TG_PORT_fix 2

Conflicts:
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	code/modules/clothing/suits/miscellaneous.dm
This commit is contained in:
SinTwo
2015-09-10 18:13:37 -04:00
committed by Neerti
parent a2b24d64b7
commit 4129b95f4e
9 changed files with 175 additions and 54 deletions
@@ -433,3 +433,122 @@
item_state = "yellow_hoodie"
icon_open = "yellow_hoodie_open"
icon_closed = "yellow_hoodie"
// FUN!
/obj/item/clothing/suit/whitedress
name = "white dress"
desc = "A fancy white dress."
icon_state = "white_dress"
item_state = "white_dress"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
flags_inv = HIDEJUMPSUIT
/obj/item/clothing/suit/storage/hooded/carp_costume
name = "carp costume"
desc = "A costume made from 'synthetic' carp scales, it smells."
icon_state = "carp_casual"
item_state = "carp_casual"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE //Space carp like space, so you should too
hooded = 1
action_button_name = "Toggle Carp Hood"
hoodtype = /obj/item/clothing/head/carp_hood
/obj/item/clothing/head/carp_hood
name = "carp hood"
desc = "A hood attached to a carp costume."
icon_state = "carp_casual"
body_parts_covered = HEAD
cold_protection = HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
/obj/item/clothing/suit/storage/hooded/ian_costume //It's Ian, rub his bell- oh god what happened to his inside parts?
name = "corgi costume"
desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs."
icon_state = "ian"
item_state = "ian"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
//cold_protection = CHEST|GROIN|ARMS
//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
hooded = 1
action_button_name = "Toggle Ian Hood"
hoodtype = /obj/item/clothing/head/ian_hood
/obj/item/clothing/head/ian_hood
name = "corgi hood"
desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits."
icon_state = "ian"
item_state = "ian"
body_parts_covered = HEAD
//cold_protection = HEAD
//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
// WINTER COATS
/obj/item/clothing/suit/storage/hooded/wintercoat
name = "winter coat"
desc = "A heavy jacket made from 'synthetic' animal furs."
icon_state = "coatwinter"
item_state = "labcoat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
hooded = 1
action_button_name = "Toggle Winter Hood"
hoodtype = /obj/item/clothing/head/winterhood
/obj/item/clothing/head/winterhood
name = "winter hood"
desc = "A hood attached to a heavy winter jacket."
icon_state = "generic_hood"
body_parts_covered = HEAD
cold_protection = HEAD
flags = BLOCKHAIR
flags_inv = HIDEEARS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
/obj/item/clothing/suit/storage/hooded/wintercoat/captain
name = "captain's winter coat"
icon_state = "coatcaptain"
armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/hooded/wintercoat/security
name = "security winter coat"
icon_state = "coatsecurity"
armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/hooded/wintercoat/medical
name = "medical winter coat"
icon_state = "coatmedical"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
/obj/item/clothing/suit/storage/hooded/wintercoat/science
name = "science winter coat"
icon_state = "coatscience"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering
name = "engineering winter coat"
icon_state = "coatengineer"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
name = "atmospherics winter coat"
icon_state = "coatatmos"
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro
name = "hydroponics winter coat"
icon_state = "coathydro"
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo
name = "cargo winter coat"
icon_state = "coatcargo"
/obj/item/clothing/suit/storage/hooded/wintercoat/miner
name = "mining winter coat"
icon_state = "coatminer"
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
+21
View File
@@ -51,6 +51,27 @@
return
update_clothing_icon() //so our overlays update
/obj/item/clothing/suit/storage/hooded/toggle
var/icon_open
var/icon_closed
verb/toggle()
set name = "Toggle Coat Buttons"
set category = "Object"
set src in usr
if(!usr.canmove || usr.stat || usr.restrained())
return 0
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
icon_state = icon_closed
usr << "You button up the coat."
else if(icon_state == icon_closed)
icon_state = icon_open
usr << "You unbutton the coat."
else //in case some goofy admin switches icon states around without switching the icon_open or icon_closed
usr << "You attempt to button-up the velcro on your [src], before promptly realising how silly you are."
return
update_clothing_icon() //so our overlays update
//New Vest 4 pocket storage and badge toggles, until suit accessories are a thing.
/obj/item/clothing/suit/storage/vest/heavy/New()
+10 -10
View File
@@ -1,33 +1,33 @@
//Hoods for winter coats and chaplain hoodie etc
/obj/item/clothing/suit/hooded
/obj/item/clothing/suit/storage/hooded
var/obj/item/clothing/head/winterhood/hood
var/hoodtype = /obj/item/clothing/head/winterhood //so the chaplain hoodie or other hoodies can override this
var/hoodtype = null //so the chaplain hoodie or other hoodies can override this
var/suittoggled = 0
var/hooded = 0
/obj/item/clothing/suit/hooded/New()
/obj/item/clothing/suit/storage/hooded/New()
MakeHood()
..()
/obj/item/clothing/suit/hooded/Destroy()
/obj/item/clothing/suit/storage/hooded/Destroy()
qdel(hood)
return ..()
/obj/item/clothing/suit/hooded/proc/MakeHood()
/obj/item/clothing/suit/storage/hooded/proc/MakeHood()
if(!hood)
var/obj/item/clothing/head/winterhood/W = new hoodtype(src)
hood = W
/obj/item/clothing/suit/hooded/ui_action_click()
/obj/item/clothing/suit/storage/hooded/ui_action_click()
ToggleHood()
/obj/item/clothing/suit/hooded/equipped(mob/user, slot)
/obj/item/clothing/suit/storage/hooded/equipped(mob/user, slot)
if(slot != slot_wear_suit)
RemoveHood()
..()
/obj/item/clothing/suit/hooded/proc/RemoveHood()
/obj/item/clothing/suit/storage/hooded/proc/RemoveHood()
src.icon_state = "[initial(icon_state)]"
suittoggled = 0
if(ishuman(hood.loc))
@@ -36,10 +36,10 @@
H.update_inv_wear_suit()
hood.loc = src
/obj/item/clothing/suit/hooded/dropped()
/obj/item/clothing/suit/storage/hooded/dropped()
RemoveHood()
/obj/item/clothing/suit/hooded/proc/ToggleHood()
/obj/item/clothing/suit/storage/hooded/proc/ToggleHood()
if(!suittoggled)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc