Merge pull request #392 from Sandstorm-Station/accessories-stuf

Fixing accessories ™️
This commit is contained in:
SandPoot
2025-02-10 03:42:22 -03:00
committed by GitHub
6 changed files with 177 additions and 215 deletions

View File

@@ -27,10 +27,11 @@
if(ishuman(M) && M.w_uniform) if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform var/obj/item/clothing/under/U = M.w_uniform
//SANDSTORM EDIT //SANDSTORM EDIT
if(istype(U) && length(U.attached_accessories)) if(istype(U) && !CHECK_BITFIELD(U.flags_inv, HIDEACCESSORY))
for(var/obj/item/clothing/accessory/attached in U.attached_accessories) for(var/obj/item/clothing/accessory/attached as anything in U.attached_accessories)
if(attached.above_suit) if(CHECK_BITFIELD(attached.flags_inv, HIDEACCESSORY) || !attached.above_suit)
. += U.accessory_overlays continue
. += attached.build_worn_icon()
//SANDSTORM EDIT END //SANDSTORM EDIT END
/obj/item/clothing/suit/update_clothes_damaged_state() /obj/item/clothing/suit/update_clothes_damaged_state()

View File

@@ -24,8 +24,7 @@
var/dummy_thick = FALSE // is able to hold accessories on its item var/dummy_thick = FALSE // is able to hold accessories on its item
//SANDSTORM EDIT - Removed the old attached accessory system. We use a list of accessories instead. //SANDSTORM EDIT - Removed the old attached accessory system. We use a list of accessories instead.
var/max_accessories = 3 var/max_accessories = 3
var/list/obj/item/clothing/accessory/attached_accessories = list() var/list/obj/item/clothing/accessory/attached_accessories
var/list/mutable_appearance/accessory_overlays = list()
//SANDSTORM EDIT END //SANDSTORM EDIT END
/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE) /obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
@@ -36,8 +35,12 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform") . += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA) if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color(), blend_mode = blood_DNA_to_blend()) . += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color(), blend_mode = blood_DNA_to_blend())
if(length(accessory_overlays)) if(CHECK_BITFIELD(flags_inv, HIDEACCESSORY))
. += accessory_overlays return
for(var/obj/item/clothing/accessory/attached_accessory as anything in attached_accessories)
if(CHECK_BITFIELD(attached_accessory.flags_inv, HIDEACCESSORY))
continue
. += attached_accessory.build_worn_icon()
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params) /obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((sensordamage || (has_sensor < HAS_SENSORS && has_sensor != NO_SENSORS)) && istype(I, /obj/item/stack/cable_coil)) if((sensordamage || (has_sensor < HAS_SENSORS && has_sensor != NO_SENSORS)) && istype(I, /obj/item/stack/cable_coil))
@@ -125,68 +128,60 @@
body_parts_covered |= CHEST body_parts_covered |= CHEST
// Sandstorm edit // Sandstorm edit
for(var/obj/item/clothing/accessory/attached_accessory in attached_accessories) var/must_update = FALSE
if(attached_accessory && slot != ITEM_SLOT_HANDS && ishuman(user)) for(var/obj/item/clothing/accessory/attached_accessory as anything in attached_accessories)
var/mob/living/carbon/human/H = user if(attached_accessory && slot == ITEM_SLOT_ICLOTHING && ishuman(user))
attached_accessory.on_uniform_equip(src, user) attached_accessory.on_uniform_equip(src, user)
if(attached_accessory.above_suit) if(attached_accessory.above_suit)
H.update_inv_wear_suit() must_update = TRUE
if(must_update)
user.update_inv_wear_suit()
// //
/obj/item/clothing/under/dropped(mob/user) /obj/item/clothing/under/dropped(mob/user)
// Sandstorm edit // Sandstorm edit
for(var/obj/item/clothing/accessory/attached_accessory in attached_accessories) var/must_update = FALSE
for(var/obj/item/clothing/accessory/attached_accessory as anything in attached_accessories)
attached_accessory.on_uniform_dropped(src, user) attached_accessory.on_uniform_dropped(src, user)
if(ishuman(user)) if(attached_accessory.above_suit)
var/mob/living/carbon/human/H = user must_update = TRUE
if(attached_accessory.above_suit) if(must_update)
H.update_inv_wear_suit() user.update_inv_wear_suit()
// //
..() ..()
/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1) /obj/item/clothing/under/proc/attach_accessory(obj/item/clothing/accessory/accessory, mob/user, notifyAttach = 1)
. = FALSE . = FALSE
