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Fixes #6783, moves spacesuits to a separate file
Adds an update_clothing_icon() proc to clothing items that will call the relevant icon update proc on the mob which is equipping the clothing, if any. Changes various clothing procs to not call update icon procs on usr which may not even be the mob wearing the clothing.
This commit is contained in:
@@ -787,6 +787,7 @@
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#include "code\modules\clothing\spacesuits\miscellaneous.dm"
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#include "code\modules\clothing\spacesuits\ninja.dm"
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#include "code\modules\clothing\spacesuits\rig.dm"
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#include "code\modules\clothing\spacesuits\spacesuits.dm"
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#include "code\modules\clothing\spacesuits\syndi.dm"
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#include "code\modules\clothing\spacesuits\void.dm"
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#include "code\modules\clothing\suits\alien.dm"
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@@ -170,9 +170,10 @@
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usr.l_hand = P
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P.layer = 20
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if(istype(usr,/mob/living/carbon/human))
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usr:update_inv_l_hand()
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usr:update_inv_r_hand()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_l_hand()
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M.update_inv_r_hand()
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/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
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if(!istype(M))
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@@ -10,6 +10,10 @@
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*/
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var/list/sprite_sheets_refit = null
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//Updates the icons of the mob wearing the clothing item, if any.
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/obj/item/clothing/proc/update_clothing_icon()
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return
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//BS12: Species-restricted clothing check.
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/obj/item/clothing/mob_can_equip(M as mob, slot)
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@@ -80,6 +84,7 @@
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else
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icon = initial(icon)
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///////////////////////////////////////////////////////////////////////
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// Ears: headsets, earmuffs and tiny objects
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/obj/item/clothing/ears
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name = "ears"
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@@ -121,6 +126,11 @@
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if(istype(src,/obj/item/clothing/ears/offear))
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del(src)
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/obj/item/clothing/ears/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_ears()
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/obj/item/clothing/ears/offear
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name = "Other ear"
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w_class = 5.0
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@@ -142,7 +152,17 @@
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item_state = "earmuffs"
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slot_flags = SLOT_EARS | SLOT_TWOEARS
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///////////////////////////////////////////////////////////////////////
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//Glasses
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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@@ -153,17 +173,13 @@
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var/darkness_view = 0//Base human is 2
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var/invisa_view = 0
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/eyes.dmi')
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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/obj/item/clothing/glasses/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_glasses()
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///////////////////////////////////////////////////////////////////////
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//Gloves
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/obj/item/clothing/gloves
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name = "gloves"
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@@ -185,6 +201,11 @@ BLIND // can't see anything
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..()
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return
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/obj/item/clothing/gloves/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_gloves()
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/obj/item/clothing/gloves/emp_act(severity)
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if(cell)
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//why is this not part of the powercell code?
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@@ -217,6 +238,7 @@ BLIND // can't see anything
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species_restricted -= "Tajara"
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return
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///////////////////////////////////////////////////////////////////////
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//Head
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/obj/item/clothing/head
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name = "head"
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@@ -225,6 +247,12 @@ BLIND // can't see anything
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slot_flags = SLOT_HEAD
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w_class = 2.0
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/obj/item/clothing/head/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_head()
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///////////////////////////////////////////////////////////////////////
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//Mask
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/obj/item/clothing/mask
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name = "mask"
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@@ -234,8 +262,15 @@ BLIND // can't see anything
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body_parts_covered = FACE|EYES
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/masks.dmi')
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/obj/item/clothing/mask/proc/filter_air(datum/gas_mixture/air)
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/obj/item/clothing/mask/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_wear_mask()
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/obj/item/clothing/mask/proc/filter_air(datum/gas_mixture/air)
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return
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///////////////////////////////////////////////////////////////////////
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//Shoes
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/obj/item/clothing/shoes
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name = "shoes"
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@@ -251,6 +286,12 @@ BLIND // can't see anything
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species_restricted = list("exclude","Unathi","Tajara")
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/shoes.dmi')
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/obj/item/clothing/shoes/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_shoes()
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///////////////////////////////////////////////////////////////////////
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//Suit
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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@@ -265,74 +306,12 @@ BLIND // can't see anything
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siemens_coefficient = 0.9
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w_class = 3
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
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/obj/item/clothing/head/helmet/space
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
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item_state = "space"
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = HEAD|FACE|EYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. \"NSS EXODUS\" is written in large block letters on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
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/obj/item/clothing/suit/space/equipped(mob/M)
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check_limb_support()
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..()
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/obj/item/clothing/suit/space/dropped()
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check_limb_support()
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..()
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// Some space suits are equipped with reactive membranes that support
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// broken limbs - at the time of writing, only the ninja suit, but
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// I can see it being useful for other suits as we expand them. ~ Z
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// The actual splinting occurs in /datum/organ/external/proc/fracture()
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/obj/item/clothing/suit/space/proc/check_limb_support()
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// If this isn't set, then we don't need to care.
