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https://github.com/Bubberstation/Bubberstation.git
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58501dce77
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
518 lines
18 KiB
Plaintext
518 lines
18 KiB
Plaintext
/obj/item/clothing/under
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name = "under"
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icon = 'icons/obj/clothing/under/default.dmi'
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worn_icon = 'icons/mob/clothing/under/default.dmi'
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lefthand_file = 'icons/mob/inhands/clothing/suits_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/clothing/suits_righthand.dmi'
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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slot_flags = ITEM_SLOT_ICLOTHING
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interaction_flags_click = NEED_DEXTERITY
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armor_type = /datum/armor/clothing_under
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supports_variations_flags = CLOTHING_DIGITIGRADE_MASK
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digitigrade_greyscale_config_worn = /datum/greyscale_config/jumpsuit/worn_digi
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equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
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drop_sound = 'sound/items/handling/cloth_drop.ogg'
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pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
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limb_integrity = 30
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interaction_flags_click = ALLOW_RESTING
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/// Has this undersuit been freshly laundered and, as such, imparts a mood bonus for wearing
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var/freshly_laundered = FALSE
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// Alt style handling
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/// Can this suit be adjustd up or down to an alt style
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var/can_adjust = TRUE
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/// If adjusted what style are we currently using?
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var/adjusted = NORMAL_STYLE
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/// For adjusted/rolled-down jumpsuits. FALSE = exposes chest and arms, TRUE = exposes arms only
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var/alt_covers_chest = FALSE
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/// The variable containing the flags for how the woman uniform cropping is supposed to interact with the sprite.
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var/female_sprite_flags = FEMALE_UNIFORM_FULL
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// Sensor handling
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/// Does this undersuit have suit sensors in general
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var/has_sensor = HAS_SENSORS
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/// Does this undersuit spawn with a random sensor value
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var/random_sensor = TRUE
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/// What is the active sensor mode of this udnersuit
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var/sensor_mode = NO_SENSORS
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// Accessory handling (Can be componentized eventually)
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/// The max number of accessories we can have on this suit.
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var/max_number_of_accessories = 5
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/// A list of all accessories attached to us.
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var/list/obj/item/clothing/accessory/attached_accessories
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/// The overlay of the accessory we're demonstrating. Only index 1 will show up.
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/// This is the overlay on the MOB, not the item itself.
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var/mutable_appearance/accessory_overlay
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/datum/armor/clothing_under
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bio = 10
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wound = 5
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/obj/item/clothing/under/Initialize(mapload)
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. = ..()
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if(random_sensor)
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//make the sensor mode favor higher levels, except coords.
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sensor_mode = pick(SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_LIVING, SENSOR_LIVING, SENSOR_COORDS, SENSOR_COORDS, SENSOR_OFF)
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register_context()
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AddElement(/datum/element/update_icon_updates_onmob, flags = ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING|ITEM_SLOT_NECK, body = TRUE)
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/obj/item/clothing/under/setup_reskinning()
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if(!check_setup_reskinning())
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return
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// We already register context in Initialize.
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(on_click_alt_reskin))
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/obj/item/clothing/under/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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. = ..()
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var/changed = FALSE
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if(isnull(held_item) && has_sensor == HAS_SENSORS)
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context[SCREENTIP_CONTEXT_RMB] = "Toggle suit sensors"
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context[SCREENTIP_CONTEXT_CTRL_LMB] = "Set suit sensors to tracking"
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changed = TRUE
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if(istype(held_item, /obj/item/clothing/accessory) && length(attached_accessories) < max_number_of_accessories)
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context[SCREENTIP_CONTEXT_LMB] = "Attach accessory"
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changed = TRUE
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if(LAZYLEN(attached_accessories))
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context[SCREENTIP_CONTEXT_ALT_RMB] = "Remove accessory"
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changed = TRUE
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if(istype(held_item, /obj/item/stack/cable_coil) && has_sensor == BROKEN_SENSORS)
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context[SCREENTIP_CONTEXT_LMB] = "Repair suit sensors"
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changed = TRUE
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if(can_adjust && adjusted != DIGITIGRADE_STYLE)
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Wear [adjusted == ALT_STYLE ? "normally" : "casually"]"
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changed = TRUE
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return changed ? CONTEXTUAL_SCREENTIP_SET : .
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/obj/item/clothing/under/worn_overlays(mutable_appearance/standing, isinhands = FALSE)
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. = ..()
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if(isinhands)
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return
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(GET_ATOM_BLOOD_DNA_LENGTH(src))
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
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if(accessory_overlay)
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. += accessory_overlay
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/obj/item/clothing/under/attackby(obj/item/attacking_item, mob/user, params)
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if(repair_sensors(attacking_item, user))
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return TRUE
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if(istype(attacking_item, /obj/item/clothing/accessory))
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return attach_accessory(attacking_item, user)
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return ..()
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/obj/item/clothing/under/attack_hand_secondary(mob/user, params)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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toggle()
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/clothing/under/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
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. = ..()
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if(damaged_state == CLOTHING_SHREDDED && has_sensor > NO_SENSORS)
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break_sensors()
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else if(damaged_state == CLOTHING_PRISTINE && has_sensor == BROKEN_SENSORS)
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repair_sensors(cable_required = FALSE)
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update_appearance()
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/obj/item/clothing/under/visual_equipped(mob/user, slot)
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. = ..()
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if(adjusted == ALT_STYLE)
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adjust_to_normal()
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if((supports_variations_flags & CLOTHING_DIGITIGRADE_VARIATION) && ishuman(user))
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var/mob/living/carbon/human/wearer = user
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if(wearer.bodyshape & BODYSHAPE_DIGITIGRADE)
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adjusted = DIGITIGRADE_STYLE
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update_appearance()
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/obj/item/clothing/under/equipped(mob/living/user, slot)
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..()
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if((slot & ITEM_SLOT_ICLOTHING) && freshly_laundered)
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freshly_laundered = FALSE
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user.add_mood_event("fresh_laundry", /datum/mood_event/fresh_laundry)
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// Start suit sensor handling
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/// Change the suit sensor state to broken and update the mob's status on the global sensor list
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/obj/item/clothing/under/proc/break_sensors()
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if(has_sensor == BROKEN_SENSORS || has_sensor == NO_SENSORS)
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return
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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)
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has_sensor = BROKEN_SENSORS
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sensor_malfunction()
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update_wearer_status()
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/**
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* Repair the suit sensors and update the mob's status on the global sensor list.
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* Can be called either through player action such as repairing with coil, or as part of a general fixing proc
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*
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* Arguments:
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* * attacking_item - the item being used for the repair, if any
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* * user - mob that's doing the repair
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* * cable_required - set to FALSE to bypass consuming cable coil
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*/
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/obj/item/clothing/under/proc/repair_sensors(obj/item/attacking_item, mob/user, cable_required = TRUE)
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if(has_sensor != BROKEN_SENSORS)
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return
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if(cable_required)
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if(!istype(attacking_item, /obj/item/stack/cable_coil))
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return
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var/obj/item/stack/cable_coil/cabling = attacking_item
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if(!cabling.use(1))
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return
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cabling.visible_message(span_notice("[user] repairs the suit sensors on [src] with [cabling]."))
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playsound(source = src, soundin = 'sound/effects/sparks/sparks4.ogg', vol = 100, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
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has_sensor = HAS_SENSORS
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update_wearer_status()
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return TRUE
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/// If the item is being worn, a gentle reminder every 3-5 minutes that the sensors are broken
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/obj/item/clothing/under/proc/sensor_malfunction()
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if(!QDELETED(src) && has_sensor == BROKEN_SENSORS && ishuman(loc))
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do_sparks(number = 2, cardinal_only = FALSE, source = src)
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addtimer(CALLBACK(src, PROC_REF(sensor_malfunction)), rand(BROKEN_SPARKS_MIN, BROKEN_SPARKS_MAX * 0.5), TIMER_UNIQUE | TIMER_NO_HASH_WAIT)
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/// If the item is being worn, update the mob's status on the global sensor list
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/obj/item/clothing/under/proc/update_wearer_status()
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if(!ishuman(loc))
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return
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var/mob/living/carbon/human/ooman = loc
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ooman.update_suit_sensors()
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ooman.med_hud_set_status()
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/mob/living/carbon/human/update_suit_sensors()
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. = ..()
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update_sensor_list()
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/// Adds or removes a mob from the global suit sensors list based on sensor status and mode
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/mob/living/carbon/human/proc/update_sensor_list()
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var/obj/item/clothing/under/uniform = w_uniform
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if(istype(uniform) && uniform.has_sensor > NO_SENSORS && uniform.sensor_mode)
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GLOB.suit_sensors_list |= src
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else
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GLOB.suit_sensors_list -= src
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/mob/living/carbon/human/dummy/update_sensor_list()
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return
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/obj/item/clothing/under/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(has_sensor == NO_SENSORS || has_sensor == BROKEN_SENSORS)
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return
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if(severity <= EMP_HEAVY)
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break_sensors()
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else
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sensor_mode = pick(SENSOR_OFF, SENSOR_OFF, SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS)
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playsound(source = src, soundin = 'sound/effects/sparks/sparks3.ogg', vol = 75, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
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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)
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update_wearer_status()
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/**
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* Called by medical scanners a simple summary of the status
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*
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* Arguments:
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* * silent: If TRUE, will return blank if everything is fine
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*/
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/obj/item/clothing/under/proc/get_sensor_text(silent = TRUE)
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if(has_sensor == BROKEN_SENSORS)
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return "<font color='#ffcc33'>Non-Functional: Repair with cable coil</font>"
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if(silent)
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return ""
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switch(has_sensor)
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if(NO_SENSORS)
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return "Not Present"
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if(LOCKED_SENSORS)
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return "Functional, Locked"
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if(HAS_SENSORS)
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return "Functional"
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// End suit sensor handling
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/// Attach the passed accessory to the clothing item
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/obj/item/clothing/under/proc/attach_accessory(obj/item/clothing/accessory/accessory, mob/living/user, attach_message = TRUE)
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if(!istype(accessory))
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return
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if(!accessory.can_attach_accessory(src, user))
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return
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if(user && !user.temporarilyRemoveItemFromInventory(accessory))
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return
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if(!accessory.attach(src, user))
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return
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LAZYADD(attached_accessories, accessory)
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accessory.forceMove(src)
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// Allow for accessories to react to the acccessory list now
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accessory.successful_attach(src)
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if(user && attach_message)
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balloon_alert(user, "accessory attached")
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if(isnull(accessory_overlay))
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create_accessory_overlay()
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update_appearance()
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return TRUE
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/// Removes (pops) the topmost accessory from the accessories list and puts it in the user's hands if supplied
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/obj/item/clothing/under/proc/pop_accessory(mob/living/user, attach_message = TRUE)
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var/obj/item/clothing/accessory/popped_accessory = attached_accessories[1]
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remove_accessory(popped_accessory)
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if(!user)
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return
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user.put_in_hands(popped_accessory)
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if(attach_message)
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popped_accessory.balloon_alert(user, "accessory removed")
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/// Removes the passed accesory from our accessories list
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/obj/item/clothing/under/proc/remove_accessory(obj/item/clothing/accessory/removed)
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if(removed == attached_accessories[1])
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accessory_overlay = null
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// Remove it from the list before detaching
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LAZYREMOVE(attached_accessories, removed)
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removed.detach(src)
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if(isnull(accessory_overlay) && LAZYLEN(attached_accessories))
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create_accessory_overlay()
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update_appearance()
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/// Handles creating the worn overlay mutable appearance
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/// Only the first accessory attached is displayed (currently)
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/obj/item/clothing/under/proc/create_accessory_overlay()
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var/obj/item/clothing/accessory/prime_accessory = attached_accessories[1]
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accessory_overlay = mutable_appearance(prime_accessory.worn_icon, prime_accessory.icon_state)
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accessory_overlay.alpha = prime_accessory.alpha
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accessory_overlay.color = prime_accessory.color
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/// Updates the accessory's worn overlay mutable appearance
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/obj/item/clothing/under/proc/update_accessory_overlay()
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if(isnull(accessory_overlay))
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return
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cut_overlay(accessory_overlay)
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create_accessory_overlay()
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update_appearance() // so we update the suit inventory overlay too
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/obj/item/clothing/under/Exited(atom/movable/gone, direction)
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. = ..()
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// If one of our accessories was moved out, handle it
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if(gone in attached_accessories)
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remove_accessory(gone)
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/// Helper to remove all attachments to the passed location
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/obj/item/clothing/under/proc/dump_attachments(atom/drop_to = drop_location())
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for(var/obj/item/clothing/accessory/worn_accessory as anything in attached_accessories)
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remove_accessory(worn_accessory)
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worn_accessory.forceMove(drop_to)
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/obj/item/clothing/under/atom_destruction(damage_flag)
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dump_attachments()
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return ..()
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/obj/item/clothing/under/Destroy()
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QDEL_LAZYLIST(attached_accessories)
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return ..()
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/obj/item/clothing/under/examine(mob/user)
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. = ..()
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if(can_adjust)
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. += "Alt-click on [src] to wear it [adjusted == ALT_STYLE ? "normally" : "casually"]."
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if(has_sensor == BROKEN_SENSORS)
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. += span_warning("The medical sensors appear to be shorted out. You could repair it with some cabling.")
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else if(has_sensor > NO_SENSORS)
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switch(sensor_mode)
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if(SENSOR_OFF)
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. += "Its sensors appear to be disabled."
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if(SENSOR_LIVING)
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. += "Its binary life sensors appear to be enabled."
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if(SENSOR_VITALS)
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. += "Its vital tracker appears to be enabled."
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if(SENSOR_COORDS)
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. += "Its vital tracker and tracking beacon appear to be enabled."
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if(LAZYLEN(attached_accessories))
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var/list/accessories = list_accessories_with_icon(user)
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. += "It has [english_list(accessories)] attached."
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. += "Alt-Right-Click to remove [attached_accessories[1]]."
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/// Helper to list out all accessories with an icon besides it, for use in examine
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/obj/item/clothing/under/proc/list_accessories_with_icon(mob/user)
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var/list/all_accessories = list()
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for(var/obj/item/clothing/accessory/attached as anything in attached_accessories)
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all_accessories += attached.examine_title(user)
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return all_accessories
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/obj/item/clothing/under/verb/toggle()
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set name = "Adjust Suit Sensors"
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set category = "Object"
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set src in usr
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var/mob/user_mob = usr
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if(!can_toggle_sensors(user_mob))
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return
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var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
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var/switchMode = tgui_input_list(user_mob, "Select a sensor mode", "Suit Sensors", modes, modes[sensor_mode + 1])
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if(isnull(switchMode))
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return
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if(!can_toggle_sensors(user_mob))
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return
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sensor_mode = modes.Find(switchMode) - 1
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if (loc == user_mob)
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switch(sensor_mode)
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if(SENSOR_OFF)
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to_chat(user_mob, span_notice("You disable your suit's remote sensing equipment."))
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if(SENSOR_LIVING)
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to_chat(user_mob, span_notice("Your suit will now only report whether you are alive or dead."))
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if(SENSOR_VITALS)
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to_chat(user_mob, span_notice("Your suit will now only report your exact vital lifesigns."))
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if(SENSOR_COORDS)
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to_chat(user_mob, span_notice("Your suit will now report your exact vital lifesigns as well as your coordinate position."))
|
|
|
|
update_wearer_status()
|
|
|
|
/obj/item/clothing/under/item_ctrl_click(mob/user)
|
|
if(!can_toggle_sensors(user))
|
|
return CLICK_ACTION_BLOCKING
|
|
|
|
sensor_mode = SENSOR_COORDS
|
|
balloon_alert(user, "set to tracking")
|
|
update_wearer_status()
|
|
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 ajdust!")
|
|
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
|
|
dying_key = DYE_REGISTRY_UNDER
|