Deleting poly clothes copypasta.
This commit is contained in:
@@ -249,6 +249,7 @@
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// /obj/item/clothing signals
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#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
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#define COMSIG_SUIT_MADE_HELMET "suit_made_helmet" //from base of obj/item/clothing/suit/MakeHelmet(): (helmet)
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// /obj/item/implant signals
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#define COMSIG_IMPLANT_ACTIVATED "implant_activated" //from base of /obj/item/implant/proc/activate(): ()
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@@ -14,13 +14,16 @@
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var/list/already_updates_onmob = list()
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var/poly_flags
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var/worn_file //used in place of items' held or mob overlay icons if present.
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var/static/list/suits_with_helmet_typecache = typecacheof(list(/obj/item/clothing/suit/hooded, /obj/item/clothing/suit/space/hardsuit))
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var/list/helmet_by_suit //because poly winter coats exist.
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var/list/suit_by_helmet //Idem.
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/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"))
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/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"))
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. = ..()
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var/make_appearances = islist(states)
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var/states_len = make_appearances ? length(states) : states
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var/names_len = length(names)
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if(!states_len || !names_len || !isatom(target))
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if(!states_len || !names_len || colors_by_atom[target] || !isatom(target))
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return ELEMENT_INCOMPATIBLE
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var/atom/A = target
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@@ -59,8 +62,10 @@
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if(!SSdcs.GetElement(/datum/element/update_icon_updates_onmob))
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A.AddElement(/datum/element/update_icon_updates_onmob)
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else
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already_updates_onmob[A]++
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LAZYSET(already_updates_onmob, A, TRUE)
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RegisterSignal(A, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
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if(suits_with_helmet_typecache[A.type])
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RegisterSignal(A, COMSIG_SUIT_MADE_HELMET, .proc/register_helmet)
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else if(_flags & POLYCHROMIC_ACTION && ismob(A)) //in the event mob update icon procs are ever standarized.
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var/datum/action/polychromic/P = new(A)
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RegisterSignal(P, COMSIG_ACTION_TRIGGER, .proc/activate_action)
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@@ -71,33 +76,48 @@
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/datum/element/polychromic/Detach(atom/A)
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. = ..()
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A.cut_overlay(colors_by_atom[A])
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colors_by_atom -= A
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if(!(poly_flags & POLYCHROMIC_NO_HELD) && !(poly_flags & POLYCHROMIC_NO_WORN) && isitem(A))
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if(!already_updates_onmob[A])
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A.RemoveElement(/datum/element/update_icon_updates_onmob)
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else
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already_updates_onmob[A]--
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if(!already_updates_onmob[A])
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already_updates_onmob -= A
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var/datum/action/polychromic/P = actions_by_atom[A]
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if(P)
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actions_by_atom -= A
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qdel(P)
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UnregisterSignal(A, list(COMSIG_PARENT_EXAMINE, COMSIG_CLICK_ALT, COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_WORN_OVERLAYS))
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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))
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if(isitem(A))
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if(!(poly_flags & POLYCHROMIC_NO_HELD) && !(poly_flags & POLYCHROMIC_NO_WORN))
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if(!already_updates_onmob[A])
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A.RemoveElement(/datum/element/update_icon_updates_onmob)
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else
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LAZYREMOVE(already_updates_onmob, A)
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var/obj/item/clothing/head/H = helmet_by_suit[A]
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if(H)
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UnregisterSignal(H, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_ITEM_WORN_OVERLAYS, COMSIG_PARENT_QDELETING))
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LAZYREMOVE(helmet_by_suit, A)
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LAZYREMOVE(suit_by_helmet, H)
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colors_by_atom -= H
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if(!QDELETED(H))
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H.update_icon() //removing the overlays
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if(!QDELETED(A) && ismob(A.loc))
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var/mob/M = A.loc
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if(!(poly_flags & POLYCHROMIC_NO_HELD) && M.is_holding(A))
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M.update_inv_hands()
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else if(!(poly_flags & POLYCHROMIC_NO_WORN))
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M.regenerate_icons()
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if(!QDELETED(A))
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A.update_icon() //removing the overlays
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/datum/element/polychromic/proc/apply_overlays(atom/source, list/overlays)
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var/list/L = colors_by_atom[source]
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var/f_icon = icon_file || source.icon
