More custom loadout jackets + bandana

Adds custom loadout gear:
Searif's brown leather jacket, NT brown leather jacket, and grey hoodie.
Also brings back the orange bandana, and adjusts some siemens
coefficient values that weren't making sense.
This commit is contained in:
mwerezak
2014-11-02 22:51:33 -05:00
parent 7e2e44a61a
commit 6ac3c4c359
13 changed files with 83 additions and 15 deletions

View File

@@ -50,6 +50,12 @@ var/global/list/gear_datums = list()
cost = 2 cost = 2
slot = slot_head slot = slot_head
/datum/gear/obandana
display_name = "bandana, orange"
path = /obj/item/clothing/head/orangebandana
cost = 2
slot = slot_head
/datum/gear/bandana /datum/gear/bandana
display_name = "bandana, pirate-red" display_name = "bandana, pirate-red"
path = /obj/item/clothing/head/bandana path = /obj/item/clothing/head/bandana
@@ -456,17 +462,35 @@ var/global/list/gear_datums = list()
slot = slot_wear_suit slot = slot_wear_suit
/datum/gear/leather_jacket /datum/gear/leather_jacket
display_name = "leather jacket" display_name = "leather jacket, black"
path = /obj/item/clothing/suit/storage/leather_jacket path = /obj/item/clothing/suit/storage/leather_jacket
cost = 3 cost = 3
slot = slot_wear_suit slot = slot_wear_suit
/datum/gear/leather_jacket /datum/gear/leather_jacket_nt
display_name = "leather jacket, NanoTrasen" display_name = "leather jacket, NanoTrasen, black"
path = /obj/item/clothing/suit/storage/leather_jacket/nanotrasen path = /obj/item/clothing/suit/storage/leather_jacket/nanotrasen
cost = 3 cost = 3
slot = slot_wear_suit slot = slot_wear_suit
/datum/gear/brown_jacket
display_name = "leather jacket, brown"
path = /obj/item/clothing/suit/storage/brown_jacket
cost = 3
slot = slot_wear_suit
/datum/gear/brown_jacket_nt
display_name = "leather jacket, NanoTrasen, brown"
path = /obj/item/clothing/suit/storage/brown_jacket/nanotrasen
cost = 3
slot = slot_wear_suit
/datum/gear/hoodie
display_name = "hoodie, grey"
path = /obj/item/clothing/suit/hoodie
cost = 2
slot = slot_wear_suit
/datum/gear/unathi_mantle /datum/gear/unathi_mantle
display_name = "hide mantle (Unathi)" display_name = "hide mantle (Unathi)"
path = /obj/item/clothing/suit/unathi/mantle path = /obj/item/clothing/suit/unathi/mantle

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@@ -1,5 +1,6 @@
/obj/item/clothing /obj/item/clothing
name = "clothing" name = "clothing"
siemens_coefficient = 0.9
var/list/species_restricted = null //Only these species can wear this kit. var/list/species_restricted = null //Only these species can wear this kit.
/* /*

View File

@@ -234,7 +234,7 @@
icon_state = "chickenhead" icon_state = "chickenhead"
item_state = "chickensuit" item_state = "chickensuit"
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0 siemens_coefficient = 0.7
body_parts_covered = HEAD|FACE|EYES body_parts_covered = HEAD|FACE|EYES
/obj/item/clothing/head/bearpelt /obj/item/clothing/head/bearpelt
@@ -243,7 +243,7 @@
icon_state = "bearpelt" icon_state = "bearpelt"
item_state = "bearpelt" item_state = "bearpelt"
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0 siemens_coefficient = 0.7
/obj/item/clothing/head/xenos /obj/item/clothing/head/xenos
name = "xenos helmet" name = "xenos helmet"
@@ -261,5 +261,12 @@
icon_state = "philosopher_wig" icon_state = "philosopher_wig"
item_state = "philosopher_wig" item_state = "philosopher_wig"
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0 siemens_coefficient = 2.0 //why is it so conductive?!
body_parts_covered = 0 body_parts_covered = 0
/obj/item/clothing/head/orangebandana //themij: Taryn Kifer
name = "orange bandana"
desc = "An orange piece of cloth, worn on the head."
icon_state = "orange_bandana"
item_state = "orange_bandana"
body_parts_covered = 0

