mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-21 13:05:36 +01:00
9 more scarves and small corgi cleanup
Adds 9 more scarves (light blue, dark blue, orange, yellow, purple, white, black, zebra and christmas). Cleaned up corgi code a little bit, specially the parts involving icon updates. Fixes a bug where adding a hat to a dead corgi didn't make you drop your hat and created duplicate items. Makes corgis only use one head/back mob sprite and rotate it appropriately. Call regenerate_icons() only when needed now, instead of doing so every tick on Life().
This commit is contained in:
@@ -197,18 +197,66 @@
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icon_state = "medblueband"
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item_color = "medblueband"
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////////
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//MISC//
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////////
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///////////
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//SCARVES//
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///////////
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/obj/item/clothing/tie/redscarf
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//TODO: ClothesMate vending machine (red/green path change, add the rest)
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/obj/item/clothing/tie/scarf
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name = "scarf"
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desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
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/obj/item/clothing/tie/scarf/red
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name = "red scarf"
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desc = "A stylish red scarf. The perfect winter accessory for those with a keen fashion sense."
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icon_state = "redscarf"
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item_color = "redscarf"
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/obj/item/clothing/tie/greenscarf
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/obj/item/clothing/tie/scarf/green
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name = "green scarf"
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desc = "For fashion enthusiasts, and those who just can't handle a cold breeze on their necks."
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icon_state = "greenscarf"
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item_color = "greenscarf"
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/obj/item/clothing/tie/scarf/darkblue
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name = "dark blue scarf"
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icon_state = "darkbluescarf"
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item_color = "darkbluescarf"
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/obj/item/clothing/tie/scarf/purple
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name = "purple scarf"
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icon_state = "purplescarf"
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item_color = "purplescarf"
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/obj/item/clothing/tie/scarf/yellow
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name = "yellow scarf"
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icon_state = "yellowscarf"
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item_color = "yellowscarf"
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/obj/item/clothing/tie/scarf/orange
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name = "orange scarf"
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icon_state = "orangescarf"
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item_color = "orangescarf"
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/obj/item/clothing/tie/scarf/lightblue
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name = "light blue scarf"
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icon_state = "lightbluescarf"
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item_color = "lightbluescarf"
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/obj/item/clothing/tie/scarf/white
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name = "white scarf"
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icon_state = "whitescarf"
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item_color = "whitescarf"
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/obj/item/clothing/tie/scarf/black
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name = "black scarf"
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icon_state = "blackscarf"
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item_color = "blackscarf"
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/obj/item/clothing/tie/scarf/zebra
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name = "zebra scarf"
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icon_state = "zebrascarf"
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item_color = "zebrascarf"
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/obj/item/clothing/tie/scarf/christmas
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name = "christmas scarf"
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icon_state = "christmasscarf"
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item_color = "christmasscarf"
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@@ -25,7 +25,15 @@
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var/obj/item/inventory_back
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var/facehugger
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/mob/living/simple_animal/corgi/Life()
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/mob/living/simple_animal/corgi/New()
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..()
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regenerate_icons()
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/mob/living/simple_animal/corgi/Die()
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..()
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regenerate_icons()
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/mob/living/simple_animal/corgi/revive()
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..()
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regenerate_icons()
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@@ -192,134 +200,138 @@
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var/valid = 0
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//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a hat is removed.
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switch(item_to_add.type)
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if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
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/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat,/obj/item/clothing/head/hardhat/white, /obj/item/weapon/paper )
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valid = 1
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if(istype(item_to_add, /obj/item/clothing/tie/scarf))
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valid = 1
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else
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switch(item_to_add.type)
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if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
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/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat, /obj/item/clothing/head/hardhat/white,
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/obj/item/weapon/paper)
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valid = 1
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if(/obj/item/clothing/head/helmet)
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name = "Sergeant [real_name]"
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desc = "The ever-loyal, the ever-vigilant."
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valid = 1
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if(/obj/item/clothing/head/helmet)
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name = "Sergeant [real_name]"
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desc = "The ever-loyal, the ever-vigilant."
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valid = 1
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if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
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name = "Sous chef [real_name]"
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desc = "Your food will be taste-tested. All of it."
