
contained_sprite = TRUE
|
||||
|
||||
|
||||
/obj/item/clothing/gloves/watch/fluff/rex_watch //Engraved Wristwatch - Rex Winters - tailson
|
||||
/obj/item/clothing/wrists/watch/fluff/rex_watch //Engraved Wristwatch - Rex Winters - tailson
|
||||
name = "engraved wristwatch"
|
||||
desc = "A fine gold watch. On the inside is an engraving that reads \"Happy birthday dad, thinking of you always\"."
|
||||
icon = 'icons/obj/custom_items/rex_watch.dmi'
|
||||
|
||||
@@ -262,10 +262,10 @@
|
||||
)
|
||||
|
||||
gloves = list(
|
||||
/obj/item/clothing/gloves/watch,
|
||||
/obj/item/clothing/gloves/watch/silver,
|
||||
/obj/item/clothing/gloves/watch/gold,
|
||||
/obj/item/clothing/gloves/watch/spy
|
||||
/obj/item/clothing/wrists/watch,
|
||||
/obj/item/clothing/wrists/watch/silver,
|
||||
/obj/item/clothing/wrists/watch/gold,
|
||||
/obj/item/clothing/wrists/watch/spy
|
||||
)
|
||||
|
||||
l_pocket = /obj/item/syndie/teleporter
|
||||
|
||||
@@ -84,7 +84,8 @@ var/list/slot_equipment_priority = list( \
|
||||
slot_s_store,\
|
||||
slot_tie,\
|
||||
slot_l_store,\
|
||||
slot_r_store\
|
||||
slot_r_store,\
|
||||
slot_wrists\
|
||||
)
|
||||
|
||||
//Checks if a given slot can be accessed at this time, either to equip or unequip I
|
||||
@@ -272,7 +273,7 @@ var/list/slot_equipment_priority = list( \
|
||||
|
||||
/mob/proc/get_inventory_slot(obj/item/I)
|
||||
var/slot = 0
|
||||
for(var/s in slot_back to slot_tie) //kind of worries me
|
||||
for(var/s in slot_first to slot_last) //kind of worries me
|
||||
if(get_equipped_item(s) == I)
|
||||
slot = s
|
||||
break
|
||||
@@ -397,11 +398,6 @@ var/list/slot_equipment_priority = list( \
|
||||
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity() == 0))
|
||||
src.inertia_dir = get_dir(target, src)
|
||||
step(src, inertia_dir)
|
||||
/*
|
||||
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
|
||||
src.inertia_dir = get_dir(target, src)
|
||||
step(src, inertia_dir)
|
||||
*/
|
||||
if(istype(item,/obj/item))
|
||||
var/obj/item/W = item
|
||||
W.randpixel_xy()
|
||||
|
||||
@@ -27,6 +27,7 @@
|
||||
var/skipmask = skipitems & HIDEMASK
|
||||
var/skipeyes = skipitems & HIDEEYES
|
||||
var/skipears = skipitems & HIDEEARS
|
||||
var/skipwrists = skipitems & HIDEWRISTS
|
||||
|
||||
var/list/msg = list("<span class='info'>*---------*\nThis is ")
|
||||
|
||||
@@ -53,7 +54,7 @@
|
||||
for(var/accessory in U.accessories)
|
||||
if(istype(accessory, /obj/item/clothing/accessory/holster)) //so you can't see what kind of gun a holster is holding from afar
|
||||
accessory_descs += "\a [accessory]"
|
||||
else
|
||||
else
|
||||
accessory_descs += "<a href='?src=\ref[src];lookitem_desc_only=\ref[accessory]'>\a [accessory]</a>"
|
||||
|
||||
tie_msg += " [lowertext(english_list(accessory_descs))]"
|
||||
@@ -194,6 +195,10 @@
|
||||
var/id_name = wear_id
|
||||
msg += "[get_pronoun("He")] [get_pronoun("is")] wearing [icon2html(wear_id, user)] <a href='?src=\ref[src];lookitem_desc_only=\ref[wear_id]'>\a [id_name]</a>.\n"
|
||||
|
||||
//wrists
|
||||
if(wrists && !skipwrists)
|
||||
