This commit is contained in:
Ghommie
2019-10-28 00:49:22 +01:00
976 changed files with 6779 additions and 3370 deletions
+1 -1
View File
@@ -561,7 +561,7 @@
/obj/item/storage/belt/chameleon/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.silent = TRUE
/obj/item/storage/belt/chameleon/emp_act(severity)
+1 -1
View File
@@ -123,7 +123,7 @@
..()
if(damaged_clothes)
to_chat(user, "<span class='warning'>It looks damaged!</span>")
GET_COMPONENT(pockets, /datum/component/storage)
var/datum/component/storage/pockets = GetComponent(/datum/component/storage)
if(pockets)
var/list/how_cool_are_your_threads = list("<span class='notice'>")
if(pockets.attack_hand_interact)
+2 -2
View File
@@ -104,7 +104,7 @@
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
/obj/item/clothing/glasses/science/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_GLASSES)
return 1
@@ -307,7 +307,7 @@
M.appearance_flags |= RESET_COLOR
M.color = "#[H.eye_color]"
. += M
/obj/item/clothing/glasses/sunglasses/big
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes."
icon_state = "bigsunglasses"
+1 -1
View File
@@ -14,7 +14,7 @@
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood)))
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/gloves/clean_blood)
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
+43
View File
@@ -41,6 +41,49 @@
H.update_inv_head()
///Special throw_impact for hats to frisbee hats at people to place them on their heads/attempt to de-hat them.
/obj/item/clothing/head/throw_impact(atom/hit_atom, datum/thrownthing/thrownthing)
. = ..()
///if the thrown object's target zone isn't the head
if(thrownthing.target_zone != BODY_ZONE_HEAD)
return
///ignore any hats with the tinfoil counter-measure enabled
if(clothing_flags & ANTI_TINFOIL_MANEUVER)
return
///if the hat happens to be capable of holding contents and has something in it. mostly to prevent super cheesy stuff like stuffing a mini-bomb in a hat and throwing it
if(LAZYLEN(contents))
return
if(iscarbon(hit_atom))
var/mob/living/carbon/H = hit_atom
if(istype(H.head, /obj/item))
var/obj/item/WH = H.head
///check if the item has NODROP
if(HAS_TRAIT(WH, TRAIT_NODROP))
H.visible_message("<span class='warning'>[src] bounces off [H]'s [WH.name]!", "<span class='warning'>[src] bounces off your [WH.name], falling to the floor.</span>")
return
///check if the item is an actual clothing head item, since some non-clothing items can be worn
if(istype(WH, /obj/item/clothing/head))
var/obj/item/clothing/head/WHH = WH
///SNUG_FIT hats are immune to being knocked off
if(WHH.clothing_flags & SNUG_FIT)
H.visible_message("<span class='warning'>[src] bounces off [H]'s [WHH.name]!", "<span class='warning'>[src] bounces off your [WHH.name], falling to the floor.</span>")
return
///if the hat manages to knock something off
if(H.dropItemToGround(WH))
H.visible_message("<span class='warning'>[src] knocks [WH] off [H]'s head!</span>", "<span class='warning'>[WH] is suddenly knocked off your head by [src]!</span>")
if(H.equip_to_slot_if_possible(src, SLOT_HEAD, FALSE, TRUE))
H.visible_message("<span class='notice'>[src] lands neatly on [H]'s head!", "<span class='notice'>[src] lands perfectly onto your head!</span>")
return
if(iscyborg(hit_atom))
var/mob/living/silicon/robot/R = hit_atom
///hats in the borg's blacklist bounce off
if(!is_type_in_typecache(src, R.equippable_hats) || R.hat_offset == INFINITY)
R.visible_message("<span class='warning'>[src] bounces off [R]!", "<span class='warning'>[src] bounces off you, falling to the floor.</span>")
return
else
R.visible_message("<span class='notice'>[src] lands neatly on top of [R].", "<span class='notice'>[src] lands perfectly on top of you.</span>")
R.place_on_head(src) //hats aren't designed to snugly fit borg heads or w/e so they'll always manage to knock eachother off
/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
+7 -3
View File
@@ -13,12 +13,14 @@
/obj/item/clothing/head/collectable/slime
name = "collectable slime cap!"
desc = "It just latches right in place!"
clothing_flags = SNUG_FIT
icon_state = "slime"
dynamic_hair_suffix = ""
/obj/item/clothing/head/collectable/xenom
name = "collectable xenomorph helmet!"
