Merge pull request #9438 from Tenryumi/verie-fluff-stuff

Adds Verie's fluff items + framework for hair accessories
This commit is contained in:
Verkister
2020-12-11 14:12:06 +02:00
committed by GitHub
11 changed files with 185 additions and 17 deletions
@@ -78,21 +78,22 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
#define SUIT_STORE_LAYER 17 //Suit storage-slot item
#define BACK_LAYER 18 //Back-slot item
#define HAIR_LAYER 19 //The human's hair
#define EARS_LAYER 20 //Both ear-slot items (combined image)
#define EYES_LAYER 21 //Mob's eyes (used for glowing eyes)
#define FACEMASK_LAYER 22 //Mask-slot item
#define HEAD_LAYER 23 //Head-slot item
#define HANDCUFF_LAYER 24 //Handcuffs, if the human is handcuffed, in a secret inv slot
#define LEGCUFF_LAYER 25 //Same as handcuffs, for legcuffs
#define L_HAND_LAYER 26 //Left-hand item
#define R_HAND_LAYER 27 //Right-hand item
#define WING_LAYER 28 //VOREStation edit. Simply move this up a number if things are added.
#define TAIL_LAYER_ALT 29 //VOREStation edit. Simply move this up a number if things are added.
#define MODIFIER_EFFECTS_LAYER 30 //Effects drawn by modifiers
#define FIRE_LAYER 31 //'Mob on fire' overlay layer
#define WATER_LAYER 32 //'Mob submerged' overlay layer
#define TARGETED_LAYER 33 //'Aimed at' overlay layer
#define TOTAL_LAYERS 33 //VOREStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
#define HAIR_ACCESSORY_LAYER 20 //VOREStation edit. Simply move this up a number if things are added.
#define EARS_LAYER 21 //Both ear-slot items (combined image)
#define EYES_LAYER 22 //Mob's eyes (used for glowing eyes)
#define FACEMASK_LAYER 23 //Mask-slot item
#define HEAD_LAYER 24 //Head-slot item
#define HANDCUFF_LAYER 25 //Handcuffs, if the human is handcuffed, in a secret inv slot
#define LEGCUFF_LAYER 26 //Same as handcuffs, for legcuffs
#define L_HAND_LAYER 27 //Left-hand item
#define R_HAND_LAYER 28 //Right-hand item
#define WING_LAYER 29 //VOREStation edit. Simply move this up a number if things are added.
#define TAIL_LAYER_ALT 30 //VOREStation edit. Simply move this up a number if things are added.
#define MODIFIER_EFFECTS_LAYER 31 //Effects drawn by modifiers
#define FIRE_LAYER 32 //'Mob on fire' overlay layer
#define WATER_LAYER 33 //'Mob submerged' overlay layer
#define TARGETED_LAYER 34 //'Aimed at' overlay layer
#define TOTAL_LAYERS 34 //VOREStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
//////////////////////////////////
/mob/living/carbon/human
@@ -407,6 +408,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
//Reset our hair
remove_layer(HAIR_LAYER)
remove_layer(HAIR_ACCESSORY_LAYER) //VOREStation Edit
update_eyes() //Pirated out of here, for glowing eyes.
var/obj/item/organ/external/head/head_organ = get_organ(BP_HEAD)
@@ -464,10 +466,26 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(head_organ.transparent) //VOREStation Edit. For better slime limbs.
face_standing += rgb(,,,120)
overlays_standing[HAIR_LAYER] = image(face_standing, layer = BODY_LAYER+HAIR_LAYER)
apply_layer(HAIR_LAYER)
// VOREStation Edit - START
var/icon/hair_acc_s = get_hair_accessory_overlay()
var/image/hair_acc_s_image = null
if(hair_acc_s)
if(hair_accessory_style.ignores_lighting)
hair_acc_s_image = image(hair_acc_s)
hair_acc_s_image.plane = PLANE_LIGHTING_ABOVE
hair_acc_s_image.appearance_flags = appearance_flags
if (hair_acc_s_image)
overlays_standing[HAIR_ACCESSORY_LAYER] = hair_acc_s_image
apply_layer(HAIR_ACCESSORY_LAYER)
return
overlays_standing[HAIR_ACCESSORY_LAYER] = image(hair_acc_s, layer = BODY_LAYER+HAIR_ACCESSORY_LAYER)
apply_layer(HAIR_ACCESSORY_LAYER)
// VOREStation Edit - END
/mob/living/carbon/human/update_eyes()
if(QDESTROYING(src))
return
@@ -10,6 +10,16 @@
/mob/living/carbon/human
// Horray Furries!
var/datum/sprite_accessory/hair_accessory/hair_accessory_style = null
var/r_acc = 30
var/g_acc = 30
var/b_acc = 30
var/r_acc2 = 30
var/g_acc2 = 30
var/b_acc2 = 30
var/r_acc3 = 30
var/g_acc3 = 30
var/b_acc3 = 30
var/datum/sprite_accessory/ears/ear_style = null
var/r_ears = 30
var/g_ears = 30
@@ -2022,3 +2022,30 @@
icon_state = "xenotailalt_fullcolour"
do_colouration = 1
color_blend_mode = ICON_MULTIPLY
/*
////////////////////////////
/ =--------------------= /
/ == Misc Definitions == /
/ =--------------------= /
////////////////////////////
*/
// Yes, I have to add all of this just to make some glowy hair.
// No, this isn't a character creation option, but... I guess in the future it could be, if anyone wants that?
