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BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00

404 lines
14 KiB
Plaintext

//Hoods for winter coats and chaplain hoodie etc
/obj/item/clothing/suit/storage/hooded
var/opened = FALSE
sprite_sheets = list(
BODYTYPE_VAURCA_BULWARK = 'icons/mob/species/bulwark/hoodie.dmi'
)
var/hoodtype = /obj/item/clothing/head/winterhood
/obj/item/clothing/suit/storage/hooded/Initialize()
. = ..()
new hoodtype(src)
/obj/item/clothing/suit/storage/hooded/update_icon(var/hooded = FALSE)
SEND_SIGNAL(src, COMSIG_ITEM_STATE_CHECK, args)
icon_state = "[initial(icon_state)][opened ? "_open" : ""][hooded ? "_t" : ""]"
item_state = icon_state
. = ..()
if(usr)
usr.update_inv_wear_suit()
/obj/item/clothing/suit/storage/hooded/verb/ToggleHood()
set name = "Toggle Coat Hood"
set category = "Object.Equipped"
set src in usr
if(use_check_and_message(usr))
return 0
SEND_SIGNAL(src, COMSIG_ITEM_UPDATE_STATE)
update_icon()
/obj/item/clothing/suit/storage/hooded/AltClick(mob/user)
ToggleHood(user)
//hoodies and the like
/obj/item/clothing/suit/storage/hooded/wintercoat
name = "winter coat"
desc = "A heavy jacket made from animal furs."
icon = 'icons/obj/item/clothing/suit/storage/toggle/hoodies.dmi'
icon_state = "coatwinter"
item_state = "coatwinter"
contained_sprite = TRUE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
armor = list(
BIO = ARMOR_BIO_MINOR
)
siemens_coefficient = 0.75
protects_against_weather = TRUE
/obj/item/clothing/head/winterhood
name = "winter hood"
desc = "A hood attached to a heavy winter jacket."
icon = 'icons/obj/item/clothing/suit/storage/toggle/hoodies.dmi'
icon_state = "coatwinter_hood"
contained_sprite = TRUE
body_parts_covered = HEAD
cold_protection = HEAD
siemens_coefficient = 0.75
flags_inv = HIDEEARS | BLOCKHAIR | HIDEEARS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
canremove = 0
protects_against_weather = TRUE
var/hooded = FALSE
/obj/item/clothing/head/winterhood/Initialize(mapload, material_key)
. = ..()
if(isclothing(loc))
RegisterSignal(loc, COMSIG_ITEM_REMOVE, PROC_REF(RemoveHood))
RegisterSignal(loc, COMSIG_QDELETING, TYPE_PROC_REF(/datum, Destroy))
RegisterSignal(loc, COMSIG_ITEM_STATE_CHECK, PROC_REF(hooded))
RegisterSignal(loc, COMSIG_ITEM_UPDATE_STATE, PROC_REF(change_hood))
RegisterSignal(loc, COMSIG_ITEM_ICON_UPDATE, TYPE_PROC_REF(/atom, update_icon))
color = loc.color
icon_state = "[loc.icon_state]_hood"
item_state = "[loc.icon_state]_hood"
/obj/item/clothing/head/winterhood/update_icon(mob/user)
. = ..()
if(isclothing(loc))
color = loc.color
icon_state = "[loc.icon_state]_hood"
item_state = "[loc.icon_state]_hood"
/obj/item/clothing/head/winterhood/proc/hooded(var/hood, list/arguments)
arguments[1] = hooded
/obj/item/clothing/head/winterhood/proc/change_hood(var/parent)
if(!hooded)
if(CheckSlot(parent))
var/mob/living/carbon/human/H = get_human(parent)
hooded = TRUE
update_icon(H)
H.equip_to_slot_if_possible(src,slot_head,0,0,1)
usr.visible_message(SPAN_NOTICE("[usr] pulls up the hood on \the [src]."))
else
RemoveHood(parent)
usr.visible_message(SPAN_NOTICE("[usr] pulls down the hood on \the [src]."))