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if(!supporting_limbs || !supporting_limbs.len)
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return
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var/mob/living/carbon/human/H = src.loc
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// If the holder isn't human, or the holder IS and is wearing the suit, it keeps supporting the limbs.
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if(!istype(H) || H.wear_suit == src)
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return
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// Otherwise, remove the splints.
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for(var/datum/organ/external/E in supporting_limbs)
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E.status &= ~ ORGAN_SPLINTED
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supporting_limbs = list()
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/obj/item/clothing/suit/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_wear_suit()
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///////////////////////////////////////////////////////////////////////
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//Under clothing
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/obj/item/clothing/under
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icon = 'icons/obj/clothing/uniforms.dmi'
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@@ -356,6 +335,11 @@ BLIND // can't see anything
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var/basecolor
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/uniform.dmi')
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/obj/item/clothing/under/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_w_uniform()
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/obj/item/clothing/under/attackby(obj/item/I, mob/user)
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if(hastie)
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hastie.attackby(I, user)
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@@ -480,7 +464,7 @@ BLIND // can't see anything
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if(basecolor + "_d_s" in icon_states('icons/mob/uniform.dmi'))
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body_parts_covered = "[basecolor]" ? LEGS|LOWER_TORSO : UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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item_color = item_color == "[basecolor]" ? "[basecolor]_d" : "[basecolor]"
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usr.update_inv_w_uniform()
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update_clothing_icon()
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else
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usr << "<span class='notice'>You cannot roll down the uniform!</span>"
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@@ -490,10 +474,7 @@ BLIND // can't see anything
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hastie.on_removed(user)
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hastie = null
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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update_clothing_icon()
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/obj/item/clothing/under/verb/removetie()
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set name = "Remove Accessory"
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@@ -156,7 +156,7 @@
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icon_state = "[initial(icon_state)]up"
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usr << "You push \the [src] up out of your face."
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usr.update_inv_glasses()
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update_clothing_icon()
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/obj/item/clothing/glasses/welding/superior
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name = "superior welding goggles"
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@@ -48,7 +48,7 @@
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = "[initial(icon_state)]up"
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usr << "You push the [src] up out of your face."
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usr.update_inv_head() //so our mob-overlays update
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update_clothing_icon() //so our mob-overlays update
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/*
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@@ -26,7 +26,7 @@
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else
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icon_state = "[item_color]soft"
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usr << "You flip the hat back in normal position."
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usr.update_inv_head() //so our mob-overlays update
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update_clothing_icon() //so our mob-overlays update
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/obj/item/clothing/head/soft/red
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name = "red cap"
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@@ -34,7 +34,7 @@
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flags |= MASKCOVERSMOUTH | MASKINTERNALS
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icon_state = "breath"
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usr << "You pull the mask up to cover your face."
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usr.update_inv_wear_mask()
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update_clothing_icon()
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/obj/item/clothing/mask/breath/medical
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desc = "A close-fitting sterile mask that can be connected to an air supply."
