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https://github.com/CHOMPStation2/CHOMPStation2.git
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Examining humans is now smarter and displays only the things you can see. Certain outerwear suits and helmets hide other pieces of clothing on you.
A diagram that displays what can hide what: http://www.kamletos.si/inventory%20visibility%20hierarchy.png Note that not all suits and helmets hide stuff. Added this to the changelog. Technical information: Renamed gimmick.dm to z_gimmick.dm because whenever I doubleclicked on any piece of clothing in the object tree it always pointed me to some random gimmick item instead of the root definition. Now the file is at the bottom of the folder and so everything else is looked up first. Created a bitflag variable which is used to determine which piece of clothing hides another. The variable is flags_inv and the flags it contains are: #define HIDEGLOVES 1 //APPLIES ONLY TO THE EXTERIOR SUIT!! #define HIDESUITSTORAGE 2 //APPLIES ONLY TO THE EXTERIOR SUIT!! #define HIDEJUMPSUIT 4 //APPLIES ONLY TO THE EXTERIOR SUIT!! #define HIDESHOES 8 //APPLIES ONLY TO THE EXTERIOR SUIT!! #define HIDEMASK 1 //APPLIES ONLY TO HELMETS!! #define HIDEEARS 2 //APPLIES ONLY TO HELMETS!! #define HIDEEYES 4 //APPLIES ONLY TO HELMETS!! The first 4 only apply to exterior suits and the last 3 only to helmets, so they can use the same numbers. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3031 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -2,6 +2,7 @@
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layer = 2
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var/level = 2
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var/flags = FPRINT
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var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
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var/fingerprints = null
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var/list/fingerprintshidden = new/list()
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var/fingerprintslast = null
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@@ -78,12 +78,30 @@
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// CHUMP HELMETS: COOKING THEM DESTROYS THE CHUMP HELMET SPAWN.
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/obj/item/clothing/head/helmet
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name = "helmet"
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desc = "Standard Security gear. Protects the head from impacts."
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icon_state = "helmet"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
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item_state = "helmet"
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armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
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protective_temperature = 500
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heat_transfer_coefficient = 0.10
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flags_inv = HIDEEARS|HIDEEYES
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/obj/item/clothing/head/helmet/warden
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name = "Warden Hat"
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desc = "A special helmet issued to the Warden of a securiy force. Protects the head from impacts."
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icon_state = "policehelm"
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flags_inv = 0
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/obj/item/clothing/head/helmet/cueball
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name = "cueball helmet"
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desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
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icon_state = "cueball"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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item_state="cueball"
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flags_inv = 0
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/obj/item/clothing/head/secsoft
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name = "Soft Cap"
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@@ -107,6 +125,7 @@
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desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
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see_face = 0.0
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flags = FPRINT | TABLEPASS | BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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/obj/item/clothing/head/helmet/swat
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name = "swat helmet"
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@@ -115,6 +134,7 @@
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
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item_state = "swat"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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/obj/item/clothing/head/helmet/thunderdome
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name = "Thunderdome helmet"
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@@ -138,6 +158,7 @@
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g_amt = 1000
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var/up = 0
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armor = list(melee = 10, bullet = 5, laser = 10,energy = 5, bomb = 10, bio = 5, rad = 10)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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/obj/item/clothing/head/helmet/that
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name = "Sturdy Top hat"
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@@ -146,6 +167,7 @@
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item_state = "that"
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flags = FPRINT|TABLEPASS
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armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
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flags_inv = 0
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/obj/item/clothing/head/helmet/greenbandana
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name = "Green Bandana"
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@@ -154,6 +176,7 @@
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item_state = "greenbandana"
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flags = FPRINT|TABLEPASS
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armor = list(melee = 5, bullet = 5, laser = 5,energy = 5, bomb = 15, bio = 15, rad = 15)
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flags_inv = 0
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/obj/item/clothing/head/helmet/riot
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name = "Riot Helmet"
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@@ -162,6 +185,7 @@
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item_state = "helmet"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
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armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
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flags_inv = HIDEEARS
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/obj/item/clothing/head/helmet/cap
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name = "Captain's cap"
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@@ -169,6 +193,7 @@
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icon_state = "capcap"
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flags = FPRINT|TABLEPASS|SUITSPACE
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armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
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flags_inv = 0
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/obj/item/clothing/head/chaplain_hood
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name = "Chaplain's hood"
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@@ -195,3 +220,4 @@
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item_state = "cardborg_h"
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
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see_face = 0.0
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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@@ -71,6 +71,7 @@
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item_state = "death"
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flags = FPRINT | TABLEPASS | CONDUCT
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fire_resist = T0C+5200
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/*/obj/item/clothing/under/nazi1
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name = "Nazi uniform"
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@@ -326,6 +327,7 @@
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icon_state = "hgpirate"
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item_state = "hgpirate"
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flags = FPRINT | TABLEPASS
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/glasses/eyepatch
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name = "eyepatch"
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@@ -358,6 +360,7 @@
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desc = "Perfect for winter in Siberia, da?"
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icon_state = "ushankadown"
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item_state = "ushankadown"
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flags_inv = HIDEEARS
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/obj/item/clothing/head/collectable //Hat Station 13
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name = "Collectable Hat"
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@@ -547,6 +550,7 @@ obj/item/clothing/suit/justice
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icon_state = "justice"
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item_state = "justice"
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flags = FPRINT | TABLEPASS
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/under/gladiator
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name = "gladiator uniform"
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@@ -562,3 +566,4 @@ obj/item/clothing/suit/justice
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icon_state = "gladiator"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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item_state="gladiator"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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@@ -28,6 +28,7 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
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armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/head/magus
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name = "magus helm"
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@@ -47,3 +48,4 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
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armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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@@ -255,12 +255,14 @@ THERMAL GLASSES
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src.up = !src.up
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src.see_face = !src.see_face
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src.flags |= HEADCOVERSEYES
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flags_inv |= HIDEMASK|HIDEEARS|HIDEEYES
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icon_state = "welding"
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usr << "You flip the mask down to protect your eyes."
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else
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src.up = !src.up
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src.see_face = !src.see_face
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src.flags &= ~HEADCOVERSEYES
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES)
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icon_state = "weldingup"
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usr << "You push the mask up out of your face."
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@@ -8,6 +8,7 @@
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var/on = 0
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color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
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armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
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flags_inv = 0
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/obj/item/clothing/head/helmet/hardhat/orange
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icon_state = "hardhat0_orange"
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@@ -13,6 +13,7 @@ Space suit parts
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item_state = "space"
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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/obj/item/clothing/suit/space
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@@ -30,4 +31,5 @@ Space suit parts
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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@@ -24,3 +24,4 @@
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allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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slowdown = 1.5
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armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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@@ -4,21 +4,6 @@
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/helmet
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name = "helmet"
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desc = "Standard Security gear. Protects the head from impacts."
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icon_state = "helmet"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
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item_state = "helmet"
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armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
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protective_temperature = 500
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heat_transfer_coefficient = 0.10
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/obj/item/clothing/head/helmet/warden
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name = "Warden Hat"
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desc = "A special helmet issued to the Warden of a securiy force. Protects the head from impacts."
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icon_state = "policehelm"
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/obj/item/clothing/suit/armor/vest
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@@ -43,6 +28,7 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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slowdown = 1
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armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/bulletproof
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@@ -5,6 +5,7 @@
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permeability_coefficient = 0.01
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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/obj/item/clothing/suit/bio_suit
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name = "bio suit"
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@@ -20,6 +21,7 @@
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slowdown = 1.0
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allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/head/bio_hood/general
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@@ -4,6 +4,7 @@
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icon_state = "bombsuit"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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/obj/item/clothing/suit/bomb_suit
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name = "bomb suit"
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@@ -18,6 +19,7 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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slowdown = 2
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/head/bomb_hood/security
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@@ -11,6 +11,7 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
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slowdown = 1.0
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/fire/firefighter
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@@ -50,3 +51,4 @@
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1.5
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
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flags_inv = HIDEJUMPSUIT
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@@ -7,6 +7,7 @@
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w_class = 4//bulky item
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/heavy
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name = "heavy armor"
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@@ -17,9 +18,11 @@
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gas_transfer_coefficient = 0.90
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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slowdown = 3
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/tdome
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/tdome/red
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name = "Thunderdome suit (red)"
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@@ -47,13 +50,14 @@
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 0, rad = 0)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/swat/officer
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name = "officer jacket"
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desc = "An armored jacket used in special operations."
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icon_state = "detective"
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item_state = "det_suit"
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flags_inv = 0
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@@ -5,6 +5,8 @@
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icon_state = "hoscap"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
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flags_inv = 0
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flags_inv = HIDEEARS
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/obj/item/clothing/head/helmet/HoS/dermal
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name = "Dermal Armour Patch"
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@@ -19,6 +21,7 @@
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item_state = "hos"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/hos/jensen
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@@ -26,3 +29,4 @@
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desc = "A trenchoat augmented with a special alloy for some protection and style"
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icon_state = "jensencoat"
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item_state = "jensencoat"
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flags_inv = 0
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@@ -4,6 +4,7 @@
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icon_state = "straight_jacket"
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item_state = "straight_jacket"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/wcoat
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@@ -66,6 +67,7 @@
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w_class = 3
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flags = FPRINT | TABLEPASS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/toy)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/captunic
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@@ -74,6 +76,7 @@
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icon_state = "captunic"
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item_state = "bio_suit"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/suit/nun
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@@ -82,6 +85,7 @@
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icon_state = "nun"
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item_state = "nun"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
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flags_inv = HIDESHOES|HIDEJUMPSUIT
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||||
|
||||
/obj/item/clothing/suit/chaplain_hoodie
|
||||
@@ -98,6 +102,7 @@
|
||||
icon_state = "hastur"
|
||||
item_state = "hastur"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/imperium_monk
|
||||
@@ -106,6 +111,7 @@
|
||||
icon_state = "imperium_monk"
|
||||
item_state = "imperium_monk"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/chickensuit
|
||||
@@ -114,6 +120,7 @@
|
||||
icon_state = "chickensuit"
|
||||
item_state = "chickensuit"
|
||||
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HEAD
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/monkeysuit
|
||||
@@ -122,6 +129,7 @@
|
||||
icon_state = "monkeysuit"
|
||||
item_state = "monkeysuit"
|
||||
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/holidaypriest
|
||||
@@ -130,6 +138,7 @@
|
||||
icon_state = "holidaypriest"
|
||||
item_state = "holidaypriest"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
// BubbleWrap - Nothing to see here
|
||||
@@ -140,4 +149,5 @@
|
||||
icon_state = "cardborg"
|
||||
item_state = "cardborg"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
@@ -37,6 +37,7 @@
|
||||
body_parts_covered = FULL_BODY //It's magic, I ain't gotta explain shit. --NEO
|
||||
armor = list(melee = 30, bullet = 20, laser = 20,energy = 20, bomb = 20, bio = 20, rad = 20)
|
||||
allowed = list(/obj/item/weapon/teleportation_scroll)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/red
|
||||
|
||||
@@ -62,3 +62,4 @@
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
@@ -15,25 +15,50 @@
|
||||
t_his = "her"
|
||||
t_him = "her"
|
||||
|
||||
if (src.w_uniform)
|
||||
var/skipgloves = 0
|
||||
var/skipsuitstorage = 0
|
||||
var/skipjumpsuit = 0
|
||||
var/skipshoes = 0
|
||||
var/skipmask = 0
|
||||
var/skipears = 0
|
||||
var/skipeyes = 0
|
||||
|
||||
if (src.wear_suit)
|
||||
skipgloves = src.wear_suit.flags_inv & HIDEGLOVES
|
||||
skipsuitstorage = src.wear_suit.flags_inv & HIDESUITSTORAGE
|
||||
skipjumpsuit = src.wear_suit.flags_inv & HIDEJUMPSUIT
|
||||
skipshoes = src.wear_suit.flags_inv & HIDESHOES
|
||||
|
||||
if (src.head)
|
||||
skipmask = src.head.flags_inv & HIDEMASK
|
||||
skipeyes = src.head.flags_inv & HIDEEYES
|
||||
skipears = src.head.flags_inv & HIDEEARS
|
||||
|
||||
if (src.w_uniform && !skipjumpsuit)
|
||||
if (src.w_uniform.blood_DNA)
|
||||
usr << "\red [src.name] is wearing a[src.w_uniform.blood_DNA ? " bloody " : " "] \icon[src.w_uniform] [src.w_uniform.name]!"
|
||||
else
|
||||
usr << "\blue [src.name] is wearing a \icon[src.w_uniform] [src.w_uniform.name]."
|
||||
|
||||
if (src.handcuffed)
|
||||
usr << "\blue [src.name] is \icon[src.handcuffed] handcuffed!"
|
||||
|
||||
if (src.wear_suit)
|
||||
if (src.wear_suit.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name] on!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.wear_suit] [src.wear_suit.name] on."
|
||||
|
||||
if (src.ears)
|
||||
if (src.head)
|
||||
if (src.head.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.head.blood_DNA ? " bloody " : " "] \icon[src.head] [src.head.name] on his head!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.head] [src.head.name] on."
|
||||
|
||||
if (src.handcuffed)
|
||||
usr << "\blue [src.name] is \icon[src.handcuffed] handcuffed!"
|
||||
|
||||
if (src.ears && !skipears)
|
||||
usr << "\blue [src.name] has a \icon[src.ears] [src.ears.name] by [t_his] mouth."
|
||||
|
||||
if (src.wear_mask)
|
||||
if (src.wear_mask && !skipmask)
|
||||
if (src.wear_mask.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.wear_mask.blood_DNA ? " bloody " : " "] \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face!"
|
||||
else
|
||||
@@ -56,16 +81,16 @@
|
||||
usr << "\red [src.name] has a[src.belt.blood_DNA ? " bloody " : " "] \icon[src.belt] [src.belt.name] on [t_his] belt!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.belt] [src.belt.name] on [t_his] belt."
|
||||
if(src.s_store)
|
||||
if(src.s_store && !skipsuitstorage)
|
||||
if(src.s_store.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.s_store.blood_DNA ? " bloody " : " "] \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
|
||||
if (src.shoes)
|
||||
|
||||
if (src.shoes && !skipshoes)
|
||||
usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] is wearing[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
|
||||
|
||||
|
||||
if (src.gloves)
|
||||
if (src.gloves && !skipgloves)
|
||||
if (src.gloves.blood_DNA)
|
||||
usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
|
||||
else
|
||||
@@ -73,6 +98,12 @@
|
||||
else if (src.blood_DNA)
|
||||
usr << "\red [src.name] has[src.blood_DNA ? " bloody " : " "] hands!"
|
||||
|
||||
if (src.glasses && !skipeyes)
|
||||
if (src.glasses.blood_DNA)
|
||||
usr << "\red [src.name] has bloody \icon[src.glasses] [src.glasses.name] on [t_his] eyes!"
|
||||
else
|
||||
usr << "\blue [src.name] has \icon[src.glasses] [src.glasses.name] on [t_his] eyes."
|
||||
|
||||
if (src.back)
|
||||
usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
|
||||
|
||||
|
||||
@@ -136,8 +136,18 @@
|
||||
//turf-only flags
|
||||
#define NOJAUNT 1
|
||||
|
||||
//Cant seem to find a mob bitflags area other than the powers one
|
||||
|
||||
//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
|
||||
#define HIDEGLOVES 1 //APPLIES ONLY TO THE EXTERIOR SUIT!!
|
||||
#define HIDESUITSTORAGE 2 //APPLIES ONLY TO THE EXTERIOR SUIT!!
|
||||
#define HIDEJUMPSUIT 4 //APPLIES ONLY TO THE EXTERIOR SUIT!!
|
||||
#define HIDESHOES 8 //APPLIES ONLY TO THE EXTERIOR SUIT!!
|
||||
#define HIDEMASK 1 //APPLIES ONLY TO HELMETS!!
|
||||
#define HIDEEARS 2 //APPLIES ONLY TO HELMETS!!
|
||||
#define HIDEEYES 4 //APPLIES ONLY TO HELMETS!!
|
||||
|
||||
|
||||
//Cant seem to find a mob bitflags area other than the powers one
|
||||
|
||||
// bitflags for clothing parts
|
||||
#define HEAD 1
|
||||
|
||||
@@ -60,6 +60,14 @@ Stuff which is in development and not yet visible to players or just code relate
|
||||
(ie. code improvements for expandability, etc.) should not be listed here. They
|
||||
should be listed in the changelog upon commit tho. Thanks. -->
|
||||
|
||||
<b><font color='blue'>4 February 2012, World Cancer Day</font><b>
|
||||
<ul>
|
||||
<li><b>Erro updated:</b>
|
||||
<ul>
|
||||
<li>Examining humans now works a bit differently. Some external suits and helmets can hide certain pieces of clothing so you don't see them when examining. Glasses are also now displayed when examining.</li>
|
||||
</ul>
|
||||
</ul>
|
||||
|
||||
<b><font color='blue'>31 January 2012</font><b>
|
||||
<ul>
|
||||
<li><b>Carn updated:</b>
|
||||
|
||||
@@ -298,12 +298,12 @@
|
||||
#include "code\defines\obj\window.dm"
|
||||
#include "code\defines\obj\clothing\costume.dm"
|
||||
#include "code\defines\obj\clothing\ears.dm"
|
||||
#include "code\defines\obj\clothing\gimmick.dm"
|
||||
#include "code\defines\obj\clothing\gloves.dm"
|
||||
#include "code\defines\obj\clothing\head.dm"
|
||||
#include "code\defines\obj\clothing\jumpsuit.dm"
|
||||
#include "code\defines\obj\clothing\mask.dm"
|
||||
#include "code\defines\obj\clothing\shoes.dm"
|
||||
#include "code\defines\obj\clothing\z_gimmick.dm"
|
||||
#include "code\defines\procs\AStar.dm"
|
||||
#include "code\defines\procs\captain_announce.dm"
|
||||
#include "code\defines\procs\church_name.dm"
|
||||
|
||||
Reference in New Issue
Block a user