Goggles are airtight

Adds some 'plain' goggles that are airtight, and as such protect your eyes from things like phoron. Also allows eyewear to protect you from phoron if it's airtight (and hiding your eyes). Added airtight flag to science goggles, welding goggles, and 'plain' goggles I added. Weldning goggles only protect your eyes when down, since it removes the covers eyes flag when up.
This commit is contained in:
Arokha Sieyes
2017-05-27 03:03:45 -04:00
parent 8db103a7a6
commit 9fef32f585
6 changed files with 27 additions and 13 deletions

View File

@@ -103,19 +103,23 @@ obj/var/phoronproof = 0
//Burn eyes if exposed. //Burn eyes if exposed.
if(vsc.plc.EYE_BURNS && (species.breath_type != "phoron")) if(vsc.plc.EYE_BURNS && (species.breath_type != "phoron"))
if(!head) var/burn_eyes = 1
if(!wear_mask)
burn_eyes() //Check for protective glasses
else if(glasses && (glasses.body_parts_covered & EYES) && (glasses.item_flags & AIRTIGHT))
if(!(wear_mask.body_parts_covered & EYES)) burn_eyes = 0
burn_eyes()
else //Check for protective maskwear
if(!(head.body_parts_covered & EYES)) if(burn_eyes && wear_mask && (wear_mask.body_parts_covered & EYES) && (wear_mask.item_flags & AIRTIGHT))
if(!wear_mask) burn_eyes = 0
burn_eyes()
else //Check for protective helmets
if(!(wear_mask.body_parts_covered & EYES)) if(burn_eyes && head && (head.body_parts_covered & EYES) && (head.item_flags & AIRTIGHT))
burn_eyes() burn_eyes = 0
//If we still need to, burn their eyes
if(burn_eyes)
burn_eyes()
//Genetic Corruption //Genetic Corruption
if(vsc.plc.GENETIC_CORRUPTION && (species.breath_type != "phoron")) if(vsc.plc.GENETIC_CORRUPTION && (species.breath_type != "phoron"))

View File

@@ -89,11 +89,20 @@ BLIND // can't see anything
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses") item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
toggleable = 1 toggleable = 1
action_button_name = "Toggle Goggles" action_button_name = "Toggle Goggles"
item_flags = AIRTIGHT
/obj/item/clothing/glasses/science/New() /obj/item/clothing/glasses/science/New()
..() ..()
overlay = global_hud.science overlay = global_hud.science
/obj/item/clothing/glasses/goggles
name = "Goggles"
desc = "Just some plain old goggles."
icon_state = "plaingoggles"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
item_flags = AIRTIGHT
body_parts_covered = EYES
/obj/item/clothing/glasses/night /obj/item/clothing/glasses/night
name = "Night Vision Goggles" name = "Night Vision Goggles"
desc = "You can totally see in the dark now!" desc = "You can totally see in the dark now!"
@@ -200,6 +209,7 @@ BLIND // can't see anything
item_state_slots = list(slot_r_hand_str = "welding-g", slot_l_hand_str = "welding-g") item_state_slots = list(slot_r_hand_str = "welding-g", slot_l_hand_str = "welding-g")
action_button_name = "Flip Welding Goggles" action_button_name = "Flip Welding Goggles"
matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000) matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000)
item_flags = AIRTIGHT
var/up = 0 var/up = 0
/obj/item/clothing/glasses/welding/attack_self() /obj/item/clothing/glasses/welding/attack_self()

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