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if(isnum(overlays_states))
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for(var/i in 1 to overlays_states)
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overlays += mutable_appearance(source.icon, "[source.icon_state]-[i]", color = L[i])
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overlays += mutable_appearance(f_icon, "[source.icon_state]-[i]", color = L[i])
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else
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overlays += colors_by_atom[source]
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/datum/element/polychromic/proc/apply_worn_overlays(obj/item/source, isinhands, icon_file, used_state, style_flags, list/overlays)
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/datum/element/polychromic/proc/apply_worn_overlays(obj/item/source, isinhands, icon, used_state, style_flags, list/overlays)
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if(poly_flags & (isinhands ? POLYCHROMIC_NO_HELD : POLYCHROMIC_NO_WORN))
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return
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var/f_icon = worn_file || icon_file
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var/f_icon = worn_file || icon
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var/list/L = colors_by_atom[source]
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if(isnum(overlays_states))
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@@ -148,6 +168,20 @@
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/datum/element/polychromic/proc/on_examine(atom/source, mob/user, list/examine_list)
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examine_list += "<span class='notice'>Alt-click to recolor it.</span>"
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/datum/element/polychromic/proc/register_helmet(atom/source, obj/item/clothing/head/H)
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LAZYSET(suit_by_helmet, H, source)
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LAZYSET(helmet_by_suit, source, H)
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colors_by_atom[H] = colors_by_atom[source]
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RegisterSignal(H, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlays)
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RegisterSignal(H, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
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RegisterSignal(H, COMSIG_PARENT_QDELETING, .proc/unregister_helmet)
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/datum/element/polychromic/proc/unregister_helmet(atom/source)
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var/obj/item/clothing/suit/S = suit_by_helmet[source]
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LAZYREMOVE(suit_by_helmet, source)
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LAZYREMOVE(helmet_by_suit, S)
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colors_by_atom -= source
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/datum/action/polychromic
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name = "Modify Polychromic Colors"
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background_icon_state = "bg_polychromic"
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@@ -47,25 +47,12 @@
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//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
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//You append this to clothing objects.
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//Polychrome stuff:
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var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
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var/hassecondary = FALSE
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var/hastertiary = FALSE
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var/primary_color = "#FFFFFF" //RGB in hexcode
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var/secondary_color = "#FFFFFF"
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var/tertiary_color = "#808080"
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//No idea what this is but eh -tori
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var/force_alternate_icon = FALSE
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/obj/item/clothing/Initialize()
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. = ..()
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if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
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actions_types += /datum/action/item_action/toggle_voice_box
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if(ispath(pocket_storage_component_path))
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LoadComponent(pocket_storage_component_path)
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if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
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update_icon() //Applies the overlays and default colors onto the clothes on spawn.
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/obj/item/clothing/MouseDrop(atom/over_object)
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. = ..()
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@@ -150,8 +137,6 @@
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how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
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how_cool_are_your_threads += "</span>"
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. += how_cool_are_your_threads.Join()
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if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
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. += "<span class='notice'>Alt-click to recolor it.</span>"
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/obj/item/clothing/obj_break(damage_flag)
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if(!damaged_clothes)
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@@ -195,173 +180,6 @@ BLIND // can't see anything
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female_clothing_icon = fcopy_rsc(female_clothing_icon)
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GLOB.female_clothing_icons[index] = female_clothing_icon
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/obj/item/clothing/under/verb/toggle()
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set name = "Adjust Suit Sensors"
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set category = "Object"
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set src in usr
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var/mob/M = usr
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if (istype(M, /mob/dead/))
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return
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if (!can_use(M))
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return
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if(src.has_sensor == LOCKED_SENSORS)
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to_chat(usr, "The controls are locked.")
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return 0
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if(src.has_sensor == BROKEN_SENSORS)
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to_chat(usr, "The sensors have shorted out!")
