Merge pull request #36 from Alphas00/master
Modular Clothes V2 & Department Grey Suits
This commit is contained in:
@@ -9,7 +9,7 @@
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to_chat(H, "<span class='warning'>You are too fat to wear anything on your back.</span>")
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return FALSE
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if(!istype(I, /obj/item/clothing/under/color/grey/modular) && HAS_TRAIT(H, TRAIT_NO_JUMPSUIT) && slot == ITEM_SLOT_ICLOTHING)
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if(HAS_TRAIT(H, TRAIT_NO_JUMPSUIT) && slot == ITEM_SLOT_ICLOTHING)
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to_chat(H, "<span class='warning'>You are too fat to wear [I].</span>")
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return FALSE
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@@ -1,3 +0,0 @@
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/datum/gear/uniform/modularjumpsuit
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name = "Modular Jumpsuit (gray)"
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path = /obj/item/clothing/under/color/grey/modular
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@@ -1 +0,0 @@
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@@ -1,185 +0,0 @@
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/obj/item/clothing/under/rank/chef/modular
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name = "cook's modular suit"
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desc = "A suit which is given only to the most <b>hardcore</b> cooks in space. Now adjusts to the match the wearer's size!"
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var/mob/living/carbon/U
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/obj/item/clothing/under/rank/chef/modular/equipped(mob/user, slot)
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..()
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U = user
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/obj/item/clothing/under/rank/chef/modular/dropped()
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..()
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U = null
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/obj/item/clothing/under/rank/chef/modular/jumpsuit_adjust()
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..()
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worn_overlays()
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/obj/item/clothing/under/rank/chef/modular/worn_overlays(isinhands = FALSE)
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if(!isinhands)
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. = list()
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var/obj/item/organ/O
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var/obj/item/organ/genital/G
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for(O in U.internal_organs)
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if(istype(O, /obj/item/organ/genital/belly))
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G = O
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if(!adjusted)
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if(G.size <= 9) //These need to be removed later, better to cap organ sizes to begin with
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "belly_[G.size]", GENITALS_UNDER_LAYER)
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else
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "belly_9", GENITALS_UNDER_LAYER)
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else
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if(G.size <= 9)
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "belly_[G.size]_d", GENITALS_UNDER_LAYER)
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else
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "belly_9_d", GENITALS_UNDER_LAYER)
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if(istype(O, /obj/item/organ/genital/butt))
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G = O
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if(mutantrace_variation == STYLE_DIGITIGRADE)
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if(G.size <= 10)
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_[G.size]_l", GENITALS_FRONT_LAYER)
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_[G.size]_l_NORTH", GENITALS_FRONT_LAYER)
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else
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_10_l", GENITALS_FRONT_LAYER)
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_10_l_NORTH", GENITALS_FRONT_LAYER)
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else
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if(G.size <= 10)
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_[G.size]", GENITALS_FRONT_LAYER)
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_[G.size]_NORTH", GENITALS_FRONT_LAYER)
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else
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_10", GENITALS_FRONT_LAYER)
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "butt_10_NORTH", GENITALS_FRONT_LAYER)
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if(istype(O, /obj/item/organ/genital/breasts))
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G = O
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if(G.size <= "impossible")
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "breasts_[G.size]", GENITALS_BEHIND_LAYER) //nearest
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "breasts_[G.size]_NORTH", BODY_FRONT_LAYER) //farthest
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else
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "breasts_impossible", GENITALS_BEHIND_LAYER) //nearest
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. += mutable_appearance('GainStation13/icons/mob/modclothes/chefmodular.dmi', "breasts_impossible_NORTH", BODY_FRONT_LAYER) //farthest
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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if(length(accessory_overlays))
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. += accessory_overlays
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/obj/item/clothing/under/color/grey/modular
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name = "grey modular jumpsuit" //change name from base clothes to distinguish them
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desc = "A tasteful grey jumpsuit that reminds you of the good old days. Now adjusts to the match the wearer's size!" //description same as above
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var/icon_location = 'GainStation13/icons/mob/modclothes/graymodular.dmi' //Default belly
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var/icon_round_location = 'GainStation13/icons/mob/modclothes/graymodular_round.dmi'
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var/icon_stuffed_location = 'GainStation13/icons/mob/modclothes/graymodular_stuffed.dmi'
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var/mob/living/carbon/U //instance a variable for keeping track of the user
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/obj/item/clothing/under/color/grey/modular/equipped(mob/user, slot) //whenever the clothes are in someone's inventory the clothes keep track of who that user is
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..()
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U = user
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/obj/item/clothing/under/color/grey/modular/dropped() //whenever the clothes leave a person's inventory, they forget who held them
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..()
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U = null
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/obj/item/clothing/under/color/grey/modular/jumpsuit_adjust() //when the user adjusts the clothes' style, rebuild the overlays
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..()
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worn_overlays()
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/obj/item/clothing/under/color/grey/modular/worn_overlays(isinhands = FALSE)
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if(U)
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if(!isinhands) //make sure the clothes are being worn and aren't in someone's hands
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. = list()
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var/obj/item/organ/O
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var/obj/item/organ/genital/G
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for(O in U.internal_organs) //check the user for the organs they have
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if(istype(O, /obj/item/organ/genital/belly)) //if that organ is a belly
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G = O //treat that organ as a genital
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// Change to visually update sprite depending on fullness.
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if(ishuman(O.owner))
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// Get mob
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var/mob/living/carbon/human/H = O.owner
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// Check what belly shape the mob has
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var/used_icon_location
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switch(G.shape)
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if("Soft Belly")
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used_icon_location = icon_location
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if("Round Belly")
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used_icon_location = icon_round_location
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var/size = 0
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switch(H.fullness)
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if(-100 to FULLNESS_LEVEL_BLOATED) // Normal
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size = G.size
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if(FULLNESS_LEVEL_BLOATED to FULLNESS_LEVEL_BEEG) // Take the stuffed sprite of the same size
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size = G.size
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used_icon_location = icon_stuffed_location
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if(FULLNESS_LEVEL_BEEG to FULLNESS_LEVEL_NOMOREPLZ) // Take the stuffed sprite of size + 1
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size = G.size + 1
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used_icon_location = icon_stuffed_location
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if(FULLNESS_LEVEL_NOMOREPLZ to INFINITY)// Take the stuffed sprite of size + 2
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size = G.size + 2
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used_icon_location = icon_stuffed_location
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if(!adjusted) //check the style, if it needs to be the adjusted variants
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if(G.size <= 9+FULLNESS_STUFFED_EXTRA_SPRITE_SIZES) //check that the size is within accepted values, NOTE: these need to be removed later, better to cap organ sizes to begin with. Cap is 9 (max fat stage) + 2 (stuffed stages)
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. += mutable_appearance(used_icon_location, "belly_[size]", GENITALS_FRONT_LAYER) //add, from the clothes' icon file the overlay corresponding to that genital at that size and draw it onto the layer
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else //if not an expected size value, bigger than the max, default to max size
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. += mutable_appearance(used_icon_location, "belly_11", GENITALS_FRONT_LAYER)
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else //use the alternative adjusted sprites
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if(G.size <= 9+FULLNESS_STUFFED_EXTRA_SPRITE_SIZES)
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. += mutable_appearance(used_icon_location, "belly_[size]_d", GENITALS_FRONT_LAYER)
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else
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. += mutable_appearance(used_icon_location, "belly_11_d", GENITALS_FRONT_LAYER)
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if(istype(O, /obj/item/organ/genital/butt)) //if that organ is the butt
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G = O
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if(mutantrace_variation == STYLE_DIGITIGRADE) //check if the suit needs to use sprites for digitigrade characters
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if(G.size <= 10)
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. += mutable_appearance(icon_location, "butt_[G.size]_l", GENITALS_FRONT_LAYER)
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. += mutable_appearance(icon_location, "butt_[G.size]_l_NORTH", GENITALS_FRONT_LAYER) //to not adjust overlays every time a character turns, north-facing breasts and bellies are drawn separately, with individual icons
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else //they'll have blank north-facing sprites in the main icon state and the north-facing will be blank on all other sides, and are drawn on different layers
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. += mutable_appearance(icon_location, "butt_10_l", GENITALS_FRONT_LAYER)
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. += mutable_appearance(icon_location, "butt_10_l_NORTH", GENITALS_FRONT_LAYER)
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else //if the character is not digitigrade
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if(G.size <= 10)
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. += mutable_appearance(icon_location, "butt_[G.size]", GENITALS_FRONT_LAYER)
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. += mutable_appearance(icon_location, "butt_[G.size]_NORTH", GENITALS_FRONT_LAYER)
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else
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. += mutable_appearance(icon_location, "butt_10", GENITALS_FRONT_LAYER)
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. += mutable_appearance(icon_location, "butt_10_NORTH", GENITALS_FRONT_LAYER)
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if(istype(O, /obj/item/organ/genital/breasts)) //if the organ is the breasts
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G = O
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if(G.size <= "o")
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. += mutable_appearance(icon_location, "breasts_[G.size]", GENITALS_BEHIND_LAYER)
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. += mutable_appearance(icon_location, "breasts_[G.size]_NORTH", BODY_FRONT_LAYER)
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else
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if(G.size == "huge")
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. += mutable_appearance(icon_location, "breasts_huge", GENITALS_BEHIND_LAYER)
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. += mutable_appearance(icon_location, "breasts_huge_NORTH", BODY_FRONT_LAYER)
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else
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if(G.size == "massive")
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. += mutable_appearance(icon_location, "breasts_massive", GENITALS_BEHIND_LAYER)
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. += mutable_appearance(icon_location, "breasts_massive_NORTH", BODY_FRONT_LAYER)
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else
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if(G.size == "giga")
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. += mutable_appearance(icon_location, "breasts_giga", GENITALS_BEHIND_LAYER)
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. += mutable_appearance(icon_location, "breasts_giga_NORTH", BODY_FRONT_LAYER)
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else
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. += mutable_appearance(icon_location, "breasts_impossible", GENITALS_BEHIND_LAYER)
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. += mutable_appearance(icon_location, "breasts_impossible_NORTH", BODY_FRONT_LAYER)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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if(length(accessory_overlays))
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. += accessory_overlays
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/obj/item/clothing/under/color/grey/modular/bra
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name = "grey modular bra"
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desc = "A tasteful grey bra that reminds you of the good old days. Now adjusts to the match the wearer's size!"
