mirror of
https://github.com/PolarisSS13/Polaris.git
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500 adds a "color" var to /atom, which conflicts with /obj/item/color, /obj/atmospherics/color and various simple_animals. /obj/item/color is now item_color /obj/atmospherics/color is now pipe_color simple_animals color is now body_color Removes transformer.dm since it conflicted with transform() and was never used. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
337 lines
11 KiB
Plaintext
337 lines
11 KiB
Plaintext
/obj/item/clothing/tie
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name = "tie"
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desc = "A neosilk clip-on tie."
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icon = 'icons/obj/clothing/ties.dmi'
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icon_state = "bluetie"
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item_state = "" //no inhands
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item_color = "bluetie"
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flags = FPRINT | TABLEPASS
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slot_flags = 0
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w_class = 2.0
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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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item_color = "bluetie"
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/obj/item/clothing/tie/red
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name = "red tie"
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icon_state = "redtie"
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item_color = "redtie"
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/obj/item/clothing/tie/horrible
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name = "horrible tie"
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desc = "A neosilk clip-on tie. This one is disgusting."
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icon_state = "horribletie"
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item_color = "horribletie"
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/obj/item/clothing/tie/stethoscope
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name = "stethoscope"
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desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
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icon_state = "stethoscope"
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item_color = "stethoscope"
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/obj/item/clothing/tie/stethoscope/attack(mob/living/carbon/human/M, mob/living/user)
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if(ishuman(M) && isliving(user))
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if(user.a_intent == "help")
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var/body_part = parse_zone(user.zone_sel.selecting)
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if(body_part)
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var/their = "their"
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switch(M.gender)
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if(MALE) their = "his"
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if(FEMALE) their = "her"
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var/sound = "pulse"
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var/sound_strength
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if(M.stat == DEAD || (M.status_flags&FAKEDEATH))
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sound_strength = "cannot hear"
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sound = "anything"
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else
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sound_strength = "hear a weak"
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switch(body_part)
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if("chest")
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if(M.oxyloss < 50)
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sound_strength = "hear a healthy"
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sound = "pulse and respiration"
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if("eyes","mouth")
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sound_strength = "cannot hear"
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sound = "anything"
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else
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sound_strength = "hear a weak"
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user.visible_message("[user] places [src] against [M]'s [body_part] and listens attentively.", "You place [src] against [their] [body_part]. You [sound_strength] [sound].")
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return
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return ..(M,user)
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//Medals
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/obj/item/clothing/tie/medal
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name = "bronze medal"
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desc = "A bronze medal."
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icon_state = "bronze"
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item_color = "bronze"
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/obj/item/clothing/tie/medal/conduct
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name = "distinguished conduct medal"
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desc = "A bronze medal awarded for distinguished conduct. Whilst a great honor, this is most basic award given by Nanotrasen. It is often awarded by a captain to a member of his crew."
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/obj/item/clothing/tie/medal/bronze_heart
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name = "bronze heart medal"
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desc = "A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty."
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icon_state = "bronze_heart"
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/obj/item/clothing/tie/medal/nobel_science
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name = "nobel sciences award"
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desc = "A bronze medal which represents significant contributions to the field of science or engineering."
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/obj/item/clothing/tie/medal/silver
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name = "silver medal"
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desc = "A silver medal."
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icon_state = "silver"
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item_color = "silver"
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/obj/item/clothing/tie/medal/silver/valor
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name = "medal of valor"
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desc = "A silver medal awarded for acts of exceptional valor."
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/obj/item/clothing/tie/medal/silver/security
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name = "robust security award"
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desc = "An award for distinguished combat and sacrifice in defence of Nanotrasen's commercial interests. Often awarded to security staff."
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/obj/item/clothing/tie/medal/gold
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name = "gold medal"
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desc = "A prestigious golden medal."
