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@@ -93,7 +93,7 @@ GLOBAL_PROTECT(admin_verbs_ban)
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GLOBAL_LIST_INIT(admin_verbs_sounds, list(/client/proc/play_local_sound, /client/proc/play_sound, /client/proc/manual_play_web_sound, /client/proc/set_round_end_sound))
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GLOBAL_PROTECT(admin_verbs_sounds)
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GLOBAL_LIST_INIT(admin_verbs_fun, list(
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/client/proc/cmd_admin_dress,
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/client/proc/cmd_select_equipment,
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/client/proc/cmd_admin_gib_self,
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/client/proc/drop_bomb,
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/client/proc/set_dynex_scale,
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@@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
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/client/proc/play_local_sound,
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/client/proc/play_sound,
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/client/proc/set_round_end_sound,
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/client/proc/cmd_admin_dress,
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/client/proc/cmd_select_equipment,
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/client/proc/cmd_admin_gib_self,
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/client/proc/drop_bomb,
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/client/proc/drop_dynex_bomb,
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@@ -0,0 +1,196 @@
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/client/proc/open_outfit_editor(datum/outfit/target)
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var/datum/outfit_editor/ui = new(usr, target)
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ui.ui_interact(usr)
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#define OUTFIT_EDITOR_NAME "Outfit-O-Tron 9000"
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/datum/outfit_editor
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var/client/owner
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var/dummy_key
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var/datum/outfit/drip
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/datum/outfit_editor/New(user, datum/outfit/target)
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owner = CLIENT_FROM_VAR(user)
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if(ispath(target))
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drip = new /datum/outfit
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drip.copy_from(new target)
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else if(istype(target))
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drip = target
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else
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drip = new /datum/outfit
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drip.name = "New Outfit"
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/datum/outfit_editor/ui_state(mob/user)
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return GLOB.admin_state
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/datum/outfit_editor/ui_status(mob/user, datum/ui_state/state)
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if(QDELETED(drip))
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return UI_CLOSE
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return ..()
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/datum/outfit_editor/ui_close(mob/user)
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clear_human_dummy(dummy_key)
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qdel(src)
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/datum/outfit_editor/proc/init_dummy()
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dummy_key = "outfit_editor_[owner]"
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generate_dummy_lookalike(dummy_key, owner.mob)
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unset_busy_human_dummy(dummy_key)
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/datum/outfit_editor/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "OutfitEditor", OUTFIT_EDITOR_NAME)
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ui.open()
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ui.set_autoupdate(FALSE)
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/datum/outfit_editor/proc/entry(data)
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if(ispath(data, /obj/item))
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var/obj/item/item = data
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return list(
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"path" = item,
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"name" = initial(item.name),
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"desc" = initial(item.desc),
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// at this point initializing the item is probably faster tbh
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"sprite" = icon2base64(icon(initial(item.icon), initial(item.icon_state))),
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)
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return data
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/datum/outfit_editor/proc/serialize_outfit()
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var/list/outfit_slots = drip.get_json_data()
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. = list()
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for(var/key in outfit_slots)
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var/val = outfit_slots[key]
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. += list("[key]" = entry(val))
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/datum/outfit_editor/ui_data(mob/user)
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var/list/data = list()
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data["outfit"] = serialize_outfit()
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data["saveable"] = !GLOB.custom_outfits.Find(drip)
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if(!dummy_key)
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init_dummy()
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var/icon/dummysprite = get_flat_human_icon(null,
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dummy_key = dummy_key,
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showDirs = list(SOUTH),
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outfit_override = drip)
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data["dummy64"] = icon2base64(dummysprite)
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return data
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/datum/outfit_editor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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if(..())
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return
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. = TRUE
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var/slot = params["slot"]
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switch(action)
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if("click")
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choose_item(slot)
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if("ctrlClick")
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choose_any_item(slot)
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if("clear")
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if(drip.vars.Find(slot))
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drip.vars[slot] = null
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if("rename")
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var/newname = stripped_input(owner, "What do you want to name this outfit?", OUTFIT_EDITOR_NAME)
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if(newname)
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drip.name = newname
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if("save")
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GLOB.custom_outfits |= drip
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SStgui.update_user_uis(owner.mob)
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if("delete")
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GLOB.custom_outfits -= drip
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SStgui.update_user_uis(owner.mob)
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if("vv")
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owner.debug_variables(drip)
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/datum/outfit_editor/proc/set_item(slot, obj/item/choice)
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if(!choice)
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return
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if(!ispath(choice))
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alert(owner, "Invalid item", OUTFIT_EDITOR_NAME, "oh no")
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return
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if(initial(choice.icon_state) == null) //hacky check copied from experimentor code
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var/msg = "Warning: This item's icon_state is null, indicating it is very probably not actually a usable item."
