A large and unasked for repath and improvement of accessories (formerly ties, but actually armbands and medals)
This commit is contained in:
@@ -3502,7 +3502,7 @@
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/area/awaymission/centcomAway/general)
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"kN" = (
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/obj/structure/table/wood,
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/obj/item/clothing/tie/medal,
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/obj/item/clothing/accessory/medal,
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/turf/open/floor/carpet,
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/area/awaymission/centcomAway/general)
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"kO" = (
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@@ -3516,7 +3516,7 @@
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/area/awaymission/centcomAway/general)
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"kQ" = (
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/obj/structure/table/wood,
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/obj/item/clothing/tie/medal/gold,
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/obj/item/clothing/accessory/medal/gold,
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/turf/open/floor/carpet,
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/area/awaymission/centcomAway/general)
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"kR" = (
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@@ -30611,11 +30611,11 @@
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"blx" = (
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/obj/structure/table/reinforced,
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/obj/item/weapon/clipboard,
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/obj/item/clothing/tie/armband/deputy,
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/obj/item/clothing/tie/armband/deputy,
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/obj/item/clothing/tie/armband/deputy,
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/obj/item/clothing/tie/armband/deputy,
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/obj/item/clothing/tie/armband/deputy,
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/obj/item/clothing/accessory/armband/deputy,
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/obj/item/clothing/accessory/armband/deputy,
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/obj/item/clothing/accessory/armband/deputy,
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/obj/item/clothing/accessory/armband/deputy,
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/obj/item/clothing/accessory/armband/deputy,
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/obj/item/weapon/reagent_containers/food/snacks/donut/jelly/cherryjelly,
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/turf/open/floor/plasteel/red/side{
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dir = 8
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@@ -103271,7 +103271,7 @@
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/obj/item/weapon/wirerod,
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/obj/item/weapon/wrench,
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/obj/item/clothing/under/waiter,
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/obj/item/clothing/tie/waistcoat,
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/obj/item/clothing/accessory/waistcoat,
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/obj/structure/sign/poster/contraband/random{
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pixel_x = -32
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},
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@@ -14011,7 +14011,7 @@
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name = "Station Intercom (General)";
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pixel_y = 28
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},
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/obj/item/clothing/tie/waistcoat,
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/obj/item/clothing/accessory/waistcoat,
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/obj/item/clothing/suit/toggle/lawyer/black,
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/obj/item/clothing/under/suit_jacket/red,
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/obj/item/clothing/neck/tie/black,
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@@ -15128,7 +15128,7 @@
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contents = newlist(/obj/item/clothing/suit/armor/vest,/obj/item/weapon/gun/ballistic/automatic/pistol,/obj/item/weapon/suppressor,/obj/item/weapon/melee/classic_baton/telescopic,/obj/item/clothing/mask/balaclava,/obj/item/bodybag,/obj/item/weapon/soap/nanotrasen)
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},
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/obj/item/weapon/storage/backpack/dufflebag{
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contents = newlist(/obj/item/clothing/under/lawyer/blacksuit,/obj/item/clothing/tie/waistcoat,/obj/item/clothing/suit/toggle/lawyer/black,/obj/item/clothing/shoes/laceup,/obj/item/clothing/gloves/color/black,/obj/item/clothing/glasses/sunglasses,/obj/item/clothing/head/fedora);
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contents = newlist(/obj/item/clothing/under/lawyer/blacksuit,/obj/item/clothing/accessory/waistcoat,/obj/item/clothing/suit/toggle/lawyer/black,/obj/item/clothing/shoes/laceup,/obj/item/clothing/gloves/color/black,/obj/item/clothing/glasses/sunglasses,/obj/item/clothing/head/fedora);
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desc = "A large dufflebag for holding extra things. There is a NanoTrasen logo on the back.";
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icon_state = "duffle-syndieammo";
