mirror of
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## About The Pull Request fixes #82838, forgot to add the attack_self there fixes #82869 fixes the atmos hardhat not using flags_inv and transparent_protection correctly (you could pull off someones glasses through it for example makes modsuits use the new rendering stuff fixes rendering stuff not working correctly with adjustable clothing fixes quick equip dropping the item if you cant equip it ## Why It's Good For The Game waow its awesome ## Changelog 🆑 fix: you can no longer take off someones glasses or mask through atmos hardhat fix: once you adjust a welding helmet or something it no longer makes your cigarette or sunglasses invisible fix: welding gas mask works once again fix: quick equips dont drop the item if you cant equip it /🆑
256 lines
11 KiB
Plaintext
256 lines
11 KiB
Plaintext
#define MOD_ACTIVATION_STEP_FLAGS IGNORE_USER_LOC_CHANGE|IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM|IGNORE_INCAPACITATED|IGNORE_SLOWDOWNS
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/// Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted.
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/obj/item/mod/control/proc/choose_deploy(mob/user)
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if(!length(mod_parts))
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return
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var/list/display_names = list()
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var/list/items = list()
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for(var/obj/item/part as anything in mod_parts)
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display_names[part.name] = REF(part)
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var/image/part_image = image(icon = part.icon, icon_state = part.icon_state)
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if(part.loc != src)
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part_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_active")
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items += list(part.name = part_image)
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var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE)
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if(!pick)
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return
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var/part_reference = display_names[pick]
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var/obj/item/part = locate(part_reference) in mod_parts
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if(!istype(part) || user.incapacitated())
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return
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if(active || activating)
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balloon_alert(user, "deactivate the suit first!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return
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var/parts_to_check = mod_parts - part
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if(part.loc == src)
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deploy(user, part)
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on_mod_deployed(user)
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for(var/obj/item/checking_part as anything in parts_to_check)
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if(checking_part.loc != src)
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continue
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choose_deploy(user)
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break
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else
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retract(user, part)
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on_mod_retracted(user)
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for(var/obj/item/checking_part as anything in parts_to_check)
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if(checking_part.loc == src)
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continue
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choose_deploy(user)
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break
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/// Quickly deploys all parts (or retracts if all are on the wearer)
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/obj/item/mod/control/proc/quick_deploy(mob/user)
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if(active || activating)
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balloon_alert(user, "deactivate the suit first!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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var/deploy = TRUE
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for(var/obj/item/part as anything in mod_parts)
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if(part.loc == src)
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continue
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deploy = FALSE
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break
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for(var/obj/item/part as anything in mod_parts)
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if(deploy && part.loc == src)
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deploy(null, part)
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else if(!deploy && part.loc != src)
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retract(null, part)
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wearer.visible_message(span_notice("[wearer]'s [src] [deploy ? "deploys" : "retracts"] its' parts with a mechanical hiss."),
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span_notice("[src] [deploy ? "deploys" : "retracts"] its' parts with a mechanical hiss."),
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span_hear("You hear a mechanical hiss."))
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playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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if(deploy)
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on_mod_deployed(user)
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else
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on_mod_retracted(user)
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return TRUE
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/// Deploys a part of the suit onto the user.
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/obj/item/mod/control/proc/deploy(mob/user, obj/item/part)
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if(!wearer)
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE // pAI is trying to deploy it from your hands
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if(part.loc != src)
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if(!user)
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return FALSE
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balloon_alert(user, "[part.name] already deployed!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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if(part in overslotting_parts)
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var/obj/item/overslot = wearer.get_item_by_slot(part.slot_flags)
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if(overslot)
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overslotting_parts[part] = overslot
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wearer.transferItemToLoc(overslot, part, force = TRUE)
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RegisterSignal(part, COMSIG_ATOM_EXITED, PROC_REF(on_overslot_exit))
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if(wearer.equip_to_slot_if_possible(part, part.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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ADD_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
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if(!user)
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return TRUE
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wearer.visible_message(span_notice("[wearer]'s [part.name] deploy[part.p_s()] with a mechanical hiss."),
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span_notice("[part] deploy[part.p_s()] with a mechanical hiss."),
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span_hear("You hear a mechanical hiss."))
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playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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return TRUE
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else
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if(!user)
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return FALSE
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balloon_alert(user, "bodypart clothed!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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/// Retract a part of the suit from the user.
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/obj/item/mod/control/proc/retract(mob/user, obj/item/part)
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if(part.loc == src)
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if(!user)
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return FALSE
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balloon_alert(user, "[part.name] already retracted!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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REMOVE_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
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wearer.transferItemToLoc(part, src, force = TRUE)
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if(overslotting_parts[part])
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UnregisterSignal(part, COMSIG_ATOM_EXITED)
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var/obj/item/overslot = overslotting_parts[part]
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if(!wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
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overslotting_parts[part] = null
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if(!user)
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return
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wearer.visible_message(span_notice("[wearer]'s [part.name] retract[part.p_s()] back into [src] with a mechanical hiss."),
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span_notice("[part] retract[part.p_s()] back into [src] with a mechanical hiss."),
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span_hear("You hear a mechanical hiss."))
