Resprites suit storage units to 3/4 perspective (#17707)

* le_resprite

* chonkify

* i maek thing grey
This commit is contained in:
S34N
2022-05-02 22:01:14 +01:00
committed by GitHub
parent 7f03a7727b
commit 32d32ecae1
2 changed files with 32 additions and 20 deletions
+32 -20
View File
@@ -3,7 +3,8 @@
name = "suit storage unit"
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\"."
icon = 'icons/obj/machines/suit_storage.dmi'
icon_state = "close"
icon_state = "classic"
base_icon_state = "classic"
anchored = TRUE
density = TRUE
max_integrity = 250
@@ -48,6 +49,10 @@
var/list/occupant_typecache
var/atom/movable/occupant = null
/obj/machinery/suit_storage_unit/industrial
name = "industrial suit storage unit"
icon_state = "industrial"
base_icon_state = "industrial"
/obj/machinery/suit_storage_unit/standard_unit
suit_type = /obj/item/clothing/suit/space/eva
@@ -71,6 +76,8 @@
/obj/machinery/suit_storage_unit/engine
name = "engineering suit storage unit"
icon_state = "industrial"
base_icon_state = "industrial"
suit_type = /obj/item/clothing/suit/space/hardsuit/engine
mask_type = /obj/item/clothing/mask/breath
boots_type = /obj/item/clothing/shoes/magboots
@@ -81,6 +88,8 @@
/obj/machinery/suit_storage_unit/ce
name = "chief engineer's suit storage unit"
icon_state = "industrial"
base_icon_state = "industrial"
suit_type = /obj/item/clothing/suit/space/hardsuit/engine/elite
mask_type = /obj/item/clothing/mask/gas
boots_type = /obj/item/clothing/shoes/magboots/advance
@@ -295,27 +304,30 @@
/obj/machinery/suit_storage_unit/update_icon()
cut_overlays()
if(panel_open)
add_overlay("[base_icon_state]_panel")
if(uv)
if(uv_super)
add_overlay("super")
else if(occupant)
add_overlay("uvhuman")
add_overlay("[base_icon_state]_uvstrong")
add_overlay("[base_icon_state]_super")
else
add_overlay("uv")
else if(state_open)
if(stat & BROKEN)
add_overlay("broken")
else
add_overlay("open")
if(suit)
add_overlay("suit")
if(helmet)
add_overlay("helm")
if(storage)
add_overlay("storage")
else if(occupant)
add_overlay("human")
add_overlay("[base_icon_state]_uv")
add_overlay("[base_icon_state]_lights_red")
return
if(state_open)
add_overlay("[base_icon_state]_open")
add_overlay("[base_icon_state]_ready")
if(suit)
add_overlay("[base_icon_state]_suit")
if(helmet)
add_overlay("[base_icon_state]_helm")
if(storage)
add_overlay("[base_icon_state]_storage")
return
add_overlay("[base_icon_state]_ready")
add_overlay("[base_icon_state]_lights_closed")
/obj/machinery/suit_storage_unit/attackby(obj/item/I, mob/user, params)
if(shocked)
@@ -349,8 +361,8 @@
if(shocked && !(stat & NOPOWER))
if(shock(user, 100))
return
if(default_deconstruction_screwdriver(user, "panel", "close", I))
I.play_tool_sound(user, I.tool_volume)
if(default_deconstruction_screwdriver(user, "[base_icon_state]", "[base_icon_state]", I))
update_icon()
/**
* Tries to store the item into whatever slot it can go, returns true if the item is stored successfully.