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2e5141df0f
# Summary This PR introduces colorable high visibility jackets and pants. They are available in the character loadout. **[Breaking change]** Existing high visibility clothing received its own category in the loadout and breaks current loadouts using said clothing. The currently worn clothes need to be re-selected from the new group. ## Changes - Added a colorable version of high visibility jackets and pants. - Moved existing high visibility clothing to their own selection in the loadout out of the generic jackets/pants group. - Fixed a bug that prevents the usage of accents/part-building for pants. - Added a dedicated code file for high visibility jackets and pants along some refactoring. - Introduced minor protection values for high visibility clothing. - Removed duplicate jacket emissive sprites and fixed jackets getting the right pattern for their type. ## PR Notes Any mapping-tag is due to the changes in the high visibility clothing type names, no map has been changed aside a global type name replacement. ## Preview A combination of colored jacket and pants. Selected was green for the base color and yellow for the accent color. <img width="93" height="96" alt="Screenshot 2025-11-30 023923" src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d" />
40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
/obj/item/clothing/pants/highvis
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name = "high visibility pants"
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desc = "A pair of loose-fitting, high visibility pants to help the wearer be recognizable in high traffic areas with large industrial equipment."
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icon = 'icons/obj/item/clothing/pants/highvis.dmi'
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icon_state = "pants_highvis"
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item_state = "pants_highvis"
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contained_sprite = TRUE
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body_parts_covered = LOWER_TORSO|LEGS
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siemens_coefficient = 0.8
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armor = list(
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MELEE = ARMOR_MELEE_MINOR,
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BIO = ARMOR_BIO_MINOR
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)
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/obj/item/clothing/pants/highvis/get_mob_overlay(mob/living/carbon/human/H, mob_icon, mob_state, slot)
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var/image/I = ..()
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if(slot == slot_pants_str)
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var/image/emissive_overlay = emissive_appearance(mob_icon, "[icon_state][species_sprite_adaption_type]-emis", alpha = src.alpha)
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I.AddOverlays(emissive_overlay)
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return I
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/obj/item/clothing/pants/highvis/colorable
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icon_state = "pants_highvis_colorable"
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item_state = "pants_highvis_colorable"
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build_from_parts = TRUE
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worn_overlay = "lining"
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has_accents = TRUE
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/obj/item/clothing/pants/highvis/alt
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icon_state = "pants_highvis_alt"
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item_state = "pants_highvis_alt"
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/obj/item/clothing/pants/highvis/red
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icon_state = "pants_highvis_red"
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item_state = "pants_highvis_red"
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/obj/item/clothing/pants/highvis/orange
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icon_state = "pants_highvis_orange"
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item_state = "pants_highvis_orange"
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