if(istype(I, /obj/item/clothing/accessory) && !istype(I, /obj/item/clothing/accessory/ring)) if(!istype(accessory))
var/obj/item/clothing/accessory/A = I return
if(length(attached_accessories) >= max_accessories) if(istype(accessory, /obj/item/clothing/accessory/ring))
if(user) return
to_chat(user, "<span class='warning'>[src] already has [length(attached_accessories)] accessories.</span>") if(length(attached_accessories) >= max_accessories)
return if(user)
if(dummy_thick) to_chat(user, span_warning("[src] already has [length(attached_accessories)] accessories."))
if(user) return
to_chat(user, "<span class='warning'>[src] is too bulky and cannot have accessories attached to it!</span>") if(dummy_thick)
return if(user)
else to_chat(user, span_warning("[src] is too bulky and cannot have accessories attached to it!"))
if(user && !user.temporarilyRemoveItemFromInventory(I)) return
return if(user && !user.temporarilyRemoveItemFromInventory(accessory))
if(!A.attach(src, user)) return
return if(!accessory.attach(src, user))
return
if(user && notifyAttach) if(user && notifyAttach)
to_chat(user, "<span class='notice'>You attach [I] to [src].</span>") to_chat(user, span_notice("You attach [accessory] to [src]."))
if((flags_inv & HIDEACCESSORY) || (A.flags_inv & HIDEACCESSORY)) if((flags_inv & HIDEACCESSORY) || (accessory.flags_inv & HIDEACCESSORY))
return TRUE return TRUE
//SANDSTORM EDIT if(ishuman(loc))
accessory_overlays = list(mutable_appearance('icons/mob/clothing/accessories.dmi', "blank")) var/mob/living/carbon/human/H = loc
for(var/obj/item/clothing/accessory/attached_accessory in attached_accessories) H.update_inv_w_uniform()
var/datum/element/polychromic/polychromic = LAZYACCESS(attached_accessory.comp_lookup, "item_worn_overlays") if(accessory.above_suit)
if(!polychromic) H.update_inv_wear_suit()
var/mutable_appearance/accessory_overlay = mutable_appearance(attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, ABOVE_HUD_LAYER)
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
accessory_overlays += accessory_overlay
else
polychromic.apply_worn_overlays(attached_accessory, FALSE, attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, NONE, accessory_overlays)
//SANDSTORM EDIT END
if(ishuman(loc)) return TRUE
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
return TRUE
/obj/item/clothing/under/proc/remove_accessory(mob/user) /obj/item/clothing/under/proc/remove_accessory(mob/user)
if(!isliving(user)) if(!isliving(user))
@@ -194,22 +189,21 @@
if(!can_use(user)) if(!can_use(user))
return return
//SKYRAT EDIT if(!LAZYLEN(attached_accessories))
if(length(attached_accessories)) return
var/obj/item/clothing/accessory/A = attached_accessories[length(attached_accessories)] var/obj/item/clothing/accessory/accessory = attached_accessories[length(attached_accessories)]
//SKYRAT EDIT END accessory.detach(src, user)
A.detach(src, user) if(user.put_in_hands(accessory))
if(user.put_in_hands(A)) to_chat(user, span_notice("You detach [accessory] from [src]."))
to_chat(user, "<span class='notice'>You detach [A] from [src].</span>") else
else to_chat(user, span_notice("You detach [accessory] from [src] and it falls on the floor."))
to_chat(user, "<span class='notice'>You detach [A] from [src] and it falls on the floor.</span>")
if(ishuman(loc)) if(ishuman(loc))
var/mob/living/carbon/human/H = loc var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform() H.update_inv_w_uniform()
if(accessory.above_suit)
H.update_inv_wear_suit() H.update_inv_wear_suit()
/obj/item/clothing/under/examine(mob/user) /obj/item/clothing/under/examine(mob/user)
. = ..() . = ..()
if(can_adjust) if(can_adjust)
@@ -234,10 +228,9 @@
. += "Its vital tracker appears to be enabled." . += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS) if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled." . += "Its vital tracker and tracking beacon appear to be enabled."
if(length(attached_accessories)) for(var/obj/item/clothing/accessory/attached_accessory as anything in attached_accessories)
for(var/obj/item/clothing/accessory/attached_accessory in attached_accessories) . += "\A [attached_accessory] is attached to it."
. += "\A [attached_accessory] is attached to it." //SANDSTORM EDIT END
//SKYRAT EDIT END
/obj/item/clothing/under/verb/toggle() /obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors" set name = "Adjust Suit Sensors"

