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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. /🆑
152 lines
4.6 KiB
Plaintext
152 lines
4.6 KiB
Plaintext
/obj/item/clothing/under/misc
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icon = 'icons/obj/clothing/under/misc.dmi'
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worn_icon = 'icons/mob/clothing/under/misc.dmi'
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abstract_type = /obj/item/clothing/under/misc
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/obj/item/clothing/under/misc/pj
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name = "\improper PJs"
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desc = "A comfy set of sleepwear, for taking naps or being lazy instead of working."
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can_adjust = FALSE
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inhand_icon_state = "w_suit"
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/obj/item/clothing/under/misc/pj/red
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icon_state = "red_pyjamas"
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/obj/item/clothing/under/misc/pj/blue
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icon_state = "blue_pyjamas"
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/obj/item/clothing/under/misc/patriotsuit
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name = "patriotic suit"
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desc = "Motorcycle not included."
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icon_state = "ek"
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inhand_icon_state = null
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can_adjust = FALSE
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/obj/item/clothing/under/misc/mailman
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name = "mailman's jumpsuit"
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desc = "<i>'Special delivery!'</i>"
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icon_state = "mailman"
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inhand_icon_state = "b_suit"
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clothing_traits = list(TRAIT_HATED_BY_DOGS)
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custom_premium_price = PAYCHECK_CREW
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/obj/item/clothing/under/misc/psyche
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name = "psychedelic jumpsuit"
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desc = "Groovy!"
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icon_state = "psyche"
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inhand_icon_state = "p_suit"
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/obj/item/clothing/under/misc/psyche/get_general_color(icon/base_icon)
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return "#3f3f3f"
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/obj/item/clothing/under/misc/vice_officer
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name = "vice officer's jumpsuit"
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desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
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icon_state = "vice"
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inhand_icon_state = "gy_suit"
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can_adjust = FALSE
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/obj/item/clothing/under/misc/adminsuit
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name = "administrative cybernetic jumpsuit"
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icon = 'icons/obj/clothing/under/syndicate.dmi'
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icon_state = "syndicate"
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inhand_icon_state = "bl_suit"
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worn_icon = 'icons/mob/clothing/under/syndicate.dmi'
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desc = "A cybernetically enhanced jumpsuit used for administrative duties."
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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armor_type = /datum/armor/clothing_under/adminsuit
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cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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can_adjust = FALSE
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/clothing/under/misc/adminsuit/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/adjust_fishing_difficulty, -25)
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/datum/armor/clothing_under/adminsuit
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melee = 100
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bullet = 100
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laser = 100
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energy = 100
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bomb = 100
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bio = 100
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fire = 100
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acid = 100
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wound = 100
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/obj/item/clothing/under/misc/burial
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name = "burial garments"
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desc = "Traditional burial garments from the early 22nd century."
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icon_state = "burial"
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inhand_icon_state = null
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can_adjust = FALSE
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has_sensor = NO_SENSORS
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/obj/item/clothing/under/misc/overalls
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name = "laborer's overalls"
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desc = "A set of durable overalls for getting the job done."
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icon_state = "overalls"
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inhand_icon_state = "lb_suit"
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can_adjust = FALSE
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custom_price = PAYCHECK_CREW
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/obj/item/clothing/under/misc/assistantformal
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name = "assistant's formal uniform"
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desc = "An assistant's formal-wear. Why an assistant needs formal-wear is still unknown."
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icon_state = "assistant_formal"
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inhand_icon_state = "gy_suit"
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can_adjust = FALSE
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/obj/item/clothing/under/misc/durathread
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name = "durathread jumpsuit"
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desc = "A jumpsuit made from durathread, its resilient fibres provide some protection to the wearer."
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icon_state = "durathread"
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inhand_icon_state = null
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can_adjust = FALSE
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armor_type = /datum/armor/clothing_under/durathread
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/datum/armor/clothing_under/durathread
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melee = 10
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laser = 10
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fire = 40
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acid = 10
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bomb = 5
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wound = 10
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/obj/item/clothing/under/misc/bouncer
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name = "bouncer uniform"
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desc = "A uniform made from a little bit more resistant fibers, makes you seem like a cool guy."
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icon_state = "bouncer"
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inhand_icon_state = null
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can_adjust = FALSE
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armor_type = /datum/armor/clothing_under/bouncer
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/datum/armor/clothing_under/bouncer
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melee = 5
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fire = 30
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acid = 30
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/obj/item/clothing/under/misc/coordinator
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name = "coordinator jumpsuit"
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desc = "A jumpsuit made by party people, from party people, for party people."
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icon = 'icons/obj/clothing/under/captain.dmi'
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worn_icon = 'icons/mob/clothing/under/captain.dmi'
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icon_state = "captain_parade"
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inhand_icon_state = null
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can_adjust = FALSE
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/obj/item/clothing/under/misc/syndicate_souvenir
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name = "syndicate souvenir tee"
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desc = "I got kidnapped by a Syndicate operative and all I got was this lousy t-shirt!"
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icon = 'icons/obj/clothing/under/syndicate_souvenir.dmi'
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worn_icon = 'icons/mob/clothing/under/syndicate_souvenir.dmi'
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icon_state = "syndicate_souvenir"
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inhand_icon_state = "syndicate_souvenir"
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random_sensor = FALSE
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sensor_mode = NO_SENSORS
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can_adjust = FALSE
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female_sprite_flags = FEMALE_UNIFORM_TOP_ONLY
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