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## About The Pull Request Slightly slimmed down the helmet, changed belt into plates, recolored brown parts to blue and added a few more glowy bits to the mining MODsuit.  Here's what it looks like currently  Mining MODsuit now hides belts, has THICKMATERIAL while active and got large capacity storage. Eating apparatus no longer has an on-person sprite. Adjusted drill module active sprite to actually fit on your hand instead of being slightly to the side. ## Why It's Good For The Game Currently the MOD looks a bit goofy, I tried making it a bit more streamlined without removing the bulk and look of a reinforced explorer exosuit. Belts are hidden for the sake of visuals, as almost all miners wear riggings which do not fit with the MOD spritework at all. While inactive it has THICKMATERIAL but for some reason loses it when activated, which doesn't make much sense. Its a thick, armored spacesuit. Eating apparatus isn't a module that people around you need to be acutely aware of, nor did it look particularly good. I tried respriting it but there's not much to be done with 12 pixels worth of space. Large storage is a rather impactful change - currently only loader and advanced (CE's personal) MODs have it, and more can be printed after researching advanced engineering MODsuit designs (from my experience, usually done by ~40 minute mark). Storage space is a very important aspect, and mining MODs already have high competition with ash drake and H.E.C.K. armors. Having less storage makes them a weird sidegrade, arguably even a downgrade, to roundstart explorer gear that has been upgraded with plates; its only real advantage is being able to pass through lava and freeing a pocket previously occupied by your ore satchel due to arcmining nerfing its main purpose (ore mining). While this still is technically worse than roundstart backpacks, this should allow them compete with with other equipment in terms of usability. ## Changelog 🆑 balance: Mining MODsuits are now considered thick clothing and gained expanded storage. image: Mining MODsuits got a slight glowup and hide belts now /🆑
146 lines
4.3 KiB
Plaintext
146 lines
4.3 KiB
Plaintext
//Most of these are defined at this level to reduce on checks elsewhere in the code.
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//Having them here also makes for a nice reference list of the various overlay-updating procs available
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///Redraws the entire mob. For carbons, this is rather expensive, please use the individual update_X procs.
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/mob/proc/regenerate_icons() //TODO: phase this out completely if possible
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return
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///Updates every item slot passed into it.
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/mob/proc/update_clothing(slot_flags)
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if(slot_flags & ITEM_SLOT_BACK)
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update_worn_back()
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if(slot_flags & ITEM_SLOT_MASK)
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update_worn_mask()
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if(slot_flags & ITEM_SLOT_NECK)
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update_worn_neck()
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if(slot_flags & ITEM_SLOT_HANDCUFFED)
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update_worn_handcuffs()
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if(slot_flags & ITEM_SLOT_LEGCUFFED)
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update_worn_legcuffs()
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if(slot_flags & ITEM_SLOT_BELT)
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update_worn_belt()
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if(slot_flags & ITEM_SLOT_ID)
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update_worn_id()
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if(slot_flags & ITEM_SLOT_EARS)
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update_worn_ears()
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if(slot_flags & ITEM_SLOT_EYES)
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update_worn_glasses()
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if(slot_flags & ITEM_SLOT_GLOVES)
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update_worn_gloves()
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if(slot_flags & ITEM_SLOT_HEAD)
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update_worn_head()
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if(slot_flags & ITEM_SLOT_FEET)
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update_worn_shoes()
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if(slot_flags & ITEM_SLOT_OCLOTHING)
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update_worn_oversuit()
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if(slot_flags & ITEM_SLOT_ICLOTHING)
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update_worn_undersuit()
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if(slot_flags & ITEM_SLOT_SUITSTORE)
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update_suit_storage()
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if(slot_flags & (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET))
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update_pockets()
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if(slot_flags & ITEM_SLOT_HANDS)
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update_held_items()
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///Updates item slots obscured by this item (or using an override of flags to check)
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/mob/proc/update_obscured_slots(obscured_flags)
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if(obscured_flags & HIDEGLOVES)
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update_worn_gloves(update_obscured = FALSE)
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if(obscured_flags & HIDESUITSTORAGE)
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update_suit_storage(update_obscured = FALSE)
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if(obscured_flags & HIDEJUMPSUIT)
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update_worn_undersuit(update_obscured = FALSE)
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if(obscured_flags & HIDESHOES)
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update_worn_shoes(update_obscured = FALSE)
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if(obscured_flags & HIDEMASK)
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update_worn_mask(update_obscured = FALSE)
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if(obscured_flags & HIDEBELT)
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update_worn_belt(update_obscured = FALSE)
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if(obscured_flags & HIDEEARS)
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update_worn_ears(update_obscured = FALSE)
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if(obscured_flags & HIDEEYES)
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update_worn_glasses(update_obscured = FALSE)
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if(obscured_flags & HIDENECK)
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update_worn_neck(update_obscured = FALSE)
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if(obscured_flags & HIDEHEADGEAR)
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update_worn_head(update_obscured = FALSE)
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/mob/proc/update_icons()
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return
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///Updates the handcuff overlay & HUD element.
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/mob/proc/update_worn_handcuffs(update_obscured = FALSE)
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return
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///Updates the legcuff overlay & HUD element.
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/mob/proc/update_worn_legcuffs(update_obscured = FALSE)
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return
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///Updates the back overlay & HUD element.
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/mob/proc/update_worn_back(update_obscured = FALSE)
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return
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///Updates the held items overlay(s) & HUD element.
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/mob/proc/update_held_items()
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_MOB_UPDATE_HELD_ITEMS)
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///Updates the mask overlay & HUD element.
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/mob/proc/update_worn_mask(update_obscured = FALSE)
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return
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///Updates the neck overlay & HUD element.
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/mob/proc/update_worn_neck(update_obscured = FALSE)
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return
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///Updates the oversuit overlay & HUD element.
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/mob/proc/update_worn_oversuit(update_obscured = FALSE)
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return
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///Updates the undersuit/uniform overlay & HUD element.
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/mob/proc/update_worn_undersuit(update_obscured = FALSE)
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return
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///Updates the belt overlay & HUD element.
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/mob/proc/update_worn_belt(update_obscured = FALSE)
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return
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///Updates the on-head overlay & HUD element.
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/mob/proc/update_worn_head(update_obscured = FALSE)
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return
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///Updates every part of a carbon's body. Including parts, mutant parts, lips, underwear, and socks.
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/mob/proc/update_body()
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return
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/mob/proc/update_hair()
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return
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///Updates the glasses overlay & HUD element.
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/mob/proc/update_worn_glasses(update_obscured = FALSE)
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return
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///Updates the id overlay & HUD element.
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/mob/proc/update_worn_id(update_obscured = FALSE)
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return
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///Updates the shoes overlay & HUD element.
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/mob/proc/update_worn_shoes(update_obscured = FALSE)
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return
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///Updates the glasses overlay & HUD element.
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/mob/proc/update_worn_gloves(update_obscured = FALSE)
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return
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///Updates the suit storage overlay & HUD element.
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/mob/proc/update_suit_storage(update_obscured = FALSE)
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return
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///Updates the pocket overlay & HUD element.
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/mob/proc/update_pockets()
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return
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///Updates the headset overlay & HUD element.
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/mob/proc/update_worn_ears(update_obscured = FALSE)
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return
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