Files
CHOMPStation2/code/game/objects/items/weapons/cosmetics.dm
Arokha Sieyes f2fef6f410 Planes Framework (#4545)
* Polaris initial plane upstream merge

* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT

* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.

* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking

Setting stuff like colorblindness variety and things.

* Remove NIF reference, fix lighting layer define

* Handle effects above lighting plane

* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE

* Merge: 3000% human/update_icons() speed improvement

* Merge: Avoid ghosts pointing at things
2018-01-17 13:45:54 -06:00

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/obj/item/weapon/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items.dmi'
icon_state = "lipstick"
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
var/colour = "red"
var/open = 0
/obj/item/weapon/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/weapon/lipstick/jade
name = "jade lipstick"
colour = "jade"
/obj/item/weapon/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/weapon/lipstick/random
name = "lipstick"
/obj/item/weapon/lipstick/random/New()
colour = pick("red","purple","jade","black")
name = "[colour] lipstick"
/obj/item/weapon/lipstick/attack_self(mob/user as mob)
user << "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>"
open = !open
if(open)
icon_state = "[initial(icon_state)]_[colour]"
else
icon_state = initial(icon_state)
/obj/item/weapon/lipstick/attack(mob/M as mob, mob/user as mob)
if(!open) return
if(!istype(M, /mob)) return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.lip_style) //if they already have lipstick on
user << "<span class='notice'>You need to wipe off the old lipstick first!</span>"
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = colour
H.update_icons_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src].</span>")
if(do_after(user, 20) && do_after(H, 20, 5, 0)) //user needs to keep their active hand, H does not.
user.visible_message("<span class='notice'>[user] does [H]'s lips with \the [src].</span>", \
"<span class='notice'>You apply \the [src].</span>")
H.lip_style = colour
H.update_icons_body()
else
user << "<span class='notice'>Where are the lips on that?</span>"
//you can wipe off lipstick with paper! see code/modules/paperwork/paper.dm, paper/attack()
/obj/item/weapon/haircomb //sparklysheep's comb
name = "purple comb"
desc = "A pristine purple comb made from flexible plastic."
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
icon = 'icons/obj/items.dmi'
icon_state = "purplecomb"
/obj/item/weapon/haircomb/attack_self(mob/living/user)
var/text = "person"
if(ishuman(user))
var/mob/living/carbon/human/U = user
switch(U.identifying_gender)
if(MALE)
text = "guy"
if(FEMALE)
text = "lady"
else
switch(user.gender)
if(MALE)
text = "guy"
if(FEMALE)
text = "lady"
user.visible_message("<span class='notice'>[user] uses [src] to comb their hair with incredible style and sophistication. What a [text].</span>")