mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
1101 lines
36 KiB
Plaintext
1101 lines
36 KiB
Plaintext
//////////////////////////////////////
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// SUIT STORAGE UNIT /////////////////
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//////////////////////////////////////
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/obj/machinery/suit_storage_unit
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name = "Suit Storage Unit"
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desc = "An industrial U-Stor-It Storage unit designed to accomodate all kinds of space suits. Its on-board equipment also allows the user to decontaminate the contents through a UV-ray purging cycle. There's a warning label dangling from the control pad, reading \"STRICTLY NO BIOLOGICALS IN THE CONFINES OF THE UNIT\"."
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icon = 'icons/obj/suitstorage.dmi'
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icon_state = "suitstorage000000100" //order is: [has helmet][has suit][has human][is open][is locked][is UV cycling][is powered][is dirty/broken] [is superUVcycling]
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anchored = 1
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density = 1
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var/mob/living/carbon/human/OCCUPANT = null
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var/obj/item/clothing/suit/space/SUIT = null
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var/SUIT_TYPE = null
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var/obj/item/clothing/head/helmet/space/HELMET = null
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var/HELMET_TYPE = null
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var/obj/item/clothing/mask/MASK = null //All the stuff that's gonna be stored insiiiiiiiiiiiiiiiiiiide, nyoro~n
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var/MASK_TYPE = null //Erro's idea on standarising SSUs whle keeping creation of other SSU types easy: Make a child SSU, name it something then set the TYPE vars to your desired suit output. New() should take it from there by itself.
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var/isopen = 0
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var/islocked = 0
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var/isUV = 0
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var/ispowered = 1 //starts powered
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var/isbroken = 0
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var/issuperUV = 0
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var/panelopen = 0
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var/safetieson = 1
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var/cycletime_left = 0
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//The units themselves/////////////////
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/obj/machinery/suit_storage_unit/standard_unit
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SUIT_TYPE = /obj/item/clothing/suit/space
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HELMET_TYPE = /obj/item/clothing/head/helmet/space
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MASK_TYPE = /obj/item/clothing/mask/breath
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/obj/machinery/suit_storage_unit/New()
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update_icon()
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if(SUIT_TYPE)
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SUIT = new SUIT_TYPE(src)
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if(HELMET_TYPE)
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HELMET = new HELMET_TYPE(src)
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if(MASK_TYPE)
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MASK = new MASK_TYPE(src)
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/obj/machinery/suit_storage_unit/update_icon()
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var/hashelmet = 0
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var/hassuit = 0
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var/hashuman = 0
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if(HELMET)
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hashelmet = 1
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if(SUIT)
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hassuit = 1
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if(OCCUPANT)
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hashuman = 1
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icon_state = text("suitstorage[][][][][][][][][]", hashelmet, hassuit, hashuman, isopen, islocked, isUV, ispowered, isbroken, issuperUV)
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/obj/machinery/suit_storage_unit/power_change()
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..()
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if(!(stat & NOPOWER))
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ispowered = 1
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update_icon()
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else
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spawn(rand(0, 15))
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ispowered = 0
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islocked = 0
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isopen = 1
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dump_everything()
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update_icon()
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/obj/machinery/suit_storage_unit/ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(50))
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dump_everything() //So suits dont survive all the time
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qdel(src)
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return
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if(2.0)
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if(prob(50))
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dump_everything()
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qdel(src)
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return
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else
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return
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return
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/obj/machinery/suit_storage_unit/attack_hand(mob/user as mob)
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var/dat
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if(..())
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return
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if(stat & NOPOWER)
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return
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if(!user.IsAdvancedToolUser())
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return 0
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if(panelopen) //The maintenance panel is open. Time for some shady stuff
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dat+= "<HEAD><TITLE>Suit storage unit: Maintenance panel</TITLE></HEAD>"
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dat+= "<Font color ='black'><B>Maintenance panel controls</B></font><HR>"
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dat+= "<font color ='grey'>The panel is ridden with controls, button and meters, labeled in strange signs and symbols that <BR>you cannot understand. Probably the manufactoring world's language.<BR> Among other things, a few controls catch your eye.</font><BR><BR>"
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dat+= text("<font color ='black'>A small dial with a small lambda symbol on it. It's pointing towards a gauge that reads []</font>.<BR> <font color='blue'><A href='?src=\ref[];toggleUV=1'> Turn towards []</A></font><BR>",(issuperUV ? "15nm" : "185nm"),src,(issuperUV ? "185nm" : "15nm"))
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dat+= text("<font color ='black'>A thick old-style button, with 2 grimy LED lights next to it. The [] LED is on.</font><BR><font color ='blue'><A href='?src=\ref[];togglesafeties=1'>Press button</a></font>",(safetieson? "<font color='green'><B>GREEN</B></font>" : "<font color='red'><B>RED</B></font>"),src)
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dat+= text("<HR><BR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close panel</A>", user)
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//user << browse(dat, "window=ssu_m_panel;size=400x500")
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//onclose(user, "ssu_m_panel")
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else if(isUV) //The thing is running its cauterisation cycle. You have to wait.
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dat += "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
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dat+= "<font color ='red'><B>Unit is cauterising contents with selected UV ray intensity. Please wait.</font></B><BR>"
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//dat+= "<font colr='black'><B>Cycle end in: [cycletimeleft()] seconds. </font></B>"
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//user << browse(dat, "window=ssu_cycling_panel;size=400x500")
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//onclose(user, "ssu_cycling_panel")
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else
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if(!isbroken)
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dat+= "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
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dat+= "<font color='blue'><font size = 4><B>U-Stor-It Suit Storage Unit, model DS1900</B></FONT><BR>"
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dat+= "<B>Welcome to the Unit control panel.</B></FONT><HR>"
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dat+= text("<font color='black'>Helmet storage compartment: <B>[]</B></font><BR>",(HELMET ? HELMET.name : "</font><font color ='grey'>No helmet detected."))
