mirror of
https://github.com/yogstation13/Yogstation.git
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346 lines
11 KiB
Plaintext
346 lines
11 KiB
Plaintext
/obj/item/clothing/neck
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name = "necklace"
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icon = 'icons/obj/clothing/neck.dmi'
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body_parts_covered = NECK
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slot_flags = ITEM_SLOT_NECK
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strip_delay = 40
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equip_delay_other = 40
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/obj/item/clothing/neck/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(HAS_BLOOD_DNA(src))
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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/obj/item/clothing/neck/tie
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name = "tie"
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desc = "A neosilk clip-on tie."
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icon = 'icons/obj/clothing/neck.dmi'
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icon_state = "bluetie"
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item_state = "" //no inhands
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w_class = WEIGHT_CLASS_SMALL
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custom_price = 15
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/obj/item/clothing/neck/tie/blue
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name = "blue tie"
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icon_state = "bluetie"
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/obj/item/clothing/neck/tie/red
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name = "red tie"
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icon_state = "redtie"
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/obj/item/clothing/neck/tie/black
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name = "black tie"
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icon_state = "blacktie"
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/obj/item/clothing/neck/tie/horrible
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name = "horrible tie"
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desc = "A neosilk clip-on tie. This one is disgusting."
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icon_state = "horribletie"
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/obj/item/clothing/neck/tie/detective
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name = "loose tie"
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desc = "A loosely tied necktie, a perfect accessory for the over-worked detective."
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icon_state = "detective"
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/obj/item/clothing/neck/stethoscope
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name = "stethoscope"
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desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
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icon_state = "stethoscope"
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/obj/item/clothing/neck/stethoscope/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] puts \the [src] to [user.p_their()] chest! It looks like [user.p_they()] wont hear much!"))
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return OXYLOSS
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/obj/item/clothing/neck/stethoscope/attack(mob/living/carbon/human/M, mob/living/user)
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if(ishuman(M) && isliving(user))
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if(user.a_intent == INTENT_HELP)
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var/body_part = parse_zone(user.zone_selected)
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var/heart_strength = span_danger("no")
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var/lung_strength = span_danger("no")
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var/obj/item/organ/heart/heart = M.getorganslot(ORGAN_SLOT_HEART)
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var/obj/item/organ/lungs/lungs = M.getorganslot(ORGAN_SLOT_LUNGS)
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if(!(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_FAKEDEATH))))
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if(heart && istype(heart))
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heart_strength = heart.HeartStrengthMessage()
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if(heart.beating)
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heart_strength = heart.HeartStrengthMessage()
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if(lungs && istype(lungs))
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lung_strength = span_danger("strained")
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if(!(M.failed_last_breath || M.losebreath))
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lung_strength = "healthy"
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if(M.stat == DEAD && heart && world.time - M.timeofdeath < DEFIB_TIME_LIMIT)
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heart_strength = span_boldannounce("a faint, fluttery")
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var/diagnosis = (body_part == BODY_ZONE_CHEST ? "You hear [heart_strength] pulse and [lung_strength] respiration." : "You faintly hear [heart_strength] pulse.")
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user.visible_message("[user] places [src] against [M]'s [body_part] and listens attentively.", span_notice("You place [src] against [M]'s [body_part]. [diagnosis]"))
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return
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return ..(M,user)
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///////////
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//SCARVES//
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///////////
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/obj/item/clothing/neck/scarf //Default white color, same functionality as beanies.