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if(alert(owner, msg, OUTFIT_EDITOR_NAME, "Use it anyway", "Cancel") != "Use it anyway")
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return
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if(drip.vars.Find(slot))
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drip.vars[slot] = choice
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/datum/outfit_editor/proc/choose_any_item(slot)
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var/obj/item/choice = pick_closest_path(FALSE)
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if(!choice)
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return
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set_item(slot, choice)
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//this proc will try to give a good selection of items that the user can choose from
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//it does *not* give a selection of all items that can fit in a slot because lag;
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//most notably the hand and pocket slots because they accept pretty much anything
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//also stuff that fits in the belt and back slots are scattered pretty much all over the place
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/datum/outfit_editor/proc/choose_item(slot)
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var/list/options = list()
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switch(slot)
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if("head")
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options = typesof(/obj/item/clothing/head)
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if("glasses")
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options = typesof(/obj/item/clothing/glasses)
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if("ears")
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options = typesof(/obj/item/radio/headset)
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if("neck")
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options = typesof(/obj/item/clothing/neck)
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if("mask")
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options = typesof(/obj/item/clothing/mask)
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if("uniform")
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options = typesof(/obj/item/clothing/under)
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if("suit")
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options = typesof(/obj/item/clothing/suit)
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if("gloves")
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options = typesof(/obj/item/clothing/gloves)
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if("suit_store")
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var/obj/item/clothing/suit/suit = drip.suit
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if(suit)
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suit = new suit //initial() doesn't like lists
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options = suit.allowed
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if(!options.len) //nothing will happen, but don't let the user think it's broken
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to_chat(owner, "<span class='warning'>No options available for the current suit.</span>")
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if("belt")
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options = typesof(/obj/item/storage/belt)
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if("id")
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options = typesof(/obj/item/card/id)
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if("l_hand")
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choose_any_item(slot)
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if("back")
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options = typesof(/obj/item/storage/backpack)
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if("r_hand")
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choose_any_item(slot)
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if("l_pocket")
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choose_any_item(slot)
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if("shoes")
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options = typesof(/obj/item/clothing/shoes)
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if("r_pocket")
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choose_any_item(slot)
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if(length(options))
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set_item(slot, tgui_input_list(owner, "Choose an item", OUTFIT_EDITOR_NAME, options))
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#undef OUTFIT_EDITOR_NAME
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@@ -0,0 +1,73 @@
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/client/proc/outfit_manager()
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set category = "Debug"
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set name = "Outfit Manager"
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if(!check_rights(R_DEBUG))
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return
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var/datum/outfit_manager/ui = new(usr)
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ui.ui_interact(usr)
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/datum/outfit_manager
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var/client/owner
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/datum/outfit_manager/New(user)
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owner = CLIENT_FROM_VAR(user)
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/datum/outfit_manager/ui_state(mob/user)
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return GLOB.admin_state
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/datum/outfit_manager/ui_close(mob/user)
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qdel(src)
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/datum/outfit_manager/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "OutfitManager")
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ui.open()
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/datum/outfit_manager/proc/entry(datum/outfit/outfit)
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var/vv = FALSE
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var/datum/outfit/varedit/varoutfit = outfit
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if(istype(varoutfit))
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vv = length(varoutfit.vv_values)
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return list(
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"name" = "[outfit.name] [vv ? "(VV)" : ""]",
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"ref" = REF(outfit),
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)
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/datum/outfit_manager/ui_data(mob/user)
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var/list/data = list()
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var/list/outfits = list()
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for(var/datum/outfit/custom_outfit in GLOB.custom_outfits)
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outfits += list(entry(custom_outfit))
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data["outfits"] = outfits
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return data
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/datum/outfit_manager/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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if(..())
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return
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. = TRUE
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switch(action)
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if("new")
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owner.open_outfit_editor(new /datum/outfit)
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if("load")
