mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #8379 from Neerti/3-6-2015_help_text_weapons
Examine Tab Text: (Some) Weapons
This commit is contained in:
@@ -968,6 +968,7 @@
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#include "code\modules\examine\descriptions\stacks.dm"
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#include "code\modules\examine\descriptions\structures.dm"
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#include "code\modules\examine\descriptions\turfs.dm"
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#include "code\modules\examine\descriptions\weapons.dm"
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#include "code\modules\ext_scripts\irc.dm"
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#include "code\modules\ext_scripts\python.dm"
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#include "code\modules\flufftext\Dreaming.dm"
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@@ -12,43 +12,43 @@
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/cloud, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
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for(var/U in typesof(/obj/item/clothing/under)-blocked)
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var/obj/item/clothing/under/V = new U
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src.clothing_choices[V.name] = U
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/obj/item/clothing/under/chameleon/New()
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..()
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var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/cloud, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
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for(var/U in typesof(/obj/item/clothing/under)-blocked)
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var/obj/item/clothing/under/V = new U
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src.clothing_choices[V.name] = U
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return
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/obj/item/clothing/under/chameleon/emp_act(severity)
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name = "psychedelic"
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desc = "Groovy!"
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icon_state = "psyche"
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item_color = "psyche"
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update_icon()
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update_clothing_icon()
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/obj/item/clothing/under/chameleon/verb/change()
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set name = "Change Jumpsuit Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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emp_act(severity)
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name = "psychedelic"
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desc = "Groovy!"
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icon_state = "psyche"
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item_color = "psyche"
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update_icon()
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update_clothing_icon()
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desc = null
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permeability_coefficient = 0.90
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verb/change()
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set name = "Change Jumpsuit Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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body_parts_covered = A.body_parts_covered
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update_clothing_icon() //so our overlays update.
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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body_parts_covered = A.body_parts_covered
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update_clothing_icon() //so our overlays update.
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//*****************
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//**Chameleon Hat**
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@@ -64,44 +64,44 @@
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body_parts_covered = 0
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/clothing/head/chameleon,/obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/head)-blocked)
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var/obj/item/clothing/head/V = new U
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src.clothing_choices[V.name] = U
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/obj/item/clothing/head/chameleon/New()
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..()
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var/blocked = list(/obj/item/clothing/head/chameleon,/obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/head)-blocked)
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var/obj/item/clothing/head/V = new U
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src.clothing_choices[V.name] = U
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return
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/obj/item/clothing/head/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "grey cap"
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desc = "It's a baseball hat in a tasteful grey colour."
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icon_state = "greysoft"
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item_color = "grey"
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update_icon()
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update_clothing_icon()
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/obj/item/clothing/head/chameleon/verb/change()
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set name = "Change Hat/Helmet Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "grey cap"
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desc = "It's a baseball hat in a tasteful grey colour."
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icon_state = "greysoft"
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item_color = "grey"
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update_icon()
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update_clothing_icon()
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desc = null
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permeability_coefficient = 0.90
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verb/change()
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set name = "Change Hat/Helmet Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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body_parts_covered = A.body_parts_covered
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update_clothing_icon() //so our overlays update.
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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body_parts_covered = A.body_parts_covered
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update_clothing_icon() //so our overlays update.
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//******************
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//**Chameleon Suit**
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@@ -115,45 +115,45 @@
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/clothing/suit/chameleon, /obj/item/clothing/suit/cyborg_suit, /obj/item/clothing/suit/justice,
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/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
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for(var/U in typesof(/obj/item/clothing/suit)-blocked)
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var/obj/item/clothing/suit/V = new U
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src.clothing_choices[V.name] = U
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/obj/item/clothing/suit/chameleon/New()
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..()
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var/blocked = list(/obj/item/clothing/suit/chameleon, /obj/item/clothing/suit/cyborg_suit, /obj/item/clothing/suit/justice,
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/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
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for(var/U in typesof(/obj/item/clothing/suit)-blocked)
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var/obj/item/clothing/suit/V = new U
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src.clothing_choices[V.name] = U
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return
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/obj/item/clothing/suit/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "armor"
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desc = "An armored vest that protects against some damage."
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icon_state = "armor"
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item_color = "armor"
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update_icon()
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update_clothing_icon()
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/obj/item/clothing/suit/chameleon/verb/change()
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set name = "Change Exosuit Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select exosuit to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "armor"
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desc = "An armored vest that protects against some damage."
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icon_state = "armor"
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item_color = "armor"
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update_icon()
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update_clothing_icon()
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desc = null
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permeability_coefficient = 0.90
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verb/change()
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set name = "Change Exosuit Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select exosuit to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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body_parts_covered = A.body_parts_covered
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update_clothing_icon() //so our overlays update.
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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body_parts_covered = A.body_parts_covered
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update_clothing_icon() //so our overlays update.