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icon_state = "gold"
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item_color = "gold"
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/obj/item/clothing/tie/medal/gold/captain
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name = "medal of captaincy"
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desc = "A golden medal awarded exclusively to those promoted to the rank of captain. It signifies the codified responsibilities of a captain to Nanotrasen, and their undisputable authority over their crew."
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/obj/item/clothing/tie/medal/gold/heroism
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name = "medal of exceptional heroism"
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desc = "An extremely rare golden medal awarded only by CentComm. To recieve such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but commanders."
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//Armbands
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/obj/item/clothing/tie/armband
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name = "red armband"
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desc = "An fancy red armband!"
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icon_state = "red"
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item_color = "red"
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/obj/item/clothing/tie/armband/cargo
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name = "cargo bay guard armband"
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desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
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icon_state = "cargo"
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item_color = "cargo"
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/obj/item/clothing/tie/armband/engine
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name = "engineering guard armband"
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desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
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icon_state = "engie"
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item_color = "engie"
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/obj/item/clothing/tie/armband/science
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name = "science guard armband"
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desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
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icon_state = "rnd"
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item_color = "rnd"
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/obj/item/clothing/tie/armband/hydro
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name = "hydroponics guard armband"
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desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
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icon_state = "hydro"
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item_color = "hydro"
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/obj/item/clothing/tie/armband/med
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name = "medical guard armband"
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desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
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icon_state = "med"
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item_color = "med"
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/obj/item/clothing/tie/armband/medgreen
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name = "medical guard armband"
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desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and green."
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icon_state = "medgreen"
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item_color = "medgreen"
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/obj/item/clothing/tie/holster
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name = "shoulder holster"
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desc = "A handgun holster."
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icon_state = "holster"
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item_color = "holster"
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var/obj/item/weapon/gun/holstered = null
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/obj/item/clothing/tie/holster/armpit
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name = "shoulder holster"
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desc = "A worn-out handgun holster. Perfect for concealed carry"
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icon_state = "holster"
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item_color = "holster"
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/obj/item/clothing/tie/holster/waist
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name = "shoulder holster"
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desc = "A handgun holster. Made of expensive leather."
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icon_state = "holster"
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item_color = "holster_low"
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/obj/item/clothing/tie/storage
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name = "load bearing equipment"
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desc = "Used to hold things when you don't have enough hands for that."
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icon_state = "webbing"
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item_color = "webbing"
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var/slots = 3
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var/obj/item/weapon/storage/pockets/hold
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/obj/item/clothing/tie/storage/New()
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hold = new /obj/item/weapon/storage/pockets(src)
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hold.master_item = src
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hold.storage_slots = slots
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/obj/item/clothing/tie/storage/attack_self(mob/user as mob)
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user << "<span class='notice'>You empty [src].</span>"
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var/turf/T = get_turf(src)
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hold.hide_from(usr)
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for(var/obj/item/I in hold.contents)
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hold.remove_from_storage(I, T)
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src.add_fingerprint(user)
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/obj/item/clothing/tie/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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hold.attackby(W,user)
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src.add_fingerprint(user)
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/obj/item/weapon/storage/pockets
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name = "storage"
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var/master_item //item it belongs to
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/obj/item/weapon/storage/pockets/close(mob/user as mob)
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..()
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loc = master_item
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/obj/item/clothing/tie/storage/webbing
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name = "webbing"
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desc = "Strudy mess of synthcotton belts and buckles, ready to share your burden."
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icon_state = "webbing"
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item_color = "webbing"
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/obj/item/clothing/tie/storage/black_vest
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name = "black webbing vest"
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desc = "Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands."
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icon_state = "vest_black"
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item_color = "vest_black"
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slots = 5
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/obj/item/clothing/tie/storage/brown_vest
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name = "brown webbing vest"
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desc = "Worn brownish synthcotton vest with lots of pockets to unload your hands."
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icon_state = "vest_brown"
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item_color = "vest_brown"
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slots = 5
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/*
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Holobadges are worn on the belt or neck, and can be used to show that the holder is an authorized
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Security agent - the user details can be imprinted on the badge with a Security-access ID card,
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or they can be emagged to accept any ID for use in disguises.