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owner.holder.load_outfit(owner.mob)
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if("copy")
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var/datum/outfit/outfit = tgui_input_list(owner, "Pick an outfit to copy from", "Outfit Manager", subtypesof(/datum/outfit))
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if(ispath(outfit))
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owner.open_outfit_editor(new outfit)
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var/datum/outfit/target_outfit = locate(params["outfit"])
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if(!istype(target_outfit))
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return
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switch(action) //wow we're switching through action again this is horrible optimization smh
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if("edit")
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owner.open_outfit_editor(target_outfit)
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if("save")
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owner.holder.save_outfit(owner.mob, target_outfit)
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if("delete")
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owner.holder.delete_outfit(owner.mob, target_outfit)
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@@ -0,0 +1,32 @@
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GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
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/datum/admins/proc/save_outfit(mob/admin, datum/outfit/O)
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O.save_to_file(admin)
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SStgui.update_user_uis(admin)
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/datum/admins/proc/delete_outfit(mob/admin, datum/outfit/O)
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GLOB.custom_outfits -= O
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qdel(O)
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to_chat(admin,"<span class='notice'>Outfit deleted.</span>")
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SStgui.update_user_uis(admin)
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/datum/admins/proc/load_outfit(mob/admin)
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var/outfit_file = input("Pick outfit json file:", "File") as null|file
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if(!outfit_file)
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return
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var/filedata = file2text(outfit_file)
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var/json = json_decode(filedata)
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if(!json)
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to_chat(admin,"<span class='warning'>JSON decode error.</span>")
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return
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var/otype = text2path(json["outfit_type"])
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if(!ispath(otype,/datum/outfit))
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to_chat(admin,"<span class='warning'>Malformed/Outdated file.</span>")
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return
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var/datum/outfit/O = new otype
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if(!O.load_from(json))
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to_chat(admin,"<span class='warning'>Malformed/Outdated file.</span>")
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return
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GLOB.custom_outfits += O
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SStgui.update_user_uis(admin)
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@@ -484,74 +484,52 @@
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set name = "Test Areas (ALL)"
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cmd_admin_areatest(FALSE)
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/client/proc/cmd_admin_dress(mob/M in GLOB.mob_list)
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set category = "Admin.Events"
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set name = "Select equipment"
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if(!(ishuman(M) || isobserver(M)))
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alert("Invalid mob")
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return
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var/dresscode = robust_dress_shop()
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if(!dresscode)
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return
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var/delete_pocket
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var/mob/living/carbon/human/H
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if(isobserver(M))
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H = M.change_mob_type(/mob/living/carbon/human, null, null, TRUE)
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else
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H = M
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if(alert("Drop Items in Pockets? No will delete them.", "Robust quick dress shop", "Yes", "No") == "No")
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delete_pocket = TRUE
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SSblackbox.record_feedback("tally", "admin_verb", 1, "Select Equipment") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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for (var/obj/item/I in H.get_equipped_items(delete_pocket))
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qdel(I)
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if(dresscode != "Naked")
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H.equipOutfit(dresscode)
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H.regenerate_icons()
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log_admin("[key_name(usr)] changed the equipment of [key_name(H)] to [dresscode].")
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message_admins("<span class='adminnotice'>[key_name_admin(usr)] changed the equipment of [ADMIN_LOOKUPFLW(H)] to [dresscode].</span>")
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/client/proc/robust_dress_shop()
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var/list/outfits = list("Cancel","Naked","Custom","As Job...")
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var/list/paths = subtypesof(/datum/outfit) - typesof(/datum/outfit/job)
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var/list/baseoutfits = list("Naked","Custom","As Job...", "As Plasmaman...")
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var/list/outfits = list()
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var/list/paths = subtypesof(/datum/outfit) - typesof(/datum/outfit/job) - typesof(/datum/outfit/plasmaman)
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for(var/path in paths)
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var/datum/outfit/O = path //not much to initalize here but whatever
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if(initial(O.can_be_admin_equipped))
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outfits[initial(O.name)] = path
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outfits[initial(O.name)] = path
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var/dresscode = input("Select outfit", "Robust quick dress shop") as null|anything in outfits
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var/dresscode = input("Select outfit", "Robust quick dress shop") as null|anything in baseoutfits + sortList(outfits)
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if (isnull(dresscode))
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return
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if (outfits[dresscode])
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dresscode = outfits[dresscode]
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if(dresscode == "Cancel")
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return
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if (dresscode == "As Job...")