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if(HELMET && isopen)
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dat+=text("<A href='?src=\ref[];dispense_helmet=1'>Dispense helmet</A><BR>",src)
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dat+= text("<font color='black'>Suit storage compartment: <B>[]</B></font><BR>",(SUIT ? SUIT.name : "</font><font color ='grey'>No exosuit detected."))
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if(SUIT && isopen)
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dat+=text("<A href='?src=\ref[];dispense_suit=1'>Dispense suit</A><BR>",src)
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dat+= text("<font color='black'>Breathmask storage compartment: <B>[]</B></font><BR>",(MASK ? MASK.name : "</font><font color ='grey'>No breathmask detected."))
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if(MASK && isopen)
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dat+=text("<A href='?src=\ref[];dispense_mask=1'>Dispense mask</A><BR>",src)
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if(OCCUPANT)
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dat+= "<HR><B><font color ='red'>WARNING: Biological entity detected inside the Unit's storage. Please remove.</B></font><BR>"
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dat+= "<A href='?src=\ref[src];eject_guy=1'>Eject extra load</A>"
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dat+= text("<HR><font color='black'>Unit is: [] - <A href='?src=\ref[];toggle_open=1'>[] Unit</A></font> ",(isopen ? "Open" : "Closed"),src,(isopen ? "Close" : "Open"))
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if(isopen)
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dat+="<HR>"
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else
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dat+= text(" - <A href='?src=\ref[];toggle_lock=1'><font color ='orange'>*[] Unit*</A></font><HR>",src,(islocked ? "Unlock" : "Lock"))
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dat+= text("Unit status: []",(islocked? "<font color ='red'><B>**LOCKED**</B></font><BR>" : "<font color ='green'><B>**UNLOCKED**</B></font><BR>"))
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dat+= text("<A href='?src=\ref[];start_UV=1'>Start Disinfection cycle</A><BR>",src)
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dat += text("<BR><BR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close control panel</A>", user)
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//user << browse(dat, "window=Suit Storage Unit;size=400x500")
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//onclose(user, "Suit Storage Unit")
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else //Ohhhh shit it's dirty or broken! Let's inform the guy.
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dat+= "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
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dat+= "<font color='maroon'><B>Unit chamber is too contaminated to continue usage. Please call for a qualified individual to perform maintenance.</font></B><BR><BR>"
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dat+= text("<HR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close control panel</A>", user)
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//user << browse(dat, "window=suit_storage_unit;size=400x500")
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//onclose(user, "suit_storage_unit")
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user << browse(dat, "window=suit_storage_unit;size=400x500")
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onclose(user, "suit_storage_unit")
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return
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/obj/machinery/suit_storage_unit/Topic(href, href_list) //I fucking HATE this proc
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if(..())
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return
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if((usr.contents.Find(src) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
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usr.set_machine(src)
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if(href_list["toggleUV"])
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toggleUV(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["togglesafeties"])
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togglesafeties(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["dispense_helmet"])
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dispense_helmet(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["dispense_suit"])
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dispense_suit(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["dispense_mask"])
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dispense_mask(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["toggle_open"])
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toggle_open(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["toggle_lock"])
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toggle_lock(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["start_UV"])
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start_UV(usr)
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updateUsrDialog()
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update_icon()
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if(href_list["eject_guy"])
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eject_occupant(usr)
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updateUsrDialog()
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update_icon()
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/*if(href_list["refresh"])
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updateUsrDialog()*/
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add_fingerprint(usr)
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return
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/obj/machinery/suit_storage_unit/proc/toggleUV(mob/user as mob)
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// var/protected = 0
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// var/mob/living/carbon/human/H = user
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if(!panelopen)
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return
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/*if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(istype(G,/obj/item/clothing/gloves/yellow))
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protected = 1
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if(!protected)
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playsound(src, "sparks", 75, 1, -1)
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to_chat(user, "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>")
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return*/
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else //welp, the guy is protected, we can continue
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if(issuperUV)
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to_chat(user, "You slide the dial back towards \"185nm\".")
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issuperUV = 0
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else
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to_chat(user, "You crank the dial all the way up to \"15nm\".")
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issuperUV = 1
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return
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/obj/machinery/suit_storage_unit/proc/togglesafeties(mob/user as mob)
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// var/protected = 0
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// var/mob/living/carbon/human/H = user
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if(!panelopen) //Needed check due to bugs
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return
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/*if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(istype(G,/obj/item/clothing/gloves/yellow))
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protected = 1
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if(!protected)
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playsound(src, "sparks", 75, 1, -1)
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to_chat(user, "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>")
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return*/
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else
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to_chat(user, "You push the button. The coloured LED next to it changes.")
