Merge pull request #4867 from KasparoVy/voxmaskgogglessuits

Improved Vox Mask/Goggle sprites, adds Vox-compatibility for most suits, adds species-fitting for clothing accessories, fixes reactive armour sprite update bug...
This commit is contained in:
Fox McCloud
2016-07-05 22:51:56 -04:00
committed by GitHub
21 changed files with 219 additions and 79 deletions
@@ -312,6 +312,8 @@
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/armor/changeling/New()
..()
@@ -21,6 +21,8 @@
var/datum/icon_snapshot/disguise
var/stealth_armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15)
var/combat_armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 50, rad = 50)
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/armor/abductor/vest/proc/flip_mode()
switch(mode)
+28 -23
View File
@@ -316,14 +316,13 @@ BLIND // can't see anything
flags |= MASKCOVERSMOUTH
if(initial(flags) & AIRTIGHT) //If the mask is airtight and thus, one that you'd be able to run internals from yet can't because it was adjusted, make it airtight again.
flags |= AIRTIGHT
if(H.head == src)
if(flags_inv == HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer.
if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
src.loc = user
H.head = null
user.put_in_hands(src)
if(H.head == src && flags_inv == HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer.
if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
src.loc = user
H.head = null
user.put_in_hands(src)
else
icon_state += "_up"
to_chat(user, "You push \the [src] out of the way.")
@@ -332,13 +331,10 @@ BLIND // can't see anything
mask_adjusted = 1
if(adjusted_flags)
slot_flags = adjusted_flags
if(ishuman(user))
if(H.internal)
if(user.wear_mask == src) /*If the user was wearing the mask providing internals on their face at the time it was adjusted, turn off internals.
Otherwise, they adjusted it while it was in their hands or some such so we won't be needing to turn off internals.*/
if(H.internals)
H.internals.icon_state = "internal0"
H.internal = null
if(ishuman(user) && H.internal && user.wear_mask == src && H.internals) /*If the user was wearing the mask providing internals on their face at the time it was adjusted, turn off internals.
Otherwise, they adjusted it while it was in their hands or some such so we won't be needing to turn off internals.*/
H.internals.icon_state = "internal0"
H.internal = null
if(flags_inv & HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer.
flags_inv &= ~HIDEFACE /*Done after the above to avoid having to do a check for initial(src.flags_inv == HIDEFACE).
This reveals the user's face since the bandana will now be going on their head.*/
@@ -346,14 +342,13 @@ BLIND // can't see anything
flags &= ~MASKCOVERSMOUTH
if(flags & AIRTIGHT) //If the mask was airtight, it won't be anymore since you just pushed it off your face.
flags &= ~AIRTIGHT
if(user.wear_mask == src)
if(initial(flags_inv) == HIDEFACE) //Means that you won't have to take off and put back on simple things like breath masks which, realistically, can just be pulled down off your face.
if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
src.loc = user
user.wear_mask = null
user.put_in_hands(src)
if(user.wear_mask == src && initial(flags_inv) == HIDEFACE) //Means that you won't have to take off and put back on simple things like breath masks which, realistically, can just be pulled down off your face.
if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
src.loc = user
user.wear_mask = null
user.put_in_hands(src)
usr.update_inv_wear_mask()
usr.update_inv_head()
@@ -452,6 +447,7 @@ BLIND // can't see anything
var/suit_adjusted = 0
var/ignore_suitadjust = 1
var/adjust_flavour = null
var/list/hide_tail_by_species = null
//Proc that opens and closes jackets.
/obj/item/clothing/suit/proc/adjustsuit(var/mob/user)
@@ -496,6 +492,15 @@ BLIND // can't see anything
else
to_chat(user, "<span class='notice'>You attempt to button up the velcro on \the [src], before promptly realising how retarded you are.</span>")
/obj/item/clothing/suit/equipped(var/mob/living/carbon/human/user, var/slot) //Handle tail-hiding on a by-species basis.
if(ishuman(user) && hide_tail_by_species && slot == slot_wear_suit)
if(user.species.name in hide_tail_by_species)
if(!(flags_inv & HIDETAIL)) //Hide the tail if the user's species is in the hide_tail_by_species list and the tail isn't already hidden.
flags_inv |= HIDETAIL
else
if(!(initial(flags_inv) & HIDETAIL) && (flags_inv & HIDETAIL)) //Otherwise, remove the HIDETAIL flag if it wasn't already in the flags_inv to start with.
flags_inv &= ~HIDETAIL
/obj/item/clothing/suit/verb/openjacket(var/mob/user) //The verb you can use to adjust jackets.
set name = "Open/Close Jacket"
set category = "Object"
@@ -14,10 +14,13 @@
"Drask" = 'icons/mob/species/drask/helmet.dmi'
)
/obj/item/clothing/head/helmet/space/capspace/equipped(var/mob/living/carbon/human/user, var/slot)
