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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
126 lines
4.9 KiB
Plaintext
126 lines
4.9 KiB
Plaintext
/obj/item/dyespray
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name = "hair dye spray"
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desc = "A spray to dye your hair any colors and gradients you'd like." // SKYRAT EDIT - Making the dyespray change hair color
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w_class = WEIGHT_CLASS_TINY
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icon = 'icons/obj/cosmetic.dmi'
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icon_state = "dyespray"
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var/uses = 40 //SKYRAT EDIT ADDITION
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/obj/item/dyespray/attack_self(mob/user)
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dye(user, user)
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/obj/item/dyespray/pre_attack(atom/target, mob/living/user, list/modifiers, list/attack_modifiers)
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dye(target, user)
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return ..()
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/**
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* Applies a gradient and a gradient color to a mob.
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*
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* Arguments:
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* * target - The mob who we will apply the gradient and gradient color to.
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*/
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/* SKYRAT EDIT REMOVAL - MOVED TO MODULAR (modular_skyrat\master_files\code\game\objects\items\dyekit.dm)
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/obj/item/dyespray/proc/dye(mob/target, mob/user)
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if(!ishuman(target))
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return
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if(!uses) //SKYRAT EDIT ADDITION
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return //SKYRAT EDIT ADDITION
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var/mob/living/carbon/human/human_target = target
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var/list/dyables = list("Hair", "Facial Hair")
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for(var/obj/item/organ/organ as anything in human_target.organs)
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if(!istype(organ.bodypart_overlay, /datum/bodypart_overlay/mutant))
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continue
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var/datum/bodypart_overlay/mutant/overlay = organ.bodypart_overlay
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if(overlay.dyable && overlay.sprite_datum.color_src)
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dyables += list("External Body Parts")
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break
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var/obj/item/bodypart/head/head = human_target.get_bodypart(BODY_ZONE_HEAD)
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if(!head || !(head.head_flags & HEAD_HAIR) || HAS_TRAIT(human_target, TRAIT_BALD))
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dyables -= "Hair"
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if(!head || !(head.head_flags & HEAD_FACIAL_HAIR) || HAS_TRAIT(human_target, TRAIT_SHAVED))
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dyables -= "Facial Hair"
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if(!length(dyables))
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if(target != user)
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to_chat(user, span_warning("[human_target] doesn't have anything that can be dyed."))
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else
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to_chat(user, span_warning("You have nothing to dye."))
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return
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var/what_to_dye = tgui_alert(user, "What do you want to dye?", "Character Preference", dyables)
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if(!what_to_dye || !user.can_perform_action(src, NEED_DEXTERITY))
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return
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if(what_to_dye == "External Body Parts")
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dye_organ(target, user)
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return
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var/list/choices = what_to_dye == "Hair" ? SSaccessories.hair_gradients_list : SSaccessories.facial_hair_gradients_list
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var/new_grad_style = tgui_input_list(user, "Choose a color pattern", "Character Preference", choices)
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if(isnull(new_grad_style))
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return
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if(!user.can_perform_action(src, NEED_DEXTERITY))
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return
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var/hair_key = what_to_dye == "Hair" ? GRADIENT_HAIR_KEY : GRADIENT_FACIAL_HAIR_KEY
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var/new_grad_color = tgui_color_picker(user, "Choose a secondary hair color:", "Character Preference", human_target.get_hair_gradient_color(hair_key))
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if(!new_grad_color || !user.can_perform_action(src, NEED_DEXTERITY) || !target.IsReachableBy(user))
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return
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to_chat(user, span_notice("You start applying the hair dye..."))
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if(!do_after(user, 3 SECONDS, target))
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return
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if(what_to_dye == "Hair")
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human_target.set_hair_gradient_style(new_grad_style, update = FALSE)
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human_target.set_hair_gradient_color(new_grad_color, update = TRUE)
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else
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human_target.set_facial_hair_gradient_style(new_grad_style, update = FALSE)
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human_target.set_facial_hair_gradient_color(new_grad_color, update = TRUE)
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playsound(src, 'sound/effects/spray.ogg', 10, vary = TRUE)
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/obj/item/dyespray/proc/dye_organ(mob/living/carbon/human/target, mob/user)
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var/list/dyables = list()
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var/list/choices = list()
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for(var/obj/item/organ/organ as anything in target.organs)
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if(!istype(organ.bodypart_overlay, /datum/bodypart_overlay/mutant))
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continue
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var/datum/bodypart_overlay/mutant/overlay = organ.bodypart_overlay
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if(overlay.dyable && overlay.sprite_datum.color_src)
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var/choice_name = full_capitalize(organ.name)
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dyables[choice_name] = organ
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choices += choice_name
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if(!length(choices))
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return
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var/what_to_dye = tgui_alert(user, "What do you want to dye?", "Character Preference", choices)
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if(!what_to_dye || !user.can_perform_action(src, NEED_DEXTERITY))
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return
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var/obj/item/organ/selected = dyables[what_to_dye]
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if(QDELETED(selected) || !(selected in target.organs))
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return
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var/datum/bodypart_overlay/mutant/overlay = selected.bodypart_overlay
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if(overlay.dye_color)
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var/remove_dye = tgui_alert(user, "Do you want to un-dye [selected]?", "Character Preference", list("Yes", "No"))
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if(isnull(remove_dye) || !user.can_perform_action(src, NEED_DEXTERITY))
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return
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if(QDELETED(selected) || !(selected in target.organs))
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return
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if(remove_dye == "Yes")
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overlay.set_dye_color(null, selected)
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return
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var/default_color = overlay.dye_color || overlay.draw_color
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var/new_color = tgui_color_picker(user, "Choose a color for [selected]:", "Character Preference", default_color)
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if(isnull(new_color) || new_color == default_color || !user.can_perform_action(src, NEED_DEXTERITY))
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return
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if(QDELETED(selected) || !(selected in target.organs))
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return
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if(!do_after(user, 4.5 SECONDS, target))
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return
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if(QDELETED(selected) || !(selected in target.organs))
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return
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overlay.set_dye_color(new_color, selected)
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*/
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