lots more hats

This commit is contained in:
Timothy Teakettle
2020-07-21 22:58:13 +01:00
parent 8260862d96
commit 5c88253f93
9 changed files with 133 additions and 14 deletions
@@ -27,7 +27,9 @@
icon_state = "chef"
item_state = "chef"
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/chef
beepsky_fashion = /datum/beepsky_fashion/chef
/obj/item/clothing/head/collectable/paper
name = "collectable paper hat"
@@ -42,6 +44,8 @@
icon_state = "tophat"
item_state = "that"
beepsky_fashion = /datum/beepsky_fashion/tophat
/obj/item/clothing/head/collectable/captain
name = "collectable captain's hat"
desc = "A collectable hat that'll make you look just like a real comdom!"
@@ -49,6 +53,7 @@
item_state = "caphat"
dog_fashion = /datum/dog_fashion/head/captain
beepsky_fashion = /datum/beepsky_fashion/captain
/obj/item/clothing/head/collectable/police
name = "collectable police officer's hat"
@@ -91,6 +96,7 @@
item_state = "pirate"
dog_fashion = /datum/dog_fashion/head/pirate
beepsky_fashion = /datum/beepsky_fashion/pirate
/obj/item/clothing/head/collectable/kitty
name = "collectable kitty ears"
@@ -100,6 +106,7 @@
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/kitty
beepsky_fashion = /datum/beepsky_fashion/cat
/obj/item/clothing/head/collectable/rabbitears
name = "collectable rabbit ears"
+1
View File
@@ -15,6 +15,7 @@
dynamic_hair_suffix = "+generic"
dog_fashion = /datum/dog_fashion/head
beepsky_fashion = /datum/beepsky_fashion/hardhat
/obj/item/clothing/head/hardhat/ComponentInitialize()
+4
View File
@@ -13,7 +13,9 @@
strip_delay = 10
equip_delay_other = 10
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/chef
beepsky_fashion = /datum/beepsky_fashion/chef
/obj/item/clothing/head/chefhat/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.</span>")
@@ -33,7 +35,9 @@
flags_inv = 0
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
beepsky_fashion = /datum/beepsky_fashion/captain
//Captain: This is no longer space-worthy
/obj/item/clothing/head/caphat/parade
+14 -2
View File
@@ -20,9 +20,11 @@
desc = "It's an amish looking hat."
icon_state = "tophat"
item_state = "that"
dog_fashion = /datum/dog_fashion/head
throwforce = 1
dog_fashion = /datum/dog_fashion/head
beepsky_fashion = /datum/beepsky_fashion/tophat
/obj/item/clothing/head/canada
name = "striped red tophat"
desc = "It smells like fresh donut holes. / <i>Il sent comme des trous de beignets frais.</i>"
@@ -126,7 +128,9 @@
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
dog_fashion = /datum/dog_fashion/head/pirate
beepsky_fashion = /datum/beepsky_fashion/pirate
/obj/item/clothing/head/pirate/captain
name = "pirate captain hat"
@@ -205,6 +209,7 @@
item_state = "sombrero"
desc = "You can practically taste the fiesta."
flags_inv = HIDEHAIR
dog_fashion = /datum/dog_fashion/head/sombrero
/obj/item/clothing/head/sombrero/green
@@ -213,6 +218,7 @@
item_state = "greensombrero"
desc = "As elegant as a dancing cactus."
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
dog_fashion = null
/obj/item/clothing/head/sombrero/shamebrero
@@ -220,6 +226,7 @@
icon_state = "shamebrero"
item_state = "shamebrero"
desc = "Once it's on, it never comes off."
dog_fashion = null
/obj/item/clothing/head/sombrero/shamebrero/Initialize()
@@ -248,6 +255,7 @@
item_state = "that"
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
dog_fashion = /datum/dog_fashion/head/santa
/obj/item/clothing/head/jester
@@ -286,6 +294,8 @@
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = ""
beepsky_fashion = /datum/beepsky_fashion/king
/obj/item/clothing/head/crown/fancy
name = "magnificent crown"
desc = "A crown worn by only the highest emperors of the <s>land</s> space."
