mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-06 03:40:49 +01:00
0e50aeb0b9
* Trim _s from under sprite states. * Fix some missing icons. * Restore missing chameleon icon state.
1348 lines
46 KiB
Plaintext
1348 lines
46 KiB
Plaintext
/obj/item/clothing
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name = "clothing"
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lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/clothing_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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integrity_failure = 80
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resistance_flags = FLAMMABLE
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permeability_coefficient = 0.8
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new_attack_chain = TRUE
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/// Only these species can wear this kit.
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var/list/species_restricted
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/// If set to a sprite path, replaces the sprite for monitor heads
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var/icon_monitor = null
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/// Can the wearer see reagents inside transparent containers while it's equipped?
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var/scan_reagents = FALSE
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/// Can the wearer see reagents inside any container and identify blood types while it's equipped?
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var/scan_reagents_advanced = FALSE
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var/alt_desc = null
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var/flash_protect = FLASH_PROTECTION_NONE //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
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var/tint = FLASH_PROTECTION_NONE //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
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var/up = FALSE //but seperated to allow items to protect but not impair vision, like space helmets
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var/visor_flags = NONE //flags that are added/removed when an item is adjusted up/down
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var/visor_flags_inv = NONE //same as visor_flags, but for flags_inv
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var/visor_flags_cover = NONE //for cover flags
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var/visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT | VISOR_VISIONFLAGS | VISOR_DARKNESSVIEW | VISOR_INVISVIEW //what to toggle when toggled with weldingvisortoggle()
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var/can_toggle = FALSE
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var/toggle_message = null
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var/alt_toggle_message = null
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var/active_sound = null
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var/toggle_sound = null
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var/toggle_cooldown = null
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var/cooldown = 0
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var/species_disguise = null
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var/magical = FALSE
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/// Do we block AI tracking?
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var/blockTracking
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/// Detective Work, used for allowing a given atom to leave its fibers on stuff. Allowed by default
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var/can_leave_fibers = TRUE
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/// Detective Work, firing a ballistic weapon will add a signature to this var
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var/gunshot_residue
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/obj/item/clothing/update_icon_state()
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if(!can_toggle)
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return
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icon_state = "[initial(icon_state)][up ? "_up" : ""]"
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return TRUE
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/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
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if(!can_use(user))
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return FALSE
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visor_toggling()
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to_chat(user, SPAN_NOTICE("You adjust \the [src] [up ? "up" : "down"]."))
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.head_update(src, forced = 1)
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update_action_buttons()
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return TRUE
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/obj/item/clothing/proc/visor_toggling() //handles all the actual toggling of flags
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up = !up
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flags ^= visor_flags
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flags_inv ^= visor_flags_inv
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flags_cover ^= initial(flags_cover)
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if(visor_vars_to_toggle & VISOR_FLASHPROTECT)
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flash_protect ^= initial(flash_protect)
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if(visor_vars_to_toggle & VISOR_TINT)
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tint ^= initial(tint)
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update_icon(UPDATE_ICON_STATE)
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/obj/item/clothing/proc/can_use(mob/user)
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if(user && ismob(user))
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if(!user.incapacitated())
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return TRUE
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return FALSE
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//BS12: Species-restricted clothing check.
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/obj/item/clothing/mob_can_equip(mob/M, slot, disable_warning = FALSE)
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//if we can't equip the item anyway, don't bother with species_restricted (also cuts down on spam)
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if(!..())
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return FALSE
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// Skip species restriction checks on non-equipment slots
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if(slot & (ITEM_SLOT_RIGHT_HAND | ITEM_SLOT_LEFT_HAND | ITEM_SLOT_IN_BACKPACK | ITEM_SLOT_LEFT_POCKET | ITEM_SLOT_RIGHT_POCKET))
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return TRUE
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if(species_restricted && ishuman(M))
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var/wearable = FALSE
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var/exclusive = FALSE
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var/mob/living/carbon/human/H = M
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if("exclude" in species_restricted)
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exclusive = TRUE
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if(H.dna.species)
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if(exclusive)
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if(!(H.dna.species.name in species_restricted))
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wearable = TRUE
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else
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if(H.dna.species.name in species_restricted)
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wearable = TRUE
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if(!wearable)
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to_chat(M, SPAN_WARNING("Your species cannot wear [src]."))
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return FALSE
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return TRUE
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/**
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* Used for any clothing interactions when the user is on fire. (e.g. Cigarettes getting lit.)
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*/
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/obj/item/clothing/proc/catch_fire() //Called in handle_fire()
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return
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//////////////////////////////
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// MARK: EARS
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//////////////////////////////
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// Currently only used for headsets and earmuffs.
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/obj/item/clothing/ears
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name = "ears"
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w_class = WEIGHT_CLASS_TINY
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throwforce = 2
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slot_flags = ITEM_SLOT_BOTH_EARS
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resistance_flags = NONE
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/ears.dmi', //We read you loud and skree-er.
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"Kidan" = 'icons/mob/clothing/species/kidan/ears.dmi'
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)
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/obj/item/clothing/ears/attack_hand(mob/user)
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if(!user)
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return
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if(loc != user || !ishuman(user))
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..()
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return
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var/mob/living/carbon/human/H = user
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if(H.l_ear != src && H.r_ear != src)
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..()
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return
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if(!usr.canUnEquip(src))
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return
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user.drop_item_to_ground(src)
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if(src)
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user.put_in_hands(src)
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add_fingerprint(user)
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/obj/item/clothing/ears/offear
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name = "Other ear"
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w_class = WEIGHT_CLASS_HUGE
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "block"
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/obj/item/clothing/ears/offear/Initialize(mapload, obj/O)
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. = ..()
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name = O.name
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desc = O.desc
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icon = O.icon
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icon_state = O.icon_state
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dir = O.dir
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//////////////////////////////
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// MARK: GLASSES
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//////////////////////////////
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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inhand_icon_state = "glasses"
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flags_cover = GLASSESCOVERSEYES
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slot_flags = ITEM_SLOT_EYES
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materials = list(MAT_METAL = 100, MAT_GLASS = 250)
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strip_delay = 2 SECONDS
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put_on_delay = 2.5 SECONDS
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resistance_flags = NONE
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/eyes.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/eyes.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/eyes.dmi',
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"Kidan" = 'icons/mob/clothing/species/kidan/eyes.dmi'
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)
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var/vision_flags = 0
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var/see_in_dark = 0 //Base human is 2
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var/invis_view = SEE_INVISIBLE_LIVING
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var/invis_override = 0
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var/lighting_alpha
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var/list/color_view = null//overrides client.color while worn
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var/prescription = FALSE
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var/prescription_upgradable = FALSE
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/// Overrides colorblindness when interacting with wires
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var/correct_wires = FALSE
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var/over_mask = FALSE //Whether or not the eyewear is rendered above the mask. Purely cosmetic.
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/// If TRUE, will hide the wearer's examines from other players.
