mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-28 14:37:27 +01:00
Make suit cyclers use datums
This commit is contained in:
@@ -213,6 +213,26 @@ GLOBAL_LIST_EMPTY(mannequins)
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if(S.spawn_flags & SPECIES_IS_WHITELISTED)
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GLOB.whitelisted_species += S.name
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// Suit cyclers
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paths = subtypesof(/datum/suit_cycler_choice/department)
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for(var/path in paths)
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var/datum/suit_cycler_choice/SCC = path
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if(!initial(SCC.name))
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continue
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GLOB.suit_cycler_departments += new path()
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paths = subtypesof(/datum/suit_cycler_choice/species)
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for(var/path in paths)
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var/datum/suit_cycler_choice/SCC = path
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if(!initial(SCC.name))
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continue
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GLOB.suit_cycler_species += new path()
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paths = subtypesof(/datum/suit_cycler_choice/department/emag)
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for(var/path in paths)
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var/datum/suit_cycler_choice/SCC = path
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if(!initial(SCC.name))
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continue
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GLOB.suit_cycler_emagged += new path()
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//Ores
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paths = subtypesof(/ore)
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for(var/oretype in paths)
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@@ -0,0 +1,305 @@
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GLOBAL_LIST_EMPTY(suit_cycler_departments)
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GLOBAL_LIST_EMPTY(suit_cycler_species)
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GLOBAL_LIST_EMPTY(suit_cycler_emagged)
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/datum/suit_cycler_choice
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var/name = null
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/datum/suit_cycler_choice/department
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/// Name of the choice in the suit cycler menu
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name = null
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/// Type path of the suit to produce
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var/suit_becomes
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/// Type path of the helmet to produce
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var/helmet_becomes
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/datum/suit_cycler_choice/department/proc/can_refit_helmet(obj/item/clothing/head/helmet/helmet)
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return !!helmet_becomes
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/datum/suit_cycler_choice/department/proc/do_refit_helmet(obj/item/clothing/head/helmet/helmet)
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var/obj/item/clothing/tmp = new helmet_becomes()
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helmet.name = "refitted [tmp.name]"
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helmet.desc = tmp.desc
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helmet.icon_state = tmp.icon_state
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helmet.item_state = tmp.item_state
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helmet.item_state_slots = tmp.item_state_slots?.Copy()
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helmet.sprite_sheets = tmp.sprite_sheets?.Copy()
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helmet.sprite_sheets_obj = tmp.sprite_sheets_obj?.Copy()
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helmet.default_worn_icon = tmp.default_worn_icon
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/datum/suit_cycler_choice/department/proc/can_refit_suit(obj/item/clothing/suit/space/suit)
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return !!suit_becomes
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/datum/suit_cycler_choice/department/proc/do_refit_suit(obj/item/clothing/suit/space/suit)
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var/obj/item/clothing/tmp = new suit_becomes()
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suit.name = "refitted [tmp.name]"
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suit.desc = tmp.desc
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suit.icon_state = tmp.icon_state
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suit.item_state = tmp.item_state
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suit.item_state_slots = tmp.item_state_slots?.Copy()
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suit.sprite_sheets = tmp.sprite_sheets?.Copy()
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suit.sprite_sheets_obj = tmp.sprite_sheets_obj?.Copy()
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suit.default_worn_icon = tmp.default_worn_icon
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// Ye olde 'noop' choice for refits
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/datum/suit_cycler_choice/department/noop
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name = "No Change"
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/datum/suit_cycler_choice/department/noop/can_refit_helmet(obj/item/clothing/head/helmet/helmet)
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return TRUE
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/datum/suit_cycler_choice/department/noop/do_refit_helmet(obj/item/clothing/head/helmet/helmet)
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return
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/datum/suit_cycler_choice/department/noop/can_refit_suit(obj/item/clothing/suit/space/suit)
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return TRUE
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/datum/suit_cycler_choice/department/noop/do_refit_suit(obj/item/clothing/suit/space/suit)
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return
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/datum/suit_cycler_choice/department/eng/standard
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name = "Engineering"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering
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suit_becomes = /obj/item/clothing/suit/space/void/engineering
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/datum/suit_cycler_choice/department/eng/hazmat
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name = "HAZMAT"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/hazmat
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suit_becomes = /obj/item/clothing/suit/space/void/engineering/hazmat
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/datum/suit_cycler_choice/department/eng/construction
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name = "Construction"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/construction
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suit_becomes = /obj/item/clothing/suit/space/void/engineering/construction
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/datum/suit_cycler_choice/department/eng/reinforced
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name = "Reinforced"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/alt
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suit_becomes = /obj/item/clothing/suit/space/void/engineering/alt
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/datum/suit_cycler_choice/department/eng/salvager
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name = "Salvager"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/salvage
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suit_becomes = /obj/item/clothing/suit/space/void/engineering/salvage
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/datum/suit_cycler_choice/department/eng/atmospherics
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name = "Atmospherics"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/atmos
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suit_becomes = /obj/item/clothing/suit/space/void/atmos
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/datum/suit_cycler_choice/department/eng/heavyduty
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name = "Heavy Duty Atmospherics"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/atmos/alt
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suit_becomes = /obj/item/clothing/suit/space/void/atmos/alt
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/datum/suit_cycler_choice/department/crg/mining
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name = "Mining"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/mining
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suit_becomes = /obj/item/clothing/suit/space/void/mining
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/datum/suit_cycler_choice/department/crg/frontiermining
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name = "Frontier Miner"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/mining/alt
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suit_becomes = /obj/item/clothing/suit/space/void/mining/alt
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/datum/suit_cycler_choice/department/med/standard
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name = "Medical"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical
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suit_becomes = /obj/item/clothing/suit/space/void/medical
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/datum/suit_cycler_choice/department/med/biohazard
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name = "Biohazard"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical/bio
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suit_becomes = /obj/item/clothing/suit/space/void/medical/bio
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/datum/suit_cycler_choice/department/med/emt
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name = "Emergency Medical Response"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical/emt
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suit_becomes = /obj/item/clothing/suit/space/void/medical/emt
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/datum/suit_cycler_choice/department/med/streamlined
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name = "Vey-Medical Streamlined"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical/alt
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suit_becomes = /obj/item/clothing/suit/space/void/medical/alt
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/datum/suit_cycler_choice/department/sec/standard
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name = "Security"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/security
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suit_becomes = /obj/item/clothing/suit/space/void/security
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/datum/suit_cycler_choice/department/sec/riot
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name = "Crowd Control"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/security/riot
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suit_becomes = /obj/item/clothing/suit/space/void/security/riot
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/datum/suit_cycler_choice/department/sec/eva
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name = "Security EVA"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/security/alt
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suit_becomes = /obj/item/clothing/suit/space/void/security/alt
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/datum/suit_cycler_choice/department/exp/standard
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name = "Exploration"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/exploration
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suit_becomes = /obj/item/clothing/suit/space/void/exploration
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/datum/suit_cycler_choice/department/exp/medic
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name = "Field Medic"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/expedition_medical
