mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-15 03:27:46 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
234 lines
9.0 KiB
Plaintext
234 lines
9.0 KiB
Plaintext
/obj/item/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_and_weapons.dmi'
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icon_state = "lipstick"
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w_class = WEIGHT_CLASS_TINY
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var/colour = "red"
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var/open = FALSE
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/// A trait that's applied while someone has this lipstick applied, and is removed when the lipstick is removed
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var/lipstick_trait
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/obj/item/lipstick/purple
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name = "purple lipstick"
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colour = "purple"
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/obj/item/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/lipstick/black
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name = "black lipstick"
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colour = "black"
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/obj/item/lipstick/black/death
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name = "\improper Kiss of Death"
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desc = "An incredibly potent tube of lipstick made from the venom of the dreaded Yellow Spotted Space Lizard, as deadly as it is chic. Try not to smear it!"
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lipstick_trait = TRAIT_KISS_OF_DEATH
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/obj/item/lipstick/random
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name = "lipstick"
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icon_state = "random_lipstick"
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/obj/item/lipstick/random/Initialize()
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. = ..()
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icon_state = "lipstick"
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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/lipstick/attack_self(mob/user)
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cut_overlays()
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to_chat(user, span_notice("You twist \the [src] [open ? "closed" : "open"]."))
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open = !open
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if(open)
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var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
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colored_overlay.color = colour
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icon_state = "lipstick_uncap"
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add_overlay(colored_overlay)
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else
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icon_state = "lipstick"
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/obj/item/lipstick/attack(mob/M, mob/user)
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if(!open || !ismob(M))
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return
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if(!ishuman(M))
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to_chat(user, span_warning("Where are the lips on that?"))
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return
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var/mob/living/carbon/human/target = M
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if(target.is_mouth_covered())
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to_chat(user, span_warning("Remove [ target == user ? "your" : "[target.p_their()]" ] mask!"))
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return
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if(target.lip_style) //if they already have lipstick on
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to_chat(user, span_warning("You need to wipe off the old lipstick first!"))
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return
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if(target == user)
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user.visible_message(span_notice("[user] does [user.p_their()] lips with \the [src]."), \
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span_notice("You take a moment to apply \the [src]. Perfect!"))
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target.update_lips("lipstick", colour, lipstick_trait)
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return
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user.visible_message(span_warning("[user] begins to do [target]'s lips with \the [src]."), \
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span_notice("You begin to apply \the [src] on [target]'s lips..."))
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if(!do_after(user, 2 SECONDS, target = target))
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return
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user.visible_message(span_notice("[user] does [target]'s lips with \the [src]."), \
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span_notice("You apply \the [src] on [target]'s lips."))
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target.update_lips("lipstick", colour, lipstick_trait)
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//you can wipe off lipstick with paper!
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/obj/item/paper/attack(mob/M, mob/user)
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if(user.zone_selected != BODY_ZONE_PRECISE_MOUTH || !ishuman(M))
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return ..()
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var/mob/living/carbon/human/target = M
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if(target == user)
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to_chat(user, span_notice("You wipe off the lipstick with [src]."))
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target.update_lips(null)
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return
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user.visible_message(span_warning("[user] begins to wipe [target]'s lipstick off with \the [src]."), \
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span_notice("You begin to wipe off [target]'s lipstick..."))
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if(!do_after(user, 10, target = target))
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return
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user.visible_message(span_notice("[user] wipes [target]'s lipstick off with \the [src]."), \
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span_notice("You wipe off [target]'s lipstick."))
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target.update_lips(null)
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/obj/item/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_and_weapons.dmi'
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icon_state = "razor"
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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/obj/item/razor/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins shaving [user.p_them()]self without the razor guard! It looks like [user.p_theyre()] trying to commit suicide!"))
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shave(user, BODY_ZONE_PRECISE_MOUTH)
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shave(user, BODY_ZONE_HEAD)//doesnt need to be BODY_ZONE_HEAD specifically, but whatever
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return BRUTELOSS
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/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = BODY_ZONE_PRECISE_MOUTH)
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if(location == BODY_ZONE_PRECISE_MOUTH)
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H.facial_hairstyle = "Shaved"
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else
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H.hairstyle = "Skinhead"
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H.update_hair()
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playsound(loc, 'sound/items/welder2.ogg', 20, TRUE)
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/obj/item/razor/attack(mob/M, mob/living/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 in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_HEAD)) && !H.get_bodypart(BODY_ZONE_HEAD))
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to_chat(user, span_warning("[H] doesn't have a head!"))