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safetieson = !safetieson
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/obj/machinery/suit_storage_unit/proc/dispense_helmet(mob/user as mob)
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if(!HELMET)
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return //Do I even need this sanity check? Nyoro~n
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else
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HELMET.loc = src.loc
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HELMET = null
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return
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/obj/machinery/suit_storage_unit/proc/dispense_suit(mob/user as mob)
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if(!SUIT)
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return
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else
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SUIT.loc = src.loc
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SUIT = null
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return
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/obj/machinery/suit_storage_unit/proc/dispense_mask(mob/user as mob)
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if(!MASK)
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return
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else
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MASK.loc = src.loc
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MASK = null
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return
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/obj/machinery/suit_storage_unit/proc/dump_everything()
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islocked = 0 //locks go free
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if(SUIT)
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SUIT.loc = src.loc
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SUIT = null
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if(HELMET)
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HELMET.loc = src.loc
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HELMET = null
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if(MASK)
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MASK.loc = src.loc
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MASK = null
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if(OCCUPANT)
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eject_occupant(OCCUPANT)
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return
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/obj/machinery/suit_storage_unit/proc/toggle_open(mob/user as mob)
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if(islocked || isUV)
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to_chat(user, "<font color='red'>Unable to open unit.</font>")
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return
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if(OCCUPANT)
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eject_occupant(user)
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return // eject_occupant opens the door, so we need to return
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isopen = !isopen
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return
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/obj/machinery/suit_storage_unit/proc/toggle_lock(mob/user as mob)
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if(OCCUPANT && safetieson)
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to_chat(user, "<font color='red'>The Unit's safety protocols disallow locking when a biological form is detected inside its compartments.</font>")
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return
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if(isopen)
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return
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islocked = !islocked
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return
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/obj/machinery/suit_storage_unit/proc/start_UV(mob/user as mob)
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if(isUV || isopen) //I'm bored of all these sanity checks
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return
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if(OCCUPANT && safetieson)
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to_chat(user, "<font color='red'><B>WARNING:</B> Biological entity detected in the confines of the Unit's storage. Cannot initiate cycle.</font>")
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return
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if(!HELMET && !MASK && !SUIT && !OCCUPANT) //shit's empty yo
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to_chat(user, "<font color='red'>Unit storage bays empty. Nothing to disinfect -- Aborting.</font>")
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return
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to_chat(user, "You start the Unit's cauterisation cycle.")
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cycletime_left = 20
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isUV = 1
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if(OCCUPANT && !islocked)
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islocked = 1 //Let's lock it for good measure
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update_icon()
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updateUsrDialog()
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var/i //our counter
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for(i=0,i<4,i++)
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sleep(50)
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if(OCCUPANT)
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OCCUPANT.apply_effect(50, IRRADIATE)
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var/obj/item/organ/internal/diona/nutrients/rad_organ = locate() in OCCUPANT.internal_organs
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if(!rad_organ)
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if(OCCUPANT.can_feel_pain())
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OCCUPANT.emote("scream")
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if(issuperUV)
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var/burndamage = rand(28,35)
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OCCUPANT.take_organ_damage(0,burndamage)
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else
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var/burndamage = rand(6,10)
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OCCUPANT.take_organ_damage(0,burndamage)
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if(i==3) //End of the cycle
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if(!issuperUV)
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if(HELMET)
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HELMET.clean_blood()
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if(SUIT)
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SUIT.clean_blood()
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if(MASK)
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MASK.clean_blood()
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else //It was supercycling, destroy everything
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if(HELMET)
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HELMET = null
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if(SUIT)
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SUIT = null
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if(MASK)
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MASK = null
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visible_message("<font color='red'>With a loud whining noise, the Suit Storage Unit's door grinds open. Puffs of ashen smoke come out of its chamber.</font>", 3)
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isbroken = 1
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isopen = 1
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islocked = 0
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eject_occupant(OCCUPANT) //Mixing up these two lines causes bug. DO NOT DO IT.
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isUV = 0 //Cycle ends
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update_icon()
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updateUsrDialog()
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return
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/* spawn(200) //Let's clean dat shit after 20 secs //Eh, this doesn't work
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if(HELMET)
