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Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00

598 lines
21 KiB
Plaintext

/obj/item/clothing/under
name = "under"
icon = 'icons/obj/clothing/under/default.dmi'
worn_icon = 'icons/mob/clothing/under/default.dmi'
lefthand_file = 'icons/mob/inhands/clothing/suits_lefthand.dmi'
righthand_file = 'icons/mob/inhands/clothing/suits_righthand.dmi'
abstract_type = /obj/item/clothing/under
body_parts_covered = CHEST|GROIN|LEGS|ARMS
slot_flags = ITEM_SLOT_ICLOTHING
interaction_flags_click = NEED_DEXTERITY|ALLOW_RESTING
armor_type = /datum/armor/clothing_under
supports_variations_flags = CLOTHING_DIGITIGRADE_MASK
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth/cloth_drop1.ogg'
pickup_sound = 'sound/items/handling/cloth/cloth_pickup1.ogg'
limb_integrity = 30
/// Has this undersuit been freshly laundered and, as such, imparts a mood bonus for wearing
var/freshly_laundered = FALSE
// Alt style handling
/// Can this suit be adjustd up or down to an alt style
var/can_adjust = TRUE
/// If adjusted what style are we currently using?
var/adjusted = NORMAL_STYLE
/// For adjusted/rolled-down jumpsuits. FALSE = exposes chest and arms, TRUE = exposes arms only
var/alt_covers_chest = FALSE
/// The variable containing the flags for how the woman uniform cropping is supposed to interact with the sprite.
var/female_sprite_flags = FEMALE_UNIFORM_FULL
// Sensor handling
/// Does this undersuit have suit sensors in general
var/has_sensor = HAS_SENSORS
/// Does this undersuit spawn with a random sensor value
var/random_sensor = TRUE
/// What is the active sensor mode of this udnersuit
var/sensor_mode = SENSOR_OFF
// Accessory handling (Can be componentized eventually)
/// The max number of accessories we can have on this suit.
var/max_number_of_accessories = 5
/// A list of all accessories attached to us.
var/list/obj/item/clothing/accessory/attached_accessories
/// The overlay of the accessory we're demonstrating. Only index 1 will show up.
/// This is the overlay on the MOB, not the item itself.
var/mutable_appearance/accessory_overlay
/datum/armor/clothing_under
bio = 10
wound = 5
/obj/item/clothing/under/Initialize(mapload)
. = ..()
if(random_sensor)
//make the sensor mode favor higher levels, except coords.
set_sensor_mode(pick(SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_LIVING, SENSOR_LIVING, SENSOR_COORDS, SENSOR_COORDS, SENSOR_OFF))
//ensure we add or remove relevant clothing traits based on base sensor status and mode
update_wearer_status()
register_context()
AddElement(/datum/element/update_icon_updates_onmob, flags = ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING|ITEM_SLOT_NECK, body = TRUE)
/obj/item/clothing/under/on_craft_completion(list/components, datum/crafting_recipe/current_recipe, atom/crafter)
. = ..()
var/obj/item/clothing/under/any_original = locate() in components
if(!any_original)
set_has_sensor(NO_SENSORS)
return
set_has_sensor(any_original.has_sensor)
set_sensor_mode(any_original.sensor_mode)
/obj/item/clothing/under/used_in_craft(atom/result, datum/crafting_recipe/current_recipe)
. = ..()
dump_attachments()
/obj/item/clothing/under/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
var/changed = FALSE
if(has_sensor == HAS_SENSORS && (isnull(held_item) || held_item == src))
context[SCREENTIP_CONTEXT_RMB] = "Toggle suit sensors"
context[SCREENTIP_CONTEXT_CTRL_LMB] = "Set suit sensors to tracking"
changed = TRUE
if(istype(held_item, /obj/item/clothing/accessory) && length(attached_accessories) < max_number_of_accessories)
context[SCREENTIP_CONTEXT_LMB] = "Attach accessory"
changed = TRUE
if(LAZYLEN(attached_accessories))
context[SCREENTIP_CONTEXT_ALT_RMB] = "Remove accessory"
changed = TRUE
if(has_sensor == BROKEN_SENSORS && istype(held_item, /obj/item/stack/cable_coil))
context[SCREENTIP_CONTEXT_LMB] = "Repair suit sensors"
changed = TRUE
if(has_sensor == NO_SENSORS)
if(istype(held_item, /obj/item/suit_sensor))
context[SCREENTIP_CONTEXT_LMB] = "Install suit sensors"
changed = TRUE
else if(held_item?.tool_behaviour == TOOL_WIRECUTTER)
context[SCREENTIP_CONTEXT_LMB] = "Cut suit sensors"
changed = TRUE
if(can_adjust && adjusted != DIGITIGRADE_STYLE)
context[SCREENTIP_CONTEXT_ALT_LMB] = "Wear [adjusted == ALT_STYLE ? "normally" : "casually"]"
changed = TRUE
return changed ? CONTEXTUAL_SCREENTIP_SET : .