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var/hide_examine = FALSE
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/*
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* SEE_SELF // can see self, no matter what
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* SEE_MOBS // can see all mobs, no matter what
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* SEE_OBJS // can see all objs, no matter what
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* SEE_TURFS // can see all turfs (and areas), no matter what
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* SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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* // in a lit area (via pixel_x,y or smooth movement), can see those pixels
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* BLIND // can't see anything
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*/
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/obj/item/clothing/glasses/examine(mob/user)
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. = ..()
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. += SPAN_NOTICE("You can <b>Alt-Click</b> [src] to adjust if it fits over or under your mask.")
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/obj/item/clothing/glasses/AltClick(mob/living/carbon/human/user)
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if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || !istype(user))
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return
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over_mask = !over_mask
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if(user.glasses == src)
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user.update_inv_glasses()
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to_chat(user, SPAN_NOTICE("You adjust [src] to be worn [over_mask ? "over" : "under"] a mask."))
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//////////////////////////////
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// MARK: GLOVES
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//////////////////////////////
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/obj/item/clothing/gloves
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name = "gloves"
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///Carn: for grammarically correct text-parsing
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gender = PLURAL
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icon = 'icons/obj/clothing/gloves.dmi'
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siemens_coefficient = 0.50
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permeability_coefficient = 0.5
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body_parts_covered = HANDS
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slot_flags = ITEM_SLOT_GLOVES
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attack_verb = list("challenged")
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strip_delay = 2 SECONDS
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put_on_delay = 4 SECONDS
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dyeing_key = DYE_REGISTRY_GLOVES
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var/transfer_prints = FALSE
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///Master pickpocket?
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var/pickpocket = FALSE
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var/clipped = FALSE
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///Do they protect the wearer from poison ink?
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var/safe_from_poison = FALSE
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///Amount of times touching something with these gloves will spill blood on it
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var/transfer_blood = 0
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/gloves.dmi',
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"Skkulakin" = 'icons/mob/clothing/species/skkulakin/gloves.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/gloves.dmi',
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"Kidan" = 'icons/mob/clothing/species/kidan/gloves.dmi'
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)
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// Called just before an attack_hand(), in mob/UnarmedAttack()
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/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
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return // return TRUE to cancel attack_hand()
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/obj/item/clothing/gloves/wirecutter_act(mob/living/user, obj/item/I)
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if(clipped)
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to_chat(user, SPAN_NOTICE("[src] have already been clipped!"))
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return TRUE
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playsound(src.loc, I.usesound, 100, 1)
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user.visible_message(
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SPAN_WARNING("[user] snips the fingertips off [src]."),
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SPAN_WARNING("You snip the fingertips off [src].")
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)
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clipped = TRUE
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name = "mangled [name]"
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desc = "[desc] They have had the fingertips cut off of them."
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update_icon()
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//////////////////////////////
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// MARK: SUIT SENSORS
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//////////////////////////////
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/**
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* Tries to turn the sensors off. Returns TRUE if it succeeds
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*/
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/obj/item/clothing/under/proc/turn_sensors_off()
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if(has_sensor != SUIT_SENSOR_BINARY)
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return FALSE
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sensor_mode = SUIT_SENSOR_OFF
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return TRUE
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/obj/item/clothing/under/proc/set_sensors(mob/user)
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if(!Adjacent(user) && !user.Adjacent(src))
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to_chat(user, SPAN_WARNING("You are too far away!"))
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return
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if(!isrobot(user) && (!ishuman(user) || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)))
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to_chat(user, SPAN_WARNING("You can't use your hands!"))
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return
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if(has_sensor >= 2)
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to_chat(user, SPAN_WARNING("The controls are locked."))
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return
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if(has_sensor <= SUIT_SENSOR_OFF)
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to_chat(user, SPAN_WARNING("This suit does not have any sensors."))
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return
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var/list/modes = list("Off", "Binary sensors", "Vitals tracker", "Tracking beacon")
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var/switchMode = tgui_input_list(user, "Select a sensor mode:", "Suit Sensor Mode", modes, modes[sensor_mode + 1])
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// If they walk away after the menu is already open.
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if(!Adjacent(user) && !user.Adjacent(src))
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to_chat(user, SPAN_WARNING("You have moved too far away!"))
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return
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// If your hands get lopped off or cuffed after the menu is open.
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if(!isrobot(user) && (!ishuman(user) || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)))
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to_chat(user, SPAN_WARNING("You can't use your hands!"))
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return
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if(!switchMode)
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return
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sensor_mode = modes.Find(switchMode) - 1
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if(loc == user)
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switch(sensor_mode)
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if(SUIT_SENSOR_OFF)
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to_chat(user, "You disable your suit's remote sensing equipment.")
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if(SUIT_SENSOR_BINARY)
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to_chat(user, "Your suit will now report whether you are alive or dead.")
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if(SUIT_SENSOR_VITAL)
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to_chat(user, "Your suit will now report your vital lifesigns.")
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if(SUIT_SENSOR_TRACKING)
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to_chat(user, "Your suit will now report your vital lifesigns as well as your coordinate position.")
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.w_uniform == src)
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H.update_suit_sensors()
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return
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if(ismob(loc))
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switch(sensor_mode)
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if(SUIT_SENSOR_OFF)
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for(var/mob/V in viewers(user, 1))
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V.show_message(SPAN_WARNING("[user] disables [loc]'s remote sensing equipment."), 1)
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if(SUIT_SENSOR_BINARY)
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for(var/mob/V in viewers(user, 1))
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V.show_message("[user] turns [loc]'s remote sensors to binary.", 1)
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if(SUIT_SENSOR_VITAL)
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for(var/mob/V in viewers(user, 1))
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V.show_message("[user] sets [loc]'s sensors to track vitals.", 1)
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if(SUIT_SENSOR_TRACKING)
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for(var/mob/V in viewers(user, 1))
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V.show_message("[user] sets [loc]'s sensors to maximum.", 1)
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if(H.w_uniform == src)
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H.update_suit_sensors()
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/obj/item/clothing/under/AltClick(mob/user)
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set_sensors(user)
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//////////////////////////////
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// MARK: HEAD
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//////////////////////////////
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/obj/item/clothing/head
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name = "head"
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icon = 'icons/obj/clothing/hats.dmi'
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body_parts_covered = HEAD
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slot_flags = ITEM_SLOT_HEAD
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var/HUDType = null
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var/vision_flags = 0
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var/see_in_dark = 0
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var/lighting_alpha
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/// the head clothing that this item may be attached to.
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var/obj/item/clothing/under/has_under = null
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/// the attached hats to this hat.
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var/list/attached_hats = list()
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/// the attached masks to this hat
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var/list/attached_masks = list()
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/// if this hat can have hats placed on top of it.
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var/can_have_hats = FALSE
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/// if this hat can be a hat of a hat. Hat^2
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var/can_be_hat = TRUE
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/// if this hat can have masks attached to it.
