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Syndicate MODsuit resprite - sleek edition (#66087)
Sorts MODsuit icon files into clothing and modules Makes it so modules (specifically armor booster here, but also the loader arms and ash accretion) can be colored like the control unit. and also lets them use any icon file for the overlay, so downstreams dont suffer Resprites the Syndicate MODsuit to a sleeker design, also abandoning the armor booster cutting like a third of the sprite out, instead its similar to the elite suit, where being in space mode just gives you a different helmet design, being slits rather than eyes
This commit is contained in:
@@ -3,7 +3,7 @@
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desc = "A helmet for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "helmet"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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worn_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = HEAD
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heat_protection = HEAD
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@@ -28,7 +28,7 @@
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desc = "A chestplate for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "chestplate"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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worn_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
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blood_overlay_type = "armor"
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = CHEST|GROIN
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@@ -52,7 +52,7 @@
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desc = "A pair of gauntlets for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "gauntlets"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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worn_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = HANDS|ARMS
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heat_protection = HANDS|ARMS
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@@ -86,7 +86,7 @@
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desc = "A pair of boots for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "boots"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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worn_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = FEET|LEGS
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heat_protection = FEET|LEGS
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@@ -3,7 +3,7 @@
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name = "Base MOD"
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desc = "You should not see this, yell at a coder!"
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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worn_icon = 'icons/mob/clothing/mod.dmi'
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worn_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
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/obj/item/mod/control
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name = "MOD control unit"
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@@ -29,6 +29,10 @@
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var/overlay_state_active
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/// Overlay given to the user when the module is used, lasts until cooldown finishes
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var/overlay_state_use
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/// Icon file for the overlay.
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var/overlay_icon_file = 'icons/mob/clothing/modsuit/mod_modules.dmi'
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/// Does the overlay use the control unit's colors?
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var/use_mod_colors = FALSE
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/// What modules are we incompatible with?
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var/list/incompatible_modules = list()
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/// Cooldown after use
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@@ -273,8 +277,9 @@
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used_overlay = overlay_state_inactive
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else
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return
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var/mutable_appearance/module_icon = mutable_appearance('icons/mob/clothing/mod.dmi', used_overlay, layer = standing.layer + 0.1)
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module_icon.appearance_flags |= RESET_COLOR
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var/mutable_appearance/module_icon = mutable_appearance(overlay_icon_file, used_overlay, layer = standing.layer + 0.1)
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if(!use_mod_colors)
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module_icon.appearance_flags |= RESET_COLOR
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. += module_icon
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/// Updates the signal used by active modules to be activated
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@@ -15,6 +15,7 @@
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cooldown_time = 0.5 SECONDS
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overlay_state_inactive = "module_armorbooster_off"
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overlay_state_active = "module_armorbooster_on"
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use_mod_colors = TRUE
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/// Whether or not this module removes pressure protection.
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var/remove_pressure_protection = TRUE
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/// Slowdown added to the suit.
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@@ -277,7 +277,7 @@
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. = ..()
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if(!active)
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return
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var/mutable_appearance/light_icon = mutable_appearance('icons/mob/clothing/mod.dmi', "module_light_on", layer = standing.layer + 0.2)
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var/mutable_appearance/light_icon = mutable_appearance(overlay_icon_file, "module_light_on", layer = standing.layer + 0.2)
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light_icon.appearance_flags = RESET_COLOR
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light_icon.color = light_color
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. += light_icon
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@@ -94,6 +94,7 @@
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overlay_state_active = "module_clamp_loader"
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load_time = 1 SECONDS
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max_crates = 5
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use_mod_colors = TRUE
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///Drill - Lets you dig through rock and basalt.
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/obj/item/mod/module/drill
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@@ -204,6 +205,7 @@
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cooldown_time = 4 SECONDS
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overlay_state_inactive = "module_hydraulic"
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overlay_state_active = "module_hydraulic_active"
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use_mod_colors = TRUE
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/// Time it takes to launch
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var/launch_time = 2 SECONDS
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/// User overlay
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@@ -291,6 +293,7 @@
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incompatible_modules = list(/obj/item/mod/module/magnet)
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cooldown_time = 1.5 SECONDS
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overlay_state_active = "module_magnet"
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use_mod_colors = TRUE
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/obj/item/mod/module/magnet/on_select_use(atom/target)
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. = ..()
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@@ -344,6 +347,7 @@
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removable = FALSE
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incompatible_modules = list(/obj/item/mod/module/ash_accretion)
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overlay_state_inactive = "module_ash"
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use_mod_colors = TRUE
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/// How many tiles we can travel to max out the armor.
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var/max_traveled_tiles = 10
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/// How many tiles we traveled through.
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@@ -464,7 +468,7 @@
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if(!.)
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return
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playsound(src, 'sound/items/modsuit/ballin.ogg', 100)
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mod.wearer.add_filter("mod_ball", 1, alpha_mask_filter(icon = icon('icons/mob/clothing/mod.dmi', "ball_mask"), flags = MASK_INVERSE))
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mod.wearer.add_filter("mod_ball", 1, alpha_mask_filter(icon = icon('icons/mob/clothing/modsuit/mod_modules.dmi', "ball_mask"), flags = MASK_INVERSE))
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mod.wearer.add_filter("mod_blur", 2, angular_blur_filter(size = 15))
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mod.wearer.add_filter("mod_outline", 3, outline_filter(color = "#000000AA"))
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mod.wearer.base_pixel_y -= 4
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