Belts and some select belt slot items no longer require a jumpsuit to wear (#23038)

* Why wear clothes when you can wear belts?

* Converted the ignore_under var into a flag
This commit is contained in:
SchrodingersWolf
2023-11-04 16:37:01 -04:00
committed by GitHub
parent 29351efba7
commit e6addfc6ac
11 changed files with 16 additions and 4 deletions

View File

@@ -18,6 +18,7 @@
icon_state = "judobelt"
item_state = "judo"
slot_flags = SLOT_FLAG_BELT
flags_2 = ALLOW_BELT_NO_JUMPSUIT_2
w_class = WEIGHT_CLASS_BULKY
var/datum/martial_art/judo/style

View File

@@ -87,7 +87,7 @@
unEquip(l_store, 1)
if(wear_id)
unEquip(wear_id)
if(belt)
if(belt && !(belt.flags_2 & ALLOW_BELT_NO_JUMPSUIT_2))
unEquip(belt)
w_uniform = null
update_inv_w_uniform()

View File

@@ -614,7 +614,8 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
standing.alpha = w_uniform.alpha
standing.color = w_uniform.color
overlays_standing[UNIFORM_LAYER] = standing
else if(!dna.species.nojumpsuit)
//If anyone asks, /mob/living/carbon/human/unEquip in human_inventory.dm already handles unequip code
/* else if(!dna.species.nojumpsuit)
var/list/uniform_slots = list()
var/obj/item/organ/external/L = get_organ(BODY_ZONE_L_LEG)
if(!(L?.status & ORGAN_ROBOT))
@@ -639,7 +640,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
thing.forceMove(drop_location()) //
thing.dropped(src) //
thing.layer = initial(thing.layer)
thing.plane = initial(thing.plane)
thing.plane = initial(thing.plane) */
apply_overlay(UNIFORM_LAYER)
update_hands_layer()

View File

@@ -757,7 +757,7 @@
return FALSE
var/obj/item/organ/external/O = H.get_organ(BODY_ZONE_CHEST)
if(!H.w_uniform && !nojumpsuit && !(O?.status & ORGAN_ROBOT))
if(!H.w_uniform && !nojumpsuit && !(O?.status & ORGAN_ROBOT) && !(I.flags_2 & ALLOW_BELT_NO_JUMPSUIT_2))
if(!disable_warning)
to_chat(H, "<span class='alert'>You need a jumpsuit before you can attach this [I.name].</span>")
return FALSE