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HELMET.clean_blood()
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if(SUIT)
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SUIT.clean_blood()
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if(MASK)
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MASK.clean_blood()
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isUV = 0 //Cycle ends
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update_icon()
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updateUsrDialog()
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var/i
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for(i=0,i<4,i++) //Gradually give the guy inside some damaged based on the intensity
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spawn(50)
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if(OCCUPANT)
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if(issuperUV)
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OCCUPANT.take_organ_damage(0,40)
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to_chat(user, "Test. You gave him 40 damage")
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else
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OCCUPANT.take_organ_damage(0,8)
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to_chat(user, "Test. You gave him 8 damage")
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return*/
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/obj/machinery/suit_storage_unit/proc/cycletimeleft()
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if(cycletime_left >= 1)
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cycletime_left--
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return cycletime_left
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/obj/machinery/suit_storage_unit/proc/eject_occupant(mob/user as mob)
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if(islocked)
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return
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if(!OCCUPANT)
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return
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// for(var/obj/O in src)
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// O.loc = src.loc
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if(OCCUPANT.client)
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if(user != OCCUPANT)
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to_chat(OCCUPANT, "<font color='blue'>The machine kicks you out!</font>")
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if(user.loc != src.loc)
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to_chat(OCCUPANT, "<font color='blue'>You leave the not-so-cozy confines of the SSU.</font>")
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OCCUPANT.client.eye = OCCUPANT.client.mob
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OCCUPANT.client.perspective = MOB_PERSPECTIVE
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OCCUPANT.loc = src.loc
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OCCUPANT = null
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if(!isopen)
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isopen = 1
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update_icon()
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return
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/obj/machinery/suit_storage_unit/verb/get_out()
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set name = "Eject Suit Storage Unit"
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set category = "Object"
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set src in oview(1)
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if(usr.stat != 0)
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return
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eject_occupant(usr)
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add_fingerprint(usr)
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updateUsrDialog()
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update_icon()
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return
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/obj/machinery/suit_storage_unit/verb/move_inside()
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set name = "Hide in Suit Storage Unit"
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set category = "Object"
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set src in oview(1)
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if(usr.stat != 0)
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return
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if(!isopen)
|
|
to_chat(usr, "<font color='red'>The unit's doors are shut.</font>")
|
|
return
|
|
if(!ispowered || isbroken)
|
|
to_chat(usr, "<font color='red'>The unit is not operational.</font>")
|
|
return
|
|
if((OCCUPANT) || (HELMET) || (SUIT))
|
|
to_chat(usr, "<font color='red'>It's too cluttered inside for you to fit in!</font>")
|
|
return
|
|
visible_message("[usr] starts squeezing into the suit storage unit!", 3)
|
|
if(do_after(usr, 10))
|
|
usr.stop_pulling()
|
|
usr.client.perspective = EYE_PERSPECTIVE
|
|
usr.client.eye = src
|
|
usr.loc = src
|
|
// usr.metabslow = 1
|
|
OCCUPANT = usr
|
|
isopen = 0 //Close the thing after the guy gets inside
|
|
update_icon()
|
|
|
|
// for(var/obj/O in src)
|
|
// qdel(O)
|
|
|
|
add_fingerprint(usr)
|
|
updateUsrDialog()
|
|
return
|
|
else
|
|
OCCUPANT = null //Testing this as a backup sanity test
|
|
return
|
|
|
|
|
|
/obj/machinery/suit_storage_unit/attackby(obj/item/I as obj, mob/user as mob)
|
|
if(!ispowered)
|
|
return
|
|
if(I.is_screwdriver())
|
|
panelopen = !panelopen
|
|
playsound(src, I.usesound, 100, 1)
|
|
to_chat(user, "<font color='blue'>You [panelopen ? "open up" : "close"] the unit's maintenance panel.</font>")
|
|
updateUsrDialog()
|
|
return
|
|
if(istype(I, /obj/item/weapon/grab))
|
|
var/obj/item/weapon/grab/G = I
|
|
if(!(ismob(G.affecting)))
|
|
return
|
|
if(!isopen)
|
|
to_chat(user, "<font color='red'>The unit's doors are shut.</font>")
|
|
return
|
|
if(!ispowered || isbroken)
|
|
to_chat(user, "<font color='red'>The unit is not operational.</font>")
|
|
return
|
|
if((OCCUPANT) || (HELMET) || (SUIT)) //Unit needs to be absolutely empty
|
|
to_chat(user, "<font color='red'>The unit's storage area is too cluttered.</font>")
|
|
return
|
|
visible_message("[user] starts putting [G.affecting.name] into the Suit Storage Unit.", 3)
|
|
if(do_after(user, 20))
|
|
if(!G || !G.affecting) return //derpcheck
|
|
var/mob/M = G.affecting
|
|
if(M.client)
|
|
M.client.perspective = EYE_PERSPECTIVE
|
|
M.client.eye = src
|
|
M.loc = src
|
|
OCCUPANT = M
|
|
isopen = 0 //close ittt
|
|
|
|
//for(var/obj/O in src)
|
|
// O.loc = src.loc
|
|
add_fingerprint(user)
|
|
qdel(G)
|
|
updateUsrDialog()
|
|
update_icon()
|
|
return
|
|
return
|
|
if(istype(I,/obj/item/clothing/suit/space))
|
|
if(!isopen)
|
|
return
|
|
var/obj/item/clothing/suit/space/S = I
|
|
if(SUIT)
|
|
to_chat(user, "<font color='blue'>The unit already contains a suit.</font>")
|
|
return
|
|
to_chat(user, "You load the [S.name] into the storage compartment.")
|
|
user.drop_item()
|
|
S.loc = src
|
|
SUIT = S
|
|
update_icon()
|
|
updateUsrDialog()
|
|
return
|
|
if(istype(I,/obj/item/clothing/head/helmet))
|
|
if(!isopen)
|
|
return
|
|
var/obj/item/clothing/head/helmet/H = I
|
|
if(HELMET)
|
|
to_chat(user, "<font color='blue'>The unit already contains a helmet.</font>")
|
|
return
|
|
to_chat(user, "You load the [H.name] into the storage compartment.")
|
|
user.drop_item()
|
|
H.loc = src
|
|
HELMET = H
|
|
update_icon()
|
|
updateUsrDialog()
|
|
return
|
|
if(istype(I,/obj/item/clothing/mask))
|
|
if(!isopen)
|
|
return
|
|
var/obj/item/clothing/mask/M = I
|
|
if(MASK)
|
|
to_chat(user, "<font color='blue'>The unit already contains a mask.</font>")
|
|
return
|
|
to_chat(user, "You load the [M.name] into the storage compartment.")
|
|
user.drop_item()
|
|
M.loc = src
|
|
MASK = M
|
|
update_icon()
|
|
updateUsrDialog()
|
|
return
|
|
update_icon()
|
|
updateUsrDialog()
|
|
return
|
|
|
|
|
|
/obj/machinery/suit_storage_unit/attack_ai(mob/user as mob)
|
|
return attack_hand(user)
|
|
|
|
//////////////////////////////REMINDER: Make it lock once you place some fucker inside.
|
|
|
|
//God this entire file is fucking awful
|
|
//Suit painter for Bay's special snowflake aliums.
|
|
|
|
/obj/machinery/suit_cycler
|
|
|
|
name = "suit cycler"
|
|
desc = "An industrial machine for painting and refitting voidsuits."
|
|
anchored = 1
|
|
density = 1
|
|
|
|
icon = 'icons/obj/suitstorage.dmi'
|
|
icon_state = "suitstorage000000100"
|
|
|
|
req_access = list(access_captain,access_heads)
|
|
|
|
var/active = 0 // PLEASE HOLD.
