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[MIRROR] Rig glovefix and Clothing protection fix (#10263)
Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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5c09ba759a
commit
38658b4dad
@@ -267,21 +267,21 @@
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
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/obj/item/clothing/gloves/toxinregen/equipped(var/mob/living/carbon/human/H)
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/obj/item/clothing/gloves/toxinregen/equipped(mob/user, slot)
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var/mob/living/carbon/human/H = wearer?.resolve()
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if(H && H.gloves == src)
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wearer = H
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if(wearer.can_feel_pain())
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if(H.can_feel_pain())
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to_chat(H, span_danger("You feel a stabbing sensation in your hands as you slide \the [src] on!"))
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wearer.custom_pain("You feel a sharp pain in your hands!",1)
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H.custom_pain("You feel a sharp pain in your hands!",1)
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..()
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/obj/item/clothing/gloves/toxinregen/dropped(var/mob/living/carbon/human/H)
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/obj/item/clothing/gloves/toxinregen/dropped(mob/user)
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var/mob/living/carbon/human/H = wearer?.resolve()
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if(H)
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if(H.can_feel_pain())
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to_chat(H, span_danger("You feel the hypodermic needles as you slide \the [src] off!"))
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H.custom_pain("Your hands hurt like hell!",1)
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..()
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if(wearer)
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if(wearer.can_feel_pain())
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to_chat(wearer, span_danger("You feel the hypodermic needles as you slide \the [src] off!"))
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wearer.custom_pain("Your hands hurt like hell!",1)
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wearer = null
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/obj/item/clothing/gloves/toxinregen/New()
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START_PROCESSING(SSobj, src)
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@@ -293,7 +293,8 @@
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return ..()
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/obj/item/clothing/gloves/toxinregen/process()
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if(!wearer || wearer.isSynthetic() || wearer.stat == DEAD || wearer.nutrition <= 10)
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var/mob/living/carbon/human/H = wearer?.resolve()
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if(!H || H.isSynthetic() || H.stat == DEAD || H.nutrition <= 10)
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return
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if(wearer.getToxLoss())
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wearer.adjustToxLoss(-0.5)
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if(H.getToxLoss())
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H.adjustToxLoss(-0.5)
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@@ -1,15 +1,15 @@
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/obj/item/clothing/accessory/holster/leg/left
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name = "left leg holster"
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desc = "A drop leg holster made of a durable synthetic leather, fitted for your left leg."
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icon_state = "holster_left_leg"
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overlay_state = "holster_left_leg"
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icon_state = "holster_leg"
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overlay_state = "holster_leg"
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concealed_holster = 0
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/obj/item/clothing/accessory/holster/leg/left/black
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name = "black left leg holster"
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desc = "A drop leg holster made of black leather, fitted for your left leg."
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icon_state = "holster_b_left_leg"
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overlay_state = "holster_b_left_leg"
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icon_state = "holster_b_leg"
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overlay_state = "holster_b_leg"
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concealed_holster = 0
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/obj/item/clothing/accessory/holster/case
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@@ -75,35 +75,35 @@
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siemens_coefficient = 0
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armor = list(melee = 70, bullet = 60, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/gloves/stamina/equipped(var/mob/living/carbon/human/H)
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/obj/item/clothing/gloves/stamina/equipped(mob/user)
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..()
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var/mob/living/carbon/human/H = wearer?.resolve()
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if(H && H.gloves == src)
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wearer = H
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if(wearer.can_feel_pain())
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if(H.can_feel_pain())
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to_chat(H, span_danger("You feel strange as hunger vanishes!"))
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wearer.custom_pain("Your hands feel strange!",1)
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..()
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H.custom_pain("Your hands feel strange!",1)
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/obj/item/clothing/gloves/stamina/dropped(var/mob/living/carbon/human/H)
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/obj/item/clothing/gloves/stamina/dropped(mob/user)
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var/mob/living/carbon/human/H = wearer?.resolve()
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if(H)
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if(H.can_feel_pain())
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to_chat(H, span_danger("You feel hungry!"))
