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syndicate modsuit visor pseudo-toggle (tied to combat mode) (#93391)
## About The Pull Request The visors on MODsuits using the Syndicate welding visor (now renamed the "flash-protected optical suite") now toggle their armor booster overlay depending on whether the user has combat mode on or off. ## Why It's Good For The Game Style. Listen, man, I just thought it'd be a shame if the cool visor sprites never got used again. https://github.com/user-attachments/assets/d5103168-7a1e-4405-adb3-53420c8601d7 ## Changelog 🆑 add: The visors on MODsuits that used to have armor boosters now visibly toggle based on whether the wearer is in combat mode or not. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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co-authored by
Hatterhat
MrMelbert
parent
260b8612aa
commit
17303dfe7b
@@ -26,17 +26,36 @@
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head_cover.flash_protect = initial(head_cover.flash_protect)
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/obj/item/mod/module/welding/syndicate
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name = "MODsuit flash-protected optical suite"
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complexity = 0
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removable = FALSE
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incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/welding/syndicate, /obj/item/mod/module/stealth/wraith)
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overlay_state_inactive = "module_armorbooster_on"
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overlay_state_inactive = "module_armorbooster_off"
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use_mod_colors = TRUE
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mask_worn_overlay = TRUE
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/obj/item/mod/module/welding/syndicate/generate_worn_overlay(obj/item/source, mutable_appearance/standing)
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overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
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if(!mod.wearer || !mod.wearer.combat_mode)
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overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
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else
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overlay_state_inactive = "module_armorbooster_on-[mod.skin]"
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return ..()
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/obj/item/mod/module/welding/syndicate/on_part_activation()
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. = ..()
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RegisterSignal(mod.wearer, COMSIG_COMBAT_MODE_TOGGLED, PROC_REF(on_combat_mode_toggle))
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/obj/item/mod/module/welding/syndicate/on_part_deactivation(deleting = FALSE)
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. = ..()
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UnregisterSignal(mod.wearer, COMSIG_COMBAT_MODE_TOGGLED)
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/// Changes which overlay state we're using depending on combat mode status.
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/obj/item/mod/module/welding/syndicate/proc/on_combat_mode_toggle(mob/living/carbon/human/toggler)
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SIGNAL_HANDLER
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playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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update_clothing_slots()
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///T-Ray Scan - Scans the terrain for undertile objects.
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/obj/item/mod/module/t_ray
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name = "MOD t-ray scan module"
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