Adds Hat Throwing (#45355)
* adds hat throwing on people and borgs * clothing flags, hats can knock off non-items, borg hat blacklist check * prevents hats with items in them from being able to land on heads * removes extra equip, hats can go on the hatless again, tinfoil fix * if * bit flag
This commit is contained in:
@@ -41,6 +41,49 @@
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H.update_inv_head()
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///Special throw_impact for hats to frisbee hats at people to place them on their heads/attempt to de-hat them.
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/obj/item/clothing/head/throw_impact(atom/hit_atom, datum/thrownthing/thrownthing)
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. = ..()
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///if the thrown object's target zone isn't the head
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if(thrownthing.target_zone != BODY_ZONE_HEAD)
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return
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///ignore any hats with the tinfoil counter-measure enabled
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if(clothing_flags & ANTI_TINFOIL_MANEUVER)
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return
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///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
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if(LAZYLEN(contents))
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return
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if(iscarbon(hit_atom))
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var/mob/living/carbon/H = hit_atom
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if(istype(H.head, /obj/item))
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var/obj/item/WH = H.head
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///check if the item has NODROP
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if(HAS_TRAIT(WH, TRAIT_NODROP))
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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>")
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return
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///check if the item is an actual clothing head item, since some non-clothing items can be worn
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if(istype(WH, /obj/item/clothing/head))
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var/obj/item/clothing/head/WHH = WH
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///SNUG_FIT hats are immune to being knocked off
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if(WHH.clothing_flags & SNUG_FIT)
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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>")
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return
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///if the hat manages to knock something off
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if(H.dropItemToGround(WH))
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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>")
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if(H.equip_to_slot_if_possible(src, SLOT_HEAD, 0, 1, 1))
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H.visible_message("<span class='notice'>[src] lands neatly on [H]'s head!", "<span class='notice'>[src] lands perfectly onto your head!</span>")
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return
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if(iscyborg(hit_atom))
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var/mob/living/silicon/robot/R = hit_atom
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///hats in the borg's blacklist bounce off
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if(is_type_in_typecache(src, R.blacklisted_hats) || R.hat_offset == INFINITY)
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R.visible_message("<span class='warning'>[src] bounces off [R]!", "<span class='warning'>[src] bounces off you, falling to the floor.</span>")
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return
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else
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R.visible_message("<span class='notice'>[src] lands neatly on top of [R]", "<span class='notice'>[src] lands perfectly on top of you.</span>")
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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
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/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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@@ -13,12 +13,14 @@
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/obj/item/clothing/head/collectable/slime
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name = "collectable slime cap!"
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desc = "It just latches right in place!"
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clothing_flags = SNUG_FIT
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icon_state = "slime"
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dynamic_hair_suffix = ""
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/obj/item/clothing/head/collectable/xenom
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name = "collectable xenomorph helmet!"
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desc = "Hiss hiss hiss!"
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clothing_flags = SNUG_FIT
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icon_state = "xenom"
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/obj/item/clothing/head/collectable/chef
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@@ -71,13 +73,14 @@
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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!"
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icon_state = "welding"
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item_state = "welding"
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resistance_flags = NONE
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/collectable/slime
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name = "collectable slime hat"
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desc = "Just like a real brain slug!"
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icon_state = "headslime"
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item_state = "headslime"
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/collectable/flatcap
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name = "collectable flat cap"
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@@ -121,6 +124,7 @@
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/obj/item/clothing/head/collectable/hardhat
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name = "collectable hard hat"
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desc = "WARNING! Offers no real protection, or luminosity, but damn, is it fancy!"
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clothing_flags = SNUG_FIT
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icon_state = "hardhat0_yellow"
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item_state = "hardhat0_yellow"
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@@ -143,7 +147,7 @@
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desc = "Go Red! I mean Green! I mean Red! No Green!"
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icon_state = "thunderdome"
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item_state = "thunderdome"
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resistance_flags = NONE
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clothing_flags = SNUG_FIT
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flags_inv = HIDEHAIR
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/obj/item/clothing/head/collectable/swat
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@@ -151,5 +155,5 @@
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desc = "That's not real blood. That's red paint." //Reference to the actual description
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icon_state = "swat"
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item_state = "swat"
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resistance_flags = NONE
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clothing_flags = SNUG_FIT
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flags_inv = HIDEHAIR
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@@ -11,6 +11,7 @@
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armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
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flags_inv = 0
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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clothing_flags = SNUG_FIT
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resistance_flags = FIRE_PROOF
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dynamic_hair_suffix = "+generic"
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@@ -10,7 +10,7 @@
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heat_protection = HEAD
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max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
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strip_delay = 60
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resistance_flags = NONE
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clothing_flags = SNUG_FIT
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flags_cover = HEADCOVERSEYES
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flags_inv = HIDEHAIR
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@@ -67,12 +67,14 @@
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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!"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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mutantrace_variation = MUTANTRACE_VARIATION
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/cueball
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name = "cueball helmet"
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desc = "A large, featureless white orb meant to be worn on your head. How do you even see out of this thing?"
