Make suit cyclers use datums

This commit is contained in:
Aronai Sieyes
2021-07-15 01:19:16 -04:00
parent 69024156f7
commit 5fd41acb49
6 changed files with 541 additions and 454 deletions
+20
View File
@@ -213,6 +213,26 @@ GLOBAL_LIST_EMPTY(mannequins)
if(S.spawn_flags & SPECIES_IS_WHITELISTED)
GLOB.whitelisted_species += S.name
// Suit cyclers
paths = subtypesof(/datum/suit_cycler_choice/department)
for(var/path in paths)
var/datum/suit_cycler_choice/SCC = path
if(!initial(SCC.name))
continue
GLOB.suit_cycler_departments += new path()
paths = subtypesof(/datum/suit_cycler_choice/species)
for(var/path in paths)
var/datum/suit_cycler_choice/SCC = path
if(!initial(SCC.name))
continue
GLOB.suit_cycler_species += new path()
paths = subtypesof(/datum/suit_cycler_choice/department/emag)
for(var/path in paths)
var/datum/suit_cycler_choice/SCC = path
if(!initial(SCC.name))
continue
GLOB.suit_cycler_emagged += new path()
//Ores
paths = subtypesof(/ore)
for(var/oretype in paths)
+305
View File
@@ -0,0 +1,305 @@
GLOBAL_LIST_EMPTY(suit_cycler_departments)
GLOBAL_LIST_EMPTY(suit_cycler_species)
GLOBAL_LIST_EMPTY(suit_cycler_emagged)
/datum/suit_cycler_choice
var/name = null
/datum/suit_cycler_choice/department
/// Name of the choice in the suit cycler menu
name = null
/// Type path of the suit to produce
var/suit_becomes
/// Type path of the helmet to produce
var/helmet_becomes
/datum/suit_cycler_choice/department/proc/can_refit_helmet(obj/item/clothing/head/helmet/helmet)
return !!helmet_becomes
/datum/suit_cycler_choice/department/proc/do_refit_helmet(obj/item/clothing/head/helmet/helmet)
var/obj/item/clothing/tmp = new helmet_becomes()
helmet.name = "refitted [tmp.name]"
helmet.desc = tmp.desc
helmet.icon_state = tmp.icon_state
helmet.item_state = tmp.item_state
helmet.item_state_slots = tmp.item_state_slots?.Copy()
helmet.sprite_sheets = tmp.sprite_sheets?.Copy()
helmet.sprite_sheets_obj = tmp.sprite_sheets_obj?.Copy()
helmet.default_worn_icon = tmp.default_worn_icon
/datum/suit_cycler_choice/department/proc/can_refit_suit(obj/item/clothing/suit/space/suit)
return !!suit_becomes
/datum/suit_cycler_choice/department/proc/do_refit_suit(obj/item/clothing/suit/space/suit)
var/obj/item/clothing/tmp = new suit_becomes()
suit.name = "refitted [tmp.name]"
suit.desc = tmp.desc
suit.icon_state = tmp.icon_state
suit.item_state = tmp.item_state
suit.item_state_slots = tmp.item_state_slots?.Copy()
suit.sprite_sheets = tmp.sprite_sheets?.Copy()
suit.sprite_sheets_obj = tmp.sprite_sheets_obj?.Copy()
suit.default_worn_icon = tmp.default_worn_icon
// Ye olde 'noop' choice for refits
/datum/suit_cycler_choice/department/noop
name = "No Change"
/datum/suit_cycler_choice/department/noop/can_refit_helmet(obj/item/clothing/head/helmet/helmet)
return TRUE
/datum/suit_cycler_choice/department/noop/do_refit_helmet(obj/item/clothing/head/helmet/helmet)
return
/datum/suit_cycler_choice/department/noop/can_refit_suit(obj/item/clothing/suit/space/suit)
return TRUE
/datum/suit_cycler_choice/department/noop/do_refit_suit(obj/item/clothing/suit/space/suit)
return
/datum/suit_cycler_choice/department/eng/standard
name = "Engineering"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering
suit_becomes = /obj/item/clothing/suit/space/void/engineering
/datum/suit_cycler_choice/department/eng/hazmat
name = "HAZMAT"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/hazmat
suit_becomes = /obj/item/clothing/suit/space/void/engineering/hazmat
/datum/suit_cycler_choice/department/eng/construction
name = "Construction"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/construction
suit_becomes = /obj/item/clothing/suit/space/void/engineering/construction
/datum/suit_cycler_choice/department/eng/reinforced
name = "Reinforced"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/alt
suit_becomes = /obj/item/clothing/suit/space/void/engineering/alt
/datum/suit_cycler_choice/department/eng/salvager
name = "Salvager"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/engineering/salvage
suit_becomes = /obj/item/clothing/suit/space/void/engineering/salvage
/datum/suit_cycler_choice/department/eng/atmospherics
name = "Atmospherics"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/atmos
suit_becomes = /obj/item/clothing/suit/space/void/atmos
/datum/suit_cycler_choice/department/eng/heavyduty
name = "Heavy Duty Atmospherics"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/atmos/alt
suit_becomes = /obj/item/clothing/suit/space/void/atmos/alt
/datum/suit_cycler_choice/department/crg/mining
name = "Mining"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/mining
suit_becomes = /obj/item/clothing/suit/space/void/mining
/datum/suit_cycler_choice/department/crg/frontiermining
