Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into new-decal-painter
This commit is contained in:
@@ -399,7 +399,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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if(throwing)
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throwing.finalize(FALSE)
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if(loc == user)
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if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(I = src))
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if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
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return
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. = FALSE
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@@ -428,7 +428,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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if(throwing)
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throwing.finalize(FALSE)
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if(loc == user)
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if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
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if(!user.temporarilyRemoveItemFromInventory(src))
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return
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pickup(user)
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@@ -1271,7 +1271,3 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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/obj/item/proc/update_action_buttons(status_only = FALSE, force = FALSE)
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for(var/datum/action/current_action as anything in actions)
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current_action.UpdateButtonIcon(status_only, force)
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/// Special stuff you want to do when an outfit equips this item.
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/obj/item/proc/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot)
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return
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@@ -42,7 +42,7 @@
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var/static/list/runes = list("rune1","rune2","rune3","rune4","rune5","rune6")
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var/static/list/randoms = list(RANDOM_ANY, RANDOM_RUNE, RANDOM_ORIENTED,
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RANDOM_NUMBER, RANDOM_GRAFFITI, RANDOM_LETTER, RANDOM_SYMBOL, RANDOM_PUNCTUATION, RANDOM_DRAWING)
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var/static/list/graffiti_large_h = list("yiffhell", "secborg", "paint")
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var/static/list/graffiti_large_h = list("yiffhell", "furrypride", "secborg", "paint")
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var/static/list/all_drawables = graffiti + symbols + drawings + oriented + runes + graffiti_large_h
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@@ -461,8 +461,6 @@
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cooldown = TRUE
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busy = FALSE
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update_icon()
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if(SEND_SIGNAL(src, COMSIG_DEFIBRILLATOR_SUCCESS) & COMPONENT_DEFIB_STOP)
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return
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if(req_defib)
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defib.cooldowncheck(user)
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else
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@@ -516,8 +514,6 @@
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cooldown = TRUE
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busy = FALSE
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update_icon()
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if(SEND_SIGNAL(src, COMSIG_DEFIBRILLATOR_SUCCESS) & COMPONENT_DEFIB_STOP)
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return
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if(!req_defib)
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recharge(60)
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if(req_defib && (defib.cooldowncheck(user)))
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@@ -636,8 +632,6 @@
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defib.deductcharge(revivecost)
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cooldown = 1
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update_icon()
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if(SEND_SIGNAL(src, COMSIG_DEFIBRILLATOR_SUCCESS) & COMPONENT_DEFIB_STOP)
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return
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if(req_defib)
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defib.cooldowncheck(user)
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else
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@@ -32,6 +32,9 @@ GLOBAL_LIST_EMPTY(PDAs)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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always_reskinnable = TRUE
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reskin_binding = COMSIG_CLICK_CTRL_SHIFT
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//Main variables
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var/owner = null // String name of owner
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var/default_cartridge = 0 // Access level defined by cartridge
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@@ -112,10 +115,10 @@ GLOBAL_LIST_EMPTY(PDAs)
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. += id ? "<span class='notice'>Alt-click to remove the id.</span>" : ""
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if(inserted_item && (!isturf(loc)))
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. += "<span class='notice'>Ctrl-click to remove [inserted_item].</span>"
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if(LAZYLEN(GLOB.pda_reskins))
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. += "<span class='notice'>Ctrl-shift-click it to reskin it.</span>"
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/obj/item/pda/Initialize(mapload)
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if(GLOB.pda_reskins)
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unique_reskin = GLOB.pda_reskins
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. = ..()
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if(fon)
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set_light(f_lum, f_pow, f_col)
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@@ -130,28 +133,10 @@ GLOBAL_LIST_EMPTY(PDAs)
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new_overlays = TRUE
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update_icon()
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/obj/item/pda/CtrlShiftClick(mob/living/user)
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. = ..()
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if(GLOB.pda_reskins && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
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reskin_obj(user)
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/obj/item/pda/reskin_obj(mob/M)
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if(!LAZYLEN(GLOB.pda_reskins))
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return
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var/dat = "<b>Reskin options for [name]:</b>"
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for(var/V in GLOB.pda_reskins)
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var/output = icon2html(GLOB.pda_reskins[V], M, icon_state)
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dat += "\n[V]: <span class='reallybig'>[output]</span>"
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to_chat(M, dat)
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var/choice = input(M, "Choose the a reskin for [src]","Reskin Object") as null|anything in GLOB.pda_reskins
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var/new_icon = GLOB.pda_reskins[choice]
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if(QDELETED(src) || isnull(new_icon) || new_icon == icon || !M.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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icon = new_icon
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. = ..()
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new_overlays = TRUE
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update_icon()
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to_chat(M, "[src] is now skinned as '[choice]'.")