|
|
var/safeties = 1 // The cycler won't start with a living thing inside it unless safeties are off.
|
|
var/irradiating = 0 // If this is > 0, the cycler is decontaminating whatever is inside it.
|
|
var/radiation_level = 2 // 1 is removing germs, 2 is removing blood, 3 is removing phoron.
|
|
var/model_text = "" // Some flavour text for the topic box.
|
|
var/locked = 1 // If locked, nothing can be taken from or added to the cycler.
|
|
var/can_repair // If set, the cycler can repair voidsuits.
|
|
var/electrified = 0
|
|
|
|
//Departments that the cycler can paint suits to look like.
|
|
var/list/departments = list("Engineering","Mining","Medical","Security","Atmospherics","HAZMAT","Construction","Biohazard","Emergency Medical Response","Crowd Control","Security EVA")
|
|
//Species that the suits can be configured to fit.
|
|
var/list/species = list(SPECIES_HUMAN,SPECIES_SKRELL,SPECIES_UNATHI,SPECIES_TAJ, SPECIES_TESHARI)
|
|
|
|
var/target_department
|
|
var/target_species
|
|
|
|
var/mob/living/carbon/human/occupant = null
|
|
var/obj/item/clothing/suit/space/void/suit = null
|
|
var/obj/item/clothing/head/helmet/space/helmet = null
|
|
|
|
var/datum/wires/suit_storage_unit/wires = null
|
|
|
|
/obj/machinery/suit_cycler/New()
|
|
..()
|
|
|
|
wires = new(src)
|
|
target_department = departments[1]
|
|
target_species = species[1]
|
|
if(!target_department || !target_species) qdel(src)
|
|
|
|
/obj/machinery/suit_cycler/Destroy()
|
|
qdel(wires)
|
|
wires = null
|
|
return ..()
|
|
|
|
/obj/machinery/suit_cycler/engineering
|
|
name = "Engineering suit cycler"
|
|
model_text = "Engineering"
|
|
req_access = list(access_construction)
|
|
departments = list("Engineering","Atmospherics","HAZMAT","Construction")
|
|
|
|
/obj/machinery/suit_cycler/mining
|
|
name = "Mining suit cycler"
|
|
model_text = "Mining"
|
|
req_access = list(access_mining)
|
|
departments = list("Mining")
|
|
|
|
/obj/machinery/suit_cycler/security
|
|
name = "Security suit cycler"
|
|
model_text = "Security"
|
|
req_access = list(access_security)
|
|
departments = list("Security","Crowd Control","Security EVA")
|
|
|
|
/obj/machinery/suit_cycler/medical
|
|
name = "Medical suit cycler"
|
|
model_text = "Medical"
|
|
req_access = list(access_medical)
|
|
departments = list("Medical","Biohazard","Emergency Medical Response")
|
|
|
|
/obj/machinery/suit_cycler/syndicate
|
|
name = "Nonstandard suit cycler"
|
|
model_text = "Nonstandard"
|
|
req_access = list(access_syndicate)
|
|
departments = list("Mercenary", "Charring")
|
|
can_repair = 1
|
|
|
|
/obj/machinery/suit_cycler/exploration
|
|
name = "Explorer suit cycler"
|
|
model_text = "Exploration"
|
|
departments = list("Exploration","Old Exploration")
|
|
|
|
/obj/machinery/suit_cycler/exploration/Initialize()
|
|
species -= SPECIES_TESHARI
|
|
return ..()
|
|
|
|
/obj/machinery/suit_cycler/pilot
|
|
name = "Pilot suit cycler"
|
|
model_text = "Pilot"
|
|
departments = list("Pilot Blue","Pilot")
|
|
|
|
/obj/machinery/suit_cycler/attack_ai(mob/user as mob)
|
|
return attack_hand(user)
|
|
|
|
/obj/machinery/suit_cycler/attackby(obj/item/I as obj, mob/user as mob)
|
|
|
|
if(electrified != 0)
|
|
if(shock(user, 100))
|
|
return
|
|
|
|
//Hacking init.
|
|
if(istype(I, /obj/item/device/multitool) || I.is_wirecutter())
|
|
if(panel_open)
|
|
attack_hand(user)
|
|
return
|
|
//Other interface stuff.
|
|
if(istype(I, /obj/item/weapon/grab))
|
|
var/obj/item/weapon/grab/G = I
|
|
|
|
if(!(ismob(G.affecting)))
|
|
return
|
|
|
|
if(locked)
|
|
to_chat(user, "<span class='danger'>The suit cycler is locked.</span>")
|
|
return
|
|
|
|
if(contents.len > 0)
|
|
to_chat(user, "<span class='danger'>There is no room inside the cycler for [G.affecting.name].</span>")
|
|
return
|
|
|
|
visible_message("<span class='notice'>[user] starts putting [G.affecting.name] into the suit cycler.</span>", 3)
|
|
|
|
if(do_after(user, 20))
|
|
if(!G || !G.affecting) return
|
|
var/mob/M = G.affecting
|
|
if(M.client)
|
|
M.client.perspective = EYE_PERSPECTIVE
|
|
M.client.eye = src
|
|
M.loc = src
|
|
occupant = M
|
|
|
|
add_fingerprint(user)
|
|
qdel(G)
|
|
|
|
updateUsrDialog()
|
|
|
|
return
|
|
else if(I.is_screwdriver())
|
|
|
|
panel_open = !panel_open
|
|
playsound(src, I.usesound, 50, 1)
|
|
to_chat(user, "You [panel_open ? "open" : "close"] the maintenance panel.")
