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In an effort to make the way our sprites are organized make a little bit more sense, this takes ALL the sprites in `icons/clothing` and moves them over `icons/obj/item/clothing` or another appropriate file in the case of non-clothing items. A lot of these files had to be split since they lumped everything into the same dmi which had to be changed since people, reasonably, expect to find a hat in the folder named `hat` and not in the one where we're supposed to keep uniforms in. A lot of smaller files were also merged into already existing dmis where it made sense. Lastly, all the colourable items kept in `icons/obj/item/clothing` were updated to the new palette. Those items were: **Backpacks:** - GD Sacred Icon **Belts:** - Fannypack **Gloves:** - Gloves - Single Glove **Hats:** - GD Cowl - GD Cube Hood - Furred Crown - Surgeon Cap - Kippah - Plain Hood **Shoes:** - Konyanger Gomusin **Coats:** - GD Eccentric Coat **Uniforms:** - Colourable Dress - Shortsleeve Dress - Evening Gown - Open Shoulder Dress - Assymetric Dress - Tea Dress - Long Sleeve Dress - Colourable Scrubs - Colourable Jumpsuit
34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
/obj/item/clothing/accessory/aodai
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name = "ao dai"
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desc = "A long, split tunic worn over trousers."
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icon = 'icons/obj/item/clothing/under/human/sol/newhaiphong.dmi'
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icon_state = "aodai"
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item_state = "aodai"
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contained_sprite = TRUE
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/obj/item/clothing/accessory/aodai/masc
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desc = "A split tunic worn over trousers. This one is in a men's sizing. A common choice for festivals or formal occasions."
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icon_state = "aodaimasc"
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item_state = "aodaimasc"
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/obj/item/clothing/accessory/aodai/nhp
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desc = "A split tunic worn over trousers. This one is cropped and sleeveless, in the athletic style of New Hai Phong."
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icon_state = "aodaicrop"
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item_state = "aodaicrop"
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/obj/item/clothing/head/nonla
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name = "non la conical hat"
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desc = "A conical straw hat, also known as a non la, enjoyed particularly by residents of New Hai Phong, to protect the head from sweltering suns and heavy rains."
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icon = 'icons/obj/item/clothing/head/newhaiphong.dmi'
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icon_state = "nonla"
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item_state = "nonla"
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contained_sprite = TRUE
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/obj/item/clothing/head/nonla/get_mob_overlay(var/mob/living/carbon/human/human, var/mob_icon, var/mob_state, var/slot) //Exists so that the main sprite doesn't cover up hair that should be in front, thanks Geeves
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var/image/I = ..()
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if(slot == slot_head_str)
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var/image/hat_backing = image(mob_icon, null, "nonla_backing", human ? human.layer - 0.01 : MOB_LAYER - 0.01)
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I.AddOverlays(hat_backing)
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return I
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