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H.custom_pain("Your hands feel strange",1)
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..()
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if(wearer)
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if(wearer.can_feel_pain())
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to_chat(wearer, span_danger("You feel hungry!"))
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wearer.custom_pain("Your hands feel strange",1)
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wearer = null
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/obj/item/clothing/gloves/stamina/New()
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START_PROCESSING(SSobj, src)
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..()
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/obj/item/clothing/gloves/stamina/Destroy()
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wearer = null
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/clothing/gloves/stamina/process()
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if(!wearer || wearer.isSynthetic() || wearer.stat == DEAD)
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var/mob/living/carbon/human/H = wearer?.resolve()
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if(!H || H.isSynthetic() || H.stat == DEAD)
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return // Robots and dead people don't have a metabolism.
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wearer.nutrition = max(wearer.nutrition + 8, 0)
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H.nutrition = max(H.nutrition + 8, 0)
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/obj/item/clothing/suit/armor/buffvest
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name = "candy armor"
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@@ -1,6 +1,8 @@
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/obj/item/clothing/shoes/mech_shoes
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name = "mech shoes"
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desc = "Thud thud."
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icon = 'icons/effects/effects.dmi' //This is to make the unit test happy. These are invisible which are... Less than ideal. This should probably be moved to a trait or sound selector, but I digress. Outside scope of this PR.
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icon_state = "nothing" // Horribly illegal and shouldn't be a thing, but whatever.
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armor = list(melee = 30, bullet = 10, laser = 10, energy = 15, bomb = 20, bio = 0, rad = 0) // Same as loadout jackboots.
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siemens_coefficient = 0.7 // Same as loadout jackboots.
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can_hold_knife = 1
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@@ -31,6 +33,7 @@
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/obj/item/clothing/shoes/mech_shoes/mister_x/visible
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name = "visible extra large jackboots"
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icon = 'icons/inventory/feet/item.dmi'
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icon_state = "jackboots"
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/obj/item/clothing/shoes/clown_shoes
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@@ -16,22 +16,26 @@
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/obj/item/clothing/suit/space/rig/ch/aegis
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name = "chassis"
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icon = 'icons/obj/clothing/spacesuits_ch.dmi'
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icon_state = "aegis_rig"
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desc = "A heft chestplate, humming with energy."
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/obj/item/clothing/head/helmet/space/rig/ch/aegis
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name = "helmet"
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icon = 'icons/obj/clothing/hats_ch.dmi'
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icon_state = "aegis_rig"
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desc = "A protective dome for your head."
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/obj/item/clothing/gloves/gauntlets/rig/ch/aegis
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name = "hardlight gloves"
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icon = 'icons/obj/clothing/gloves_ch.dmi'
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icon_state = "aegis_rig"
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desc = "Gloves created with alien tech"
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var/block_chance = 15
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/obj/item/clothing/shoes/magboots/rig/ch/aegis
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name = "hardlight boots"
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icon = 'icons/obj/clothing/shoes_ch.dmi'
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icon_state = "aegis_rig"
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desc = "A pair of grabby boots"
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/obj/item/rig/ch/aegis/bullet_act(var/obj/item/projectile/P)
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@@ -38,22 +38,28 @@
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/obj/item/clothing/suit/space/rig/ch/clockwork
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name = "cuirass"
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icon = 'icons/obj/clothing/spacesuits_ch.dmi'
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icon_state = "clockwork_rig"
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desc = "A bulky cuirass made of brass."
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/obj/item/clothing/head/helmet/space/rig/ch/clockwork
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name = "helmet"
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icon = 'icons/obj/clothing/hats_ch.dmi'
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icon_state = "clockwork_rig"
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desc = "A heavy helmet made of brass."
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/obj/item/clothing/gloves/gauntlets/rig/ch/clockwork
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name = "gauntlets"
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icon = 'icons/obj/clothing/gloves_ch.dmi'
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icon_state = "clockwork_rig"
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desc = "Heavy, shock-resistant gauntlets with brass reinforcement."
