* Security suit resprite
* Map in security variants of riot and bulletproof armors
* Security hats resprite
* Security belt and webbing resprite
* Blue warden by default because why not
* Very tiny (literally one pixel) tweak to the HoS trenchcoat
* Security riot suit in the name
* Small armor with badge oopsie
* Vox suit and hat variants
* Species variants of new security suits and helmets
* Deconflicted
* Deconflicted again
* Forgot about the warden's beret existance
* Deconflicted suits part two
* Blueshield armor too because it would look out of place otherwise
* Deconflicted belts
* Accidental duplicate I'll fix here
* The sprites and stuff
* Vox re-add
* Why did I do this
* Last tweaks
* Pixel differences
* I have decided that captains need a beret
* I have decided that Ian needs drip too
* This exists sadly
* I forgor the gloves 💀
* CONFLICTSSSSSS
* "empty" commit
* White tunic
I don't get the appeal still
* bluE
* Painful
This will most likely get closed anyway so whatever
* OLD TUNICCCCCCCCC
* Conflicts
* Loadout captain's berets
* More conflicts, yay
Adds Vox versions of the Officer SWAT sechailer + HOS SWAT sechailer + Warden SWAT sechailer.
Adds versions of the following, re-sprited to fit Unathi, Tajara and Vulpkanin:
Balaclava, up and down state
All bandana colours (+ skull pattern), up and down states
Breath mask, up and down state
Clown mask+wig
Cyborg mask
Death Commando mask
Gas mask
All wrestling masks
Medical mask, up and down state
Mime mask
Owl mask
Plague doctor mask
Ninja mask
Sechailer, up and down state
Sexy Clown mask+wig
Sexy Mime mask+wig
Sterile/Surgical mask, up and down state
SWAT mask
Welding gas mask, visor up and down state
Officer SWAT sechailer + HOS SWAT sechailer + Warden SWAT sechailer
All smokeables re-positioned so non-humans aren't smoking through their cheek.
Also fixes some typos, does a tiny bit of cleaning and gives the Warden their sechailer.
The sprite was just laying around, it seems.
Adds a variable to hats to determine how likely they are to fall off. Makes them fall off with the given probability when disarmed (some percentage of the time) or when the character falls. Space helmets, bio hoods, helmets, radiation helmets, etc, are unlikely to fall off
Conflicts:
code/game/gamemodes/cult/cult_items.dm
code/modules/clothing/clothing.dm
code/modules/clothing/head/hardhat.dm
code/modules/clothing/head/helmet.dm
code/modules/clothing/head/jobs.dm
code/modules/clothing/head/misc.dm
code/modules/clothing/head/misc_special.dm
code/modules/clothing/suits/bio.dm
code/modules/clothing/suits/utility.dm
code/modules/events/tgevents/holiday/xmas.dm
code/modules/mob/mob.dm
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished.
Everything is set up related to the object types themselves (meaning paths.)
So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect...
I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for.
I've also moved files that had no, or very few blocks of code into more catagorized areas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e