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https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-27 14:06:43 +01:00
U_I Phase 1.0: First consolidation pass
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@@ -3,6 +3,7 @@
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desc = "An updated, modular intercom that fits over the head. Takes encryption keys"
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var/radio_desc = ""
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icon_state = "headset"
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item_state = null //To remove the radio's state
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matter = list(DEFAULT_WALL_MATERIAL = 75)
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subspace_transmission = 1
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canhear_range = 0 // can't hear headsets from very far away
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@@ -63,6 +64,17 @@
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return ..(freq, level)
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return -1
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/obj/item/device/radio/headset/get_worn_icon_state(var/slot_name)
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var/append = ""
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if(icon_override)
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switch(slot_name)
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if(slot_l_ear_str)
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append = "_l"
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if(slot_r_ear_str)
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append = "_r"
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return "[..()][append]"
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/obj/item/device/radio/headset/syndicate
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origin_tech = list(TECH_ILLEGAL = 3)
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syndie = 1
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@@ -89,6 +89,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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var/weldermes = "USER lights NAME with FLAME"
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var/ignitermes = "USER lights NAME with FLAME"
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var/brand
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blood_sprite_state = null //Can't bloody these
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/obj/item/clothing/mask/smokable/New()
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..()
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@@ -20,6 +20,12 @@
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var/use_time = 30
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sprite_sheets = list("Teshari" = 'icons/mob/species/seromi/handcuffs.dmi')
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/obj/item/weapon/handcuffs/get_worn_icon_state(var/slot_name)
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if(slot_name == slot_handcuffed_str)
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return "handcuff1" //Simple
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return ..()
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/obj/item/weapon/handcuffs/attack(var/mob/living/carbon/C, var/mob/living/user)
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if(!user.IsAdvancedToolUser())
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@@ -210,6 +216,12 @@ var/last_chew = 0
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breakouttime = 30
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cuff_sound = 'sound/weapons/towelwipe.ogg' //Is there anything this sound can't do?
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/obj/item/weapon/handcuffs/legcuffs/get_worn_icon_state(var/slot_name)
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if(slot_name == slot_legcuffed_str)
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return "legcuff1"
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return ..()
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/obj/item/weapon/handcuffs/legcuffs/bola/can_place(var/mob/target, var/mob/user)
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if(user) //A ranged legcuff, until proper implementation as items it remains a projectile-only thing.
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return 1
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@@ -112,6 +112,12 @@
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usr << "The fingerprint hash on the card is [fingerprint_hash]."
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return
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/obj/item/weapon/card/id/get_worn_icon_state(var/slot_name)
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if(slot_name == slot_wear_id_str)
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return "id" //Legacy, just how it is. There's only one sprite.
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return ..()
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/obj/item/weapon/card/id/initialize()
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. = ..()
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var/datum/job/J = job_master.GetJob(rank)
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@@ -22,6 +22,16 @@
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show_above_suit = !show_above_suit
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update_icon()
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//Some belts have sprites to show icons
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/obj/item/weapon/storage/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
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var/image/standing = ..()
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if(contents.len)
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for(var/obj/item/i in contents)
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var/i_state = i.item_state
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if(!i_state) i_state = i.icon_state
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standing.add_overlay(image(icon = INV_BELT_DEF_ICON, icon_state = i_state))
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return standing
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/obj/item/weapon/storage/update_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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