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