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suit_becomes = /obj/item/clothing/suit/space/void/expedition_medical
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/datum/suit_cycler_choice/department/exp/old
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name = "Old Exploration"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/exploration/alt
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suit_becomes = /obj/item/clothing/suit/space/void/exploration/alt
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/datum/suit_cycler_choice/department/pil/pilot
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name = "Pilot"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/pilot
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suit_becomes = /obj/item/clothing/suit/space/void/pilot
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/datum/suit_cycler_choice/department/pil/pilot_blue
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name = "Pilot Blue"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/pilot/alt
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suit_becomes = /obj/item/clothing/suit/space/void/pilot/alt
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/datum/suit_cycler_choice/department/captain
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name = "Manager"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/captain
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suit_becomes = /obj/item/clothing/suit/space/void/captain
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/datum/suit_cycler_choice/department/prototype
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name = "Prototype"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/security/prototype
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suit_becomes = /obj/item/clothing/suit/space/void/security/prototype
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/datum/suit_cycler_choice/department/emag/merc
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name = "^%###^%$" || "Mercenary"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/merc
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suit_becomes = /obj/item/clothing/suit/space/void/merc
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/datum/suit_cycler_choice/department/emag/pyro
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name = "Charring"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/merc/fire
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suit_becomes = /obj/item/clothing/suit/space/void/merc/fire
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/datum/suit_cycler_choice/department/wizard
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name = "Gem-Encrusted" || "Wizard"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/wizard
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suit_becomes = /obj/item/clothing/suit/space/void/wizard
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/datum/suit_cycler_choice/department/vintage/crew
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name = "Vintage Crew"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb
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suit_becomes = /obj/item/clothing/suit/space/void/refurb
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/datum/suit_cycler_choice/department/vintage/eng
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name = "Vintage Engineering"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/engineering
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/engineering
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/datum/suit_cycler_choice/department/vintage/marine
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name = "Vintage Marine"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/marine
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/marine
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/datum/suit_cycler_choice/department/vintage/officer
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name = "Vintage Officer"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/officer
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/officer
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/datum/suit_cycler_choice/department/vintage/research
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name = "Vintage Research (Bubble Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research/alt
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/research
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/datum/suit_cycler_choice/department/vintage/research/ch
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name = "Vintage Research (Closed Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/research
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/datum/suit_cycler_choice/department/vintage/med
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name = "Vintage Medical (Bubble Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical/alt
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical
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/datum/suit_cycler_choice/department/vintage/med/ch
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name = "Vintage Medical (Closed Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical
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/datum/suit_cycler_choice/department/vintage/merc
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name = "Vintage Mercenary"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/mercenary
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/mercenary
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/datum/suit_cycler_choice/department/vintage/pilot
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name = "Vintage Pilot (Bubble Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot
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/datum/suit_cycler_choice/department/vintage/pilot/ch
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name = "Vintage Pilot (Closed Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot/alt
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot
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/datum/suit_cycler_choice/department/talon/crew
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name = "Talon Crew"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/talon
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/datum/suit_cycler_choice/department/talon/eng
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name = "Talon Engineering"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/engineering/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/engineering/talon
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/datum/suit_cycler_choice/department/talon/med
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name = "Talon Medical (Bubble Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical/alt/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical/talon
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/datum/suit_cycler_choice/department/talon/med/ch
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name = "Talon Medical (Closed Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical/talon
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/datum/suit_cycler_choice/department/talon/officer
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name = "Talon Officer"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/officer/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/officer/talon
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/datum/suit_cycler_choice/department/talon/pilot
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name = "Talon Pilot (Bubble Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot/talon
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/datum/suit_cycler_choice/department/talon/pilot/ch
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name = "Talon Pilot (Closed Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot/alt/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot/talon
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/datum/suit_cycler_choice/department/talon/res
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name = "Talon Research (Bubble Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research/alt/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/research/talon
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/datum/suit_cycler_choice/department/talon/res/ch
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name = "Talon Research (Closed Helm)"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/research/talon
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/datum/suit_cycler_choice/department/talon/marine
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name = "Talon Marine"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/marine/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/marine/talon
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/datum/suit_cycler_choice/department/talon/marine/alt
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name = "Talon Mercenary"
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helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/mercenary/talon
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suit_becomes = /obj/item/clothing/suit/space/void/refurb/mercenary/talon
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// Uses same logic as it used to, which is that it bases an assumption of 'we should have custom sprites' on
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// the presence of the species in the sprite_sheets_obj list on the helmet and suit
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/datum/suit_cycler_choice/species/proc/can_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
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for(var/obj/item/clothing/C in list(helmet, suit))
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if(C.sprite_sheets_obj[name])
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if(!(C.icon_state in cached_icon_states(C.sprite_sheets_obj[name])))
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return FALSE // Species was in sprite_sheets_obj, but had no sprite for this object in particular
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return TRUE
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/datum/suit_cycler_choice/species/proc/do_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
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for(var/obj/item/clothing/C in list(helmet, suit))
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C.refit_for_species(name)
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/datum/suit_cycler_choice/species/noop
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name = "No Change"
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/datum/suit_cycler_choice/species/noop/can_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
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return TRUE
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/datum/suit_cycler_choice/species/noop/do_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
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return
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/datum/suit_cycler_choice/species/human
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name = SPECIES_HUMAN
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/datum/suit_cycler_choice/species/skrell
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name = SPECIES_SKRELL
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/datum/suit_cycler_choice/species/unathi
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name = SPECIES_UNATHI
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/datum/suit_cycler_choice/species/tajaran
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name = SPECIES_TAJ
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/datum/suit_cycler_choice/species/teshari
|
||||
name = SPECIES_TESHARI
|
||||
/datum/suit_cycler_choice/species/akula
|
||||
name = SPECIES_AKULA
|
||||
/datum/suit_cycler_choice/species/sergal
|
||||
name = SPECIES_SERGAL
|
||||
/datum/suit_cycler_choice/species/vulpkanin
|
||||
name = SPECIES_VULPKANIN
|
||||
@@ -11,11 +11,11 @@
|
||||
density = 1
|
||||
var/mob/living/carbon/human/OCCUPANT = null
|
||||
var/obj/item/clothing/suit/space/SUIT = null
|
||||
var/SUIT_TYPE = null
|
||||
var/suit_type = null
|
||||
var/obj/item/clothing/head/helmet/space/HELMET = null
|
||||
var/HELMET_TYPE = null
|
||||
var/helmet_type = null
|
||||
var/obj/item/clothing/mask/MASK = null //All the stuff that's gonna be stored insiiiiiiiiiiiiiiiiiiide, nyoro~n
|
||||
var/MASK_TYPE = null //Erro's idea on standarising SSUs whle keeping creation of other SSU types easy: Make a child SSU, name it something then set the TYPE vars to your desired suit output. New() should take it from there by itself.
|
||||
var/mask_type = null //Erro's idea on standarising SSUs whle keeping creation of other SSU types easy: Make a child SSU, name it something then set the TYPE vars to your desired suit output. New() should take it from there by itself.
|
||||
var/isopen = 0
|
||||
var/islocked = 0
|
||||
var/isUV = 0
|
||||
@@ -29,18 +29,19 @@
|
||||
//The units themselves/////////////////
|
||||
|
||||
/obj/machinery/suit_storage_unit/standard_unit
|
||||
SUIT_TYPE = /obj/item/clothing/suit/space
|
||||
HELMET_TYPE = /obj/item/clothing/head/helmet/space
|
||||
MASK_TYPE = /obj/item/clothing/mask/breath
|
||||
suit_type = /obj/item/clothing/suit/space
|
||||
helmet_type = /obj/item/clothing/head/helmet/space
|
||||
mask_type = /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/machinery/suit_storage_unit/New()
|
||||
/obj/machinery/suit_storage_unit/Initialize()
|
||||
. = ..()
|
||||
if(suit_type)
|
||||
SUIT = new suit_type(src)
|
||||
if(helmet_type)
|
||||
HELMET = new helmet_type(src)
|
||||
if(mask_type)
|
||||
MASK = new mask_type(src)
|
||||
update_icon()
|
||||
if(SUIT_TYPE)
|
||||
SUIT = new SUIT_TYPE(src)
|
||||
if(HELMET_TYPE)
|
||||
HELMET = new HELMET_TYPE(src)
|
||||
if(MASK_TYPE)
|
||||
MASK = new MASK_TYPE(src)
|
||||
|
||||
/obj/machinery/suit_storage_unit/update_icon()
|
||||
var/hashelmet = 0
|
||||
@@ -168,21 +169,9 @@
|
||||
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/toggleUV(mob/user as mob)
|
||||
// var/protected = 0
|
||||
// var/mob/living/carbon/human/H = user
|
||||
if(!panelopen)
|
||||
return
|
||||
|
||||
/*if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
|
||||
if(H.gloves)
|
||||
var/obj/item/clothing/gloves/G = H.gloves
|
||||
if(istype(G,/obj/item/clothing/gloves/yellow))
|
||||
protected = 1
|
||||
|
||||
if(!protected)
|
||||
playsound(src, "sparks", 75, 1, -1)
|
||||
to_chat(user, "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>")
|
||||
return*/
|
||||
else //welp, the guy is protected, we can continue
|
||||
if(issuperUV)
|
||||
to_chat(user, "You slide the dial back towards \"185nm\".")
|
||||
@@ -194,21 +183,9 @@
|
||||
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/togglesafeties(mob/user as mob)
|
||||
// var/protected = 0
|
||||
// var/mob/living/carbon/human/H = user
|
||||
if(!panelopen) //Needed check due to bugs
|
||||
return
|
||||
|
||||
/*if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
|
||||
if(H.gloves)
|
||||
var/obj/item/clothing/gloves/G = H.gloves
|
||||
if(istype(G,/obj/item/clothing/gloves/yellow))
|
||||
protected = 1
|
||||
|
||||
if(!protected)
|
||||
playsound(src, "sparks", 75, 1, -1)
|
||||
to_chat(user, "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>")
|
||||
return*/
|
||||
else
|
||||
to_chat(user, "You push the button. The coloured LED next to it changes.")
|
||||
safetieson = !safetieson
|
||||
@@ -335,30 +312,6 @@
|
||||
updateUsrDialog()
|
||||
return
|
||||
|
||||
/* spawn(200) //Let's clean dat shit after 20 secs //Eh, this doesn't work
|
||||
if(HELMET)
|
||||
HELMET.clean_blood()
|
||||
if(SUIT)
|
||||
SUIT.clean_blood()
|
||||
if(MASK)
|
||||
MASK.clean_blood()
|
||||
isUV = 0 //Cycle ends
|
||||
update_icon()
|
||||
updateUsrDialog()
|
||||
|
||||
var/i
|
||||
for(i=0,i<4,i++) //Gradually give the guy inside some damaged based on the intensity
|
||||
spawn(50)
|
||||
if(OCCUPANT)
|
||||
if(issuperUV)
|
||||
OCCUPANT.take_organ_damage(0,40)
|
||||
to_chat(user, "Test. You gave him 40 damage")
|
||||
else
|
||||
OCCUPANT.take_organ_damage(0,8)
|
||||
to_chat(user, "Test. You gave him 8 damage")
|
||||
return*/
|
||||
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/cycletimeleft()
|
||||
if(cycletime_left >= 1)
|
||||
cycletime_left--
|
||||
@@ -371,8 +324,6 @@
|
||||
|
||||
if(!OCCUPANT)
|
||||
return
|
||||
// for(var/obj/O in src)
|
||||
// O.loc = src.loc
|
||||
|
||||
if(OCCUPANT.client)
|
||||
if(user != OCCUPANT)
|
||||
@@ -426,14 +377,10 @@
|
||||
usr.client.perspective = EYE_PERSPECTIVE
|
||||
usr.client.eye = src
|
||||
usr.loc = src
|
||||
// usr.metabslow = 1
|
||||
OCCUPANT = usr
|
||||
isopen = 0 //Close the thing after the guy gets inside
|
||||
update_icon()
|
||||
|
||||
// for(var/obj/O in src)
|
||||
// qdel(O)
|
||||
|
||||
add_fingerprint(usr)
|
||||
updateUsrDialog()
|
||||
return
|
||||
@@ -475,8 +422,6 @@
|
||||
OCCUPANT = M
|
||||
isopen = 0 //close ittt
|
||||
|
||||
//for(var/obj/O in src)
|
||||
// O.loc = src.loc
|
||||
add_fingerprint(user)
|
||||
qdel(G)
|
||||
updateUsrDialog()
|
||||
@@ -535,9 +480,10 @@
|
||||
|
||||
//////////////////////////////REMINDER: Make it lock once you place some fucker inside.
|
||||
|
||||
//God this entire file is fucking awful
|
||||
//God this entire file is fucking awful //Yes
|
||||
//Suit painter for Bay's special snowflake aliums.
