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https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-26 21:46:51 +01:00
Accessories update.
Moves them away from 'tie' legacy - path change, and different code files. Changed single hastie var into accessories list, to allow multiple articles worn at same time. Updated all affected places in code to work with it. Currently any number of decorative accessories can be attached, one utility (holster/webbing) and one armband.
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@@ -63,8 +63,8 @@
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var/tie_msg
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if(istype(w_uniform,/obj/item/clothing/under))
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var/obj/item/clothing/under/U = w_uniform
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if(U.hastie)
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tie_msg += " with \icon[U.hastie] \a [U.hastie]"
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if(U.accessories.len)
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tie_msg += " with [lowertext(english_list(U.accessories))]"
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if(w_uniform.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != "#030303") ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
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@@ -241,7 +241,7 @@
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<BR><B>Suit Storage:</B> <A href='?src=\ref[src];item=s_store'>[(s_store ? s_store : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(s_store, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
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<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
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<BR>[(legcuffed ? text("<A href='?src=\ref[src];item=legcuff'>Legcuffed</A>") : text(""))]
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<BR>[(suit) ? ((suit.hastie) ? text(" <A href='?src=\ref[];item=tie'>Remove Accessory</A>", src) : "") :]
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<BR>[(suit) ? ((suit.accessories.len) ? text(" <A href='?src=\ref[];item=tie'>Remove Accessory</A>", src) : "") :]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=splints'>Remove Splints</A>
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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@@ -1301,4 +1301,4 @@
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/mob/living/carbon/human/slip(var/slipped_on, stun_duration=8)
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if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
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return 0
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..(slipped_on,stun_duration)
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..(slipped_on,stun_duration)
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@@ -497,15 +497,17 @@
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message = "\red <B>[source] is trying to unlegcuff [target]!</B>"
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if("tie")
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var/obj/item/clothing/under/suit = target.w_uniform
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target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their accessory ([suit.hastie]) removed by [source.name] ([source.ckey])</font>")
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source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) accessory ([suit.hastie])</font>")
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if(istype(suit.hastie, /obj/item/clothing/tie/holobadge) || istype(suit.hastie, /obj/item/clothing/tie/medal))
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for(var/mob/M in viewers(target, null))
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M.show_message("\red <B>[source] tears off \the [suit.hastie] from [target]'s suit!</B>" , 1)
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done()
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return
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else
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message = "\red <B>[source] is trying to take off \a [suit.hastie] from [target]'s suit!</B>"
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if(suit.accessories.len)
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var/obj/item/clothing/accessory/A = suit.accessories[1]
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target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their accessory ([A]) removed by [source.name] ([source.ckey])</font>"
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source.attack_log += "\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) accessory ([A])</font>"
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if(istype(A, /obj/item/clothing/accessory/holobadge) || istype(A, /obj/item/clothing/accessory/medal))
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for(var/mob/M in viewers(target, null))
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M.show_message("\red <B>[source] tears off \the [A] from [target]'s [suit]!</B>" , 1)
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done()
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return
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else
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message = "\red <B>[source] is trying to take off \a [A] from [target]'s [suit]!</B>"
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if("pockets")
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target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their pockets emptied by [source.name] ([source.ckey])</font>")
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source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to empty [target.name]'s ([target.ckey]) pockets</font>")
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@@ -634,17 +636,18 @@ It can still be worn/put on as normal.
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strip_item = target.wear_suit
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if("tie")
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var/obj/item/clothing/under/suit = target.w_uniform
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//var/obj/item/clothing/tie/tie = suit.hastie
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//var/obj/item/clothing/accessory/tie = suit.hastie
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/*if(tie)
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if (istype(tie,/obj/item/clothing/tie/storage))
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var/obj/item/clothing/tie/storage/W = tie
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if (istype(tie,/obj/item/clothing/accessory/storage))
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var/obj/item/clothing/accessory/storage/W = tie
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if (W.hold)
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W.hold.close(usr)
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usr.put_in_hands(tie)
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suit.hastie = null*/
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if(suit && suit.hastie)
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suit.hastie.on_removed(usr)
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suit.hastie = null
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if(suit && suit.accessories.len)
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var/obj/item/clothing/accessory/A = suit.accessories[1]
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A.on_removed(usr)
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suit.accessories -= A
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target.update_inv_w_uniform()
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if("id")
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slot_to_process = slot_wear_id
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@@ -537,10 +537,11 @@ proc/get_damage_icon_part(damage_state, body_part)
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bloodsies.color = w_uniform.blood_color
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standing.overlays += bloodsies
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if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
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var/tie_color = w_uniform:hastie.item_color
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if(!tie_color) tie_color = w_uniform:hastie.icon_state
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standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
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if(w_uniform:accessories.len) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
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for(var/obj/item/clothing/accessory/A in w_uniform:accessories)
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var/tie_color = A.item_color
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if(!tie_color) tie_color = A.icon_state
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standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
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overlays_standing[UNIFORM_LAYER] = standing
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else
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@@ -780,7 +781,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_wear_mask(var/update_icons=1)
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if( wear_mask && ( istype(wear_mask, /obj/item/clothing/mask) || istype(wear_mask, /obj/item/clothing/tie) ) && !(head && head.flags_inv & HIDEMASK))
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if( wear_mask && ( istype(wear_mask, /obj/item/clothing/mask) || istype(wear_mask, /obj/item/clothing/accessory) ) && !(head && head.flags_inv & HIDEMASK))
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wear_mask.screen_loc = ui_mask //TODO
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var/image/standing
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