mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 03:52:31 +00:00
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
184 lines
6.5 KiB
Plaintext
184 lines
6.5 KiB
Plaintext
/obj/item/weapon/lipstick
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gender = PLURAL
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name = "red lipstick"
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desc = "A generic brand of lipstick."
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icon = 'icons/obj/items.dmi'
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icon_state = "lipstick"
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w_class = 1
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var/colour = "red"
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var/open = 0
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/obj/item/weapon/lipstick/purple
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name = "purple lipstick"
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colour = "purple"
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/obj/item/weapon/lipstick/jade
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//It's still called Jade, but theres no HTML color for jade, so we use lime.
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name = "jade lipstick"
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colour = "lime"
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/obj/item/weapon/lipstick/black
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name = "black lipstick"
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colour = "black"
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/obj/item/weapon/lipstick/random
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name = "lipstick"
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/obj/item/weapon/lipstick/random/New()
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colour = pick("red","purple","lime","black","green","blue","white")
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name = "[colour] lipstick"
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/obj/item/weapon/lipstick/attack_self(mob/user)
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cut_overlays()
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user << "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>"
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open = !open
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if(open)
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var/image/colored = image("icon"='icons/obj/items.dmi', "icon_state"="lipstick_uncap_color")
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colored.color = colour
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icon_state = "lipstick_uncap"
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add_overlay(colored)
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else
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icon_state = "lipstick"
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/obj/item/weapon/lipstick/attack(mob/M, mob/user)
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if(!open)
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return
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if(!istype(M, /mob))
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return
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.is_mouth_covered())
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user << "<span class='warning'>Remove [ H == user ? "your" : "their" ] mask!</span>"
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return
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if(H.lip_style) //if they already have lipstick on
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user << "<span class='warning'>You need to wipe off the old lipstick first!</span>"
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return
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if(H == user)
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user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
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"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
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H.lip_style = "lipstick"
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H.lip_color = colour
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H.update_body()
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else
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user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
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"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
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if(do_after(user, 20, target = H))
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user.visible_message("[user] does [H]'s lips with \the [src].", \
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"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
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H.lip_style = "lipstick"
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H.lip_color = colour
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H.update_body()
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else
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user << "<span class='warning'>Where are the lips on that?</span>"
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//you can wipe off lipstick with paper!
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/obj/item/weapon/paper/attack(mob/M, mob/user)
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if(user.zone_selected == "mouth")
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if(!ismob(M))
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return
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H == user)
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user << "<span class='notice'>You wipe off the lipstick with [src].</span>"
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H.lip_style = null
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H.update_body()
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else
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user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
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"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
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if(do_after(user, 10, target = H))
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user.visible_message("[user] wipes [H]'s lipstick off with \the [src].", \
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"<span class='notice'>You wipe off [H]'s lipstick.</span>")
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H.lip_style = null
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H.update_body()
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else
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..()
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/obj/item/weapon/razor
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name = "electric razor"
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desc = "The latest and greatest power razor born from the science of shaving."
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icon = 'icons/obj/items.dmi'
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icon_state = "razor"
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flags = CONDUCT
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w_class = 1
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/obj/item/weapon/razor/proc/shave(mob/living/carbon/human/H, location = "mouth")
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if(location == "mouth")
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H.facial_hair_style = "Shaved"
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else
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H.hair_style = "Skinhead"
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H.update_hair()
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playsound(loc, 'sound/items/Welder2.ogg', 20, 1)
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/obj/item/weapon/razor/attack(mob/M, mob/user)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/location = user.zone_selected
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if(location == "mouth")
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if(!(FACEHAIR in H.dna.species.specflags))
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user << "<span class='warning'>There is no facial hair to shave!</span>"
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return
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if(!get_location_accessible(H, location))
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user << "<span class='warning'>The mask is in the way!</span>"
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return
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if(H.facial_hair_style == "Shaved")
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user << "<span class='warning'>Already clean-shaven!</span>"
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return
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if(H == user) //shaving yourself
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user.visible_message("[user] starts to shave their facial hair with [src].", \
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"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
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if(do_after(user, 50, target = H))
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user.visible_message("[user] shaves his facial hair clean with [src].", \
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"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
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shave(H, location)
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else
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var/turf/H_loc = H.loc
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user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
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"<span class='notice'>You start shaving [H]'s facial hair...</span>")
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if(do_after(user, 50, target = H))
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if(H_loc == H.loc)
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user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
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"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
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shave(H, location)
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else if(location == "head")
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if(!(HAIR in H.dna.species.specflags))
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user << "<span class='warning'>There is no hair to shave!</span>"
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return
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if(!get_location_accessible(H, location))
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user << "<span class='warning'>The headgear is in the way!</span>"
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return
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if(H.hair_style == "Bald" || H.hair_style == "Balding Hair" || H.hair_style == "Skinhead")
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user << "<span class='warning'>There is not enough hair left to shave!</span>"
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return
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if(H == user) //shaving yourself
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user.visible_message("[user] starts to shave their head with [src].", \
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"<span class='notice'>You start to shave your head with [src]...</span>")
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if(do_after(user, 5, target = H))
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user.visible_message("[user] shaves his head with [src].", \
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"<span class='notice'>You finish shaving with [src].</span>")
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shave(H, location)
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else
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var/turf/H_loc = H.loc
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user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
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"<span class='notice'>You start shaving [H]'s head...</span>")
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if(do_after(user, 50, target = H))
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if(H_loc == H.loc)
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user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
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"<span class='notice'>You shave [H]'s head bald.</span>")
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shave(H, location)
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else
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..()
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else
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..() |