Merge branch 'master' into syntheticbloods
This commit is contained in:
@@ -1,74 +1,74 @@
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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slot_flags = ITEM_SLOT_OCLOTHING
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body_parts_covered = CHEST
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/tauric = FALSE //Citadel Add for tauric hardsuits
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var/taurmode = NOT_TAURIC
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var/dimension_x = 32
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var/dimension_y = 32
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var/center = FALSE //Should we center the sprite?
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/obj/item/clothing/suit/equipped(mob/user, slot)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(mutantrace_variation)
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if(DIGITIGRADE in H.dna.species.species_traits)
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adjusted = ALT_STYLE
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H.update_inv_wear_suit()
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else if(adjusted == ALT_STYLE)
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adjusted = NORMAL_STYLE
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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if(H.dna.features["taur"] in GLOB.noodle_taurs)
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taurmode = SNEK_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else if(H.dna.features["taur"] in GLOB.paw_taurs)
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taurmode = PAW_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else
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taurmode = NOT_TAURIC
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if(tauric == TRUE)
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center = FALSE
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dimension_x = 32
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H.update_inv_wear_suit()
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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if(taurmode >= SNEK_TAURIC)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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if(istype(U) && U.attached_accessory)
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var/obj/item/clothing/accessory/A = U.attached_accessory
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if(A.above_suit)
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. += U.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_suit()
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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slot_flags = ITEM_SLOT_OCLOTHING
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body_parts_covered = CHEST
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/tauric = FALSE //Citadel Add for tauric hardsuits
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var/taurmode = NOT_TAURIC
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var/dimension_x = 32
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var/dimension_y = 32
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var/center = FALSE //Should we center the sprite?
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/obj/item/clothing/suit/equipped(mob/user, slot)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(mutantrace_variation)
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if(DIGITIGRADE in H.dna.species.species_traits)
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adjusted = ALT_STYLE
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H.update_inv_wear_suit()
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else if(adjusted == ALT_STYLE)
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adjusted = NORMAL_STYLE
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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if(H.dna.features["taur"] in GLOB.noodle_taurs)
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taurmode = SNEK_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else if(H.dna.features["taur"] in GLOB.paw_taurs)
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taurmode = PAW_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else
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taurmode = NOT_TAURIC
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if(tauric == TRUE)
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center = FALSE
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dimension_x = 32
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H.update_inv_wear_suit()
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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if(tauric)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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if(istype(U) && U.attached_accessory)
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var/obj/item/clothing/accessory/A = U.attached_accessory
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if(A.above_suit)
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. += U.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_suit()
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