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icon_location = 'GainStation13/icons/mob/modclothes/graymodular_bra.dmi'
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icon_state = "grey"
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item_state = "grey_bra"
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// item_color = "grey_bra"
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@@ -0,0 +1,178 @@
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/mob/living/carbon
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var/modular_items = list()
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/mob/living/carbon/adjust_fatness(adjustment_amount, type_of_fattening = FATTENING_TYPE_ITEM)
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..()
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for(var/obj/item/item in modular_items)
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item.update_modular_overlays(src)
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/obj/item
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var/modular_icon_location = null
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var/mod_overlays = list()
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/obj/item/equipped(mob/user, slot)
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if(modular_icon_location != null && slot == slot_flags) //if(slot == ITEM_SLOT_ICLOTHING)
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update_modular_overlays(user)
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..()
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/obj/item/dropped(mob/user)
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remove_modular_overlays(user)
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..()
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/obj/item/proc/add_modular_overlay(mob/living/carbon/U, modular_icon, modular_layer, sprite_color)
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var/mutable_appearance/mod_overlay = mutable_appearance(modular_icon_location, modular_icon, -(modular_layer), color = sprite_color)
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mod_overlays += mod_overlay
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U.overlays_standing[modular_layer] = mod_overlay
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U.apply_overlay(modular_layer)
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/obj/item/proc/get_modular_belly(obj/item/organ/genital/G)
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return "belly_[get_belly_size(G)][get_belly_alt()]"
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/obj/item/proc/get_belly_size(obj/item/organ/genital/G)
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var/size = G.size
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if(G.size > 9)
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size = 9
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var/shape
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if(G.owner.fullness <= FULLNESS_LEVEL_BLOATED)
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switch(G.shape)
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if("Soft Belly")
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shape = "soft"
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if("Round Belly")
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shape = "round"
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else
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shape = "stuffed"
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var/stuffed_modifier
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switch(G.owner.fullness)
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if(FULLNESS_LEVEL_BLOATED to FULLNESS_LEVEL_BEEG) // Take the stuffed sprite of the same size
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stuffed_modifier = 0
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if(FULLNESS_LEVEL_BEEG to FULLNESS_LEVEL_NOMOREPLZ) // Take the stuffed sprite of size + 1
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stuffed_modifier = 1
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if(FULLNESS_LEVEL_NOMOREPLZ to INFINITY)// Take the stuffed sprite of size + 2
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stuffed_modifier = 2
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size = size + stuffed_modifier
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return "[shape]_[size]"
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/obj/item/proc/get_belly_alt()
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return ""
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/obj/item/clothing/under/get_belly_alt()
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return "[(adjusted) ? "_d" : ""]"
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/obj/item/proc/get_modular_butt(obj/item/organ/genital/G)
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return "butt_[(G.size <= 10 ) ? "[G.size]" : "10"][get_butt_alt()]"
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/obj/item/proc/get_butt_alt()
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return "[(mutantrace_variation == STYLE_DIGITIGRADE) ? "_l" : ""]"
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/obj/item/proc/get_modular_breasts(obj/item/organ/genital/G)
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var/size
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if(G.size <= "o")
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size = G.size
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else
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switch(G.size)
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if("huge")
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size = "huge"
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if("massive")
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size = "massive"
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if("giga")
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size = "giga"
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if("impossible")
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size = "impossible"
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return "breasts_[size][get_breasts_alt()]"
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/obj/item/proc/get_breasts_alt()
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return ""
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/obj/item/proc/update_modular_overlays(mob/user)
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if(!iscarbon(user))
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return
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var/mob/living/carbon/U = user