@@ -391,7 +401,9 @@
name = "cowboy hat"
desc = "A standard brown cowboy hat, yeehaw."
icon_state = "cowboyhat"
item_state= "cowboyhat"
item_state = "cowboyhat"
beepsky_fashion = /datum/beepsky_fashion/cowboy
/obj/item/clothing/head/cowboyhat/black
name = "black cowboy hat"
@@ -50,6 +50,8 @@
flags_cover = HEADCOVERSEYES
heat = 1000
beepsky_fashion = /datum/beepsky_fashion/cake
/obj/item/clothing/head/hardhat/cakehat/process()
var/turf/location = src.loc
if(ishuman(location))
@@ -131,6 +133,7 @@
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/kitty
beepsky_fashion = /datum/beepsky_fashion/cat
/obj/item/clothing/head/kitty/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == SLOT_HEAD)
@@ -102,6 +102,9 @@
var/can_salute = TRUE
var/salute_delay = 60 SECONDS
//emotes/speech stuff
var/patrol_emote = "Engaging patrol mode."
/mob/living/simple_animal/bot/proc/get_mode()
if(client) //Player bots do not have modes, thus the override. Also an easy way for PDA users/AI to know when a bot is a player.
if(paicard)
@@ -628,7 +631,7 @@ Pass a positive integer as an argument to override a bot's default speed.
return
mode = BOT_PATROL
else // no patrol target, so need a new one
speak("Engaging patrol mode.")
speak(patrol_emote)
find_patrol_target()
tries++
return
@@ -44,8 +44,8 @@
var/taunt = "<b>BOT</b> points at CRIMINAL!"
var/attack_one = "BOT has stunned CRIMINAL!"
var/attack_two = "BOT has stunned you!"
var/stun_sound =
var/list/arrest_texts = list("Detaining", "Arresting")
var/arrest_emote = "ARREST_TYPE level THREAT_LEVEL scumbag CRIMINAL in LOCATION."
/mob/living/simple_animal/bot/secbot/beepsky
name = "Officer Beep O'sky"
@@ -63,7 +63,7 @@
resize = 0.8
update_transform()
/mob/living/simple_animal/bot/secbot/proc/process_emote(var/emote_type, var/atom/criminal, var/threat)
/mob/living/simple_animal/bot/secbot/proc/process_emote(var/emote_type, var/atom/criminal, var/threat, var/arrest = -1, var/location)
var/emote = "The continuity of space itself collapses around [src]. You should probably report that to someone higher up."
switch(emote_type)
if("DEATH")
@@ -80,16 +80,22 @@
emote = attack_one
if("ATTACK_TWO")
emote = attack_two
if("ARREST")
emote = arrest_emote
//now replace pieces of the text with the information we have
if(!taunt)
if(emote_type != "TAUNT" && emote_type != "ARREST")
emote = replacetext(emote, "BOT", name)
else
emote = replacetext(emote, "BOT", "<b>[name]</b>") //needs to be bold if its a taunt
emote = replacetext(emote, "BOT", "<b>[name]</b>") //needs to be bold if its a taunt or an arrest text
if(criminal)
emote = replacetext(emote, "CRIMINAL", criminal.name)
if(threat)
emote = replacetext(emote, "THREAT_LEVEL", threat)
if(arrest > -1)
emote = replacetext(emote, "ARREST_TYPE", arrest_texts[arrest + 1])
if(location)
emote = replacetext(emote, "LOCATION", location)
return emote
/mob/living/simple_animal/bot/secbot/beepsky/explode()
@@ -303,6 +309,9 @@ Auto Patrol: []"},
taunt = initial(taunt)
attack_one = initial(attack_one)
attack_two = initial(attack_two)
arrest_texts = initial(arrest_texts)
arrest_emote = initial(arrest_emote)
patrol_emote = initial(patrol_emote)
bot_hat = null
qdel(stored_fashion)
var/mob/living/carbon/C = A
@@ -348,8 +357,8 @@ Auto Patrol: []"},
if(ishuman(C))
if(stored_fashion)
stored_fashion.stun_attack(C)
if(stored_fashion.stun_sound)
playsound(src, stored_fashion.stun_sound, 50, TRUE, -1)
if(stored_fashion.stun_sounds && !stored_fashion.ignore_sound)
playsound(src, pick(stored_fashion.stun_sounds), 50, TRUE, -1)
else
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
C.stuttering = 5
@@ -365,7 +374,7 @@ Auto Patrol: []"},
log_combat(src,C,"stunned")
if(declare_arrests)
var/area/location = get_area(src)
speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
speak(process_emote("ARREST", C, threat, arrest_type, location), radio_channel)
C.visible_message("<span class='danger'>[process_emote("ATTACK_ONE", C)]</span>",\
"<span class='userdanger'>[process_emote("ATTACK_TWO", C)]</span>")