Files
Bubberstation/code/modules/loadout/loadout_items.dm
explosivekitty 0afe97837f Let's you paint items in loadout and spray can coloring modes (#5508)
## About The Pull Request
Adds new options for spray can that let you paint items without actually
making them washable with water, you also get an option to remove
permanent coloring just like prismatic gray extract does.
You also can now paint non-greyscale items from loadout so you don't
need to take spray can and use it after you spawn.

I ran into an issue where after recoloring your item in loadout caused
runtimes so i had to make it such there is no preview for colored items
in loadout, but if you wanted to help to fix it i left a comment where
(i think) additional checks should be added- It shouldn't be a big deal
anyway, you most likely already know what color you want for your items
and if not just check it on station and then update your loadout
accordingly
## Why It's Good For The Game
We all hate it when you get sprayed with water and all of your custom
colored clothing turns back to how it was initially.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="396" height="219" alt="loadout1"
src="https://github.com/user-attachments/assets/f4f29085-d8ae-49e6-8f04-c327777922a1"
/>
<img width="382" height="236" alt="spraycan"
src="https://github.com/user-attachments/assets/a6bdf733-41cc-4dea-9569-0664613bb277"
/>
<img width="146" height="143" alt="yes its actually doesnt wash"
src="https://github.com/user-attachments/assets/1904a22c-b0c1-4f8f-b507-9c2824802021"
/>

</details>

## Changelog
🆑
add: You can now repaint non-greyscale items in loadout the same way
spraycan does
add: Spray cans can color items in such a way water cant remove the
paint, and also remove permanent paint
/🆑

---------

Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
Co-authored-by: buffyuwu <buffyvrc@gmail.com>
2026-05-09 06:39:23 +02:00

576 lines
23 KiB
Plaintext

/// Global list of ALL loadout datums instantiated.
/// Loadout datums are created by loadout categories.
GLOBAL_LIST_EMPTY(all_loadout_datums)
/// Global list of all loadout categories
/// Doesn't really NEED to be a global but we need to init this early for preferences,
/// as the categories instantiate all the loadout datums
GLOBAL_LIST_INIT(all_loadout_categories, init_loadout_categories())
/// Inits the global list of loadout category singletons
/// Also inits loadout item singletons
/proc/init_loadout_categories()
var/list/loadout_categories = list()
for(var/category_type in subtypesof(/datum/loadout_category))
loadout_categories += new category_type()
sortTim(loadout_categories, /proc/cmp_loadout_categories)
return loadout_categories
/proc/cmp_loadout_categories(datum/loadout_category/A, datum/loadout_category/B)
var/a_order = A::tab_order
var/b_order = B::tab_order
if(a_order == b_order)
return cmp_text_asc(A::category_name, B::category_name)
return cmp_numeric_asc(a_order, b_order)
/**
* # Loadout item datum
*
* Singleton that holds all the information about each loadout items, and how to equip them.
*/
/datum/loadout_item
/// The abstract parent of this loadout item, to determine which items to not instantiate
abstract_type = /datum/loadout_item
/// The category of the loadout item. Set automatically in New
VAR_FINAL/datum/loadout_category/category
/// Displayed name of the loadout item.
/// Defaults to the item's name if unset.
var/name
/// Title of a group that this item will be bundled under
/// Defaults to parent category's title if unset
var/group = null
/// Loadout flags, see LOADOUT_FLAG_* defines
var/loadout_flags = LOADOUT_FLAG_ALLOW_NAMING // BUBBER EDIT CHANGE - Original: var/loadout_flags = NONE
/// If set, this item can only be selected during the holiday specified.
var/required_holiday
/// The actual item path of the loadout item.
var/obj/item/item_path
/// Icon file (DMI) for the UI to use for preview icons.
/// Set automatically if null
var/ui_icon
/// Icon state for the UI to use for preview icons.
/// Set automatically if null
var/ui_icon_state
/// Base typepath to what reskin datum this item can use to reskin into
/// Doesn't verify that the item_path actually has these reskins
var/datum/atom_skin/reskin_datum
/// A list of greyscale colors that are used for items that have greyscale support, but don't allow full customization.