desc = "Hiss hiss hiss!"
clothing_flags = SNUG_FIT
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
@@ -71,13 +73,14 @@
desc = "A collectable welding helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
resistance_flags = NONE
clothing_flags = SNUG_FIT
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
desc = "Just like a real brain slug!"
icon_state = "headslime"
item_state = "headslime"
clothing_flags = SNUG_FIT
/obj/item/clothing/head/collectable/flatcap
name = "collectable flat cap"
@@ -121,6 +124,7 @@
/obj/item/clothing/head/collectable/hardhat
name = "collectable hard hat"
desc = "WARNING! Offers no real protection, or luminosity, but damn, is it fancy!"
clothing_flags = SNUG_FIT
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
@@ -143,7 +147,7 @@
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
resistance_flags = NONE
clothing_flags = SNUG_FIT
flags_inv = HIDEHAIR
/obj/item/clothing/head/collectable/swat
@@ -151,5 +155,5 @@
desc = "That's not real blood. That's red paint." //Reference to the actual description
icon_state = "swat"
item_state = "swat"
resistance_flags = NONE
clothing_flags = SNUG_FIT
flags_inv = HIDEHAIR
+1
View File
@@ -11,6 +11,7 @@
armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
clothing_flags = SNUG_FIT
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = "+generic"
+1 -1
View File
@@ -10,7 +10,7 @@
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 60
resistance_flags = NONE
clothing_flags = SNUG_FIT
flags_cover = HEADCOVERSEYES
flags_inv = HIDEHAIR
+8
View File
@@ -67,12 +67,14 @@
desc = "A plastic replica of a Syndicate agent's space helmet. You'll look just like a real murderous Syndicate agent in this! This is a toy, it is not made for use in space!"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
mutantrace_variation = MUTANTRACE_VARIATION
clothing_flags = SNUG_FIT
/obj/item/clothing/head/cueball
name = "cueball helmet"
desc = "A large, featureless white orb meant to be worn on your head. How do you even see out of this thing?"
icon_state = "cueball"
item_state="cueball"
clothing_flags = SNUG_FIT
flags_cover = HEADCOVERSEYES|HEADCOVERSMOUTH
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
@@ -81,6 +83,7 @@
desc = "A ball of white styrofoam. So festive."
icon_state = "snowman_h"
item_state = "snowman_h"
clothing_flags = SNUG_FIT
flags_cover = HEADCOVERSEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
@@ -90,6 +93,7 @@
icon_state = "justicered"
item_state = "justicered"
flags_inv = HIDEHAIR|HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
clothing_flags = SNUG_FIT
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/justice/blue
@@ -161,6 +165,7 @@
icon_state = "chickenhead"
item_state = "chickensuit"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
clothing_flags = SNUG_FIT
/obj/item/clothing/head/griffin
name = "griffon head"
@@ -168,6 +173,7 @@
icon_state = "griffinhat"
item_state = "griffinhat"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
clothing_flags = SNUG_FIT
/obj/item/clothing/head/bearpelt
name = "bear pelt hat"
@@ -181,6 +187,7 @@
item_state = "xenos_helm"
desc = "A helmet made out of chitinous alien hide."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
clothing_flags = SNUG_FIT
/obj/item/clothing/head/fedora
name = "fedora"
@@ -302,6 +309,7 @@
desc = "When everything's going to crab, protecting your head is the best choice."
icon_state = "lobster_hat"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
clothing_flags = SNUG_FIT
/obj/item/clothing/head/drfreezehat
name = "doctor freeze's wig"
@@ -29,6 +29,7 @@
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = FIRE_PROOF
mutantrace_variation = MUTANTRACE_VARIATION
clothing_flags = SNUG_FIT
/obj/item/clothing/head/welding/attack_self(mob/user)
weldingvisortoggle(user)
@@ -115,6 +116,7 @@
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
clothing_flags = SNUG_FIT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 2 //luminosity when on
flags_cover = HEADCOVERSEYES
@@ -163,6 +165,7 @@
desc = "A helmet made out of a box."
icon_state = "cardborg_h"
item_state = "cardborg_h"
clothing_flags = SNUG_FIT
flags_cover = HEADCOVERSEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
@@ -227,6 +230,7 @@
desc = "A crude helmet made out of bronze plates. It offers very little in the way of protection."