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delete_modular_overlays(U)
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if(!(src in U.modular_items))
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U.modular_items += src
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var/obj/item/organ/O
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var/obj/item/organ/genital/G
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for(O in U.internal_organs) //check the user for the organs they have
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if(istype(O, /obj/item/organ/genital/belly)) //if that organ is a belly
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G = O //treat that organ as a genital
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var/modular_sprite = get_modular_belly(G)
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add_modular_overlay(U, modular_sprite, MODULAR_BELLY_LAYER, color)
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add_modular_overlay(U, "[modular_sprite]_SOUTH", BELLY_FRONT_LAYER, color)
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if(istype(O, /obj/item/organ/genital/butt)) //if that organ is the butt
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G = O
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var/modular_sprite = get_modular_butt(G)
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add_modular_overlay(U, modular_sprite, MODULAR_BUTT_LAYER, color)
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add_modular_overlay(U, "[modular_sprite]_NORTH", BUTT_BEHIND_LAYER, color)
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if(istype(O, /obj/item/organ/genital/breasts)) //if the organ is the breasts
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G = O
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var/modular_sprite = get_modular_breasts(G)
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add_modular_overlay(U, modular_sprite, MODULAR_BREASTS_LAYER, color)
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add_modular_overlay(U, "[modular_sprite]_NORTH", BREASTS_BEHIND_LAYER, color)
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add_modular_overlay(U, "[modular_sprite]_SOUTH", BREASTS_FRONT_LAYER, color)
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/obj/item/proc/delete_modular_overlays(mob/user)
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if(!iscarbon(user))
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return
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var/mob/living/carbon/U = user
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if(!(src in U.modular_items))
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return
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for(var/mutable_appearance/overlay in mod_overlays)
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U.cut_overlay(overlay)
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mod_overlays -= mod_overlays
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/obj/item/proc/remove_modular_overlays(mob/user)
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if(!iscarbon(user))
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return
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delete_modular_overlays(user)
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var/mob/living/carbon/U = user
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if(src in U.modular_items)
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U.modular_items -= src
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/obj/item/clothing/under/color/grey
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modular_icon_location = 'GainStation13/icons/mob/modclothes/modular_grey.dmi'
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/obj/item/clothing/under/color/grey/service
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name = "service grey suit"
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desc = "Grey only in name"
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color = "#6AD427"
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armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
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/obj/item/clothing/under/color/grey/medical
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name = "medical grey suit"
|
||||
desc = "Grey only in name"
|
||||
color = "#5A96BB"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/color/grey/cargo
|
||||
name = "cargo grey suit"
|
||||
desc = "Grey only in name"
|
||||
color = "#BB9042"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 0, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/under/color/grey/engi
|
||||
name = "engineering grey suit"
|
||||
desc = "Grey only in name"
|
||||
color = "#FF8800"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 60, ACID = 20, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/color/grey/science
|
||||
name = "science grey suit"
|
||||
desc = "Grey only in name"
|
||||
color = "#9900FF"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/color/grey/security
|
||||
name = "security grey suit"
|
||||
desc = "Grey only in name"
|
||||
color = "#F4080C"
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/under/color/grey/command
|
||||
name = "command grey suit"
|
||||
desc = "Grey only in name"
|
||||
color = "#004B8F"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 15)
|
||||
|
||||
|
||||
@@ -142,7 +142,7 @@
|
||||
ADD_TRAIT(fatty, TRAIT_NO_JUMPSUIT, HELPLESSNESS_TRAIT)
|
||||
|
||||
var/obj/item/clothing/under/jumpsuit = fatty.w_uniform
|
||||
if(istype(jumpsuit) && !istype(jumpsuit, /obj/item/clothing/under/color/grey/modular))
|
||||
if(istype(jumpsuit))
|
||||
to_chat(fatty, "<span class='warning'>[jumpsuit] can no longer contain your weight!</span>")
|
||||
fatty.dropItemToGround(jumpsuit)
|
||||
|
||||
|
||||
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|
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|
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+32
-25
@@ -33,30 +33,37 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
|
||||
//Human Overlays Indexes/////////
|
||||
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
|
||||
#define MUTATIONS_LAYER 35 //mutations. Tk headglows, cold resistance glow, etc
|
||||
#define ANTAG_LAYER 34 //stuff for things like cultism indicators (clock cult glow, cultist red halos, whatever else new that comes up)
|
||||
#define GENITALS_BEHIND_LAYER 33 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
|
||||
#define BODY_BEHIND_LAYER 32 //certain mutantrace features (tail when looking south) that must appear behind the body parts
|
||||
#define BODYPARTS_LAYER 31 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
|
||||
#define MARKING_LAYER 30 //Matrixed body markings because clashing with snouts?
