This commit is contained in:
LetterJay
2017-05-02 09:44:19 -05:00
parent b45d053ac6
commit 587043f1e8

View File

@@ -83,7 +83,7 @@
C.use(1)
update_clothes_damaged_state(FALSE)
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You fix the damage on [src] with [C].</span>")
to_chat(user, "<span class='notice'>You fix the damage on [src] with [C].</span>")
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, "<span class='notice'>Your [src] starts to fall apart!")
to_chat(usr, "<span class='notice'>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,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
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