name = "Frontier Miner"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/mining/alt
suit_becomes = /obj/item/clothing/suit/space/void/mining/alt
/datum/suit_cycler_choice/department/med/standard
name = "Medical"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical
suit_becomes = /obj/item/clothing/suit/space/void/medical
/datum/suit_cycler_choice/department/med/biohazard
name = "Biohazard"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical/bio
suit_becomes = /obj/item/clothing/suit/space/void/medical/bio
/datum/suit_cycler_choice/department/med/emt
name = "Emergency Medical Response"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical/emt
suit_becomes = /obj/item/clothing/suit/space/void/medical/emt
/datum/suit_cycler_choice/department/med/streamlined
name = "Vey-Medical Streamlined"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/medical/alt
suit_becomes = /obj/item/clothing/suit/space/void/medical/alt
/datum/suit_cycler_choice/department/sec/standard
name = "Security"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/security
suit_becomes = /obj/item/clothing/suit/space/void/security
/datum/suit_cycler_choice/department/sec/riot
name = "Crowd Control"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/security/riot
suit_becomes = /obj/item/clothing/suit/space/void/security/riot
/datum/suit_cycler_choice/department/sec/eva
name = "Security EVA"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/security/alt
suit_becomes = /obj/item/clothing/suit/space/void/security/alt
/datum/suit_cycler_choice/department/exp/standard
name = "Exploration"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/exploration
suit_becomes = /obj/item/clothing/suit/space/void/exploration
/datum/suit_cycler_choice/department/exp/medic
name = "Field Medic"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/expedition_medical
suit_becomes = /obj/item/clothing/suit/space/void/expedition_medical
/datum/suit_cycler_choice/department/exp/old
name = "Old Exploration"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/exploration/alt
suit_becomes = /obj/item/clothing/suit/space/void/exploration/alt
/datum/suit_cycler_choice/department/pil/pilot
name = "Pilot"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/pilot
suit_becomes = /obj/item/clothing/suit/space/void/pilot
/datum/suit_cycler_choice/department/pil/pilot_blue
name = "Pilot Blue"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/pilot/alt
suit_becomes = /obj/item/clothing/suit/space/void/pilot/alt
/datum/suit_cycler_choice/department/captain
name = "Manager"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/captain
suit_becomes = /obj/item/clothing/suit/space/void/captain
/datum/suit_cycler_choice/department/prototype
name = "Prototype"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/security/prototype
suit_becomes = /obj/item/clothing/suit/space/void/security/prototype
/datum/suit_cycler_choice/department/emag/merc
name = "^%###^%$" || "Mercenary"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/merc
suit_becomes = /obj/item/clothing/suit/space/void/merc
/datum/suit_cycler_choice/department/emag/pyro
name = "Charring"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/merc/fire
suit_becomes = /obj/item/clothing/suit/space/void/merc/fire
/datum/suit_cycler_choice/department/wizard
name = "Gem-Encrusted" || "Wizard"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/wizard
suit_becomes = /obj/item/clothing/suit/space/void/wizard
/datum/suit_cycler_choice/department/vintage/crew
name = "Vintage Crew"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb
suit_becomes = /obj/item/clothing/suit/space/void/refurb
/datum/suit_cycler_choice/department/vintage/eng
name = "Vintage Engineering"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/engineering
suit_becomes = /obj/item/clothing/suit/space/void/refurb/engineering
/datum/suit_cycler_choice/department/vintage/marine
name = "Vintage Marine"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/marine
suit_becomes = /obj/item/clothing/suit/space/void/refurb/marine
/datum/suit_cycler_choice/department/vintage/officer
name = "Vintage Officer"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/officer
suit_becomes = /obj/item/clothing/suit/space/void/refurb/officer
/datum/suit_cycler_choice/department/vintage/research
name = "Vintage Research (Bubble Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research/alt
suit_becomes = /obj/item/clothing/suit/space/void/refurb/research
/datum/suit_cycler_choice/department/vintage/research/ch
name = "Vintage Research (Closed Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research
suit_becomes = /obj/item/clothing/suit/space/void/refurb/research
/datum/suit_cycler_choice/department/vintage/med