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var/can_have_mask = FALSE
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/obj/item/clothing/head/AltShiftClick(mob/user)
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if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
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return
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var/list/removable_items = list()
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removable_items += attached_hats
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removable_items += attached_masks
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if(!length(removable_items))
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return
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var/obj/item/picked_item
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if(length(removable_items) > 1)
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var/pick = radial_menu_helper(usr, src, removable_items, custom_check = FALSE, require_near = TRUE)
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if(!pick || !Adjacent(usr))
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return
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picked_item = pick
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else
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picked_item = removable_items[1]
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// Remove the appropriate item type
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if(istype(picked_item, /obj/item/clothing/head))
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remove_hat(user, picked_item)
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else if(istype(picked_item, /obj/item/clothing/mask))
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remove_mask(user, picked_item)
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/obj/item/clothing/head/Destroy()
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if(is_equipped())
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var/mob/M = loc
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for(var/obj/item/clothing/head/H as anything in attached_hats)
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H.on_removed(M)
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for(var/obj/item/clothing/mask/mask as anything in attached_masks)
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detach_mask(mask, null)
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else
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for(var/obj/item/clothing/head/H as anything in attached_hats)
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H.forceMove(get_turf(src))
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for(var/obj/item/clothing/mask/mask as anything in attached_masks)
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mask.attached_to_hat = null
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mask.forceMove(get_turf(src))
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attached_hats = null
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attached_masks = null
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return ..()
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/obj/item/clothing/head/dropped(mob/user, silent)
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..()
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(H.get_item_by_slot(ITEM_SLOT_HEAD) == src)
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for(var/obj/item/clothing/head/hat as anything in attached_hats)
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hat.attached_unequip()
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/obj/item/clothing/head/examine(mob/user)
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. = ..()
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for(var/obj/item/clothing/head/hat as anything in attached_hats)
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. += "\A [hat] is placed neatly on top."
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for(var/obj/item/clothing/mask/mask as anything in attached_masks)
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. += "\A [mask] is attached to it."
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if(length(attached_hats) || length(attached_masks))
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. += SPAN_NOTICE("<b>Alt-Shift-Click</b> to remove an accessory.")
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//when user attached a hat to H (another hat)
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/obj/item/clothing/head/proc/on_attached(obj/item/clothing/head/H, mob/user as mob)
|
|
if(!istype(H))
|
|
return
|
|
has_under = H
|
|
forceMove(has_under)
|
|
has_under.overlays += worn_icon_state
|
|
has_under.actions += actions
|
|
|
|
for(var/datum/action/A in actions)
|
|
if(has_under.is_equipped())
|
|
var/mob/M = has_under.loc
|
|
A.Grant(M)
|
|
|
|
if(user)
|
|
to_chat(user, SPAN_NOTICE("You attach [src] to [has_under]."))
|
|
add_fingerprint(user)
|
|
|
|
/obj/item/clothing/head/proc/on_removed(mob/user)
|
|
if(!has_under)
|
|
return
|
|
has_under.overlays -= icon_state
|
|
has_under.actions -= actions
|
|
|
|
for(var/datum/action/A in actions)
|
|
if(ismob(has_under.loc))
|
|
var/mob/M = has_under.loc
|
|
A.Remove(M)
|
|
|
|
has_under = null
|
|
if(user)
|
|
user.put_in_hands(src)
|
|
add_fingerprint(user)
|
|
|
|
/obj/item/clothing/head/proc/detach_hat(obj/item/clothing/head/hat, mob/user)
|
|
attached_hats -= hat
|
|
hat.on_removed(user)
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.update_inv_head()
|
|
|
|
/obj/item/clothing/head/proc/remove_hat(mob/user, obj/item/clothing/head/hat)
|
|
if(!(hat in attached_hats))
|
|
return
|
|
if(!isliving(user))
|
|
return
|
|
if(user.incapacitated())
|
|
return
|
|
if(!Adjacent(user))
|
|
return
|
|
detach_hat(hat, user)
|
|
to_chat(user, SPAN_NOTICE("You remove [hat] from [src]."))
|
|
|
|
/obj/item/clothing/head/proc/attached_unequip(mob/user) // If we need to do something special when clothing is removed from the user
|
|
return
|
|
|
|
/obj/item/clothing/head/proc/attached_equip(mob/user) // If we need to do something special when clothing is removed from the user
|
|
return
|
|
|
|
/*
|
|
* # can_attach_hat
|
|
*
|
|
* Arguments:
|
|
* * Hat - The clothing/head object being checked. MUST BE TYPE /obj/item/clothing/head
|
|
*/
|
|
/obj/item/clothing/head/proc/can_attach_hat(obj/item/clothing/head/hat)
|
|
return length(attached_hats) < 1 && can_have_hats && hat.can_be_hat // this hat already has a hat or cannot be a hat of a hat!
|
|
|
|
/obj/item/clothing/head/proc/attach_hat(obj/item/clothing/head/hat, mob/user, unequip = FALSE)
|
|
if(can_attach_hat(hat))
|
|
if(unequip && !user.drop_item_to_ground(hat)) // Make absolutely sure this hat is removed from hands
|
|
return FALSE
|
|
|
|
attached_hats += hat
|
|
hat.on_attached(src, user)
|
|
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.update_inv_head()
|
|
|
|
return TRUE
|
|
else if(hat.has_under)
|
|
return FALSE
|
|
else
|
|
to_chat(user, SPAN_NOTICE("You cannot place [hat] ontop of [src]."))
|
|
|
|
return FALSE
|
|
|
|
/obj/item/clothing/head/item_interaction(mob/living/user, obj/item/used, list/modifiers)
|
|
if(istype(used, /obj/item/clothing/head) && can_have_hats)
|
|
attach_hat(used, user, TRUE)
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
if(istype(used, /obj/item/clothing/mask) && can_have_mask)
|
|
var/obj/item/clothing/mask/M = used
|
|
if(M.can_attach_to_hat)
|
|
attach_mask(M, user, TRUE)
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
return ..()
|
|
|
|
/obj/item/clothing/head/proc/can_attach_mask(obj/item/clothing/mask/mask)
|
|
if(!can_have_mask)
|
|
return FALSE
|
|
if(!mask.can_attach_to_hat)
|
|
return FALSE
|
|
if(length(attached_masks) >= 1)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/item/clothing/head/proc/attach_mask(obj/item/clothing/mask/mask, mob/user, unequip = FALSE)
|
|
if(!can_attach_mask(mask))
|
|
to_chat(user, SPAN_NOTICE("You cannot attach [mask] to [src]."))
|
|
return FALSE
|
|
|
|
if(unequip && !user.drop_item_to_ground(mask))
|
|
return FALSE
|
|
|
|
attached_masks += mask
|
|
mask.attached_to_hat = src
|
|
mask.forceMove(src)
|
|
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.update_inv_head()
|
|
|
|
to_chat(user, SPAN_NOTICE("You attach [mask] to [src]."))
|
|
return TRUE
|
|
|
|
/obj/item/clothing/head/proc/detach_mask(obj/item/clothing/mask/mask, mob/user)
|
|
if(!(mask in attached_masks))
|
|
return FALSE
|
|
|
|
attached_masks -= mask
|
|
mask.attached_to_hat = null
|
|
|
|
if(user)
|
|
user.put_in_hands(mask)
|
|
else
|
|
mask.forceMove(get_turf(src))
|
|
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.update_inv_head()
|
|
|
|
return TRUE
|
|
|
|
/obj/item/clothing/head/proc/remove_mask(mob/user, obj/item/clothing/mask/mask)
|
|
if(!isliving(user))
|
|
return
|
|
if(user.incapacitated())
|
|
return
|
|
if(!Adjacent(user))
|
|
return
|
|
if(detach_mask(mask, user))
|
|
to_chat(user, SPAN_NOTICE("You remove [mask] from [src]."))