/// This is an assoc list of /datum/job_department -> colors, or /datum/job -> colors, allowing for preset colors based on player chosen job.
/// Jobs are prioritized over departments.
/// Note: You don't need to set a color for every job or department!
var/list/job_greyscale_palettes
// BUBBER EDIT ADDITION START
/// If set, it's a list containing ckeys which only can get the item
var/list/ckeywhitelist
/// If set, is a list of job names of which can get the loadout item
var/list/restricted_roles
/// If set, is a list of job names of which can't get the loadout item
var/list/blacklisted_roles
/// If set, is a list of species which can get the loadout item
var/list/restricted_species
/// Whether the item is restricted to supporters
var/donator_only
/// Whether the item requires a specific season in order to be available
var/required_season = null
/// If the item won't appear when the ERP config is disabled
var/erp_item = FALSE
// BUBBER EDIT END
/datum/loadout_item/New(category)
src.category = category
if(!(loadout_flags & LOADOUT_FLAG_BLOCK_GREYSCALING) && is_greyscale_item())
loadout_flags |= LOADOUT_FLAG_GREYSCALING_ALLOWED
if(loadout_flags & LOADOUT_FLAG_JOB_GREYSCALING)
var/default_colors = SSgreyscale.ParseColorString(item_path::greyscale_colors)
var/list/final_palette = LAZYLISTDUPLICATE(job_greyscale_palettes)
switch(length(default_colors))
if(1)
LAZYOR(final_palette, default_one_color_job_palette())
if(2 to INFINITY)
stack_trace("[length(default_colors)] color job palettes are not implemented yet, please do so.")
job_greyscale_palettes = final_palette
if(isnull(name))
name = item_path::name
if(isnull(ui_icon) && isnull(ui_icon_state))
ui_icon = item_path::icon_preview || item_path::icon
ui_icon_state = item_path::icon_state_preview || item_path::icon_state
// SKYRAT EDIT ADDITION
// Let's sanitize in case somebody inserted the player's byond name instead of ckey in canonical form
if(ckeywhitelist)
for (var/i = 1, i <= length(ckeywhitelist), i++)
ckeywhitelist[i] = ckey(ckeywhitelist[i])
// SKYRAT EDIT END
/datum/loadout_item/Destroy(force, ...)
if(!force)
stack_trace("QDEL called on loadout item [type]. This shouldn't ever happen. (Use FORCE if necessary.)")
return QDEL_HINT_LETMELIVE
GLOB.all_loadout_datums -= item_path
return ..()
/// Checks if the item is capable of being recolored / is a GAGS item.
/datum/loadout_item/proc/is_greyscale_item()
if(!(item_path::flags_1 & IS_PLAYER_COLORABLE_1))
return FALSE
if(!item_path::greyscale_config || !item_path::greyscale_colors)
return FALSE
return TRUE
/**
* Takes in an action from a loadout manager and applies it
*
* Useful for subtypes of loadout items with unique actions
*
* Return TRUE to force an update to the UI / character preview
*/
/datum/loadout_item/proc/handle_loadout_action(datum/preference_middleware/loadout/manager, mob/user, action, params)
SHOULD_CALL_PARENT(TRUE)
switch(action)
if("select_color")
if((loadout_flags & LOADOUT_FLAG_GREYSCALING_ALLOWED) && !(loadout_flags & LOADOUT_FLAG_JOB_GREYSCALING))
return set_item_color(manager, user)
if("set_name")
if(loadout_flags & LOADOUT_FLAG_ALLOW_NAMING)
return set_name(manager, user, INFO_NAMED) // BUBBER EDIT CHANGE - Original: return set_name(manager, user)
// BUBBER EDIT ADDITION BEGIN
if("set_desc")
if(loadout_flags & LOADOUT_FLAG_ALLOW_NAMING)
return set_name(manager, user, INFO_DESCRIBED)