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valid = 1
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if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
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name = "Sous chef [real_name]"
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desc = "Your food will be taste-tested. All of it."
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valid = 1
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if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
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name = "Captain [real_name]"
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desc = "Probably better than the last captain."
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valid = 1
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if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
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name = "Captain [real_name]"
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desc = "Probably better than the last captain."
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valid = 1
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if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
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name = "Runtime"
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emote_see = list("coughs up a furball", "stretches")
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emote_hear = list("purrs")
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speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
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desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
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valid = 1
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if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
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name = "Runtime"
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emote_see = list("coughs up a furball", "stretches")
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emote_hear = list("purrs")
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speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
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desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
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valid = 1
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if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
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name = "Hoppy"
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emote_see = list("twitches its nose", "hops around a bit")
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desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
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valid = 1
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if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
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name = "Hoppy"
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emote_see = list("twitches its nose", "hops around a bit")
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desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
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valid = 1
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if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
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name = "Yann"
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desc = "Mon dieu! C'est un chien!"
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speak = list("le woof!", "le bark!", "JAPPE!!")
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emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
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valid = 1
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if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
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name = "Yann"
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desc = "Mon dieu! C'est un chien!"
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speak = list("le woof!", "le bark!", "JAPPE!!")
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emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
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valid = 1
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if(/obj/item/clothing/head/det_hat)
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name = "Detective [real_name]"
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desc = "[name] sees through your lies..."
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emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
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valid = 1
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if(/obj/item/clothing/head/det_hat)
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name = "Detective [real_name]"
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desc = "[name] sees through your lies..."
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emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
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valid = 1
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if(/obj/item/clothing/head/nursehat)
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name = "Nurse [real_name]"
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desc = "[name] needs 100cc of beef jerky...STAT!"
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valid = 1
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if(/obj/item/clothing/head/nursehat)
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name = "Nurse [real_name]"
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desc = "[name] needs 100cc of beef jerky...STAT!"
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valid = 1
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if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
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name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
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desc = "Yaarghh!! Thar' be a scurvy dog!"
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emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
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emote_hear = list("growls ferociously!", "snarls.")
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speak = list("Arrrrgh!!","Grrrrrr!")
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valid = 1
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if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
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name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
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desc = "Yaarghh!! Thar' be a scurvy dog!"
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emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
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emote_hear = list("growls ferociously!", "snarls.")
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speak = list("Arrrrgh!!","Grrrrrr!")
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valid = 1
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if(/obj/item/clothing/head/ushanka)
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name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
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desc = "A follower of Karl Barx."
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emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vangaurdism.")
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valid = 1
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if(/obj/item/clothing/head/ushanka)
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name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
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desc = "A follower of Karl Barx."
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emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vangaurdism.")
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valid = 1
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if(/obj/item/clothing/head/collectable/police)
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name = "Officer [real_name]"
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emote_see = list("drools.","looks for donuts.")
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desc = "Stop right there criminal scum!"
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valid = 1
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if(/obj/item/clothing/head/collectable/police)
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name = "Officer [real_name]"
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emote_see = list("drools.","looks for donuts.")
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desc = "Stop right there criminal scum!"
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valid = 1
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if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
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name = "Grandwizard [real_name]"
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
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valid = 1
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if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
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name = "Grandwizard [real_name]"
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
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valid = 1
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if(/obj/item/clothing/head/cardborg)
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name = "Borgi"
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speak = list("Ping!","Beep!","Woof!")
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emote_see = list("goes rogue.", "sniffs out non-humans.")
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desc = "Result of robotics budget cuts."
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valid = 1
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if(/obj/item/clothing/head/cardborg)
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name = "Borgi"
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speak = list("Ping!","Beep!","Woof!")
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emote_see = list("goes rogue.", "sniffs out non-humans.")
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desc = "Result of robotics budget cuts."
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valid = 1
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if(/obj/item/weapon/bedsheet)
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name = "\improper Ghost"
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speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
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emote_see = list("stumbles around.", "shivers.")
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emote_hear = list("howls!","groans.")
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desc = "Spooky!"