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var/list/job_paths = subtypesof(/datum/outfit/job)
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var/list/job_outfits = list()
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for(var/path in job_paths)
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var/datum/outfit/O = path
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if(initial(O.can_be_admin_equipped))
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job_outfits[initial(O.name)] = path
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job_outfits[initial(O.name)] = path
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dresscode = input("Select job equipment", "Robust quick dress shop") as null|anything in job_outfits
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dresscode = input("Select job equipment", "Robust quick dress shop") as null|anything in sortList(job_outfits)
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dresscode = job_outfits[dresscode]
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if(isnull(dresscode))
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return
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if (dresscode == "As Plasmaman...")
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var/list/plasmaman_paths = typesof(/datum/outfit/plasmaman)
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var/list/plasmaman_outfits = list()
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for(var/path in plasmaman_paths)
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var/datum/outfit/O = path
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plasmaman_outfits[initial(O.name)] = path
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dresscode = input("Select plasmeme equipment", "Robust quick dress shop") as null|anything in sortList(plasmaman_outfits)
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dresscode = plasmaman_outfits[dresscode]
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if(isnull(dresscode))
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return
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if (dresscode == "Custom")
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var/list/custom_names = list()
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for(var/datum/outfit/D in GLOB.custom_outfits)
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custom_names[D.name] = D
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var/selected_name = input("Select outfit", "Robust quick dress shop") as null|anything in custom_names
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var/selected_name = input("Select outfit", "Robust quick dress shop") as null|anything in sortList(custom_names)
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dresscode = custom_names[selected_name]
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if(isnull(dresscode))
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return
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@@ -879,8 +879,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
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message_admins("[ADMIN_LOOKUPFLW(usr)] [N.timing ? "activated" : "deactivated"] a nuke at [ADMIN_VERBOSEJMP(N)].")
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SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Nuke", "[N.timing]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
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/client/proc/create_outfits()
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set category = "Debug"
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set name = "Create Custom Outfit"
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@@ -0,0 +1,226 @@
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/client/proc/cmd_select_equipment(mob/target in GLOB.mob_list)
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set category = "Admin.Events"
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set name = "Select equipment"
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var/datum/select_equipment/ui = new(usr, target)
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ui.ui_interact(usr)
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||||
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/*
|
||||
* This is the datum housing the select equipment UI.
|
||||
*
|
||||
* You may notice some oddities about the way outfits are passed to the UI and vice versa here.
|
||||
* That's because it handles both outfit typepaths (for normal outfits) *and* outfit objects (for custom outfits).
|
||||
*
|
||||
* Custom outfits need to be objects as they're created in runtime.
|
||||
* "Then just handle the normal outfits as objects too and simplify the handling" - you may say.
|
||||
* There are about 300 outfit types at the time of writing this. Initializing all of these to objects would be a huge waste.
|
||||
*
|
||||
*/
|
||||
|
||||
/datum/select_equipment
|
||||
var/client/user
|
||||
var/mob/target_mob
|
||||
|
||||
var/dummy_key
|
||||
|
||||
//static list to share all the outfit typepaths between all instances of this datum.
