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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
275 lines
9.3 KiB
Plaintext
275 lines
9.3 KiB
Plaintext
#define MANNEQUIN_WOOD "wood"
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#define MANNEQUIN_PLASTIC "plastic"
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#define MANNEQUIN_SKELETON "skeleton"
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/// A mannequin! A structure that can display clothing on itself.
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/obj/structure/mannequin
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name = "mannequin"
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desc = "Oh, so this is a dress-up game now."
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icon = 'icons/mob/human/mannequin.dmi'
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icon_state = "mannequin_wood_male"
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density = TRUE
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resistance_flags = FLAMMABLE
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appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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pixel_y = 3
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base_pixel_y = 3
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layer = ABOVE_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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/// Which body type we use, male or female?
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var/body_type
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/// Material we're used of, wood or plastic?
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var/material
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/// String for the underwear we use.
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var/underwear_name
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/// String for the undershirt we use.
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var/undershirt_name
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/// String for the socks we use.
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var/socks_name
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/// Static list of slot flags we have clothing slots for.
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var/static/list/slot_flags = list(
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ITEM_SLOT_HEAD,
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ITEM_SLOT_EYES,
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ITEM_SLOT_EARS,
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ITEM_SLOT_MASK,
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ITEM_SLOT_NECK,
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ITEM_SLOT_BACK,
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ITEM_SLOT_BELT,
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ITEM_SLOT_ID,
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ITEM_SLOT_ICLOTHING,
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ITEM_SLOT_OCLOTHING,
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ITEM_SLOT_GLOVES,
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ITEM_SLOT_FEET,
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)
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/// Assoc list of all item slots (turned to strings) to the items they hold.
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var/list/worn_items = list()
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///List of all clothing items the mannequin should be spawning in with on Initialize.
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var/list/obj/item/clothing/starting_items = list()
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/obj/structure/mannequin/Initialize(mapload)
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. = ..()
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for(var/slot_flag in slot_flags)
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worn_items["[slot_flag]"] = null
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for(var/obj/item/clothing/items as anything in starting_items)
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if(initial(items.slot_flags) & slot_flag)
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worn_items["[slot_flag]"] = new items(src)
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starting_items -= items
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break
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if(starting_items.len)
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CRASH("[src] had [starting_items.len] starting items fail to equip.")
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if(!body_type)
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body_type = pick(MALE, FEMALE)
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if(!material)
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material = pick(MANNEQUIN_WOOD, MANNEQUIN_PLASTIC)
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icon_state = "mannequin_[material]_[body_type == FEMALE ? "female" : "male"]"
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AddElement(/datum/element/strippable, GLOB.strippable_mannequin_items)
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AddElement(/datum/element/simple_rotation, ROTATION_IGNORE_ANCHORED)
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AddComponent(/datum/component/marionette)
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update_appearance()
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/obj/structure/mannequin/Destroy()
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QDEL_LIST_ASSOC_VAL(worn_items)
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return ..()
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/obj/structure/mannequin/atom_destruction(damage_flag)
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for(var/slot_flag in worn_items)
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var/obj/item/worn_item = worn_items[slot_flag]
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if(worn_item)
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worn_item.forceMove(drop_location())
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return ..()
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/obj/structure/mannequin/Exited(atom/movable/gone, direction)
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. = ..()
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for(var/slot_flag in worn_items)
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if(worn_items[slot_flag] == gone)
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worn_items[slot_flag] = null
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update_appearance()
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/obj/structure/mannequin/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/mannequin/update_overlays()
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. = ..()
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var/mutable_appearance/pedestal = mutable_appearance(icon, "pedestal_[material]")
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pedestal.pixel_z = -3
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. += pedestal
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var/datum/sprite_accessory/underwear/underwear = SSaccessories.underwear_list[underwear_name]
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if(underwear)
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if(body_type == FEMALE && underwear.gender == MALE)
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. += mutable_appearance(wear_female_version(underwear.icon_state, underwear.icon, FEMALE_UNIFORM_FULL), layer = -BODY_LAYER)