if (ishuman(user) && user.species.name == "Vox")
flags &= ~BLOCKHAIR
else
flags |= BLOCKHAIR
if(ishuman(user) && slot == slot_head)
if(user.species.name == "Vox")
if(flags & BLOCKHAIR)
flags &= ~BLOCKHAIR
else
if((initial(flags) & BLOCKHAIR) && !(flags & BLOCKHAIR))
flags |= BLOCKHAIR
/obj/item/clothing/suit/space/captain
name = "captain's space suit"
+5
View File
@@ -1,4 +1,9 @@
//Unathi clothing.
/obj/item/clothing/suit/unathi/
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/unathi/robe
name = "roughspun robes"
+28 -12
View File
@@ -8,6 +8,10 @@
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 40
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/armor/vest
name = "armor"
@@ -84,6 +88,8 @@
desc = "A vest drenched in the blood of Greytide. It has seen better days."
icon_state = "bloody_armor"
item_state = "bloody_armor"
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/armor/hos
name = "armored coat"
@@ -114,6 +120,8 @@
icon_state = "jensencoat"
item_state = "jensencoat"
flags_inv = 0
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/armor/vest/warden
name = "Warden's armored jacket"
@@ -150,6 +158,7 @@
flags_inv = HIDEJUMPSUIT
strip_delay = 80
put_on_delay = 60
hide_tail_by_species = list("Vox")
/obj/item/clothing/suit/armor/riot/knight
name = "plate armour"
@@ -230,22 +239,25 @@
return 0
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
to_chat(user, "\blue The reactive armor is now active.")
src.icon_state = "reactive"
src.item_state = "reactive"
active = !(active)
if(active)
to_chat(user, "<span class='notice'>The reactive armor is now active.</span>")
icon_state = "reactive"
item_state = "reactive"
else
to_chat(user, "\blue The reactive armor is now inactive.")
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
src.add_fingerprint(user)
return
to_chat(user, "<span class='notice'>The reactive armor is now inactive.</span>")
icon_state = "reactiveoff"
item_state = "reactiveoff"
add_fingerprint(user)
user.update_inv_wear_suit()
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
active = 0
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
icon_state = "reactiveoff"
item_state = "reactiveoff"
var/mob/living/carbon/human/user = usr
user.update_inv_wear_suit()
..()
@@ -264,6 +276,8 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
species_fit = null
sprite_sheets = null
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
/obj/item/clothing/suit/armor/heavy
@@ -278,6 +292,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
hide_tail_by_species = list("Vox")
/obj/item/clothing/suit/armor/tdome
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
@@ -286,6 +301,7 @@
flags = THICKMATERIAL
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
hide_tail_by_species = list("Vox")
/obj/item/clothing/suit/armor/tdome/red
name = "Red Thunderdome Armor"
+8 -1
View File
@@ -25,6 +25,11 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
strip_delay = 70
put_on_delay = 70
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
hide_tail_by_species = list("Vox")
//Standard biosuit, orange stripe
/obj/item/clothing/head/bio_hood/general
@@ -83,4 +88,6 @@
icon_state = "plaguedoctor"
item_state = "bio_suit"
strip_delay = 40
put_on_delay = 20
put_on_delay = 20
species_fit = null
sprite_sheets = null
+30 -4
View File
@@ -25,6 +25,10 @@
/obj/item/device/healthanalyzer, /obj/item/device/flashlight, \
/obj/item/device/radio, /obj/item/weapon/tank/emergency_oxygen,/obj/item/device/rad_laser)
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Botonist
/obj/item/clothing/suit/apron
@@ -119,10 +123,6 @@
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/weapon/kitchen/knife)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Detective
/obj/item/clothing/suit/storage/det_suit
@@ -174,6 +174,10 @@
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_size = ONESIZEFITSALL
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Engineering
/obj/item/clothing/suit/storage/hazardvest
@@ -189,6 +193,12 @@
)
//Lawyer
/obj/item/clothing/suit/storage/lawyer
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/lawyer/blackjacket
name = "black suit jacket"
desc = "A snappy dress jacket."
@@ -233,6 +243,10 @@
suit_adjusted = 1
action_button_name = "Button/Unbutton Jacket"
adjust_flavour = "unbutton"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/ntrep
name = "\improper NanoTrasen Representative jacket"
@@ -244,6 +258,10 @@
ignore_suitadjust = 0
action_button_name = "Button/Unbutton Jacket"
adjust_flavour = "unbutton"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Medical
/obj/item/clothing/suit/storage/fr_jacket
@@ -258,6 +276,10 @@
suit_adjusted = 1
action_button_name = "Button/Unbutton Jacket"
adjust_flavour = "unbutton"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Mime
/obj/item/clothing/suit/suspenders
@@ -266,3 +288,7 @@
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
-28
View File