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/obj/item/pda/proc/set_new_overlays()
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if(!overlays_offsets || !(icon in overlays_offsets))
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@@ -191,7 +176,7 @@ GLOBAL_LIST_EMPTY(PDAs)
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else
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font_index = MODE_MONO
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font_mode = FONT_MONO
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var/pref_skin = GLOB.pda_reskins[C.prefs.pda_skin]
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var/pref_skin = GLOB.pda_reskins[C.prefs.pda_skin]["icon"]
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if(icon != pref_skin)
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icon = pref_skin
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new_overlays = TRUE
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@@ -193,34 +193,29 @@
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/obj/item/melee/transforming/energy/sword/saber
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possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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unique_reskin = list("Sword" = "sword0", "Saber" = "esaber0")
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unique_reskin = list(
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"Sword" = list("icon_state" = "sword0"),
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"Saber" = list("icon_state" = "esaber0")
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)
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var/hacked = FALSE
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var/saber = FALSE
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/obj/item/melee/transforming/energy/sword/saber/transform_weapon(mob/living/user, supress_message_text)
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. = ..()
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if(.)
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if(active)
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if(sword_color)
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if(saber)
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icon_state = "esaber[sword_color]"
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else
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icon_state = "sword[sword_color]"
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else
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if(saber)
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icon_state = "esaber0"
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switch(current_skin)
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if("Saber")
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icon_state = "esaber[active ? sword_color : "0"]"
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// No skin
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else
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icon_state = "sword0"
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icon_state = "sword[active ? sword_color : "0"]"
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/obj/item/melee/transforming/energy/sword/saber/reskin_obj(mob/M)
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. = ..()
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if(icon_state == "esaber0")
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saber = TRUE
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if(active)
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if(saber)
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icon_state = "esaber[sword_color]"
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else
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icon_state = "sword[sword_color]"
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switch(current_skin)
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if("Sword")
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icon_state = "sword[active ? sword_color : "0"]"
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if("Saber")
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icon_state = "esaber[active ? sword_color : "0"]"
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/obj/item/melee/transforming/energy/sword/saber/set_sword_color(var/color_forced)
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if(color_forced) // wow i really do not like this at fucking all holy SHIT
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@@ -55,8 +55,9 @@
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generate_items_inside(items_inside,src)
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/obj/item/storage/firstaid/ancient
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icon_state = "firstaid"
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desc = "A first aid kit with the ability to heal common types of injuries."
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name = "ancient first-aid kit"
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icon_state = "oldfirstaid"
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desc = "A first aid kit with the ability to heal common types of injuries. You start thinking of the good old days just by looking at it."
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/obj/item/storage/firstaid/ancient/PopulateContents()
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if(empty)
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@@ -69,6 +70,10 @@
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new /obj/item/stack/medical/mesh(src)
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new /obj/item/stack/medical/mesh(src)
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/obj/item/storage/firstaid/ancient/heirloom
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// Long since been ransacked by hungry powergaming assistants breaking into med storage
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empty = TRUE
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/obj/item/storage/firstaid/brute
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name = "trauma treatment kit"
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desc = "A first aid kit for when you get toolboxed."
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@@ -23,21 +23,6 @@
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QDEL_NULL(ion_trail)
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return ..()
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/obj/item/tank/jetpack/item_action_slot_check(slot)
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if(slot == ITEM_SLOT_BACK)
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return TRUE
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/obj/item/tank/jetpack/equipped(mob/user, slot, initial)
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. = ..()
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if(on && slot != ITEM_SLOT_BACK)
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turn_off(user)
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/obj/item/tank/jetpack/dropped(mob/user, silent)
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. = ..()
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if(on)
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turn_off(user)
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/obj/item/tank/jetpack/populate_gas()
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if(gas_type)
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air_contents.set_moles(gas_type, ((6 * ONE_ATMOSPHERE) * volume / (R_IDEAL_GAS_EQUATION * T20C)))
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@@ -72,7 +57,6 @@
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icon_state = "[initial(icon_state)]-on"
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ion_trail.start()
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/move_react)
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RegisterSignal(user, COMSIG_MOVABLE_SPACEMOVE, .proc/spacemove_react)
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if(full_speed)
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user.add_movespeed_modifier(/datum/movespeed_modifier/jetpack/fullspeed)
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else
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@@ -110,13 +94,6 @@
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else
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..()
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/obj/item/tank/jetpack/proc/spacemove_react(mob/user, movement_dir)
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SIGNAL_HANDLER
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if(on && (movement_dir || stabilizers))
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return COMSIG_MOVABLE_STOP_SPACEMOVE
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/obj/item/tank/jetpack/improvised
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name = "improvised jetpack"
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desc = "A jetpack made from two air tanks, a fire extinguisher and some atmospherics equipment. It doesn't look like it can hold much."