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playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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/// Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on
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/obj/item/mod/control/proc/toggle_activate(mob/user, force_deactivate = FALSE)
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if(!wearer)
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if(!force_deactivate)
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balloon_alert(user, "equip suit first!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(!force_deactivate && (SEND_SIGNAL(src, COMSIG_MOD_ACTIVATE, user) & MOD_CANCEL_ACTIVATE))
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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for(var/obj/item/part as anything in mod_parts)
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if(!force_deactivate && part.loc == src)
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balloon_alert(user, "deploy all parts first!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(locked && !active && !allowed(user) && !force_deactivate)
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balloon_alert(user, "access insufficient!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(!get_charge() && !force_deactivate)
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balloon_alert(user, "suit not powered!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(open && !force_deactivate)
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balloon_alert(user, "close the suit panel!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(activating)
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if(!force_deactivate)
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balloon_alert(user, "suit already [active ? "shutting down" : "starting up"]!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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for(var/obj/item/mod/module/module as anything in modules)
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if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
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continue
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module.on_deactivation(display_message = FALSE)
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mod_link.end_call()
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activating = TRUE
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to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
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if (ai_assistant)
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to_chat(ai_assistant, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
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if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer)), hidden = TRUE))
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to_chat(wearer, span_notice("[boots] [active ? "relax their grip on your legs" : "seal around your feet"]."))
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playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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seal_part(boots, seal = !active)
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if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer)), hidden = TRUE))
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to_chat(wearer, span_notice("[gauntlets] [active ? "become loose around your fingers" : "tighten around your fingers and wrists"]."))
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playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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seal_part(gauntlets, seal = !active)
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if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer)), hidden = TRUE))
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to_chat(wearer, span_notice("[chestplate] [active ? "releases your chest" : "cinches tightly against your chest"]."))
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playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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seal_part(chestplate, seal = !active)
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if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer)), hidden = TRUE))
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to_chat(wearer, span_notice("[helmet] hisses [active ? "open" : "closed"]."))
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playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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seal_part(helmet, seal = !active)
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if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer)), hidden = TRUE))
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to_chat(wearer, span_notice("Systems [active ? "shut down. Parts unsealed. Goodbye" : "started up. Parts sealed. Welcome"], [wearer]."))
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if(ai_assistant)
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to_chat(ai_assistant, span_notice("<b>SYSTEMS [active ? "DEACTIVATED. GOODBYE" : "ACTIVATED. WELCOME"]: \"[ai_assistant]\"</b>"))
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finish_activation(on = !active)
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if(active)
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playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
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if(!malfunctioning)
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wearer.playsound_local(get_turf(src), 'sound/mecha/nominal.ogg', 50)
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else
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playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
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activating = FALSE
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SEND_SIGNAL(src, COMSIG_MOD_TOGGLED, user)
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return TRUE
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///Seals or unseals the given part
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/obj/item/mod/control/proc/seal_part(obj/item/clothing/part, seal)
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if(seal)
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part.icon_state = "[skin]-[part.base_icon_state]-sealed"
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part.clothing_flags |= part.visor_flags
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part.flags_inv |= part.visor_flags_inv
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part.flags_cover |= part.visor_flags_cover
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part.heat_protection = initial(part.heat_protection)
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part.cold_protection = initial(part.cold_protection)
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part.alternate_worn_layer = null
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else
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part.icon_state = "[skin]-[part.base_icon_state]"
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part.flags_cover &= ~part.visor_flags_cover
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part.flags_inv &= ~part.visor_flags_inv
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part.clothing_flags &= ~part.visor_flags
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part.heat_protection = NONE
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part.cold_protection = NONE
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part.alternate_worn_layer = mod_parts[part]
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wearer.update_clothing(part.slot_flags)
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wearer.update_obscured_slots(part.visor_flags_inv)
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if((part.clothing_flags & (MASKINTERNALS|HEADINTERNALS)) && wearer.invalid_internals())
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wearer.cutoff_internals()
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/// Finishes the suit's activation
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/obj/item/mod/control/proc/finish_activation(on)
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active = on
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if(active)
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for(var/obj/item/mod/module/module as anything in modules)
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module.on_suit_activation()
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else
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for(var/obj/item/mod/module/module as anything in modules)
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module.on_suit_deactivation()
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update_speed()
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update_appearance(UPDATE_ICON_STATE)
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update_charge_alert()
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wearer.update_clothing(slot_flags)
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/// Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits.
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/obj/item/mod/control/proc/quick_activation()
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var/seal = TRUE
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for(var/obj/item/part as anything in mod_parts)
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if(!deploy(null, part))
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seal = FALSE
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if(!seal)
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return
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for(var/obj/item/part as anything in mod_parts)
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seal_part(part, seal = TRUE)
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finish_activation(on = TRUE)
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/obj/item/mod/control/proc/has_wearer()
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return wearer
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/obj/item/mod/control/proc/on_mod_deployed(mob/user)
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SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user)
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/obj/item/mod/control/proc/on_mod_retracted(mob/user)
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SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user)
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#undef MOD_ACTIVATION_STEP_FLAGS
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