|
||||
#define BODY_ADJ_LAYER 29 //certain mutantrace features (snout, body markings) that must appear above the body parts
|
||||
#define BODY_LAYER 28 //underwear, undershirts, socks, eyes, lips(makeup)
|
||||
#define BODY_ADJ_UPPER_LAYER 27
|
||||
#define FRONT_MUTATIONS_LAYER 26 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
|
||||
#define DAMAGE_LAYER 25 //damage indicators (cuts and burns)
|
||||
#define UNIFORM_LAYER 24
|
||||
#define ID_LAYER 23
|
||||
#define HANDS_PART_LAYER 22
|
||||
#define SHOES_LAYER 21
|
||||
#define GLOVES_LAYER 20
|
||||
#define EARS_LAYER 19
|
||||
#define GENITALS_UNDER_LAYER 18
|
||||
#define SUIT_LAYER 17
|
||||
#define GLASSES_LAYER 16
|
||||
#define BELT_LAYER 15 //Possible make this an overlay of somethign required to wear a belt?
|
||||
#define SUIT_STORE_LAYER 14
|
||||
#define NECK_LAYER 13
|
||||
#define BACK_LAYER 12
|
||||
#define MUTATIONS_LAYER 42 //mutations. Tk headglows, cold resistance glow, etc
|
||||
#define ANTAG_LAYER 41 //stuff for things like cultism indicators (clock cult glow, cultist red halos, whatever else new that comes up)
|
||||
#define GENITALS_BEHIND_LAYER 40 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
|
||||
#define BREASTS_BEHIND_LAYER 39 //GS13 Edit - Modular Clothes Layer
|
||||
#define BODY_BEHIND_LAYER 38 //certain mutantrace features (tail when looking south) that must appear behind the body parts
|
||||
#define BODYPARTS_LAYER 37 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
|
||||
#define MARKING_LAYER 36 //Matrixed body markings because clashing with snouts?
|
||||
#define BODY_ADJ_LAYER 35 //certain mutantrace features (snout, body markings) that must appear above the body parts
|
||||
#define BODY_LAYER 34 //underwear, undershirts, socks, eyes, lips(makeup)
|
||||
#define BODY_ADJ_UPPER_LAYER 33
|
||||
#define FRONT_MUTATIONS_LAYER 32 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
|
||||
#define DAMAGE_LAYER 31 //damage indicators (cuts and burns)
|
||||
#define UNIFORM_LAYER 30
|
||||
#define ID_LAYER 29
|
||||
#define HANDS_PART_LAYER 28
|
||||
#define SHOES_LAYER 27
|
||||
#define GLOVES_LAYER 26
|
||||
#define EARS_LAYER 25
|
||||
#define GENITALS_UNDER_LAYER 24
|
||||
#define MODULAR_BELLY_LAYER 23 //GS13 Edit - Modular Clothes Layer
|
||||
#define MODULAR_BREASTS_LAYER 22 //GS13 Edit - Modular Clothes Layer
|
||||
#define MODULAR_BUTT_LAYER 21 //GS13 Edit - Modular Clothes Layer
|
||||
#define SUIT_LAYER 20
|
||||
#define GLASSES_LAYER 19
|
||||
#define BELT_LAYER 18 //Possible make this an overlay of somethign required to wear a belt?
|
||||
#define SUIT_STORE_LAYER 17
|
||||
#define NECK_LAYER 16
|
||||
#define BACK_LAYER 15
|
||||
#define BELLY_FRONT_LAYER 14 //GS13 Edit - Modular Clothes Layer
|
||||
#define BREASTS_FRONT_LAYER 13 //GS13 Edit - Modular Clothes Layer
|
||||
#define BUTT_BEHIND_LAYER 12 //GS13 Edit - Modular Clothes Layer
|
||||
#define GENITALS_EXPOSED_LAYER 11
|
||||
#define GENITALS_FRONT_LAYER 10 //Draws some genitalia above clothes and the TAUR body if need be.
|
||||
#define HAIR_LAYER 9 //TODO: make part of head layer?