|
|
|
|
//////////////////////////////
|
|
// MARK: MASK
|
|
//////////////////////////////
|
|
/obj/item/clothing/mask
|
|
name = "mask"
|
|
icon = 'icons/obj/clothing/masks.dmi'
|
|
body_parts_covered = HEAD
|
|
slot_flags = ITEM_SLOT_MASK
|
|
put_on_delay = 4 SECONDS
|
|
permeability_coefficient = 0.7
|
|
|
|
var/adjusted_flags = null
|
|
/// If this mask can be attached to a hat
|
|
var/can_attach_to_hat = FALSE
|
|
/// The head clothing that this mask is attached to
|
|
var/obj/item/clothing/head/attached_to_hat = null
|
|
|
|
//Proc that moves gas/breath masks out of the way
|
|
/obj/item/clothing/mask/proc/adjustmask(mob/user)
|
|
var/mob/living/carbon/human/H = usr //Used to check if the mask is on the head, to check if the hands are full, and to turn off internals if they were on when the mask was pushed out of the way.
|
|
if(user.incapacitated()) //This check allows you to adjust your masks while you're buckled into chairs or beds.
|
|
return
|
|
|
|
up = !up
|
|
update_icon(UPDATE_ICON_STATE)
|
|
|
|
if(!up)
|
|
gas_transfer_coefficient = initial(gas_transfer_coefficient)
|
|
permeability_coefficient = initial(permeability_coefficient)
|
|
to_chat(user, SPAN_NOTICE("You push \the [src] back into place."))
|
|
slot_flags = initial(slot_flags)
|
|
if(flags_inv != initial(flags_inv))
|
|
if(initial(flags_inv) & HIDEFACE) //If the mask is one that hides the face and can be adjusted yet lost that trait when it was adjusted, make it hide the face again.
|
|
flags_inv |= HIDEFACE
|
|
if(flags != initial(flags))
|
|
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(flags_cover != initial(flags_cover))
|
|
if(initial(flags_cover) & MASKCOVERSMOUTH) //If the mask covers the mouth when it's down and can be adjusted yet lost that trait when it was adjusted, make it cover the mouth again.
|
|
flags_cover |= MASKCOVERSMOUTH
|
|
if(H.head == src)
|
|
if(isnull(user.get_item_by_slot(slot_flags)))
|
|
user.drop_item_to_ground(src)
|
|
user.equip_to_slot(src, slot_flags)
|
|
else 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.drop_item_to_ground(src)
|
|
else //Otherwise, put it in an available hand, the active one preferentially.
|
|
user.drop_item_to_ground(src)
|
|
user.put_in_hands(src)
|
|
else
|
|
to_chat(user, SPAN_NOTICE("You push \the [src] out of the way."))
|
|
gas_transfer_coefficient = null
|
|
permeability_coefficient = null
|
|
if(adjusted_flags)
|
|
slot_flags = adjusted_flags
|
|
if(ishuman(user) && H.internal && !H.get_organ_slot("breathing_tube") && 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.*/
|
|
H.internal = null
|
|
H.update_action_buttons_icon()
|
|
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.*/
|
|
if(flags_cover & MASKCOVERSMOUTH) //Mask won't cover the mouth any more since it's been pushed out of the way. Allows for CPRing with adjusted masks.
|
|
flags_cover &= ~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(isnull(user.get_item_by_slot(slot_flags)))
|
|
user.drop_item_to_ground(src)
|
|
user.equip_to_slot(src, slot_flags)
|
|
else 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.drop_item_to_ground(src)
|
|
else //Otherwise, put it in an available hand, the active one preferentially.
|
|
user.drop_item_to_ground(src)
|
|
user.put_in_hands(src)
|
|
H.wear_mask_update(src, toggle_off = up)
|
|
usr.update_inv_wear_mask()
|
|
usr.update_inv_head()
|
|
update_action_buttons()
|
|
|
|
//////////////////////////////
|
|
// MARK: SHOES
|
|
//////////////////////////////
|
|
/obj/item/clothing/shoes
|
|
name = "shoes"
|
|
icon = 'icons/obj/clothing/shoes.dmi'
|
|
desc = "Comfortable-looking shoes."
|
|
gender = PLURAL //Carn: for grammatically correct text-parsing
|
|
|
|
body_parts_covered = FEET
|
|
slot_flags = ITEM_SLOT_SHOES
|
|
dyeable = TRUE
|
|
dyeing_key = DYE_REGISTRY_SHOES
|
|
|
|
permeability_coefficient = 0.4
|
|
|
|
sprite_sheets = list(
|
|
"Vox" = 'icons/mob/clothing/species/vox/shoes.dmi',
|
|
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/shoes.dmi',
|
|
"Drask" = 'icons/mob/clothing/species/drask/shoes.dmi'
|
|
)
|
|
|
|
var/chained = FALSE
|
|
var/can_cut_open = FALSE
|
|
var/cut_open = FALSE
|
|
var/no_slip = FALSE
|
|
var/knife_slot = FALSE
|
|
var/obj/item/kitchen/knife/combat/hidden_blade
|
|
|
|
|
|
var/blood_state = BLOOD_STATE_NOT_BLOODY
|
|
var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0, BLOOD_BASE_ALPHA = BLOODY_FOOTPRINT_BASE_ALPHA)
|
|
|
|
/obj/item/clothing/shoes/equipped(mob/user, slot)
|
|
. = ..()
|
|
if(!no_slip || slot != ITEM_SLOT_SHOES)
|
|
return
|
|
ADD_TRAIT(user, TRAIT_NOSLIP, UID())
|
|
|
|
/obj/item/clothing/shoes/dropped(mob/user)
|
|
..()
|
|
if(!no_slip)
|
|
return
|
|
var/mob/living/carbon/human/H = user
|
|
if(!user)
|
|
return
|
|
if(H.get_item_by_slot(ITEM_SLOT_SHOES) == src)
|
|
REMOVE_TRAIT(H, TRAIT_NOSLIP, UID())
|
|
|
|
/obj/item/clothing/shoes/wirecutter_act(mob/living/user, obj/item/I)
|
|
if(cut_open)
|
|
to_chat(user, SPAN_WARNING("[src] have already had [p_their()] toes cut open!"))
|
|
return TRUE
|
|
|
|
if(can_cut_open)
|
|
playsound(src, I.usesound, 100, 1)
|
|
user.visible_message(
|
|
SPAN_WARNING("[user] cuts open the toes of [src]."),
|
|
SPAN_WARNING("You cut open the toes of [src].")
