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## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑
42 lines
1.8 KiB
Plaintext
42 lines
1.8 KiB
Plaintext
/obj/item/clothing/suit/costume/ghost_sheet
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name = "ghost sheet"
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desc = "The hands float by themselves, so it's extra spooky."
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icon_state = "ghost_sheet"
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inhand_icon_state = null
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throwforce = 0
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throw_speed = 1
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throw_range = 2
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w_class = WEIGHT_CLASS_TINY
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flags_inv = HIDEGLOVES|HIDEEARS|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT|HIDEBELT|HIDEJUMPSUIT
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alternate_worn_layer = UNDER_HEAD_LAYER
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species_exception = list(/datum/species/golem)
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supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON
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/obj/item/clothing/suit/costume/ghost_sheet/Initialize(mapload)
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. = ..()
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if(check_holidays(HALLOWEEN))
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update_icon(UPDATE_OVERLAYS)
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AddComponent(/datum/component/adjust_fishing_difficulty, 8)
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/obj/item/clothing/suit/costume/ghost_sheet/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
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. = ..()
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if(!isinhands && check_holidays(HALLOWEEN))
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. += emissive_appearance('icons/mob/simple/mob.dmi', "ghost", offset_spokesman = src, alpha = src.alpha)
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/obj/item/clothing/suit/spooky_ghost_sheet
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name = "spooky ghost"
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desc = "This is obviously just a bedsheet, but maybe try it on?"
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icon = 'icons/obj/clothing/suits/costume.dmi'
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worn_icon = 'icons/mob/clothing/suits/costume.dmi'
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icon_state = "ghost_sheet"
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inhand_icon_state = null
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user_vars_to_edit = list("name" = "Spooky Ghost", "real_name" = "Spooky Ghost", "incorporeal_move" = INCORPOREAL_MOVE_BASIC, "appearance_flags" = KEEP_TOGETHER|TILE_BOUND, "alpha" = 150)
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throwforce = 0
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throw_speed = 1
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throw_range = 2
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w_class = WEIGHT_CLASS_TINY
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flags_inv = HIDEGLOVES|HIDEEARS|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT|HIDEBELT|HIDEJUMPSUIT
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species_exception = list(/datum/species/golem)
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supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON
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alternate_worn_layer = ABOVE_BODY_FRONT_LAYER //so the bedsheet goes over everything but fire
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