|
||||
@@ -68,7 +75,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
#define HANDS_LAYER 3
|
||||
#define BODY_FRONT_LAYER 2
|
||||
#define FIRE_LAYER 1 //If you're on fire
|
||||
#define TOTAL_LAYERS 35 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
|
||||
#define TOTAL_LAYERS 42 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
|
||||
|
||||
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
|
||||
//Because I *KNOW* somebody will think layer+1 means "above"
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
/obj/item/clothing/head/fedora = 3,
|
||||
//GS13 EDIT START
|
||||
/obj/item/clothing/suit/jacket/letterman_gato = 5,
|
||||
/obj/item/clothing/under/color/grey/modular = 6,
|
||||
//GS13 EDIT END
|
||||
/obj/item/clothing/head/beret = 3,
|
||||
/obj/item/clothing/head/beret/black = 3,
|
||||
|
||||
@@ -17,7 +17,8 @@
|
||||
icon_state = "secdrobe"
|
||||
product_ads = "Beat perps in style!;It's red so you can't see the blood!;You have the right to be fashionable!;Now you can be the fashion police you always wanted to be!"
|
||||
vend_reply = "Thank you for using the SecDrobe!"
|
||||
products = list(/obj/item/clothing/suit/hooded/wintercoat/security = 2,
|
||||
products = list(/obj/item/clothing/under/color/grey/security = 10,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/security = 2,
|
||||
/obj/item/storage/backpack/security = 3,
|
||||
/obj/item/storage/backpack/satchel/sec = 3,
|
||||
/obj/item/storage/backpack/duffelbag/sec = 3,
|
||||
@@ -48,7 +49,8 @@
|
||||
icon_state = "medidrobe"
|
||||
product_ads = "Make those blood stains look fashionable!!"
|
||||
vend_reply = "Thank you for using the MediDrobe!"
|
||||
products = list(/obj/item/clothing/accessory/pocketprotector = 5,
|
||||
products = list(/obj/item/clothing/under/color/grey/medical = 10,
|
||||
/obj/item/clothing/accessory/pocketprotector = 5,
|
||||
/obj/item/clothing/head/beret/med = 5,
|
||||
/obj/item/storage/backpack/medic = 5,
|
||||
/obj/item/storage/backpack/satchel/med = 5,
|
||||
@@ -90,7 +92,8 @@
|
||||
icon_state = "engidrobe"
|
||||
product_ads = "Guaranteed to protect your feet from industrial accidents!;Afraid of radiation? Then wear yellow!"
|
||||
vend_reply = "Thank you for using the EngiDrobe!"
|
||||
products = list(/obj/item/clothing/accessory/pocketprotector = 5,
|
||||
products = list(/obj/item/clothing/under/color/grey/engi = 10,
|
||||
/obj/item/clothing/accessory/pocketprotector = 5,
|
||||
/obj/item/clothing/head/beret/eng = 3,
|
||||
/obj/item/storage/backpack/industrial = 3,
|
||||
/obj/item/storage/backpack/satchel/eng = 3,
|
||||
@@ -121,7 +124,8 @@
|
||||
icon_state = "atmosdrobe"
|
||||
product_ads = "Get your inflammable clothing right here!!!"
|
||||
vend_reply = "Thank you for using the AtmosDrobe!"
|
||||
products = list(/obj/item/clothing/accessory/pocketprotector = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/engi = 10,
|
||||
/obj/item/clothing/accessory/pocketprotector = 3,
|
||||
/obj/item/clothing/head/beret/atmos = 3,
|
||||
/obj/item/storage/backpack/industrial = 3,
|
||||
/obj/item/storage/backpack/satchel/eng = 3,
|
||||
@@ -145,6 +149,7 @@
|
||||
product_ads = "Upgraded Assistant Style! Pick yours today!;These shorts are comfy and easy to wear, get yours now!"
|
||||
vend_reply = "Thank you for using the CargoDrobe!"
|
||||
products = list(
|
||||
/obj/item/clothing/under/color/grey/cargo = 10,
|
||||
/obj/item/storage/bag/mail = 3,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/cargo = 3,
|
||||
/obj/item/clothing/under/rank/cargo/tech = 3,
|
||||
@@ -174,7 +179,8 @@
|
||||
icon_state = "robodrobe"
|
||||
product_ads = "You turn me TRUE, use defines!;0110001101101100011011110111010001101000011001010111001101101000011001010111001001100101"
|
||||
vend_reply = "Thank you for using the RoboDrobe!"
