Deleting poly clothes copypasta.

This commit is contained in:
Ghommie
2020-04-13 22:51:46 +02:00
parent 8c995dbad9
commit 616d482cf6
28 changed files with 264 additions and 430 deletions
+1
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@@ -249,6 +249,7 @@
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
#define COMSIG_SUIT_MADE_HELMET "suit_made_helmet" //from base of obj/item/clothing/suit/MakeHelmet(): (helmet)
// /obj/item/implant signals
#define COMSIG_IMPLANT_ACTIVATED "implant_activated" //from base of /obj/item/implant/proc/activate(): ()
+49 -15
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@@ -14,13 +14,16 @@
var/list/already_updates_onmob = list()
var/poly_flags
var/worn_file //used in place of items' held or mob overlay icons if present.
var/static/list/suits_with_helmet_typecache = typecacheof(list(/obj/item/clothing/suit/hooded, /obj/item/clothing/suit/space/hardsuit))
var/list/helmet_by_suit //because poly winter coats exist.
var/list/suit_by_helmet //Idem.
/datum/element/polychromic/Attach(datum/target, list/colors, states, _icon, _flags = POLYCHROMIC_ALTCLICK|POLYCHROMIC_NO_HELD, _worn, list/names = list("Primary", "Secondary", "Tertiary", "Quaternary", "Quinary", "Senary"))
/datum/element/polychromic/Attach(datum/target, list/colors, states, _flags = POLYCHROMIC_ACTION|POLYCHROMIC_NO_HELD, _icon, _worn, list/names = list("Primary", "Secondary", "Tertiary", "Quaternary", "Quinary", "Senary"))
. = ..()
var/make_appearances = islist(states)
var/states_len = make_appearances ? length(states) : states
var/names_len = length(names)
if(!states_len || !names_len || !isatom(target))
if(!states_len || !names_len || colors_by_atom[target] || !isatom(target))
return ELEMENT_INCOMPATIBLE
var/atom/A = target
@@ -59,8 +62,10 @@
if(!SSdcs.GetElement(/datum/element/update_icon_updates_onmob))
A.AddElement(/datum/element/update_icon_updates_onmob)
else
already_updates_onmob[A]++
LAZYSET(already_updates_onmob, A, TRUE)
RegisterSignal(A, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
if(suits_with_helmet_typecache[A.type])
RegisterSignal(A, COMSIG_SUIT_MADE_HELMET, .proc/register_helmet)
else if(_flags & POLYCHROMIC_ACTION && ismob(A)) //in the event mob update icon procs are ever standarized.
var/datum/action/polychromic/P = new(A)
RegisterSignal(P, COMSIG_ACTION_TRIGGER, .proc/activate_action)
@@ -71,33 +76,48 @@
/datum/element/polychromic/Detach(atom/A)
. = ..()
A.cut_overlay(colors_by_atom[A])
colors_by_atom -= A
if(!(poly_flags & POLYCHROMIC_NO_HELD) && !(poly_flags & POLYCHROMIC_NO_WORN) && isitem(A))
if(!already_updates_onmob[A])
A.RemoveElement(/datum/element/update_icon_updates_onmob)
else
already_updates_onmob[A]--
if(!already_updates_onmob[A])
already_updates_onmob -= A
var/datum/action/polychromic/P = actions_by_atom[A]
if(P)
actions_by_atom -= A
qdel(P)
UnregisterSignal(A, list(COMSIG_PARENT_EXAMINE, COMSIG_CLICK_ALT, COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_WORN_OVERLAYS))
UnregisterSignal(A, list(COMSIG_PARENT_EXAMINE, COMSIG_CLICK_ALT, COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_WORN_OVERLAYS, COMSIG_SUIT_MADE_HELMET))
if(isitem(A))
if(!(poly_flags & POLYCHROMIC_NO_HELD) && !(poly_flags & POLYCHROMIC_NO_WORN))
if(!already_updates_onmob[A])
A.RemoveElement(/datum/element/update_icon_updates_onmob)
else
LAZYREMOVE(already_updates_onmob, A)
var/obj/item/clothing/head/H = helmet_by_suit[A]
if(H)
UnregisterSignal(H, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_ITEM_WORN_OVERLAYS, COMSIG_PARENT_QDELETING))
LAZYREMOVE(helmet_by_suit, A)
LAZYREMOVE(suit_by_helmet, H)
colors_by_atom -= H
if(!QDELETED(H))
H.update_icon() //removing the overlays
if(!QDELETED(A) && ismob(A.loc))
var/mob/M = A.loc
if(!(poly_flags & POLYCHROMIC_NO_HELD) && M.is_holding(A))
M.update_inv_hands()
else if(!(poly_flags & POLYCHROMIC_NO_WORN))
M.regenerate_icons()
if(!QDELETED(A))
A.update_icon() //removing the overlays
/datum/element/polychromic/proc/apply_overlays(atom/source, list/overlays)
var/list/L = colors_by_atom[source]
var/f_icon = icon_file || source.icon
if(isnum(overlays_states))
for(var/i in 1 to overlays_states)
overlays += mutable_appearance(source.icon, "[source.icon_state]-[i]", color = L[i])
overlays += mutable_appearance(f_icon, "[source.icon_state]-[i]", color = L[i])
else
overlays += colors_by_atom[source]
/datum/element/polychromic/proc/apply_worn_overlays(obj/item/source, isinhands, icon_file, used_state, style_flags, list/overlays)