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else
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. += mutable_appearance(underwear.icon, underwear.icon_state, layer = -BODY_LAYER)
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var/datum/sprite_accessory/undershirt/undershirt = SSaccessories.undershirt_list[undershirt_name]
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if(undershirt)
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if(body_type == FEMALE)
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. += mutable_appearance(wear_female_version(undershirt.icon_state, undershirt.icon), layer = -BODY_LAYER)
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else
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. += mutable_appearance(undershirt.icon, undershirt.icon_state, layer = -BODY_LAYER)
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var/datum/sprite_accessory/socks/socks = SSaccessories.socks_list[socks_name]
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if(socks)
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. += mutable_appearance(socks.icon, socks.icon_state, -BODY_LAYER)
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//SKYRAT EDIT ADDITION BEGIN - Underwear and Bra split
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var/datum/sprite_accessory/bra/bra = SSaccessories.bra_list[bra_name]
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if(bra)
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. += mutable_appearance(bra.icon, bra.icon_state, -BODY_LAYER)
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//SKYRAT EDIT END
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for(var/slot_flag in worn_items)
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var/obj/item/worn_item = worn_items[slot_flag]
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if(!worn_item)
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continue
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var/default_icon = get_default_icon_by_slot(text2num(slot_flag))
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var/default_layer = get_default_layer_by_slot(text2num(slot_flag))
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var/female_icon = NO_FEMALE_UNIFORM
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if(body_type == FEMALE && istype(worn_item, /obj/item/clothing/under))
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var/obj/item/clothing/under/worn_jumpsuit = worn_item
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female_icon = worn_jumpsuit.female_sprite_flags
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. += worn_item.build_worn_icon(default_layer, default_icon, female_uniform = female_icon)
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/obj/structure/mannequin/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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var/choice = tgui_input_list(user, "Underwear, Bra, Undershirt, or Socks?", "Changing", list("Underwear", "Bra", "Undershirt","Socks")) //SKYRAT EDIT ADDITION - Underwear and Bra split
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if(!Adjacent(user))
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return
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switch(choice)
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if("Underwear")
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var/new_undies = tgui_input_list(user, "Select the mannequin's underwear", "Changing", SSaccessories.underwear_list)
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if(new_undies)
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underwear_name = new_undies
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if("Undershirt")
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var/new_undershirt = tgui_input_list(user, "Select the mannequin's undershirt", "Changing", SSaccessories.undershirt_list)
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if(new_undershirt)
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undershirt_name = new_undershirt
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if("Socks")
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var/new_socks = tgui_input_list(user, "Select the mannequin's socks", "Changing", SSaccessories.socks_list)
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if(new_socks)
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socks_name = new_socks
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//SKYRAT EDIT ADDITION BEGIN - Underwear and Bra split
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if("Bra")
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var/new_bra = tgui_input_list(user, "Select the mannequin's bra", "Changing", SSaccessories.bra_list)
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if(new_bra)
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bra_name = new_bra
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//SKYRAT EDIT END
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update_appearance()
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/obj/structure/mannequin/wood
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material = MANNEQUIN_WOOD
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 25)
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/obj/structure/mannequin/plastic
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material = MANNEQUIN_PLASTIC
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custom_materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 25)
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/obj/structure/mannequin/skeleton
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name = "skeleton model"
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desc = "Not to knock over."
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material = MANNEQUIN_SKELETON
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obj_flags = UNIQUE_RENAME
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starting_items = list(
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/obj/item/clothing/glasses/eyepatch,
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/obj/item/clothing/suit/costume/hawaiian,
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)
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GLOBAL_LIST_INIT(strippable_mannequin_items, create_strippable_list(list(
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/datum/strippable_item/mannequin_slot/head,
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/datum/strippable_item/mannequin_slot/eyes,
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/datum/strippable_item/mannequin_slot/ears,
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/datum/strippable_item/mannequin_slot/mask,
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/datum/strippable_item/mannequin_slot/neck,
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/datum/strippable_item/mannequin_slot/back,
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/datum/strippable_item/mannequin_slot/belt,
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/datum/strippable_item/mannequin_slot/id,
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/datum/strippable_item/mannequin_slot/uniform,
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/datum/strippable_item/mannequin_slot/suit,
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/datum/strippable_item/mannequin_slot/gloves,
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/datum/strippable_item/mannequin_slot/feet,
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)))
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/datum/strippable_item/mannequin_slot
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/// The ITEM_SLOT_* to equip to.