/obj/item/clothing/under/worn_overlays(mutable_appearance/standing, isinhands = FALSE, file2use = null, mutant_styles = NONE) // SKYRAT EDIT - customisation
. = ..()
if(isinhands)
return
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(accessory_overlay)
. += modify_accessory_overlay() // SKYRAT EDIT CHANGE - ORIGINAL: . += accessory_overlay
/obj/item/clothing/under/separate_worn_overlays(mutable_appearance/standing, mutable_appearance/draw_target, isinhands = FALSE, icon_file)
. = ..()
if (isinhands)
return
var/blood_overlay = get_blood_overlay("uniform")
if (blood_overlay)
. += blood_overlay
/obj/item/clothing/under/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(istype(tool, /obj/item/stack/cable_coil))
if(!repair_sensors(user))
return ITEM_INTERACT_BLOCKING
var/obj/item/stack/cable_coil/cabling = tool
cabling.use(1)
cabling.visible_message(span_notice("[user] repairs the suit sensors on [src] with [cabling]."))
return ITEM_INTERACT_SUCCESS
if(istype(tool, /obj/item/clothing/accessory))
return attach_accessory(tool, user) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
if(istype(tool, /obj/item/suit_sensor))
if(has_sensor != NO_SENSORS)
balloon_alert(user, "already has sensors!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "installing sensors...")
if(!do_after(user, 5 SECONDS, target = src))
return ITEM_INTERACT_BLOCKING
var/obj/item/suit_sensor/sensor = tool
if(sensor.broken)
set_has_sensor(BROKEN_SENSORS)
else
set_has_sensor(HAS_SENSORS)
set_sensor_mode(sensor.sensor_mode)
qdel(tool)
balloon_alert(user, "sensors installed")
playsound(source = src, soundin = 'sound/effects/sparks/sparks4.ogg', vol = 50, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
return ITEM_INTERACT_SUCCESS
return ..()
/obj/item/clothing/under/wirecutter_act(mob/living/user, obj/item/tool)
if(has_sensor == NO_SENSORS)
balloon_alert(user, "doesn't have sensors!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "cutting out sensors...")
if(!do_after(user, 5 SECONDS, target = src))
return ITEM_INTERACT_BLOCKING
var/obj/item/suit_sensor/sensor = new (drop_location())
if(sensor.IsReachableBy(user))
user.put_in_hands(sensor)
if(has_sensor == BROKEN_SENSORS)
sensor.broken = TRUE
else
sensor.set_mode(sensor_mode)
set_has_sensor(NO_SENSORS)
return ITEM_INTERACT_SUCCESS
/obj/item/clothing/under/attack_hand_secondary(mob/user, params)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
toggle()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/clothing/under/attack_self_secondary(mob/user, modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
toggle()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/clothing/under/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
. = ..()
if(damaged_state == CLOTHING_SHREDDED && has_sensor > NO_SENSORS)
break_sensors()
else if(damaged_state == CLOTHING_PRISTINE && has_sensor == BROKEN_SENSORS)
repair_sensors()
update_appearance()
/obj/item/clothing/under/visual_equipped(mob/user, slot)
. = ..()
if(adjusted == ALT_STYLE)
adjust_to_normal()
/* SKYRAT EDIT REMOVAL - This breaks jumpsuit adjustment. Plus, we don't support it.
