mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-07-13 17:22:41 +01:00
@@ -248,7 +248,6 @@ BLIND // can't see anything
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var/rolled_down = 0
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var/basecolor
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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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@@ -257,7 +256,7 @@ BLIND // can't see anything
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if(!hastie && istype(I, /obj/item/clothing/tie))
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user.drop_item()
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hastie = I
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hastie.attach_to(src, user)
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hastie.on_attached(src, user)
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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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@@ -274,7 +273,7 @@ BLIND // can't see anything
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return
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..()
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//This is to allow people to take off suits when there is an attached accessory
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//This is to ensure people can take off suits when there is an attached accessory
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/obj/item/clothing/under/MouseDrop(obj/over_object as obj)
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if (ishuman(usr) || ismonkey(usr))
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//makes sure that the clothing is equipped so that we can't drag it into our hand from miles away.
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@@ -352,6 +351,17 @@ BLIND // can't see anything
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else
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usr << "<span class='notice'>You cannot roll down the uniform!</span>"
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/obj/item/clothing/under/proc/remove_accessory(mob/user as mob)
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if(!hastie)
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return
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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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/obj/item/clothing/under/verb/removetie()
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set name = "Remove Accessory"
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set category = "Object"
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@@ -359,13 +369,7 @@ BLIND // can't see anything
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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if(hastie)
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hastie.remove(usr)
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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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src.remove_accessory(usr)
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/obj/item/clothing/under/rank/New()
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sensor_mode = pick(0,1,2,3)
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@@ -9,23 +9,42 @@
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slot_flags = 0
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w_class = 2.0
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var/obj/item/clothing/under/has_suit = null //the suit the tie may be attached to
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var/image/inv_overlay = null //overlay used when attached to clothing.
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/obj/item/clothing/tie/New()
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..()
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inv_overlay = image("icon" = 'icons/obj/clothing/ties_overlay.dmi', "icon_state" = "[item_color? "[item_color]" : "[icon_state]"]")
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//when user attached an accessory to S
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/obj/item/clothing/tie/proc/attach_to(obj/item/clothing/under/S, mob/user as mob)
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/obj/item/clothing/tie/proc/on_attached(obj/item/clothing/under/S, mob/user as mob)
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if(!istype(S))
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return
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has_suit = S
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loc = has_suit
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has_suit.overlays += inv_overlay
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user << "<span class='notice'>You attach [src] to [has_suit].</span>"
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src.add_fingerprint(user)
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/obj/item/clothing/tie/proc/remove(mob/user as mob)
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/obj/item/clothing/tie/proc/on_removed(mob/user as mob)
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if(!has_suit)
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return
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has_suit.overlays -= inv_overlay
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has_suit = null
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usr.put_in_hands(src)
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src.add_fingerprint(user)
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//default attackby behaviour
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/obj/item/clothing/tie/attackby(obj/item/I, mob/user)
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..()
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//default attack_hand behaviour
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/obj/item/clothing/tie/attack_hand(mob/user as mob)
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if(has_suit)
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has_suit.remove_accessory(user)
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return //we aren't an object on the ground so don't call parent
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..()
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/obj/item/clothing/tie/blue
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name = "blue tie"
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icon_state = "bluetie"
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@@ -244,11 +263,11 @@
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else
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usr << "It is empty."
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/obj/item/clothing/tie/holster/attach_to(obj/item/clothing/under/S, mob/user as mob)
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/obj/item/clothing/tie/holster/on_attached(obj/item/clothing/under/S, mob/user as mob)
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..()
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has_suit.verbs += /obj/item/clothing/tie/holster/verb/holster_verb
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/obj/item/clothing/tie/holster/remove(mob/user as mob)
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/obj/item/clothing/tie/holster/on_removed(mob/user as mob)
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has_suit.verbs -= /obj/item/clothing/tie/holster/verb/holster_verb
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..()
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@@ -501,6 +501,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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overlays_standing[UNIFORM_LAYER] = standing
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else
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overlays_standing[UNIFORM_LAYER] = null
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// This really, really seems like it should not be mixed in the middle of display code...
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// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
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for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) //
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if(thing) //
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