/datum/element/polychromic/proc/apply_worn_overlays(obj/item/source, isinhands, icon, used_state, style_flags, list/overlays)
if(poly_flags & (isinhands ? POLYCHROMIC_NO_HELD : POLYCHROMIC_NO_WORN))
return
var/f_icon = worn_file || icon_file
var/f_icon = worn_file || icon
var/list/L = colors_by_atom[source]
if(isnum(overlays_states))
@@ -148,6 +168,20 @@
/datum/element/polychromic/proc/on_examine(atom/source, mob/user, list/examine_list)
examine_list += "<span class='notice'>Alt-click to recolor it.</span>"
/datum/element/polychromic/proc/register_helmet(atom/source, obj/item/clothing/head/H)
LAZYSET(suit_by_helmet, H, source)
LAZYSET(helmet_by_suit, source, H)
colors_by_atom[H] = colors_by_atom[source]
RegisterSignal(H, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlays)
RegisterSignal(H, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
RegisterSignal(H, COMSIG_PARENT_QDELETING, .proc/unregister_helmet)
/datum/element/polychromic/proc/unregister_helmet(atom/source)
var/obj/item/clothing/suit/S = suit_by_helmet[source]
LAZYREMOVE(suit_by_helmet, source)
LAZYREMOVE(helmet_by_suit, S)
colors_by_atom -= source
/datum/action/polychromic
name = "Modify Polychromic Colors"
background_icon_state = "bg_polychromic"
-194
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@@ -47,25 +47,12 @@
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects.
//Polychrome stuff:
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
//No idea what this is but eh -tori
var/force_alternate_icon = FALSE
/obj/item/clothing/Initialize()
. = ..()
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
actions_types += /datum/action/item_action/toggle_voice_box
if(ispath(pocket_storage_component_path))
LoadComponent(pocket_storage_component_path)
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
/obj/item/clothing/MouseDrop(atom/over_object)
. = ..()
@@ -150,8 +137,6 @@
how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
how_cool_are_your_threads += "</span>"
. += how_cool_are_your_threads.Join()
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/obj_break(damage_flag)
if(!damaged_clothes)
@@ -195,173 +180,6 @@ BLIND // can't see anything
female_clothing_icon = fcopy_rsc(female_clothing_icon)
GLOB.female_clothing_icons[index] = female_clothing_icon
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/))
return
if (!can_use(M))
return
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)
to_chat(usr, "This suit does not have any sensors.")
return 0
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
if (src.loc == usr)
switch(sensor_mode)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/CtrlClick(mob/user)
. = ..()
if (!(item_flags & IN_INVENTORY))
return
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user, "This suit does not have any sensors.")
return
sensor_mode = SENSOR_COORDS
to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(attached_accessory)
remove_accessory(user)
else
rolldown()
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/neck/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
return
if(toggle_jumpsuit_adjust())
to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
else
to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_inv_w_uniform()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
adjusted = !adjusted
if(adjusted)
if(fitted != FEMALE_UNIFORM_TOP)
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
body_parts_covered &= ~CHEST
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
return adjusted
/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
if(!can_use(user))
return FALSE
@@ -441,15 +259,3 @@ BLIND // can't see anything
return FALSE
return TRUE
/obj/item/clothing/update_overlays() // Polychrome stuff
. = ..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_state]-primary", color = primary_color) //Automagically picks overlays
. += primary_overlay //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_state]-secondary", color = secondary_color)
. += secondary_overlay
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_state]-tertiary", color = tertiary_color)
. += tertiary_overlay
+21 -44
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@@ -169,54 +169,44 @@
name = "pet collar"
desc = "It's for pets. Though you probably could wear it yourself, you'd doubtless be the subject of ridicule. It seems to be made out of a polychromic material."
