diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index de76034e48..20f59d0435 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -83,7 +83,7 @@ C.use(1) update_clothes_damaged_state(FALSE) obj_integrity = max_integrity - to_chat(user, "You fix the damage on [src] with [C].") + to_chat(user, "You fix the damage on [src] with [C].") return 1 if(pockets) var/i = pockets.attackby(W, user, params) @@ -161,7 +161,7 @@ /obj/item/clothing/obj_break(damage_flag) if(!damaged_clothes) update_clothes_damaged_state(TRUE) - to_chat(usr, "Your [src] starts to fall apart!") + to_chat(usr, "Your [src] starts to fall apart!") /obj/item/clothing/proc/update_clothes_damaged_state(damaging = TRUE) var/index = "\ref[initial(icon)]-[initial(icon_state)]" @@ -201,7 +201,7 @@ /obj/item/clothing/ears/earmuffs/Initialize(mapload) ..() SET_SECONDARY_FLAG(src, BANG_PROTECT) - SET_SECONDARY_FLAG(src, HEALS_EARS) + SET_SECONDARY_FLAG(src, HEALS_EARS) //Glasses /obj/item/clothing/glasses @@ -251,9 +251,9 @@ BLIND // can't see anything . = list() if(!isinhands) if(damaged_clothes) - . += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves") if(blood_DNA) - . += mutable_appearance('icons/effects/blood.dmi', "bloodyhands") + . += mutable_appearance('icons/effects/blood.dmi', "bloodyhands") /obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE) ..() @@ -279,9 +279,9 @@ BLIND // can't see anything . = list() if(!isinhands) if(damaged_clothes) - . += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet") if(blood_DNA) - . += mutable_appearance('icons/effects/blood.dmi', "helmetblood") + . += mutable_appearance('icons/effects/blood.dmi', "helmetblood") /obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE) ..() @@ -304,9 +304,9 @@ BLIND // can't see anything if(!isinhands) if(body_parts_covered & HEAD) if(damaged_clothes) - . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") if(blood_DNA) - . += mutable_appearance('icons/effects/blood.dmi', "maskblood") + . += mutable_appearance('icons/effects/blood.dmi', "maskblood") //Mask @@ -326,9 +326,9 @@ BLIND // can't see anything if(!isinhands) if(body_parts_covered & HEAD) if(damaged_clothes) - . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") if(blood_DNA) - . += mutable_appearance('icons/effects/blood.dmi', "maskblood") + . += mutable_appearance('icons/effects/blood.dmi', "maskblood") /obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE) ..() @@ -400,9 +400,9 @@ BLIND // can't see anything bloody = bloody_shoes[BLOOD_STATE_HUMAN] if(damaged_clothes) - . += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe") + . += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe") if(bloody) - . += mutable_appearance('icons/effects/blood.dmi', "shoeblood") + . += mutable_appearance('icons/effects/blood.dmi', "shoeblood") /obj/item/clothing/shoes/equipped(mob/user, slot) . = ..() @@ -455,9 +455,9 @@ BLIND // can't see anything . = list() if(!isinhands) if(damaged_clothes) - . += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") + . += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") if(blood_DNA) - . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood") + . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood") /obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE) ..() @@ -519,9 +519,9 @@ BLIND // can't see anything slot_flags = SLOT_ICLOTHING armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women - var/has_sensor = HAS_SENSORS // For the crew computer + var/has_sensor = HAS_SENSORS // For the crew computer var/random_sensor = 1 - var/sensor_mode = NO_SENSORS + var/sensor_mode = NO_SENSORS var/can_adjust = 1 var/adjusted = NORMAL_STYLE var/alt_covers_chest = 0 // for adjusted/rolled-down jumpsuits, 0 = exposes chest and arms, 1 = exposes arms only @@ -534,28 +534,38 @@ BLIND // can't see anything if(!isinhands) if(damaged_clothes) - . += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform") + . += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform") if(blood_DNA) - . += mutable_appearance('icons/effects/blood.dmi', "uniformblood") + . += mutable_appearance('icons/effects/blood.dmi', "uniformblood") if(hastie) var/tie_color = hastie.item_color if(!tie_color) tie_color = hastie.icon_state - var/mutable_appearance/tie = mutable_appearance('icons/mob/ties.dmi', "[tie_color]") - tie.alpha = hastie.alpha - tie.color = hastie.color - . += tie + var/mutable_appearance/tie = mutable_appearance('icons/mob/ties.dmi', "[tie_color]") + tie.alpha = hastie.alpha + tie.color = hastie.color + . += tie + +/obj/item/clothing/under/attackby(obj/item/W, mob/user, params) + if((has_sensor == BROKEN_SENSORS) && istype(W, /obj/item/stack/cable_coil)) + var/obj/item/stack/cable_coil/C = W + C.use(1) + has_sensor = HAS_SENSORS + to_chat(user,"You repair the suit sensors on [src] with [C].") + return 1 /obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE) ..() if(ismob(loc)) var/mob/M = loc M.update_inv_w_uniform() + if(has_sensor > NO_SENSORS) + has_sensor = BROKEN_SENSORS /obj/item/clothing/under/New() if(random_sensor) //make the sensor mode favor higher levels, except coords. - sensor_mode = pick(0, 1, 1, 2, 2, 2, 3, 3) + sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS) adjusted = NORMAL_STYLE ..() @@ -633,18 +643,18 @@ BLIND // can't see anything to_chat(user, "Alt-click on [src] to wear it normally.") else to_chat(user, "Alt-click on [src] to wear it casually.") - if (has_sensor == BROKEN_SENSORS) - to_chat(user, "Its sensors appear to be shorted out.") - else if(has_sensor > NO_SENSORS) - switch(sensor_mode) - if(SENSOR_OFF) - to_chat(user, "Its sensors appear to be disabled.") - if(SENSOR_LIVING) - to_chat(user, "Its binary life sensors appear to be enabled.") - if(SENSOR_VITALS) - to_chat(user, "Its vital tracker appears to be enabled.") - if(SENSOR_COORDS) - to_chat(user, "Its vital tracker and tracking beacon appear to be enabled.") + if (has_sensor == BROKEN_SENSORS) + to_chat(user, "Its sensors appear to be shorted out.") + else if(has_sensor > NO_SENSORS) + switch(sensor_mode) + if(SENSOR_OFF) + to_chat(user, "Its sensors appear to be disabled.") + if(SENSOR_LIVING) + to_chat(user, "Its binary life sensors appear to be enabled.") + if(SENSOR_VITALS) + to_chat(user, "Its vital tracker appears to be enabled.") + if(SENSOR_COORDS) + to_chat(user, "Its vital tracker and tracking beacon appear to be enabled.") if(hastie) to_chat(user, "\A [hastie] is attached to it.") @@ -664,13 +674,13 @@ BLIND // can't see anything return if (!can_use(M)) return - if(src.has_sensor == LOCKED_SENSORS) + if(src.has_sensor == LOCKED_SENSORS) to_chat(usr, "The controls are locked.") return 0 - if(src.has_sensor == BROKEN_SENSORS) - to_chat(usr, "The sensors have shorted out!") - return 0 - if(src.has_sensor <= NO_SENSORS) + if(src.has_sensor == BROKEN_SENSORS) + to_chat(usr, "The sensors have shorted out!") + return 0 + if(src.has_sensor <= NO_SENSORS) to_chat(usr, "This suit does not have any sensors.") return 0