|
||||
|
||||
GLOBAL_LIST_EMPTY(suit_cycler_typecache)
|
||||
/obj/machinery/suit_cycler
|
||||
|
||||
name = "suit cycler"
|
||||
@@ -559,13 +505,31 @@
|
||||
var/can_repair // If set, the cycler can repair voidsuits.
|
||||
var/electrified = 0
|
||||
|
||||
//Departments that the cycler can paint suits to look like.
|
||||
var/list/departments = list("Engineering","Mining","Medical","Security","Atmospherics","HAZMAT","Construction","Biohazard","Emergency Medical Response","Crowd Control","Security EVA")
|
||||
//Species that the suits can be configured to fit.
|
||||
var/list/species = list(SPECIES_HUMAN,SPECIES_SKRELL,SPECIES_UNATHI,SPECIES_TAJ, SPECIES_TESHARI)
|
||||
/// Departments that the cycler can paint suits to look like. Null assumes all except specially excluded ones.
|
||||
/// No idea why these particular suits are the default cycler's options.
|
||||
var/list/limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/eng/standard,
|
||||
/datum/suit_cycler_choice/department/crg/mining,
|
||||
/datum/suit_cycler_choice/department/med/standard,
|
||||
/datum/suit_cycler_choice/department/sec/standard,
|
||||
/datum/suit_cycler_choice/department/eng/atmospherics,
|
||||
/datum/suit_cycler_choice/department/eng/hazmat,
|
||||
/datum/suit_cycler_choice/department/eng/construction,
|
||||
/datum/suit_cycler_choice/department/med/biohazard,
|
||||
/datum/suit_cycler_choice/department/med/emt,
|
||||
/datum/suit_cycler_choice/department/sec/riot,
|
||||
/datum/suit_cycler_choice/department/sec/eva
|
||||
)
|
||||
|
||||
/// Species that the cycler can refit suits for. Null assumes all except specially excluded ones.
|
||||
var/list/limit_species
|
||||
|
||||
var/target_department
|
||||
var/target_species
|
||||
var/list/departments
|
||||
var/list/species
|
||||
var/list/emagged_departments
|
||||
|
||||
var/datum/suit_cycler_choice/department/target_department
|
||||
var/datum/suit_cycler_choice/species/target_species
|
||||
|
||||
var/mob/living/carbon/human/occupant = null
|
||||
var/obj/item/clothing/suit/space/void/suit = null
|
||||
@@ -573,96 +537,187 @@
|
||||
|
||||
var/datum/wires/suit_storage_unit/wires = null
|
||||
|
||||
/obj/machinery/suit_cycler/New()
|
||||
..()
|
||||
/obj/machinery/suit_cycler/Initialize()
|
||||
. = ..()
|
||||
|
||||
departments = load_departments()
|
||||
species = load_species()
|
||||
emagged_departments = load_emagged()
|
||||
limit_departments = null // just for mem
|
||||
|
||||
target_department = departments["No Change"]
|
||||
target_species = species["No Change"]
|
||||
|
||||
if(!target_department || !target_species)
|
||||
stat |= BROKEN
|
||||
|
||||
wires = new(src)
|
||||
target_department = departments[1]
|
||||
target_species = species[1]
|
||||
if(!target_department || !target_species) qdel(src)
|
||||
|
||||
/obj/machinery/suit_cycler/Destroy()
|
||||
qdel(wires)
|
||||
wires = null
|
||||
return ..()
|
||||
|
||||
/obj/machinery/suit_cycler/proc/load_departments()
|
||||
var/list/typecache = GLOB.suit_cycler_typecache[type]
|
||||
// First of our type
|
||||
if(!typecache)
|
||||
typecache = list()
|
||||
GLOB.suit_cycler_typecache[type] = typecache
|
||||
var/list/loaded = typecache["departments"]
|
||||
// No departments loaded
|
||||
if(!loaded)
|
||||
loaded = list()
|
||||
typecache["departments"] = loaded
|
||||
for(var/datum/suit_cycler_choice/department/thing as anything in GLOB.suit_cycler_departments)
|
||||
if(istype(thing, /datum/suit_cycler_choice/department/noop))
|
||||
loaded[thing.name] = thing
|
||||
continue
|
||||
if(limit_departments && !is_type_in_list(thing, limit_departments))
|
||||
continue
|
||||
loaded[thing.name] = thing
|
||||
|
||||
return loaded
|
||||
|
||||
/obj/machinery/suit_cycler/proc/load_species()
|
||||
var/list/typecache = GLOB.suit_cycler_typecache[type]
|
||||
// First of our type
|
||||
if(!typecache)
|
||||
typecache = list()
|
||||
GLOB.suit_cycler_typecache[type] = typecache
|
||||
var/list/loaded = typecache["species"]
|
||||
// No species loaded
|
||||
if(!loaded)
|
||||
loaded = list()
|
||||
typecache["species"] = loaded
|
||||
for(var/datum/suit_cycler_choice/species/thing as anything in GLOB.suit_cycler_species)
|
||||
if(istype(thing, /datum/suit_cycler_choice/species/noop))
|
||||
loaded[thing.name] = thing
|
||||
continue
|
||||
if(limit_species && !is_type_in_list(thing, limit_species))
|
||||
continue
|
||||
loaded[thing.name] = thing
|
||||
|
||||
return loaded
|
||||
|
||||
/obj/machinery/suit_cycler/proc/load_emagged()
|
||||
var/list/typecache = GLOB.suit_cycler_typecache[type]
|
||||
// First of our type
|
||||
if(!typecache)
|
||||
typecache = list()
|
||||
GLOB.suit_cycler_typecache[type] = typecache
|
||||
var/list/loaded = typecache["emagged"]
|
||||
// No emagged loaded
|
||||
if(!loaded)
|
||||
loaded = list()
|
||||
typecache["emagged"] = loaded
|
||||
for(var/datum/suit_cycler_choice/department/thing as anything in GLOB.suit_cycler_emagged)
|
||||
loaded[thing.name] = thing
|
||||
|
||||
return loaded
|
||||
|
||||
/obj/machinery/suit_cycler/refit_only
|
||||
name = "Suit cycler"
|
||||
desc = "A dedicated industrial machine that can refit voidsuits for different species, but not change the suit's overall appearance or departmental scheme."
