diff --git a/code/game/objects/items/armor_kits.dm b/code/game/objects/items/armor_kits.dm index fa88b77600..906d7c5f81 100644 --- a/code/game/objects/items/armor_kits.dm +++ b/code/game/objects/items/armor_kits.dm @@ -10,35 +10,41 @@ /obj/item/armorkit/afterattack(atom/target, mob/user, proximity_flag, click_parameters) // yeah have fun making subtypes and modifying the afterattack if you want to make variants // idiot - // - hatter var/used = FALSE if(isobj(target) && istype(target, /obj/item/clothing/under)) var/obj/item/clothing/under/C = target - if(C.armor.melee < 10) - C.armor.melee = 10 + if(C.damaged_clothes) + to_chat(user,"You should repair the damage done to [C] first.") + return + if(C.attached_accessory) + to_chat(user,"Kind of hard to sew around [C.attached_accessory].") + return + if(C.armor.getRating("melee") < 10) + C.armor = C.armor.setRating("melee" = 10) used = TRUE - if(C.armor.laser < 10) - C.armor.laser = 10 + if(C.armor.getRating("laser") < 10) + C.armor = C.armor.setRating("laser" = 10) used = TRUE - if(C.armor.fire < 40) - C.armor.fire = 40 + if(C.armor.getRating("fire") < 40) + C.armor = C.armor.setRating("fire" = 40) used = TRUE - if(C.armor.acid < 10) - C.armor.acid = 10 + if(C.armor.getRating("acid") < 10) + C.armor = C.armor.setRating("acid" = 10) used = TRUE - if(C.armor.bomb < 5) - C.armor.bomb = 5 + if(C.armor.getRating("bomb") < 5) + C.armor = C.armor.setRating("bomb" = 5) used = TRUE if(used) - user.visible_message("[user] uses [src] on [C], reinforcing it and tossing the empty case away afterwards.", \ - "You reinforce [C] with [src], making it a little more protective! You toss the empty casing away afterwards.") - C.name = "durathread [C.name]" // this disappears if it gets repaired, which is annoying + user.visible_message("[user] reinforces [C] with [src].", \ + "You reinforce [C] with [src], making it as protective as a durathread jumpsuit.") + C.name = "durathread [C.name]" + C.upgrade_prefix = "durathread" // god i hope this works qdel(src) return else - to_chat(user, "You stare at [src] and [C], coming to the conclusion that you probably don't need to reinforce it any further.") + to_chat(user, "You don't need to reinforce [C] any further.") return else return diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index ea01b0c0ed..018c3d9a3f 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -31,6 +31,9 @@ // What items can be consumed to repair this clothing (must by an /obj/item/stack) var/repairable_by = /obj/item/stack/sheet/cloth + // has this item been upgraded by an upgrade kit (see: durathread armor kits) + var/upgrade_prefix + //Var modification - PLEASE be careful with this I know who you are and where you live var/list/user_vars_to_edit //VARNAME = VARVALUE eg: "name" = "butts" var/list/user_vars_remembered //Auto built by the above + dropped() + equipped() @@ -120,6 +123,8 @@ update_clothes_damaged_state(CLOTHING_PRISTINE) obj_integrity = max_integrity name = initial(name) // remove "tattered" or "shredded" if there's a prefix + if(upgrade_prefix) + name = upgrade_prefix + " " + initial(name) body_parts_covered = initial(body_parts_covered) slot_flags = initial(slot_flags) damage_by_parts = null diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm index e617d2d57b..3207a5842f 100644 --- a/code/modules/clothing/under/_under.dm +++ b/code/modules/clothing/under/_under.dm @@ -32,6 +32,9 @@ /obj/item/clothing/under/attackby(obj/item/I, mob/user, params) if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil)) + if(damaged_clothes) + to_chat(user,"You should repair the damage done to [src] first.") + return 0 var/obj/item/stack/cable_coil/C = I I.use_tool(src, user, 0, 1) has_sensor = HAS_SENSORS