@@ -21,66 +21,38 @@
desc = "Bluer than the standard model."
icon_state = "labcoat_cmo_open"
item_state = "labcoat_cmo_open"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/labcoat/mad
name = "mad scientist's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "labcoat_green_open"
item_state = "labcoat_green_open"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/labcoat/genetics
name = "geneticist labcoat"
desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder."
icon_state = "labcoat_gen_open"
item_state = "labcoat_gen_open"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/labcoat/chemist
name = "chemist labcoat"
desc = "A suit that protects against minor chemical spills. Has an orange stripe on the shoulder."
icon_state = "labcoat_chem_open"
item_state = "labcoat_chem_open"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/labcoat/virologist
name = "virologist labcoat"
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has a green stripe on the shoulder."
icon_state = "labcoat_vir_open"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/labcoat/science
name = "scientist labcoat"
desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder."
icon_state = "labcoat_tox_open"
item_state = "labcoat_tox_open"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/labcoat/mortician
name = "coroner labcoat"
desc = "A suit that protects against minor chemical spills. Has a black stripe on the shoulder."
icon_state = "labcoat_mort_open"
item_state = "labcoat_mort_open"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
+54 -2
View File
@@ -16,6 +16,10 @@
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/redtag
name = "red laser tag armour"
@@ -25,6 +29,10 @@
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/*
* Costume
@@ -34,13 +42,20 @@
desc = "Yarr."
icon_state = "pirate_old"
item_state = "pirate_old"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/pirate_black
name = "black pirate coat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/hgpirate
name = "pirate captain coat"
@@ -99,7 +114,10 @@
item_state = "wcoat"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/apron/overalls
name = "coveralls"
@@ -233,6 +251,10 @@
desc = "Your classic, non-racist poncho."
icon_state = "classicponcho"
item_state = "classicponcho"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/poncho/green
name = "green poncho"
@@ -280,6 +302,10 @@
desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it but it's pretty close. Good for sleeping in."
icon_state = "ianshirt"
item_state = "ianshirt"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//pyjamas
//originally intended to be pinstripes >.>
@@ -323,12 +349,20 @@
desc = "It makes you stand out. Just the opposite of why it's typically worn. Nice try trying to blend in while wearing it."
icon_state = "brtrenchcoat"
item_state = "brtrenchcoat"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/blacktrenchcoat
name = "black trench coat"
desc = "That shade of black just makes you look a bit more evil. Good for those mafia types."
icon_state = "bltrenchcoat"
item_state = "bltrenchcoat"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//actual suits
@@ -473,6 +507,10 @@
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
action_button_name = "Zip/Unzip Jacket"
adjust_flavour = "unzip"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/jacket/pilot
name = "security bomber jacket"
@@ -504,12 +542,26 @@
desc = "A classy clown officer's overcoat, also designed by Hugo Boss."
icon_state = "officersuit"
item_state = "officersuit"
ignore_suitadjust = 0
action_button_name = "Button/Unbutton Jacket"
adjust_flavour = "unbutton"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/soldiercoat
name = "Clown Soldier's Coat"
desc = "An overcoat for the clown soldier, to keep him warm during those cold winter nights on the front."
icon_state = "soldiersuit"
item_state = "soldiersuit"
ignore_suitadjust = 0
action_button_name = "Button/Unbutton Jacket"
adjust_flavour = "unbutton"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/toggle/owlwings
name = "owl cloak"
+13 -1
View File
@@ -32,7 +32,10 @@
/obj/item/clothing/suit/fire/firefighter
icon_state = "firesuit"
item_state = "firefighter"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/fire/heavy
name = "firesuit"
@@ -48,6 +51,10 @@
icon_state = "atmos_firesuit"
item_state = "firesuit_atmos"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/*
* Bomb protection
@@ -85,6 +92,11 @@
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
strip_delay = 70
put_on_delay = 70
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
hide_tail_by_species = list("Vox")
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuitsec"
@@ -90,6 +90,10 @@
icon_state = "waistcoat"
item_state = "waistcoat"
item_color = "waistcoat"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/accessory/stethoscope
name = "stethoscope"
@@ -74,6 +74,10 @@