// BUBBER EDIT ADDITION END
if("set_skin")
if(reskin_datum)
return set_skin(manager, user, params)
if("select_color_simple")
return item_color_painting(manager, user)
if("set_color_mode")
return item_color_mode(manager, user)
return TRUE
/datum/loadout_item/proc/item_color_painting(datum/preference_middleware/loadout/manager, mob/user)
if(manager.menu)
return FALSE
var/list/loadout = manager.get_current_loadout()
if(!loadout?[item_path])
return FALSE
var/chosen_color = tgui_color_picker(user, "Pick new color. Setting color to pitch black will remove the existing color.", "Repaint item", "#000000")
if(isnull(chosen_color))
return FALSE
var/hsl = rgb2num(chosen_color, COLORSPACE_HSL)
if(hsl[3] == 0)
loadout[item_path][INFO_CUSTOM_COLOR] = null
else
loadout[item_path][INFO_CUSTOM_COLOR] = chosen_color
manager.save_current_loadout(loadout)
return TRUE
/datum/loadout_item/proc/item_color_mode(datum/preference_middleware/loadout/manager, mob/user)
var/list/loadout = manager.get_current_loadout()
if(!loadout?[item_path])
return FALSE
if(isnull(loadout[item_path][INFO_COLOR_MODE]))
loadout[item_path][INFO_COLOR_MODE] = FALSE
loadout[item_path][INFO_COLOR_MODE] = !loadout[item_path][INFO_COLOR_MODE]
manager.save_current_loadout(loadout)
return TRUE
/// Opens up the GAGS editing menu.
/datum/loadout_item/proc/set_item_color(datum/preference_middleware/loadout/manager, mob/user)
if(manager.menu)
return FALSE
var/list/loadout = manager.get_current_loadout() // BUBBER EDIT: Multiple loadout presets: ORIGINAL: var/list/loadout = manager.preferences.read_preference(/datum/preference/loadout)
var/list/allowed_configs = list()
if(initial(item_path.greyscale_config))
allowed_configs += "[initial(item_path.greyscale_config)]"
if(initial(item_path.greyscale_config_worn))
allowed_configs += "[initial(item_path.greyscale_config_worn)]"
if(initial(item_path.greyscale_config_inhand_left))
allowed_configs += "[initial(item_path.greyscale_config_inhand_left)]"
if(initial(item_path.greyscale_config_inhand_right))
allowed_configs += "[initial(item_path.greyscale_config_inhand_right)]"
var/datum/greyscale_modify_menu/menu = new(
manager,
user,
allowed_configs,
CALLBACK(src, PROC_REF(set_slot_greyscale), manager),
starting_icon_state = initial(item_path.icon_state),
starting_config = initial(item_path.greyscale_config),
starting_colors = loadout?[item_path]?[INFO_GREYSCALE] || initial(item_path.greyscale_colors),
)
manager.register_greyscale_menu(menu)
menu.ui_interact(user)
return TRUE
/// Callback for GAGS menu to set this item's color.
/datum/loadout_item/proc/set_slot_greyscale(datum/preference_middleware/loadout/manager, datum/greyscale_modify_menu/open_menu)
if(!istype(open_menu))
CRASH("set_slot_greyscale called without a greyscale menu!")
var/list/loadout = manager.get_current_loadout() // BUBBER EDIT: Multiple loadout presets: ORIGINAL: var/list/loadout = manager.preferences.read_preference(/datum/preference/loadout)
if(!loadout?[item_path])
return FALSE
var/list/colors = open_menu.split_colors
if(!colors)
return FALSE
loadout[item_path][INFO_GREYSCALE] = colors.Join("")
manager.save_current_loadout(loadout) // BUBBER EDIT: Multiple loadout presets: ORIGINAL: manager.preferences.update_preference(GLOB.preference_entries[/datum/preference/loadout], loadout)
return TRUE // update UI
/// Sets the name of the item.
