Files
Paradise/code/modules/clothing/suits/toggles.dm
T
Vi3triceandGitHub f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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//Hardsuit toggle code
/obj/item/clothing/suit/space/hardsuit/New()
MakeHelmet()
..()
/obj/item/clothing/suit/space/hardsuit/Destroy()
if(helmet)
helmet.suit = null
QDEL_NULL(helmet)
QDEL_NULL(jetpack)
return ..()
/obj/item/clothing/head/helmet/space/hardsuit/Destroy()
if(suit)
suit.helmet = null
return ..()
/obj/item/clothing/suit/space/hardsuit/proc/MakeHelmet()
if(!helmettype)
return
if(!helmet)
var/obj/item/clothing/head/helmet/space/hardsuit/W = new helmettype(src)
W.suit = src
helmet = W
/obj/item/clothing/suit/space/hardsuit/ui_action_click()
..()
ToggleHelmet()
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
if(!helmettype)
return
if(slot != slot_wear_suit)
RemoveHelmet()
..()
/obj/item/clothing/suit/space/hardsuit/proc/RemoveHelmet()
if(!helmet)
return
suit_toggled = FALSE
if(ishuman(helmet.loc))
var/mob/living/carbon/H = helmet.loc
if(helmet.on)
helmet.attack_self(H)
H.unEquip(helmet, TRUE)
helmet.forceMove(src)
H.update_inv_wear_suit()
to_chat(H, "<span class='notice'>The helmet on the hardsuit disengages.</span>")
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
else
helmet.forceMove(src)
/obj/item/clothing/suit/space/hardsuit/dropped()
..()
RemoveHelmet()
/obj/item/clothing/suit/space/hardsuit/proc/ToggleHelmet()
var/mob/living/carbon/human/H = src.loc
if(!helmettype)
return
if(!helmet)
return
if(!suit_toggled)
if(ishuman(src.loc))
if(H.wear_suit != src)
to_chat(H, "<span class='warning'>You must be wearing [src] to engage the helmet!</span>")
return
if(H.head)
to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
return
else if(H.equip_to_slot_if_possible(helmet, slot_head, FALSE, FALSE))
to_chat(H, "<span class='notice'>You engage the helmet on the hardsuit.</span>")
suit_toggled = TRUE
H.update_inv_wear_suit()
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
else
RemoveHelmet()