msg += "[get_pronoun("He")] [get_pronoun("is")] wearing [icon2html(wrists, user)] <a href='?src=\ref[src];lookitem_desc_only=\ref[wear_id]'>\a [wrists]</a> on [get_pronoun("his")] [wrists.gender==PLURAL?"wrists":"wrist"].\n"
|
||||
|
||||
//Jitters
|
||||
if(is_jittery)
|
||||
if(jitteriness >= 300)
|
||||
|
||||
@@ -67,6 +67,7 @@
|
||||
var/obj/item/r_store = null
|
||||
var/obj/item/l_store = null
|
||||
var/obj/item/s_store = null
|
||||
var/obj/item/wrists = null
|
||||
|
||||
var/used_skillpoints = 0
|
||||
var/skill_specialization = null
|
||||
|
||||
@@ -82,6 +82,8 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
return 1
|
||||
if(slot_in_belt)
|
||||
return 1
|
||||
if(slot_wrists)
|
||||
return has_organ(BP_L_ARM) || has_organ(BP_R_ARM)
|
||||
|
||||
/mob/living/carbon/human/u_equip(obj/W as obj)
|
||||
if(!W) return 0
|
||||
@@ -111,6 +113,9 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
else if (W == gloves)
|
||||
gloves = null
|
||||
update_inv_gloves()
|
||||
else if (W == wrists)
|
||||
wrists = null
|
||||
update_inv_wrists()
|
||||
else if (W == glasses)
|
||||
glasses = null
|
||||
update_inv_glasses()
|
||||
@@ -258,6 +263,10 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
src.gloves = W
|
||||
W.equipped(src, slot)
|
||||
update_inv_gloves(redraw_mob)
|
||||
if(slot_wrists)
|
||||
src.wrists = W
|
||||
W.equipped(src, slot)
|
||||
update_inv_wrists(redraw_mob)
|
||||
if(slot_head)
|
||||
src.head = W
|
||||
if(head.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR|HIDEMASK))
|
||||
@@ -306,7 +315,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
var/obj/item/clothing/under/uniform = src.w_uniform
|
||||
uniform.attackby(W,src)
|
||||
else
|
||||
to_chat(src, "<span class='danger'>You are trying to eqip this item to an unsupported inventory slot. If possible, please write a ticket with steps to reproduce. Slot was: [slot]</span>")
|
||||
to_chat(src, "<span class='danger'>You are trying to equip this item to an unsupported inventory slot. If possible, please write a ticket with steps to reproduce. Slot was: [slot]</span>")
|
||||
return
|
||||
|
||||
if((W == src.l_hand) && (slot != slot_l_hand))
|
||||
@@ -335,7 +344,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if(slot_glasses)
|
||||
covering = src.head
|
||||
check_flags = EYES
|
||||
if(slot_gloves, slot_w_uniform)
|
||||
if(slot_gloves, slot_wrists, slot_w_uniform)
|
||||
covering = src.wear_suit
|
||||
if(slot_l_ear, slot_r_ear)
|
||||
covering = src.head
|
||||
@@ -367,6 +376,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if(slot_s_store) return s_store
|
||||
if(slot_l_ear) return l_ear
|
||||
if(slot_r_ear) return r_ear
|
||||
if(slot_wrists) return wrists
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/get_equipped_items(var/include_carried = 0)
|
||||
@@ -384,6 +394,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if(wear_mask) items += wear_mask
|
||||
if(wear_suit) items += wear_suit
|
||||
if(w_uniform) items += w_uniform
|
||||
if(wrists) items += wrists
|
||||
|
||||
if(include_carried)
|
||||
if(l_hand) items += l_hand
|
||||
|
||||
@@ -20,21 +20,22 @@
|
||||
// to be drawn for the mob. This is fairly delicate, try to avoid messing with it
|
||||
// unless you know exactly what it does.