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_helmet_old"
clothing_flags = SNUG_FIT
flags_inv = HIDEEARS|HIDEHAIR
armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
@@ -239,6 +243,7 @@
equip_delay_other = 140
var/datum/brain_trauma/mild/phobia/paranoia
var/warped = FALSE
clothing_flags = ANTI_TINFOIL_MANEUVER
/obj/item/clothing/head/foilhat/Initialize(mapload)
. = ..()
+1 -1
View File
@@ -23,7 +23,7 @@
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/shoes/clean_blood)))
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/shoes/clean_blood)
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
+3 -3
View File
@@ -17,7 +17,7 @@
/obj/item/clothing/shoes/clown_shoes/banana_shoes/step_action()
. = ..()
GET_COMPONENT(bananium, /datum/component/material_container)
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
if(on)
if(bananium.amount(MAT_BANANIUM) < 100)
on = !on
@@ -30,7 +30,7 @@
bananium.use_amount_type(100, MAT_BANANIUM)
/obj/item/clothing/shoes/clown_shoes/banana_shoes/attack_self(mob/user)
GET_COMPONENT(bananium, /datum/component/material_container)
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
var/sheet_amount = bananium.retrieve_all()
if(sheet_amount)
to_chat(user, "<span class='notice'>You retrieve [sheet_amount] sheets of bananium from the prototype shoes.</span>")
@@ -42,7 +42,7 @@
to_chat(user, "<span class='notice'>The shoes are [on ? "enabled" : "disabled"].</span>")
/obj/item/clothing/shoes/clown_shoes/banana_shoes/ui_action_click(mob/user)
GET_COMPONENT(bananium, /datum/component/material_container)
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
if(bananium.amount(MAT_BANANIUM))
on = !on
update_icon()
@@ -4,7 +4,7 @@
name = "space helmet"
icon_state = "spaceold"
desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SNUG_FIT
item_state = "spaceold"
permeability_coefficient = 0.01
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
@@ -547,7 +547,7 @@
changeWearer()
..()
/obj/item/flightpack/item_action_slot_check(slot)
/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == ITEM_SLOT_BACK)
return TRUE
@@ -574,7 +574,7 @@
momentum_speed_y = 0
momentum_speed = max(momentum_speed_x, momentum_speed_y)
/obj/item/flightpack/item_action_slot_check(slot)
/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
return slot == SLOT_BACK
/obj/item/flightpack/proc/enable_stabilizers()
@@ -730,7 +730,7 @@
if(!active)
clothing_flags &= ~NOSLIP
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot, mob/user, datum/action/A)
return slot == SLOT_SHOES
/obj/item/clothing/shoes/flightshoes/proc/delink_suit()
+147 -13
View File
@@ -5,6 +5,7 @@
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
max_integrity = 300
clothing_flags = SNUG_FIT
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
var/basestate = "hardsuit"
var/brightness_on = 4 //luminosity when on
@@ -47,7 +48,7 @@
suit.RemoveHelmet()
soundloop.stop(user)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_HEAD)
return 1
@@ -158,7 +159,7 @@
var/datum/action/A = X
A.Remove(user)
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
return 1
@@ -605,7 +606,6 @@
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
item_color = "ancient"
resistance_flags = FIRE_PROOF
var/datum/component/mobhook
/obj/item/clothing/suit/space/hardsuit/ancient
name = "prototype RIG hardsuit"
@@ -617,7 +617,7 @@
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
resistance_flags = FIRE_PROOF
var/footstep = 1
var/datum/component/mobhook
var/mob/listeningTo
/obj/item/clothing/suit/space/hardsuit/ancient/mason
name = "M.A.S.O.N RIG"
@@ -674,20 +674,24 @@
/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
. = ..()
if (slot == SLOT_WEAR_SUIT)
if (mobhook && mobhook.parent != user)
QDEL_NULL(mobhook)
if (!mobhook)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/on_mob_move)))
else
QDEL_NULL(mobhook)
if(slot != SLOT_WEAR_SUIT)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
return
if(listeningTo == user)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
listeningTo = user
/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
. = ..()
QDEL_NULL(mobhook)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
QDEL_NULL(mobhook) // mobhook is not our component
listeningTo = null
return ..()
/////////////SHIELDED//////////////////////////////////
@@ -864,3 +868,133 @@
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
/*
CYDONIAN ARMOR THAT IS RGB AND STUFF WOOOOOOOOOO
*/
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight
name = "cydonian helmet"
desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
icon_state = "knight_cydonia"
item_state = "knight_yellow"
item_color = null
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
heat_protection = HEAD
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
brightness_on = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
var/energy_color = "#35FFF0"
var/obj/item/clothing/suit/space/hardsuit/lavaknight/linkedsuit = null
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/Initialize()