icon_state = "petcollar"
mob_overlay_icon = 'icons/mob/clothing/neck.dmi' //Because, as it appears, the item itself is normally not directly aware of its worn overlays, so this is about the easiest way, without adding a new var.
hasprimary = TRUE
primary_color = "#00BBBB"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar
var/poly_states = 1
var/poly_colors = list("#00BBBB")
var/tagname = null
var/treat_path = /obj/item/reagent_containers/food/snacks/cookie
/obj/item/clothing/neck/petcollar/Initialize()
. = ..()
if(treat_path)
new treat_path(src)
/obj/item/clothing/neck/petcollar/ComponentInitialize()
. = ..()
if(!poly_states)
return
AddElement(/datum/element/polychromic, poly_colors, poly_states)
/obj/item/clothing/neck/petcollar/attack_self(mob/user)
tagname = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", "Spot", MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
/obj/item/clothing/neck/petcollar/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/neck/petcollar/leather
name = "leather pet collar"
icon_state = "leathercollar"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#222222"
secondary_color = "#888888"
poly_states = 2
poly_colors = list("#222222", "#888888")
/obj/item/clothing/neck/petcollar/choker
desc = "Quite fashionable... if you're somebody who's just read their first BDSM-themed erotica novel."
name = "choker"
icon_state = "choker"
hasprimary = TRUE
primary_color = "#222222"
poly_colors = list("#222222")
/obj/item/clothing/neck/petcollar/locked
name = "locked collar"
desc = "A collar that has a small lock on it to keep it from being removed."
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar/locked
treat_path = /obj/item/key/collar
var/lock = FALSE
/obj/item/clothing/neck/petcollar/locked/attackby(obj/item/K, mob/user, params)
@@ -238,32 +228,19 @@
/obj/item/clothing/neck/petcollar/locked/leather
name = "leather pet collar"
icon_state = "leathercollar"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#222222"
secondary_color = "#888888"
poly_states = 2
poly_colors = list("#222222", "#888888")
/obj/item/clothing/neck/petcollar/locked/choker
name = "choker"
desc = "Quite fashionable... if you're somebody who's just read their first BDSM-themed erotica novel."
icon_state = "choker"
hasprimary = TRUE
primary_color = "#222222"
poly_colors = list("#222222")
/obj/item/key/collar
name = "Collar Key"
desc = "A key for a tiny lock on a collar or bag."
/obj/item/clothing/neck/petcollar/Initialize()
. = ..()
new /obj/item/reagent_containers/food/snacks/cookie(src)
/obj/item/clothing/neck/petcollar/locked/Initialize()
. = ..()
new /obj/item/key/collar(src)
//////////////
//DOPE BLING//
//////////////
+11
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@@ -91,3 +91,14 @@
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF | GOLIATH_RESISTANCE
/obj/item/clothing/neck/cloak/polychromic
name = "polychromic cloak"
desc = "For when you want to show off your horrible colour coordination skills."
icon_state = "polyce"
item_state = "qmcloak"
var/list/poly_colors = list("#FFFFFF", "#FFFFFF", "#808080")
/obj/item/clothing/neck/cloak/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, 3)
+4 -63
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@@ -974,70 +974,11 @@
icon_state = "coatpoly"
item_state = "coatpoly"
hoodtype = /obj/item/clothing/head/hooded/winterhood/polychromic
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#6A6964"
secondary_color = "#C4B8A6"
tertiary_color = "#0000FF"
/obj/item/clothing/suit/hooded/wintercoat/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#6A6964", "#C4B8A6", "#0000FF"), 3)
/obj/item/clothing/head/hooded/winterhood/polychromic
icon_state = "winterhood_poly"
item_state = "winterhood_poly"
/obj/item/clothing/head/hooded/winterhood/polychromic/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE) //this is where the main magic happens.
. = ..()
if(suit.hasprimary | suit.hassecondary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(suit.hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[icon_state]-primary") //automagical sprite selection
primary_worn.color = suit.primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(suit.hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[icon_state]-secondary")
secondary_worn.color = suit.secondary_color
. += secondary_worn
/obj/item/clothing/suit/hooded/wintercoat/polychromic/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE) //this is where the main magic happens.
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[icon_state]-primary[suittoggled ? "_t" : ""]") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[icon_state]-secondary[suittoggled ? "_t" : ""]")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[icon_state]-tertiary[suittoggled ? "_t" : ""]")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/suit/hooded/wintercoat/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
+14 -10
View File
@@ -6,7 +6,7 @@
var/hoodtype = /obj/item/clothing/head/hooded/winterhood //so the chaplain hoodie or other hoodies can override this
/obj/item/clothing/suit/hooded/New()
MakeHood()
hood = MakeHelmet()
..()
/obj/item/clothing/suit/hooded/Destroy()
@@ -14,11 +14,15 @@
qdel(hood)
hood = null
/obj/item/clothing/suit/hooded/proc/MakeHood()
/obj/item/clothing/suit/proc/MakeHelmet(obj/item/clothing/head/H)
SEND_SIGNAL(src, COMSIG_SUIT_MADE_HELMET, H)
return H
/obj/item/clothing/suit/hooded/MakeHelmet(obj/item/clothing/head/hooded/H)
if(!hood)
var/obj/item/clothing/head/hooded/W = new hoodtype(src)
W.suit = src
hood = W
H = new hoodtype(src)
H.suit = src
return ..()
/obj/item/clothing/suit/hooded/ui_action_click()
ToggleHood()
@@ -125,7 +129,7 @@
//Hardsuit toggle code
/obj/item/clothing/suit/space/hardsuit/Initialize()
MakeHelmet()
helmet = MakeHelmet()
. = ..()
/obj/item/clothing/suit/space/hardsuit/Destroy()
@@ -140,13 +144,13 @@
suit.helmet = null
return ..()
/obj/item/clothing/suit/space/hardsuit/proc/MakeHelmet()
/obj/item/clothing/suit/space/hardsuit/MakeHelmet(obj/item/clothing/head/helmet/space/hardsuit/H)
if(!helmettype)
return
if(!helmet)
var/obj/item/clothing/head/helmet/space/hardsuit/W = new helmettype(src)
W.suit = src
helmet = W
H = new helmettype(src)
H.suit = src
return ..()
/obj/item/clothing/suit/space/hardsuit/ui_action_click()
..()
+117 -15
View File
@@ -19,27 +19,13 @@
var/mutable_appearance/accessory_overlay
/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = list()
. = ..()
if(isinhands)
return
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[icon_state]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[icon_state]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[icon_state]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
@@ -167,5 +153,121 @@
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/))
return
if (!can_use(M))
return
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)
to_chat(usr, "This suit does not have any sensors.")
return 0
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
if (src.loc == usr)
switch(sensor_mode)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/CtrlClick(mob/user)
. = ..()
if (!(item_flags & IN_INVENTORY))
return
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user, "This suit does not have any sensors.")
return
sensor_mode = SENSOR_COORDS
to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(attached_accessory)
remove_accessory(user)
else
rolldown()
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
return
if(toggle_jumpsuit_adjust())
to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
else
to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_inv_w_uniform()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
adjusted = !adjusted
if(adjusted)
if(fitted != FEMALE_UNIFORM_TOP)
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
body_parts_covered &= ~CHEST
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
return adjusted
/obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER
+1 -1
View File
@@ -96,7 +96,7 @@
/obj/item/clothing/under/costume/kilt/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#F08080"), list("polykilt-primary", "polykilt-secondary"), null, POLYCHROMIC_ALTCLICK|POLYCHROMIC_NO_HELD|POLYCHROMIC_ACTION)
AddElement(/datum/element/polychromic, list("#FFFFFF", "#F08080"), 2)
/obj/item/clothing/under/costume/gladiator
name = "gladiator uniform"
+25 -27
View File
@@ -241,69 +241,67 @@
desc = "A fancy button-up shirt made with polychromic threads."
icon_state = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#353535"
tertiary_color = "#353535"
mutantrace_variation = NONE
/obj/item/clothing/under/misc/poly_shirt/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#353535", "#353535"), 3)
/obj/item/clothing/under/misc/polyshorts
name = "polychromic shorts"
desc = "For ease of movement and style."
icon_state = "polyshorts"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#353535"
secondary_color = "#808080"
tertiary_color = "#808080"
can_adjust = FALSE
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/misc/polyshorts/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#353535", "#808080", "#808080"), 3)
/obj/item/clothing/under/misc/polyjumpsuit
name = "polychromic tri-tone jumpsuit"
desc = "A fancy jumpsuit made with polychromic threads."
icon_state = "polyjump"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#808080"
tertiary_color = "#FF3535"
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/misc/polyjumpsuit/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#808080", "#353535"), 3)
/obj/item/clothing/under/misc/poly_bottomless
name = "polychromic bottomless shirt"
desc = "Great for showing off your junk in dubious style."
desc = "Great for showing off your underwear in dubious style."
icon_state = "polybottomless"
item_state = "rainbow"
primary_color = "#808080"
secondary_color = "#FF3535"
body_parts_covered = CHEST|ARMS //Because there's no bottom included
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/misc/poly_bottomless/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#808080", "#FF3535"), 2)
/obj/item/clothing/under/misc/poly_tanktop
name = "polychromic tank top"
desc = "For those lazy summer days."
