Minor tweaks to voidsuits.

Component removal uses a dialogue box instead of removing items in a set order.
Renames "Eject Tank" to avoid duplicate verb names.
Changes order of components when equipping voidsuits.
Two user message changes.
This commit is contained in:
Techhead0
2015-06-08 04:43:01 -04:00
parent 2da0a5e979
commit f2f34b9a38

View File

@@ -83,6 +83,10 @@
if(H.wear_suit != src)
return
if(boots)
if (H.equip_to_slot_if_possible(boots, slot_shoes))
boots.canremove = 0
if(helmet)
if(H.head)
M << "You are unable to deploy your suit's helmet as \the [H.head] is in the way."
@@ -90,10 +94,6 @@
M << "Your suit's helmet deploys with a hiss."
helmet.canremove = 0
if(boots)
if (H.equip_to_slot_if_possible(boots, slot_shoes))
boots.canremove = 0
if(tank)
if(H.s_store) //In case someone finds a way.
M << "Alarmingly, the valve on your suit's installed tank fails to engage."
@@ -101,6 +101,7 @@
M << "The valve on your suit's installed tank safely engages."
tank.canremove = 0
/obj/item/clothing/suit/space/void/dropped()
..()
@@ -151,7 +152,7 @@
helmet.loc = src
else
if(H.head)
H << "<span class='danger'>You cannot deploy your helmet while wearing another helmet.</span>"
H << "<span class='danger'>You cannot deploy your helmet while wearing \the [H.head].</span>"
return
if(H.equip_to_slot_if_possible(helmet, slot_head))
helmet.pickup(H)
@@ -161,7 +162,7 @@
/obj/item/clothing/suit/space/void/verb/eject_tank()
set name = "Eject Tank"
set name = "Eject Voidsuit Tank"
set category = "Object"
set src in usr
@@ -187,22 +188,26 @@
if(!istype(user,/mob/living)) return
if(istype(src.loc,/mob/living))
user << "<span class='danger'>How do you propose to modify a hardsuit while it is being worn?</span>"
user << "<span class='danger'>How do you propose to modify a voidsuit while it is being worn?</span>"
return
if(istype(W,/obj/item/weapon/screwdriver))
if(tank)
user << "You pop \the [tank] out of \the [src]'s storage compartment."
tank.loc = get_turf(src)
src.tank = null
else if(helmet)
user << "You detatch \the [helmet] from \the [src]'s helmet mount."
helmet.loc = get_turf(src)
src.helmet = null
else if (boots)
user << "You detatch \the [boots] from \the [src]'s boot mounts."
boots.loc = get_turf(src)
src.boots = null
if(helmet || boots || tank)
var/choice = input("What component would you like to remove?") as null|anything in list(helmet,boots,tank)
if(!choice) return
if(choice == tank) //No, a switch doesn't work here. Sorry. ~Techhead
user << "You pop \the [tank] out of \the [src]'s storage compartment."
tank.loc = get_turf(src)
src.tank = null
else if(choice == helmet)
user << "You detatch \the [helmet] from \the [src]'s helmet mount."
helmet.loc = get_turf(src)
src.helmet = null
else if(choice == boots)
user << "You detatch \the [boots] from \the [src]'s boot mounts."
boots.loc = get_turf(src)
src.boots = null
else
user << "\The [src] does not have anything installed."
return