// SKYRAT EDIT BEGIN - Adds descriptions with minimal copypaste
// Generally, if this conflicts, name_slot is to be put anywhere where INFO_NAMED appears in tgcode
/datum/loadout_item/proc/set_name(datum/preference_middleware/loadout/manager, mob/user, name_slot = INFO_NAMED)
var/isname = (name_slot == INFO_NAMED)
var/list/loadout = manager.get_current_loadout() // BUBBER EDIT: Multiple loadout presets: ORIGINAL: var/list/loadout = manager.preferences.read_preference(/datum/preference/loadout)
var/input_name = tgui_input_text(
user = user,
message = "What [isname ? "name" : "description"] do you want to give the [name]? Leave blank to clear.",
title = "[name] [isname ? "name" : "description"]",
default = loadout?[item_path]?[name_slot], // plop in existing name (if any)
max_length = isname ? MAX_NAME_LEN : MAX_DESC_LEN,
)
if(QDELETED(src) || QDELETED(user) || QDELETED(manager) || QDELETED(manager.preferences))
return FALSE
loadout = manager.get_current_loadout() // BUBBER EDIT: Multiple loadout presets: ORIGINAL: loadout = manager.preferences.read_preference(/datum/preference/loadout) // Make sure no shenanigans happened
if(!loadout?[item_path])
return FALSE
if(input_name)
loadout[item_path][name_slot] = input_name
else if(input_name == "")
loadout[item_path] -= name_slot
manager.save_current_loadout(loadout) // BUBBER EDIT: Multiple loadout presets: ORIGINAL: manager.preferences.update_preference(GLOB.preference_entries[/datum/preference/loadout], loadout)
return FALSE // no update needed
// SKYRAT EDIT END
/// Used for reskinning an item to an alt skin.
/datum/loadout_item/proc/set_skin(datum/preference_middleware/loadout/manager, mob/user, params)
var/reskin_to = params["skin"] // sanity checking isn't necessary because it's all checked when equipped anyways
var/list/loadout = manager.get_current_loadout() // BUBBER EDIT: Multiple loadout presets: ORIGINAL: var/list/loadout = manager.preferences.read_preference(/datum/preference/loadout)
if(!loadout?[item_path])
return FALSE
loadout[item_path][INFO_RESKIN] = reskin_to
manager.save_current_loadout(loadout) // BUBBER EDIT: Multiple loadout presets: ORIGINAL: manager.preferences.update_preference(GLOB.preference_entries[/datum/preference/loadout], loadout)
return TRUE // always update UI
/// When passed an outfit, attempts to select a job-appropriate color from job_greyscale_palettes
/datum/loadout_item/proc/get_job_color(datum/outfit/base_outfit)
if(!istype(base_outfit, /datum/outfit/job))
return job_greyscale_palettes[/datum/job] // default color
var/datum/outfit/job/job_outfit = base_outfit
var/jobtype = job_outfit.jobtype
if(job_greyscale_palettes[jobtype])
return job_greyscale_palettes[jobtype]
var/datum/job/job = SSjob.get_job_type(jobtype)
if(job.department_for_prefs && job_greyscale_palettes[job.department_for_prefs])
return job_greyscale_palettes[job.department_for_prefs]
for(var/job_dept in job.departments_list)
if(job_greyscale_palettes[job_dept])
return job_greyscale_palettes[job_dept]
return job_greyscale_palettes[/datum/job] // default color
/**
* Place our [item_path] into the passed [outfit].
*
* By default, just adds the item into the outfit's backpack contents, if non-visual.
*
* Arguments:
* * outfit - The outfit we're equipping our items into.
* * equipper - If we're equipping out outfit onto a mob at the time, this is the mob it is equipped on. Can be null.
* * visual - If TRUE, then our outfit is only for visual use (for example, a preview).
*/
/datum/loadout_item/proc/insert_path_into_outfit(datum/outfit/outfit, mob/living/carbon/human/equipper, visuals_only = FALSE, loadout_placement_preference) // SKYRAT EDIT CHANGE - Added loadout_placement_preference
if(!visuals_only)
LAZYADD(outfit.backpack_contents, item_path)
/**
* Called When the item is equipped on [equipper].