|
|
updateUsrDialog()
|
|
return
|
|
|
|
else if(istype(I,/obj/item/clothing/head/helmet/space) && !istype(I, /obj/item/clothing/head/helmet/space/rig))
|
|
|
|
if(locked)
|
|
to_chat(user, "<span class='danger'>The suit cycler is locked.</span>")
|
|
return
|
|
|
|
if(helmet)
|
|
to_chat(user, "<span class='danger'>The cycler already contains a helmet.</span>")
|
|
return
|
|
|
|
if(I.icon_override == CUSTOM_ITEM_MOB)
|
|
to_chat(user, "You cannot refit a customised voidsuit.")
|
|
return
|
|
|
|
to_chat(user, "You fit \the [I] into the suit cycler.")
|
|
user.drop_item()
|
|
I.loc = src
|
|
helmet = I
|
|
|
|
update_icon()
|
|
updateUsrDialog()
|
|
return
|
|
|
|
else if(istype(I,/obj/item/clothing/suit/space/void))
|
|
|
|
if(locked)
|
|
to_chat(user, "<span class='danger'>The suit cycler is locked.</span>")
|
|
return
|
|
|
|
if(suit)
|
|
to_chat(user, "<span class='danger'>The cycler already contains a voidsuit.</span>")
|
|
return
|
|
|
|
if(I.icon_override == CUSTOM_ITEM_MOB)
|
|
to_chat(user, "You cannot refit a customised voidsuit.")
|
|
return
|
|
|
|
to_chat(user, "You fit \the [I] into the suit cycler.")
|
|
user.drop_item()
|
|
I.loc = src
|
|
suit = I
|
|
|
|
update_icon()
|
|
updateUsrDialog()
|
|
return
|
|
|
|
..()
|
|
|
|
/obj/machinery/suit_cycler/emag_act(var/remaining_charges, var/mob/user)
|
|
if(emagged)
|
|
to_chat(user, "<span class='danger'>The cycler has already been subverted.</span>")
|
|
return
|
|
|
|
//Clear the access reqs, disable the safeties, and open up all paintjobs.
|
|
to_chat(user, "<span class='danger'>You run the sequencer across the interface, corrupting the operating protocols.</span>")
|
|
departments = list("Engineering","Mining","Medical","Security","Atmospherics","HAZMAT","Construction","Biohazard","Crowd Control","Security EVA","Emergency Medical Response","^%###^%$", "Charring")
|
|
species = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJ, SPECIES_TESHARI, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_VULPKANIN) //VORESTATION EDIT
|
|
|
|
emagged = 1
|
|
safeties = 0
|
|
req_access = list()
|
|
updateUsrDialog()
|
|
return 1
|
|
|
|
/obj/machinery/suit_cycler/attack_hand(mob/user as mob)
|
|
|
|
add_fingerprint(user)
|
|
|
|
if(..() || stat & (BROKEN|NOPOWER))
|
|
return
|
|
|
|
if(!user.IsAdvancedToolUser())
|
|
return 0
|
|
|
|
if(electrified != 0)
|
|
if(shock(user, 100))
|
|
return
|
|
|
|
user.set_machine(src)
|
|
|
|
var/dat = "<HEAD><TITLE>Suit Cycler Interface</TITLE></HEAD>"
|
|
|
|
if(active)
|
|
dat+= "<br><font color='red'><B>The [model_text ? "[model_text] " : ""]suit cycler is currently in use. Please wait...</b></font>"
|
|
|
|
else if(locked)
|
|
dat += "<br><font color='red'><B>The [model_text ? "[model_text] " : ""]suit cycler is currently locked. Please contact your system administrator.</b></font>"
|
|
if(allowed(user))
|
|
dat += "<br><a href='?src=\ref[src];toggle_lock=1'>\[unlock unit\]</a>"
|
|
else
|
|
dat += "<h1>Suit cycler</h1>"
|
|
dat += "<B>Welcome to the [model_text ? "[model_text] " : ""]suit cycler control panel. <a href='?src=\ref[src];toggle_lock=1'>\[lock unit\]</a></B><HR>"
|
|
|
|
dat += "<h2>Maintenance</h2>"
|
|
dat += "<b>Helmet: </b> [helmet ? "\the [helmet]" : "no helmet stored" ]. <A href='?src=\ref[src];eject_helmet=1'>\[eject\]</a><br/>"
|
|
dat += "<b>Suit: </b> [suit ? "\the [suit]" : "no suit stored" ]. <A href='?src=\ref[src];eject_suit=1'>\[eject\]</a>"
|
|
|
|
if(can_repair && suit && istype(suit))
|
|
dat += "[(suit.damage ? " <A href='?src=\ref[src];repair_suit=1'>\[repair\]</a>" : "")]"
|
|
|
|
dat += "<br/><b>UV decontamination systems:</b> <font color = '[emagged ? "red'>SYSTEM ERROR" : "green'>READY"]</font><br>"
|
|
dat += "Output level: [radiation_level]<br>"
|
|
dat += "<A href='?src=\ref[src];select_rad_level=1'>\[select power level\]</a> <A href='?src=\ref[src];begin_decontamination=1'>\[begin decontamination cycle\]</a><br><hr>"
|
|
|
|
dat += "<h2>Customisation</h2>"
|
|
dat += "<b>Target product:</b> <A href='?src=\ref[src];select_department=1'>[target_department]</a>, <A href='?src=\ref[src];select_species=1'>[target_species]</a>."