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67
code/modules/clothing/spacesuits/spacesuits.dm
Normal file
67
code/modules/clothing/spacesuits/spacesuits.dm
Normal file
@@ -0,0 +1,67 @@
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
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/obj/item/clothing/head/helmet/space
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
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item_state = "space"
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = HEAD|FACE|EYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. \"NSS EXODUS\" is written in large block letters on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
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/obj/item/clothing/suit/space/equipped(mob/M)
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check_limb_support()
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..()
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/obj/item/clothing/suit/space/dropped()
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check_limb_support()
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..()
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// Some space suits are equipped with reactive membranes that support
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// broken limbs - at the time of writing, only the ninja suit, but
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// I can see it being useful for other suits as we expand them. ~ Z
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// The actual splinting occurs in /datum/organ/external/proc/fracture()
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/obj/item/clothing/suit/space/proc/check_limb_support()
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// If this isn't set, then we don't need to care.
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if(!supporting_limbs || !supporting_limbs.len)
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return
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var/mob/living/carbon/human/H = src.loc
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// If the holder isn't human, or the holder IS and is wearing the suit, it keeps supporting the limbs.
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if(!istype(H) || H.wear_suit == src)
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return
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// Otherwise, remove the splints.
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for(var/datum/organ/external/E in supporting_limbs)
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E.status &= ~ ORGAN_SPLINTED
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supporting_limbs = list()
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@@ -184,7 +184,7 @@
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else
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usr << "You attempt to button-up the velcro on your [src], before promptly realising how retarded you are."
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return
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usr.update_inv_wear_suit() //so our overlays update
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update_clothing_icon() //so our overlays update
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//Medical
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/obj/item/clothing/suit/storage/fr_jacket
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@@ -212,7 +212,7 @@
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if("fr_jacket")
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src.icon_state = "fr_jacket_open"
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usr << "You unbutton the jacket."
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usr.update_inv_wear_suit() //so our overlays update
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update_clothing_icon() //so our overlays update
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//Mime
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/obj/item/clothing/suit/suspenders
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@@ -2,7 +2,7 @@
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name = "labcoat"
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desc = "A suit that protects against minor chemical spills."
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icon_state = "labcoat_open"
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item_state = "labcoat"
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item_state = "labcoat" //Is this even used for anything?
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blood_overlay_type = "coat"
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body_parts_covered = UPPER_TORSO|ARMS
|
||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper)
|
||||
@@ -17,6 +17,7 @@
|
||||
if(!usr.canmove || usr.stat || usr.restrained())
|
||||
return 0
|
||||
|
||||
//Why???
|
||||
switch(icon_state)
|
||||
if("labcoat_open")
|
||||
src.icon_state = "labcoat"
|
||||
@@ -93,7 +94,7 @@
|
||||
else
|
||||
usr << "You attempt to button-up the velcro on your [src], before promptly realising how silly you are."
|
||||
return
|
||||
usr.update_inv_wear_suit() //so our overlays update
|
||||
update_clothing_icon() //so our overlays update
|
||||
|
||||
/obj/item/clothing/suit/storage/labcoat/red
|
||||
name = "red labcoat"
|
||||
|
||||
@@ -219,7 +219,7 @@
|
||||
else
|
||||
usr << "You button-up some imaginary buttons on your [src]."
