Remove clothing shito as requested
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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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