|
||||
model_text = "General Access"
|
||||
req_access = null
|
||||
departments = list("No Change")
|
||||
limit_departments = list()
|
||||
|
||||
/obj/machinery/suit_cycler/engineering
|
||||
name = "Engineering suit cycler"
|
||||
model_text = "Engineering"
|
||||
req_access = list(access_construction)
|
||||
departments = list("Engineering","Atmospherics","HAZMAT","Construction","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/eng
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/mining
|
||||
name = "Mining suit cycler"
|
||||
model_text = "Mining"
|
||||
req_access = list(access_mining)
|
||||
departments = list("Mining","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/crg
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/security
|
||||
name = "Security suit cycler"
|
||||
model_text = "Security"
|
||||
req_access = list(access_security)
|
||||
departments = list("Security","Crowd Control","Security EVA","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/sec
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/medical
|
||||
name = "Medical suit cycler"
|
||||
model_text = "Medical"
|
||||
req_access = list(access_medical)
|
||||
departments = list("Medical","Biohazard","Emergency Medical Response","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/med
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/syndicate
|
||||
name = "Nonstandard suit cycler"
|
||||
model_text = "Nonstandard"
|
||||
req_access = list(access_syndicate)
|
||||
departments = list("Mercenary", "Charring","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/emag
|
||||
)
|
||||
can_repair = 1
|
||||
|
||||
/obj/machinery/suit_cycler/exploration
|
||||
name = "Explorer suit cycler"
|
||||
model_text = "Exploration"
|
||||
departments = list("Exploration","Expedition Medic","Old Exploration","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/exp
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/pilot
|
||||
name = "Pilot suit cycler"
|
||||
model_text = "Pilot"
|
||||
departments = list("Pilot Blue","Pilot","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/pil
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage
|
||||
name = "Vintage Crew suit cycler"
|
||||
model_text = "Vintage"
|
||||
departments = list("Vintage Crew","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/vintage/crew
|
||||
)
|
||||
req_access = null
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/pilot
|
||||
name = "Vintage Pilot suit cycler"
|
||||
model_text = "Vintage Pilot"
|
||||
departments = list("Vintage Pilot (Bubble Helm)","Vintage Pilot (Closed Helm)","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/vintage/pilot
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/medsci
|
||||
name = "Vintage MedSci suit cycler"
|
||||
model_text = "Vintage MedSci"
|
||||
departments = list("Vintage Medical (Bubble Helm)","Vintage Medical (Closed Helm)","Vintage Research (Bubble Helm)","Vintage Research (Closed Helm)","No Change")
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/vintage/research,
|
||||
/datum/suit_cycler_choice/department/vintage/med
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/rugged
|
||||
name = "Vintage Ruggedized suit cycler"
|
||||
model_text = "Vintage Ruggedized"
|
||||
departments = list("Vintage Engineering","Vintage Marine","Vintage Officer","Vintage Mercenary","No Change")
|
||||
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/vintage/eng,
|
||||
/datum/suit_cycler_choice/department/vintage/marine,
|
||||
/datum/suit_cycler_choice/department/vintage/officer,
|
||||
/datum/suit_cycler_choice/department/vintage/merc
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/omni
|
||||
name = "Vintage Master suit cycler"
|
||||
model_text = "Vintage Master"
|
||||
departments = list("Vintage Crew","Vintage Engineering","Vintage Pilot (Bubble Helm)","Vintage Pilot (Closed Helm)","Vintage Medical (Bubble Helm)","Vintage Medical (Closed Helm)","Vintage Research (Bubble Helm)","Vintage Research (Closed Helm)","Vintage Marine","Vintage Officer","Vintage Mercenary","No Change")
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/Initialize()
|
||||
species -= SPECIES_TESHARI
|
||||
return ..()
|
||||
limit_departments = list(
|
||||
/datum/suit_cycler_choice/department/vintage
|
||||
)
|
||||
|
||||
/obj/machinery/suit_cycler/attack_ai(mob/user as mob)
|
||||
return attack_hand(user)
|
||||
@@ -807,8 +862,6 @@
|
||||
|
||||
//Clear the access reqs, disable the safeties, and open up all paintjobs.
|
||||
to_chat(user, "<span class='danger'>You run the sequencer across the interface, corrupting the operating protocols.</span>")
|
||||
departments = list("Engineering","Mining","Medical","Security","Atmospherics","HAZMAT","Construction","Biohazard","Crowd Control","Security EVA","Emergency Medical Response","^%###^%$", "Charring","No Change")
|
||||
species = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJ, SPECIES_TESHARI, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_VULPKANIN) //VORESTATION EDIT
|
||||
|
||||
emagged = 1
|
||||
safeties = 0
|
||||
@@ -842,8 +895,6 @@
|
||||
/obj/machinery/suit_cycler/tgui_data(mob/user)
|
||||
var/list/data = list()
|
||||
|
||||
data["departments"] = departments
|
||||
data["species"] = species
|
||||
data["model_text"] = model_text
|
||||
data["can_repair"] = can_repair
|
||||
data["userHasAccess"] = allowed(user)
|
||||
@@ -872,6 +923,28 @@
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/suit_cycler/tgui_static_data(mob/user)
|
||||
var/list/data = list()
|
||||
|
||||
// tgui gets angy if you pass values too
|
||||
var/list/department_keys = list()
|
||||
for(var/key in departments)
|
||||
department_keys += key
|
||||
|
||||
// emagged at the bottom
|
||||
if(emagged)
|
||||
for(var/key in emagged_departments)
|
||||
department_keys += key
|
||||
|
||||
var/list/species_keys = list()
|
||||
for(var/key in species)
|
||||
species_keys += key
|
||||
|
||||
data["departments"] = department_keys
|
||||
data["species"] = species_keys
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/suit_cycler/tgui_act(action, params)
|
||||
if(..())
|
||||
return TRUE
|
||||
@@ -890,13 +963,15 @@
|
||||
if("department")
|
||||
var/choice = params["department"]
|
||||
if(choice in departments)
|
||||
target_department = choice
|
||||
target_department = departments[choice]
|
||||
else if(emagged && (choice in emagged_departments))
|
||||
target_department = emagged_departments[choice]
|
||||
. = TRUE
|
||||
|
||||
if("species")
|
||||
var/choice = params["species"]
|
||||
if(choice in species)
|
||||
target_species = choice
|
||||
target_species = species[choice]
|
||||
. = TRUE
|
||||
|
||||
if("radlevel")
|
||||
@@ -1035,227 +1110,22 @@
|
||||
|
||||
return
|
||||
|
||||
//There HAS to be a less bloated way to do this. TODO: some kind of table/icon name coding? ~Z
|
||||
//hold onto your hat, this sumbitch just got streamlined -KK
|
||||
// "Streamlined" before? Ok. -Aro
|
||||
/obj/machinery/suit_cycler/proc/apply_paintjob()
|
||||
var/obj/item/clothing/head/helmet/parent_helmet
|
||||
var/obj/item/clothing/suit/space/parent_suit
|
||||
var/turf/T = get_turf(src)
|
||||
if(!target_species || !target_department)
|
||||
return
|
||||
//Now "Complete" with most departmental and variant suits, and sorted by department. These aren't available in the standard or emagged cycler lists because they're incomplete for most species.