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var/item_slot
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/datum/strippable_item/mannequin_slot/get_item(atom/source)
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var/obj/structure/mannequin/mannequin_source = source
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return istype(mannequin_source) ? mannequin_source.worn_items["[item_slot]"] : null
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/datum/strippable_item/mannequin_slot/try_equip(atom/source, obj/item/equipping, mob/user)
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. = ..()
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if(!.)
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return FALSE
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if(!(equipping.slot_flags & item_slot))
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to_chat(user, span_warning("[equipping] won't fit!"))
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return FALSE
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return TRUE
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/datum/strippable_item/mannequin_slot/finish_equip(atom/source, obj/item/equipping, mob/user)
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var/obj/structure/mannequin/mannequin_source = source
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if(!istype(mannequin_source))
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return
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if(!user.transferItemToLoc(equipping, mannequin_source) || QDELETED(equipping))
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return
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mannequin_source.worn_items["[item_slot]"] = equipping
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mannequin_source.update_appearance()
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/datum/strippable_item/mannequin_slot/finish_unequip(atom/source, mob/user)
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var/obj/structure/mannequin/mannequin_source = source
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if(!istype(mannequin_source))
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return
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var/obj/item/unequipped = mannequin_source.worn_items["[item_slot]"]
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user.put_in_hands(unequipped)
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/datum/strippable_item/mannequin_slot/head
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key = STRIPPABLE_ITEM_HEAD
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item_slot = ITEM_SLOT_HEAD
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/datum/strippable_item/mannequin_slot/eyes
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key = STRIPPABLE_ITEM_EYES
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item_slot = ITEM_SLOT_EYES
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/datum/strippable_item/mannequin_slot/ears
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key = STRIPPABLE_ITEM_EARS
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item_slot = ITEM_SLOT_EARS
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/datum/strippable_item/mannequin_slot/mask
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key = STRIPPABLE_ITEM_MASK
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item_slot = ITEM_SLOT_MASK
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/datum/strippable_item/mannequin_slot/neck
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key = STRIPPABLE_ITEM_NECK
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item_slot = ITEM_SLOT_NECK
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/datum/strippable_item/mannequin_slot/back
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key = STRIPPABLE_ITEM_BACK
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item_slot = ITEM_SLOT_BACK
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/datum/strippable_item/mannequin_slot/belt
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key = STRIPPABLE_ITEM_BELT
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item_slot = ITEM_SLOT_BELT
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/datum/strippable_item/mannequin_slot/id
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key = STRIPPABLE_ITEM_ID
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item_slot = ITEM_SLOT_ID
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/datum/strippable_item/mannequin_slot/uniform
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key = STRIPPABLE_ITEM_JUMPSUIT
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item_slot = ITEM_SLOT_ICLOTHING
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/datum/strippable_item/mannequin_slot/suit
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key = STRIPPABLE_ITEM_SUIT
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item_slot = ITEM_SLOT_OCLOTHING
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/datum/strippable_item/mannequin_slot/gloves
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key = STRIPPABLE_ITEM_GLOVES
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item_slot = ITEM_SLOT_GLOVES
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/datum/strippable_item/mannequin_slot/feet
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key = STRIPPABLE_ITEM_FEET
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item_slot = ITEM_SLOT_FEET
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#undef MANNEQUIN_WOOD
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#undef MANNEQUIN_PLASTIC
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#undef MANNEQUIN_SKELETON
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