|
||||
products = list(/obj/item/clothing/glasses/hud/diagnostic = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/science = 10,
|
||||
/obj/item/clothing/glasses/hud/diagnostic = 3,
|
||||
/obj/item/stack/medical/nanogel = 5,
|
||||
/obj/item/clothing/head/beret/robo = 3,
|
||||
/obj/item/clothing/under/rank/rnd/roboticist = 3,
|
||||
@@ -202,7 +208,8 @@
|
||||
icon_state = "scidrobe"
|
||||
product_ads = "Longing for the smell of plasma burnt flesh? Buy your science clothing now!;Made with 10% Auxetics, so you don't have to worry about losing your arm!"
|
||||
vend_reply = "Thank you for using the SciDrobe!"
|
||||
products = list(/obj/item/clothing/accessory/pocketprotector = 5,
|
||||
products = list(/obj/item/clothing/under/color/grey/science = 10,
|
||||
/obj/item/clothing/accessory/pocketprotector = 5,
|
||||
/obj/item/clothing/head/beret/sci = 3,
|
||||
/obj/item/storage/backpack/science = 3,
|
||||
/obj/item/storage/backpack/satchel/tox = 3,
|
||||
@@ -227,7 +234,8 @@
|
||||
icon_state = "hydrobe"
|
||||
product_ads = "Do you love soil? Then buy our clothes!;Get outfits to match your green thumb here!"
|
||||
vend_reply = "Thank you for using the Hydrobe!"
|
||||
products = list(/obj/item/storage/backpack/botany = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/service = 10,
|
||||
/obj/item/storage/backpack/botany = 3,
|
||||
/obj/item/storage/backpack = 3,
|
||||
/obj/item/storage/backpack/satchel/hyd = 3,
|
||||
/obj/item/storage/backpack/duffelbag = 3,
|
||||
@@ -274,7 +282,8 @@
|
||||
icon_state = "bardrobe"
|
||||
product_ads = "Guaranteed to prevent stains from spilled drinks!"
|
||||
vend_reply = "Thank you for using the BarDrobe!"
|
||||
products = list(/obj/item/clothing/head/that = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/service = 10,
|
||||
/obj/item/clothing/head/that = 3,
|
||||
/obj/item/radio/headset/headset_srv = 3,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/bar = 3,
|
||||
/obj/item/clothing/under/suit/sl = 3,
|
||||
@@ -303,7 +312,8 @@
|
||||
icon_state = "chefdrobe"
|
||||
product_ads = "Our clothes are guaranteed to protect you from food splatters!"
|
||||
vend_reply = "Thank you for using the ChefDrobe!"
|
||||
products = list(/obj/item/clothing/under/suit/waiter = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/service = 10,
|
||||
/obj/item/clothing/under/suit/waiter = 3,
|
||||
/obj/item/radio/headset/headset_srv = 4,
|
||||
/obj/item/clothing/accessory/waistcoat = 3,
|
||||
/obj/item/clothing/suit/apron/chef = 3,
|
||||
@@ -328,7 +338,8 @@
|
||||
icon_state = "janidrobe"
|
||||
product_ads = "Come and get your janitorial clothing, now endorsed by lizard janitors everywhere!"
|
||||
vend_reply = "Thank you for using the JaniDrobe!"
|
||||
products = list(/obj/item/clothing/under/rank/civilian/janitor = 2,
|
||||
products = list(/obj/item/clothing/under/color/grey/service = 10,
|
||||
/obj/item/clothing/under/rank/civilian/janitor = 2,
|
||||
/obj/item/clothing/under/rank/civilian/janitor/skirt = 2,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/janitor = 3,
|
||||
/obj/item/cartridge/janitor = 3,
|
||||
@@ -420,7 +431,8 @@
|
||||
icon_state = "chemdrobe"
|
||||
product_ads = "Our clothes are 0.5% more resistant to acid spills! Get yours now!"
|
||||
vend_reply = "Thank you for using the ChemDrobe!"
|
||||
products = list(/obj/item/clothing/under/rank/medical/chemist = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/medical = 10,
|
||||
/obj/item/clothing/under/rank/medical/chemist = 3,
|
||||
/obj/item/clothing/head/beret/chem = 3,
|
||||
/obj/item/clothing/under/rank/medical/chemist/skirt = 3,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/chemistry = 3,
|
||||
@@ -441,7 +453,8 @@
|
||||
icon_state = "genedrobe"
|
||||
product_ads = "Perfect for the mad scientist in you!"
|
||||
vend_reply = "Thank you for using the GeneDrobe!"
|
||||
products = list(/obj/item/clothing/under/rank/medical/geneticist = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/medical = 10,
|
||||
/obj/item/clothing/under/rank/medical/geneticist = 3,
|
||||
/obj/item/clothing/under/rank/medical/geneticist/skirt = 3,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/genetics = 3,
|
||||
/obj/item/clothing/shoes/sneakers/white = 3,
|
||||
@@ -459,7 +472,8 @@
|
||||
icon_state = "virodrobe"
|
||||
product_ads = " Viruses getting you down? Then upgrade to sterilized clothing today!"