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item_state = "duffle-syndieammo"
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@@ -57182,7 +57182,7 @@
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"ccz" = (
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/obj/item/weapon/wrench,
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/obj/item/clothing/suit/apron,
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/obj/item/clothing/tie/armband/hydro,
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/obj/item/clothing/accessory/armband/hydro,
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/obj/structure/table/glass,
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/obj/effect/turf_decal/stripes/line{
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dir = 9
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@@ -5590,8 +5590,8 @@
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/obj/item/clothing/under/skirt/black,
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/obj/item/clothing/under/shorts/black,
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/obj/item/clothing/under/pants/track,
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/obj/item/clothing/tie/armband/deputy,
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/obj/item/clothing/tie/waistcoat,
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/obj/item/clothing/accessory/armband/deputy,
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/obj/item/clothing/accessory/waistcoat,
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/obj/item/clothing/shoes/jackboots,
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/obj/item/clothing/shoes/laceup,
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/obj/item/clothing/neck/stripedredscarf,
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@@ -11175,7 +11175,7 @@
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/obj/structure/rack,
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/obj/item/clothing/head/that,
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/obj/item/clothing/under/suit_jacket,
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/obj/item/clothing/tie/waistcoat,
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/obj/item/clothing/accessory/waistcoat,
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/turf/open/floor/plasteel/cafeteria,
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/area/centcom/holding)
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"BI" = (
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@@ -11379,7 +11379,7 @@
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/obj/structure/sign/goldenplaque{
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pixel_y = 32
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},
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/obj/item/clothing/tie/lawyers_badge{
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/obj/item/clothing/accessory/lawyers_badge{
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desc = "A badge of upmost glory.";
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name = "thunderdome badge"
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},
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@@ -11400,7 +11400,7 @@
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/obj/structure/sign/goldenplaque{
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pixel_y = 32
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},
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/obj/item/clothing/tie/medal/silver{
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/obj/item/clothing/accessory/medal/silver{
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pixel_y = 5
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},
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/turf/open/floor/plasteel/grimy,
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@@ -11605,11 +11605,11 @@
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name = "Thunderdome Plaque";
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pixel_y = -32
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},
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/obj/item/clothing/tie/medal/gold{
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/obj/item/clothing/accessory/medal/gold{
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pixel_x = 3;
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pixel_y = 5
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},
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/obj/item/clothing/tie/medal/gold,
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/obj/item/clothing/accessory/medal/gold,
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/turf/open/floor/plasteel/grimy,
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/area/tdome/tdomeobserve)
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"CF" = (
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@@ -11625,7 +11625,7 @@
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name = "Thunderdome Plaque";
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pixel_y = -32
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},
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/obj/item/clothing/tie/medal{
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/obj/item/clothing/accessory/medal{
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pixel_y = 5
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},
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/turf/open/floor/plasteel/grimy,
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@@ -43,7 +43,7 @@
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/datum/objective_item/steal/capmedal
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name = "the medal of captaincy"
