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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 15:01:04 +01:00
Wrist Slot (Wear watches with gloves!) (#10951)
This commit is contained in:
@@ -84,7 +84,8 @@ var/list/slot_equipment_priority = list( \
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slot_s_store,\
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slot_tie,\
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slot_l_store,\
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slot_r_store\
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slot_r_store,\
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slot_wrists\
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)
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//Checks if a given slot can be accessed at this time, either to equip or unequip I
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@@ -272,7 +273,7 @@ var/list/slot_equipment_priority = list( \
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/mob/proc/get_inventory_slot(obj/item/I)
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var/slot = 0
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for(var/s in slot_back to slot_tie) //kind of worries me
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for(var/s in slot_first to slot_last) //kind of worries me
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if(get_equipped_item(s) == I)
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slot = s
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break
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@@ -397,11 +398,6 @@ var/list/slot_equipment_priority = list( \
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if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity() == 0))
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src.inertia_dir = get_dir(target, src)
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step(src, inertia_dir)
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/*
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if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
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src.inertia_dir = get_dir(target, src)
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step(src, inertia_dir)
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*/
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if(istype(item,/obj/item))
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var/obj/item/W = item
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W.randpixel_xy()
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@@ -27,6 +27,7 @@
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var/skipmask = skipitems & HIDEMASK
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var/skipeyes = skipitems & HIDEEYES
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var/skipears = skipitems & HIDEEARS
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var/skipwrists = skipitems & HIDEWRISTS
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var/list/msg = list("<span class='info'>*---------*\nThis is ")
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@@ -53,7 +54,7 @@
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for(var/accessory in U.accessories)
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if(istype(accessory, /obj/item/clothing/accessory/holster)) //so you can't see what kind of gun a holster is holding from afar
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accessory_descs += "\a [accessory]"
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else
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else
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accessory_descs += "<a href='?src=\ref[src];lookitem_desc_only=\ref[accessory]'>\a [accessory]</a>"
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tie_msg += " [lowertext(english_list(accessory_descs))]"
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@@ -194,6 +195,10 @@
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var/id_name = wear_id
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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"
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//wrists
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if(wrists && !skipwrists)
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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"
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//Jitters
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if(is_jittery)
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if(jitteriness >= 300)
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@@ -67,6 +67,7 @@
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var/obj/item/r_store = null
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var/obj/item/l_store = null
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var/obj/item/s_store = null
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var/obj/item/wrists = null
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var/used_skillpoints = 0
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var/skill_specialization = null
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@@ -82,6 +82,8 @@ This saves us from having to call add_fingerprint() any time something is put in
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return 1
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if(slot_in_belt)
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return 1
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if(slot_wrists)
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return has_organ(BP_L_ARM) || has_organ(BP_R_ARM)
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/mob/living/carbon/human/u_equip(obj/W as obj)
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if(!W) return 0
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@@ -111,6 +113,9 @@ This saves us from having to call add_fingerprint() any time something is put in
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else if (W == gloves)
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gloves = null
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update_inv_gloves()
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else if (W == wrists)
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wrists = null
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update_inv_wrists()
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else if (W == glasses)
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glasses = null
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update_inv_glasses()
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@@ -258,6 +263,10 @@ This saves us from having to call add_fingerprint() any time something is put in
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src.gloves = W
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W.equipped(src, slot)
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update_inv_gloves(redraw_mob)
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if(slot_wrists)
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src.wrists = W
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W.equipped(src, slot)
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update_inv_wrists(redraw_mob)
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if(slot_head)
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src.head = W
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if(head.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR|HIDEMASK))
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@@ -306,7 +315,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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var/obj/item/clothing/under/uniform = src.w_uniform
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uniform.attackby(W,src)
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else
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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>")
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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>")
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return
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if((W == src.l_hand) && (slot != slot_l_hand))
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@@ -335,7 +344,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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if(slot_glasses)
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covering = src.head
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check_flags = EYES
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if(slot_gloves, slot_w_uniform)
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if(slot_gloves, slot_wrists, slot_w_uniform)
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covering = src.wear_suit
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if(slot_l_ear, slot_r_ear)
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covering = src.head
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@@ -367,6 +376,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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if(slot_s_store) return s_store
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if(slot_l_ear) return l_ear
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if(slot_r_ear) return r_ear
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if(slot_wrists) return wrists
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return ..()
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/mob/living/carbon/human/get_equipped_items(var/include_carried = 0)
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@@ -384,6 +394,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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if(wear_mask) items += wear_mask
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if(wear_suit) items += wear_suit
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if(w_uniform) items += w_uniform
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if(wrists) items += wrists
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if(include_carried)
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if(l_hand) items += l_hand
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@@ -20,21 +20,22 @@
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// to be drawn for the mob. This is fairly delicate, try to avoid messing with it
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// unless you know exactly what it does.