|
|
dat += "<A href='?src=\ref[src];apply_paintjob=1'><br>\[apply customisation routine\]</a><br><hr>"
|
|
|
|
if(panel_open)
|
|
wires.Interact(user)
|
|
|
|
user << browse(dat, "window=suit_cycler")
|
|
onclose(user, "suit_cycler")
|
|
return
|
|
|
|
/obj/machinery/suit_cycler/Topic(href, href_list)
|
|
if(href_list["eject_suit"])
|
|
if(!suit) return
|
|
suit.loc = get_turf(src)
|
|
suit = null
|
|
else if(href_list["eject_helmet"])
|
|
if(!helmet) return
|
|
helmet.loc = get_turf(src)
|
|
helmet = null
|
|
else if(href_list["select_department"])
|
|
var/choice = input("Please select the target department paintjob.","Suit cycler",null) as null|anything in departments
|
|
if(choice) target_department = choice
|
|
else if(href_list["select_species"])
|
|
var/choice = input("Please select the target species configuration.","Suit cycler",null) as null|anything in species
|
|
if(choice) target_species = choice
|
|
else if(href_list["select_rad_level"])
|
|
var/choices = list(1,2,3)
|
|
if(emagged)
|
|
choices = list(1,2,3,4,5)
|
|
radiation_level = input("Please select the desired radiation level.","Suit cycler",null) as null|anything in choices
|
|
else if(href_list["repair_suit"])
|
|
|
|
if(!suit || !can_repair) return
|
|
active = 1
|
|
spawn(100)
|
|
repair_suit()
|
|
finished_job()
|
|
|
|
else if(href_list["apply_paintjob"])
|
|
|
|
if(!suit && !helmet) return
|
|
active = 1
|
|
spawn(100)
|
|
apply_paintjob()
|
|
finished_job()
|
|
|
|
else if(href_list["toggle_safties"])
|
|
safeties = !safeties
|
|
|
|
else if(href_list["toggle_lock"])
|
|
|
|
if(allowed(usr))
|
|
locked = !locked
|
|
to_chat(usr, "You [locked ? "" : "un"]lock \the [src].")
|
|
else
|
|
to_chat(usr, "<span class='danger'>Access denied.</span>")
|
|
|
|
else if(href_list["begin_decontamination"])
|
|
|
|
if(safeties && occupant)
|
|
to_chat(usr, "<span class='danger'>The cycler has detected an occupant. Please remove the occupant before commencing the decontamination cycle.</span>")
|
|
return
|
|
|
|
active = 1
|
|
irradiating = 10
|
|
updateUsrDialog()
|
|
|
|
sleep(10)
|
|
|
|
if(helmet)
|
|
if(radiation_level > 2)
|
|
helmet.decontaminate()
|
|
if(radiation_level > 1)
|
|
helmet.clean_blood()
|
|
|
|
if(suit)
|
|
if(radiation_level > 2)
|
|
suit.decontaminate()
|
|
if(radiation_level > 1)
|
|
suit.clean_blood()
|
|
|
|
updateUsrDialog()
|
|
return
|
|
|
|
/obj/machinery/suit_cycler/process()
|
|
|
|
if(electrified > 0)
|
|
electrified--
|
|
|
|
if(!active)
|
|
return
|
|
|
|
if(active && stat & (BROKEN|NOPOWER))
|
|
active = 0
|
|
irradiating = 0
|
|
electrified = 0
|
|
return
|
|
|
|
if(irradiating == 1)
|
|
finished_job()
|
|
irradiating = 0
|
|
return
|
|
|
|
irradiating--
|
|
|
|
if(occupant)
|
|
if(prob(radiation_level*2)) occupant.emote("scream")
|
|
if(radiation_level > 2)
|
|
occupant.take_organ_damage(0,radiation_level*2 + rand(1,3))
|
|
if(radiation_level > 1)
|
|
occupant.take_organ_damage(0,radiation_level + rand(1,3))
|
|
occupant.apply_effect(radiation_level*10, IRRADIATE)
|
|
|
|
/obj/machinery/suit_cycler/proc/finished_job()
|
|
var/turf/T = get_turf(src)
|
|
T.visible_message("[bicon(src)]<span class='notice'>The [src] beeps several times.</span>")
|
|
icon_state = initial(icon_state)
|
|
active = 0
|
|
playsound(src, 'sound/machines/boobeebeep.ogg', 50)
|
|
updateUsrDialog()
|
|
|
|
/obj/machinery/suit_cycler/proc/repair_suit()
|
|
if(!suit || !suit.damage || !suit.can_breach)
|
|
return
|
|
|
|
suit.breaches = list()
|
|
suit.calc_breach_damage()
|
|
|
|
return
|
|
|
|
/obj/machinery/suit_cycler/verb/leave()
|
|
set name = "Eject Cycler"
|
|
set category = "Object"
|
|
set src in oview(1)
|
|
|
|
if(usr.stat != 0)
|
|
return
|
|
|
|
eject_occupant(usr)
|
|
|
|
/obj/machinery/suit_cycler/proc/eject_occupant(mob/user as mob)
|
|
|
|
if(locked || active)
|
|
to_chat(user, "<span class='warning'>The cycler is locked.</span>")
|
|
return
|
|
|
|
if(!occupant)
|
|
return
|
|
|
|
if(occupant.client)
|
|
occupant.client.eye = occupant.client.mob
|
|
occupant.client.perspective = MOB_PERSPECTIVE
|
|
|
|
occupant.loc = get_turf(occupant)
|
|
occupant = null
|
|
|
|
add_fingerprint(user)
|
|
updateUsrDialog()
|
|
update_icon()
|
|
|
|
return
|
|
|
|
//There HAS to be a less bloated way to do this. TODO: some kind of table/icon name coding? ~Z
|
|
//hold onto your hat, this sumbitch just got streamlined -KK
|
|
/obj/machinery/suit_cycler/proc/apply_paintjob()
|
|
var/obj/item/clothing/head/helmet/parent_helmet
|
|
var/obj/item/clothing/suit/space/parent_suit
|
|
|
|
if(!target_species || !target_department)
|
|
return
|
|
|
|
if(target_species)
|
|
if(helmet) helmet.refit_for_species(target_species)
|
|
if(suit) suit.refit_for_species(target_species)
|
|
|
|
//Now "Complete" with most departmental and variant suits, and sorted by department. These aren't available in the standard or emagged cycler lists because they're incomplete for most species.