/datum/sprite_accessory/hair_accessory
name = "You should not see this..."
icon = 'icons/mob/vore/hair_accessories_vr.dmi'
do_colouration = 0 // Set to 1 to blend (ICON_ADD) hair color
var/ignores_lighting = 0 // Whether or not this hair accessory will ignore lighting and glow in the dark.
var/color_blend_mode = ICON_ADD // Only appliciable if do_coloration = 1
var/desc = "You should not see this..."
/datum/sprite_accessory/hair_accessory/verie_hair_glow
name = "verie's hair glow"
desc = ""
icon_state = "verie_hair_glow"
ignores_lighting = 1
//ckeys_allowed = list("vitoras") // This probably won't come into play EVER but better safe than sorry
@@ -20,6 +20,15 @@ var/global/list/wing_icon_cache = list()
return ears_s
return null
/mob/living/carbon/human/proc/get_hair_accessory_overlay()
if(hair_accessory_style && !(head && (head.flags_inv & BLOCKHEADHAIR)))
var/icon/hair_acc_s = icon(hair_accessory_style.icon, hair_accessory_style.icon_state)
if(hair_accessory_style.do_colouration)
hair_acc_s.Blend(rgb(src.r_ears, src.g_ears, src.b_ears), hair_accessory_style.color_blend_mode)
return hair_acc_s
return null
/mob/living/carbon/human/proc/get_tail_image()
//If you are FBP with tail style and didn't set a custom one
var/datum/robolimb/model = isSynthetic()
@@ -103,6 +112,7 @@ var/global/list/wing_icon_cache = list()
return image(wing_s)
// TODO - Move this to where it should go ~Leshana
/mob/proc/stop_flying()
if(QDESTROYING(src))
@@ -2240,3 +2240,50 @@ Departamental Swimsuits, for general use
add_attack_logs(user, target, "Teleported [target] with via \the [src]'s [translocator]!")
else ..()
//Vitoras: Verie
/obj/item/clothing/suit/storage/hooded/fluff/verie
name = "distressingly cyan hoodie"
desc = "A cute, brightly colored hoodie perfect for occasional concealment of a verie silly nerd. A little tag inside \
the collar bears only the letters \"VW.\""
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "verie_hoodie"
icon_override = 'icons/vore/custom_onmob_vr.dmi'
item_state = "verie_hoodie"
hoodtype = /obj/item/clothing/head/hood/winter/fluff/verie
var/owner = "vitoras"
/obj/item/clothing/suit/storage/hooded/fluff/verie/ToggleHood()
// If you ain't the robutt, you probably don't have the hair style that the hooded icon states are made for. sorry!
var/mob/living/carbon/human/H = src.loc
if (H.ckey != owner)
to_chat(H, "Strange... the hood doesn't go over your head no matter how you try to put it up.")
return
..()
/obj/item/clothing/head/hood/winter/fluff/verie
name = "not-so-cyan hood"
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "verie_hood"
icon_override = 'icons/vore/custom_onmob_vr.dmi'
item_state = "verie_hood"
/obj/item/clothing/under/fluff/verie
name = "salaciously stylised suit"
desc = "It's kind of difficult to identify the type of material that makes up this form-fitting suit. It is stretchy and flexible, but \
is firm in its toughness, and clings tightly to the skin. Come to think of it, it glistens quite a bit in the light and- \
oh god it's latex.\
\n... A <b>Verie</b> appropriate material choice indeed." //the wordplay never ends
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "veriesuit"
icon_override = 'icons/vore/custom_onmob_vr.dmi'
item_state = "veriesuit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET|ARMS|HANDS
@@ -1354,4 +1354,53 @@
/obj/item/weapon/reagent_containers/food/drinks/glass2/fluff/claraflask/update_icon()
..()
name = initial(name)
desc = initial(desc)
desc = initial(desc)
//Vitoras: Verie
/obj/item/weapon/fluff/verie
name = "glowy hairbrush"
desc = "A pulse of light periodically zips across the top of this blue brush. This... is not an ordinary hair care tool. \
A small inscription can be seen in one side of the brush: \"THIS DEVICE IS ONLY COMPATIBLE WITH MODEL <b>RI</b> \
POSITRONICS IN A MODEL <b>E</b> CHASSIS.\""
icon = 'icons/vore/custom_items_vr.dmi'
icon_state = "verie_brush"
w_class = ITEMSIZE_TINY
var/owner = "vitoras"
/obj/item/weapon/fluff/verie/attack_self(mob/living/carbon/human/user)
if (istype(user))
// It's only made for Verie's chassis silly!
if (user.ckey != owner)
to_chat(user, "<span class='warning'>The brush's teeth are far too rough to even comb your hair. Apparently, \
this device was not made for people like you.</span>")
return
if (!user.hair_accessory_style)
var/datum/sprite_accessory/hair_accessory/verie_hair_glow/V = new(user)
user.hair_accessory_style = V
user.update_hair()
user.visible_message("[user] combs her hair. \The [src] leaves behind glowing cyan highlights as it passes through \
her black strands.", \
"<span class='notice'>You brush your hair. \The [src]'s teeth begin to vibrate and glow as they react to your nanites. \
The teeth stimulate the nanites in your hair strands until your hair give off a brilliant, faintly pulsing \
cyan glow!</span>")
else
user.visible_message("[user] combs her hair. \The [src] brushes away her glowing cyan highlights. Neat!", \
"<span class='notice'>You brush your hair. \The [src]'s teeth wipe away the glowing streaks in your hair \
like a sponge scrubbing away a stain.</span>")
user.hair_accessory_style = null
for(var/datum/sprite_accessory/hair_accessory/verie_hair_glow/V in user)
to_chat(user, "<span class='warning'>found a V to delete!</span>")
qdel(V)
user.update_hair()
else
to_chat(user, "<span class='warning'>\The [src] isn't compatible with your body as it is now.</span>")