/obj/item/clothing/head/winterhood/proc/RemoveHood(var/parent)
if(ishuman(loc))
var/mob/living/carbon/H = loc
H.unEquip(src, 1)
forceMove(parent)
update_icon(H)
hooded = FALSE
/obj/item/clothing/head/winterhood/proc/get_human(var/obj/parent)
var/mob/living/carbon/human/H
if(isclothing(parent.loc))
if(ishuman(parent.loc.loc))
H = parent.loc.loc
else if(ishuman(parent.loc))
H = parent.loc
return H
/obj/item/clothing/head/winterhood/proc/CheckSlot(var/parent)
var/mob/living/carbon/human/H = get_human(parent)
var/obj/base_item = loc
if(isclothing(loc.loc))
base_item = loc.loc
if(H)
if(H.wear_suit != base_item && H.w_uniform != base_item)
to_chat(H, SPAN_WARNING("You must be wearing [base_item] to put up the hood!"))
return FALSE
else if(H.head)
to_chat(H, SPAN_WARNING("You're already wearing something on your head!"))
return FALSE
else
return TRUE
return FALSE
/obj/item/clothing/suit/storage/hooded/wintercoat/red
name = "red winter coat"
icon_state = "coatred"
item_state = "coatred"
/obj/item/clothing/suit/storage/hooded/wintercoat/captain
name = "captain's winter coat"
icon_state = "coatcaptain"
item_state = "coatcaptain"
/obj/item/clothing/suit/storage/hooded/wintercoat/security
name = "security winter coat"
icon_state = "coatsecurity"
item_state = "coatsecurity"
/obj/item/clothing/suit/storage/hooded/wintercoat/medical
name = "medical winter coat"
icon_state = "coatmedical"
item_state = "coatmedical"
/obj/item/clothing/suit/storage/hooded/wintercoat/iac
name = "IAC winter coat"
icon_state = "coatIAC"
item_state = "coatIAC"
/obj/item/clothing/suit/storage/hooded/wintercoat/science
name = "science winter coat"
icon_state = "coatscience"
item_state = "coatscience"
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering
name = "engineering winter coat"
icon_state = "coatengineer"
item_state = "coatengineer"
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
name = "atmospherics winter coat"
icon_state = "coatatmos"
item_state = "coatatmos"
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro
name = "hydroponics winter coat"
icon_state = "coathydro"
item_state = "coathydro"
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo
name = "operations winter coat"
icon_state = "coatcargo"
item_state = "coatcargo"
/obj/item/clothing/suit/storage/hooded/wintercoat/miner
name = "mining winter coat"
icon_state = "coatminer"
item_state = "coatminer"
/obj/item/clothing/suit/storage/hooded/wintercoat/idris
name = "idris winter coat"
icon_state = "coatidris"
item_state = "coatidris"
/obj/item/clothing/suit/storage/hooded/wintercoat/idris/alt
icon_state = "coatidris_alt"
item_state = "coatidris_alt"
/obj/item/clothing/suit/storage/hooded/wintercoat/zavod
name = "zavodskoi winter coat"
icon_state = "coatzavod"
item_state = "coatzavod"
/obj/item/clothing/suit/storage/hooded/wintercoat/zavod/alt
icon_state = "coatzavod_alt"
item_state = "coatzavod_alt"
/obj/item/clothing/suit/storage/hooded/wintercoat/pmc
name = "pmcg winter coat"
icon_state = "coatpmc"
item_state = "coatpmc"
/obj/item/clothing/suit/storage/hooded/wintercoat/pmc/alt
name = "epmc winter coat"
icon_state = "coatepmc"
item_state = "coatepmc"
/obj/item/clothing/suit/storage/hooded/wintercoat/heph
name = "hephaestus winter coat"
icon_state = "coatheph"
item_state = "coatheph"
/obj/item/clothing/suit/storage/hooded/wintercoat/nt
name = "nanotrasen winter coat"
icon_state = "coatnt"
item_state = "coatnt"
/obj/item/clothing/suit/storage/hooded/wintercoat/zeng
name = "zeng-hu winter coat"
icon_state = "coatzeng"
item_state = "coatzeng"
/obj/item/clothing/suit/storage/hooded/wintercoat/zeng/alt
icon_state = "coatzeng_alt"
item_state = "coatzeng_alt"
/obj/item/clothing/suit/storage/hooded/wintercoat/orion
name = "orion winter coat"
icon_state = "coatorion"
item_state = "coatorion"
/obj/item/clothing/suit/storage/hooded/wintercoat/orion/alt
icon_state = "coatorion_alt"
item_state = "coatorion_alt"
/obj/item/clothing/suit/storage/hooded/wintercoat/scc
name = "scc winter coat"
icon_state = "coatscc"
item_state = "coatscc"
/obj/item/clothing/suit/storage/hooded/wintercoat/scc/alt
icon_state = "coatscc_alt"
item_state = "coatscc_alt"
/obj/item/clothing/suit/storage/hooded/wintercoat/corgi
name = "corgi costume"
desc = "A corgi costume made of legit corgi hide."
