Remove clothing shito as requested

This commit is contained in:
Zandario
2020-10-08 18:48:26 -05:00
parent a90f932339
commit 8e4c64a24b
2 changed files with 1 additions and 80 deletions
-29
View File
@@ -156,35 +156,6 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/canMouseDown = FALSE
///Species Sprite Overrides
var/icon_override = null // Used to override hardcoded clothing dmis in human clothing proc.
//** These specify item/icon overrides for _slots_
var/list/item_state_slots = list() // Overrides the default item_state for particular slots.
// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
// If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.
// Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed.
var/list/item_icons = list()
//** These specify item/icon overrides for _species_
/*
* Species-specific sprites, concept stolen from Paradise//vg/.
* ex:
* sprite_sheets = list(
* SPECIES_FELINID = 'icons/cat/are/bad'
* )
* If index term exists and icon_override is not set, this sprite sheet will be used.
*/
var/list/sprite_sheets = list()
// Species-specific sprite sheets for inventory sprites
// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
var/list/sprite_sheets_obj = list()
/obj/item/Initialize()
if(attack_verb)
+1 -51
View File
@@ -49,13 +49,7 @@
//Basically syntax is species_restricted = list("Species Name","Species Name")
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects
/*
* Sprites used when the clothing item is refit. This is done by setting icon_override.
* For best results, if this is set then sprite_sheets should be null and vice versa, but that is by no means necessary.
* Ideally, sprite_sheets_refit should be used for "hard" clothing items that can't change shape very well to fit the wearer (e.g. helmets, hardsuits),
* while sprite_sheets should be used for "flexible" clothing items that do not need to be refitted (e.g. aliens wearing jumpsuits).
*/
var/list/sprite_sheets_refit
// How much clothing damage has been dealt to each of the limbs of the clothing, assuming it covers more than one limb
var/list/damage_by_parts
@@ -488,47 +482,3 @@ BLIND // can't see anything
return
if(prob(0.2))
to_chat(L, "<span class='warning'>The damaged threads on your [src.name] chafe!</span>")
/obj/item/clothing/proc/refit_for_species(target_species)
if(!species_restricted)
return // This item doesn't use the species_restricted system
/* //TODO - Implement when ready. P.S. It isn't ready.
// Set species_restricted list
switch(target_species)
if(SPECIES_CATEGORY_BASIC) // Humanoid bodytypes
species_restricted = list(SPECIES_CATEGORY_BASIC)
else
species_restricted = list(target_species)
*/
// Set icon
if (sprite_sheets_refit && (target_species in sprite_sheets_refit))
sprite_sheets[target_species] = sprite_sheets_refit[target_species]
if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
icon = sprite_sheets_obj[target_species]
else
icon = initial(icon)
/obj/item/clothing/head/helmet/refit_for_species(target_species)
if(!species_restricted)
return // This item doesn't use the species_restricted system
/* //TODO - Implement when ready. P.S. It isn't ready.
// Set species_restricted list
switch(target_species)
if(SPECIES_CATEGORY_BASIC)
species_restricted = list(SPECIES_CATEGORY_BASIC)
else
species_restricted = list(target_species)
*/
// Set icon
if (sprite_sheets_refit && (target_species in sprite_sheets_refit))
sprite_sheets[target_species] = sprite_sheets_refit[target_species]
if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
icon = sprite_sheets_obj[target_species]
else
icon = initial(icon)