Moves Species-Specific Object Icons into their own Files, Fixes Armalis Equipment Bug

All species-specific clothing icons (obj and worn) are now in their own files instead of cluttering up the main ones. I didn't do the Skrell helmets/whatevers because Humans can wear them too.

Fixes a bug where the 'select equipment' debug verb wouldn't correctly equip Armalis if you selected the 'Vox' option. Also corrects an issue where it gave the Armalis two uniforms. Adds a placeholder invisible uniform icon state for the Armalis so Admins can use 'em for events and do uniform-related things without having to deal with terribly awkward icons.
This commit is contained in:
KasparoVy
2017-02-20 04:50:10 -05:00
parent 006cff12be
commit 11d759550c
24 changed files with 55 additions and 22 deletions
+10 -12
View File
@@ -976,14 +976,12 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(pda, slot_belt)
equip_special_id(M,list(access_maint_tunnels), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
if("vox")
if(istype(M, /mob/living/carbon/human/voxarmalis)) // have to do this, they cannot wear normal vox gear!
M.equip_to_slot_or_del(new /obj/item/clothing/under/vox_grey(M), slot_w_uniform)
if(M.species.name == "Vox Armalis") // have to do this, they cannot wear normal vox gear!
M.equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes (M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate/vox(M), slot_shoes)
@@ -1474,15 +1472,15 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
return
error_cache.showTo(usr)
/client/proc/jump_to_ruin()
set category = "Debug"
set name = "Jump to Ruin"
set desc = "Displays a list of all placed ruins to teleport to."
if(!check_rights(R_DEBUG))
return
var/list/names = list()
for(var/i in ruin_landmarks)
var/obj/effect/landmark/ruin/ruin_landmark = i
@@ -1505,21 +1503,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(istype(landmark))
var/datum/map_template/ruin/template = landmark.ruin_template
admin_forcemove(usr, get_turf(landmark))
to_chat(usr, "<span class='name'>[template.name]</span>")
to_chat(usr, "<span class='italics'>[template.description]</span>")
log_admin("[key_name(usr)] jumped to ruin [ruinname]")
if(!isobserver(usr))
message_admins("[key_name_admin(usr)] jumped to ruin [ruinname]", 1)
feedback_add_details("admin_verb","JT") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_medal_disable()
set category = "Debug"
set name = "Toggle Medal Disable"
set desc = "Toggles the safety lock on trying to contact the medal hub."
if(!check_rights(R_DEBUG))
return