|
|
)
|
|
cut_open = TRUE
|
|
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_ICON_STATE)
|
|
return TRUE
|
|
|
|
/obj/item/clothing/shoes/item_interaction(mob/living/user, obj/item/used, list/modifiers)
|
|
if(istype(used, /obj/item/match) && src.loc == user)
|
|
var/obj/item/match/M = used
|
|
if(!M.lit && !M.burnt) // Match isn't lit, but isn't burnt.
|
|
user.visible_message(
|
|
SPAN_NOTICE("[user] strikes a [M] on the bottom of [src], lighting it."),
|
|
SPAN_NOTICE("You strike [M] on the bottom of [src] to light it."),
|
|
SPAN_NOTICE("You hear a match being lit.")
|
|
)
|
|
M.matchignite()
|
|
playsound(user.loc, 'sound/goonstation/misc/matchstick_light.ogg', 50, 1)
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
if(M.lit && !M.burnt && M.w_class <= WEIGHT_CLASS_SMALL)
|
|
user.visible_message(
|
|
SPAN_NOTICE("[user] crushes [M] into the bottom of [src], extinguishing it."),
|
|
SPAN_NOTICE("You crush [M] into the bottom of [src], extinguishing it."),
|
|
SPAN_WARNING("You hear a thin wooden snap!")
|
|
)
|
|
M.dropped()
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
if(istype(used, /obj/item/kitchen/knife/combat))
|
|
if(!knife_slot)
|
|
to_chat(user, SPAN_NOTICE("There is no place to put [used] in [src]!"))
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
if(hidden_blade)
|
|
to_chat(user, SPAN_NOTICE("There is already something in [src]!"))
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
if(!user.drop_item_to_ground(used))
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(45) && user.get_item_by_slot(ITEM_SLOT_SHOES) == src)
|
|
|
|
var/stabbed_foot = pick("l_foot", "r_foot")
|
|
user.visible_message(
|
|
SPAN_NOTICE("[user] tries to place [used] into [src] but stabs their own foot!"),
|
|
SPAN_WARNING("You go to put [used] into [src], but miss the boot and stab your own foot!")
|
|
)
|
|
user.apply_damage(used.force, BRUTE, stabbed_foot)
|
|
user.drop_item(used)
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
user.visible_message(
|
|
SPAN_NOTICE("[user] places [used] into their [name]!"),
|
|
SPAN_NOTICE("You place [used] into the side of your [name]!")
|
|
)
|
|
used.forceMove(src)
|
|
hidden_blade = used
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
return ..()
|
|
|
|
/obj/item/clothing/shoes/update_name()
|
|
. = ..()
|
|
if(!cut_open)
|
|
return
|
|
name = "mangled [initial(name)]"
|
|
|
|
/obj/item/clothing/shoes/update_desc()
|
|
. = ..()
|
|
if(!cut_open)
|
|
return
|
|
desc = "[initial(desc)] They have had their toes opened up."
|
|
|
|
/obj/item/clothing/shoes/update_icon_state()
|
|
if(!cut_open)
|
|
return
|
|
icon_state = "[icon_state]_opentoe"
|
|
|
|
/obj/item/clothing/shoes/AltClick(mob/user)
|
|
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || !knife_slot)
|
|
return
|
|
if(!hidden_blade)
|
|
to_chat(user, SPAN_WARNING("There's nothing in your [name]!"))
|
|
return
|
|
|
|
if(user.get_active_hand() && user.get_inactive_hand())
|
|
to_chat(user, SPAN_WARNING("You need an empty hand to pull out [hidden_blade]!"))
|
|
return
|
|
|
|
user.visible_message(SPAN_NOTICE("[user] pulls [hidden_blade] from their [name]!"), \
|
|
SPAN_NOTICE("You draw [hidden_blade] from your [name]!"))
|
|
user.put_in_hands(hidden_blade)
|
|
hidden_blade.add_fingerprint(user)
|
|
hidden_blade = null
|
|
|
|
/obj/item/clothing/shoes/examine(mob/user)
|
|
. = ..()
|
|
if(knife_slot)
|
|
. += SPAN_NOTICE("You can <b>Alt-Click</b> [src] to remove a stored knife. Use the knife on the shoes to place one in [src].")
|
|
if(hidden_blade)
|
|
. += SPAN_NOTICE("Your boot has a [hidden_blade.name] hidden inside of it!")
|
|
|
|
//////////////////////////////
|
|
// MARK: SUIT
|
|
//////////////////////////////
|
|
/obj/item/clothing/suit
|
|
name = "suit"
|
|
icon = 'icons/obj/clothing/suits.dmi'
|
|
allowed = list(/obj/item/tank/internals/emergency_oxygen)
|
|
drop_sound = 'sound/items/handling/cloth_drop.ogg'
|
|
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
|
|
slot_flags = ITEM_SLOT_OUTER_SUIT
|
|
permeability_coefficient = 0.75
|
|
|
|
var/fire_resist = T0C + 100
|
|
var/blood_overlay_type = "suit"
|
|
var/suit_toggled = FALSE
|
|
var/suit_adjusted = FALSE
|
|
var/ignore_suitadjust = TRUE
|
|
var/adjust_flavour = null
|
|
var/list/hide_tail_by_species = null
|
|
/// Maximum weight class of an item in the suit storage slot.
|
|
var/max_suit_w = WEIGHT_CLASS_BULKY
|
|
///How long to break out of the suits
|
|
var/breakouttime
|
|
/// How many inserts can you put into the suit
|
|
var/insert_max = 1
|
|
/// Currently applied inserts
|
|
var/list/inserts = list()
|
|
/// Is there a mobility mesh inserted?
|
|
var/mobility_meshed = FALSE
|
|
/// What's the total slowdown from inserts?
|
|
var/insert_slowdown = 0
|
|
|
|
|
|
/obj/item/clothing/suit/Initialize(mapload)
|
|
. = ..()
|
|
setup_shielding()
|
|
RegisterSignal(src, COMSIG_INSERT_ATTACH, PROC_REF(attach_insert))
|
|
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(detach_insert))
|
|
|
|
/**
|
|
* Wrapper proc to apply shielding through AddComponent().
|
|
* Called in /obj/item/clothing/Initialize().
|
|
* Override with an AddComponent(/datum/component/shielded, args) call containing the desired shield statistics.
|
|
* See /datum/component/shielded documentation for a description of the arguments
|
|
**/
|
|
/obj/item/clothing/suit/proc/setup_shielding()
|
|
return
|
|
|
|
/obj/item/clothing/suit/examine(mob/user)
|
|
. = ..()
|
|
if(length(inserts))
|
|
. += SPAN_NOTICE("Has [length(inserts)] inserts attached.")
|
|
. += SPAN_NOTICE("Inserts can be removed with Alt-Click.")
|
|
|
|
///Hierophant card shielding. Saves me time.
|
|
/obj/item/clothing/suit/proc/setup_hierophant_shielding()
|
|
var/datum/component/shielded/shield = GetComponent(/datum/component/shielded)
|
|
if(!shield)
|
|
AddComponent(/datum/component/shielded, recharge_start_delay = 0 SECONDS, shield_icon = "shield-hierophant", run_hit_callback = CALLBACK(src, PROC_REF(hierophant_shield_damaged)))
|
|
return
|
|
if(shield.shield_icon == "shield-hierophant") //If the hierophant shield has been used, recharge it. Otherwise, it's a shielded component we don't want to touch
|
|
shield.current_charges = 3
|
|
|
|
/// A proc for callback when the shield breaks, since I am stupid and want custom effects.
