Merge pull request #11755 from Hatterhat/gaiter-second-pass

neck gaiter second pass - thank you @dan
This commit is contained in:
Casey
2021-11-03 20:26:15 -04:00
committed by Chompstation Bot
parent e6f330182b
commit 3c89650556
7 changed files with 73 additions and 31 deletions

View File

@@ -46,13 +46,13 @@
/datum/gear/mask/gaiter
display_name = "neck gaiter selection"
path = /obj/item/clothing/mask/gaiter
path = /obj/item/clothing/accessory/gaiter
cost = 1
/datum/gear/mask/gaiter/New()
..()
var/list/gaiters = list()
for(var/gaiter in typesof(/obj/item/clothing/mask/gaiter))
var/obj/item/clothing/mask/gaiter_type = gaiter
for(var/gaiter in typesof(/obj/item/clothing/accessory/gaiter))
var/obj/item/clothing/accessory/gaiter_type = gaiter
gaiters[initial(gaiter_type.name)] = gaiter_type
gear_tweaks += new/datum/gear_tweak/path(sortTim(gaiters, /proc/cmp_text_asc))

View File

@@ -362,33 +362,6 @@
src.icon_state = "flushed"
return
//Gaiter scarves
/obj/item/clothing/mask/gaiter
name = "red neck gaiter"
desc = "A slightly worn neck gaiter, it's loose enough to be worn comfortably like a scarf. Commonly used by outdoorsmen and mercenaries, both to keep warm and keep debris away from the face."
icon_state = "gaiter_red"
/obj/item/clothing/mask/gaiter/attack_self(mob/user as mob)
if(src.icon_state == initial(icon_state))
src.icon_state = "[icon_state]_up"
to_chat(user, "You pull the gaiter up over your nose.")
else
src.icon_state = initial(icon_state)
to_chat(user, "You tug the gaiter down around your neck.")
update_clothing_icon() //so our mob-overlays update
/obj/item/clothing/mask/gaiter/tan
name = "tan neck gaiter"
icon_state = "gaiter_tan"
/obj/item/clothing/mask/gaiter/gray
name = "gray neck gaiter"
icon_state = "gaiter_gray"
/obj/item/clothing/mask/gaiter/green
name = "green neck gaiter"
icon_state = "gaiter_green"
/obj/item/clothing/mask/mouthwheat
name = "mouth wheat"
desc = "100% synthetic \"Country Girls LLC.\" brand mouth wheat. Warning: not for actual consumption."

View File

@@ -455,4 +455,73 @@
name = "sash"
desc = "A plain, unadorned sash."
icon_state = "sash"
slot = ACCESSORY_SLOT_OVER
slot = ACCESSORY_SLOT_OVER
//Gaiter scarves
/obj/item/clothing/accessory/gaiter
name = "red neck gaiter"
desc = "A slightly worn neck gaiter, it's loose enough to be worn comfortably like a scarf. Commonly used by outdoorsmen and mercenaries, both to keep warm and keep debris away from the face."
icon_state = "gaiter_red"
slot_flags = SLOT_MASK | SLOT_TIE
body_parts_covered = FACE
w_class = ITEMSIZE_SMALL
slot = ACCESSORY_SLOT_INSIGNIA // snowflakey, i know, shut up
item_flags = FLEXIBLEMATERIAL
var/breath_masked = FALSE
var/obj/item/clothing/mask/breath/breathmask
action_button_name = "Pull On Gaiter"
/obj/item/clothing/accessory/gaiter/update_clothing_icon()
. = ..()
if(ismob(src.loc))
var/mob/M = src.loc
M.update_inv_wear_mask()
/obj/item/clothing/accessory/gaiter/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/clothing/mask/breath))
to_chat(user, SPAN_NOTICE("You tuck [I] behind [src]."))
breathmask = I
breath_masked = TRUE
user.drop_from_inventory(I, drop_location())
I.forceMove(src)
item_flags &= ~FLEXIBLEMATERIAL
. = ..()
/obj/item/clothing/accessory/gaiter/AltClick(mob/user)
. = ..()
if(breath_masked && breathmask)
to_chat(user, SPAN_NOTICE("You pull [breathmask] out from behind [src], and it drops to your feet."))
breathmask.forceMove(drop_location())
breathmask = null
breath_masked = FALSE
item_flags &= ~AIRTIGHT
item_flags |= FLEXIBLEMATERIAL
/obj/item/clothing/accessory/gaiter/attack_self(mob/user)
var/gaiterstring = "You pull [src] "
if(src.icon_state == initial(icon_state))
src.icon_state = "[icon_state]_up"
gaiterstring += "up over your nose[breath_masked ? " and secure the mask tucked underneath." : "."]"
if(breath_masked)
item_flags |= AIRTIGHT
else
src.icon_state = initial(icon_state)
gaiterstring += "down around your neck[breath_masked ? " and dislodge the mask tucked underneath." : "."]"
body_parts_covered &= ~FACE
if(breath_masked)
item_flags &= ~AIRTIGHT
to_chat(user, SPAN_NOTICE(gaiterstring))
qdel(mob_overlay) // we're gonna need to refresh these
update_clothing_icon() //so our mob-overlays update
/obj/item/clothing/accessory/gaiter/tan
name = "tan neck gaiter"
icon_state = "gaiter_tan"
/obj/item/clothing/accessory/gaiter/gray
name = "gray neck gaiter"
icon_state = "gaiter_gray"
/obj/item/clothing/accessory/gaiter/green
name = "green neck gaiter"
icon_state = "gaiter_green"

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