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icon_state = "cueball"
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item_state="cueball"
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clothing_flags = SNUG_FIT
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flags_cover = HEADCOVERSEYES|HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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@@ -81,6 +83,7 @@
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desc = "A ball of white styrofoam. So festive."
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icon_state = "snowman_h"
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item_state = "snowman_h"
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clothing_flags = SNUG_FIT
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flags_cover = HEADCOVERSEYES
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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@@ -90,6 +93,7 @@
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icon_state = "justicered"
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item_state = "justicered"
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flags_inv = HIDEHAIR|HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
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clothing_flags = SNUG_FIT
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flags_cover = HEADCOVERSEYES
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/obj/item/clothing/head/justice/blue
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@@ -161,6 +165,7 @@
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icon_state = "chickenhead"
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item_state = "chickensuit"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/griffin
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name = "griffon head"
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@@ -168,6 +173,7 @@
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icon_state = "griffinhat"
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item_state = "griffinhat"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/bearpelt
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name = "bear pelt hat"
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@@ -181,6 +187,7 @@
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item_state = "xenos_helm"
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desc = "A helmet made out of chitinous alien hide."
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/fedora
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name = "fedora"
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@@ -302,6 +309,7 @@
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desc = "When everything's going to crab, protecting your head is the best choice."
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icon_state = "lobster_hat"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/drfreezehat
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name = "doctor freeze's wig"
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@@ -29,6 +29,7 @@
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visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
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resistance_flags = FIRE_PROOF
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mutantrace_variation = MUTANTRACE_VARIATION
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clothing_flags = SNUG_FIT
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/obj/item/clothing/head/welding/attack_self(mob/user)
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weldingvisortoggle(user)
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@@ -115,6 +116,7 @@
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item_state = "hardhat0_pumpkin"
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item_color = "pumpkin"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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clothing_flags = SNUG_FIT
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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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brightness_on = 2 //luminosity when on
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flags_cover = HEADCOVERSEYES
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@@ -163,6 +165,7 @@
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desc = "A helmet made out of a box."
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icon_state = "cardborg_h"
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item_state = "cardborg_h"
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clothing_flags = SNUG_FIT
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flags_cover = HEADCOVERSEYES
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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@@ -227,6 +230,7 @@
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desc = "A crude helmet made out of bronze plates. It offers very little in the way of protection."
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icon = 'icons/obj/clothing/clockwork_garb.dmi'
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icon_state = "clockwork_helmet_old"
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clothing_flags = SNUG_FIT
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flags_inv = HIDEEARS|HIDEHAIR
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armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
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@@ -238,6 +242,7 @@
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armor = list("melee" = 0, "bullet" = 0, "laser" = -5,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = -5, "fire" = 0, "acid" = 0)
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equip_delay_other = 140
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var/datum/brain_trauma/mild/phobia/paranoia
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clothing_flags = ANTI_TINFOIL_MANEUVER
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/obj/item/clothing/head/foilhat/equipped(mob/living/carbon/human/user, slot)
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..()
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@@ -4,7 +4,7 @@
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name = "space helmet"
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icon_state = "spaceold"
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desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SNUG_FIT
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item_state = "spaceold"
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permeability_coefficient = 0.01
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
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@@ -5,6 +5,7 @@
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icon_state = "hardsuit0-engineering"
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item_state = "eng_helm"
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max_integrity = 300
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clothing_flags = SNUG_FIT
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armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
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var/basestate = "hardsuit"
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var/brightness_on = 4 //luminosity when on
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@@ -4,7 +4,7 @@
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icon_state = "bio"
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desc = "A hood that protects the head and face from biological contaminants."
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permeability_coefficient = 0.01
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clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
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clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
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resistance_flags = ACID_PROOF
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@@ -69,6 +69,7 @@
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icon_state = "golhood"
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desc = "A protective & concealing hood."
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armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
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clothing_flags = SNUG_FIT
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flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
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/obj/item/clothing/suit/hooded/cloak/drake
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@@ -88,6 +89,7 @@
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icon_state = "dragon"
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desc = "The skull of a dragon."
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armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
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clothing_flags = SNUG_FIT
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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@@ -58,7 +58,7 @@
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name = "bomb hood"
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desc = "Use in case of bomb."
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icon_state = "bombsuit"
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clothing_flags = THICKMATERIAL
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clothing_flags = THICKMATERIAL | SNUG_FIT
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armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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dynamic_hair_suffix = ""
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@@ -123,7 +123,7 @@
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name = "radiation hood"
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icon_state = "rad"
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desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
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clothing_flags = THICKMATERIAL
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clothing_flags = THICKMATERIAL|SNUG_FIT
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flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
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strip_delay = 60
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@@ -7,6 +7,7 @@
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armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
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strip_delay = 50
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equip_delay_other = 50
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clothing_flags = SNUG_FIT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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dog_fashion = /datum/dog_fashion/head/blue_wizard
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@@ -4,7 +4,7 @@
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desc = "Keeps the lil buzzing buggers out of your eyes."
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icon_state = "beekeeper"
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item_state = "beekeeper"
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clothing_flags = THICKMATERIAL
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clothing_flags = THICKMATERIAL | SNUG_FIT
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/obj/item/clothing/suit/beekeeper_suit
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