|
|
/obj/item/clothing/suit/proc/hierophant_shield_damaged(mob/living/wearer, attack_text, new_current_charges)
|
|
wearer.visible_message(SPAN_DANGER("[attack_text] is deflected in a burst of dark-purple sparks!"))
|
|
new /obj/effect/temp_visual/cult/sparks/hierophant(get_turf(wearer))
|
|
playsound(wearer,'sound/magic/blind.ogg', 200, TRUE, -2)
|
|
if(new_current_charges == 0)
|
|
wearer.visible_message(SPAN_DANGER("The runed shield around [wearer] suddenly disappears!"))
|
|
|
|
//Proc that opens and closes jackets.
|
|
/obj/item/clothing/suit/proc/adjustsuit(mob/user)
|
|
if(ignore_suitadjust)
|
|
to_chat(user, SPAN_NOTICE("You attempt to button up the velcro on \the [src], before promptly realising how foolish you are."))
|
|
return
|
|
if(user.incapacitated())
|
|
return
|
|
|
|
if(HAS_TRAIT(user, TRAIT_HULK))
|
|
if(user.canUnEquip(src)) //Checks to see if the item can be unequipped. If so, lets shred. Otherwise, struggle and fail.
|
|
if(contents) //If the suit's got any storage capability...
|
|
for(var/obj/item/O in contents) //AVOIDING ITEM LOSS. Check through everything that's stored in the jacket and see if one of the items is a pocket.
|
|
if(istype(O, /obj/item/storage/internal)) //If it's a pocket...
|
|
if(O.contents) //Check to see if the pocket's got anything in it.
|
|
for(var/obj/item/I in O.contents) //Dump the pocket out onto the floor below the user.
|
|
user.drop_item_to_ground(I, force = TRUE)
|
|
|
|
user.visible_message(SPAN_WARNING("[user] bellows, [pick("shredding", "ripping open", "tearing off")] [user.p_their()] jacket in a fit of rage!"),SPAN_WARNING("You accidentally [pick("shred", "rend", "tear apart")] [src] with your [pick("excessive", "extreme", "insane", "monstrous", "ridiculous", "unreal", "stupendous")] [pick("power", "strength")]!"))
|
|
user.drop_item_to_ground(src)
|
|
qdel(src) //Now that the pockets have been emptied, we can safely destroy the jacket.
|
|
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
|
|
user.update_inv_wear_suit()
|
|
return
|
|
else
|
|
to_chat(user, SPAN_WARNING("You yank and pull at \the [src] with your [pick("excessive", "extreme", "insane", "monstrous", "ridiculous", "unreal", "stupendous")] [pick("power", "strength")], however you are unable to change its state!"))//Yep, that's all they get. Avoids having to snowflake in a cooldown.
|
|
return
|
|
|
|
if(suit_adjusted)
|
|
var/flavour = "close"
|
|
icon_state = copytext(icon_state, 1, findtext(icon_state, "_open")) /*Trims the '_open' off the end of the icon state, thus avoiding a case where jackets that start open will end up with a suffix of _open_open if adjusted twice, since their initial state is _open. */
|
|
if(adjust_flavour)
|
|
flavour = "[copytext(adjust_flavour, 3, length(adjust_flavour) + 1)] up" //Trims off the 'un' at the beginning of the word. unzip -> zip, unbutton->button.
|
|
to_chat(user, "You [flavour] \the [src].")
|
|
update_action_buttons()
|
|
else
|
|
var/flavour = "open"
|
|
icon_state += "_open"
|
|
if(adjust_flavour)
|
|
flavour = "[adjust_flavour]"
|
|
to_chat(user, "You [flavour] \the [src].")
|
|
update_action_buttons()
|
|
|
|
suit_adjusted = !suit_adjusted
|
|
update_icon(UPDATE_ICON_STATE)
|
|
user.update_inv_wear_suit()
|
|
|
|
/obj/item/clothing/suit/equipped(mob/living/carbon/human/user, slot) //Handle tail-hiding on a by-species basis.
|
|
..()
|
|
if(ishuman(user) && hide_tail_by_species && slot == ITEM_SLOT_OUTER_SUIT)
|
|
if("modsuit" in hide_tail_by_species)
|
|
return
|
|
if(user.dna.species.sprite_sheet_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/ui_action_click(mob/user) //This is what happens when you click the HUD action button to adjust your suit.
|
|
if(!ignore_suitadjust)
|
|
adjustsuit(user)
|
|
else
|
|
..() //This is required in order to ensure that the UI buttons for items that have alternate functions tied to UI buttons still work.
|
|
|
|
/obj/item/clothing/suit/item_interaction(mob/living/user, obj/item/used, list/modifiers)
|
|
if(istype(used, /obj/item/smithed_item/insert))
|
|
SEND_SIGNAL(src, COMSIG_INSERT_ATTACH, used, user)
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
return ..()
|
|
|
|
/obj/item/clothing/suit/proc/detach_insert(atom/source, mob/user)
|
|
SIGNAL_HANDLER // COMSIG_CLICK_ALT
|
|
if(!Adjacent(user))
|
|
return
|
|
if(!length(inserts))
|
|
to_chat(user, SPAN_NOTICE("Your suit has no inserts to remove."))
|
|
return
|
|
INVOKE_ASYNC(src, PROC_REF(finish_detach_insert), user)
|
|
|
|
/obj/item/clothing/suit/proc/finish_detach_insert(mob/user)
|
|
var/obj/item/smithed_item/insert/old_insert
|
|
if(length(inserts) == 1)
|
|
old_insert = inserts[1]
|
|
else
|
|
old_insert = tgui_input_list(user, "Select an insert", src, inserts)
|
|
if(!istype(old_insert, /obj/item/smithed_item/insert))
|
|
return
|
|
old_insert.on_detached()
|
|
user.put_in_hands(old_insert)
|
|
|
|
/obj/item/clothing/suit/proc/attach_insert(obj/source_item, obj/item/smithed_item/insert/new_insert, mob/user)
|
|
SIGNAL_HANDLER // COMSIG_INSERT_ATTACH
|
|
if(!Adjacent(user))
|
|
return
|
|
if(!istype(new_insert))
|
|
return
|
|
if(length(inserts) == insert_max)
|
|
to_chat(user, SPAN_NOTICE("Your suit has no slots to add an insert."))
|
|
return
|
|
if(new_insert.flags & NODROP || !user.transfer_item_to(new_insert, src))
|
|
to_chat(user, SPAN_WARNING("[new_insert] is stuck to your hand!"))