icon_state = "polyshimatank"
item_state = "rainbow"
primary_color = "#808080"
secondary_color = "#FFFFFF"
tertiary_color = "#8CC6FF"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
mutantrace_variation = NONE
var/list/poly_states = 3
var/list/poly_colors = list("#808080", "#FFFFFF", "#8CC6FF")
/obj/item/clothing/under/misc/poly_tanktop/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, poly_states)
/obj/item/clothing/under/misc/poly_tanktop/female
name = "polychromic feminine tank top"
desc = "Great for showing off your chest in style. Not recommended for males."
icon_state = "polyfemtankpantsu"
hastertiary = FALSE
primary_color = "#808080"
secondary_color = "#FF3535"
poly_states = 2
poly_colors = list("#808080", "#FF3535")
+6 -7
View File
@@ -35,19 +35,18 @@
desc = "95% Polychrome, 5% Spandex!"
icon_state = "polyshortpants"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#F08080"
mutantrace_variation = NONE
var/list/poly_colors = list("#FFFFFF", "#F08080")
/obj/item/clothing/under/shorts/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, 2)
/obj/item/clothing/under/shorts/polychromic/pantsu
name = "polychromic panties"
desc = "Topless striped panties. Now with 120% more polychrome!"
icon_state = "polypantsu"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#FFFFFF"
secondary_color = "#8CC6FF"
body_parts_covered = GROIN
mutantrace_variation = NONE
poly_colors = list("#FFFFFF", "#8CC6FF")
+6 -9
View File
@@ -211,21 +211,18 @@
desc = "A fancy skirt made with polychromic threads."
icon_state = "polyskirt"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#F08080"
tertiary_color = "#808080"
mutantrace_variation = NONE
var/list/poly_colors = list("#FFFFFF", "#F08080", "#808080")
/obj/item/clothing/under/dress/skirt/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, 3)
/obj/item/clothing/under/dress/skirt/polychromic/pleated
name = "polychromic pleated skirt"
desc = "A magnificent pleated skirt complements the woolen polychromatic sweater."
icon_state = "polypleat"
item_state = "rainbow"
primary_color = "#8CC6FF"
secondary_color = "#808080"
tertiary_color = "#FF3535"
body_parts_covered = CHEST|GROIN|ARMS
mutantrace_variation = NONE
poly_colors = list("#8CC6FF", "#808080", "#FF3535")
+4 -6
View File
@@ -109,11 +109,9 @@
desc = "For when you want to show off your horrible colour coordination skills."
icon_state = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/suit/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#FFFFFF", "#808080"), 3)
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@@ -1,38 +0,0 @@
/obj/item/clothing/neck/cloak/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
name = "polychromic cloak"
desc = "For when you want to show off your horrible colour coordination skills."
icon = 'modular_citadel/icons/polyclothes/item/neck.dmi'
mob_overlay_icon = 'modular_citadel/icons/polyclothes/mob/neck.dmi'
icon_state = "polyce"
item_state = "qmcloak"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
/obj/item/clothing/neck/cloak/polychromic/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE) //this is where the main magic happens.
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/neck/cloak/polychromic/polyce //DONATOR ITEM
name = "polychromic embroidered cloak"
desc = "A fancy cloak embroidered with polychromatic thread in a pattern that reminds one of the wielders of unlimited power."
icon_state = "polyce"
primary_color = "#808080" //RGB in hexcode
secondary_color = "#8CC6FF"
tertiary_color = "#FF3535"
@@ -563,3 +563,8 @@
unique_reskin = list("Goodboye" = "fritz", "Badboye" = "fritz_bad")
mutantrace_variation = NONE
/obj/item/clothing/neck/cloak/polychromic/polyce
name = "polychromic embroidered cloak"
desc = "A fancy cloak embroidered with polychromatic thread in a pattern that reminds one of the wielders of unlimited power."
icon_state = "polyce"
poly_colors = list("#808080", "#8CC6FF", "#FF3535")
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@@ -3291,7 +3291,6 @@
#include "modular_citadel\code\modules\client\verbs\who.dm"
#include "modular_citadel\code\modules\clothing\neck.dm"
#include "modular_citadel\code\modules\clothing\trek.dm"
#include "modular_citadel\code\modules\clothing\suits\polychromic_cloaks.dm"
#include "modular_citadel\code\modules\clothing\suits\suits.dm"
#include "modular_citadel\code\modules\custom_loadout\custom_items.dm"
#include "modular_citadel\code\modules\custom_loadout\load_to_mob.dm"