|
||||
switch(target_department)
|
||||
if("No Change")
|
||||
parent_helmet = helmet
|
||||
parent_suit = suit
|
||||
//Engineering and Engineering Variants
|
||||
if("Engineering")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering
|
||||
parent_suit = /obj/item/clothing/suit/space/void/engineering
|
||||
if("HAZMAT")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/hazmat
|
||||
parent_suit = /obj/item/clothing/suit/space/void/engineering/hazmat
|
||||
if("Construction")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/construction
|
||||
parent_suit = /obj/item/clothing/suit/space/void/engineering/construction
|
||||
if("Reinforced")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/engineering/alt
|
||||
if("Salvager")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/salvage
|
||||
parent_suit = /obj/item/clothing/suit/space/void/engineering/salvage
|
||||
if("Atmospherics")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/atmos
|
||||
parent_suit = /obj/item/clothing/suit/space/void/atmos
|
||||
if("Heavy Duty Atmospherics")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/atmos/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/atmos/alt
|
||||
//Mining and Mining Variants
|
||||
if("Mining")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/mining
|
||||
parent_suit = /obj/item/clothing/suit/space/void/mining
|
||||
if("Frontier Miner")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/mining/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/mining/alt
|
||||
//Medical and Medical Variants
|
||||
if("Medical")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical
|
||||
parent_suit = /obj/item/clothing/suit/space/void/medical
|
||||
if("Biohazard")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/bio
|
||||
parent_suit = /obj/item/clothing/suit/space/void/medical/bio
|
||||
if("Emergency Medical Response")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/emt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/medical/emt
|
||||
if("Vey-Medical Streamlined")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/medical/alt
|
||||
//Security and Security Variants
|
||||
if("Security")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/security
|
||||
parent_suit = /obj/item/clothing/suit/space/void/security
|
||||
if("Crowd Control")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/security/riot
|
||||
parent_suit = /obj/item/clothing/suit/space/void/security/riot
|
||||
if("Security EVA")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/security/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/security/alt
|
||||
//Exploration Department
|
||||
if("Exploration")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/exploration
|
||||
parent_suit = /obj/item/clothing/suit/space/void/exploration
|
||||
if("Field Medic")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/expedition_medical
|
||||
parent_suit = /obj/item/clothing/suit/space/void/expedition_medical
|
||||
if("Old Exploration")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/exploration/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/exploration/alt
|
||||
if("Pilot")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/pilot
|
||||
parent_suit = /obj/item/clothing/suit/space/void/pilot
|
||||
if("Pilot Blue")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/pilot/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/pilot/alt
|
||||
//Antag Suits
|
||||
if("^%###^%$" || "Mercenary")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc
|
||||
parent_suit = /obj/item/clothing/suit/space/void/merc
|
||||
if("Charring")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc/fire
|
||||
parent_suit = /obj/item/clothing/suit/space/void/merc/fire
|
||||
if("Gem-Encrusted" || "Wizard")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/wizard
|
||||
parent_suit = /obj/item/clothing/suit/space/void/wizard
|
||||
//Special or Event suits
|
||||
if("Vintage Crew")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb
|
||||
if("Vintage Engineering")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/engineering
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/engineering
|
||||
if("Vintage Medical (Bubble Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/medical/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/medical
|
||||
if("Vintage Medical (Closed Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/medical
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/medical
|
||||
if("Vintage Marine")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/marine
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/marine
|
||||
if("Vintage Officer")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/officer
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/officer
|
||||
if("Vintage Pilot (Bubble Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/pilot
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/pilot
|
||||
if("Vintage Pilot (Closed Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/pilot/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/pilot
|
||||
if("Vintage Research (Bubble Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/research/alt
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/research
|
||||
if("Vintage Research (Closed Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/research
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/research
|
||||
if("Vintage Mercenary")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/mercenary
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/mercenary
|
||||
//BEGIN: Space for additional downstream variants
|
||||
//VOREStation Addition Start
|
||||
if("Manager")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/captain
|
||||
parent_suit = /obj/item/clothing/suit/space/void/captain
|
||||
if("Prototype")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/security/prototype
|
||||
parent_suit = /obj/item/clothing/suit/space/void/security/prototype
|
||||
if("Talon Crew")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/talon
|
||||
if("Talon Engineering")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/engineering/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/engineering/talon
|
||||
if("Talon Medical (Bubble Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/medical/alt/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/medical/talon
|
||||
if("Talon Medical (Closed Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/medical/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/medical/talon
|
||||
if("Talon Marine")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/marine/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/marine/talon
|
||||
if("Talon Officer")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/officer/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/officer/talon
|
||||
if("Talon Pilot (Bubble Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/pilot/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/pilot/talon
|
||||
if("Talon Pilot (Closed Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/pilot/alt/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/pilot/talon
|
||||
if("Talon Research (Bubble Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/research/alt/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/research/talon
|
||||
if("Talon Research (Closed Helm)")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/research/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/research/talon
|
||||
if("Talon Mercenary")
|
||||
parent_helmet = /obj/item/clothing/head/helmet/space/void/refurb/mercenary/talon
|
||||
parent_suit = /obj/item/clothing/suit/space/void/refurb/mercenary/talon
|
||||
//VOREStation Addition End
|
||||
//END: downstream variant space
|
||||
if(target_species)
|
||||
//Only run these checks if they have a sprite sheet defined, otherwise they use human's anyways, and there is almost definitely a sprite.
|
||||
if((helmet!=null&&(target_species in helmet.sprite_sheets_obj))||(suit!=null&&(target_species in suit.sprite_sheets_obj)))
|
||||
//Making sure all of our items have the sprites to be refitted.
|
||||
var/helmet_check = ((helmet!=null && (initial(parent_helmet.icon_state) in icon_states(helmet.sprite_sheets_obj[target_species],1))) || helmet==null)
|
||||
//If the helmet exists, only return true if there's also sprites for it. If the helmet doesn't exist, return true.
|
||||
var/suit_check = ((suit!=null && (initial(parent_suit.icon_state) in icon_states(suit.sprite_sheets_obj[target_species],1))) || suit==null)
|
||||
var/suit_helmet_check = ((suit!=null && suit.helmet!=null && (initial(parent_helmet.icon_state) in icon_states(suit.helmet.sprite_sheets_obj[target_species],1))) || suit==null || suit.helmet==null)
|
||||
if(helmet_check && suit_check && suit_helmet_check)
|
||||
if(helmet)
|
||||
helmet.refit_for_species(target_species)
|
||||
if(suit)
|
||||
suit.refit_for_species(target_species)
|
||||
if(suit.helmet)
|
||||
suit.helmet.refit_for_species(target_species)
|
||||
else
|
||||
//If they don't, alert the user and stop here.