|
|
return
|
|
inserts += new_insert
|
|
new_insert.on_attached(src)
|
|
|
|
/obj/item/clothing/suit/proc/resist_restraints(mob/living/carbon/user, break_restraints)
|
|
var/effective_breakout_time = breakouttime
|
|
if(break_restraints)
|
|
effective_breakout_time = 5 SECONDS
|
|
|
|
if(user.has_status_effect(STATUS_EFFECT_REMOVE_CUFFS))
|
|
to_chat(user, SPAN_NOTICE("You are already trying to [break_restraints ? "break" : "remove"] your restraints."))
|
|
return
|
|
user.apply_status_effect(STATUS_EFFECT_REMOVE_CUFFS)
|
|
|
|
user.visible_message(SPAN_WARNING("[user] attempts to [break_restraints ? "break" : "remove"] [src]!"), SPAN_NOTICE("You attempt to [break_restraints ? "break" : "remove"] [src]..."))
|
|
to_chat(user, SPAN_NOTICE("(This will take around [DisplayTimeText(effective_breakout_time)] and you need to stand still.)"))
|
|
|
|
if(!do_after(user, effective_breakout_time, FALSE, user, hidden = TRUE))
|
|
user.remove_status_effect(STATUS_EFFECT_REMOVE_CUFFS)
|
|
to_chat(user, SPAN_WARNING("You fail to [break_restraints ? "break" : "remove"] [src]!"))
|
|
return
|
|
|
|
user.remove_status_effect(STATUS_EFFECT_REMOVE_CUFFS)
|
|
if(loc != user || user.buckled)
|
|
return
|
|
|
|
user.visible_message(SPAN_DANGER("[user] manages to [break_restraints ? "break" : "remove"] [src]!"), SPAN_NOTICE("You successfully [break_restraints ? "break" : "remove"] [src]."))
|
|
user.drop_item_to_ground(src)
|
|
|
|
//////////////////////////////
|
|
// MARK: SPACE SUIT
|
|
//////////////////////////////
|
|
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
|
|
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
|
|
/obj/item/clothing/head/helmet/space
|
|
name = "space helmet"
|
|
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
|
icon_state = "space"
|
|
inhand_icon_state = "s_helmet"
|
|
flags = BLOCKHAIR | STOPSPRESSUREDMAGE | THICKMATERIAL
|
|
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
|
permeability_coefficient = 0.01
|
|
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115)
|
|
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
|
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
|
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
|
|
flash_protect = FLASH_PROTECTION_WELDER
|
|
strip_delay = 50
|
|
put_on_delay = 50
|
|
resistance_flags = NONE
|
|
dog_fashion = null
|
|
|
|
/obj/item/clothing/suit/space
|
|
name = "space suit"
|
|
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
|
|
icon_state = "space"
|
|
inhand_icon_state = "s_suit"
|
|
w_class = WEIGHT_CLASS_BULKY
|
|
gas_transfer_coefficient = 0.01
|
|
permeability_coefficient = 0.01
|
|
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
|
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
|
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
|
|
slowdown = 1
|
|
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115)
|
|
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
|
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
|
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
|
heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
|
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
|
strip_delay = 80
|
|
put_on_delay = 80
|
|
resistance_flags = NONE
|
|
hide_tail_by_species = null
|
|
sprite_sheets = list(
|
|
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
|
|
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
|
|
)
|
|
insert_max = 0 // No inserts for space suits
|
|
|
|
//////////////////////////////
|
|
// MARK: UNDER CLOTHES
|
|
//////////////////////////////
|
|
/obj/item/clothing/under
|
|
name = "under"
|
|
icon = 'icons/obj/clothing/under/misc.dmi'
|
|
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
|
slot_flags = ITEM_SLOT_JUMPSUIT
|
|
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
|
|
drop_sound = 'sound/items/handling/cloth_drop.ogg'
|
|
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
|
|
dyeing_key = DYE_REGISTRY_UNDER
|
|
strip_delay = 6 SECONDS
|
|
put_on_delay = 6 SECONDS
|
|
|
|
sprite_sheets = list(
|
|
"Vox" = 'icons/mob/clothing/species/vox/under/misc.dmi',
|
|
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/under/misc.dmi',
|
|
"Drask" = 'icons/mob/clothing/species/drask/under/misc.dmi',
|
|
"Grey" = 'icons/mob/clothing/species/grey/under/misc.dmi'
|
|
)
|
|
|
|
///For the crew computer 2 = unable to change mode
|
|
var/has_sensor = TRUE
|
|
var/sensor_mode = SENSOR_OFF
|
|
var/random_sensor = TRUE
|
|
/*
|
|
1 = Report living/dead
|
|
2 = Report detailed damages
|
|
3 = Report location
|
|
*/
|
|
var/list/accessories = list()
|
|
var/displays_id = TRUE
|
|
var/rolled_down = FALSE
|
|
|
|
/obj/item/clothing/under/rank
|
|
inhand_icon_state = "bl_suit"
|
|
|
|
/obj/item/clothing/under/rank/Initialize(mapload)
|
|
. = ..()
|
|
if(random_sensor)
|
|
sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_VITALS, SENSOR_COORDS)
|
|
|
|
/obj/item/clothing/under/Destroy()
|
|
QDEL_LIST_CONTENTS(accessories)
|
|
return ..()
|
|
|
|
|
|
/obj/item/clothing/under/dropped(mob/user, silent)
|
|
..()
|
|
if(!ishuman(user))
|
|
return
|
|
var/mob/living/carbon/human/H = user
|
|
if(H.get_item_by_slot(ITEM_SLOT_JUMPSUIT) == src)
|
|
for(var/obj/item/clothing/accessory/A in accessories)
|
|
A.attached_unequip()
|
|
|
|
/obj/item/clothing/under/equipped(mob/user, slot, initial)
|
|
..()
|
|
if(!ishuman(user))
|
|
return
|
|
if(slot == ITEM_SLOT_JUMPSUIT)
|
|
for(var/obj/item/clothing/accessory/A in accessories)
|
|
A.attached_equip()
|
|
|
|
/*
|
|
* # can_attach_accessory
|
|
*
|
|
* Arguments:
|
|
* * A - The accessory object being checked. MUST BE TYPE /obj/item/clothing/accessory
|
|
*/
|
|
/obj/item/clothing/under/proc/can_attach_accessory(obj/item/clothing/accessory/A)
|
|
if(length(accessories) >= MAX_EQUIPABLE_ACCESSORIES) //this is neccesary to prevent chat spam when examining clothing
|
|
return FALSE
|
|
for(var/obj/item/clothing/accessory/AC in accessories)
|
|
if((A.slot & (ACCESSORY_SLOT_UTILITY | ACCESSORY_SLOT_ARMBAND)) && (AC.slot & A.slot))
|
|
return FALSE
|
|
if(!A.allow_duplicates && AC.type == A.type)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/item/clothing/under/item_interaction(mob/living/user, obj/item/used, list/modifiers)
|
|
if(istype(used, /obj/item/clothing/accessory))
|
|
attach_accessory(used, user, TRUE)
|
|
|
|
if(length(accessories))
|
|
for(var/obj/item/clothing/accessory/A in accessories)
|
|
A.item_interaction(user, used, modifiers)
|
|
return ITEM_INTERACT_COMPLETE
|
|
|
|
return ..()
|
|
|
|
/obj/item/clothing/under/serialize()
|
|
var/data = ..()
|
|
var/list/accessories_list = list()
|
|
data["accessories"] = accessories_list
|
|
for(var/obj/item/clothing/accessory/A in accessories)
|
|
accessories_list.len++
|
|
accessories_list[length(accessories_list)] = A.serialize()
|
|
|
|
return data
|
|
|
|
/obj/item/clothing/under/deserialize(list/data)
|
|
for(var/thing in accessories)
|
|
remove_accessory(src, thing)
|
|
for(var/thing in data["accessories"])
|
|
if(islist(thing))
|
|
var/obj/item/clothing/accessory/A = list_to_object(thing, src)
|
|
A.has_suit = src
|
|
accessories += A
|
|
..()
|
|
|
|
/obj/item/clothing/under/proc/attach_accessory(obj/item/clothing/accessory/A, mob/user, unequip = FALSE)
|
|
if(can_attach_accessory(A))
|
|
if(unequip && !user.drop_item_to_ground(A)) // Make absolutely sure this accessory is removed from hands
|
|
return FALSE
|
|
|
|
accessories += A
|
|
A.on_attached(src, user)
|
|
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.update_inv_w_uniform()
|
|
|
|
return TRUE
|
|
else
|
|
to_chat(user, SPAN_NOTICE("You cannot attach more accessories of this type to [src]."))