icon_state = "corgi"
item_state = "corgi"
flags_inv = HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/winterhood/corgi
/obj/item/clothing/head/winterhood/corgi
name = "corgi hood"
desc = "A hood attached to a corgi costume."
/obj/item/clothing/suit/storage/hooded/wintercoat/carp
name = "space carp costume"
desc = "A costume made from 'synthetic' carp scales."
icon_state = "carp"
item_state = "carp"
flags_inv = HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/winterhood/carp
/obj/item/clothing/head/winterhood/carp
name = "space carp hood"
desc = "A hood attached to a space carp costume."
/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie
name = "hoodie"
desc = "Warm and cozy."
icon_state = "hoodie"
item_state = "hoodie"
hoodtype = /obj/item/clothing/head/winterhood/hoodie
/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie/verb/Toggle()
set name = "Toggle Coat Zipper"
set category = "Object.Equipped"
set src in usr
if(use_check_and_message(usr))
return 0
opened = !opened
to_chat(usr, "You [opened ? "unzip" : "zip"] \the [src].")
playsound(src, 'sound/items/zip.ogg', EQUIP_SOUND_VOLUME, TRUE)
update_icon()
update_clothing_icon()
usr.update_inv_head()
/obj/item/clothing/head/winterhood/hoodie
name = "hood"
desc = "A hood attached to a warm hoodie."
/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie/random/Initialize()
. = ..()
color = get_random_colour(lower = 150)
/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie/short
icon_state = "hoodie_short"
item_state = "hoodie_short"
/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie/crop
icon_state = "hoodie_crop"
item_state = "hoodie_crop"
/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie/sleeveless
icon_state = "hoodie_sleeveless"
item_state = "hoodie_sleeveless"
/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie/sleeveless_crop
icon_state = "hoodie_sleeveless_crop"
item_state = "hoodie_sleeveless_crop"
/obj/item/clothing/suit/storage/hooded/wintercoat/konyang
name = "konyang village coat"
desc = "A highly prized hooded coat with unmatched breathability and insulation. Imported from Konyang, this garment is made with a weave derived from the feathers of indigenous birds."
icon_state = "konyang_village"
item_state = "konyang_village"
hoodtype = /obj/item/clothing/head/winterhood/konyang
/obj/item/clothing/head/winterhood/konyang
name = "konyang village hood"
desc = "A light, waterproof hood attached to a Konyanger coat."