|
||||
var/static/list/cached_outfits
|
||||
|
||||
//a typepath if the selected outfit is a normal outfit;
|
||||
//an object if the selected outfit is a custom outfit
|
||||
var/datum/outfit/selected_outfit = /datum/outfit
|
||||
//serializable string for the UI to keep track of which outfit is selected
|
||||
var/selected_identifier = "/datum/outfit"
|
||||
|
||||
/datum/select_equipment/New(_user, mob/target)
|
||||
user = CLIENT_FROM_VAR(_user)
|
||||
|
||||
if(!ishuman(target) && !isobserver(target))
|
||||
alert("Invalid mob")
|
||||
return
|
||||
target_mob = target
|
||||
|
||||
/datum/select_equipment/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "SelectEquipment", "Select Equipment")
|
||||
ui.open()
|
||||
ui.set_autoupdate(FALSE)
|
||||
|
||||
/datum/select_equipment/ui_state(mob/user)
|
||||
return GLOB.admin_state
|
||||
|
||||
/datum/select_equipment/ui_status(mob/user, datum/ui_state/state)
|
||||
if(QDELETED(target_mob))
|
||||
return UI_CLOSE
|
||||
return ..()
|
||||
|
||||
/datum/select_equipment/ui_close(mob/user)
|
||||
clear_human_dummy(dummy_key)
|
||||
qdel(src)
|
||||
|
||||
/datum/select_equipment/proc/init_dummy()
|
||||
dummy_key = "selectequipmentUI_[target_mob]"
|
||||
generate_dummy_lookalike(dummy_key, target_mob)
|
||||
unset_busy_human_dummy(dummy_key)
|
||||
return
|
||||
|
||||
/**
|
||||
* Packs up data about an outfit as an assoc list to send to the UI as an outfit entry.
|
||||
*
|
||||
* Args:
|
||||
* * category (string) - The tab it will be under
|
||||
*
|
||||
* * identifier (typepath or ref) - This will sent this back to ui_act to preview or spawn in an outfit.
|
||||
* * Must be unique between all entries.
|
||||
*
|
||||
* * name (string) - Will be the text on the button
|
||||
*
|
||||
* * priority (bool)(optional) - If True, the UI will sort the entry to the top, right below favorites.
|
||||
*
|
||||
* * custom_entry (bool)(optional) - Send the identifier with a "ref" keyword instead of "path",
|
||||
* * for the UI to tell apart custom outfits from normal ones.
|
||||
*
|
||||
* Returns (list) An outfit entry
|
||||
*/
|
||||
|
||||
/datum/select_equipment/proc/outfit_entry(category, identifier, name, priority=FALSE, custom_entry=FALSE)
|
||||
if(custom_entry)
|
||||
return list("category" = category, "ref" = identifier, "name" = name, "priority" = priority)
|
||||
return list("category" = category, "path" = identifier, "name" = name, "priority" = priority)
|
||||
|
||||
/datum/select_equipment/proc/make_outfit_entries(category="General", list/outfit_list)
|
||||
var/list/entries = list()
|
||||
for(var/path as anything in outfit_list)
|
||||
var/datum/outfit/outfit = path
|
||||
entries += list(outfit_entry(category, path, initial(outfit.name)))
|
||||
return entries
|
||||
|
||||
//GLOB.custom_outfits lists outfit *objects* so we'll need to do some custom handling for it
|
||||
/datum/select_equipment/proc/make_custom_outfit_entries(list/outfit_list)
|
||||
var/list/entries = list()
|
||||
for(var/datum/outfit/outfit as anything in outfit_list)
|
||||
entries += list(outfit_entry("Custom", REF(outfit), outfit.name, custom_entry=TRUE)) //it's either this or special handling on the UI side
|
||||
return entries
|
||||
|
||||
/datum/select_equipment/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
if(!dummy_key)
|
||||
init_dummy()
|
||||
|
||||
var/icon/dummysprite = get_flat_human_icon(null,
|
||||
dummy_key = dummy_key,
|
||||
outfit_override = selected_outfit)
|
||||
data["icon64"] = icon2base64(dummysprite)
|
||||
data["name"] = target_mob
|
||||
|
||||
var/datum/preferences/prefs = user?.client?.prefs
|
||||
data["favorites"] = list()
|
||||
if(prefs)
|
||||
data["favorites"] = prefs.favorite_outfits
|
||||
|
||||
var/list/custom
|
||||
custom += make_custom_outfit_entries(GLOB.custom_outfits)
|
||||
data["custom_outfits"] = custom
|
||||
data["current_outfit"] = selected_identifier
|
||||
return data
|
||||
|
||||
|
||||
/datum/select_equipment/ui_static_data(mob/user)