|
|
|
|
return FALSE
|
|
|
|
/obj/item/clothing/under/proc/detach_accessory(obj/item/clothing/accessory/A, mob/user)
|
|
accessories -= A
|
|
A.on_removed(user)
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.update_inv_w_uniform()
|
|
|
|
/obj/item/clothing/under/examine(mob/user)
|
|
. = ..()
|
|
|
|
if(has_sensor >= 1)
|
|
switch(sensor_mode)
|
|
if(SUIT_SENSOR_OFF)
|
|
. += "Its sensors appear to be disabled."
|
|
if(SUIT_SENSOR_BINARY)
|
|
. += "Its binary life sensors appear to be enabled."
|
|
if(SUIT_SENSOR_VITAL)
|
|
. += "Its vital tracker appears to be enabled."
|
|
if(SUIT_SENSOR_TRACKING)
|
|
. += "Its vital tracker and tracking beacon appear to be enabled."
|
|
if(has_sensor == 1)
|
|
. += SPAN_NOTICE("<b>Alt-Click</b> to toggle the sensors mode.")
|
|
else
|
|
. += "This suit does not have any sensors."
|
|
|
|
if(length(accessories))
|
|
for(var/obj/item/clothing/accessory/A in accessories)
|
|
. += "\A [A] is attached to it."
|
|
. += SPAN_NOTICE("<b>Alt-Shift-Click</b> to remove an accessory.")
|
|
. += SPAN_NOTICE("<b>Ctrl-Shift-Click</b> to roll down this jumpsuit.")
|
|
|
|
/// Suffix for jumpsuits used in .dmi files when rolled down
|
|
#define JUMPSUIT_ROLLED_DOWN_SUFFIX "_d"
|
|
|
|
/obj/item/clothing/under/proc/roll_undersuit(mob/living/carbon/human/user)
|
|
if(copytext(icon_state, -length(JUMPSUIT_ROLLED_DOWN_SUFFIX)) != JUMPSUIT_ROLLED_DOWN_SUFFIX)
|
|
base_icon_state = icon_state
|
|
|
|
var/current_worn_icon = LAZYACCESS(sprite_sheets, user.dna.species.sprite_sheet_name) || worn_icon || 'icons/mob/clothing/under/misc.dmi'
|
|
if(!icon_exists(current_worn_icon, "[base_icon_state][JUMPSUIT_ROLLED_DOWN_SUFFIX]"))
|
|
to_chat(user, SPAN_NOTICE("You cannot roll down this uniform!"))
|
|
return FALSE
|
|
|
|
rolled_down = !rolled_down
|
|
if(rolled_down)
|
|
body_parts_covered &= ~(UPPER_TORSO | LOWER_TORSO | ARMS)
|
|
else
|
|
body_parts_covered = initial(body_parts_covered)
|
|
worn_icon_state = "[base_icon_state][rolled_down ? "[JUMPSUIT_ROLLED_DOWN_SUFFIX]" : ""]"
|
|
user.update_inv_w_uniform()
|
|
return TRUE
|
|
|
|
#undef JUMPSUIT_ROLLED_DOWN_SUFFIX
|
|
|
|
/obj/item/clothing/under/CtrlShiftClick(mob/living/carbon/human/user)
|
|
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || !istype(user))
|
|
to_chat(user, SPAN_NOTICE("You cannot roll down the uniform!"))
|
|
return
|
|
|
|
if(user.get_item_by_slot(ITEM_SLOT_JUMPSUIT) != src)
|
|
to_chat(user, SPAN_NOTICE("You must wear the uniform to adjust it!"))
|
|
return
|
|
|
|
roll_undersuit(user)
|
|
|
|
/obj/item/clothing/under/AltShiftClick(mob/user)
|
|
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
|
|
return
|
|
if(!length(accessories))
|
|
return
|
|
var/obj/item/clothing/accessory/A
|
|
if(length(accessories) > 1)
|
|
var/pick = radial_menu_helper(usr, src, accessories, custom_check = FALSE, require_near = TRUE)
|
|
if(!pick)
|
|
return
|
|
A = pick
|
|
else
|
|
A = accessories[1]
|
|
remove_accessory(user, A)
|
|
|
|
/obj/item/clothing/under/proc/remove_accessory(mob/user, obj/item/clothing/accessory/A)
|
|
if(!(A in accessories))
|
|
return
|
|
if(!isliving(user))
|
|
return
|
|
if(user.incapacitated())
|
|
return
|
|
if(!Adjacent(user))
|
|
return
|
|
detach_accessory(A, user)
|
|
to_chat(user, SPAN_NOTICE("You remove [A] from [src]."))
|
|
|
|
/obj/item/clothing/under/emp_act(severity)
|
|
if(length(accessories))
|
|
for(var/obj/item/clothing/accessory/A in accessories)
|
|
A.emp_act(severity)
|
|
..()
|
|
|
|
/obj/item/clothing/obj_destruction(damage_flag)
|
|
if(damage_flag == BOMB || damage_flag == MELEE)
|
|
var/turf/T = get_turf(src)
|
|
spawn(1) //so the shred survives potential turf change from the explosion.
|
|
var/obj/effect/decal/cleanable/shreds/Shreds = new(T)
|
|
Shreds.desc = "The sad remains of what used to be [name]."
|
|
deconstruct(FALSE)
|
|
else
|
|
..()
|
|
|
|
/obj/item/clothing/neck
|
|
name = "necklace"
|
|
icon = 'icons/obj/clothing/neck.dmi'
|
|
body_parts_covered = UPPER_TORSO
|
|
slot_flags = ITEM_SLOT_NECK
|
|
|
|
/obj/item/clothing/clean_blood(radiation_clean = FALSE)
|
|
. = ..()
|
|
gunshot_residue = null
|