desc = "Sturdy mess of synthcotton belts and buckles, ready to share your burden."
icon_state = "webbing"
item_color = "webbing"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/accessory/storage/black_vest
name = "black webbing vest"
+12
View File
@@ -212,6 +212,8 @@
desc = "A labcoat with a few markings denoting it as the labcoat of roboticist."
icon = 'icons/obj/custom_items.dmi'
icon_state = "aeneasrinil_open"
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/jacket/fluff/kidosvest // Anxipal: Kido Qasteth
name = "Kido's Vest"
@@ -222,6 +224,8 @@
ignore_suitadjust = 1
action_button_name = null
adjust_flavour = null
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/fluff/kluys // Kluys: Cripty Pandaen
name = "Nano Fibre Jacket"
@@ -259,6 +263,8 @@
desc = "A suit that protects against minor chemical spills. Has a red stripe on the shoulders and rolled up sleeves."
icon = 'icons/obj/custom_items.dmi'
icon_state = "labcoat_red_open"
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/fluff/stobarico_greatcoat // Stobarico: F.U.R.R.Y
name = "\improper F.U.R.R.Y's Nanotrasen Greatcoat"
@@ -333,6 +339,8 @@
ignore_suitadjust = 1
action_button_name = null
adjust_flavour = null
species_fit = null
sprite_sheets = null
/obj/item/clothing/under/fluff/fox
name = "Aeronautics Jumpsuit"
@@ -440,6 +448,8 @@
icon = 'icons/obj/clothing/ties.dmi'
icon_state = "vest_black"
item_state = "vest_black"
species_fit = null
sprite_sheets = null
/obj/item/clothing/under/pants/fluff/combat
name = "combat pants"
@@ -455,6 +465,8 @@
item_state = "elliot_windbreaker_open"
adjust_flavour = "unzip"
suit_adjusted = 1
species_fit = null
sprite_sheets = null
/obj/item/device/fluff/tattoo_gun/elliot_cybernetic_tat
desc = "A cheap plastic tattoo application pen.<br>This one seems heavily used."
@@ -623,7 +623,12 @@ var/global/list/damage_icon_parts = list()
for(var/obj/item/clothing/accessory/A in w_uniform:accessories)
var/tie_color = A.item_color
if(!tie_color) tie_color = A.icon_state
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
if(A.icon_override)
standing.overlays += image("icon" = A.icon_override, "icon_state" = "[A.icon_state]")
else if(A.sprite_sheets && A.sprite_sheets[species.name])
standing.overlays += image("icon" = A.sprite_sheets[species.name], "icon_state" = "[A.icon_state]")
else
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
overlays_standing[UNIFORM_LAYER] = standing
else
@@ -889,7 +894,6 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/update_inv_wear_suit(var/update_icons=1)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_wear_suit]
if(inv)
@@ -1257,13 +1261,25 @@ var/global/list/damage_icon_parts = list()
//Adds a collar overlay above the helmet layer if the suit has one
// Suit needs an identically named sprite in icons/mob/collar.dmi
// For suits with species_fit and sprite_sheets, an identically named sprite needs to exist in a file like this icons/mob/species/[species_name_here]/collar.dmi.
/mob/living/carbon/human/proc/update_collar(var/update_icons=1)
var/icon/C = new('icons/mob/collar.dmi')
var/image/standing = null
if(wear_suit)
if(wear_suit.icon_state in C.IconStates())
standing = image("icon" = C, "icon_state" = "[wear_suit.icon_state]")
if(wear_suit.icon_override)
var/icon_path = "[wear_suit.icon_override]"
icon_path = "[copytext(icon_path, 1, findtext(icon_path, "/suit.dmi"))]/collar.dmi" //If this file doesn't exist, the end result is that COLLAR_LAYER will be unchanged (empty) so there won't be an issue.
var/icon/icon_file = new(icon_path)
standing = image("icon" = icon_file, "icon_state" = "[wear_suit.icon_state]")
else if(wear_suit.sprite_sheets && wear_suit.sprite_sheets[species.name])
var/icon_path = "[wear_suit.sprite_sheets[species.name]]"
icon_path = "[copytext(icon_path, 1, findtext(icon_path, "/suit.dmi"))]/collar.dmi" //If this file doesn't exist, the end result is that COLLAR_LAYER will be unchanged (empty) so there won't be an issue.
var/icon/icon_file = new(icon_path)
standing = image("icon" = icon_file, "icon_state" = "[wear_suit.icon_state]")
else
if(wear_suit.icon_state in C.IconStates())
standing = image("icon" = C, "icon_state" = "[wear_suit.icon_state]")
overlays_standing[COLLAR_LAYER] = standing
@@ -6,6 +6,8 @@
icon_state = "engspace_suit"
item_state = "engspace_suit"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100)
species_fit = null
sprite_sheets = null
/obj/item/clothing/head/bio_hood/anomaly
name = "Anomaly hood"
Binary file not shown.

After

Width:  |  Height:  |  Size: 317 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.0 KiB

After

Width:  |  Height:  |  Size: 8.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 30 KiB

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 53 KiB

After

Width:  |  Height:  |  Size: 158 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 152 KiB

After

Width:  |  Height:  |  Size: 154 KiB