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name = "white scarf"
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icon_state = "scarf"
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desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
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dog_fashion = /datum/dog_fashion/head
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custom_price = 10
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/obj/item/clothing/neck/scarf/black
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name = "black scarf"
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icon_state = "scarf"
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color = "#4A4A4B" //Grey but it looks black
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/obj/item/clothing/neck/scarf/pink
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name = "pink scarf"
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icon_state = "scarf"
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color = "#F699CD" //Pink
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/obj/item/clothing/neck/scarf/red
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name = "red scarf"
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icon_state = "scarf"
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color = "#D91414" //Red
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/obj/item/clothing/neck/scarf/green
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name = "green scarf"
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icon_state = "scarf"
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color = "#5C9E54" //Green
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/obj/item/clothing/neck/scarf/darkblue
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name = "dark blue scarf"
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icon_state = "scarf"
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color = "#1E85BC" //Blue
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/obj/item/clothing/neck/scarf/purple
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name = "purple scarf"
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icon_state = "scarf"
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color = "#9557C5" //Purple
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/obj/item/clothing/neck/scarf/yellow
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name = "yellow scarf"
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icon_state = "scarf"
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color = "#E0C14F" //Yellow
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/obj/item/clothing/neck/scarf/orange
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name = "orange scarf"
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icon_state = "scarf"
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color = "#C67A4B" //Orange
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/obj/item/clothing/neck/scarf/cyan
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name = "cyan scarf"
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icon_state = "scarf"
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color = "#54A3CE" //Cyan
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//Striped scarves get their own icons
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/obj/item/clothing/neck/scarf/zebra
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name = "zebra scarf"
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icon_state = "zebrascarf"
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/obj/item/clothing/neck/scarf/christmas
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name = "christmas scarf"
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icon_state = "christmasscarf"
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//The three following scarves don't have the scarf subtype
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//This is because Ian can equip anything from that subtype
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//However, these 3 don't have corgi versions of their sprites
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/obj/item/clothing/neck/stripedredscarf
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name = "striped red scarf"
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icon_state = "stripedredscarf"
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custom_price = 10
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/obj/item/clothing/neck/stripedgreenscarf
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name = "striped green scarf"
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icon_state = "stripedgreenscarf"
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custom_price = 10
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/obj/item/clothing/neck/stripedbluescarf
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name = "striped blue scarf"
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icon_state = "stripedbluescarf"
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custom_price = 10
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/obj/item/clothing/neck/petcollar
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name = "pet collar"
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desc = "It has a little bell!"
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icon_state = "petcollar"
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var/tagname = null
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/obj/item/clothing/neck/petcollar/Initialize()
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.= ..()
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AddComponent(/datum/component/squeak, list('sound/effects/collarbell1.ogg'=1,'sound/effects/collarbell2.ogg'=1), 50, 100, 2)
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/obj/item/clothing/neck/petcollar/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0)
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var/mob/living/carbon/C = M
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if(C && !ishumanbasic(C))
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return FALSE
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return ..()
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/obj/item/clothing/neck/petcollar/attack_self(mob/user)
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tagname = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", "Spot", MAX_NAME_LEN)
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name = "[initial(name)] - [tagname]"
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/obj/item/clothing/neck/artist
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name = "post-modern scarf"
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icon_state = "artist"
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custom_price = 10
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//////////////
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//DOPE BLING//
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//////////////
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/obj/item/clothing/neck/necklace/dope
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name = "gold necklace"
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desc = "Damn, it feels good to be a gangster."
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icon = 'icons/obj/clothing/neck.dmi'
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icon_state = "bling"
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/obj/item/clothing/neck/neckerchief
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icon = 'icons/obj/clothing/masks.dmi' //In order to reuse the bandana sprite
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w_class = WEIGHT_CLASS_TINY
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var/sourceBandanaType
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/obj/item/clothing/neck/neckerchief/worn_overlays(isinhands)
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. = ..()
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if(!isinhands)
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var/mutable_appearance/realOverlay = mutable_appearance('icons/mob/clothing/mask/mask.dmi', icon_state)
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realOverlay.pixel_y = -3
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. += realOverlay
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/obj/item/clothing/neck/neckerchief/AltClick(mob/user)
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. = ..()
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(C.get_item_by_slot(SLOT_NECK) == src)
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to_chat(user, span_warning("You can't untie [src] while wearing it!"))
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return
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if(user.is_holding(src))
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var/obj/item/clothing/mask/bandana/newBand = new sourceBandanaType(user)
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var/currentHandIndex = user.get_held_index_of_item(src)
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var/oldName = src.name
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qdel(src)
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user.put_in_hand(newBand, currentHandIndex)
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user.visible_message("You untie [oldName] back into a [newBand.name]", "[user] unties [oldName] back into a [newBand.name]")
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else
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to_chat(user, span_warning("You must be holding [src] in order to untie it!"))