View File

@@ -2,7 +2,7 @@
name = "Accessory" name = "Accessory"
desc = "Something has gone wrong!" desc = "Something has gone wrong!"
icon = 'icons/obj/clothing/accessories.dmi' icon = 'icons/obj/clothing/accessories.dmi'
//skyrat edit //sandstorm edit
mob_overlay_icon = 'icons/mob/clothing/accessories.dmi' mob_overlay_icon = 'icons/mob/clothing/accessories.dmi'
// //
icon_state = "plasma" icon_state = "plasma"
@@ -13,48 +13,41 @@
var/above_suit = FALSE var/above_suit = FALSE
var/minimize_when_attached = TRUE // TRUE if shown as a small icon in corner, FALSE if overlayed var/minimize_when_attached = TRUE // TRUE if shown as a small icon in corner, FALSE if overlayed
var/datum/component/storage/detached_pockets var/datum/component/storage/detached_pockets
//skyrat edit
var/current_uniform = null
//
/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user) /obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/uniform, user)
var/datum/component/storage/storage = GetComponent(/datum/component/storage) var/datum/component/storage/storage = GetComponent(/datum/component/storage)
if(storage) if(storage)
if(SEND_SIGNAL(U, COMSIG_CONTAINS_STORAGE)) if(SEND_SIGNAL(uniform, COMSIG_CONTAINS_STORAGE))
return FALSE return FALSE
U.TakeComponent(storage) uniform.TakeComponent(storage)
detached_pockets = storage detached_pockets = storage
//SKYRAT EDIT //SANDSTORM EDIT
U.attached_accessories |= src LAZYADD(uniform.attached_accessories, src)
force_unto(U) force_unto(uniform)
current_uniform = U //SANDSTORM EDIT END
//SKYRAT EDIT END forceMove(uniform)
forceMove(U)
if (islist(U.armor) || isnull(U.armor)) // This proc can run before /obj/Initialize has run for U and src, if (islist(uniform.armor) || isnull(uniform.armor)) // This proc can run before /obj/Initialize has run for uniform and src,
U.armor = getArmor(arglist(U.armor)) // we have to check that the armor list has been transformed into a datum before we try to call a proc on it uniform.armor = getArmor(arglist(uniform.armor)) // we have to check that the armor list has been transformed into a datum before we try to call a proc on it
// This is safe to do as /obj/Initialize only handles setting up the datum if actually needed. // This is safe to do as /obj/Initialize only handles setting up the datum if actually needed.
if (islist(armor) || isnull(armor)) if (islist(armor) || isnull(armor))
armor = getArmor(arglist(armor)) armor = getArmor(arglist(armor))
U.armor = U.armor.attachArmor(armor) uniform.armor = uniform.armor.attachArmor(armor)
if(isliving(user)) if(isliving(user))
on_uniform_equip(U, user) on_uniform_equip(uniform, user)
return TRUE return TRUE
/obj/item/clothing/accessory/proc/detach(obj/item/clothing/under/U, user) /obj/item/clothing/accessory/proc/detach(obj/item/clothing/under/uniform, user)
if(detached_pockets && detached_pockets.parent == U) if(detached_pockets && detached_pockets.parent == uniform)
TakeComponent(detached_pockets) TakeComponent(detached_pockets)
U.armor = U.armor.detachArmor(armor) uniform.armor = uniform.armor.detachArmor(armor)
//SANDSTORM EDIT
current_uniform = null
//SANDSTORM EDIT END
if(isliving(user)) if(isliving(user))
on_uniform_dropped(U, user) on_uniform_dropped(uniform, user)
if(minimize_when_attached) if(minimize_when_attached)
transform *= 2 transform *= 2
@@ -62,48 +55,36 @@
pixel_y = 0 pixel_y = 0
layer = initial(layer) layer = initial(layer)
plane = initial(plane) plane = initial(plane)
U.cut_overlays() uniform.cut_overlays()
U.attached_accessories -= src LAZYREMOVE(uniform.attached_accessories, src)