*
* At this point the item is in the mob's contents
*
* Arguments:
* * preference_source - the datum/preferences our loadout item originated from - cannot be null
* * item_details - the details of the item in the loadout preferences, such as greyscale, name, reskin, etc
* * equipper - the mob we're equipping this item onto
* * outfit - the rest of the outfit being equipped, may be null
* * visuals_only - whether or not this is only concerned with visual things (not backpack, not renaming, etc)
*
* Return a bitflag of slot flags to update
*/
/datum/loadout_item/proc/on_equip_item(obj/item/equipped_item, list/item_details, mob/living/carbon/human/equipper, datum/outfit/outfit, visuals_only = FALSE)
if(isnull(equipped_item))
return NONE
if(!visuals_only)
ADD_TRAIT(equipped_item, TRAIT_ITEM_OBJECTIVE_BLOCKED, TRAIT_SOURCE_LOADOUT)
var/update_flag = NONE
if((loadout_flags & LOADOUT_FLAG_GREYSCALING_ALLOWED) && ((loadout_flags & LOADOUT_FLAG_JOB_GREYSCALING) || item_details?[INFO_GREYSCALE]))
var/item_color = (loadout_flags & LOADOUT_FLAG_JOB_GREYSCALING) ? get_job_color(outfit) : item_details?[INFO_GREYSCALE]
equipped_item.set_greyscale(item_color)
update_flag |= equipped_item.slot_flags
if(item_details?[INFO_CUSTOM_COLOR] && !istype(equipper, /mob/living/carbon/human/dummy)) //the dummy check makes it not color the item in the loadout because that causes runtimes, joining into the game colors the item as intended. If you want to fix it, start here
equipped_item.add_atom_colour(color_transition_filter(item_details[INFO_CUSTOM_COLOR], item_details[INFO_COLOR_MODE] ? SATURATION_OVERRIDE : SATURATION_MULTIPLY), FIXED_COLOUR_PRIORITY)
// BUBBER EDIT CHANGE BEGIN - Descriptions
if((loadout_flags & LOADOUT_FLAG_ALLOW_NAMING) && !visuals_only)
var/renamed = FALSE
if(item_details?[INFO_NAMED])
equipped_item.name = trim(item_details[INFO_NAMED], PREVENT_CHARACTER_TRIM_LOSS(MAX_NAME_LEN))
renamed = TRUE
if(item_details?[INFO_DESCRIBED])
equipped_item.desc = trim(item_details[INFO_DESCRIBED], PREVENT_CHARACTER_TRIM_LOSS(MAX_DESC_LEN))
renamed = TRUE
if(renamed)
ADD_TRAIT(equipped_item, TRAIT_WAS_RENAMED, TRAIT_SOURCE_LOADOUT)
equipped_item.AddElement(/datum/element/examined_when_worn)
SEND_SIGNAL(equipped_item, COMSIG_NAME_CHANGED)
// BUBBER EDIT CHANGE END - Descriptions
if(reskin_datum && item_details?[INFO_RESKIN])
var/skin_chosen = item_details[INFO_RESKIN]
var/list/atom_skins = get_atom_skins()
for(var/datum/atom_skin/skin_path as anything in valid_subtypesof(reskin_datum))
if(skin_path::preview_name != skin_chosen)
continue
if(skin_path::preview_name != skin_chosen)
continue
var/datum/atom_skin/skin_instance = atom_skins[skin_path]
skin_instance.apply(equipped_item)
if(istype(equipped_item, /obj/item/clothing/accessory))
// Snowflake handing for accessories, because we need to update the thing it's attached to instead
if(isclothing(equipped_item.loc))
var/obj/item/clothing/under/attached_to = equipped_item.loc
attached_to.update_accessory_overlay()
update_flag |= (ITEM_SLOT_OCLOTHING|ITEM_SLOT_ICLOTHING)
else
update_flag |= equipped_item.slot_flags
break
return update_flag
/**
* Returns a formatted list of data for this loadout item.