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*/
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/obj/item/clothing/tie/holobadge
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name = "holobadge"
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desc = "This glowing blue badge marks the holder as THE LAW."
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icon_state = "holobadge"
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item_color = "holobadge"
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slot_flags = SLOT_BELT
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var/emagged = 0 //Emagging removes Sec check.
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var/stored_name = null
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/obj/item/clothing/tie/holobadge/cord
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icon_state = "holobadge-cord"
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item_color = "holobadge-cord"
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slot_flags = SLOT_MASK
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/obj/item/clothing/tie/holobadge/attack_self(mob/user as mob)
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if(!stored_name)
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user << "Waving around a badge before swiping an ID would be pretty pointless."
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return
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if(isliving(user))
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user.visible_message("\red [user] displays their NanoTrasen Internal Security Legal Authorization Badge.\nIt reads: [stored_name], NT Security.","\red You display your NanoTrasen Internal Security Legal Authorization Badge.\nIt reads: [stored_name], NT Security.")
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/obj/item/clothing/tie/holobadge/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (istype(O, /obj/item/weapon/card/emag))
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if (emagged)
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user << "\red [src] is already cracked."
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return
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else
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emagged = 1
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user << "\red You swipe [O] and crack the holobadge security checks."
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return
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else if(istype(O, /obj/item/weapon/card/id) || istype(O, /obj/item/device/pda))
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var/obj/item/weapon/card/id/id_card = null
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if(istype(O, /obj/item/weapon/card/id))
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id_card = O
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else
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var/obj/item/device/pda/pda = O
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id_card = pda.id
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if(access_security in id_card.access || emagged)
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user << "You imprint your ID details onto the badge."
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stored_name = id_card.registered_name
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name = "holobadge ([stored_name])"
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desc = "This glowing blue badge marks [stored_name] as THE LAW."
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else
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user << "[src] rejects your insufficient access rights."
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return
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..()
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/obj/item/clothing/tie/holobadge/attack(mob/living/carbon/human/M, mob/living/user)
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if(isliving(user))
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user.visible_message("\red [user] invades [M]'s personal space, thrusting [src] into their face insistently.","\red You invade [M]'s personal space, thrusting [src] into their face insistently. You are the law.")
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/obj/item/weapon/storage/box/holobadge
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name = "holobadge box"
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desc = "A box claiming to contain holobadges."
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New()
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new /obj/item/clothing/tie/holobadge(src)
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new /obj/item/clothing/tie/holobadge(src)
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new /obj/item/clothing/tie/holobadge(src)
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new /obj/item/clothing/tie/holobadge(src)
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new /obj/item/clothing/tie/holobadge/cord(src)
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new /obj/item/clothing/tie/holobadge/cord(src)
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..()
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return
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/obj/item/clothing/tie/storage/knifeharness
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name = "decorated harness"
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desc = "A heavily decorated harness of sinew and leather with two knife-loops."
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icon_state = "unathiharness2"
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item_color = "unathiharness2"
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slots = 2
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/obj/item/clothing/tie/storage/knifeharness/attackby(var/obj/item/O as obj, mob/user as mob)
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..()
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update()
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/obj/item/clothing/tie/storage/knifeharness/proc/update()
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var/count = 0
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for(var/obj/item/I in hold)
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if(istype(I,/obj/item/weapon/hatchet/unathiknife))
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count++
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if(count>2) count = 2
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item_state = "unathiharness[count]"
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icon_state = item_state
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item_color = item_state
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if(istype(loc, /obj/item/clothing))
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var/obj/item/clothing/U = loc
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if(istype(U.loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = U.loc
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H.update_inv_w_uniform()
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/obj/item/clothing/tie/storage/knifeharness/New()
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..()
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new /obj/item/weapon/hatchet/unathiknife(hold)
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new /obj/item/weapon/hatchet/unathiknife(hold) |