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https://github.com/ParadiseSS13/Paradise.git
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* skulk.dm placeholder for testing purposes
* Made an oopsie, fixed
* Skulk flesh color and language color testing
* Adding working language key, fixed language color
* Changed skulk flesh color, may change it again soon
* Ran tgui, hopefully fixed language color
* Changed skulk language color, hopefully for good this time
* Missed a spot
* Tgui fuckery
* If at first you don't succeed, cry to yourself for a bit then try again
* Tgui makes me violent
* Eyewear no longer save Skkulakin from flashes
* Skulk bones now hurt really bad
* Adds Skulk Sprites, Back Accessories, and other Placeholders
* Desperately trying to get body_accessories to work
* Minor name changes
* Skkulakin now have colorable eyes
* Makes the silk-spinning ability somewhat work, more changes need to be made
* Fixes the Skulks' ability to spin silk, however still needs changes
* Changed Skulks easier bone breaks into a trait
* Skulks (Now with 100% ethically sourced back spines!)
* Gives Skkulakin the Vox clothing sprites (Not counting head, glasses, or masks)
* Added update_spines_layer() for testing and help purposes
* Working on getting Skulk Backspines to change color depending on preset
* Skulk Backspines are now colored the same as your preset up spawning in (Thank you, Qwerty)
* Undefines SILK_NUTRITION_AMOUNT (I made a woopsie)
* Readds a return I may have accidentally removed at some point
* Skkulakin can now chitter
* Silk now be used to craft cloth and has an icon
* TGUI is going to make me do things
* Fixes the Brittle Bones Trait to work with Frail Quirk
* Sprite Fix
* Adds masking helpers
* Made a small woopsie
* I'm genuinely a fucking idiot
* Adds a bunch of new clothing
* Changes some clothing descriptions
* Fixes more placeholders and adds two new outfits
* Made small mistake, fixed
* Temporary change (Will revert soon)
* Reverted previous changes as the event is now over
* New Skulk Clothing, added some to the racial tab in the loadout, and made low-inquis robes orderable from cargo
* Adds High-Inquis Robes into cargo console
* Adds Skkulakin Flag (Orderable From Merch Vendor)
* Made small mistake, fixed it
* Inquisitorial Crate only has Low-Inquisitor clothing again
* Commits all offered suggestions
* Converts spans to defines and sorts out the rest of Skulk clothing (No MODs just yet)
* Gives Skulks the Nian Butt Sprite for now
* Fixes a small error with biosuits
* Fixes small coding error
* Fixes a few mor small coding errors
* Update code/modules/mob/living/carbon/human/appearance.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/game/objects/items/stacks/sheets/sheet_types.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/modules/economy/merch_items.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Removes 'collective' from outfit_admin.dm
* Basic Pixel-Shifting (Not Yet Complete)
* improve skulk headwear offset
* Revert "improve skulk headwear offset"
This reverts commit 2d93d61699.
* improve skulk headwear offset
* Cleans up some code and fixes ALL hats for Skkulakin
* Lets the AI speak Skkula-Runespeak, fixes Bomber Jackets and Winter Coats, makes Backpacks look better, fixes other small sprite issues
* Let them wear pants
* Update code/modules/mob/language.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Fixes masks and glasses for skkulakin
* Fixes Inquisitor Masks and adds missing Engineering Outfits
* Fixes Explorer Suits and HECK Suit for Skulks
* Fixes a few small issues and resolves some suggested changes
* Rebuilds TGUI
* Fixes Science Jumpsuits & Radsuits
* Fix Skkulakin chef belt disappearance.