|
||||
var/list/gear = list(
|
||||
"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
|
||||
"o_clothing" = list("loc" = ui_oclothing, "name" = "Suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
|
||||
"mask" = list("loc" = ui_mask, "name" = "Mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
|
||||
"gloves" = list("loc" = ui_gloves, "name" = "Gloves", "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
|
||||
"eyes" = list("loc" = ui_glasses, "name" = "Glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
|
||||
"l_ear" = list("loc" = ui_l_ear, "name" = "Left Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
|
||||
"r_ear" = list("loc" = ui_r_ear, "name" = "Right Ear", "slot" = slot_r_ear, "state" = "ears", "toggle" = 1),
|
||||
"head" = list("loc" = ui_head, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"shoes" = list("loc" = ui_shoes, "name" = "Shoes", "slot" = slot_shoes, "state" = "shoes", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "suitstore"),
|
||||
"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back"),
|
||||
"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id"),
|
||||
"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt")
|
||||
"i_clothing" = list("loc" = ui_iclothing, "name" = "uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
|
||||
"o_clothing" = list("loc" = ui_oclothing, "name" = "suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
|
||||
"mask" = list("loc" = ui_mask, "name" = "mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
|
||||
"gloves" = list("loc" = ui_gloves, "name" = "gloves", "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
|
||||
"eyes" = list("loc" = ui_glasses, "name" = "glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
|
||||
"l_ear" = list("loc" = ui_l_ear, "name" = "left ear", "slot" = slot_l_ear, "state" = "l_ear", "toggle" = 1),
|
||||
"r_ear" = list("loc" = ui_r_ear, "name" = "right ear", "slot" = slot_r_ear, "state" = "r_ear", "toggle" = 1),
|
||||
"head" = list("loc" = ui_head, "name" = "hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"shoes" = list("loc" = ui_shoes, "name" = "shoes", "slot" = slot_shoes, "state" = "shoes", "toggle" = 1),
|
||||
"wrists" = list("loc" = ui_wrists, "name" = "wrists", "slot" = slot_wrists, "state" = "wrists", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "name" = "suit storage", "slot" = slot_s_store, "state" = "suitstore"),
|
||||
"back" = list("loc" = ui_back, "name" = "back", "slot" = slot_back, "state" = "back"),
|
||||
"id" = list("loc" = ui_id, "name" = "id", "slot" = slot_wear_id, "state" = "id"),
|
||||
"storage1" = list("loc" = ui_storage1, "name" = "left pocket", "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "name" = "right pocket", "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "name" = "belt", "slot" = slot_belt, "state" = "belt")
|
||||
)
|
||||
|
||||
/datum/hud_data/New()
|
||||
@@ -53,7 +54,6 @@
|
||||
if(slot_w_uniform in equip_slots)
|
||||
equip_slots |= slot_tie
|
||||
|
||||
|
||||
if(slot_belt in equip_slots)
|
||||
equip_slots |= slot_in_belt
|
||||
|
||||
@@ -63,25 +63,25 @@
|
||||
has_hydration = FALSE
|
||||
has_internals = FALSE
|
||||
gear = list(
|
||||
"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
|
||||
"o_clothing" = list("loc" = ui_shoes, "name" = "Suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
|
||||
