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TG_PORT_fix 2
Conflicts: code/game/objects/structures/crates_lockers/closets/secure/security.dm code/modules/clothing/suits/miscellaneous.dm
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@@ -433,3 +433,122 @@
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item_state = "yellow_hoodie"
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icon_open = "yellow_hoodie_open"
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icon_closed = "yellow_hoodie"
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// FUN!
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/obj/item/clothing/suit/whitedress
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name = "white dress"
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desc = "A fancy white dress."
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icon_state = "white_dress"
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item_state = "white_dress"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/suit/storage/hooded/carp_costume
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name = "carp costume"
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desc = "A costume made from 'synthetic' carp scales, it smells."
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icon_state = "carp_casual"
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item_state = "carp_casual"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE //Space carp like space, so you should too
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hooded = 1
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action_button_name = "Toggle Carp Hood"
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hoodtype = /obj/item/clothing/head/carp_hood
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/obj/item/clothing/head/carp_hood
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name = "carp hood"
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desc = "A hood attached to a carp costume."
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icon_state = "carp_casual"
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body_parts_covered = HEAD
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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/obj/item/clothing/suit/storage/hooded/ian_costume //It's Ian, rub his bell- oh god what happened to his inside parts?
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name = "corgi costume"
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desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs."
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icon_state = "ian"
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item_state = "ian"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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//cold_protection = CHEST|GROIN|ARMS
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//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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hooded = 1
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action_button_name = "Toggle Ian Hood"
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hoodtype = /obj/item/clothing/head/ian_hood
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/obj/item/clothing/head/ian_hood
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name = "corgi hood"
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desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits."
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icon_state = "ian"
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item_state = "ian"
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body_parts_covered = HEAD
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//cold_protection = HEAD
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//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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// WINTER COATS
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/obj/item/clothing/suit/storage/hooded/wintercoat
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name = "winter coat"
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desc = "A heavy jacket made from 'synthetic' animal furs."
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icon_state = "coatwinter"
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item_state = "labcoat"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
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hooded = 1
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action_button_name = "Toggle Winter Hood"
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hoodtype = /obj/item/clothing/head/winterhood
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/obj/item/clothing/head/winterhood
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name = "winter hood"
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desc = "A hood attached to a heavy winter jacket."
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icon_state = "generic_hood"
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body_parts_covered = HEAD
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cold_protection = HEAD
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flags = BLOCKHAIR
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flags_inv = HIDEEARS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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/obj/item/clothing/suit/storage/hooded/wintercoat/captain
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name = "captain's winter coat"
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icon_state = "coatcaptain"
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armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/hooded/wintercoat/security
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name = "security winter coat"
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icon_state = "coatsecurity"
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armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/hooded/wintercoat/medical
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name = "medical winter coat"
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icon_state = "coatmedical"
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
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/obj/item/clothing/suit/storage/hooded/wintercoat/science
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name = "science winter coat"
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icon_state = "coatscience"
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/hooded/wintercoat/engineering
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name = "engineering winter coat"
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icon_state = "coatengineer"
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
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/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
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name = "atmospherics winter coat"
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icon_state = "coatatmos"
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/obj/item/clothing/suit/storage/hooded/wintercoat/hydro
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name = "hydroponics winter coat"
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icon_state = "coathydro"
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/obj/item/clothing/suit/storage/hooded/wintercoat/cargo
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name = "cargo winter coat"
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icon_state = "coatcargo"
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/obj/item/clothing/suit/storage/hooded/wintercoat/miner
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name = "mining winter coat"
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icon_state = "coatminer"
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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@@ -51,6 +51,27 @@
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return
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update_clothing_icon() //so our overlays update
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/obj/item/clothing/suit/storage/hooded/toggle
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var/icon_open
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var/icon_closed
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verb/toggle()
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set name = "Toggle Coat Buttons"
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set category = "Object"
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set src in usr
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if(!usr.canmove || usr.stat || usr.restrained())
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return 0
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if(icon_state == icon_open) //Will check whether icon state is currently set to the "open" or "closed" state and switch it around with a message to the user
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icon_state = icon_closed
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usr << "You button up the coat."
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else if(icon_state == icon_closed)
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icon_state = icon_open
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usr << "You unbutton the coat."
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else //in case some goofy admin switches icon states around without switching the icon_open or icon_closed
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usr << "You attempt to button-up the velcro on your [src], before promptly realising how silly you are."
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return
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update_clothing_icon() //so our overlays update
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//New Vest 4 pocket storage and badge toggles, until suit accessories are a thing.
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/obj/item/clothing/suit/storage/vest/heavy/New()
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@@ -1,33 +1,33 @@
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//Hoods for winter coats and chaplain hoodie etc
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/obj/item/clothing/suit/hooded
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/obj/item/clothing/suit/storage/hooded
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var/obj/item/clothing/head/winterhood/hood
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var/hoodtype = /obj/item/clothing/head/winterhood //so the chaplain hoodie or other hoodies can override this
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var/hoodtype = null //so the chaplain hoodie or other hoodies can override this
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var/suittoggled = 0
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var/hooded = 0
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/obj/item/clothing/suit/hooded/New()
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/obj/item/clothing/suit/storage/hooded/New()
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MakeHood()
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..()
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/obj/item/clothing/suit/hooded/Destroy()
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/obj/item/clothing/suit/storage/hooded/Destroy()
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qdel(hood)
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return ..()
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/obj/item/clothing/suit/hooded/proc/MakeHood()
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/obj/item/clothing/suit/storage/hooded/proc/MakeHood()
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if(!hood)
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var/obj/item/clothing/head/winterhood/W = new hoodtype(src)
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hood = W
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/obj/item/clothing/suit/hooded/ui_action_click()
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/obj/item/clothing/suit/storage/hooded/ui_action_click()
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ToggleHood()
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/obj/item/clothing/suit/hooded/equipped(mob/user, slot)
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/obj/item/clothing/suit/storage/hooded/equipped(mob/user, slot)
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if(slot != slot_wear_suit)
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RemoveHood()
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..()
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/obj/item/clothing/suit/hooded/proc/RemoveHood()
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/obj/item/clothing/suit/storage/hooded/proc/RemoveHood()
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src.icon_state = "[initial(icon_state)]"
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suittoggled = 0
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if(ishuman(hood.loc))
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@@ -36,10 +36,10 @@
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H.update_inv_wear_suit()
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hood.loc = src
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/obj/item/clothing/suit/hooded/dropped()
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/obj/item/clothing/suit/storage/hooded/dropped()
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RemoveHood()
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/obj/item/clothing/suit/hooded/proc/ToggleHood()
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/obj/item/clothing/suit/storage/hooded/proc/ToggleHood()
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if(!suittoggled)
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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