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siemens_coefficient = 0
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/obj/item/clothing/shoes/magboots/rig/ch/clockwork
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name = "treads"
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icon = 'icons/obj/clothing/shoes_ch.dmi'
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icon_state = "clockwork_rig"
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desc = "Industrial boots made of brass. They're very heavy."
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/obj/item/cell/clockwork //using the stats of a precursor void cell until someone's motivated to port and make the suit use clockcult global power
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@@ -67,4 +73,4 @@
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self_recharge = TRUE
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charge_delay = 50
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matter = null
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standard_overlays = FALSE
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standard_overlays = FALSE
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@@ -1,3 +1,6 @@
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// The sprites in this file were completely missing for all the actual clothes. They are NOT in the icon file they should be.
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// The only sprite is the actual rig module in rig_modules_ch.dmi. The others don't have any boots/chest/hands/helm sprites.
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// If the sprites are properly found somewhere, please add them to their appropraite files and reenable this file.
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/obj/item/rig/ch/crystal
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name = "crystal control module"
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desc = "An oddly lightweight rigsuit from a strange crystaline creature."
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@@ -18,21 +21,25 @@
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/obj/item/clothing/suit/space/rig/ch/crystal //to do, try and make this be able to heal you
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name = "chassis"
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icon = 'icons/obj/clothing/spacesuits_ch.dmi'
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icon_state = "crystal_rig"
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desc = "A heft chestplate, humming with energy."
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/obj/item/clothing/head/helmet/space/rig/ch/crystal
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name = "helmet"
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icon = 'icons/obj/clothing/hats_ch.dmi'
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icon_state = "crystal_rig"
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desc = "A protective dome for your head."
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/obj/item/clothing/gloves/gauntlets/rig/ch/crystal
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name = "hardlight gloves"
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icon = 'icons/obj/clothing/gloves_ch.dmi'
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icon_state = "crystal_rig"
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desc = "Gloves created with alien tech"
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siemens_coefficient = 0
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/obj/item/clothing/shoes/magboots/rig/ch/crystal
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name = "hardlight boots"
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icon = 'icons/obj/clothing/shoes_ch.dmi'
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icon_state = "crystal_rig"
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desc = "A pair of grabby boots"
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slowdown = -1
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slowdown = -1
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@@ -20,24 +20,28 @@
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/obj/item/clothing/suit/space/rig/ch/precursor
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name = "protective vest"
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icon = 'icons/obj/clothing/spacesuits_ch.dmi'
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icon_state = "precursor_rig"
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desc = "Light weight but oddly protective plating."
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var/block_chance = 15
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/obj/item/clothing/head/helmet/space/rig/ch/precursor
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name = "helmet"
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icon = 'icons/obj/clothing/hats_ch.dmi'
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icon_state = "precursor_rig"
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desc = "A protective dome for your head."
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var/block_chance = 15
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/obj/item/clothing/gloves/gauntlets/rig/ch/precursor
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name = "gloves"
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icon = 'icons/obj/clothing/gloves_ch.dmi'
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icon_state = "precursor_rig"
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desc = "Gloves created with alien tech"
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var/block_chance = 15
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/obj/item/clothing/shoes/magboots/rig/ch/precursor
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name = "boots"
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icon = 'icons/obj/clothing/shoes_ch.dmi'
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icon_state = "precursor_rig"
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desc = "A pair of grabby boots"
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var/block_chance = 15
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@@ -1,22 +1,26 @@
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/obj/item/clothing/head/helmet/space/rig/vox/ch
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icon_state = "vox_engineer_rig" //The name is seen by players, but rigs do some funny things like overwriting the icon_state. The unit test will screech if a rig doesn't have an icon_state, so we set one here.
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icon = 'modular_chomp/icons/inventory/head/item.dmi'
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sprite_sheets = list(
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SPECIES_VOX = 'modular_chomp/icons/inventory/head/mob_vox.dmi'
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)
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/obj/item/clothing/shoes/magboots/rig/vox/ch
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icon_state = "vox_engineer_rig" //The name is seen by players, but rigs do some funny things like overwriting the icon_state. The unit test will screech if a rig doesn't have an icon_state, so we set one here.
