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Yogstation/code/modules/clothing/under/_under.dm

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/obj/item/clothing/under
name = "under"
icon = 'icons/obj/clothing/uniforms.dmi'
lefthand_file = 'icons/mob/inhands/clothing/suits_lefthand.dmi'
righthand_file = 'icons/mob/inhands/clothing/suits_righthand.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
slot_flags = ITEM_SLOT_ICLOTHING
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
equip_sound = 'sound/items/handling/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
limb_integrity = 30
tearable = TRUE //all jumpsuits can be torn down and used for cloth in an emergency | yogs
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
var/sensor_mode = NO_SENSORS
var/can_adjust = TRUE
var/adjusted = FALSE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
var/mutantrace_variation = NONE //Are there special sprites for specific situations? Don't use this unless you need to.
var/freshly_laundered = FALSE
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
/obj/item/clothing/under/worn_overlays(mutable_appearance/standing, isinhands = FALSE, icon_file)
. = ..()
if(isinhands)
return
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(HAS_BLOOD_DNA(src))
var/mutable_appearance/bloody_uniform = mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(species_fitted && icon_exists(bloody_uniform.icon, "uniformblood_[species_fitted]"))
bloody_uniform.icon_state = "uniformblood_[species_fitted]"
bloody_uniform.color = get_blood_dna_color(return_blood_DNA())
. += bloody_uniform
if(accessory_overlay)
. += accessory_overlay
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
C.use(1)
has_sensor = HAS_SENSORS
to_chat(user,span_notice("You repair the suit sensors on [src] with [C]."))
return 1
if(!attach_accessory(I, user))
return ..()
/obj/item/clothing/under/attack_hand_secondary(mob/user, modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
toggle()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/clothing/under/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_w_uniform()
if(damaged_state == CLOTHING_SHREDDED && has_sensor > NO_SENSORS)
has_sensor = BROKEN_SENSORS
else if(damaged_state == CLOTHING_PRISTINE && has_sensor == BROKEN_SENSORS)
has_sensor = HAS_SENSORS
/obj/item/clothing/under/Initialize(mapload)
. = ..()
if(random_sensor)
//make the sensor mode favor higher levels, except coords.
sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
/obj/item/clothing/under/Destroy()
if(attached_accessory)
remove_accessory(loc, TRUE)
return ..()
/obj/item/clothing/under/emp_act()
. = ..()
if(has_sensor > NO_SENSORS)
sensor_mode = min(pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_VITALS, SENSOR_COORDS), max(sensor_mode - 1, SENSOR_OFF))//pick a random sensor level below the current one
if(ismob(loc))
var/mob/M = loc
to_chat(M,span_warning("The sensors on the [src] change rapidly!"))
/obj/item/clothing/under/equipped(mob/user, slot)
..()
if(adjusted)
adjusted = FALSE
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
if(slot == ITEM_SLOT_ICLOTHING && freshly_laundered)
freshly_laundered = FALSE
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "fresh_laundry", /datum/mood_event/fresh_laundry)
if(!ishuman(user)) //Yogs Start: Reorganized to reduce repetition
return
var/update_suit = FALSE
var/mob/living/carbon/human/human_user = user
if(!(mutantrace_variation & DIGITIGRADE_VARIATION))
if(slot_flags & slot)
ADD_TRAIT(user, TRAIT_DIGI_SQUISH, REF(src))
else
REMOVE_TRAIT(user, TRAIT_DIGI_SQUISH, REF(src))
human_user.update_inv_shoes()
human_user.update_body_parts()
update_suit = TRUE
//Yogs End
if(attached_accessory && slot != ITEM_SLOT_HANDS)
attached_accessory.on_clothing_equip(src, user)
if(attached_accessory.above_suit)
update_suit = TRUE
if(update_suit)
human_user.update_inv_wear_suit()
if(is_synth(user) && has_sensor)
to_chat(user, span_notice("Suit sensors disabled due to non-compatible user."))
sensor_mode = SENSOR_OFF
/obj/item/clothing/under/dropped(mob/user)
if(ishuman(user))
var/update_suit = FALSE
var/mob/living/carbon/human/human_user = user
if(!(mutantrace_variation & DIGITIGRADE_VARIATION))
REMOVE_TRAIT(user, TRAIT_DIGI_SQUISH, REF(src))
human_user.update_inv_shoes()
human_user.update_body_parts()
update_suit = TRUE
if(attached_accessory)
attached_accessory.on_clothing_dropped(src, user)
if(attached_accessory.above_suit)
update_suit = TRUE
if(update_suit)
human_user.update_inv_wear_suit()
return ..()
/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1)
. = FALSE
if(istype(I, /obj/item/clothing/accessory))
var/obj/item/clothing/accessory/A = I
if(attached_accessory)
if(user)
to_chat(user, span_warning("[src] already has an accessory."))
return
else
if(!A.can_attach_accessory(src, user)) //Make sure the suit has a place to put the accessory.
return
if(user && !user.temporarilyRemoveItemFromInventory(I))
return
if(!A.attach(src, user))
return
if(user && notifyAttach)
to_chat(user, span_notice("You attach [I] to [src]."))
var/accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance(attached_accessory.worn_icon, "[accessory_color]")
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
return TRUE
/obj/item/clothing/under/proc/remove_accessory(mob/user, forced)
if(!isliving(user) && !forced)
return
if(!can_use(user) && !forced)
return
if(attached_accessory)
var/obj/item/clothing/accessory/A = attached_accessory
attached_accessory.detach(src, user)
if(user.put_in_hands(A) && !forced)
to_chat(user, span_notice("You detach [A] from [src]."))
else
to_chat(user, span_notice("You detach [A] from [src] and it falls on the floor."))
var/turf/T = get_turf(src)
if(!T)
T = get_turf(user)
if(T)
A.forceMove(T)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
/obj/item/clothing/under/examine(mob/user)
. = ..()
if(freshly_laundered)
. += "It looks fresh and clean."
if(can_adjust)
if(adjusted)
. += "Alt-click on [src] to wear it normally."
else
. += "Alt-click on [src] to wear it casually."
if (has_sensor == BROKEN_SENSORS)
. += "Its sensors appear to be shorted out."
else if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
if(SENSOR_LIVING)
. += "Its binary life sensors appear to be enabled."
if(SENSOR_VITALS)
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
/obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER