mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
@@ -356,6 +356,8 @@ var/global/datum/controller/occupations/job_master
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if(job)
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//Equip custom gear loadout.
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var/list/custom_equip_slots = list() //If more than one item takes the same slot, all after the first one spawn in storage.
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var/list/custom_equip_leftovers = list()
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if(H.client.prefs.gear && H.client.prefs.gear.len && job.title != "Cyborg" && job.title != "AI")
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for(var/thing in H.client.prefs.gear)
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@@ -376,9 +378,12 @@ var/global/datum/controller/occupations/job_master
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H << "\red Your current job or whitelist status does not permit you to spawn with [thing]!"
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continue
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if(G.slot)
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H.equip_to_slot_or_del(new G.path(H), G.slot)
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H << "\blue Equipping you with [thing]!"
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if(G.slot && !(G.slot in custom_equip_slots))
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if(H.equip_to_slot_or_del(new G.path(H), G.slot))
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H << "\blue Equipping you with [thing]!"
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custom_equip_slots.Add(G.slot)
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else
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custom_equip_leftovers.Add(thing)
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else
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spawn_in_storage += thing
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@@ -387,6 +392,17 @@ var/global/datum/controller/occupations/job_master
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//Equip job items.
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job.equip(H)
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job.apply_fingerprints(H)
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//If some custom items could not be equipped before, try again now.
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for(var/thing in custom_equip_leftovers)
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var/datum/gear/G = gear_datums[thing]
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if(G.slot in custom_equip_slots)
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spawn_in_storage += thing
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else
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if(H.equip_to_slot_or_del(new G.path(H), G.slot))
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H << "\blue Equipping you with [thing]!"
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custom_equip_slots.Add(G.slot)
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else
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spawn_in_storage += thing
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else
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H << "Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."
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@@ -630,4 +646,4 @@ var/global/datum/controller/occupations/job_master
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else level4++ //not selected
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tmp_str += "HIGH=[level1]|MEDIUM=[level2]|LOW=[level3]|NEVER=[level4]|BANNED=[level5]|YOUNG=[level6]|-"
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feedback_add_details("job_preferences",tmp_str)
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feedback_add_details("job_preferences",tmp_str)
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@@ -391,6 +391,19 @@
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if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
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return 1
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return 0
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if(slot_tie)
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "\red You need a jumpsuit before you can attach this [name]."
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return 0
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var/obj/item/clothing/under/uniform = H.w_uniform
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if(uniform.hastie)
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if (!disable_warning)
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H << "\red You already have [uniform.hastie] attached to your [uniform]."
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return 0
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if( !(slot_flags & SLOT_TIE) )
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return 0
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return 1
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return 0 //Unsupported slot
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//END HUMAN
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@@ -6,7 +6,7 @@ var/global/list/gear_datums = list()
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"[slot_glasses]" = list(),
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"[slot_wear_mask]" = list(),
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"[slot_w_uniform]" = list(),
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"attachments" = list(),
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"[slot_tie]" = list(),
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"[slot_wear_suit]" = list(),
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"[slot_gloves]" = list(),
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"[slot_shoes]" = list(),
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@@ -204,6 +204,13 @@ var/global/list/gear_datums = list()
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cost = 2
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slot = slot_head
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// Wig by Earthcrusher, blame him.
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/datum/gear/philosopher_wig
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display_name = "natural philosopher's wig"
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path = /obj/item/clothing/head/philosopher_wig
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cost = 3
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slot = slot_head
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/datum/gear/ushanka
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display_name = "ushanka"
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path = /obj/item/clothing/head/ushanka
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@@ -323,13 +330,6 @@ var/global/list/gear_datums = list()
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cost = 1
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allowed_roles = list("Captain")
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// Wig by Earthcrusher, blame him.
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/datum/gear/philosopher_wig
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display_name = "natural philosopher's wig"
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path = /obj/item/clothing/head/philosopher_wig
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cost = 3
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slot = slot_head
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/datum/gear/corpsecsuit
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display_name = "uniform, corporate (Security)"
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path = /obj/item/clothing/under/rank/security/corp
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@@ -363,88 +363,88 @@ var/global/list/gear_datums = list()
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/datum/gear/armband_cargo
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display_name = "armband, cargo"
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path = /obj/item/clothing/tie/armband/cargo
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/armband_emt
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display_name = "armband, EMT"
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path = /obj/item/clothing/tie/armband/medgreen
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sort_category = "attachments"
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slot = slot_tie
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cost = 2
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/datum/gear/armband_engineering
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display_name = "armband, engineering"
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path = /obj/item/clothing/tie/armband/engine
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/armband_hydroponics
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display_name = "armband, hydroponics"
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path = /obj/item/clothing/tie/armband/hydro
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/armband_medical
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display_name = "armband, medical"
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path = /obj/item/clothing/tie/armband/med
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/armband
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display_name = "armband, red"
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path = /obj/item/clothing/tie/armband
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/armband_science
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display_name = "armband, science"
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path = /obj/item/clothing/tie/armband/science
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/armpit
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display_name = "shoulder holster"
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path = /obj/item/clothing/tie/holster/armpit
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sort_category = "attachments"
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slot = slot_tie
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cost = 2
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allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Head of Security")
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allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security")
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/datum/gear/tie_blue
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display_name = "tie, blue"
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path = /obj/item/clothing/tie/blue
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/tie_red
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display_name = "tie, red"
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path = /obj/item/clothing/tie/red
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/tie_horrible
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display_name = "tie, socially disgraceful"
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path = /obj/item/clothing/tie/horrible
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sort_category = "attachments"
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slot = slot_tie
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cost = 1
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/datum/gear/brown_vest
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display_name = "webbing, engineering"
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path = /obj/item/clothing/tie/storage/brown_vest
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sort_category = "attachments"
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slot = slot_tie
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cost = 2
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allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer")
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/datum/gear/black_vest
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display_name = "webbing, security"
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path = /obj/item/clothing/tie/storage/black_vest
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sort_category = "attachments"
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slot = slot_tie
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cost = 2
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allowed_roles = list("Security Officer","Head of Security","Warden")
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/datum/gear/webbing
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display_name = "webbing, simple"
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path = /obj/item/clothing/tie/storage/webbing
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sort_category = "attachments"
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slot = slot_tie
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cost = 2
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// Suit slot
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@@ -710,11 +710,35 @@ var/global/list/gear_datums = list()
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sort_category = "utility"
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cost = 1
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/datum/gear/matchbook
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display_name = "matchbook"
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path = /obj/item/weapon/storage/box/matches
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/datum/gear/folder_blue
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display_name = "folder, blue"
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path = /obj/item/weapon/folder/blue
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sort_category = "utility"
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cost = 2
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cost = 1
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/datum/gear/folder_grey
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display_name = "folder, grey"
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path = /obj/item/weapon/folder
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sort_category = "utility"
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cost = 1
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/datum/gear/folder_red
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display_name = "folder, red"
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path = /obj/item/weapon/folder/red
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sort_category = "utility"
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cost = 1
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/datum/gear/folder_white
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display_name = "folder, white"
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path = /obj/item/weapon/folder/white
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sort_category = "utility"
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cost = 1
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/datum/gear/folder_yellow
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display_name = "folder, yellow"
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path = /obj/item/weapon/folder/yellow
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sort_category = "utility"
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cost = 1
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// The rest of the trash.
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@@ -766,6 +790,12 @@ var/global/list/gear_datums = list()
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sort_category = "misc"
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cost = 1
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/datum/gear/matchbook
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display_name = "matchbook"
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path = /obj/item/weapon/storage/box/matches
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sort_category = "misc"
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cost = 2
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/datum/gear/comb
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display_name = "purple comb"
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path = /obj/item/weapon/haircomb
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@@ -6,7 +6,7 @@
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item_state = "" //no inhands
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item_color = "bluetie"
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flags = FPRINT | TABLEPASS
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slot_flags = 0
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slot_flags = SLOT_TIE
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w_class = 2.0
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var/obj/item/clothing/under/has_suit = null //the suit the tie may be attached to
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var/image/inv_overlay = null //overlay used when attached to clothing.
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@@ -390,7 +390,7 @@
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desc = "This glowing blue badge marks the holder as THE LAW."
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icon_state = "holobadge"
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item_color = "holobadge"
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slot_flags = SLOT_BELT
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slot_flags = SLOT_BELT | SLOT_TIE
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var/emagged = 0 //Emagging removes Sec check.
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var/stored_name = null
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@@ -398,7 +398,7 @@
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/obj/item/clothing/tie/holobadge/cord
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icon_state = "holobadge-cord"
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item_color = "holobadge-cord"
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slot_flags = SLOT_MASK
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slot_flags = SLOT_MASK | SLOT_TIE
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/obj/item/clothing/tie/holobadge/attack_self(mob/user as mob)
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if(!stored_name)
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@@ -1140,7 +1140,6 @@
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item_color = "radi_pendant"
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flags = FPRINT|TABLEPASS
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w_class = 2.0
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slot_flags = 0
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//////////// Masks ////////////
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@@ -1186,7 +1185,7 @@
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slot_flags = 0
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flags = FPRINT|TABLEPASS
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w_class = 2
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slot_flags = SLOT_MASK
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slot_flags = SLOT_MASK | SLOT_TIE
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////// Silver locket - Konaa Hirano - Konaa_Hirano
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@@ -1200,7 +1199,7 @@
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slot_flags = 0
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flags = FPRINT|TABLEPASS
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w_class = 2
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slot_flags = SLOT_MASK
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slot_flags = SLOT_MASK | SLOT_TIE
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var/obj/item/held //Item inside locket.
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/obj/item/clothing/tie/fluff/konaa_hirano/attack_self(mob/user as mob)
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@@ -1230,7 +1229,7 @@
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icon_state = "nasir_khayyam_1"
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flags = FPRINT|TABLEPASS
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w_class = 2
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slot_flags = SLOT_MASK
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slot_flags = SLOT_MASK | SLOT_TIE
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////// Emerald necklace - Ty Foster - Nega
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@@ -1458,7 +1457,7 @@
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follow_dist = 2
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var/near_dist = max(follow_dist - 3, 1)
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var/current_dist = get_dist(src, bff)
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if (movement_target != bff)
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if (current_dist > follow_dist && !istype(movement_target, /mob/living/simple_animal/mouse) && (bff in oview(src)))
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//stop existing movement
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@@ -1469,7 +1468,7 @@
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stop_automated_movement = 1
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movement_target = bff
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walk_to(src, movement_target, near_dist, 4)
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//already following and close enough, stop
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else if (current_dist <= near_dist)
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walk_to(src,0)
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@@ -1481,15 +1480,15 @@
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/mob/living/simple_animal/cat/fluff/Life()
|
||||
..()
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if (stat || !bff)
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if (stat || !bff)
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return
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||||
if (get_dist(src, bff) <= 1)
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if (bff.stat >= DEAD || bff.health <= config.health_threshold_softcrit)
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if (prob((bff.stat < DEAD)? 50 : 15))
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if (prob((bff.stat < DEAD)? 50 : 15))
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audible_emote(pick("meows in distress.", "meows anxiously."))
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else
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if (prob(5))
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visible_emote(pick("nuzzles [bff].",
|
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if (prob(5))
|
||||
visible_emote(pick("nuzzles [bff].",
|
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"brushes against [bff].",
|
||||
"rubs against [bff].",
|
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"purrs."))
|
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|
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@@ -73,6 +73,8 @@
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return has_organ("chest")
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if(slot_in_backpack)
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return 1
|
||||
if(slot_tie)
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/u_equip(obj/item/W as obj)
|
||||
if(!W) return 0
|
||||
@@ -202,13 +204,6 @@
|
||||
if(!istype(W)) return
|
||||
if(!has_organ_for_slot(slot)) return
|
||||
|
||||
if(W == src.l_hand)
|
||||
src.l_hand = null
|
||||
update_inv_l_hand() //So items actually disappear from hands.
|
||||
else if(W == src.r_hand)
|
||||
src.r_hand = null
|
||||
update_inv_r_hand()
|
||||
|
||||
W.loc = src
|
||||
switch(slot)
|
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if(slot_back)
|
||||
@@ -311,10 +306,20 @@
|
||||
if(src.get_active_hand() == W)
|
||||
src.u_equip(W)
|
||||
W.loc = src.back
|
||||
if(slot_tie)
|
||||
var/obj/item/clothing/under/uniform = src.w_uniform
|
||||
uniform.attackby(W,src)
|
||||
else
|
||||
src << "\red You are trying to eqip this item to an unsupported inventory slot. How the heck did you manage that? Stop it..."
|
||||
return
|
||||
|
||||
if(W == src.l_hand)
|
||||
src.l_hand = null
|
||||
update_inv_l_hand() //So items actually disappear from hands.
|
||||
else if(W == src.r_hand)
|
||||
src.r_hand = null
|
||||
update_inv_r_hand()
|
||||
|
||||
W.layer = 20
|
||||
|
||||
return
|
||||
@@ -801,4 +806,4 @@ It can still be worn/put on as normal.
|
||||
if(source && target)
|
||||
if(source.machine == target)
|
||||
target.show_inv(source)
|
||||
del(src)
|
||||
del(src)
|
||||
@@ -612,4 +612,7 @@
|
||||
if(slot_back in equip_slots)
|
||||
equip_slots |= slot_in_backpack
|
||||
|
||||
if(slot_w_uniform in equip_slots)
|
||||
equip_slots |= slot_tie
|
||||
|
||||
equip_slots |= slot_legcuffed
|
||||
@@ -165,6 +165,7 @@ var/list/slot_equipment_priority = list( \
|
||||
slot_glasses,\
|
||||
slot_belt,\
|
||||
slot_s_store,\
|
||||
slot_tie,\
|
||||
slot_l_store,\
|
||||
slot_r_store\
|
||||
)
|
||||
|
||||
@@ -185,7 +185,7 @@ var/MAX_EXPLOSION_RANGE = 14
|
||||
#define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets.
|
||||
#define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets.
|
||||
#define SLOT_TWOEARS 8192
|
||||
#define SLOT_LEGS = 16384
|
||||
#define SLOT_TIE 16384
|
||||
|
||||
//FLAGS BITMASK
|
||||
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
|
||||
@@ -267,6 +267,7 @@ var/MAX_EXPLOSION_RANGE = 14
|
||||
#define slot_legcuffed 19
|
||||
#define slot_r_ear 20
|
||||
#define slot_legs 21
|
||||
#define slot_tie 22
|
||||
|
||||
//Cant seem to find a mob bitflags area other than the powers one
|
||||
|
||||
|
||||
Reference in New Issue
Block a user