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icon = 'modular_chomp/icons/inventory/feet/item.dmi'
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sprite_sheets = list(
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SPECIES_VOX = 'modular_chomp/icons/inventory/feet/mob_vox.dmi'
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)
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/obj/item/clothing/suit/space/rig/vox/ch
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icon_state = "vox_engineer_rig" //The name is seen by players, but rigs do some funny things like overwriting the icon_state. The unit test will screech if a rig doesn't have an icon_state, so we set one here.
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icon = 'modular_chomp/icons/inventory/suit/item.dmi'
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sprite_sheets = list(
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SPECIES_VOX = 'modular_chomp/icons/inventory/suit/mob_vox.dmi'
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)
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/obj/item/clothing/gloves/gauntlets/rig/vox/ch
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icon_state = "vox_engineer_rig" //The name is seen by players, but rigs do some funny things like overwriting the icon_state. The unit test will screech if a rig doesn't have an icon_state, so we set one here.
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icon = 'modular_chomp/icons/inventory/hands/item.dmi'
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sprite_sheets = list(
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SPECIES_VOX = 'modular_chomp/icons/inventory/hands/mob_vox.dmi'
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@@ -1,3 +1,6 @@
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// The sprites in this file were completely missing for all the actual clothes. They are NOT in the icon file they should be.
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// The only sprite is the actual rig module in rig_modules_ch.dmi. The others don't have any boots/chest/hands/helm sprites.
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// If the sprites are properly found somewhere, please add them to their appropraite files and reenable this file.
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/obj/item/rig/ch/tyrprecursor
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name = "alien hardsuit control module"
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desc = "A orange hardsuit gleaming with energy and alien metals."
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@@ -18,6 +21,7 @@
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/obj/item/clothing/suit/space/rig/ch/tyrprecursor
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name = "protective vest"
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icon = 'icons/obj/clothing/spacesuits_ch.dmi'
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icon_state = "tyrprecursor_rig"
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desc = "Light weight but oddly protective plating."
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var/shieldhealth = 75
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var/cooldown = null // world.time of when this was last triggered.
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@@ -57,6 +61,7 @@
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/obj/item/clothing/head/helmet/space/rig/ch/tyrprecursor
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name = "helmet"
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icon = 'icons/obj/clothing/hats_ch.dmi'
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icon_state = "tyrprecursor_rig"
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desc = "A protective dome for your head."
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var/shieldhealth = 75
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@@ -97,6 +102,7 @@
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/obj/item/clothing/gloves/gauntlets/rig/ch/tyrprecursor
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name = "gloves"
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icon = 'icons/obj/clothing/gloves_ch.dmi'
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icon_state = "tyrprecursor_rig"
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desc = "Gloves created with alien tech"
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var/shieldhealth = 75
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var/cooldown = null // world.time of when this was last triggered.
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@@ -136,6 +142,7 @@
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/obj/item/clothing/shoes/magboots/rig/ch/tyrprecursor
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name = "boots"
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icon = 'icons/obj/clothing/shoes_ch.dmi'
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icon_state = "tyrprecursor_rig"
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desc = "A pair of grabby boots"
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var/shieldhealth = 75
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var/cooldown = null // world.time of when this was last triggered.
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@@ -170,4 +177,4 @@
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if(isliving(loc))
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var/mob/living/L = loc
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if(world.time >= cooldown && L.is_sentient() && shieldhealth < 1)
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activate_ability(L)
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activate_ability(L)
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@@ -33,7 +33,9 @@
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melee_attack_delay = 8
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movement_cooldown = 13
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/* //Commented out pending crystal rigsuit fix. Currently there are no sprites.
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loot_list = list(/obj/item/rig/ch/crystal = 100,
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)
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*/
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//Note to self, make the angel here when energy is gained
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//Note to self, make the angel here when energy is gained
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