|
||||
vend_reply = "Thank you for using the ViroDrobe"
|
||||
products = list(/obj/item/clothing/head/beret/viro = 3,
|
||||
products = list(/obj/item/clothing/under/color/grey/medical = 10,
|
||||
/obj/item/clothing/head/beret/viro = 3,
|
||||
/obj/item/clothing/under/rank/medical/virologist = 3,
|
||||
/obj/item/clothing/under/rank/medical/virologist/skirt = 3,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/viro = 3,
|
||||
@@ -479,7 +493,8 @@
|
||||
icon_state = "detdrobe"
|
||||
product_ads = "Apply your brilliant deductive methods in style!"
|
||||
vend_reply = "Thank you for using the DetDrobe!"
|
||||
products = list(/obj/item/clothing/under/rank/security/detective = 2,
|
||||
products = list(/obj/item/clothing/under/color/grey/security = 10,
|
||||
/obj/item/clothing/under/rank/security/detective = 2,
|
||||
/obj/item/clothing/under/rank/security/detective/skirt = 2,
|
||||
/obj/item/clothing/under/rank/security/detective/brown = 2,
|
||||
/obj/item/clothing/under/rank/security/detective/brown/brown2 = 2,
|
||||
@@ -517,7 +532,8 @@
|
||||
icon_deny = "capsdrobe-deny"
|
||||
product_ads = "Only the greatest for a commander such as ours."
|
||||
vend_reply = "A wonderful day to you, great leader."
|
||||
products = list(/obj/item/clothing/suit/hooded/wintercoat/captain = 1,
|
||||
products = list(/obj/item/clothing/under/color/grey/command = 10,
|
||||
/obj/item/clothing/suit/hooded/wintercoat/captain = 1,
|
||||
/obj/item/storage/backpack/captain = 1,
|
||||
/obj/item/storage/backpack/satchel/cap = 1,
|
||||
/obj/item/storage/backpack/duffelbag/captain = 1,
|
||||
|
||||
@@ -44,10 +44,6 @@
|
||||
name = "Assistant's formal uniform"
|
||||
path = /obj/item/clothing/under/misc/assistantformal
|
||||
|
||||
/datum/gear/uniform/greymodular
|
||||
name = "Grey Modular Jumpsuit"
|
||||
path = /obj/item/clothing/under/color/grey/modular
|
||||
|
||||
/datum/gear/uniform/maidcostume
|
||||
name = "Maid costume"
|
||||
path = /obj/item/clothing/under/costume/maid
|
||||
|
||||
+2
-4
@@ -3977,9 +3977,9 @@
|
||||
#include "GainStation13\code\machinery\feeding_tube.dm"
|
||||
#include "GainStation13\code\machinery\feeding_tube_industrial.dm"
|
||||
#include "GainStation13\code\machinery\gym.dm"
|
||||
#include "GainStation13\code\machinery\doors\airlock_types.dm"
|
||||
#include "GainStation13\code\machinery\powered_quantum_pad.dm"
|
||||
#include "GainStation13\code\machinery\supply_teleporter.dm"
|
||||
#include "GainStation13\code\machinery\doors\airlock_types.dm"
|
||||
#include "GainStation13\code\mechanics\calorite.dm"
|
||||
#include "GainStation13\code\mechanics\fatness.dm"
|
||||
#include "GainStation13\code\mechanics\fatrousal.dm"
|
||||
@@ -4008,10 +4008,8 @@
|
||||
#include "GainStation13\code\modules\cargo\packs.dm"
|
||||
#include "GainStation13\code\modules\client\border_control.dm"
|
||||
#include "GainStation13\code\modules\client\loadout\head.dm"
|
||||
#include "GainStation13\code\modules\client\loadout\uniform.dm"
|
||||
#include "GainStation13\code\modules\client\preferences\preferences.dm"
|
||||
#include "GainStation13\code\modules\clothing\under\jobs\clothing.dm"
|
||||
#include "GainStation13\code\modules\clothing\under\jobs\modcivilian.dm"
|
||||
#include "GainStation13\code\modules\clothing\under\jobs\modular_items.dm"
|
||||
#include "GainStation13\code\modules\events\vent_clog.dm\vent_clog.dm"
|
||||
#include "GainStation13\code\modules\food_and_drinks\drinks.dm"
|
||||
#include "GainStation13\code\modules\food_and_drinks\food.dm"
|
||||
|
||||
Reference in New Issue
Block a user