*/
/datum/loadout_item/proc/to_ui_data() as /list
SHOULD_CALL_PARENT(TRUE)
var/list/formatted_item = list()
var/list/information = list()
var/list/fetched_info = get_item_information()
for (var/icon_name in fetched_info)
information += list(list(
"icon" = icon_name,
"tooltip" = fetched_info[icon_name]
))
formatted_item["name"] = name
formatted_item["group"] = group || category.category_name
formatted_item["path"] = item_path
formatted_item["information"] = information
formatted_item["buttons"] = get_ui_buttons()
formatted_item["reskins"] = get_reskin_options()
formatted_item["icon"] = ui_icon
formatted_item["icon_state"] = ui_icon_state
formatted_item["ckey_whitelist"] = ckeywhitelist // BUBBER EDIT ADDITION: Filter ckey-locked items
return formatted_item
/**
* Checks if this item is disabled and cannot be selected or granted
*/
/datum/loadout_item/proc/is_disabled()
return required_holiday && !check_holidays(required_holiday)
/**
* Checks if this item is disabled or unequippable for the given item details.
*/
/datum/loadout_item/proc/is_equippable(mob/living/carbon/human/equipper, list/item_details)
return !is_disabled()
/**
* Returns a list of information to display about this item in the loadout UI.
* Icon -> tooltip displayed when its hovered over
*/
/datum/loadout_item/proc/get_item_information() as /list
SHOULD_CALL_PARENT(TRUE)
// Mothblocks is hellbent on recolorable and reskinnable being only tooltips for items for visual clarity, so ask her before changing these
var/list/displayed_text = list()
if((loadout_flags & LOADOUT_FLAG_GREYSCALING_ALLOWED) && !(loadout_flags & LOADOUT_FLAG_JOB_GREYSCALING))
displayed_text[FA_ICON_PALETTE] = "Recolorable"
if(reskin_datum)
displayed_text[FA_ICON_SWATCHBOOK] = "Reskinnable"
if(required_holiday)
displayed_text[FA_ICON_CALENDAR_CHECK] = "Only available: [required_holiday]"
// SKYRAT EDIT ADDITION
if(donator_only)
displayed_text[FA_ICON_MONEY_BILL] = "Donator only"
if(ckeywhitelist)
displayed_text[FA_ICON_LOCK] = "Player Whitelist: [ckeywhitelist.Join(", ")]"
if(restricted_roles || blacklisted_roles)
var/list/tooltip_text = list()
if(restricted_roles)
tooltip_text += "Job Whitelist: [restricted_roles.Join(", ")]"
if(blacklisted_roles)
tooltip_text += "Job Blacklist: [blacklisted_roles.Join(", ")]"
displayed_text[FA_ICON_TOOLBOX] = tooltip_text.Join("\n")
if(restricted_species)
displayed_text[FA_ICON_DNA] = "Species Whitelist: [restricted_species.Join(", ")]"
// SKYRAT EDIT ADDITION
return displayed_text
/**
* Returns a list of buttons that are shown in the loadout UI for customizing this item.
*
* Buttons contain
* - 'L'abel: The text displayed beside the button
* - act_key: The key that is sent to the loadout manager when the button is clicked,
* for use in handle_loadout_action
* - button_icon: The FontAwesome icon to display on the button
* - active_key: In the loadout UI, this key is checked in the user's loadout list for this item
* to determine if the button is 'active' (green) or not (blue).