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var/list/gear = list(
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"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
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"o_clothing" = list("loc" = ui_oclothing, "name" = "Suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
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"mask" = list("loc" = ui_mask, "name" = "Mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
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"gloves" = list("loc" = ui_gloves, "name" = "Gloves", "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
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"eyes" = list("loc" = ui_glasses, "name" = "Glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
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"l_ear" = list("loc" = ui_l_ear, "name" = "Left Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
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"r_ear" = list("loc" = ui_r_ear, "name" = "Right Ear", "slot" = slot_r_ear, "state" = "ears", "toggle" = 1),
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"head" = list("loc" = ui_head, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
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"shoes" = list("loc" = ui_shoes, "name" = "Shoes", "slot" = slot_shoes, "state" = "shoes", "toggle" = 1),
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"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "suitstore"),
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"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back"),
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"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id"),
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"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
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"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
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"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt")
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"i_clothing" = list("loc" = ui_iclothing, "name" = "uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
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"o_clothing" = list("loc" = ui_oclothing, "name" = "suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
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"mask" = list("loc" = ui_mask, "name" = "mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
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"gloves" = list("loc" = ui_gloves, "name" = "gloves", "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
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"eyes" = list("loc" = ui_glasses, "name" = "glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
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"l_ear" = list("loc" = ui_l_ear, "name" = "left ear", "slot" = slot_l_ear, "state" = "l_ear", "toggle" = 1),
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"r_ear" = list("loc" = ui_r_ear, "name" = "right ear", "slot" = slot_r_ear, "state" = "r_ear", "toggle" = 1),
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"head" = list("loc" = ui_head, "name" = "hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
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"shoes" = list("loc" = ui_shoes, "name" = "shoes", "slot" = slot_shoes, "state" = "shoes", "toggle" = 1),
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"wrists" = list("loc" = ui_wrists, "name" = "wrists", "slot" = slot_wrists, "state" = "wrists", "toggle" = 1),
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"suit storage" = list("loc" = ui_sstore1, "name" = "suit storage", "slot" = slot_s_store, "state" = "suitstore"),
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"back" = list("loc" = ui_back, "name" = "back", "slot" = slot_back, "state" = "back"),
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"id" = list("loc" = ui_id, "name" = "id", "slot" = slot_wear_id, "state" = "id"),
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"storage1" = list("loc" = ui_storage1, "name" = "left pocket", "slot" = slot_l_store, "state" = "pocket"),
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"storage2" = list("loc" = ui_storage2, "name" = "right pocket", "slot" = slot_r_store, "state" = "pocket"),
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"belt" = list("loc" = ui_belt, "name" = "belt", "slot" = slot_belt, "state" = "belt")
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)
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/datum/hud_data/New()
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@@ -53,7 +54,6 @@
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if(slot_w_uniform in equip_slots)
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equip_slots |= slot_tie
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if(slot_belt in equip_slots)
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equip_slots |= slot_in_belt
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@@ -63,25 +63,25 @@
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has_hydration = FALSE
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has_internals = FALSE
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gear = list(
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"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
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"o_clothing" = list("loc" = ui_shoes, "name" = "Suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
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"l_ear" = list("loc" = ui_glasses, "name" = "Left Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
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"r_ear" = list("loc" = ui_l_ear, "name" = "Right Ear", "slot" = slot_r_ear, "state" = "ears", "toggle" = 1),
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"head" = list("loc" = ui_mask, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
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"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "suitstore"),
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"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back"),
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"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id"),
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"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
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"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
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"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt"),
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"mask" = list("loc" = ui_oclothing, "name" = "Mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
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"eyes" = list("loc" = ui_gloves, "name" = "Glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1)
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"i_clothing" = list("loc" = ui_iclothing, "name" = "uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1),
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"o_clothing" = list("loc" = ui_shoes, "name" = "suit", "slot" = slot_wear_suit, "state" = "suit", "toggle" = 1),
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"l_ear" = list("loc" = ui_glasses, "name" = "left ear", "slot" = slot_l_ear, "state" = "l_ear", "toggle" = 1),
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"r_ear" = list("loc" = ui_l_ear, "name" = "right ear", "slot" = slot_r_ear, "state" = "r_ear", "toggle" = 1),
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"head" = list("loc" = ui_mask, "name" = "hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
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"suit storage" = list("loc" = ui_sstore1, "name" = "suit storage", "slot" = slot_s_store, "state" = "suitstore"),
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"back" = list("loc" = ui_back, "name" = "back", "slot" = slot_back, "state" = "back"),
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"id" = list("loc" = ui_id, "name" = "id", "slot" = slot_wear_id, "state" = "id"),