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return
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if(location == BODY_ZONE_PRECISE_MOUTH)
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if(!user.combat_mode)
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if(H.gender == MALE)
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if (H == user)
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to_chat(user, span_warning("You need a mirror to properly style your own facial hair!"))
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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var/new_style = input(user, "Select a facial hairstyle", "Grooming") as null|anything in GLOB.facial_hairstyles_list
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if(!get_location_accessible(H, location))
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to_chat(user, span_warning("The mask is in the way!"))
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return
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user.visible_message(span_notice("[user] tries to change [H]'s facial hairstyle using [src]."), span_notice("You try to change [H]'s facial hairstyle using [src]."))
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if(new_style && do_after(user, 60, target = H))
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user.visible_message(span_notice("[user] successfully changes [H]'s facial hairstyle using [src]."), span_notice("You successfully change [H]'s facial hairstyle using [src]."))
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H.facial_hairstyle = new_style
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H.update_hair()
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return
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else
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return
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else
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if(!(FACEHAIR in H.dna.species.species_traits))
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to_chat(user, span_warning("There is no facial hair to shave!"))
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return
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if(!get_location_accessible(H, location))
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to_chat(user, span_warning("The mask is in the way!"))
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return
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if(H.facial_hairstyle == "Shaved")
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to_chat(user, span_warning("Already clean-shaven!"))
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return
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if(H == user) //shaving yourself
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user.visible_message(span_notice("[user] starts to shave [user.p_their()] facial hair with [src]."), \
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span_notice("You take a moment to shave your facial hair with [src]..."))
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if(do_after(user, 50, target = H))
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user.visible_message(span_notice("[user] shaves [user.p_their()] facial hair clean with [src]."), \
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span_notice("You finish shaving with [src]. Fast and clean!"))
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shave(H, location)
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else
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user.visible_message(span_warning("[user] tries to shave [H]'s facial hair with [src]."), \
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span_notice("You start shaving [H]'s facial hair..."))
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if(do_after(user, 50, target = H))
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user.visible_message(span_warning("[user] shaves off [H]'s facial hair with [src]."), \
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span_notice("You shave [H]'s facial hair clean off."))
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shave(H, location)
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else if(location == BODY_ZONE_HEAD)
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if(!user.combat_mode)
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if (H == user)
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to_chat(user, span_warning("You need a mirror to properly style your own hair!"))
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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var/new_style = input(user, "Select a hairstyle", "Grooming") as null|anything in GLOB.hairstyles_list
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if(!get_location_accessible(H, location))
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to_chat(user, span_warning("The headgear is in the way!"))
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return
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if(HAS_TRAIT(H, TRAIT_BALD))
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to_chat(H, span_warning("[H] is just way too bald. Like, really really bald."))
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return
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user.visible_message(span_notice("[user] tries to change [H]'s hairstyle using [src]."), span_notice("You try to change [H]'s hairstyle using [src]."))
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if(new_style && do_after(user, 60, target = H))
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user.visible_message(span_notice("[user] successfully changes [H]'s hairstyle using [src]."), span_notice("You successfully change [H]'s hairstyle using [src]."))
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H.hairstyle = new_style
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H.update_hair()
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return
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else
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if(!(HAIR in H.dna.species.species_traits))
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to_chat(user, span_warning("There is no hair to shave!"))
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return
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if(!get_location_accessible(H, location))
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to_chat(user, span_warning("The headgear is in the way!"))
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return
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if(H.hairstyle == "Bald" || H.hairstyle == "Balding Hair" || H.hairstyle == "Skinhead")
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to_chat(user, span_warning("There is not enough hair left to shave!"))
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return
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if(H == user) //shaving yourself
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user.visible_message(span_notice("[user] starts to shave [user.p_their()] head with [src]."), \
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span_notice("You start to shave your head with [src]..."))
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if(do_after(user, 5, target = H))
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user.visible_message(span_notice("[user] shaves [user.p_their()] head with [src]."), \
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span_notice("You finish shaving with [src]."))
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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_warning("[user] tries to shave [H]'s head with [src]!"), \
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span_notice("You start shaving [H]'s head..."))
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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_warning("[user] shaves [H]'s head bald with [src]!"), \
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span_notice("You shave [H]'s head bald."))
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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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..()
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