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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
128 lines
3.5 KiB
Plaintext
128 lines
3.5 KiB
Plaintext
/obj/item/lipstick
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gender = PLURAL
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name = "red lipstick"
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desc = "A generic brand of lipstick."
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icon = 'icons/obj/items.dmi'
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icon_state = "lipstick"
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w_class = ITEMSIZE_TINY
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slot_flags = SLOT_EARS
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var/colour = "red"
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var/open = 0
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drop_sound = 'sound/items/drop/glass.ogg'
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pickup_sound = 'sound/items/pickup/glass.ogg'
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/obj/item/lipstick/purple
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name = "purple lipstick"
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colour = "purple"
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/obj/item/lipstick/jade
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name = "jade lipstick"
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colour = "jade"
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/obj/item/lipstick/black
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name = "black lipstick"
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colour = "black"
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/obj/item/lipstick/random
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name = "lipstick"
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/obj/item/lipstick/random/Initialize(mapload)
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. = ..()
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colour = pick("red","purple","jade","black")
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name = "[colour] lipstick"
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/obj/item/lipstick/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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to_chat(user, span_notice("You twist \the [src] [open ? "closed" : "open"]."))
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open = !open
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if(open)
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icon_state = "[initial(icon_state)]_[colour]"
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else
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icon_state = initial(icon_state)
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/obj/item/lipstick/attack(mob/M as mob, mob/user as mob)
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if(!open) return
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if(!istype(M, /mob)) return
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.lip_style) //if they already have lipstick on
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to_chat(user, span_notice("You need to wipe off the old lipstick first!"))
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return
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if(H == user)
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user.visible_message(span_notice("[user] does their lips with \the [src]."), \
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span_notice("You take a moment to apply \the [src]. Perfect!"))
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H.lip_style = colour
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H.update_icons_body()
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else
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user.visible_message(span_warning("[user] begins to do [H]'s lips with \the [src]."), \
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span_notice("You begin to apply \the [src]."))
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if(do_after(user, 2 SECONDS, target = H)) //user needs to keep their active hand, H does not.
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user.visible_message(span_notice("[user] does [H]'s lips with \the [src]."), \
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span_notice("You apply \the [src]."))
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H.lip_style = colour
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H.update_icons_body()
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else
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to_chat(user, span_notice("Where are the lips on that?"))
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//you can wipe off lipstick with paper! see code/modules/paperwork/paper.dm, paper/attack()
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/obj/item/haircomb //sparklysheep's comb
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name = "purple comb"
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desc = "A pristine purple comb made from flexible plastic."
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w_class = ITEMSIZE_TINY
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slot_flags = SLOT_EARS
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icon = 'icons/obj/items.dmi'
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icon_state = "purplecomb"
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/obj/item/haircomb/attack_self(mob/living/user)
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. = ..(user)
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if(.)
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return TRUE
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var/text = "person"
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if(ishuman(user))
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var/mob/living/carbon/human/U = user
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switch(U.identifying_gender)
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if(MALE)
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text = "guy"
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if(FEMALE)
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text = "lady"
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else
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switch(user.gender)
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if(MALE)
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text = "guy"
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if(FEMALE)
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text = "lady"
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user.visible_message(span_notice("[user] uses [src] to comb their hair with incredible style and sophistication. What a [text]."))
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/obj/item/makeover
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name = "makeover kit"
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desc = "A tiny case containing a mirror and some contact lenses."
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w_class = ITEMSIZE_TINY
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icon = 'icons/obj/items.dmi'
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icon_state = "trinketbox"
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var/datum/tgui_module/appearance_changer/mirror/coskit/M
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/obj/item/makeover/Initialize(mapload)
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. = ..()
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M = new(src, null)
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/obj/item/makeover/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(ishuman(user))
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to_chat(user, span_notice("You flip open \the [src] and begin to adjust your appearance."))
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M.tgui_interact(user)
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if(istype(E))
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E.change_eye_color()
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/obj/item/makeover/Destroy()
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qdel(M)
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. = ..()
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