U.accessory_overlays = list() for(var/obj/item/clothing/accessory/attached_accessory as anything in uniform.attached_accessories)
if(length(U.attached_accessories)) uniform.add_overlay(attached_accessory)
U.accessory_overlays = list(mutable_appearance('icons/mob/clothing/accessories.dmi', "blank"))
for(var/obj/item/clothing/accessory/attached_accessory in U.attached_accessories)
attached_accessory.force_unto(U)
var/datum/element/polychromic/polychromic = LAZYACCESS(attached_accessory.comp_lookup, "item_worn_overlays")
if(!polychromic)
var/mutable_appearance/accessory_overlay = mutable_appearance(attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, ABOVE_HUD_LAYER)
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
U.accessory_overlays += accessory_overlay
else
polychromic.apply_worn_overlays(attached_accessory, FALSE, attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, NONE, U.accessory_overlays)
//SANDSTORM EDIT //SANDSTORM EDIT
/obj/item/clothing/accessory/proc/force_unto(obj/item/clothing/under/U) /obj/item/clothing/accessory/proc/force_unto(obj/item/clothing/under/uniform)
layer = FLOAT_LAYER layer = FLOAT_LAYER
plane = FLOAT_PLANE plane = FLOAT_PLANE
if(minimize_when_attached) if(minimize_when_attached)
if(current_uniform != U) transform *= 0.5 //halve the size so it doesn't overpower the under
transform *= 0.5 //halve the size so it doesn't overpower the under pixel_x += 8
pixel_x += 8 pixel_y -= 8
pixel_y -= 8 if(length(uniform.attached_accessories) > 1)
if(length(U.attached_accessories) > 1) switch(LAZYLEN(uniform.attached_accessories))
if(length(U.attached_accessories) <= 3 && !current_uniform) if(2 to 3)
pixel_y += 8 * (length(U.attached_accessories) - 1) pixel_y += 8 * (length(uniform.attached_accessories) - 1)
else if((length(U.attached_accessories) > 3) && (length(U.attached_accessories) <= 6) && !current_uniform) if(4 to 6)
pixel_x -= 8 pixel_x -= 8
pixel_y += 8 * (length(U.attached_accessories) - 4) pixel_y += 8 * (length(uniform.attached_accessories) - 4)
else if((length(U.attached_accessories) > 6) && (length(U.attached_accessories) <= 9) && !current_uniform) if(7 to 9)
pixel_x -= 16 pixel_x -= 16
pixel_y += 8 * (length(U.attached_accessories) - 7) pixel_y += 8 * (length(uniform.attached_accessories) - 7)
else else
if(current_uniform != U)
//we ran out of space for accessories, so we just throw shit at the wall //we ran out of space for accessories, so we just throw shit at the wall
pixel_x = 0 pixel_x = 0
pixel_y = 0 pixel_y = 0
pixel_x += rand(-16, 16) pixel_x += rand(-16, 16)
pixel_y += rand(-16, 16) pixel_y += rand(-16, 16)
U.add_overlay(src) uniform.add_overlay(src)
//SANDSTORM EDIT END //SANDSTORM EDIT END
/obj/item/clothing/accessory/proc/on_uniform_equip(obj/item/clothing/under/U, user) /obj/item/clothing/accessory/proc/on_uniform_equip(obj/item/clothing/under/U, user)
@@ -122,9 +103,9 @@
/obj/item/clothing/accessory/examine(mob/user) /obj/item/clothing/accessory/examine(mob/user)
. = ..() . = ..()
. += "<span class='notice'>\The [src] can be attached to [istype(src, /obj/item/clothing/accessory/ring) ? "gloves" : "a uniform"]. Alt-click to remove it once attached.</span>" . += span_notice("\The [src] can be attached to [istype(src, /obj/item/clothing/accessory/ring) ? "gloves" : "a uniform"]. <b>Alt-click</b> to remove it once attached.")
if(initial(above_suit)) if(initial(above_suit))
. += "<span class='notice'>\The [src] can be worn above or below your suit. Ctrl-click to toggle.</span>" . += span_notice("\The [src] can be worn above or below your suit. <b>Ctrl-click</b> to toggle.")
////////////// //////////////
//Waistcoats// //Waistcoats//

View File

@@ -50,22 +50,15 @@
//accessory //accessory
var/accessory_msg var/accessory_msg
if(istype(w_uniform, /obj/item/clothing/under)) if(istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform var/obj/item/clothing/under/worn_thing = w_uniform
if(length(U.attached_accessories) && !(U.flags_inv & HIDEACCESSORY)) if(!CHECK_BITFIELD(worn_thing.flags_inv, HIDEACCESSORY))
var/list/weehoo = list() var/list/accessory_preparation
var/dumb_icons = "" for(var/obj/item/clothing/accessory/attached_accessory as anything in worn_thing.attached_accessories)
for(var/obj/item/clothing/accessory/attached_accessory in U.attached_accessories) if(CHECK_BITFIELD(attached_accessory.flags_inv, HIDEACCESSORY))
if(!(attached_accessory.flags_inv & HIDEACCESSORY)) continue
weehoo += "\a [attached_accessory]" LAZYADD(accessory_preparation, "[icon2html(attached_accessory, user)] [attached_accessory]")
dumb_icons = "[dumb_icons][icon2html(attached_accessory, user)]" if(length(accessory_preparation))
if(length(weehoo)) accessory_msg = " with [english_list(accessory_preparation)]"
accessory_msg += " with [dumb_icons]"
if(length(U.attached_accessories) >= 2)
accessory_msg += jointext(weehoo, ", ", 1, length(weehoo) - 1)
accessory_msg += " and [weehoo[length(weehoo)]]"
else
accessory_msg += weehoo[1]
. += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg]." . += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg]."
//head //head
@@ -88,7 +81,20 @@
//gloves //gloves
if(gloves && !(ITEM_SLOT_GLOVES in obscured)) if(gloves && !(ITEM_SLOT_GLOVES in obscured))
. += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands." //accessory
var/accessory_msg
if(istype(gloves, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/worn_thing = gloves
if(!CHECK_BITFIELD(worn_thing.flags_inv, HIDEACCESSORY))
var/list/accessory_preparation
for(var/obj/item/clothing/accessory/ring/attached_accessory as anything in worn_thing.attached_accessories)
if(CHECK_BITFIELD(attached_accessory.flags_inv, HIDEACCESSORY))
continue
LAZYADD(accessory_preparation, "[icon2html(attached_accessory, user)] [attached_accessory]")
if(length(accessory_preparation))
accessory_msg = " with [english_list(accessory_preparation)] on [t_his] fingers"
. += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands[accessory_msg]."
else if(length(blood_DNA)) else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE) var/hand_number = get_num_arms(FALSE)
if(hand_number) if(hand_number)