|
||||
T.visible_message("[bicon(src)]<span class='warning'>Unable to apply specified cosmetics with specified species. Please try again with a different species or cosmetic option selected.</span>")
|
||||
return
|
||||
else
|
||||
if(helmet)
|
||||
helmet.refit_for_species(target_species)
|
||||
if(suit)
|
||||
suit.refit_for_species(target_species)
|
||||
if(suit.helmet)
|
||||
suit.helmet.refit_for_species(target_species)
|
||||
//look at this! isn't it beautiful? -KK (well ok not beautiful but it's a lot cleaner)
|
||||
if(helmet && target_department != "No Change")
|
||||
var/obj/item/clothing/H = new parent_helmet
|
||||
helmet.name = "refitted [initial(parent_helmet.name)]"
|
||||
helmet.desc = initial(parent_helmet.desc)
|
||||
helmet.icon_state = initial(parent_helmet.icon_state)
|
||||
helmet.item_state = initial(parent_helmet.item_state)
|
||||
helmet.light_overlay = initial(parent_helmet.light_overlay)
|
||||
helmet.item_state_slots = H.item_state_slots
|
||||
qdel(H)
|
||||
|
||||
if(suit && target_department != "No Change")
|
||||
var/obj/item/clothing/S = new parent_suit
|
||||
suit.name = "refitted [initial(parent_suit.name)]"
|
||||
suit.desc = initial(parent_suit.desc)
|
||||
suit.icon_state = initial(parent_suit.icon_state)
|
||||
suit.item_state = initial(parent_suit.item_state)
|
||||
suit.item_state_slots = S.item_state_slots
|
||||
qdel(S)
|
||||
|
||||
//can't believe I forgot to fix this- now helmets will properly cycle if they're attached to a suit -KK
|
||||
if(suit.helmet && target_department != "No Change")
|
||||
var/obj/item/clothing/AH = new parent_helmet
|
||||
suit.helmet.name = "refitted [initial(parent_helmet.name)]"
|
||||
suit.helmet.desc = initial(parent_helmet.desc)
|
||||
suit.helmet.icon_state = initial(parent_helmet.icon_state)
|
||||
suit.helmet.item_state = initial(parent_helmet.item_state)
|
||||
suit.helmet.light_overlay = initial(parent_helmet.light_overlay)
|
||||
suit.helmet.item_state_slots = AH.item_state_slots
|
||||
qdel(AH)
|
||||
if(suit?.helmet)
|
||||
visible_message("[bicon(src)]<span class='warning'>Separate the suit and helmet before applying any customizations.</span>")
|
||||
return
|
||||
|
||||
if(helmet && target_department.can_refit_helmet(helmet))
|
||||
target_department.do_refit_helmet(helmet)
|
||||
if(suit && target_department.can_refit_suit(suit))
|
||||
target_department.do_refit_suit(suit)
|
||||
|
||||
if(target_species.can_refit_to(helmet, suit))
|
||||
target_species.do_refit_to(helmet, suit)
|
||||
else
|
||||
visible_message("[bicon(src)]<span class='warning'>Unable to apply specified cosmetics with specified species. Please try again with a different species or cosmetic option selected.</span>")
|
||||
return
|
||||
|
||||
@@ -1,12 +1,7 @@
|
||||
/obj/machinery/suit_cycler
|
||||
departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Emergency Medical Response","Crowd Control","Exploration","Pilot Blue","Pilot","Manager","Prototype","No Change")
|
||||
species = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJ, SPECIES_TESHARI, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_VULPKANIN)
|
||||
|
||||
// Old Exploration is too WIP to use right now
|
||||
/obj/machinery/suit_cycler/exploration
|
||||
req_access = null
|
||||
req_one_access = list(access_explorer,access_medical_equip)
|
||||
departments = list("Exploration","Field Medic","No Change")
|
||||
|
||||
/obj/machinery/suit_cycler/pilot
|
||||
req_access = list(access_pilot)
|
||||
@@ -15,54 +10,46 @@
|
||||
name = "Manager suit cycler"
|
||||
model_text = "Manager"
|
||||
req_access = list(access_captain)
|
||||
departments = list("Manager","No Change")
|
||||
|
||||
/obj/machinery/suit_cycler/captain/Initialize() //No Teshari Sprites
|
||||
species -= SPECIES_TESHARI
|
||||
return ..()
|
||||
departments = list(/datum/suit_cycler_choice/department/captain)
|
||||
|
||||
/obj/machinery/suit_cycler/prototype
|
||||
name = "Prototype suit cycler"
|
||||
model_text = "Prototype"
|
||||
req_access = list(access_hos)
|
||||
departments = list("Prototype","No Change")
|
||||
|
||||
/obj/machinery/suit_cycler/prototype/Initialize() //No Teshari Sprites
|
||||
species -= SPECIES_TESHARI
|
||||
return ..()
|
||||
departments = list(/datum/suit_cycler_choice/department/prototype)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/tcrew
|
||||
name = "Talon crew suit cycler"
|
||||
model_text = "Talon crew"
|
||||
req_access = list(access_talon)
|
||||
departments = list("Talon Crew","No Change")
|
||||
departments = list(/datum/suit_cycler_choice/department/talon/crew)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/tpilot
|
||||
name = "Talon pilot suit cycler"
|
||||
model_text = "Talon pilot"
|
||||
req_access = list(access_talon)
|
||||
departments = list("Talon Pilot (Bubble Helm)","Talon Pilot (Closed Helm)","No Change")
|
||||
departments = list(/datum/suit_cycler_choice/department/talon/pilot)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/tengi
|
||||
name = "Talon engineer suit cycler"
|
||||
model_text = "Talon engineer"
|
||||
req_access = list(access_talon)
|
||||
departments = list("Talon Engineering","No Change")
|
||||
departments = list(/datum/suit_cycler_choice/department/talon/eng)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/tguard
|
||||
name = "Talon guard suit cycler"
|
||||
model_text = "Talon guard"
|
||||
req_access = list(access_talon)
|
||||
departments = list("Talon Marine","Talon Mercenary","No Change")
|
||||
departments = list(/datum/suit_cycler_choice/department/talon/marine)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/tmedic
|
||||
name = "Talon doctor suit cycler"
|
||||
model_text = "Talon doctor"
|
||||
req_access = list(access_talon)
|
||||
departments = list("Talon Medical (Bubble Helm)","Talon Medical (Closed Helm)","No Change")
|
||||
departments = list(/datum/suit_cycler_choice/department/talon/med)
|
||||
|
||||
/obj/machinery/suit_cycler/vintage/tcaptain
|
||||
name = "Talon captain suit cycler"
|
||||
model_text = "Talon captain"
|
||||
req_access = list(access_talon)
|
||||
departments = list("Talon Officer","No Change")
|
||||
departments = list(/datum/suit_cycler_choice/department/talon/officer)
|
||||
@@ -7,62 +7,14 @@
|
||||
|
||||
/obj/item/clothing/head/helmet/space/void
|
||||
species_restricted = list(SPECIES_HUMAN, SPECIES_RAPALA, SPECIES_VASILISSAN, SPECIES_ALRAUNE, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA)
|
||||
sprite_sheets = list(
|
||||
SPECIES_TAJ = 'icons/inventory/head/mob_tajaran.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/head/mob_skrell.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/head/mob_unathi.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/head/mob_teshari.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/head/mob_unathi.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/head/mob_akula.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/head/mob_sergal.dmi',
|
||||
SPECIES_NEVREAN = 'icons/inventory/head/mob_sergal.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/head/mob_vulpkanin.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/head/mob_vulpkanin.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/head/mob_vulpkanin.dmi'
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
