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https://github.com/ParadiseSS13/Paradise.git
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d20298e996
This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
210 lines
5.8 KiB
Plaintext
210 lines
5.8 KiB
Plaintext
/obj/item/clothing/mask/muzzle
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name = "muzzle"
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desc = "To stop that awful noise."
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icon_state = "muzzle"
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item_state = "muzzle"
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flags = MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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)
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// Clumsy folks can't take the mask off themselves.
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/obj/item/clothing/mask/muzzle/attack_hand(mob/user as mob)
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if(user.wear_mask == src && !user.IsAdvancedToolUser())
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return 0
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..()
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/obj/item/clothing/mask/muzzle/gag
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name = "gag"
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desc = "Stick this in their mouth to stop the noise."
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icon_state = "gag"
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w_class = 1
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/obj/item/clothing/mask/surgical
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name = "sterile mask"
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desc = "A sterile mask designed to help prevent the spread of diseases."
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icon_state = "sterile"
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item_state = "sterile"
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w_class = 1
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flags = MASKCOVERSMOUTH
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gas_transfer_coefficient = 0.90
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 25, rad = 0)
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action_button_name = "Adjust Sterile Mask"
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ignore_maskadjust = 0
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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)
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/obj/item/clothing/mask/surgical/attack_self(var/mob/user)
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adjustmask(user)
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/obj/item/clothing/mask/fakemoustache
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name = "completely real moustache"
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desc = "moustache is totally real."
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icon_state = "fake-moustache"
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flags_inv = HIDEFACE
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/obj/item/clothing/mask/fakemoustache/verb/pontificate()
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set name = "Pontificate Evilly"
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set category = "Object"
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set desc = "Devise evil plans of evilness."
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usr.visible_message("<span class = 'danger'>\ [usr] twirls \his moustache and laughs [pick("fiendishly","maniacally","diabolically","evilly")]!</span>")
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//scarves (fit in in mask slot)
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/obj/item/clothing/mask/bluescarf
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name = "blue neck scarf"
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desc = "A blue neck scarf."
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icon_state = "blueneckscarf"
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item_state = "blueneckscarf"
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flags = MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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/obj/item/clothing/mask/redscarf
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name = "red scarf"
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desc = "A red and white checkered neck scarf."
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icon_state = "redwhite_scarf"
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item_state = "redwhite_scarf"
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flags = MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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/obj/item/clothing/mask/greenscarf
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name = "green scarf"
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desc = "A green neck scarf."
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icon_state = "green_scarf"
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item_state = "green_scarf"
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flags = MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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/obj/item/clothing/mask/ninjascarf
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name = "ninja scarf"
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desc = "A stealthy, dark scarf."
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icon_state = "ninja_scarf"
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item_state = "ninja_scarf"
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flags = MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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siemens_coefficient = 0
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/obj/item/clothing/mask/pig
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name = "pig mask"
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desc = "A rubber pig mask."
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icon_state = "pig"
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item_state = "pig"
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flags = BLOCKHAIR
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flags_inv = HIDEFACE
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w_class = 2
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siemens_coefficient = 0.9
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/obj/item/clothing/mask/horsehead
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name = "horse head mask"
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desc = "A mask made of soft vinyl and latex, representing the head of a horse."
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icon_state = "horsehead"
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item_state = "horsehead"
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flags = BLOCKHAIR
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flags_inv = HIDEFACE
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w_class = 2
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siemens_coefficient = 0.9
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var/voicechange = 0
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var/temporaryname = " the Horse"
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var/originalname = ""
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/obj/item/clothing/mask/horsehead/equipped(mob/user, slot)
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if(flags & NODROP) //cursed masks only
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originalname = user.real_name
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if(!user.real_name || user.real_name == "Unknown")
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user.real_name = "A Horse With No Name" //it felt good to be out of the rain
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else
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user.real_name = "[user.name][temporaryname]"
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..()
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/obj/item/clothing/mask/horsehead/dropped() //this really shouldn't happen, but call it extreme caution
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if(flags & NODROP)
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goodbye_horses(loc)
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..()
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/obj/item/clothing/mask/horsehead/Destroy()
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if(flags & NODROP)
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goodbye_horses(loc)
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return ..()
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/obj/item/clothing/mask/horsehead/proc/goodbye_horses(mob/user) //I'm flying over you
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if(!ismob(user))
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return
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if(user.real_name == "[originalname][temporaryname]" || user.real_name == "A Horse With No Name") //if it's somehow changed while the mask is on it doesn't revert
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user.real_name = originalname
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/obj/item/clothing/mask/fawkes
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name = "Guy Fawkes mask"
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desc = "A mask designed to help you remember a specific date."
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icon_state = "fawkes"
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item_state = "fawkes"
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flags_inv = HIDEFACE
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w_class = 2
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/obj/item/clothing/mask/gas/clown_hat/pennywise
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name = "Pennywise Mask"
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desc = "It's the eater of worlds, and of children."
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icon_state = "pennywise_mask"
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item_state = "pennywise_mask"
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species_fit = list("Vox")
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flags = MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS | BLOCKHAIR
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// Bandanas
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/obj/item/clothing/mask/bandana
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name = "bandana"
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desc = "A colorful bandana."
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flags = MASKCOVERSMOUTH
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flags_inv = HIDEFACE
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w_class = 1
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slot_flags = SLOT_MASK
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ignore_maskadjust = 0
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adjusted_flags = SLOT_HEAD
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icon_state = "bandbotany"
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action_button_name = "Adjust Bandana"
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/obj/item/clothing/mask/bandana/attack_self(var/mob/user)
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adjustmask(user)
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obj/item/clothing/mask/bandana/red
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name = "red bandana"
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icon_state = "bandred"
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obj/item/clothing/mask/bandana/blue
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name = "blue bandana"
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icon_state = "bandblue"
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obj/item/clothing/mask/bandana/gold
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name = "gold bandana"
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icon_state = "bandgold"
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obj/item/clothing/mask/bandana/green
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name = "green bandana"
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icon_state = "bandgreen"
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/obj/item/clothing/mask/bandana/botany
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name = "botany bandana"
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desc = "It's a green bandana with some fine nanotech lining."
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icon_state = "bandbotany"
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/obj/item/clothing/mask/bandana/skull
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name = "skull bandana"
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desc = "It's a black bandana with a skull pattern."
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icon_state = "bandskull"
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/obj/item/clothing/mask/bandana/black
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name = "black bandana"
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desc = "It's a black bandana."
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icon_state = "bandblack" |