carpenter hammer fits on belt slot (#88109)

## About The Pull Request

bro its a hammer

(speaking of, i feel like it should fit on the toolbelt & be a crowbar.
but that's basically 1:1 the preexisting claw hammer, idk)

## Why It's Good For The Game

bro it's a hammer.

## Changelog

🆑
qol: carpenter hammer fits on belt slot
code: renames belt_icon_state to inside_belt_icon_state for
intelligibiility
/🆑
This commit is contained in:
carlarctg
2024-11-24 20:03:06 -03:00
committed by GitHub
parent de3e9891d3
commit 6d384051ed
8 changed files with 15 additions and 13 deletions

View File

@@ -27,7 +27,7 @@
///Icon state for mob worn overlays, if null the normal icon_state will be used.
var/worn_icon_state
///Icon state for the belt overlay, if null the normal icon_state will be used.
var/belt_icon_state
var/inside_belt_icon_state
///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.
@@ -910,7 +910,7 @@
/// Returns the icon used for overlaying the object on a belt
/obj/item/proc/get_belt_overlay()
var/icon_state_to_use = belt_icon_state || icon_state
var/icon_state_to_use = inside_belt_icon_state || icon_state
if(greyscale_config_belt && greyscale_colors)
return mutable_appearance(SSgreyscale.GetColoredIconByType(greyscale_config_belt, greyscale_colors), icon_state_to_use)
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state_to_use)

View File

@@ -283,7 +283,7 @@
desc = "An omni-technological interface."
icon = 'icons/obj/antags/abductor.dmi'
icon_state = "multitool"
belt_icon_state = "multitool_alien"
inside_belt_icon_state = "multitool_alien"
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.25, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT)
toolspeed = 0.1

View File

@@ -50,7 +50,7 @@
usesound = 'sound/items/weapons/sonic_jackhammer.ogg'
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
icon_state = "crowbar"
belt_icon_state = "crowbar_alien"
inside_belt_icon_state = "crowbar_alien"
toolspeed = 0.1
/obj/item/crowbar/large
@@ -80,7 +80,7 @@
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
inhand_icon_state = "clawhammer"
belt_icon_state = "clawhammer"
inside_belt_icon_state = "clawhammer"
throwforce = 10
throw_range = 5
throw_speed = 3

View File

@@ -5,7 +5,7 @@
icon_state = "screwdriver_map"
inhand_icon_state = "screwdriver"
worn_icon_state = "screwdriver"
belt_icon_state = "screwdriver"
inside_belt_icon_state = "screwdriver"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = IS_PLAYER_COLORABLE_1
@@ -81,7 +81,7 @@
name = "hand drill"
desc = "A simple powered hand drill."
icon_state = "drill"
belt_icon_state = null
inside_belt_icon_state = null
inhand_icon_state = "drill"
worn_icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'

View File

@@ -6,7 +6,7 @@
icon = 'icons/obj/tools.dmi'
icon_state = "spess_knife"
worn_icon_state = "spess_knife"
belt_icon_state = "spess_knife"
inside_belt_icon_state = "spess_knife"
inhand_icon_state = "spess_knife"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'

View File

@@ -42,7 +42,7 @@
name = "alien wrench"
desc = "A polarized wrench. It causes anything placed between the jaws to turn."
icon = 'icons/obj/antags/abductor.dmi'
belt_icon_state = "wrench_alien"
inside_belt_icon_state = "wrench_alien"
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
usesound = 'sound/effects/empulse.ogg'
toolspeed = 0.1
@@ -96,7 +96,7 @@
desc = "It's like a normal wrench but edgier. Can be found on the battlefield."
icon_state = "wrench_combat"
inhand_icon_state = "wrench_combat"
belt_icon_state = "wrench_combat"
inside_belt_icon_state = "wrench_combat"
attack_verb_continuous = list("devastates", "brutalizes", "commits a war crime against", "obliterates", "humiliates")
attack_verb_simple = list("devastate", "brutalize", "commit a war crime against", "obliterate", "humiliate")
tool_behaviour = null

View File

@@ -437,6 +437,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon = 'icons/obj/weapons/hammer.dmi'
icon_state = "carpenter_hammer"
inhand_icon_state = "carpenter_hammer"
worn_icon_state = "clawhammer" //plaecholder
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
desc = "Uncanny looking hammer."
@@ -446,6 +447,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
w_class = WEIGHT_CLASS_NORMAL
wound_bonus = 20
demolition_mod = 1.25
slot_flags = ITEM_SLOT_BELT
/obj/item/carpenter_hammer/Initialize(mapload)
. = ..()

View File

@@ -21,9 +21,9 @@
TEST_FAIL("[worn.DebugName()] is missing a sprite for the worn overlay for [item_path]. Expected icon state: '[worn_icon_state]'")
var/datum/greyscale_config/belt = SSgreyscale.configurations["[initial(item_path.greyscale_config_belt)]"]
var/belt_icon_state = initial(item_path.belt_icon_state) || initial(item_path.icon_state)
if(belt && !belt.icon_states[belt_icon_state])
TEST_FAIL("[belt.DebugName()] is missing a sprite for the belt overlay for [item_path]. Expected icon state: '[belt_icon_state]'")
var/inside_belt_icon_state = initial(item_path.inside_belt_icon_state) || initial(item_path.icon_state)
if(belt && !belt.icon_states[inside_belt_icon_state])
TEST_FAIL("[belt.DebugName()] is missing a sprite for the belt overlay for [item_path]. Expected icon state: '[inside_belt_icon_state]'")
/// Makes sure objects using greyscale configs have, if any, the correct number of colors
/datum/unit_test/greyscale_color_count