|
|
switch(target_department)
|
|
//Engineering and Engineering Variants
|
|
if("Engineering")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering
|
|
parent_suit = /obj/item/clothing/suit/space/void/engineering
|
|
if("HAZMAT")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/hazmat
|
|
parent_suit = /obj/item/clothing/suit/space/void/engineering/hazmat
|
|
if("Construction")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/construction
|
|
parent_suit = /obj/item/clothing/suit/space/void/engineering/construction
|
|
if("Reinforced")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/alt
|
|
parent_suit = /obj/item/clothing/suit/space/void/engineering/alt
|
|
if("Salvager")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/salvage
|
|
parent_suit = /obj/item/clothing/suit/space/void/engineering/salvage
|
|
if("Atmospherics")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/atmos
|
|
parent_suit = /obj/item/clothing/suit/space/void/atmos
|
|
if("Heavy Duty Atmospherics")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/atmos/alt
|
|
parent_suit = /obj/item/clothing/suit/space/void/atmos/alt
|
|
//Mining and Mining Variants
|
|
if("Mining")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/mining
|
|
parent_suit = /obj/item/clothing/suit/space/void/mining
|
|
if("Frontier Miner")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/mining/alt
|
|
parent_suit = /obj/item/clothing/suit/space/void/mining/alt
|
|
//Medical and Medical Variants
|
|
if("Medical")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical
|
|
parent_suit = /obj/item/clothing/suit/space/void/medical
|
|
if("Biohazard")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/bio
|
|
parent_suit = /obj/item/clothing/suit/space/void/medical/bio
|
|
if("Emergency Medical Response")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/emt
|
|
parent_suit = /obj/item/clothing/suit/space/void/medical/emt
|
|
if("Vey-Medical Streamlined")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/alt
|
|
parent_suit = /obj/item/clothing/suit/space/void/medical/alt
|
|
//Security and Security Variants
|
|
if("Security")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/security
|
|
parent_suit = /obj/item/clothing/suit/space/void/security
|
|
if("Crowd Control")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/security/riot
|
|
parent_suit = /obj/item/clothing/suit/space/void/security/riot
|
|
if("Security EVA")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/security/alt
|
|
parent_suit = /obj/item/clothing/suit/space/void/security/alt
|
|
//Exploration Department
|
|
if("Exploration")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/exploration
|
|
parent_suit = /obj/item/clothing/suit/space/void/exploration
|
|
if("Old Exploration")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/exploration/alt
|
|
parent_suit = /obj/item/clothing/suit/space/void/exploration/alt
|
|
if("Pilot")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/pilot
|
|
parent_suit = /obj/item/clothing/suit/space/void/pilot
|
|
if("Pilot Blue")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/pilot/alt
|
|
parent_suit = /obj/item/clothing/suit/space/void/pilot/alt
|
|
//Antag Suits
|
|
if("^%###^%$" || "Mercenary")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc
|
|
parent_suit = /obj/item/clothing/suit/space/void/merc
|
|
if("Charring")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc/fire
|
|
parent_suit = /obj/item/clothing/suit/space/void/merc/fire
|
|
if("Gem-Encrusted" || "Wizard")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/wizard
|
|
parent_suit = /obj/item/clothing/suit/space/void/wizard
|
|
//BEGIN: Space for additional downstream variants
|
|
//VOREStation Addition Start
|
|
if("Director")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/captain
|
|
parent_suit = /obj/item/clothing/suit/space/void/captain
|
|
if("Prototype")
|
|
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc/prototype
|
|
parent_suit = /obj/item/clothing/suit/space/void/merc/prototype
|
|
//VOREStation Addition End
|
|
//END: downstream variant space
|
|
|
|
//look at this! isn't it beautiful? -KK (well ok not beautiful but it's a lot cleaner)
|
|
if(helmet)
|
|
var/obj/item/clothing/H = new parent_helmet
|
|
helmet.name = "refitted [initial(parent_helmet.name)]"
|
|
helmet.desc = initial(parent_helmet.desc)
|
|
helmet.icon_state = initial(parent_helmet.icon_state)
|
|
helmet.item_state = initial(parent_helmet.item_state)
|
|
helmet.light_overlay = initial(parent_helmet.light_overlay)
|
|
helmet.item_state_slots = H.item_state_slots
|
|
qdel(H)
|
|
|
|
if(suit)
|
|
var/obj/item/clothing/S = new parent_suit
|
|
suit.name = "refitted [initial(parent_suit.name)]"
|
|
suit.desc = initial(parent_suit.desc)
|
|
suit.icon_state = initial(parent_suit.icon_state)
|
|
suit.item_state = initial(parent_suit.item_state)
|
|
suit.item_state_slots = S.item_state_slots
|
|
qdel(S)
|