/obj/item/clothing/suit/storage/hooded/wintercoat/mars
name = "martian hoodie"
desc = "An orange hoodie jacket featuring the face of Warrant Officer August 'Gus' Maldarth, typically worn as a symbol of both solidarity with Mars, and a sign of protest against the Sol Alliance government. \
Strangely, Maldarth seems to be mispelled as 'Maldrath' on this garment. Additionally, #GusticeForGus can be seen written on the back. It seems to have typeface issues."
desc_extended = "In November 2462, the planet of Mars was devastated by a phoron explosion widely believed to be\
caused by experiments the Solarian government was conducting on the planet. As a result, an earlier whistleblower,\
Gus Maldarth was regarded as a martyr after being silenced by operatives allegedly working on the behalf of Sol."
icon_state = "hoodie_mars"
item_state = "hoodie_mars"
/obj/item/clothing/suit/storage/hooded/wintercoat/colorable
icon_state = "coatwinter_w"
item_state = "coatwinter_w"
build_from_parts = TRUE
hoodtype = /obj/item/clothing/head/winterhood/colorable
worn_overlay = "collar"
/obj/item/clothing/head/winterhood/colorable
icon_state = "coatwinter_w_hood"
build_from_parts = TRUE
worn_overlay = "collar"
/obj/item/clothing/head/winterhood/colorable/update_icon(mob/user)
. = ..()
/obj/item/clothing/suit/storage/hooded/wintercoat/colorable/ponczo
name = "visegradi ponczo"
desc = "A type of shelter-half or zeltbahn, the ponczo is a ubiquitous article of clothing on the planet of Visegrad. Resembling a long smock or raincoat, the ponczo is as waterproof as it is rugged. While true shelter-halves can be made into a tent, most ponczos are no longer capable of this."
icon_state = "ponczo"
item_state = "ponczo"
hoodtype = /obj/item/clothing/head/winterhood/colorable/ponczo
/obj/item/clothing/head/winterhood/colorable/ponczo
name = "visegradi ponczo hood"
desc = "A hood for a Visegradi ponczo."
/obj/item/clothing/suit/storage/hooded/wintercoat/patterned_ponczo
name = "red visegradi patterned ponczo"
desc = "A type of shelter-half or zeltbahn, the ponczo is a ubiquitous article of clothing on the planet of Visegrad. Resembling a long smock or raincoat, the ponczo is as waterproof as it is rugged. While true shelter-halves can be made into a tent, most ponczos are no longer capable of this. This one is red, and has a patterned design."
icon_state = "red_ponczo"
item_state = "red_ponczo"
hoodtype = /obj/item/clothing/head/winterhood/patterned_ponczo
/obj/item/clothing/head/winterhood/patterned_ponczo
name = "red visegradi ponczo hood"
desc = "A hood for a Visegradi ponczo."
/obj/item/clothing/suit/storage/hooded/wintercoat/patterned_ponczo/brown
name = "brown visegradi patterned ponczo"
desc = "A type of shelter-half or zeltbahn, the ponczo is a ubiquitous article of clothing on the planet of Visegrad. Resembling a long smock or raincoat, the ponczo is as waterproof as it is rugged. While true shelter-halves can be made into a tent, most ponczos are no longer capable of this. This one is brown, and has a patterned design."
icon_state = "brown_ponczo"
item_state = "brown_ponczo"
hoodtype = /obj/item/clothing/head/winterhood/patterned_ponczo/brown
/obj/item/clothing/head/winterhood/patterned_ponczo/brown
name = "brown visegradi ponczo hood"
desc = "A hood for a Visegradi ponczo."
/obj/item/clothing/suit/storage/hooded/wintercoat/patterned_ponczo/blue
name = "blue visegradi patterned ponczo"
desc = "A type of shelter-half or zeltbahn, the ponczo is a ubiquitous article of clothing on the planet of Visegrad. Resembling a long smock or raincoat, the ponczo is as waterproof as it is rugged. While true shelter-halves can be made into a tent, most ponczos are no longer capable of this. This one is blue, and has a patterned design."
icon_state = "blue_ponczo"
item_state = "blue_ponczo"
hoodtype = /obj/item/clothing/head/winterhood/patterned_ponczo/blue
/obj/item/clothing/head/winterhood/patterned_ponczo/blue
name = "blue visegradi ponczo hood"
desc = "A hood for a Visegradi ponczo."