if((supports_variations_flags & CLOTHING_DIGITIGRADE_VARIATION) && ishuman(user))
var/mob/living/carbon/human/wearer = user
if(wearer.bodyshape & BODYSHAPE_DIGITIGRADE)
adjusted = DIGITIGRADE_STYLE
update_appearance()
*/ // SKYRAT EDIT END
/obj/item/clothing/under/generate_digitigrade_icons(icon/base_icon, greyscale_colors)
var/icon/legs = icon(SSgreyscale.GetColoredIconByType(/datum/greyscale_config/digitigrade, greyscale_colors), "jumpsuit_worn")
return replace_icon_legs(base_icon, legs)
/obj/item/clothing/under/equipped(mob/living/user, slot)
..()
if(slot & ITEM_SLOT_ICLOTHING)
if(freshly_laundered)
freshly_laundered = FALSE
user.add_mood_event("fresh_laundry", /datum/mood_event/fresh_laundry)
update_wearer_status()
/obj/item/clothing/under/dropped(mob/living/user)
. = ..()
if(user.get_item_by_slot(ITEM_SLOT_ICLOTHING) == src)
GLOB.suit_sensors_list -= user
// Start suit sensor handling
/// Change the suit sensor state to broken and update the mob's status on the global sensor list
/obj/item/clothing/under/proc/break_sensors()
if(has_sensor == BROKEN_SENSORS || has_sensor == NO_SENSORS)
return
visible_message(span_warning("[src]'s medical sensors short out!"), blind_message = span_warning("The [src] makes an electronic sizzling sound!"), vision_distance = COMBAT_MESSAGE_RANGE)
set_has_sensor(BROKEN_SENSORS)
sensor_malfunction()
/**
* Repair the suit sensors and update the mob's status on the global sensor list.
* Can be called either through player action such as repairing with coil, or as part of a general fixing proc
*/
/obj/item/clothing/under/proc/repair_sensors(mob/user)
if(has_sensor != BROKEN_SENSORS)
if(user)
balloon_alert(user, "sensors [has_sensor == NO_SENSORS ? "missing" : "not broken"]!")
return FALSE
playsound(source = src, soundin = 'sound/effects/sparks/sparks4.ogg', vol = 100, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
set_has_sensor(HAS_SENSORS)
return TRUE
/// If the item is being worn, a gentle reminder every 3-5 minutes that the sensors are broken
/obj/item/clothing/under/proc/sensor_malfunction()
if(!QDELETED(src) && has_sensor == BROKEN_SENSORS && ishuman(loc))
do_sparks(number = 2, cardinal_only = FALSE, source = src)
addtimer(CALLBACK(src, PROC_REF(sensor_malfunction)), rand(BROKEN_SPARKS_MIN, BROKEN_SPARKS_MAX * 0.5), TIMER_UNIQUE | TIMER_NO_HASH_WAIT)
/// Changes whether the suit sensor has a sensor, or if it's broken, etc. and handles updating mob status if applicable
/obj/item/clothing/under/proc/set_has_sensor(new_has_sensor)
if(new_has_sensor == has_sensor)
return FALSE
if(new_has_sensor < BROKEN_SENSORS || new_has_sensor > LOCKED_SENSORS)
stack_trace("Invalid has_sensor value [new_has_sensor] passed to set_has_sensor()")
return FALSE
has_sensor = new_has_sensor
update_wearer_status()
return TRUE
/// Changes the active sensor mode of the suit and handles updating mob status if applicable
/obj/item/clothing/under/proc/set_sensor_mode(new_sensor_mode)
if(new_sensor_mode == sensor_mode)
return FALSE
if(new_sensor_mode < SENSOR_OFF || new_sensor_mode > SENSOR_COORDS)
stack_trace("Invalid sensor_mode value [new_sensor_mode] passed to set_sensor_mode()")
return FALSE
sensor_mode = new_sensor_mode
update_wearer_status()
return TRUE
/// Updates the sensor status and any mobs status if applicable
/obj/item/clothing/under/proc/update_wearer_status()
if(has_sensor <= NO_SENSORS || sensor_mode <= SENSOR_VITALS)
detach_clothing_traits(TRAIT_BASIC_HEALTH_HUD_VISIBLE)
else
attach_clothing_traits(TRAIT_BASIC_HEALTH_HUD_VISIBLE)
if(!ishuman(loc) || isdummy(loc))
return
var/mob/living/carbon/human/wearer = loc
if(wearer.get_item_by_slot(ITEM_SLOT_ICLOTHING) != src)
return
if(has_sensor >= HAS_SENSORS && sensor_mode >= SENSOR_LIVING)
GLOB.suit_sensors_list |= wearer
else
GLOB.suit_sensors_list -= wearer
wearer.med_hud_set_status()
/* BUBBERSTATION CHANGE: REWORKS SENSOR EMP
/obj/item/clothing/under/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(has_sensor == NO_SENSORS || has_sensor == BROKEN_SENSORS)
return
if(severity <= EMP_HEAVY)
break_sensors()
return
set_sensor_mode(pick(SENSOR_OFF, SENSOR_OFF, SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS))
playsound(source = src, soundin = 'sound/effects/sparks/sparks3.ogg', vol = 75, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
visible_message(span_warning("The [src]'s medical sensors flash and change rapidly!"), blind_message = span_warning("The [src] makes an electronic sizzling sound!"), vision_distance = COMBAT_MESSAGE_RANGE)
BUBBERSTATION CHANGE END */
/**
* Called by medical scanners a simple summary of the status
*
* Arguments:
* * silent: If TRUE, will return blank if everything is fine
*/
/obj/item/clothing/under/proc/get_sensor_text(silent = TRUE)
if(has_sensor == BROKEN_SENSORS)
return "<font color='#ffcc33'>Non-Functional: Repair with cable coil</font>"
if(silent)
return ""
switch(has_sensor)
if(NO_SENSORS)
return "Not Present"
if(LOCKED_SENSORS)
return "Functional, Locked"
if(HAS_SENSORS)
return "Functional"
// End suit sensor handling
/// Attach the passed accessory to the clothing item
/obj/item/clothing/under/proc/attach_accessory(obj/item/clothing/accessory/accessory, mob/living/user, attach_message = TRUE)
if(!istype(accessory))
return
if(!accessory.can_attach_accessory(src, user))
return
if(user && !user.temporarilyRemoveItemFromInventory(accessory))
return
if(!accessory.attach(src, user))
return
LAZYADD(attached_accessories, accessory)
accessory.forceMove(src)
// Allow for accessories to react to the acccessory list now
accessory.successful_attach(src)
if(user && attach_message)
balloon_alert(user, "accessory attached")
update_appearance()
return TRUE
/// Removes (pops) the topmost accessory from the accessories list and puts it in the user's hands if supplied
/obj/item/clothing/under/proc/pop_accessory(mob/living/user, attach_message = TRUE)
var/obj/item/clothing/accessory/popped_accessory = attached_accessories[1]
remove_accessory(popped_accessory)
if(!user)
return
user.put_in_hands(popped_accessory)
if(attach_message)
popped_accessory.balloon_alert(user, "accessory removed")
/// Removes the passed accesory from our accessories list
/obj/item/clothing/under/proc/remove_accessory(obj/item/clothing/accessory/removed, update = TRUE)
// Remove it from the list before detaching
LAZYREMOVE(attached_accessories, removed)
removed.detach(src)
if(update)
update_accessory_overlay()
/// Handles creating, updating and cutting the worn overlay mutable appearance.
/obj/item/clothing/under/proc/update_accessory_overlay()
if(!length(attached_accessories))
accessory_overlay = null
else
accessory_overlay = mutable_appearance()
for(var/obj/item/clothing/accessory/accessory as anything in attached_accessories)
accessory_overlay.overlays += accessory.generate_accessory_overlay(src)
update_appearance() // so we update the suit inventory overlay too
/obj/item/clothing/under/Exited(atom/movable/gone, direction)
. = ..()
// If one of our accessories was moved out, handle it
if(gone in attached_accessories)
remove_accessory(gone)
/// Helper to remove all attachments to the passed location
/obj/item/clothing/under/proc/dump_attachments(atom/drop_to = drop_location())
for(var/obj/item/clothing/accessory/worn_accessory as anything in attached_accessories)
remove_accessory(worn_accessory, update = FALSE)
worn_accessory.forceMove(drop_to)
update_accessory_overlay()
/obj/item/clothing/under/atom_destruction(damage_flag)
dump_attachments()
return ..()
/obj/item/clothing/under/Destroy()
QDEL_LAZYLIST(attached_accessories)
return ..()
/obj/item/clothing/under/examine(mob/user)
. = ..()
if(can_adjust)
. += "Alt-click on [src] to wear it [adjusted == ALT_STYLE ? "normally" : "casually"]."
if(has_sensor == BROKEN_SENSORS)
. += span_warning("The medical sensors appear to be shorted out. You could repair it with some cabling.")
else if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
if(SENSOR_LIVING)
. += "Its binary life sensors appear to be enabled."
if(SENSOR_VITALS)
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
else
. += span_tooltip("You can always get new suit sensors to install from a lathe.", "It isn't equipped with medical sensors.")
if(LAZYLEN(attached_accessories))
var/list/accessories = list_accessories_with_icon(user)
. += "It has [english_list(accessories)] attached."
. += "Alt-Right-Click to remove [attached_accessories[1]]."
