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## About The Pull Request https://github.com/user-attachments/assets/35f487ef-8253-4c92-97d2-c5776c4c2815 - bomb hoods - hard hats - welding helmets also surgery caps use the cloth sounds now ## Changelog 🆑 sound: added sounds for utility headwear sound: surgery caps use cloth sounds now /🆑
90 lines
3.0 KiB
Plaintext
90 lines
3.0 KiB
Plaintext
/obj/item/clothing/head/utility/hardhat/cakehat
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name = "cakehat"
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desc = "You put the cake on your head. Brilliant."
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icon = 'icons/obj/clothing/head/costume.dmi'
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worn_icon = 'icons/mob/clothing/head/costume.dmi'
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icon_state = "hardhat0_cakehat"
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inhand_icon_state = "hardhat0_cakehat"
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hat_type = "cakehat"
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lefthand_file = 'icons/mob/inhands/clothing/hats_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/clothing/hats_righthand.dmi'
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armor_type = /datum/armor/none
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light_system = OVERLAY_LIGHT
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light_range = 2 //luminosity when on
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light_power = 1.3
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light_color = "#FF964E"
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flags_cover = HEADCOVERSEYES
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heat = 999
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wound_bonus = 10
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exposed_wound_bonus = 5
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dog_fashion = /datum/dog_fashion/head
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pickup_sound = null
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drop_sound = null
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equip_sound = null
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hitsound = 'sound/items/weapons/tap.ogg'
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var/hitsound_on = 'sound/items/weapons/sear.ogg' //so we can differentiate between cakehat and energyhat
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var/hitsound_off = 'sound/items/weapons/tap.ogg'
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var/force_on = 15
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var/throwforce_on = 15
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var/damtype_on = BURN
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/obj/item/clothing/head/utility/hardhat/cakehat/process()
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var/turf/location = loc
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if(ishuman(location))
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var/mob/living/carbon/human/wearer = location
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if(wearer.is_holding(src) || wearer.head == src)
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location = wearer.loc
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if(isturf(location))
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location.hotspot_expose(700, 1)
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/obj/item/clothing/head/utility/hardhat/cakehat/turn_on(mob/living/user)
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..()
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force = force_on
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throwforce = throwforce_on
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damtype = damtype_on
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hitsound = hitsound_on
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START_PROCESSING(SSobj, src)
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/obj/item/clothing/head/utility/hardhat/cakehat/turn_off(mob/living/user)
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..()
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force = 0
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throwforce = 0
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damtype = BRUTE
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hitsound = hitsound_off
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STOP_PROCESSING(SSobj, src)
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/obj/item/clothing/head/utility/hardhat/cakehat/get_temperature()
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return on * heat
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/obj/item/clothing/head/utility/hardhat/cakehat/energycake
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name = "energy cake"
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desc = "You put the energy sword on your cake. Brilliant."
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icon_state = "hardhat1_energycake"
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inhand_icon_state = "hardhat0_energycake"
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hat_type = "energycake"
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hitsound = 'sound/items/weapons/tap.ogg'
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hitsound_on = 'sound/items/weapons/blade1.ogg'
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hitsound_off = 'sound/items/weapons/tap.ogg'
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damtype_on = BRUTE
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force_on = 18 //same as epen (but much more obvious)
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light_range = 3 //ditto
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heat = 0
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/obj/item/clothing/head/utility/hardhat/cakehat/energycake/Initialize(mapload)
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. = ..()
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//the compiled icon state is how it appears when it's on.
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//That's how we want it to show on orbies (little virtual PDA pets).
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//However we should reset their appearance on runtime.
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update_appearance(UPDATE_ICON_STATE)
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/obj/item/clothing/head/utility/hardhat/cakehat/energycake/turn_on(mob/living/user)
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playsound(src, 'sound/items/weapons/saberon.ogg', 5, TRUE)
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to_chat(user, span_warning("You turn on \the [src]."))
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return ..()
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/obj/item/clothing/head/utility/hardhat/cakehat/energycake/turn_off(mob/living/user)
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playsound(src, 'sound/items/weapons/saberoff.ogg', 5, TRUE)
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to_chat(user, span_warning("You turn off \the [src]."))
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return ..()
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