Re-paths and changes the layer of GAR glasses (#63009)

Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.

Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference) 

Subtypes good. Being able to see what you're wearing properly also good.
This commit is contained in:
Tom
2021-11-26 18:15:26 -08:00
committed by GitHub
parent e326e492dc
commit 4af0624548
10 changed files with 33 additions and 40 deletions
+2 -2
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@@ -28,7 +28,7 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
var/worn_icon_state
///Icon state for the belt overlay, if null the normal icon_state will be used.
var/belt_icon_state
///Forced mob worn layer instead of the standard preferred ssize.
///Forced mob worn layer instead of the standard preferred size.
var/alternate_worn_layer
///The config type to use for greyscaled worn sprites. Both this and greyscale_colors must be assigned to work.
var/greyscale_config_worn
@@ -94,7 +94,7 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
var/custom_premium_price
///Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item
var/age_restricted = FALSE
///flags which determine which body parts are protected from heat. [See here][HEAD]
var/heat_protection = 0
///flags which determine which body parts are protected from cold. [See here][HEAD]
+2 -2
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@@ -48,7 +48,7 @@
new /obj/item/clothing/suit/armor/vest/capcarapace(src)
new /obj/item/clothing/suit/armor/vest/capcarapace/captains_formal(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/glasses/sunglasses/gar/supergar(src)
new /obj/item/clothing/glasses/sunglasses/gar/giga(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/clothing/head/caphat(src)
new /obj/item/clothing/head/caphat/parade(src)
@@ -79,7 +79,7 @@
new /obj/item/clothing/suit/armor/hos/hos_formal(src)
new /obj/item/clothing/suit/armor/vest/leather(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/eyepatch(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/giga(src)
new /obj/item/clothing/head/hos(src)
new /obj/item/clothing/mask/gas/sechailer/swat(src)
new /obj/item/clothing/neck/cloak/hos(src)
@@ -101,7 +101,7 @@
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/hunter
glasses = /obj/item/clothing/glasses/sunglasses/garb
glasses = /obj/item/clothing/glasses/sunglasses/gar
ears = /obj/item/radio/headset
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id/advanced
+22 -29
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@@ -125,9 +125,10 @@
/obj/item/clothing/glasses/meson/gar
name = "gar mesons"
icon_state = "garm"
inhand_icon_state = "garm"
desc = "Do the impossible, see the invisible!"
icon_state = "gar_meson"
inhand_icon_state = "gar_meson"
alternate_worn_layer = ABOVE_BODY_FRONT_HEAD_LAYER
force = 10
throwforce = 10
throw_speed = 4
@@ -194,9 +195,10 @@
/obj/item/clothing/glasses/material/mining/gar
name = "gar material scanner"
icon_state = "garm"
inhand_icon_state = "garm"
desc = "Do the impossible, see the invisible!"
icon_state = "gar_meson"
inhand_icon_state = "gar_meson"
alternate_worn_layer = ABOVE_BODY_FRONT_HEAD_LAYER
force = 10
throwforce = 20
throw_speed = 4
@@ -304,11 +306,12 @@
desc = "A pair of tacky purple sunglasses that allow the wearer to recognize various chemical compounds with only a glance."
clothing_flags = SCAN_REAGENTS
/obj/item/clothing/glasses/sunglasses/garb
/obj/item/clothing/glasses/sunglasses/gar
name = "black gar glasses"
desc = "Go beyond impossible and kick reason to the curb!"
icon_state = "garb"
inhand_icon_state = "garb"
icon_state = "gar_black"
inhand_icon_state = "gar_black"
alternate_worn_layer = ABOVE_BODY_FRONT_HEAD_LAYER
force = 10
throwforce = 10
throw_speed = 4
@@ -317,35 +320,25 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
/obj/item/clothing/glasses/sunglasses/garb/supergarb
name = "black giga gar glasses"
desc = "Believe in us humans."
icon_state = "supergarb"
inhand_icon_state = "garb"
force = 12
throwforce = 12
/obj/item/clothing/glasses/sunglasses/gar
/obj/item/clothing/glasses/sunglasses/gar/orange
name = "gar glasses"
desc = "Just who the hell do you think I am?!"
icon_state = "gar"
inhand_icon_state = "gar"
force = 10
throwforce = 10
throw_speed = 4
attack_verb_continuous = list("slices")
attack_verb_simple = list("slice")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
glass_colour_type = /datum/client_colour/glass_colour/orange
/obj/item/clothing/glasses/sunglasses/gar/supergar
name = "giga gar glasses"
desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!"
icon_state = "supergar"
inhand_icon_state = "gar"
/obj/item/clothing/glasses/sunglasses/gar/giga
name = "black giga gar glasses"
desc = "Believe in us humans."
icon_state = "gigagar_black"
force = 12
throwforce = 12
/obj/item/clothing/glasses/sunglasses/gar/giga/red
name = "giga gar glasses"
desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!"
icon_state = "gigagar_red"
inhand_icon_state = "gar"
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/welding
@@ -612,7 +605,7 @@
/obj/item/clothing/glasses/salesman/proc/moodshift(atom/movable/source, amount)
SIGNAL_HANDLER
if(amount < SANITY_UNSTABLE)
if(amount < SANITY_UNSTABLE)
icon_state = "salesman_fzz"
desc = "A pair of glasses, the lenses are full of TV static. They've certainly seen better days..."
bigshot.update_inv_glasses()
+5 -5
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@@ -152,8 +152,9 @@
/obj/item/clothing/glasses/hud/security/sunglasses/gars
name = "\improper HUD gar glasses"
desc = "GAR glasses with a HUD."
icon_state = "gars"
inhand_icon_state = "garb"
icon_state = "gar_sec"
inhand_icon_state = "gar_black"
alternate_worn_layer = ABOVE_BODY_FRONT_HEAD_LAYER
force = 10
throwforce = 10
throw_speed = 4
@@ -162,11 +163,10 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
/obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars
/obj/item/clothing/glasses/hud/security/sunglasses/gars/giga
name = "giga HUD gar glasses"
desc = "GIGA GAR glasses with a HUD."
icon_state = "supergars"
inhand_icon_state = "garb"
icon_state = "gigagar_sec"
force = 12
throwforce = 12
+1 -1
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@@ -134,7 +134,7 @@
/obj/item/clothing/suit/judgerobe = 1,
/obj/item/clothing/head/powdered_wig = 1,
/obj/item/gun/magic/wand/nothing = 2,
/obj/item/clothing/glasses/sunglasses/garb = 2,
/obj/item/clothing/glasses/sunglasses/gar = 2,
/obj/item/clothing/glasses/blindfold = 1,
/obj/item/clothing/mask/muzzle = 2
)
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