"l_ear" = list("loc" = ui_glasses, "name" = "Left Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
|
||||
"r_ear" = list("loc" = ui_l_ear, "name" = "Right Ear", "slot" = slot_r_ear, "state" = "ears", "toggle" = 1),
|
||||
"head" = list("loc" = ui_mask, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "suitstore"),
|
||||
"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back"),
|
||||
"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id"),
|
||||
"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt"),
|
||||
"mask" = list("loc" = ui_oclothing, "name" = "Mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
|
||||
"eyes" = list("loc" = ui_gloves, "name" = "Glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1)
|
||||
"i_clothing" = list("loc" = ui_iclothing, "name" = "uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
|
||||
"o_clothing" = list("loc" = ui_shoes, "name" = "suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
|
||||
"l_ear" = list("loc" = ui_glasses, "name" = "left ear", "slot" = slot_l_ear, "state" = "l_ear", "toggle" = 1),
|
||||
"r_ear" = list("loc" = ui_l_ear, "name" = "right ear", "slot" = slot_r_ear, "state" = "r_ear", "toggle" = 1),
|
||||
"head" = list("loc" = ui_mask, "name" = "hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "name" = "suit storage", "slot" = slot_s_store, "state" = "suitstore"),
|
||||
"back" = list("loc" = ui_back, "name" = "back", "slot" = slot_back, "state" = "back"),
|
||||
"id" = list("loc" = ui_id, "name" = "id", "slot" = slot_wear_id, "state" = "id"),
|
||||
"storage1" = list("loc" = ui_storage1, "name" = "left Pocket", "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "name" = "right Pocket", "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "name" = "belt", "slot" = slot_belt, "state" = "belt"),
|
||||
"mask" = list("loc" = ui_oclothing, "name" = "mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
|
||||
"eyes" = list("loc" = ui_gloves, "name" = "glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1)
|
||||
)
|
||||
|
||||
/datum/hud_data/monkey
|
||||
gear = list(
|
||||
"mask" = list("loc" = ui_shoes, "name" = "Mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
|
||||
"back" = list("loc" = ui_sstore1, "name" = "Back", "slot" = slot_back, "state" = "back")
|
||||
"mask" = list("loc" = ui_shoes, "name" = "mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
|
||||
"back" = list("loc" = ui_sstore1, "name" = "back", "slot" = slot_back, "state" = "back")
|
||||
)
|
||||
|
||||
|
||||
@@ -92,4 +92,4 @@
|
||||
|
||||
/datum/hud_data/construct
|
||||
has_hydration = FALSE
|
||||
has_nutrition = FALSE
|
||||
has_nutrition = FALSE
|
||||
|
||||
@@ -113,8 +113,9 @@ There are several things that need to be remembered:
|
||||
#define LEGCUFF_LAYER 26
|
||||
#define L_HAND_LAYER 27
|
||||
#define R_HAND_LAYER 28
|
||||
#define FIRE_LAYER 29 //If you're on fire
|
||||
#define TOTAL_LAYERS 29
|
||||
#define WRISTS_LAYER 29
|
||||
#define FIRE_LAYER 30 //If you're on fire
|
||||
#define TOTAL_LAYERS 30
|
||||
//////////////////////////////////
|
||||
|
||||
#define UNDERSCORE_OR_NULL(target) "[target ? "[target]_" : ""]"
|
||||
@@ -517,6 +518,7 @@ There are several things that need to be remembered:
|
||||
update_fire(FALSE)
|
||||
update_surgery(FALSE)
|
||||
update_underwear(FALSE)
|
||||
update_inv_wrists(FALSE)
|
||||
UpdateDamageIcon()
|