/// Helper to list out all accessories with an icon besides it, for use in examine
/obj/item/clothing/under/proc/list_accessories_with_icon(mob/user)
var/list/all_accessories = list()
for(var/obj/item/clothing/accessory/attached as anything in attached_accessories)
all_accessories += attached.examine_title(user)
return all_accessories
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set src in usr
var/mob/user_mob = usr
if(!can_toggle_sensors(user_mob))
return
var/current_mode_text = GLOB.suit_sensor_mode_to_defines[sensor_mode + 1]
var/new_mode = tgui_input_list(user_mob, "Select a sensor mode", "Suit Sensors", GLOB.suit_sensor_mode_to_defines, current_mode_text)
if(isnull(new_mode))
return
if(!can_toggle_sensors(user_mob))
return
set_sensor_mode(GLOB.suit_sensor_mode_to_defines[new_mode])
if (loc == user_mob)
switch(sensor_mode)
if(SENSOR_OFF)
to_chat(user_mob, span_notice("You disable your suit's remote sensing equipment."))
if(SENSOR_LIVING)
to_chat(user_mob, span_notice("Your suit will now only report whether you are alive or dead."))
if(SENSOR_VITALS)
to_chat(user_mob, span_notice("Your suit will now only report your exact vital lifesigns."))
if(SENSOR_COORDS)
to_chat(user_mob, span_notice("Your suit will now report your exact vital lifesigns as well as your coordinate position."))
/obj/item/clothing/under/item_ctrl_click(mob/user)
if(!can_toggle_sensors(user))
return CLICK_ACTION_BLOCKING
set_sensor_mode(SENSOR_COORDS)
balloon_alert(user, "set to tracking")
return CLICK_ACTION_SUCCESS
/// Checks if the toggler is allowed to toggle suit sensors currently
/obj/item/clothing/under/proc/can_toggle_sensors(mob/toggler)
if(!can_use(toggler) || toggler.stat == DEAD) //make sure they didn't hold the window open.
return FALSE
if(get_dist(toggler, src) > 1)
balloon_alert(toggler, "too far!")
return FALSE
switch(has_sensor)
if(LOCKED_SENSORS)
balloon_alert(toggler, "sensor controls locked!")
return FALSE
if(BROKEN_SENSORS)
balloon_alert(toggler, "sensors shorted!")
return FALSE
if(NO_SENSORS)
balloon_alert(toggler, "no sensors to adjust!")
return FALSE
return TRUE
/obj/item/clothing/under/click_alt(mob/user)
if(!can_adjust)
balloon_alert(user, "can't be adjusted!")
return CLICK_ACTION_BLOCKING
if(!can_use(user))
return NONE
rolldown()
return CLICK_ACTION_SUCCESS
/obj/item/clothing/under/click_alt_secondary(mob/user)
if(!LAZYLEN(attached_accessories))
balloon_alert(user, "no accessories to remove!")
return
pop_accessory(user)
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
if(!can_adjust)
balloon_alert(usr, "can't be adjusted!")
return
if(!can_use(usr))
return
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(toggle_jumpsuit_adjust())
to_chat(usr, span_notice("You adjust the suit to wear it more casually."))
else
to_chat(usr, span_notice("You adjust the suit back to normal."))
update_appearance()
/// Helper to toggle the jumpsuit style, if possible
/// Returns the new state
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
switch(adjusted)
if(DIGITIGRADE_STYLE)
return
if(NORMAL_STYLE)
adjust_to_alt()
if(ALT_STYLE)
adjust_to_normal()
SEND_SIGNAL(src, COMSIG_CLOTHING_UNDER_ADJUSTED)
return adjusted
/// Helper to reset to normal jumpsuit state
/obj/item/clothing/under/proc/adjust_to_normal()
adjusted = NORMAL_STYLE
female_sprite_flags = initial(female_sprite_flags)
if(!alt_covers_chest)
body_parts_covered |= CHEST
body_parts_covered |= ARMS
if(LAZYLEN(damage_by_parts))
// ugly check to make sure we don't reenable protection on a disabled part
for(var/zone in list(BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
if(damage_by_parts[zone] > limb_integrity)
body_parts_covered &= body_zone2cover_flags(zone)
/// Helper to adjust to alt jumpsuit state
/obj/item/clothing/under/proc/adjust_to_alt()
adjusted = ALT_STYLE
if(!(female_sprite_flags & FEMALE_UNIFORM_TOP_ONLY))
female_sprite_flags = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted (and also the arms, realistically)
body_parts_covered &= ~CHEST
body_parts_covered &= ~ARMS
/obj/item/clothing/under/can_use(mob/user)
if(ismob(user) && !user.can_perform_action(src, NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING))
return FALSE
return ..()
/obj/item/clothing/under/rank
abstract_type = /obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER