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https://github.com/PolarisSS13/Polaris.git
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Merge pull request #6785 from mwerezak/clothing-icon-update
Fixes #6783
This commit is contained in:
@@ -170,9 +170,10 @@
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usr.l_hand = P
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P.layer = 20
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if(istype(usr,/mob/living/carbon/human))
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usr:update_inv_l_hand()
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usr:update_inv_r_hand()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_l_hand()
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M.update_inv_r_hand()
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/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
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if(!istype(M))
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@@ -10,6 +10,10 @@
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*/
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var/list/sprite_sheets_refit = null
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//Updates the icons of the mob wearing the clothing item, if any.
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/obj/item/clothing/proc/update_clothing_icon()
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return
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//BS12: Species-restricted clothing check.
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/obj/item/clothing/mob_can_equip(M as mob, slot)
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@@ -80,7 +84,8 @@
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else
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icon = initial(icon)
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//Ears: headsets, earmuffs and tiny objects
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///////////////////////////////////////////////////////////////////////
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// Ears: headsets, earmuffs and tiny objects
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/obj/item/clothing/ears
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name = "ears"
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w_class = 1.0
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@@ -121,6 +126,11 @@
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if(istype(src,/obj/item/clothing/ears/offear))
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del(src)
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/obj/item/clothing/ears/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_ears()
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/obj/item/clothing/ears/offear
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name = "Other ear"
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w_class = 5.0
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@@ -142,7 +152,17 @@
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item_state = "earmuffs"
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slot_flags = SLOT_EARS | SLOT_TWOEARS
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///////////////////////////////////////////////////////////////////////
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//Glasses
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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
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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@@ -153,17 +173,13 @@
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var/darkness_view = 0//Base human is 2
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var/invisa_view = 0
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/eyes.dmi')
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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/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_glasses()
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///////////////////////////////////////////////////////////////////////
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//Gloves
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/obj/item/clothing/gloves
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name = "gloves"
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@@ -185,6 +201,11 @@ BLIND // can't see anything
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..()
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return
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/obj/item/clothing/gloves/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_gloves()
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/obj/item/clothing/gloves/emp_act(severity)
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if(cell)
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//why is this not part of the powercell code?
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@@ -217,6 +238,7 @@ BLIND // can't see anything
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species_restricted -= "Tajara"
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return
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///////////////////////////////////////////////////////////////////////
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//Head
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/obj/item/clothing/head
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name = "head"
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@@ -225,6 +247,12 @@ BLIND // can't see anything
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slot_flags = SLOT_HEAD
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w_class = 2.0
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/obj/item/clothing/head/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_head()
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///////////////////////////////////////////////////////////////////////
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//Mask
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/obj/item/clothing/mask
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name = "mask"
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@@ -234,8 +262,15 @@ BLIND // can't see anything
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body_parts_covered = FACE|EYES
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/masks.dmi')
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/obj/item/clothing/mask/proc/filter_air(datum/gas_mixture/air)
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/obj/item/clothing/mask/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_wear_mask()
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/obj/item/clothing/mask/proc/filter_air(datum/gas_mixture/air)
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return
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///////////////////////////////////////////////////////////////////////
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//Shoes
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/obj/item/clothing/shoes
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name = "shoes"
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@@ -251,6 +286,12 @@ BLIND // can't see anything
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species_restricted = list("exclude","Unathi","Tajara")
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/shoes.dmi')
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/obj/item/clothing/shoes/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_shoes()
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///////////////////////////////////////////////////////////////////////
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//Suit
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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@@ -265,74 +306,12 @@ BLIND // can't see anything
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siemens_coefficient = 0.9
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w_class = 3
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
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/obj/item/clothing/head/helmet/space
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
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item_state = "space"
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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 = 100, rad = 50)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = HEAD|FACE|EYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. \"NSS EXODUS\" is written in large block letters on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
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/obj/item/clothing/suit/space/equipped(mob/M)
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check_limb_support()
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..()
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/obj/item/clothing/suit/space/dropped()
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check_limb_support()
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..()
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// Some space suits are equipped with reactive membranes that support
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// broken limbs - at the time of writing, only the ninja suit, but
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// I can see it being useful for other suits as we expand them. ~ Z
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// The actual splinting occurs in /datum/organ/external/proc/fracture()
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/obj/item/clothing/suit/space/proc/check_limb_support()
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// If this isn't set, then we don't need to care.
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if(!supporting_limbs || !supporting_limbs.len)
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return
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var/mob/living/carbon/human/H = src.loc
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// If the holder isn't human, or the holder IS and is wearing the suit, it keeps supporting the limbs.
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if(!istype(H) || H.wear_suit == src)
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return
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// Otherwise, remove the splints.
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for(var/datum/organ/external/E in supporting_limbs)
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E.status &= ~ ORGAN_SPLINTED
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supporting_limbs = list()
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/obj/item/clothing/suit/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_wear_suit()
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///////////////////////////////////////////////////////////////////////
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//Under clothing
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/obj/item/clothing/under
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icon = 'icons/obj/clothing/uniforms.dmi'
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@@ -356,6 +335,11 @@ BLIND // can't see anything
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var/basecolor
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/uniform.dmi')
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/obj/item/clothing/under/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_w_uniform()
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/obj/item/clothing/under/attackby(obj/item/I, mob/user)
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if(hastie)
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hastie.attackby(I, user)
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@@ -480,7 +464,7 @@ BLIND // can't see anything
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if(basecolor + "_d_s" in icon_states('icons/mob/uniform.dmi'))
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body_parts_covered = "[basecolor]" ? LEGS|LOWER_TORSO : UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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item_color = item_color == "[basecolor]" ? "[basecolor]_d" : "[basecolor]"
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usr.update_inv_w_uniform()
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update_clothing_icon()
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else
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usr << "<span class='notice'>You cannot roll down the uniform!</span>"
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@@ -490,10 +474,7 @@ BLIND // can't see anything
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hastie.on_removed(user)
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hastie = null
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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update_clothing_icon()
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/obj/item/clothing/under/verb/removetie()
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set name = "Remove Accessory"
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@@ -156,7 +156,7 @@
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icon_state = "[initial(icon_state)]up"
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usr << "You push \the [src] up out of your face."
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usr.update_inv_glasses()
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update_clothing_icon()
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/obj/item/clothing/glasses/welding/superior
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name = "superior welding goggles"
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@@ -48,7 +48,7 @@
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = "[initial(icon_state)]up"
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usr << "You push the [src] up out of your face."
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usr.update_inv_head() //so our mob-overlays update
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update_clothing_icon() //so our mob-overlays update
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/*
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@@ -26,7 +26,7 @@
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else
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icon_state = "[item_color]soft"
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usr << "You flip the hat back in normal position."
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usr.update_inv_head() //so our mob-overlays update
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update_clothing_icon() //so our mob-overlays update
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/obj/item/clothing/head/soft/red
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name = "red cap"
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@@ -34,7 +34,7 @@
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flags |= MASKCOVERSMOUTH | MASKINTERNALS
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icon_state = "breath"
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usr << "You pull the mask up to cover your face."
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usr.update_inv_wear_mask()
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update_clothing_icon()
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/obj/item/clothing/mask/breath/medical
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desc = "A close-fitting sterile mask that can be connected to an air supply."