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//*******************
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//**Chameleon Shoes**
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@@ -167,43 +167,43 @@
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/clothing/shoes/chameleon, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes.
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for(var/U in typesof(/obj/item/clothing/shoes)-blocked)
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var/obj/item/clothing/shoes/V = new U
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src.clothing_choices[V.name] = U
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/obj/item/clothing/shoes/chameleon/New()
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..()
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var/blocked = list(/obj/item/clothing/shoes/chameleon, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes.
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for(var/U in typesof(/obj/item/clothing/shoes)-blocked)
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var/obj/item/clothing/shoes/V = new U
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src.clothing_choices[V.name] = U
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return
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/obj/item/clothing/shoes/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "black shoes"
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desc = "A pair of black shoes."
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icon_state = "black"
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item_state = "black"
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item_color = "black"
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update_icon()
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update_clothing_icon()
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/obj/item/clothing/shoes/chameleon/verb/change()
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set name = "Change Footwear Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select shoes to change it to", "Chameleon Shoes")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "black shoes"
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desc = "A pair of black shoes."
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icon_state = "black"
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item_state = "black"
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item_color = "black"
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update_icon()
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update_clothing_icon()
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desc = null
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permeability_coefficient = 0.90
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verb/change()
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set name = "Change Footwear Appearance"
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set category = "Object"
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set src in usr
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var/picked = input("Select shoes to change it to", "Chameleon Shoes")as null|anything in clothing_choices
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if(!picked || !clothing_choices[picked])
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return
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var/newtype = clothing_choices[picked]
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var/obj/item/clothing/A = new newtype
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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update_clothing_icon() //so our overlays update.
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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update_clothing_icon() //so our overlays update.
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//**********************
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//**Chameleon Backpack**
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@@ -216,48 +216,48 @@
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
|
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New()
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..()
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var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet)
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for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks.
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var/obj/item/weapon/storage/backpack/V = new U
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src.clothing_choices[V.name] = U
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/obj/item/weapon/storage/backpack/chameleon/New()
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..()
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var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet)
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for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks.
|
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var/obj/item/weapon/storage/backpack/V = new U
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src.clothing_choices[V.name] = U
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return
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/obj/item/weapon/storage/backpack/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "backpack"
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desc = "You wear this on your back and put items into it."
|
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icon_state = "backpack"
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item_state = "backpack"
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update_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
|
||||
M.update_inv_back()
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/obj/item/weapon/storage/backpack/chameleon/verb/change()
|
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set name = "Change Backpack Appearance"
|
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set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/weapon/storage/backpack/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "backpack"
|
||||
desc = "You wear this on your back and put items into it."
|
||||
icon_state = "backpack"
|
||||
item_state = "backpack"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Backpack Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
|
||||
var/picked = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/weapon/storage/backpack/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
|
||||
//********************
|
||||
//**Chameleon Gloves**
|
||||
@@ -272,43 +272,43 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/gloves)-blocked)
|
||||
var/obj/item/clothing/gloves/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/gloves/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/gloves)-blocked)
|
||||
var/obj/item/clothing/gloves/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/gloves/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "black gloves"
|
||||
desc = "It looks like a pair of gloves, but it seems to have a small dial inside."
|
||||
icon_state = "black"
|
||||
item_color = "brown"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/gloves/chameleon/verb/change()
|
||||
set name = "Change Gloves Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "black gloves"
|
||||
desc = "It looks like a pair of gloves, but it seems to have a small dial inside."
|
||||
icon_state = "black"
|
||||
item_color = "brown"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gloves Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//******************
|
||||
//**Chameleon Mask**
|
||||
@@ -322,43 +322,43 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/mask)-blocked)
|
||||
var/obj/item/clothing/mask/V = new U
|
||||
if(V)
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/mask/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/mask)-blocked)
|
||||
var/obj/item/clothing/mask/V = new U
|
||||
if(V)
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "gas mask"
|
||||
desc = "It's a gas mask."
|
||||
icon_state = "gas_alt"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/mask/chameleon/verb/change()
|
||||
set name = "Change Mask Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "gas mask"
|
||||
desc = "It's a gas mask."
|
||||
icon_state = "gas_alt"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Mask Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*********************
|
||||
//**Chameleon Glasses**
|
||||
@@ -372,41 +372,41 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/glasses)-blocked)
|
||||
var/obj/item/clothing/glasses/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/glasses/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/glasses)-blocked)
|
||||
var/obj/item/clothing/glasses/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/glasses/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "Optical Meson Scanner"
|
||||
desc = "It's a set of mesons."
|
||||
icon_state = "meson"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/glasses/chameleon/verb/change()
|
||||
set name = "Change Glasses Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "Optical Meson Scanner"
|
||||
desc = "It's a set of mesons."