View File

@@ -1,8 +1,7 @@
/obj/item/clothing/gloves /obj/item/clothing/gloves
var/dummy_thick = FALSE // is able to hold accessories on its item var/dummy_thick = FALSE // is able to hold accessories on its item
var/max_accessories = 1 var/max_accessories = 1
var/list/obj/item/clothing/accessory/ring/attached_accessories = list() var/list/obj/item/clothing/accessory/ring/attached_accessories
var/list/mutable_appearance/accessory_overlays = list()
/obj/item/clothing/gloves/Destroy() /obj/item/clothing/gloves/Destroy()
QDEL_LIST(attached_accessories) QDEL_LIST(attached_accessories)
@@ -10,9 +9,12 @@
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE) /obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..() . = ..()
if(!isinhands) if(CHECK_BITFIELD(flags_inv, HIDEACCESSORY))
if(length(accessory_overlays)) return
. += accessory_overlays for(var/obj/item/clothing/accessory/ring/attached_accessory as anything in attached_accessories)
if(CHECK_BITFIELD(attached_accessory.flags_inv, HIDEACCESSORY))
continue
. += attached_accessory.build_worn_icon()
/obj/item/clothing/gloves/attackby(obj/item/I, mob/user, params) /obj/item/clothing/gloves/attackby(obj/item/I, mob/user, params)
if(!attach_accessory(I, user)) if(!attach_accessory(I, user))
@@ -28,66 +30,43 @@
/obj/item/clothing/gloves/equipped(mob/user, slot) /obj/item/clothing/gloves/equipped(mob/user, slot)
..() ..()
// Sandstorm edit for(var/obj/item/clothing/accessory/ring/attached_accessory as anything in attached_accessories)
for(var/obj/item/clothing/accessory/ring/attached_accessory in attached_accessories) if(attached_accessory && slot == ITEM_SLOT_HANDS && ishuman(user))
if(attached_accessory && slot != ITEM_SLOT_HANDS && ishuman(user))
var/mob/living/carbon/human/H = user
attached_accessory.on_uniform_equip(src, user) attached_accessory.on_uniform_equip(src, user)
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
// Sandstorm edit END
/obj/item/clothing/gloves/dropped(mob/user) /obj/item/clothing/gloves/dropped(mob/user)
// Sandstorm edit for(var/obj/item/clothing/accessory/ring/attached_accessory as anything in attached_accessories)
for(var/obj/item/clothing/accessory/ring/attached_accessory in attached_accessories)
attached_accessory.on_uniform_dropped(src, user) attached_accessory.on_uniform_dropped(src, user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
// Sandstorm edit END
..() ..()
/obj/item/clothing/gloves/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1) /obj/item/clothing/gloves/proc/attach_accessory(obj/item/clothing/accessory/ring/accessory, mob/user, notifyAttach = 1)
. = FALSE . = FALSE
if(istype(I, /obj/item/clothing/accessory/ring)) if(!istype(accessory))
var/obj/item/clothing/accessory/ring/A = I return
if(length(attached_accessories) >= max_accessories) if(length(attached_accessories) >= max_accessories)
if(user) if(user)
to_chat(user, span_warning("[src] already has [length(attached_accessories)] accessories.")) to_chat(user, "<span class='warning'>[src] already has [length(attached_accessories)] accessories.</span>")
return return
if(dummy_thick) if(dummy_thick)
if(user) if(user)
to_chat(user, span_warning("[src] is too bulky and cannot have accessories attached to it!")) to_chat(user, "<span class='warning'>[src] is too bulky and cannot have accessories attached to it!</span>")
return return
else if(user && !user.temporarilyRemoveItemFromInventory(accessory))
if(user && !user.temporarilyRemoveItemFromInventory(I)) return
return if(!accessory.attach(src, user))
if(!A.attach(src, user)) return
return
if(user && notifyAttach) if(user && notifyAttach)
to_chat(user, span_notice("You attach [I] to [src].")) to_chat(user, "<span class='notice'>You attach [accessory] to [src].</span>")
if((flags_inv & HIDEACCESSORY) || (A.flags_inv & HIDEACCESSORY)) if((flags_inv & HIDEACCESSORY) || (accessory.flags_inv & HIDEACCESSORY))
return TRUE return TRUE
accessory_overlays = list(mutable_appearance('icons/mob/clothing/accessories.dmi', "blank")) if(ishuman(loc))
for(var/obj/item/clothing/accessory/attached_accessory in attached_accessories) var/mob/living/carbon/human/H = loc
var/datum/element/polychromic/polychromic = LAZYACCESS(attached_accessory.comp_lookup, "item_worn_overlays") H.update_inv_gloves()
if(!polychromic)
var/mutable_appearance/accessory_overlay = mutable_appearance(attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, ABOVE_HUD_LAYER)
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
accessory_overlays += accessory_overlay
else
polychromic.apply_worn_overlays(attached_accessory, FALSE, attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, NONE, accessory_overlays)
if(ishuman(loc)) return TRUE
var/mob/living/carbon/human/H = loc
H.update_inv_gloves()
return TRUE
/obj/item/clothing/gloves/proc/remove_accessory(mob/user) /obj/item/clothing/gloves/proc/remove_accessory(mob/user)
if(!isliving(user)) if(!isliving(user))
@@ -95,20 +74,20 @@
if(!can_use(user)) if(!can_use(user))
return return
if(length(attached_accessories)) if(!LAZYLEN(attached_accessories))
var/obj/item/clothing/accessory/ring/A = attached_accessories[length(attached_accessories)] return
A.detach(src, user) var/obj/item/clothing/accessory/ring/accessory = attached_accessories[length(attached_accessories)]
if(user.put_in_hands(A)) accessory.detach(src, user)
to_chat(user, span_notice("You detach [A] from [src].")) if(user.put_in_hands(accessory))
else to_chat(user, span_notice("You detach [accessory] from [src]."))
to_chat(user, span_notice("You detach [A] from [src] and it falls on the floor.")) else
to_chat(user, span_notice("You detach [accessory] from [src] and it falls on the floor."))
if(ishuman(loc)) if(ishuman(loc))
var/mob/living/carbon/human/H = loc var/mob/living/carbon/human/H = loc
H.update_inv_gloves() H.update_inv_gloves()
/obj/item/clothing/gloves/examine(mob/user) /obj/item/clothing/gloves/examine(mob/user)
. = ..() . = ..()
if(length(attached_accessories)) for(var/obj/item/clothing/accessory/ring/attached_accessory as anything in attached_accessories)
for(var/obj/item/clothing/accessory/ring/attached_accessory in attached_accessories) . += "\A [attached_accessory] is attached to one of its fingers."
. += "\A [attached_accessory] is attached to one of it's fingers."

View File

@@ -10,6 +10,8 @@
icon_state = "ringgold" icon_state = "ringgold"
item_state = "gring" item_state = "gring"
strip_delay = 40 strip_delay = 40
/// Here as a reminder, do not add this, unsupported.
above_suit = FALSE
var/transfer_prints = FALSE var/transfer_prints = FALSE
var/transfer_blood = 0 var/transfer_blood = 0
var/strip_mod = 1 var/strip_mod = 1