* fix string assoc lookups for alists
* Update code/game/objects/structures/mirror.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/modules/mob/living/carbon/human/species/skulk.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
---------
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Alfalfa Scout <alfalfascout@proton.me>
224 lines
6.9 KiB
Plaintext
224 lines
6.9 KiB
Plaintext
//wip wip wup
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/obj/structure/mirror
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name = "mirror"
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desc = "Mirror mirror on the wall, who's the most robust of them all?"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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anchored = TRUE
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max_integrity = 200
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integrity_failure = 100
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var/list/ui_users = list()
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var/broken_icon_state = "mirror_broke"
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/// what to show when a ghost Boo!'s this mirror
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var/icon/spooked_icon
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/// Whether a mirror can be Boo!'d or not. Magic mirrors are animated, so this is used to stop them from looking weird
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var/can_be_spooked = TRUE
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/obj/structure/mirror/organ
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can_be_spooked = FALSE
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/obj/structure/mirror/Initialize(mapload, newdir = SOUTH, building = FALSE)
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. = ..()
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if(building)
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switch(newdir)
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if(NORTH)
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pixel_y = -32
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if(SOUTH)
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pixel_y = 32
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if(EAST)
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pixel_x = -32
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if(WEST)
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pixel_x = 32
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GLOB.mirrors += src
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spooked_icon = update_spooked_icon(icon("icons/mob/human.dmi", "husk_s"), SOUTH, 8, 0)
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/obj/structure/mirror/Destroy()
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QDEL_LIST_ASSOC_VAL(ui_users)
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GLOB.mirrors -= src
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return ..()
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/obj/structure/mirror/attack_hand(mob/user)
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if(broken)
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return
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if(ishuman(user))
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var/datum/ui_module/appearance_changer/AC = ui_users[user]
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if(!AC)
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AC = new(src, user)
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AC.name = "SalonPro Nano-Mirror"
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AC.flags = APPEARANCE_ALL_BODY
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ui_users[user] = AC
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AC.ui_interact(user)
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/obj/structure/mirror/obj_break(damage_flag, mapload)
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if(!broken && !(flags & NODECONSTRUCT))
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icon_state = broken_icon_state
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if(!mapload)
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playsound(src, "shatter", 70, TRUE)
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if(desc == initial(desc))
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desc = "Oh no, seven years of bad luck!"
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broken = TRUE
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GLOB.mirrors -= src
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/obj/structure/mirror/organ/obj_break(damage_flag, mapload)
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playsound(src, "shatter", 70, TRUE)
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qdel(src)
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/obj/structure/mirror/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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user.visible_message(SPAN_NOTICE("[user] begins to unfasten [src]."), SPAN_NOTICE("You begin to unfasten [src]."))
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if(!I.use_tool(src, user, 30, volume = I.tool_volume))
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return
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if(broken)
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user.visible_message(SPAN_NOTICE("[user] drops the broken shards to the floor."), SPAN_NOTICE("You drop the broken shards on the floor."))
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new /obj/item/shard(get_turf(user))
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else
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user.visible_message(SPAN_NOTICE("[user] carefully places [src] on the floor."), SPAN_NOTICE("You carefully place [src] on the floor."))
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new /obj/item/mounted/mirror(get_turf(user))
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qdel(src)
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/obj/structure/mirror/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(!disassembled)
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new /obj/item/shard( src.loc )
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qdel(src)
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/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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if(BURN)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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/obj/structure/mirror/get_spooked()
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if(!can_be_spooked || broken)
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return
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flicker_ghost(spooked_icon)
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return TRUE
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/// This proc sets the icon that will show up in the mirror when spooked
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/// * icon_to_show - which icon
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/// * offset_dir - you might want to move the icon so it appears in the mirror
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/// * offset_pixels - how many pixels you need to move the icon
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/// * wrap - if the icon should wrap around
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/obj/structure/mirror/proc/update_spooked_icon(icon/icon_to_show, offset_dir, offset_pixels, wrap)
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var/icon/our_icon = icon_to_show
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our_icon.Shift(offset_dir,offset_pixels,wrap)
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var/icon/alpha_mask = new("icons/obj/watercloset.dmi", "mirror_mask")
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our_icon.AddAlphaMask(alpha_mask)
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var/icon/added_icons = new("icons/obj/watercloset.dmi", "mirror")
