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Paradise/code/modules/clothing/masks/miscellaneous.dm
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Tigercat2000 d20298e996 -tg- atom pooling system, qdel changes
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.
2015-06-21 15:47:57 -07:00

210 lines
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/obj/item/clothing/mask/muzzle
name = "muzzle"
desc = "To stop that awful noise."
icon_state = "muzzle"
item_state = "muzzle"
flags = MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
// Clumsy folks can't take the mask off themselves.
/obj/item/clothing/mask/muzzle/attack_hand(mob/user as mob)
if(user.wear_mask == src && !user.IsAdvancedToolUser())
return 0
..()
/obj/item/clothing/mask/muzzle/gag
name = "gag"
desc = "Stick this in their mouth to stop the noise."
icon_state = "gag"
w_class = 1
/obj/item/clothing/mask/surgical
name = "sterile mask"
desc = "A sterile mask designed to help prevent the spread of diseases."
icon_state = "sterile"
item_state = "sterile"
w_class = 1
flags = MASKCOVERSMOUTH
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 25, rad = 0)
action_button_name = "Adjust Sterile Mask"
ignore_maskadjust = 0
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
/obj/item/clothing/mask/surgical/attack_self(var/mob/user)
adjustmask(user)
/obj/item/clothing/mask/fakemoustache
name = "completely real moustache"
desc = "moustache is totally real."
icon_state = "fake-moustache"
flags_inv = HIDEFACE
/obj/item/clothing/mask/fakemoustache/verb/pontificate()
set name = "Pontificate Evilly"
set category = "Object"
set desc = "Devise evil plans of evilness."
usr.visible_message("<span class = 'danger'>\ [usr] twirls \his moustache and laughs [pick("fiendishly","maniacally","diabolically","evilly")]!</span>")
//scarves (fit in in mask slot)
/obj/item/clothing/mask/bluescarf
name = "blue neck scarf"
desc = "A blue neck scarf."
icon_state = "blueneckscarf"
item_state = "blueneckscarf"
flags = MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/redscarf
name = "red scarf"
desc = "A red and white checkered neck scarf."
icon_state = "redwhite_scarf"
item_state = "redwhite_scarf"
flags = MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/greenscarf
name = "green scarf"
desc = "A green neck scarf."
icon_state = "green_scarf"
item_state = "green_scarf"
flags = MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/ninjascarf
name = "ninja scarf"
desc = "A stealthy, dark scarf."
icon_state = "ninja_scarf"
item_state = "ninja_scarf"
flags = MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
siemens_coefficient = 0
/obj/item/clothing/mask/pig
name = "pig mask"
desc = "A rubber pig mask."
icon_state = "pig"
item_state = "pig"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
siemens_coefficient = 0.9
/obj/item/clothing/mask/horsehead
name = "horse head mask"
desc = "A mask made of soft vinyl and latex, representing the head of a horse."
icon_state = "horsehead"
item_state = "horsehead"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
siemens_coefficient = 0.9
var/voicechange = 0
var/temporaryname = " the Horse"
var/originalname = ""
/obj/item/clothing/mask/horsehead/equipped(mob/user, slot)
if(flags & NODROP) //cursed masks only
originalname = user.real_name
if(!user.real_name || user.real_name == "Unknown")
user.real_name = "A Horse With No Name" //it felt good to be out of the rain
else
user.real_name = "[user.name][temporaryname]"
..()
/obj/item/clothing/mask/horsehead/dropped() //this really shouldn't happen, but call it extreme caution
if(flags & NODROP)
goodbye_horses(loc)
..()
/obj/item/clothing/mask/horsehead/Destroy()
if(flags & NODROP)
goodbye_horses(loc)
return ..()
/obj/item/clothing/mask/horsehead/proc/goodbye_horses(mob/user) //I'm flying over you
if(!ismob(user))
return
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
user.real_name = originalname
/obj/item/clothing/mask/fawkes
name = "Guy Fawkes mask"
desc = "A mask designed to help you remember a specific date."
icon_state = "fawkes"
item_state = "fawkes"
flags_inv = HIDEFACE
w_class = 2
/obj/item/clothing/mask/gas/clown_hat/pennywise
name = "Pennywise Mask"
desc = "It's the eater of worlds, and of children."
icon_state = "pennywise_mask"
item_state = "pennywise_mask"
species_fit = list("Vox")
flags = MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS | BLOCKHAIR
// Bandanas
/obj/item/clothing/mask/bandana
name = "bandana"
desc = "A colorful bandana."
flags = MASKCOVERSMOUTH
flags_inv = HIDEFACE
w_class = 1
slot_flags = SLOT_MASK
ignore_maskadjust = 0
adjusted_flags = SLOT_HEAD
icon_state = "bandbotany"
action_button_name = "Adjust Bandana"
/obj/item/clothing/mask/bandana/attack_self(var/mob/user)
adjustmask(user)
obj/item/clothing/mask/bandana/red
name = "red bandana"
icon_state = "bandred"
obj/item/clothing/mask/bandana/blue
name = "blue bandana"
icon_state = "bandblue"
obj/item/clothing/mask/bandana/gold
name = "gold bandana"
icon_state = "bandgold"
obj/item/clothing/mask/bandana/green
name = "green bandana"
icon_state = "bandgreen"
/obj/item/clothing/mask/bandana/botany
name = "botany bandana"
desc = "It's a green bandana with some fine nanotech lining."
icon_state = "bandbotany"
/obj/item/clothing/mask/bandana/skull
name = "skull bandana"
desc = "It's a black bandana with a skull pattern."
icon_state = "bandskull"
/obj/item/clothing/mask/bandana/black
name = "black bandana"
desc = "It's a black bandana."
icon_state = "bandblack"