View File

@@ -397,8 +397,47 @@
body_parts_covered = UPPER_TORSO|ARMS body_parts_covered = UPPER_TORSO|ARMS
/obj/item/clothing/suit/storage/leather_jacket/nanotrasen /obj/item/clothing/suit/storage/leather_jacket/nanotrasen
name = "leather jacket"
desc = "A black leather coat. The letters NT are proudly displayed on the back." desc = "A black leather coat. The letters NT are proudly displayed on the back."
icon_state = "leather_jacket_nt" icon_state = "leather_jacket_nt"
item_state = "leather_jacket_nt"
body_parts_covered = UPPER_TORSO|ARMS //This one has buttons for some reason
/obj/item/clothing/suit/storage/brown_jacket
name = "leather jacket"
desc = "A brown leather coat."
icon_state = "brown_jacket"
item_state = "brown_jacket"
var/open_state = "brown_jacket_open"
body_parts_covered = UPPER_TORSO|ARMS
/obj/item/clothing/suit/storage/brown_jacket/nanotrasen
desc = "A brown leather coat. The letters NT are proudly displayed on the back."
icon_state = "brown_jacket_nt"
open_state = "brown_jacket_nt_open"
/obj/item/clothing/suit/storage/brown_jacket/verb/toggle()
set name = "Toggle Jacket Buttons"
set category = "Object"
set src in usr
if(!usr.canmove || usr.stat || usr.restrained())
return 0
//The inhand sprite (the mob sprite that appears when holding the item in your hand)
//is unchanged, so update only icon_state, not item_state.
if(icon_state == open_state)
usr << "You button up the jacket."
src.icon_state = initial(icon_state)
else if(icon_state == initial(icon_state))
usr << "You unbutton the jacket."
src.icon_state = open_state
update_clothing_icon() //so our overlays update
/obj/item/clothing/suit/hoodie
name = "grey hoodie"
desc = "A warm, grey sweatshirt."
icon_state = "grey_hoodie"
item_state = "grey_hoodie"
min_cold_protection_temperature = T0C - 20
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS

View File

@@ -746,12 +746,9 @@
icon = 'icons/obj/custom_items.dmi' icon = 'icons/obj/custom_items.dmi'
icon_state = "paintedwelding" icon_state = "paintedwelding"
/obj/item/clothing/head/helmet/greenbandana/fluff/taryn_kifer_1 //themij: Taryn Kifer /obj/item/clothing/head/orangebandana/fluff/taryn_kifer_1 //themij: Taryn Kifer
name = "orange bandana" name = "orange bandana"
desc = "Hey, I think we're missing a hazard vest..." desc = "Hey, I think we're missing a hazard vest..."
icon = 'icons/obj/custom_items.dmi'
icon_state = "taryn_kifer_1"
body_parts_covered = 0
/obj/item/clothing/head/fluff /obj/item/clothing/head/fluff
body_parts_covered = 0 body_parts_covered = 0

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@@ -862,7 +862,7 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_r_hand(var/update_icons=1) /mob/living/carbon/human/update_inv_r_hand(var/update_icons=1)
if(r_hand) if(r_hand)
r_hand.screen_loc = ui_rhand //TODO r_hand.screen_loc = ui_rhand //TODO
var/t_state = r_hand.item_state var/t_state = r_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
if(!t_state) t_state = r_hand.icon_state if(!t_state) t_state = r_hand.icon_state
if(r_hand.icon_override) if(r_hand.icon_override)
@@ -880,7 +880,7 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1) /mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
if(l_hand) if(l_hand)
l_hand.screen_loc = ui_lhand //TODO l_hand.screen_loc = ui_lhand //TODO
var/t_state = l_hand.item_state var/t_state = l_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
if(!t_state) t_state = l_hand.icon_state if(!t_state) t_state = l_hand.icon_state
if(l_hand.icon_override) if(l_hand.icon_override)

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