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https://github.com/CHOMPStation2/CHOMPStation2.git
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Adds a system for refitting species clothing
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@@ -1064,19 +1064,9 @@
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if(!target_species || !target_department)
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return
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switch(target_species)
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if("Skrell")
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if(helmet) helmet.species_restricted = list("Skrell")
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if(suit) suit.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
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if("Human")
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if(helmet) helmet.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox","Skrell")
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if(suit) suit.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
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if("Unathi")
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if(helmet) helmet.species_restricted = list("Unathi")
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if(suit) suit.species_restricted = list("Unathi")
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if("Tajaran")
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if(helmet) helmet.species_restricted = list("Tajaran")
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if(suit) suit.species_restricted = list("Tajaran")
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if(target_species)
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if(helmet) helmet.refit_for_species(target_species)
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if(suit) suit.refit_for_species(target_species)
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switch(target_department)
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if("Engineering")
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@@ -49,6 +49,18 @@
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var/list/sprite_sheets = null
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var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
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/* Species-specific sprite sheets for object and inhand sprites
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Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
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*/
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var/list/sprite_sheets_obj = null
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//Inhand is not as big a deal as the object sprites, so I'm not sure if these are worth the extra vars.
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//Maybe in the future:
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//var/list/sprite_sheets_inhand_l = null
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//var/list/sprite_sheets_inhand_r = null
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//var/icon_l_hand = 'icons/mob/items_lefthand.dmi'
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//var/icon_r_hand = 'icons/mob/items_righthand.dmi'
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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@@ -7,7 +7,7 @@
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desc = "A kit containing all the needed tools and parts to modify a hardsuit for another user."
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icon_state = "modkit"
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var/parts = MODKIT_FULL
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var/list/target_species = list("Human","Skrell")
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var/target_species = null
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var/list/permitted_types = list(
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/obj/item/clothing/head/helmet/space/rig,
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@@ -38,20 +38,21 @@
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var/obj/item/clothing/I = O
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if(istype(I))
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I.species_restricted = target_species.Copy()
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if (target_species)
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I.refit_for_species(target_species)
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else
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I.refit_for_species("Human")
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parts--
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if(!parts)
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user.drop_from_inventory(src)
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del(src)
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/obj/item/device/modkit/examine()
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..()
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usr << "It looks as though it modifies hardsuits to fit the following [target_species? target_species : "Human"] users."
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/obj/item/device/modkit/tajaran
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name = "tajaran hardsuit modification kit"
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desc = "A kit containing all the needed tools and parts to modify a hardsuit for another user. This one looks like it's meant for Tajara."
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target_species = list("Tajaran")
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/obj/item/device/modkit/examine()
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..()
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usr << "It looks as though it modifies hardsuits to fit the following users:"
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for(var/species in target_species)
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usr << "- [species]"
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target_species = "Tajaran"
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@@ -32,6 +32,27 @@
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return 1
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/obj/item/clothing/proc/refit_for_species(var/target_species)
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switch(target_species)
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if("Human", "Skrell") //humanoid bodytypes
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species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
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else
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species_restricted = list(target_species)
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if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
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icon = sprite_sheets_obj[target_species]
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/obj/item/clothing/head/helmet/refit_for_species(var/target_species)
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switch(target_species)
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if("Human")
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species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
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else
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species_restricted = list(target_species)
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if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
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icon = sprite_sheets_obj[target_species]
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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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