|
||||
return
|
||||
usr.update_inv_wear_suit()
|
||||
update_clothing_icon()
|
||||
|
||||
//pyjamas
|
||||
//originally intended to be pinstripes >.>
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
icon_state = "psyche"
|
||||
item_color = "psyche"
|
||||
update_icon()
|
||||
usr.update_inv_w_uniform()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Jumpsuit Appearance"
|
||||
@@ -49,8 +49,7 @@
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_w_uniform() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*****************
|
||||
//**Chameleon Hat**
|
||||
@@ -81,7 +80,7 @@
|
||||
icon_state = "greysoft"
|
||||
item_color = "grey"
|
||||
update_icon()
|
||||
usr.update_inv_head()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Hat/Helmet Appearance"
|
||||
@@ -104,8 +103,7 @@
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_head() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//******************
|
||||
//**Chameleon Suit**
|
||||
@@ -135,7 +133,7 @@
|
||||
icon_state = "armor"
|
||||
item_color = "armor"
|
||||
update_icon()
|
||||
usr.update_inv_wear_suit()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Exosuit Appearance"
|
||||
@@ -158,8 +156,7 @@
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_wear_suit() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*******************
|
||||
//**Chameleon Shoes**
|
||||
@@ -189,7 +186,7 @@
|
||||
item_state = "black"
|
||||
item_color = "black"
|
||||
update_icon()
|
||||
usr.update_inv_shoes()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Footwear Appearance"
|
||||
@@ -210,8 +207,7 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
if(usr)
|
||||
usr.update_inv_shoes() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//**********************
|
||||
//**Chameleon Backpack**
|
||||
@@ -238,7 +234,9 @@
|
||||
icon_state = "backpack"
|
||||
item_state = "backpack"
|
||||
update_icon()
|
||||
usr.update_inv_back()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Backpack Appearance"
|
||||
@@ -259,8 +257,11 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
if(usr)
|
||||
usr.update_inv_back() //so our overlays update.
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
|
||||
//********************
|
||||
//**Chameleon Gloves**
|
||||
@@ -289,7 +290,7 @@
|
||||
icon_state = "black"
|
||||
item_color = "brown"
|
||||
update_icon()
|
||||
usr.update_inv_gloves()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gloves Appearance"
|
||||
@@ -311,8 +312,7 @@
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
if(usr)
|
||||
usr.update_inv_gloves() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//******************
|
||||
//**Chameleon Mask**
|
||||
@@ -340,7 +340,8 @@
|
||||
desc = "It's a gas mask."
|
||||
icon_state = "gas_alt"
|
||||
update_icon()
|
||||
usr.update_inv_wear_mask()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Mask Appearance"
|
||||
set category = "Object"
|
||||
@@ -361,8 +362,7 @@
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_wear_mask() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*********************
|
||||
//**Chameleon Glasses**
|
||||
@@ -389,7 +389,7 @@
|
||||
desc = "It's a set of mesons."
|
||||
icon_state = "meson"
|
||||
update_icon()
|
||||
usr.update_inv_glasses()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Glasses Appearance"
|
||||
@@ -410,8 +410,7 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
if(usr)
|
||||
usr.update_inv_glasses() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*****************
|
||||
//**Chameleon Gun**
|
||||
@@ -441,8 +440,10 @@
|
||||
desc = "It's a desert eagle."
|
||||
icon_state = "deagle"
|
||||
update_icon()
|
||||
usr.update_inv_r_hand()
|
||||
usr.update_inv_l_hand()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gun Appearance"
|
||||
@@ -463,6 +464,9 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
if(usr)
|
||||
usr.update_inv_r_hand()
|
||||
usr.update_inv_l_hand() //so our overlays update.
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
@@ -936,7 +936,7 @@
|
||||
if("lombardi_jacket_open")
|
||||
src.icon_state = "lombardi_jacket"
|
||||
usr << "You button up the jacket."
|
||||
usr.update_inv_wear_suit()
|
||||
update_clothing_icon()
|
||||
|
||||
//////////// Uniforms ////////////
|
||||
|
||||
@@ -1098,7 +1098,7 @@
|
||||
|
||||
src.icon_state = "[item_color]"
|
||||
src.item_state = "[item_color]"
|
||||
usr.update_inv_w_uniform()
|
||||
update_clothing_icon()
|
||||
|
||||
////// Wyatt's Ex-Commander Jumpsuit - RawrTaicho
|
||||
/obj/item/clothing/under/fluff/wyatt_1
|
||||
|
||||
@@ -47,7 +47,9 @@
|
||||
tank = null
|
||||
icon_state = "pneumatic"
|
||||
item_state = "pneumatic"
|
||||
usr.update_icons()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_icons()
|
||||
else
|
||||
usr << "There's no tank in [src]."
|
||||
|
||||
|
||||
Reference in New Issue
Block a user