SPECIES_TAJ = 'icons/inventory/head/item_tajaran.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/head/item_skrell.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/head/item_unathi.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/head/item_teshari.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/head/item_unathi.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/head/item_akula.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/head/item_sergal.dmi',
|
||||
SPECIES_NEVREAN = 'icons/inventory/head/item_sergal.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/head/item_vulpkanin.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/head/item_vulpkanin.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/head/item_vulpkanin.dmi'
|
||||
)
|
||||
sprite_sheets = VR_SPECIES_SPRITE_SHEETS_HEAD_MOB
|
||||
sprite_sheets_obj = VR_SPECIES_SPRITE_SHEETS_HEAD_ITEM
|
||||
|
||||
/obj/item/clothing/suit/space/void
|
||||
species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_RAPALA, SPECIES_VASILISSAN, SPECIES_ALRAUNE, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA)
|
||||
sprite_sheets = list(
|
||||
SPECIES_TAJ = 'icons/inventory/suit/mob_tajaran.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/suit/mob_skrell.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/suit/mob_unathi.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/suit/mob_teshari.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/suit/mob_unathi.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/suit/mob_akula.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/suit/mob_sergal.dmi',
|
||||
SPECIES_NEVREAN = 'icons/inventory/suit/mob_sergal.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/suit/mob_vulpkanin.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/suit/mob_vulpkanin.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/suit/mob_vulpkanin.dmi'
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
SPECIES_TAJ = 'icons/inventory/suit/item_tajaran.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/suit/item_skrell.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/suit/item_unathi.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/suit/item_teshari.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/suit/item_unathi.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/suit/item_akula.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/suit/item_sergal.dmi',
|
||||
SPECIES_NEVREAN = 'icons/inventory/suit/item_sergal.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/suit/item_vulpkanin.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/suit/item_vulpkanin.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/suit/item_vulpkanin.dmi'
|
||||
)
|
||||
|
||||
sprite_sheets = VR_SPECIES_SPRITE_SHEETS_SUIT_MOB
|
||||
sprite_sheets_obj = VR_SPECIES_SPRITE_SHEETS_SUIT_ITEM
|
||||
|
||||
// This is a hack to prevent the item_state variable on the suits from taking effect
|
||||
// when the item is equipped in outer clothing slot.
|
||||
// This variable is normally used to set the icon_override when the suit is refitted,
|
||||
@@ -152,33 +104,9 @@
|
||||
breach_threshold = 6 //this thing is basically tissue paper
|
||||
w_class = ITEMSIZE_NORMAL //if it's snug, high-tech, and made of relatively soft materials, it should be much easier to store!
|
||||
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
|
||||
|
||||
/obj/item/clothing/suit/space/void/autolok
|
||||
sprite_sheets = list(
|
||||
SPECIES_HUMAN = 'icons/inventory/suit/mob_vr.dmi',
|
||||
SPECIES_TAJ = 'icons/inventory/suit/mob_vr_tajaran.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/suit/mob_vr_skrell.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/suit/mob_vr_unathi.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/suit/mob_vr_unathi.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/suit/mob_vr_unathi.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/suit/mob_vr_unathi.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/suit/mob_vr_vulpkanin.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/suit/mob_vr_vulpkanin.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/suit/mob_vr_vulpkanin.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/suit/mob_vr_teshari.dmi'
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
SPECIES_TAJ = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/suit/item_vr.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/suit/item_vr.dmi'
|
||||
)
|
||||
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
|
||||
sprite_sheets_obj = null
|
||||
sprite_sheets_refit = null
|
||||
|
||||
/obj/item/clothing/suit/space/void/autolok/Initialize()
|
||||
. = ..()
|
||||
@@ -232,31 +160,7 @@
|
||||
species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX) //this thing can autoadapt too
|
||||
flags_inv = HIDEEARS|BLOCKHAIR //removed HIDEFACE/MASK/EYES flags so sunglasses or facemasks don't disappear. still gotta have BLOCKHAIR or it'll clip out tho.
|
||||
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
|
||||
|
||||
/obj/item/clothing/head/helmet/space/void/autolok
|
||||
sprite_sheets = list(
|
||||
SPECIES_HUMAN = 'icons/inventory/head/mob_vr.dmi',
|
||||
SPECIES_TAJ = 'icons/inventory/head/mob_vr_tajaran.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/head/mob_vr_skrell.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/head/mob_vr_unathi.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/head/mob_vr_unathi.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/head/mob_vr_unathi.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/head/mob_vr_unathi.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/head/mob_vr_vulpkanin.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/head/mob_vr_vulpkanin.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/head/mob_vr_vulpkanin.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/head/mob_vr_teshari.dmi'
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
SPECIES_TAJ = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_SKRELL = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_UNATHI = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_XENOHYBRID = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_AKULA = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_SERGAL = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_VULPKANIN = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_ZORREN_HIGH = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_FENNEC = 'icons/inventory/head/item_vr.dmi',
|
||||
SPECIES_TESHARI = 'icons/inventory/head/item_vr.dmi'
|
||||
)
|
||||
sprite_sheets_refit = list() //have to nullify this as well just to be thorough
|
||||
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
|
||||
sprite_sheets_obj = null
|
||||
sprite_sheets_refit = null
|
||||
|
||||
@@ -867,6 +867,7 @@
|
||||
#include "code\game\machinery\spaceheater.dm"
|
||||
#include "code\game\machinery\status_display.dm"
|
||||
#include "code\game\machinery\status_display_ai.dm"
|
||||
#include "code\game\machinery\suit_cycler_datums.dm"
|
||||
#include "code\game\machinery\suit_storage_unit.dm"
|
||||
#include "code\game\machinery\suit_storage_unit_vr.dm"
|
||||
#include "code\game\machinery\supply_display.dm"
|
||||
|
||||
Reference in New Issue
Block a user