||||
update_icon()
|
||||
//Hud Stuff
|
||||
@@ -1253,6 +1255,58 @@ There are several things that need to be remembered:
|
||||
if(update_icons)
|
||||
update_icon()
|
||||
|
||||
/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
|
||||
if (QDELING(src))
|
||||
return
|
||||
|
||||
overlays_raw[L_HAND_LAYER] = null
|
||||
if(l_hand)
|
||||
l_hand.screen_loc = ui_lhand //TODO
|
||||
|
||||
//determine icon state to use
|
||||
var/t_state = l_hand.item_state || l_hand.icon_state
|
||||
|
||||
var/image/result_layer
|
||||
if(l_hand.contained_sprite)
|
||||
l_hand.auto_adapt_species(src)
|
||||
t_state = "[UNDERSCORE_OR_NULL(l_hand.icon_species_tag)][l_hand.item_state][WORN_LHAND]"
|
||||
|
||||
result_layer = image(l_hand.icon_override || l_hand.icon, t_state)
|
||||
|
||||
if(l_hand.color)
|
||||
result_layer.color = l_hand.color
|
||||
|
||||
result_layer.appearance_flags = RESET_ALPHA
|
||||
overlays_raw[L_HAND_LAYER] = result_layer
|
||||
else
|
||||
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
|
||||
t_state = l_hand.item_state_slots[slot_l_hand_str]
|
||||
|
||||
//determine icon to use
|
||||
var/icon/t_icon
|
||||
if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
|
||||
t_icon = l_hand.item_icons[slot_l_hand_str]
|
||||
else if(l_hand.icon_override)
|
||||
t_state += WORN_LHAND
|
||||
t_icon = l_hand.icon_override
|
||||
else
|
||||
t_icon = INV_L_HAND_DEF_ICON
|
||||
|
||||
result_layer = image(t_icon, t_state)
|
||||
|
||||
if(l_hand.color)
|
||||
result_layer.color = l_hand.color
|
||||
|
||||
var/image/worn_overlays = l_hand.worn_overlays(t_icon)
|
||||
if(worn_overlays)
|
||||
result_layer.overlays.Add(worn_overlays)
|
||||
|
||||
result_layer.appearance_flags = RESET_ALPHA
|
||||
overlays_raw[L_HAND_LAYER] = result_layer
|
||||
|
||||
if(update_icons)
|
||||
update_icon()
|
||||
|
||||
/mob/living/carbon/human/update_inv_r_hand(var/update_icons=1)
|
||||
if (QDELING(src))
|
||||
return
|
||||
@@ -1305,54 +1359,54 @@ There are several things that need to be remembered:
|
||||
if(update_icons)
|
||||
update_icon()
|
||||
|
||||
/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
|
||||
/mob/living/carbon/human/update_inv_wrists(var/update_icons=1)
|
||||
if (QDELING(src))
|
||||
return
|
||||
|
||||
overlays_raw[L_HAND_LAYER] = null
|
||||
if(l_hand)
|
||||
l_hand.screen_loc = ui_lhand //TODO
|
||||
overlays_raw[WRISTS_LAYER] = null
|
||||
if(check_draw_wrists())
|
||||
wrists.screen_loc = ui_lhand //TODO
|
||||
|
||||
//determine icon state to use
|
||||
var/t_state = l_hand.item_state || l_hand.icon_state
|
||||
var/t_state = wrists.item_state || wrists.icon_state
|
||||
|
||||
var/image/result_layer
|
||||
if(l_hand.contained_sprite)
|
||||
l_hand.auto_adapt_species(src)
|
||||
t_state = "[UNDERSCORE_OR_NULL(l_hand.icon_species_tag)][l_hand.item_state][WORN_LHAND]"
|
||||
if(wrists.contained_sprite)
|
||||
wrists.auto_adapt_species(src)
|
||||
t_state = "[UNDERSCORE_OR_NULL(wrists.icon_species_tag)][wrists.item_state][WORN_WRISTS]"
|
||||
|
||||
result_layer = image(l_hand.icon_override || l_hand.icon, t_state)
|
||||
result_layer = image(wrists.icon_override || wrists.icon, t_state)
|
||||
|
||||
if(l_hand.color)
|
||||
result_layer.color = l_hand.color
|
||||
if(wrists.color)
|
||||
result_layer.color = wrists.color
|
||||
|
||||
result_layer.appearance_flags = RESET_ALPHA
|
||||
overlays_raw[L_HAND_LAYER] = result_layer
|
||||
overlays_raw[WRISTS_LAYER] = result_layer
|
||||
else
|
||||
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
|
||||
t_state = l_hand.item_state_slots[slot_l_hand_str]
|
||||
if(wrists.item_state_slots && wrists.item_state_slots[slot_wrists_str])
|
||||
t_state = wrists.item_state_slots[slot_wrists_str]
|
||||
|
||||
//determine icon to use
|
||||
var/icon/t_icon
|
||||
if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
|
||||
t_icon = l_hand.item_icons[slot_l_hand_str]
|
||||
else if(l_hand.icon_override)
|
||||
t_state += WORN_LHAND
|
||||
t_icon = l_hand.icon_override
|
||||
if(wrists.item_icons && (slot_wrists_str in wrists.item_icons))
|
||||
t_icon = wrists.item_icons[slot_wrists_str]
|
||||
else if(wrists.icon_override)
|
||||
t_state += WORN_WRISTS
|
||||
t_icon = wrists.icon_override
|
||||
else
|
||||
t_icon = INV_L_HAND_DEF_ICON
|
||||
t_icon = INV_WRISTS_DEF_ICON
|
||||
|
||||
result_layer = image(t_icon, t_state)
|
||||
|
||||
if(l_hand.color)
|
||||
result_layer.color = l_hand.color
|
||||
if(wrists.color)
|
||||
result_layer.color = wrists.color
|
||||
|
||||
var/image/worn_overlays = l_hand.worn_overlays(t_icon)
|
||||
var/image/worn_overlays = wrists.worn_overlays(t_icon)
|
||||
if(worn_overlays)
|
||||
result_layer.overlays.Add(worn_overlays)
|
||||
|
||||
result_layer.appearance_flags = RESET_ALPHA
|
||||
overlays_raw[L_HAND_LAYER] = result_layer
|
||||
overlays_raw[WRISTS_LAYER] = result_layer
|
||||
|
||||
if(update_icons)
|
||||
update_icon()
|
||||
@@ -1519,65 +1573,74 @@ There are several things that need to be remembered:
|
||||
//These functions check if an item should be drawn, or if its covered up by something else
|
||||
/mob/living/carbon/human/proc/check_draw_gloves()
|
||||
if (!gloves)
|
||||
return 0
|
||||
return FALSE
|
||||
else if (gloves.flags_inv & ALWAYSDRAW)
|
||||
return 1
|
||||
return TRUE
|
||||
else if (wear_suit && (wear_suit.flags_inv & HIDEGLOVES))
|
||||
return 0
|
||||
return FALSE
|
||||
else
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/human/proc/check_draw_ears()
|
||||
if (!l_ear && !r_ear)
|
||||
return 0
|
||||
return FALSE
|
||||
else if ((l_ear && (l_ear.flags_inv & ALWAYSDRAW)) || (r_ear && (r_ear.flags_inv & ALWAYSDRAW)))
|
||||
return 1
|
||||
return TRUE
|
||||
else if( (head && (head.flags_inv & (HIDEEARS))) || (wear_mask && (wear_mask.flags_inv & (HIDEEARS))))
|
||||
return 0
|
||||
return FALSE
|
||||
else
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/human/proc/check_draw_glasses()
|
||||
if (!glasses)
|
||||
return 0
|
||||
return FALSE
|
||||
else if (glasses.flags_inv & ALWAYSDRAW)
|
||||
return 1
|
||||
return TRUE
|
||||
else if( (head && (head.flags_inv & (HIDEEYES))) || (wear_mask && (wear_mask.flags_inv & (HIDEEYES))))
|
||||
return 0
|
||||
return FALSE
|
||||
else
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/check_draw_mask()
|
||||
if (!wear_mask)
|
||||
return 0
|
||||
return FALSE
|
||||
else if (wear_mask.flags_inv & ALWAYSDRAW)
|
||||
return 1
|
||||
return TRUE
|
||||
else if( head && (head.flags_inv & HIDEEYES))
|
||||
return 0
|
||||
return FALSE
|
||||
else
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/human/proc/check_draw_shoes()
|
||||
if (!shoes)
|
||||
return 0
|
||||
return FALSE
|
||||
else if (shoes.flags_inv & ALWAYSDRAW)
|
||||
return 1
|
||||
return TRUE