|
||||
var/list/data = list()
|
||||
if(!cached_outfits)
|
||||
cached_outfits = list()
|
||||
cached_outfits += list(outfit_entry("General", /datum/outfit, "Naked", priority=TRUE))
|
||||
cached_outfits += make_outfit_entries("General", subtypesof(/datum/outfit) - typesof(/datum/outfit/job) - typesof(/datum/outfit/plasmaman))
|
||||
cached_outfits += make_outfit_entries("Jobs", typesof(/datum/outfit/job))
|
||||
cached_outfits += make_outfit_entries("Plasmamen Outfits", typesof(/datum/outfit/plasmaman))
|
||||
|
||||
data["outfits"] = cached_outfits
|
||||
return data
|
||||
|
||||
|
||||
/datum/select_equipment/proc/resolve_outfit(text)
|
||||
|
||||
var/path = text2path(text)
|
||||
if(ispath(path, /datum/outfit))
|
||||
return path
|
||||
|
||||
else //don't bail yet - could be a custom outfit
|
||||
var/datum/outfit/custom_outfit = locate(text)
|
||||
if(istype(custom_outfit))
|
||||
return custom_outfit
|
||||
|
||||
|
||||
/datum/select_equipment/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
. = TRUE
|
||||
switch(action)
|
||||
if("preview")
|
||||
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
|
||||
|
||||
if(ispath(new_outfit)) //got a typepath - that means we're dealing with a normal outfit
|
||||
selected_identifier = new_outfit //these are keyed by type
|
||||
//by the way, no, they can't be keyed by name because many of them have duplicate names
|
||||
|
||||
else if(istype(new_outfit)) //got an initialized object - means it's a custom outfit
|
||||
selected_identifier = REF(new_outfit) //and the outfit will be keyed by its ref (cause its type will always be /datum/outfit)
|
||||
|
||||
else //we got nothing and should bail
|
||||
return
|
||||
|
||||
selected_outfit = new_outfit
|
||||
|
||||
if("applyoutfit")
|
||||
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
|
||||
if(new_outfit && ispath(new_outfit)) //initialize it
|
||||
new_outfit = new new_outfit
|
||||
if(!istype(new_outfit))
|
||||
return
|
||||
user.admin_apply_outfit(target_mob, new_outfit)
|
||||
|
||||
if("customoutfit")
|
||||
user.outfit_manager()
|
||||
|
||||
if("togglefavorite")
|
||||
var/datum/outfit/outfit_path = resolve_outfit(params["path"])
|
||||
if(!ispath(outfit_path)) //we do *not* want custom outfits (i.e objects) here, they're not even persistent
|
||||
return
|
||||
|
||||
if(user.prefs.favorite_outfits.Find(outfit_path)) //already there, remove it
|
||||
user.prefs.favorite_outfits -= outfit_path
|
||||
else //not there, add it
|
||||
user.prefs.favorite_outfits += outfit_path
|
||||
user.prefs.save_preferences()
|
||||
|
||||
/client/proc/admin_apply_outfit(mob/target, dresscode)
|
||||
if(!ishuman(target) && !isobserver(target))
|
||||
alert("Invalid mob")
|
||||
return
|
||||
|
||||
if(!dresscode)
|
||||
return
|
||||
|
||||
var/delete_pocket
|
||||
var/mob/living/carbon/human/human_target
|
||||
if(isobserver(target))
|
||||
human_target = target.change_mob_type(/mob/living/carbon/human, delete_old_mob = TRUE)
|
||||
else
|
||||
human_target = target
|
||||
if(human_target.l_store || human_target.r_store || human_target.s_store) //saves a lot of time for admins and coders alike
|
||||
if(alert("Drop Items in Pockets? No will delete them.", "Robust quick dress shop", "Yes", "No") == "No")
|
||||
delete_pocket = TRUE
|
||||
|
||||
SSblackbox.record_feedback("tally", "admin_verb", 1, "Select Equipment") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
for(var/obj/item/item in human_target.get_equipped_items(delete_pocket))
|
||||
qdel(item)
|
||||
if(dresscode != "Naked")
|
||||
human_target.equipOutfit(dresscode)
|
||||
|
||||
human_target.regenerate_icons()
|
||||
|
||||
log_admin("[key_name(usr)] changed the equipment of [key_name(human_target)] to [dresscode].")
|
||||
message_admins("<span class='adminnotice'>[key_name_admin(usr)] changed the equipment of [ADMIN_LOOKUPFLW(human_target)] to [dresscode].</span>")
|
||||
|
||||
return dresscode
|
||||
Reference in New Issue
Block a user