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//CentCom
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/obj/item/clothing/neck/pauldron
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name = "major's pauldron"
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icon_state = "major"
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item_state = "major"
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desc = "A red padded pauldron signifying the rank of Major; offers a small amount of protection to the wearer."
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w_class = WEIGHT_CLASS_SMALL
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body_parts_covered = CHEST
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armor = list(MELEE = 15, BULLET = 25, LASER = 10, ENERGY = 10, BOMB = 5, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
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/obj/item/clothing/neck/pauldron/commander
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name = "commodore's pauldron"
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desc = "A gold alloy reinforced pauldron signifying the rank of Commodore;offers a moderate amount of protection to the wearer."
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icon_state = "commodore"
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item_state = "commodore"
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armor = list(MELEE = 25, BULLET = 25, LASER = 20, ENERGY = 20, BOMB = 5, BIO = 10, RAD = 0, FIRE = 0, ACID = 50)
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/obj/item/clothing/neck/pauldron/colonel
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name = "colonel's pauldrons"
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desc = "Gold alloy reinforced pauldrons signifying the rank of Colonel; offers slightly more protection than the Commander's pauldron to the wearer."
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icon_state = "colonel"
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item_state = "colonel"
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armor = list(MELEE = 35, BULLET = 30, LASER = 35, ENERGY = 35, BOMB = 5, BIO = 20, RAD = 0, FIRE = 0, ACID = 90)
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/obj/item/clothing/neck/cape
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name = "admiral's cape"
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desc = "A sizable green cape with gold connects."
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icon_state = "admiralcape"
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item_state = "admiralcape"
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w_class = WEIGHT_CLASS_SMALL
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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flags_inv = HIDESUITSTORAGE
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/obj/item/clothing/neck/cape/grand
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name = "grand admiral's cape"
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desc = "A sizable white cape with gold connects."
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icon_state = "grandadmiral"
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item_state = "grand_admiral"
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//Cloaks. No, not THAT kind of cloak.
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/obj/item/clothing/neck/cloak
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name = "brown cloak"
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desc = "It's a cape that can be worn around your neck."
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icon = 'icons/obj/clothing/neck.dmi'
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icon_state = "leather"
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item_state = "leather"
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w_class = WEIGHT_CLASS_SMALL
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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flags_inv = HIDESUITSTORAGE
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/obj/item/clothing/neck/cloak/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return(OXYLOSS)
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/obj/item/clothing/neck/cloak/hos
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name = "head of security's cloak"
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desc = "Worn by a stressed spaceman. Also comes in red."
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icon_state = "hoscloak"
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/obj/item/clothing/neck/cloak/qm
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name = "quartermaster's cloak"
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desc = "Worn by a false idol. Possibly stolen property."
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icon_state = "qmcloak"
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/obj/item/clothing/neck/cloak/cmo
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name = "chief medical officer's cloak"
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desc = "Worn by a dedicated life-saver. It's remarkably clean, and elegant."
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icon_state = "cmocloak"
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/obj/item/clothing/neck/cloak/ce
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name = "chief engineer's cloak"
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desc = "Worn by the wielder of an unlimited power. Fireproof!"
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icon_state = "cecloak"
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/neck/cloak/rd
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name = "research director's external fabric accentuator"
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desc = "Worn by the head of plasma research. Not fireproof."
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icon_state = "rdcloak"
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/obj/item/clothing/neck/cloak/cap
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name = "captain's cloak"
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desc = "Worn by the commander of Space Station 13."
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icon_state = "capcloak"
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/obj/item/clothing/neck/cloak/hop
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name = "head of personnel's cloak"
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desc = "Worn by the right hand of the captain. It smells faintly of bureaucracy."
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icon_state = "hopcloak"
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/obj/item/clothing/neck/cloak/tribalmantle
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name = "ornate mantle"
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desc = "An ornate mantle commonly worn by a shaman or chieftain."
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icon_state = "tribal-mantle"
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///////////
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// OTHER //
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///////////
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/obj/item/clothing/neck/falcon
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name = "Faclonry pauldron"
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desc = "A thick leather pad for a falcon to rest one. This one comes with a fake bird, free of charge."
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icon = 'icons/obj/clothing/neck.dmi'
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w_class = WEIGHT_CLASS_SMALL
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icon_state = "falcon"
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item_state = "falcon" |