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added_icons.Blend(our_icon, ICON_OVERLAY)
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return added_icons
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/// Shows the icon in the mirror with its mask
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/obj/structure/mirror/proc/flicker_ghost(icon/icon_to_show)
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icon = icon_to_show
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sleep(rand(5,10))
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icon = initial(icon)
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return
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/obj/item/mounted/mirror
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name = "mirror"
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desc = "Some reflective glass ready to be hung on a wall. Don't break it!"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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/obj/item/mounted/mirror/do_build(turf/on_wall, mob/user)
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var/obj/structure/mirror/M = new /obj/structure/mirror(get_turf(user), get_dir(on_wall, user), 1)
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transfer_prints_to(M, TRUE)
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qdel(src)
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/obj/structure/mirror/magic
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name = "magic mirror"
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icon_state = "magic_mirror"
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broken_icon_state = "magic_mirror_broke"
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var/options = list("Name", "Body", "Voice")
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var/organ_warn = FALSE
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var/actually_magical = TRUE
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can_be_spooked = FALSE
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/obj/structure/mirror/magic/Initialize(mapload, newdir, building)
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. = ..()
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RegisterSignal(src, COMSIG_ATTACK_BY, TYPE_PROC_REF(/datum, signal_cancel_attack_by))
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/obj/structure/mirror/magic/attack_hand(mob/user)
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if(!ishuman(user) || broken)
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return
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var/mob/living/carbon/human/H = user
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var/choice = tgui_input_list(user, "Something to change?", "Magical Grooming", options)
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switch(choice)
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if("Name")
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var/newname = copytext(sanitize(input(H, "Who are we again?", "Name change", H.name) as null|text),1,MAX_NAME_LEN)
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if(!newname)
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return
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H.real_name = newname
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H.name = newname
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if(H.dna)
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H.dna.real_name = newname
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if(H.mind)
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H.mind.name = newname
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if(newname)
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curse(user)
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if("Body")
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if(organ_warn)
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to_chat(user, SPAN_BOLDWARNING("Using the mirror will destroy any non biochip implants in you!"))
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var/list/race_list = list("Human", "Tajaran", "Skrell", "Unathi", "Diona", "Vulpkanin", "Nian", "Grey", "Drask", "Skkulakin")
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if(actually_magical)
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race_list = list("Human", "Tajaran", "Skrell", "Unathi", "Diona", "Vulpkanin", "Nian", "Grey", "Drask", "Vox", "Plasmaman", "Kidan", "Slime People")
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var/datum/ui_module/appearance_changer/AC = ui_users[user]
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if(!AC)
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AC = new(src, user)
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AC.name = "Magic Mirror"
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AC.flags = APPEARANCE_ALL
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AC.whitelist = race_list
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ui_users[user] = AC
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if(user.Adjacent(src))
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AC.ui_interact(user)
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if("Voice")
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var/voice_choice = tgui_input_list(user, "Perhaps...", "Voice effects", list("Comic Sans", "Wingdings", "Swedish", "Chav", "Mute"))
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var/voice_mutation
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switch(voice_choice)
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if("Comic Sans")
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voice_mutation = GLOB.comicblock
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if("Wingdings")
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voice_mutation = GLOB.wingdingsblock
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if("Swedish")
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voice_mutation = GLOB.swedeblock
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if("Chav")
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voice_mutation = GLOB.chavblock
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if("Mute")
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voice_mutation = GLOB.muteblock
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if(voice_mutation)
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if(H.dna.GetSEState(voice_mutation))
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H.dna.SetSEState(voice_mutation, FALSE)
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singlemutcheck(H, voice_mutation, MUTCHK_FORCED)
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else
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H.dna.SetSEState(voice_mutation, TRUE)
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singlemutcheck(H, voice_mutation, MUTCHK_FORCED)
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if(voice_choice)
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curse(user)
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/obj/structure/mirror/magic/ui_close(mob/user)
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curse(user)
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/obj/structure/mirror/magic/proc/curse(mob/living/user)
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return
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/obj/structure/mirror/magic/nuclear
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name = "M.A.G.I.C mirror"
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desc = "The M.A.G.I.C mirror will let you change your species in a flash! Be careful, any implants (not biochips) in you will be destroyed on use."
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options = list("Body")
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organ_warn = TRUE
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actually_magical = FALSE
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