. = ..()
if(istype(loc, /obj/item/clothing/suit/space/hardsuit/lavaknight))
var/obj/item/clothing/suit/space/hardsuit/lavaknight/S = loc
energy_color = S.energy_color
update_icon()
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/attack_self(mob/user)
on = !on
if(on)
set_light(brightness_on)
else
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
var/mutable_appearance/helm_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
if(energy_color)
helm_overlay.color = energy_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(helm_overlay)
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
energy_overlay.plane = ABOVE_LIGHTING_LAYER
energy_overlay.color = energy_color
. += energy_overlay
/obj/item/clothing/suit/space/hardsuit/lavaknight
icon_state = "knight_cydonia"
name = "cydonian armor"
desc = "A suit designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
item_state = "swat_suit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
tauric = TRUE //Citadel Add for tauric hardsuits
var/energy_color = "#35FFF0"
/obj/item/clothing/suit/space/hardsuit/lavaknight/Initialize()
..()
light_color = energy_color
set_light(1)
update_icon()
/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
var/mutable_appearance/suit_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
if(energy_color)
suit_overlay.color = energy_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(suit_overlay)
/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay
if(taurmode == SNEK_TAURIC)
energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_naga.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
else if(taurmode == PAW_TAURIC)
energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_canine.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
else
energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
energy_overlay.plane = ABOVE_LIGHTING_LAYER
energy_overlay.color = energy_color
. += energy_overlay
/obj/item/clothing/suit/space/hardsuit/lavaknight/AltClick(mob/living/user)
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user))
return
if(user.incapacitated() || !istype(user) || !in_range(src, user))
return
if(alert("Are you sure you want to recolor your armor stripes?", "Confirm Repaint", "Yes", "No") == "Yes")
var/energy_color_input = input(usr,"","Choose Energy Color",energy_color) as color|null
if(energy_color_input)
energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
user.update_inv_wear_suit()
if(helmet)
var/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/H = helmet
H.energy_color = energy_color
user.update_inv_head()
H.update_icon()
update_icon()
user.update_inv_wear_suit()
light_color = energy_color
update_light()
/obj/item/clothing/suit/space/hardsuit/lavaknight/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
+74 -74
View File
@@ -1,74 +1,74 @@
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
if(tauric)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
if(tauric)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()
+1 -1
View File
@@ -4,7 +4,7 @@
icon_state = "bio"
desc = "A hood that protects the head and face from biological contaminants."
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
resistance_flags = ACID_PROOF
+2
View File
@@ -69,6 +69,7 @@
icon_state = "golhood"
desc = "A protective & concealing hood."
armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
clothing_flags = SNUG_FIT
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/suit/hooded/cloak/drake
@@ -88,6 +89,7 @@
icon_state = "dragon"
desc = "The skull of a dragon."
armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
clothing_flags = SNUG_FIT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
+1 -1
View File
@@ -23,7 +23,7 @@
/obj/item/clothing/suit/hooded/ui_action_click()
ToggleHood()
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user)
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_WEAR_SUIT || slot == SLOT_NECK)
return 1
+2 -2
View File
@@ -58,7 +58,7 @@
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
clothing_flags = THICKMATERIAL
clothing_flags = THICKMATERIAL | SNUG_FIT
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
dynamic_hair_suffix = ""
@@ -123,7 +123,7 @@
name = "radiation hood"
icon_state = "rad"
desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
clothing_flags = THICKMATERIAL
clothing_flags = THICKMATERIAL|SNUG_FIT
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
strip_delay = 60
+1
View File
@@ -7,6 +7,7 @@
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
strip_delay = 50
equip_delay_other = 50
clothing_flags = SNUG_FIT
resistance_flags = FIRE_PROOF | ACID_PROOF
dog_fashion = /datum/dog_fashion/head/blue_wizard
+1 -1
View File
@@ -12,7 +12,7 @@
var/datum/component/storage/detached_pockets
/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user)
GET_COMPONENT(storage, /datum/component/storage)
var/datum/component/storage/storage = GetComponent(/datum/component/storage)
if(storage)
if(SEND_SIGNAL(U, COMSIG_CONTAINS_STORAGE))
return FALSE