name = "Vintage Medical (Bubble Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical/alt
suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical
/datum/suit_cycler_choice/department/vintage/med/ch
name = "Vintage Medical (Closed Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical
suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical
/datum/suit_cycler_choice/department/vintage/merc
name = "Vintage Mercenary"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/mercenary
suit_becomes = /obj/item/clothing/suit/space/void/refurb/mercenary
/datum/suit_cycler_choice/department/vintage/pilot
name = "Vintage Pilot (Bubble Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot
suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot
/datum/suit_cycler_choice/department/vintage/pilot/ch
name = "Vintage Pilot (Closed Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot/alt
suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot
/datum/suit_cycler_choice/department/talon/crew
name = "Talon Crew"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/talon
/datum/suit_cycler_choice/department/talon/eng
name = "Talon Engineering"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/engineering/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/engineering/talon
/datum/suit_cycler_choice/department/talon/med
name = "Talon Medical (Bubble Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical/alt/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical/talon
/datum/suit_cycler_choice/department/talon/med/ch
name = "Talon Medical (Closed Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/medical/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/medical/talon
/datum/suit_cycler_choice/department/talon/officer
name = "Talon Officer"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/officer/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/officer/talon
/datum/suit_cycler_choice/department/talon/pilot
name = "Talon Pilot (Bubble Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot/talon
/datum/suit_cycler_choice/department/talon/pilot/ch
name = "Talon Pilot (Closed Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/pilot/alt/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/pilot/talon
/datum/suit_cycler_choice/department/talon/res
name = "Talon Research (Bubble Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research/alt/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/research/talon
/datum/suit_cycler_choice/department/talon/res/ch
name = "Talon Research (Closed Helm)"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/research/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/research/talon
/datum/suit_cycler_choice/department/talon/marine
name = "Talon Marine"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/marine/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/marine/talon
/datum/suit_cycler_choice/department/talon/marine/alt
name = "Talon Mercenary"
helmet_becomes = /obj/item/clothing/head/helmet/space/void/refurb/mercenary/talon
suit_becomes = /obj/item/clothing/suit/space/void/refurb/mercenary/talon
// Uses same logic as it used to, which is that it bases an assumption of 'we should have custom sprites' on
// the presence of the species in the sprite_sheets_obj list on the helmet and suit
/datum/suit_cycler_choice/species/proc/can_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
for(var/obj/item/clothing/C in list(helmet, suit))
if(C.sprite_sheets_obj[name])
if(!(C.icon_state in cached_icon_states(C.sprite_sheets_obj[name])))
return FALSE // Species was in sprite_sheets_obj, but had no sprite for this object in particular
return TRUE
/datum/suit_cycler_choice/species/proc/do_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
for(var/obj/item/clothing/C in list(helmet, suit))
C.refit_for_species(name)
/datum/suit_cycler_choice/species/noop
name = "No Change"
/datum/suit_cycler_choice/species/noop/can_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
return TRUE
/datum/suit_cycler_choice/species/noop/do_refit_to(obj/item/clothing/head/helmet/helmet, obj/item/clothing/suit/space/suit)
return
/datum/suit_cycler_choice/species/human
name = SPECIES_HUMAN
/datum/suit_cycler_choice/species/skrell
name = SPECIES_SKRELL
/datum/suit_cycler_choice/species/unathi
name = SPECIES_UNATHI
/datum/suit_cycler_choice/species/tajaran
name = SPECIES_TAJ
/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
+195 -325
View File
@@ -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
+8 -21
View File
@@ -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)
+12 -108
View File
@@ -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
+1
View File
@@ -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"