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Moves reskinning items to /obj (#28558)
This commit is contained in:
committed by
Leo
parent
7155f5feb9
commit
40de86de35
@@ -23,7 +23,8 @@
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var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/unique_rename = FALSE // can you customize the description/name of the thing?
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var/current_skin //Has the item been reskinned?
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var/list/unique_reskin //List of options to reskin.
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var/dangerous_possession = FALSE //Admin possession yes/no
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/obj/vv_edit_var(vname, vval)
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@@ -196,6 +197,27 @@
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..()
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if(unique_rename)
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to_chat(user, "<span class='notice'>Use a pen on it to rename it or change its description.</span>")
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if(unique_reskin && !current_skin)
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to_chat(user, "<span class='notice'>Alt-click it to reskin it.</span>")
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && !current_skin && in_range(user,src))
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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reskin_obj(user)
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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var/choice = input(M,"Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
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if(!QDELETED(src) && choice && !current_skin && !M.incapacitated() && in_range(M,src))
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if(!unique_reskin[choice])
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return
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current_skin = choice
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icon_state = unique_reskin[choice]
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to_chat(M, "[src] is now skinned as '[choice].'")
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/obj/proc/gang_contraband_value()
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return 0
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@@ -82,25 +82,17 @@
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materials = list(MAT_GOLD = 750)
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sharpness = IS_SHARP
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resistance_flags = FIRE_PROOF
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var/unique_reskin = TRUE
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var/list/skins = list("Oak" = "pen-fountain-o", "Gold" = "pen-fountain-g", "Rosewood" = "pen-fountain-r", "Black and Silver" = "pen-fountain-b","Command Blue" = "pen-fountain-cb")
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unique_reskin = list("Oak" = "pen-fountain-o",
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"Gold" = "pen-fountain-g",
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"Rosewood" = "pen-fountain-r",
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"Black and Silver" = "pen-fountain-b",
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"Command Blue" = "pen-fountain-cb"
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)
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/obj/item/weapon/pen/fountain/captain/AltClick()
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var/mob/living/carbon/user = usr
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if(!istype(user))
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return
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if(unique_reskin)
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var/choice = input(user,"Choose the finish for your pen.","Reskin Pen") as null|anything in skins
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if(!QDELETED(src) && choice && !user.incapacitated() && in_range(user,src))
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icon_state = skins[choice]
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unique_reskin = FALSE
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to_chat(user, "Your pen now has a [choice] finish.")
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desc = "It's an expensive [choice] fountain pen. The nib is quite sharp."
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/obj/item/weapon/pen/fountain/captain/examine(mob/user)
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/obj/item/weapon/pen/fountain/captain/reskin_obj(mob/M)
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..()
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if(unique_reskin)
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to_chat(user, "<span class='notice'>This item can be reskinned. Alt-click to select a skin.</span>")
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if(current_skin)
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desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
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/obj/item/weapon/pen/attack_self(mob/living/carbon/user)
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var/deg = input(user, "What angle would you like to rotate the pen head to? (1-360)", "Rotate Pen Head") as null|num
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@@ -37,9 +37,6 @@
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var/weapon_weight = WEAPON_LIGHT
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var/spread = 0 //Spread induced by the gun itself.
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var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
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var/unique_reskin = 0 //allows one-time reskinning
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var/current_skin = null //the skin choice if we had a reskin
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var/list/options = list()
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lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
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@@ -93,8 +90,6 @@
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to_chat(user, "It has [pin] installed.")
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else
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to_chat(user, "It doesn't have a firing pin installed, and won't fire.")
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if(unique_reskin && !current_skin)
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to_chat(user, "<span class='notice'>Alt-click it to reskin it.</span>")
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/weapon/gun/proc/process_chamber()
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@@ -400,26 +395,6 @@
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if(alight)
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alight.Remove(user)
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/obj/item/weapon/gun/AltClick(mob/user)
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..()
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(unique_reskin && !current_skin && loc == user)
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reskin_gun(user)
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/obj/item/weapon/gun/proc/reskin_gun(mob/M)
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var/choice = input(M,"Warning, you can only reskin your weapon once!","Reskin Gun") in options
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if(src && choice && !current_skin && !M.incapacitated() && in_range(M,src))
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if(options[choice] == null)
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return
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current_skin = options[choice]
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to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.")
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update_icon()
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/obj/item/weapon/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params)
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if(!ishuman(user) || !ishuman(target))
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return
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@@ -92,17 +92,13 @@
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desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds."
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icon_state = "detective"
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev38
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unique_rename = 1
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unique_reskin = 1
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/obj/item/weapon/gun/ballistic/revolver/detective/Initialize()
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. = ..()
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options["Default"] = "detective"
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options["Leopard Spots"] = "detective_leopard"
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options["Black Panther"] = "detective_panther"
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options["Gold Trim"] = "detective_gold"
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options["The Peacemaker"] = "detective_peacemaker"
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options["Cancel"] = null
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unique_rename = TRUE
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unique_reskin = list("Default" = "detective",
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"Leopard Spots" = "detective_leopard",
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"Black Panther" = "detective_panther",
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"Gold Trim" = "detective_gold",
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"The Peacemaker" = "detective_peacemaker"
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)
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/obj/item/weapon/gun/ballistic/revolver/detective/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override = "")
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if(magazine.caliber != initial(magazine.caliber))
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@@ -269,18 +265,14 @@
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slot_flags = SLOT_BACK
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mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
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sawn_desc = "Omar's coming!"
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unique_rename = 1
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unique_reskin = 1
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/obj/item/weapon/gun/ballistic/revolver/doublebarrel/Initialize()
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. = ..()
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options["Default"] = "dshotgun"
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options["Dark Red Finish"] = "dshotgun-d"
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options["Ash"] = "dshotgun-f"
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options["Faded Grey"] = "dshotgun-g"
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options["Maple"] = "dshotgun-l"
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options["Rosewood"] = "dshotgun-p"
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options["Cancel"] = null
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unique_rename = TRUE
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unique_reskin = list("Default" = "dshotgun",
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"Dark Red Finish" = "dshotgun-d",
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"Ash" = "dshotgun-f",
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"Faded Grey" = "dshotgun-g",
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"Maple" = "dshotgun-1",
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"Rosewood" = "dshotgun-p"
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)
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/obj/item/weapon/gun/ballistic/revolver/doublebarrel/attackby(obj/item/A, mob/user, params)
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..()
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@@ -319,9 +311,9 @@
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slot_flags = null
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mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
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sawn_desc = "I'm just here for the gasoline."
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unique_rename = 0
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unique_reskin = 0
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var/slung = 0
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unique_rename = FALSE
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unique_reskin = null
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var/slung = FALSE
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/obj/item/weapon/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
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..()
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@@ -330,7 +322,7 @@
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if(C.use(10))
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slot_flags = SLOT_BACK
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
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slung = 1
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slung = TRUE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
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