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return 0
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if(src.has_sensor <= NO_SENSORS)
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to_chat(usr, "This suit does not have any sensors.")
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return 0
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var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
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var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
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if(get_dist(usr, src) > 1)
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to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
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return
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sensor_mode = modes.Find(switchMode) - 1
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if (src.loc == usr)
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switch(sensor_mode)
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if(0)
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to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
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if(1)
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to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
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if(2)
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to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
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if(3)
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to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(H.w_uniform == src)
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H.update_suit_sensors()
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/obj/item/clothing/under/CtrlClick(mob/user)
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. = ..()
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if (!(item_flags & IN_INVENTORY))
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return
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if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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if(has_sensor == LOCKED_SENSORS)
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to_chat(user, "The controls are locked.")
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return
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if(has_sensor == BROKEN_SENSORS)
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to_chat(user, "The sensors have shorted out!")
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return
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if(has_sensor <= NO_SENSORS)
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to_chat(user, "This suit does not have any sensors.")
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return
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sensor_mode = SENSOR_COORDS
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to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.w_uniform == src)
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H.update_suit_sensors()
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/obj/item/clothing/under/AltClick(mob/user)
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. = ..()
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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if(attached_accessory)
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remove_accessory(user)
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else
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rolldown()
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// Polychrome stuff:
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if(hasprimary | hassecondary | hastertiary)
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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
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switch(choice) //Lets the list's options actually lead to something
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if("Primary Color")
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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.
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if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
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primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
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update_icon() //updates the item icon
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user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
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if("Secondary Color")
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var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
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if(secondary_color_input)
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secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.regenerate_icons()
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if("Tertiary Color")
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var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
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if(tertiary_color_input)
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tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.regenerate_icons()
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return TRUE
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/obj/item/clothing/neck/AltClick(mob/user)
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. = ..()
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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// Polychrome stuff:
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if(hasprimary | hassecondary | hastertiary)
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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
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switch(choice) //Lets the list's options actually lead to something
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if("Primary Color")
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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.
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if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
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primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
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update_icon() //updates the item icon
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user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
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if("Secondary Color")
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var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
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if(secondary_color_input)
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secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.regenerate_icons()
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if("Tertiary Color")
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var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
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if(tertiary_color_input)
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tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.regenerate_icons()
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return TRUE
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/obj/item/clothing/under/verb/jumpsuit_adjust()
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set name = "Adjust Jumpsuit Style"
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set category = null
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set src in usr
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rolldown()
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/obj/item/clothing/under/proc/rolldown()
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if(!can_use(usr))
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return
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if(!can_adjust)
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to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
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return
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if(toggle_jumpsuit_adjust())
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to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
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else
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to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.update_inv_w_uniform()
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H.update_body()
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/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
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adjusted = !adjusted
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if(adjusted)
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if(fitted != FEMALE_UNIFORM_TOP)
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fitted = NO_FEMALE_UNIFORM
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if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
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body_parts_covered &= ~CHEST
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else
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fitted = initial(fitted)
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if(!alt_covers_chest)
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body_parts_covered |= CHEST
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return adjusted
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/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
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if(!can_use(user))
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return FALSE
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@@ -441,15 +259,3 @@ BLIND // can't see anything
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return FALSE
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return TRUE
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/obj/item/clothing/update_overlays() // Polychrome stuff
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. = ..()
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if(hasprimary) //Checks if the overlay is enabled
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var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_state]-primary", color = primary_color) //Automagically picks overlays
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. += primary_overlay //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_state]-secondary", color = secondary_color)
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. += secondary_overlay
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if(hastertiary)
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var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_state]-tertiary", color = tertiary_color)
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. += tertiary_overlay
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@@ -169,54 +169,44 @@
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name = "pet collar"
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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."
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icon_state = "petcollar"
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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.
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hasprimary = TRUE
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primary_color = "#00BBBB"
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pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar
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var/poly_states = 1
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var/poly_colors = list("#00BBBB")
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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//
|
||||
//////////////
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
..()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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")
|
||||
|
||||
@@ -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")
|
||||
|
||||
@@ -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")
|
||||
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user