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"storage1" = list("loc" = ui_storage1, "name" = "left Pocket", "slot" = slot_l_store, "state" = "pocket"),
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"storage2" = list("loc" = ui_storage2, "name" = "right Pocket", "slot" = slot_r_store, "state" = "pocket"),
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"belt" = list("loc" = ui_belt, "name" = "belt", "slot" = slot_belt, "state" = "belt"),
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"mask" = list("loc" = ui_oclothing, "name" = "mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
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"eyes" = list("loc" = ui_gloves, "name" = "glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1)
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)
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/datum/hud_data/monkey
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gear = list(
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"mask" = list("loc" = ui_shoes, "name" = "Mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
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"back" = list("loc" = ui_sstore1, "name" = "Back", "slot" = slot_back, "state" = "back")
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"mask" = list("loc" = ui_shoes, "name" = "mask", "slot" = slot_wear_mask, "state" = "mask", "toggle" = 1),
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"back" = list("loc" = ui_sstore1, "name" = "back", "slot" = slot_back, "state" = "back")
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)
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@@ -92,4 +92,4 @@
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/datum/hud_data/construct
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has_hydration = FALSE
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has_nutrition = FALSE
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has_nutrition = FALSE
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@@ -113,8 +113,9 @@ There are several things that need to be remembered:
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#define LEGCUFF_LAYER 26
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#define L_HAND_LAYER 27
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#define R_HAND_LAYER 28
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#define FIRE_LAYER 29 //If you're on fire
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#define TOTAL_LAYERS 29
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#define WRISTS_LAYER 29
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#define FIRE_LAYER 30 //If you're on fire
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#define TOTAL_LAYERS 30
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//////////////////////////////////
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#define UNDERSCORE_OR_NULL(target) "[target ? "[target]_" : ""]"
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@@ -517,6 +518,7 @@ There are several things that need to be remembered:
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update_fire(FALSE)
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update_surgery(FALSE)
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update_underwear(FALSE)
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update_inv_wrists(FALSE)
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UpdateDamageIcon()
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update_icon()
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//Hud Stuff
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@@ -1253,6 +1255,58 @@ There are several things that need to be remembered:
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if(update_icons)
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update_icon()
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/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
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if (QDELING(src))
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return
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overlays_raw[L_HAND_LAYER] = null
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if(l_hand)
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l_hand.screen_loc = ui_lhand //TODO
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//determine icon state to use
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var/t_state = l_hand.item_state || l_hand.icon_state
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var/image/result_layer
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if(l_hand.contained_sprite)
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l_hand.auto_adapt_species(src)
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t_state = "[UNDERSCORE_OR_NULL(l_hand.icon_species_tag)][l_hand.item_state][WORN_LHAND]"
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result_layer = image(l_hand.icon_override || l_hand.icon, t_state)
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if(l_hand.color)
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result_layer.color = l_hand.color
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result_layer.appearance_flags = RESET_ALPHA
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overlays_raw[L_HAND_LAYER] = result_layer
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else
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if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
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t_state = l_hand.item_state_slots[slot_l_hand_str]
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//determine icon to use
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var/icon/t_icon
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if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
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t_icon = l_hand.item_icons[slot_l_hand_str]
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else if(l_hand.icon_override)
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t_state += WORN_LHAND
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t_icon = l_hand.icon_override
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else
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t_icon = INV_L_HAND_DEF_ICON
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result_layer = image(t_icon, t_state)
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if(l_hand.color)
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result_layer.color = l_hand.color
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var/image/worn_overlays = l_hand.worn_overlays(t_icon)
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if(worn_overlays)
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result_layer.overlays.Add(worn_overlays)
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result_layer.appearance_flags = RESET_ALPHA
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overlays_raw[L_HAND_LAYER] = result_layer
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if(update_icons)
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update_icon()
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/mob/living/carbon/human/update_inv_r_hand(var/update_icons=1)
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if (QDELING(src))
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return
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@@ -1305,54 +1359,54 @@ There are several things that need to be remembered:
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if(update_icons)
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update_icon()
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/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
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/mob/living/carbon/human/update_inv_wrists(var/update_icons=1)
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if (QDELING(src))
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return
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overlays_raw[L_HAND_LAYER] = null
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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
|
||||
|
||||
Reference in New Issue
Block a user