|
||||
icon_state = "meson"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Glasses Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*****************
|
||||
//**Chameleon Gun**
|
||||
@@ -423,46 +423,45 @@
|
||||
matter = list()
|
||||
var/list/gun_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)
|
||||
for(var/U in typesof(/obj/item/weapon/gun/)-blocked)
|
||||
var/obj/item/weapon/gun/V = new U
|
||||
src.gun_choices[V.name] = U
|
||||
/obj/item/weapon/gun/projectile/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)
|
||||
for(var/U in typesof(/obj/item/weapon/gun/)-blocked)
|
||||
var/obj/item/weapon/gun/V = new U
|
||||
src.gun_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon/emp_act(severity)
|
||||
name = "desert eagle"
|
||||
desc = "It's a desert eagle."
|
||||
icon_state = "deagle"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon/verb/change(picked in gun_choices)
|
||||
set name = "Change Gun Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!picked || !gun_choices[picked])
|
||||
return
|
||||
var/newtype = gun_choices[picked]
|
||||
var/obj/item/weapon/gun/A = new newtype
|
||||
|
||||
emp_act(severity)
|
||||
name = "desert eagle"
|
||||
desc = "It's a desert eagle."
|
||||
icon_state = "deagle"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gun Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
|
||||
var/picked = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices
|
||||
if(!picked || !gun_choices[picked])
|
||||
return
|
||||
var/newtype = gun_choices[picked]
|
||||
var/obj/item/weapon/gun/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
91
code/modules/examine/descriptions/weapons.dm
Normal file
91
code/modules/examine/descriptions/weapons.dm
Normal file
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
Note: This file is meant for actual weapons (guns, swords, etc), and not the stupid 'every obj is a weapon, except when it's not' thing.
|
||||
*/
|
||||
|
||||
//******
|
||||
//*Guns*
|
||||
//******
|
||||
|
||||
//This contains a lot of copypasta but I'm told it's better then a lot of New()s appending the var.
|
||||
/obj/item/weapon/gun
|
||||
description_info = "This is a gun. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire."
|
||||
|
||||
/obj/item/weapon/gun/energy
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire."
|
||||
description_antag = "This is a stealthy weapon which fires poisoned bolts at your target. When it hits someone, they will suffer a stun effect, in \
|
||||
addition to toxins. The energy crossbow recharges itself slowly, and can be concealed in your pocket or bag."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
|
||||
in your hand. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/taser
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/stunrevolver
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
|
||||
in your hand. Unlike most weapons, this weapon recharges itself."
|
||||
|
||||
/obj/item/weapon/gun/energy/captain
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. Unlike most weapons, this weapon recharges itself."
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger. \
|
||||
To use the scope, use the appropriate verb in the object tab."
|
||||
|
||||
/obj/item/weapon/gun/projectile
|
||||
description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. To reload, click the weapon in your hand to unload (if needed), then add the appropiate ammo. The description \
|
||||
will tell you what caliber you need."
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon
|
||||
description_info = null //The chameleon gun adopts the description_info of the weapon it is impersonating as, to make meta-ing harder.
|
||||
description_antag = "This gun can alter its appearance to mimick other weapons. To change the appearance, use the appropriate verb in the object tab. \
|
||||
The ammo loaded by default makes the gun useless for actual combat."
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon/change(picked in gun_choices) //Making the gun change its help text to match the weapon's help text.
|
||||
..(picked)
|
||||
var/obj/O = gun_choices[picked]
|
||||
description_info = initial(O.description_info)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump
|
||||
description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \
|
||||
shells into the gun."
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper
|
||||
description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
|
||||
then close it. To use the scope, use the appropriate verb in the object tab."
|
||||
|
||||
//*******
|
||||
//*Melee*
|
||||
//*******
|
||||
|
||||
/obj/item/weapon/melee/baton
|
||||
description_info = "The baton needs to be turned on to apply the stunning effect. Use it in your hand to toggle it on or off. If your intent is \
|
||||
set to 'harm', you will inflict damage when using it, regardless if it is on or not. Each stun reduces the baton's charge, which can be replenished by \
|
||||
putting it inside a weapon recharger."
|
||||
|
||||
/obj/item/weapon/melee/energy/sword
|
||||
description_antag = "The energy sword is a very strong melee weapon, capable of severing limbs easily, if they are targeted. It can also has a chance \
|
||||
to block projectiles and melee attacks while it is on and being held. The sword can be toggled on or off by using it in your hand. While it is off, \
|
||||
it can be concealed in your pocket or bag."
|
||||
|
||||
/obj/item/weapon/melee/cultblade
|
||||
description_antag = "This sword is a powerful weapon, capable of severing limbs easily, if they are targeted. Nonbelivers are unable to use this weapon."
|
||||
Reference in New Issue
Block a user