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## About The Pull Request  - Multiple accessories can now be pinned to one jumpsuit. - All accessories are shown on examine, but only the first is shown on-mob. - Under-clothing code cleanup. - Removed armor from all accessories. - Halved the mood given from Hope to accommodate the fact that it can now stack with others. - Generalizes dogtags. Now dogtags will show their string on examine_more if examining the mob wearing it, so you can see the contents of someone's Allergy Dogtag without removing their clothes. ## Why It's Good For The Game Accessories are a surprisingly contentious slot for something supposed to be entirely cosmetic, so I've decided to address that. This turns accessories into almost entirely cosmetic, with some minor effects like mood boosts or pen storage. People will no longer have to choose between showing off a pride pen or getting a medal from the HoP, or between wearing sick lavaland drip items, while also letting us stretch our legs a bit without worrying about clothing balance. ## Changelog 🆑 Melbert add: You can now wear multiple accessories on your uniform at once (up to five by default) balance: Removed armor from accessories, and nerfs the effects of some accessories. /🆑
58 lines
1.9 KiB
Plaintext
58 lines
1.9 KiB
Plaintext
/obj/item/clothing/suit
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name = "suit"
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icon = 'icons/obj/clothing/suits/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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var/fire_resist = T0C+100
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allowed = list(
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/obj/item/tank/internals/emergency_oxygen,
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/obj/item/tank/internals/plasmaman,
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/obj/item/tank/jetpack/oxygen/captain,
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)
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armor_type = /datum/armor/none
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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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slot_flags = ITEM_SLOT_OCLOTHING
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var/blood_overlay_type = "suit"
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limb_integrity = 0 // disabled for most exo-suits
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/obj/item/clothing/suit/Initialize(mapload)
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. = ..()
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setup_shielding()
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/obj/item/clothing/suit/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', "damaged[blood_overlay_type]")
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if(GET_ATOM_BLOOD_DNA_LENGTH(src))
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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var/mob/living/carbon/human/wearer = loc
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if(!ishuman(wearer) || !wearer.w_uniform)
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return
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var/obj/item/clothing/under/undershirt = wearer.w_uniform
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if(!istype(undershirt) || !LAZYLEN(undershirt.attached_accessories))
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return
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var/obj/item/clothing/accessory/displayed = undershirt.attached_accessories[1]
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if(displayed.above_suit)
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. += undershirt.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_worn_oversuit()
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/**
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* Wrapper proc to apply shielding through AddComponent().
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* Called in /obj/item/clothing/Initialize().
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* Override with an AddComponent(/datum/component/shielded, args) call containing the desired shield statistics.
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* See /datum/component/shielded documentation for a description of the arguments
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**/
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/obj/item/clothing/suit/proc/setup_shielding()
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return
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