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67
code/modules/clothing/spacesuits/spacesuits.dm
Normal file
67
code/modules/clothing/spacesuits/spacesuits.dm
Normal file
@@ -0,0 +1,67 @@
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
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/obj/item/clothing/head/helmet/space
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
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item_state = "space"
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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 = 100, rad = 50)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = HEAD|FACE|EYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. \"NSS EXODUS\" is written in large block letters on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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species_restricted = list("exclude","Diona","Vox")
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var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
|
||||
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/obj/item/clothing/suit/space/equipped(mob/M)
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check_limb_support()
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..()
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/obj/item/clothing/suit/space/dropped()
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check_limb_support()
|
||||
..()
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||||
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||||
// Some space suits are equipped with reactive membranes that support
|
||||
// broken limbs - at the time of writing, only the ninja suit, but
|
||||
// I can see it being useful for other suits as we expand them. ~ Z
|
||||
// The actual splinting occurs in /datum/organ/external/proc/fracture()
|
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/obj/item/clothing/suit/space/proc/check_limb_support()
|
||||
|
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// If this isn't set, then we don't need to care.
|
||||
if(!supporting_limbs || !supporting_limbs.len)
|
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return
|
||||
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
|
||||
// If the holder isn't human, or the holder IS and is wearing the suit, it keeps supporting the limbs.
|
||||
if(!istype(H) || H.wear_suit == src)
|
||||
return
|
||||
|
||||
// Otherwise, remove the splints.
|
||||
for(var/datum/organ/external/E in supporting_limbs)
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||||
E.status &= ~ ORGAN_SPLINTED
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supporting_limbs = list()
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||||
@@ -184,7 +184,7 @@
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||||
else
|
||||
usr << "You attempt to button-up the velcro on your [src], before promptly realising how retarded you are."
|
||||
return
|
||||
usr.update_inv_wear_suit() //so our overlays update
|
||||
update_clothing_icon() //so our overlays update
|
||||
|
||||
//Medical
|
||||
/obj/item/clothing/suit/storage/fr_jacket
|
||||
@@ -212,7 +212,7 @@
|
||||
if("fr_jacket")
|
||||
src.icon_state = "fr_jacket_open"
|
||||
usr << "You unbutton the jacket."
|
||||
usr.update_inv_wear_suit() //so our overlays update
|
||||
update_clothing_icon() //so our overlays update
|
||||
|
||||
//Mime
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/obj/item/clothing/suit/suspenders
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "labcoat"
|
||||
desc = "A suit that protects against minor chemical spills."
|
||||
icon_state = "labcoat_open"
|
||||
item_state = "labcoat"
|
||||
item_state = "labcoat" //Is this even used for anything?
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper)
|
||||
@@ -17,6 +17,7 @@
|
||||
if(!usr.canmove || usr.stat || usr.restrained())
|
||||
return 0
|
||||
|
||||
//Why???
|
||||
switch(icon_state)
|
||||
if("labcoat_open")
|
||||
src.icon_state = "labcoat"
|
||||
@@ -93,7 +94,7 @@
|
||||
else
|
||||
usr << "You attempt to button-up the velcro on your [src], before promptly realising how silly you are."
|
||||
return
|
||||
usr.update_inv_wear_suit() //so our overlays update
|
||||
update_clothing_icon() //so our overlays update
|
||||
|
||||
/obj/item/clothing/suit/storage/labcoat/red
|
||||
name = "red labcoat"
|
||||
|
||||
@@ -219,7 +219,7 @@
|
||||
else
|
||||
usr << "You button-up some imaginary buttons on your [src]."
|
||||
return
|
||||
usr.update_inv_wear_suit()
|
||||
update_clothing_icon()
|
||||
|
||||
//pyjamas
|
||||
//originally intended to be pinstripes >.>
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
icon_state = "psyche"
|
||||
item_color = "psyche"
|
||||
update_icon()
|
||||
usr.update_inv_w_uniform()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Jumpsuit Appearance"
|
||||
@@ -49,8 +49,7 @@
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_w_uniform() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*****************
|
||||
//**Chameleon Hat**
|
||||
@@ -81,7 +80,7 @@
|
||||
icon_state = "greysoft"
|
||||
item_color = "grey"
|
||||
update_icon()
|
||||
usr.update_inv_head()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Hat/Helmet Appearance"
|
||||
@@ -104,8 +103,7 @@
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_head() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//******************
|
||||
//**Chameleon Suit**
|
||||
@@ -135,7 +133,7 @@
|
||||
icon_state = "armor"
|
||||
item_color = "armor"
|
||||
update_icon()
|
||||
usr.update_inv_wear_suit()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Exosuit Appearance"
|
||||
@@ -158,8 +156,7 @@
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_wear_suit() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*******************
|
||||
//**Chameleon Shoes**
|
||||
@@ -189,7 +186,7 @@
|
||||
item_state = "black"
|
||||
item_color = "black"
|
||||
update_icon()
|
||||
usr.update_inv_shoes()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Footwear Appearance"
|
||||
@@ -210,8 +207,7 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
if(usr)
|
||||
usr.update_inv_shoes() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//**********************
|
||||
//**Chameleon Backpack**
|
||||
@@ -238,7 +234,9 @@
|
||||
icon_state = "backpack"
|
||||
item_state = "backpack"
|
||||
update_icon()
|
||||
usr.update_inv_back()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Backpack Appearance"
|
||||
@@ -259,8 +257,11 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
if(usr)
|
||||
usr.update_inv_back() //so our overlays update.
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
|
||||
//********************
|
||||
//**Chameleon Gloves**
|
||||
@@ -289,7 +290,7 @@
|
||||
icon_state = "black"
|
||||
item_color = "brown"
|
||||
update_icon()
|
||||
usr.update_inv_gloves()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gloves Appearance"
|
||||
@@ -311,8 +312,7 @@
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
if(usr)
|
||||
usr.update_inv_gloves() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//******************
|
||||
//**Chameleon Mask**
|
||||
@@ -340,7 +340,8 @@
|
||||
desc = "It's a gas mask."
|
||||
icon_state = "gas_alt"
|
||||
update_icon()
|
||||
usr.update_inv_wear_mask()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Mask Appearance"
|
||||
set category = "Object"
|
||||
@@ -361,8 +362,7 @@
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
if(usr)
|
||||
usr.update_inv_wear_mask() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*********************
|
||||
//**Chameleon Glasses**
|
||||
@@ -389,7 +389,7 @@
|
||||
desc = "It's a set of mesons."
|
||||
icon_state = "meson"
|
||||
update_icon()
|
||||
usr.update_inv_glasses()
|
||||
update_clothing_icon()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Glasses Appearance"
|
||||
@@ -410,8 +410,7 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
if(usr)
|
||||
usr.update_inv_glasses() //so our overlays update.
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*****************
|
||||
//**Chameleon Gun**
|
||||
@@ -441,8 +440,10 @@
|
||||
desc = "It's a desert eagle."
|
||||
icon_state = "deagle"
|
||||
update_icon()
|
||||
usr.update_inv_r_hand()
|
||||
usr.update_inv_l_hand()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gun Appearance"
|
||||
@@ -463,6 +464,9 @@
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
if(usr)
|
||||
usr.update_inv_r_hand()
|
||||
usr.update_inv_l_hand() //so our overlays update.
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
@@ -936,7 +936,7 @@
|
||||
if("lombardi_jacket_open")
|
||||
src.icon_state = "lombardi_jacket"
|
||||
usr << "You button up the jacket."
|
||||
usr.update_inv_wear_suit()
|
||||
update_clothing_icon()
|
||||
|
||||
//////////// Uniforms ////////////
|
||||
|
||||
@@ -1098,7 +1098,7 @@
|
||||
|
||||
src.icon_state = "[item_color]"
|
||||
src.item_state = "[item_color]"
|
||||
usr.update_inv_w_uniform()
|
||||
update_clothing_icon()
|
||||
|
||||
////// Wyatt's Ex-Commander Jumpsuit - RawrTaicho
|
||||
/obj/item/clothing/under/fluff/wyatt_1
|
||||
|
||||
@@ -47,7 +47,9 @@
|
||||
tank = null
|
||||
icon_state = "pneumatic"
|
||||
item_state = "pneumatic"
|
||||
usr.update_icons()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_icons()
|
||||
else
|
||||
usr << "There's no tank in [src]."
|
||||
|
||||
|
||||
Reference in New Issue
Block a user