* - active_text: Optional, if provided, the button appears to be a checkbox and this text is shown when 'active'
* - inactive_text: Optional, if provided, the button appears to be a checkbox and this text is shown when not 'active'
*/
/datum/loadout_item/proc/get_ui_buttons() as /list
SHOULD_CALL_PARENT(TRUE)
var/list/button_list = list()
if((loadout_flags & LOADOUT_FLAG_GREYSCALING_ALLOWED) && !(loadout_flags & LOADOUT_FLAG_JOB_GREYSCALING))
UNTYPED_LIST_ADD(button_list, list(
"label" = "Recolor",
"act_key" = "select_color",
"button_icon" = FA_ICON_PALETTE,
"active_key" = INFO_GREYSCALE,
))
else
UNTYPED_LIST_ADD(button_list, list(
"label" = "Repaint",
"act_key" = "select_color_simple",
"button_icon" = FA_ICON_PALETTE,
"active_key" = INFO_CUSTOM_COLOR,
))
UNTYPED_LIST_ADD(button_list, list(
"label" = "Repainting mode",
"act_key" = "set_color_mode",
"active_key" = INFO_COLOR_MODE,
"active_text" = "Override Color",
"inactive_text" = "Multiply Color",
))
if(loadout_flags & LOADOUT_FLAG_ALLOW_NAMING)
UNTYPED_LIST_ADD(button_list, list(
"label" = "Rename",
"act_key" = "set_name",
"button_icon" = FA_ICON_PEN,
"active_key" = INFO_NAMED,
))
// SKYRAT EDIT BEGIN - Descriptions
UNTYPED_LIST_ADD(button_list, list(
"label" = "Change description",
"act_key" = "set_desc",
"button_icon" = FA_ICON_PEN,
"active_key" = INFO_NAMED,
))
// SKYRAT EDIT END
return button_list
/**
* Returns a list of options this item can be reskinned into.
*/
/datum/loadout_item/proc/get_reskin_options() as /list
if(!reskin_datum)
return null
var/list/reskins = list()
var/list/atom_skins = get_atom_skins()
var/list/reskin_choices
if(reskin_datum::allow_all_subtypes_in_loadout)
reskin_choices = valid_subtypesof(reskin_datum)
else
reskin_choices = valid_direct_subtypesof(reskin_datum)
for(var/datum/atom_skin/skin_path as anything in reskin_choices)
var/datum/atom_skin/atom_skin = atom_skins[skin_path]
UNTYPED_LIST_ADD(reskins, list(
"name" = skin_path::new_name || skin_path::preview_name,
"tooltip" = skin_path::preview_name,
"skin_icon" = skin_path::new_icon,
"skin_icon_state" = atom_skin?.get_preview_icon_state() || skin_path::new_icon
))
return reskins
/// Default job gags colors for one color gags items
/datum/loadout_item/proc/default_one_color_job_palette()
return list(
/datum/job/assistant = COLOR_JOB_ASSISTANT,
/datum/job/bitrunner = COLOR_JOB_DEFAULT,
/datum/job/botanist = COLOR_JOB_BOTANIST,
/datum/job/chemist = COLOR_JOB_CHEMIST,
/datum/job/chief_engineer = COLOR_JOB_CE,
/datum/job/chief_medical_officer = COLOR_JOB_CMO,
/datum/job/clown = COLOR_JOB_CLOWN,
/datum/job/cook = COLOR_JOB_CHEF,
/datum/job/coroner = COLOR_JOB_DEFAULT,
/datum/job/curator = COLOR_DRIED_TAN,
/datum/job/detective = COLOR_DRIED_TAN,
/datum/job/geneticist = COLOR_BLUE_GRAY,
/datum/job/janitor = COLOR_JOB_JANITOR,
/datum/job/lawyer = COLOR_JOB_LAWYER,
/datum/job/prisoner = COLOR_PRISONER_ORANGE,
/datum/job/psychologist = COLOR_DRIED_TAN,
/datum/job/roboticist = COLOR_JOB_DEFAULT,
/datum/job/shaft_miner = COLOR_DARK_BROWN,
/datum/job_department/command = COLOR_JOB_COMMAND_GENERIC,
/datum/job_department/engineering = COLOR_JOB_ENGI_GENERIC,
/datum/job_department/medical = COLOR_JOB_MED_GENERIC,
/datum/job_department/security = COLOR_JOB_SEC_GENERIC,
/datum/job_department/science = COLOR_JOB_SCI_GENERIC,
/datum/job_department/cargo = COLOR_JOB_CARGO_GENERIC,
/datum/job = COLOR_JOB_DEFAULT, // default for any job not listed above
)