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* Adds Neon Carpet (#59140) Adds a couple varieties of neon carpet. Makes decals care about their plane in addition to their layer. * 0 * A * a Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
49 lines
2.0 KiB
Plaintext
49 lines
2.0 KiB
Plaintext
/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
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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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var/togglename = null
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var/suittoggled = FALSE
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limb_integrity = 0 // disabled for most exo-suits
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///obj/item/clothing/suit/worn_overlays(isinhands = FALSE) //ORIGINAL
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/obj/item/clothing/suit/worn_overlays(mutable_appearance/standing, isinhands = FALSE, file2use, mutant_styles = NONE)
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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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//SKYRAT EDIT CHANGE BEGIN
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//. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") //ORIGINAL
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var/damagefile2use = (mutant_styles & STYLE_TAUR_ALL) ? 'modular_skyrat/master_files/icons/mob/64x32_item_damage.dmi' : 'icons/effects/item_damage.dmi'
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. += mutable_appearance(damagefile2use, "damaged[blood_overlay_type]")
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//SKYRAT EDIT CHANGE END
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if(HAS_BLOOD_DNA(src))
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//SKYRAT EDIT CHANGE BEGIN
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//. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood") //ORIGINAL
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var/bloodfile2use = (mutant_styles & STYLE_TAUR_ALL) ? 'modular_skyrat/master_files/icons/mob/64x32_blood.dmi' : 'icons/effects/blood.dmi'
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. += mutable_appearance(bloodfile2use, "[blood_overlay_type]blood")
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//SKYRAT EDIT CHANGE END
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var/mob/living/carbon/human/M = loc
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if(!ishuman(M) || !M.w_uniform)
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return
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var/obj/item/clothing/under/U = M.w_uniform
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if(istype(U) && U.attached_accessory)
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var/obj/item/clothing/accessory/A = U.attached_accessory
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if(A.above_suit)
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. += U.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_inv_wear_suit()
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