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valid = 1
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if(/obj/item/weapon/bedsheet)
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name = "\improper Ghost"
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speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
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emote_see = list("stumbles around.", "shivers.")
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emote_hear = list("howls!","groans.")
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desc = "Spooky!"
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valid = 1
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if(/obj/item/clothing/head/helmet/space/santahat)
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name = "Santa's Corgi Helper"
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emote_hear = list("barks christmas songs.", "yaps merrily!")
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emote_see = list("looks for presents.", "checks his list.")
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desc = "He's very fond of milk and cookies."
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valid = 1
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if(/obj/item/clothing/head/helmet/space/santahat)
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name = "Santa's Corgi Helper"
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emote_hear = list("barks christmas songs.", "yaps merrily!")
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emote_see = list("looks for presents.", "checks his list.")
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desc = "He's very fond of milk and cookies."
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valid = 1
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if(/obj/item/clothing/head/soft)
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name = "Corgi Tech [real_name]"
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desc = "The reason your yellow gloves have chew-marks."
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valid = 1
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if(/obj/item/clothing/head/soft)
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name = "Corgi Tech [real_name]"
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desc = "The reason your yellow gloves have chew-marks."
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valid = 1
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if(/obj/item/clothing/head/hardhat/reindeer)
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name = "[real_name] the red-nosed Corgi"
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emote_hear = list("lights the way!", "illuminates.", "yaps!")
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desc = "He has a very shiny nose."
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SetLuminosity(1)
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valid = 1
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if(/obj/item/clothing/head/hardhat/reindeer)
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name = "[real_name] the red-nosed Corgi"
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emote_hear = list("lights the way!", "illuminates.", "yaps!")
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desc = "He has a very shiny nose."
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SetLuminosity(1)
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valid = 1
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if(/obj/item/clothing/head/sombrero)
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name = "Segnor [real_name]"
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desc = "You must respect elder [real_name]"
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valid = 1
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if(/obj/item/clothing/head/sombrero)
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name = "Segnor [real_name]"
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desc = "You must respect elder [real_name]"
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valid = 1
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if(/obj/item/clothing/head/hopcap)
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name = "Lieutenant [real_name]"
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desc = "Can actually be trusted to not run off on his own."
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valid = 1
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if(/obj/item/clothing/head/hopcap)
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name = "Lieutenant [real_name]"
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desc = "Can actually be trusted to not run off on his own."
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valid = 1
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if(valid)
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if(!usr.drop_item())
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usr << "<span class='notice'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
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return 0
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if(health <= 0)
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usr << "<span class ='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put the [item_to_add] on \him.</span>"
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else if(usr)
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if(!usr.drop_item())
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usr << "<span class='notice'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
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return 0
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usr.visible_message("[usr] puts [item_to_add] on [real_name]'s head. [src] looks at [usr] and barks once.",
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"You put [item_to_add] on [real_name]'s head. [src] gives you a peculiar look, then wags \his tail once and barks.",
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"You hear a friendly-sounding bark.")
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@@ -411,25 +423,27 @@
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/mob/living/simple_animal/corgi/regenerate_icons()
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overlays = list()
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overlays.Cut()
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if(inventory_head)
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var/head_icon_state = inventory_head.icon_state
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var/image/head_icon
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if(health <= 0)
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head_icon_state += "2"
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var/icon/head_icon = image('icons/mob/corgi_head.dmi',head_icon_state)
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if(head_icon)
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overlays += head_icon
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head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state, dir = EAST)
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head_icon.pixel_y = -8
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head_icon.transform = turn(head_icon.transform, 180)
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else
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head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state)
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overlays += head_icon
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if(inventory_back)
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var/back_icon_state = inventory_back.icon_state
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var/image/back_icon
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if(health <= 0)
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back_icon_state += "2"
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var/icon/back_icon = image('icons/mob/corgi_back.dmi',back_icon_state)
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if(back_icon)
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overlays += back_icon
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back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state, dir = EAST)
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back_icon.pixel_y = -11
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back_icon.transform = turn(back_icon.transform, 180)
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else
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back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state)
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overlays += back_icon
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if(facehugger)
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if(istype(src, /mob/living/simple_animal/corgi/puppy))
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Reference in New Issue
Block a user