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@@ -262,13 +239,9 @@
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return
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/mob/living/carbon/get_jetpack()
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var/obj/item/I = back
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if(istype(I, /obj/item/tank/jetpack))
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return I
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else if(istype(I, /obj/item/mod/control))
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var/obj/item/mod/control/C = I
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for(var/obj/item/mod/module/jetpack/J in C.modules)
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return J
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var/obj/item/tank/jetpack/J = back
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if(istype(J))
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return J
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/mob/living/carbon/human/get_jetpack()
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var/obj/item/tank/jetpack/J = ..()
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+17
-45
@@ -28,9 +28,17 @@
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/current_skin //the item reskin
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var/list/unique_reskin //List of options to reskin.
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//Reskin variables
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/// The item reskin
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var/current_skin
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/// List of options to reskin.
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var/list/unique_reskin
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/// Can always be modified
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var/always_reskinnable = FALSE
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/// How to bring up the reskinning menu
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var/reskin_binding = COMSIG_CLICK_ALT
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//
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// Access levels, used in modules\jobs\access.dm
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var/list/req_access
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@@ -76,6 +84,10 @@
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var/turf/T = loc
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T.add_blueprints_preround(src)
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/obj/ComponentInitialize()
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. = ..()
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if(islist(unique_reskin) && length(unique_reskin))
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AddElement(/datum/element/object_reskinning)
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/obj/Destroy(force=FALSE)
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if(!ismachinery(src))
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@@ -340,50 +352,10 @@
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
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if(unique_reskin && (!current_skin || always_reskinnable))
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. += "<span class='notice'>Alt-click it to reskin it.</span>"
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
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reskin_obj(user)
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return TRUE
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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var/list/items = list()
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for(var/reskin_option in unique_reskin)
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var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
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items += list("[reskin_option]" = item_image)
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sortList(items)
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var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, .proc/check_reskin_menu, M), radius = 38, require_near = TRUE)
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if(!pick)
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return
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if(!unique_reskin[pick])
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return
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current_skin = pick
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icon_state = unique_reskin[pick]
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to_chat(M, "[src] is now skinned as '[pick].'")
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/**
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* Checks if we are allowed to interact with a radial menu for reskins
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/proc/check_reskin_menu(mob/user)
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if(QDELETED(src))
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return FALSE
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if(current_skin)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated())
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return FALSE
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return TRUE
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/// Do you want to make overrides, of course you do! Will be called if an object was reskinned successfully
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/obj/proc/reskin_obj(mob/user)
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return
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/obj/update_overlays()
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. = ..()
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@@ -32,8 +32,6 @@
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new /obj/item/clothing/head/beret/ce/white(src)
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new /obj/item/storage/bag/construction(src)
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new /obj/item/storage/bag/material(src)
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new /obj/item/mod/construction/armor/advanced(src)
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new /obj/item/mod/module/rad_protection(src)
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/obj/structure/closet/secure_closet/engineering_electrical
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name = "electrical supplies locker"
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@@ -64,8 +64,6 @@
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new /obj/item/clothing/glasses/hud/health(src)
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new /obj/item/pinpointer/crew(src)
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new /obj/item/sensor_device(src)
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new /obj/item/mod/construction/armor/rescue(src)
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new /obj/item/mod/module/health_analyzer(src)
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return
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/obj/structure/closet/secure_closet/CMO
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@@ -31,4 +31,4 @@
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||||
new /obj/item/circuitboard/machine/techfab/department/science(src)
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||||
new /obj/item/storage/photo_album/RD(src)
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new /obj/item/clothing/suit/hooded/wintercoat/rd(src)
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new /obj/item/mod/construction/armor/research(src)
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@@ -17,8 +17,6 @@
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new /obj/item/gun/energy/e_gun(src)
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new /obj/item/door_remote/captain(src)
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new /obj/item/storage/photo_album/Captain(src)
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new /obj/item/mod/construction/armor/magnate(src)
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new /obj/item/mod/module/holster(src)
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/obj/structure/closet/secure_closet/hop
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name = "\proper head of personnel's locker"
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Reference in New Issue
Block a user