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Adds a new loadout item - Cloak of Eyes (#18592)
* Adds a new loadout item - Cloak of Eyes * I realized there's reasons to override this * cleans up some sin * Update reactive_icon_update.dm * indents * Update code/modules/vore/fluffstuff/custom_clothes_vr.dm
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@@ -33,7 +33,6 @@
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/datum/component/reactive_icon_update/proc/update_proximity_icon(atom/current_loc, atom/movable/AM, atom/old_loc)
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SIGNAL_HANDLER
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SHOULD_NOT_OVERRIDE(TRUE)
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var/obj/our_item = parent
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if(!ismob(AM) || !mob_check(AM))
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return
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@@ -124,6 +123,26 @@
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//The icon_state will be changed to cloak_direction_north
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our_item.icon_state = initial(our_item.icon_state) + icon_prefix + "_" + directional_name
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///Variant of the reactive_icon_update component that allows for setting what slot is should be in to update it!
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/datum/component/reactive_icon_update/clothing
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/datum/component/reactive_icon_update/clothing/update_proximity_icon(atom/current_loc, atom/movable/AM, atom/old_loc)
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. = ..()
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//Code to actually update the mob wearing us
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var/obj/our_object = parent
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if(ishuman(our_object.loc)) //If we're being worn
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var/mob/living/carbon/human/wearing_mob = our_object.loc
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//Code to actually update the mob wearing us
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//Only suit and uniform for now...Feel free to expand if you need.
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if(wearing_mob.wear_suit == our_object)
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wearing_mob.update_inv_wear_suit()
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return
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if(wearing_mob.w_uniform == our_object)
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wearing_mob.update_inv_w_uniform()
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return
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//Example item for testing directions.
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/obj/item/tool/screwdriver/test_driver
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icon = 'icons/obj/directional_test.dmi'
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