|
||||
else if(wear_suit && (wear_suit.flags_inv & HIDESHOES))
|
||||
return 0
|
||||
return FALSE
|
||||
else
|
||||
return 1
|
||||
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/human/proc/check_draw_underclothing()
|
||||
if (!w_uniform)
|
||||
return 0
|
||||
return FALSE
|
||||
else if (w_uniform.flags_inv & ALWAYSDRAW)
|
||||
return 1
|
||||
return TRUE
|
||||
else if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT))
|
||||
return 0
|
||||
return FALSE
|
||||
else
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/human/proc/check_draw_wrists()
|
||||
if (!wrists)
|
||||
return FALSE
|
||||
else if (wrists.flags_inv & ALWAYSDRAW)
|
||||
return TRUE
|
||||
else if (wrists && (wrists.flags_inv & HIDEWRISTS))
|
||||
return FALSE
|
||||
else
|
||||
return TRUE
|
||||
|
||||
//Human Overlays Indexes/////////
|
||||
#undef MUTATIONS_LAYER
|
||||
@@ -1605,6 +1668,7 @@ There are several things that need to be remembered:
|
||||
#undef LEGCUFF_LAYER
|
||||
#undef L_HAND_LAYER
|
||||
#undef R_HAND_LAYER
|
||||
#undef WRISTS_LAYER
|
||||
#undef FIRE_LAYER
|
||||
#undef TOTAL_LAYERS
|
||||
|
||||
|
||||
@@ -754,6 +754,8 @@ proc/is_blind(A)
|
||||
return slot_l_ear
|
||||
else if (H.shoes == src)
|
||||
return slot_shoes
|
||||
else if (H.wrists == src)
|
||||
return slot_wrists
|
||||
else
|
||||
return null//We failed to find the slot
|
||||
|
||||
@@ -1187,6 +1189,5 @@ proc/is_blind(A)
|
||||
|
||||
/mob/proc/remove_deaf()
|
||||
sdisabilities &= ~DEAF
|
||||
|
||||
/mob/proc/get_antag_datum(var/antag_role)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -64,5 +64,8 @@
|
||||
/mob/proc/update_inv_r_ear()
|
||||
return
|
||||
|
||||
/mob/proc/update_inv_wrists()
|
||||
return
|
||||
|
||||
/mob/proc/update_targeted()
|
||||
return
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
icon_state_menu = "menu"
|
||||
icon_state_screensaver = "standby"
|
||||
hardware_flag = PROGRAM_WRISTBOUND
|
||||
slot_flags = SLOT_GLOVES|SLOT_ID
|
||||
slot_flags = SLOT_WRISTS|SLOT_ID
|
||||
can_reset = TRUE
|
||||
max_hardware_size = 1
|
||||
menu_light_color = COLOR_GREEN
|
||||
@@ -46,10 +46,10 @@
|
||||
return
|
||||
|
||||
switch(over_object.name)
|
||||
if(BP_R_HAND)
|
||||
if("right hand")
|
||||
usr.u_equip(src)
|
||||
usr.put_in_r_hand(src,FALSE)
|
||||
if(BP_L_HAND)
|
||||
usr.put_in_r_hand(src)
|
||||
if("left hand")
|
||||
usr.u_equip(src)
|
||||
usr.put_in_l_hand(src,FALSE)
|
||||
usr.put_in_l_hand(src)
|
||||
add_fingerprint(usr)
|
||||
|
||||
@@ -27,10 +27,10 @@
|
||||
|
||||
if(!M.restrained() && !M.stat)
|
||||
switch(over_object.name)
|
||||
if(BP_R_HAND)
|
||||
if("right hand")
|
||||
M.u_equip(src)
|
||||
M.put_in_r_hand(src)
|
||||
if(BP_L_HAND)
|
||||
if("left hand")
|
||||
M.u_equip(src)
|
||||
M.put_in_l_hand(src)
|
||||
|
||||
|
||||
@@ -103,10 +103,10 @@ var/global/photo_count = 0
|
||||
playsound(loc, /decl/sound_category/rustle_sound, 50, 1, -5)
|
||||
if((!( M.restrained() ) && !( M.stat ) && M.back == src))
|
||||
switch(over_object.name)
|
||||
if(BP_R_HAND)
|
||||
if("right hand")
|
||||
M.u_equip(src)
|
||||
M.put_in_r_hand(src)
|
||||
if(BP_L_HAND)
|
||||
if("left hand")
|
||||
M.u_equip(src)
|
||||
M.put_in_l_hand(src)
|
||||
add_fingerprint(usr)
|
||||
@@ -281,4 +281,3 @@ var/global/photo_count = 0
|
||||
p.id = id
|
||||
|
||||
return p
|
||||
|
||||
|
||||
Reference in New Issue
Block a user