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targetitem = /obj/item/clothing/tie/medal/gold/captain
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targetitem = /obj/item/clothing/accessory/medal/gold/captain
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difficulty = 5
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excludefromjob = list("Captain")
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@@ -995,7 +995,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
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/obj/item/clothing/head/helmet/gladiator = 1,/obj/item/clothing/under/gimmick/rank/captain/suit = 1,/obj/item/clothing/head/flatcap = 1,
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/obj/item/clothing/suit/toggle/labcoat/mad = 1,/obj/item/clothing/shoes/jackboots = 1,
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/obj/item/clothing/under/schoolgirl = 1,/obj/item/clothing/under/schoolgirl/red = 1,/obj/item/clothing/under/schoolgirl/green = 1,/obj/item/clothing/under/schoolgirl/orange = 1,/obj/item/clothing/head/kitty = 1,/obj/item/clothing/under/skirt/black = 1,/obj/item/clothing/head/beret = 1,
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/obj/item/clothing/tie/waistcoat = 1,/obj/item/clothing/under/suit_jacket = 1,/obj/item/clothing/head/that =1,/obj/item/clothing/under/kilt = 1,/obj/item/clothing/head/beret = 1,/obj/item/clothing/tie/waistcoat = 1,
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/obj/item/clothing/accessory/waistcoat = 1,/obj/item/clothing/under/suit_jacket = 1,/obj/item/clothing/head/that =1,/obj/item/clothing/under/kilt = 1,/obj/item/clothing/head/beret = 1,/obj/item/clothing/accessory/waistcoat = 1,
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/obj/item/clothing/glasses/monocle =1,/obj/item/clothing/head/bowler = 1,/obj/item/weapon/cane = 1,/obj/item/clothing/under/sl_suit = 1,
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/obj/item/clothing/mask/fakemoustache = 1,/obj/item/clothing/suit/bio_suit/plaguedoctorsuit = 1,/obj/item/clothing/head/plaguedoctorhat = 1,/obj/item/clothing/mask/gas/plaguedoctor = 1,
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/obj/item/clothing/suit/toggle/owlwings = 1, /obj/item/clothing/under/owl = 1,/obj/item/clothing/mask/gas/owl_mask = 1,
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@@ -1136,7 +1136,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
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/obj/item/clothing/neck/scarf/purple=1,/obj/item/clothing/neck/scarf/yellow=1,/obj/item/clothing/neck/scarf/orange=1,
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/obj/item/clothing/neck/scarf/cyan=1,/obj/item/clothing/neck/scarf=1,/obj/item/clothing/neck/scarf/black=1,
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/obj/item/clothing/neck/scarf/zebra=1,/obj/item/clothing/neck/scarf/christmas=1,/obj/item/clothing/neck/stripedredscarf=1,
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/obj/item/clothing/neck/stripedbluescarf=1,/obj/item/clothing/neck/stripedgreenscarf=1,/obj/item/clothing/tie/waistcoat=1,
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/obj/item/clothing/neck/stripedbluescarf=1,/obj/item/clothing/neck/stripedgreenscarf=1,/obj/item/clothing/accessory/waistcoat=1,
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/obj/item/clothing/under/skirt/black=1,/obj/item/clothing/under/skirt/blue=1,/obj/item/clothing/under/skirt/red=1,/obj/item/clothing/under/skirt/purple=1,
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/obj/item/clothing/under/sundress=2,/obj/item/clothing/under/stripeddress=1, /obj/item/clothing/under/sailordress=1, /obj/item/clothing/under/redeveninggown=1, /obj/item/clothing/under/blacktango=1,
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/obj/item/clothing/under/plaid_skirt=1,/obj/item/clothing/under/plaid_skirt/blue=1,/obj/item/clothing/under/plaid_skirt/purple=1,/obj/item/clothing/under/plaid_skirt/green=1,
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@@ -60,7 +60,7 @@
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/obj/effect/spawner/bundle/costume/butler
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name = "butler costume spawner"
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items = list(
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/obj/item/clothing/tie/waistcoat,
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/obj/item/clothing/accessory/waistcoat,
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/obj/item/clothing/under/suit_jacket,
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/obj/item/clothing/head/that)
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@@ -73,7 +73,7 @@
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/obj/effect/spawner/bundle/costume/prig
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name = "prig costume spawner"
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items = list(
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/obj/item/clothing/tie/waistcoat,
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/obj/item/clothing/accessory/waistcoat,
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/obj/item/clothing/glasses/monocle,
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/obj/effect/spawner/lootdrop/minor/bowler_or_that,
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/obj/item/clothing/shoes/sneakers/black,
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@@ -568,7 +568,7 @@
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/obj/item/weapon/storage/box/deputy/PopulateContents()
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for(var/i in 1 to 7)
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new /obj/item/clothing/tie/armband/deputy(src)
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new /obj/item/clothing/accessory/armband/deputy(src)
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/obj/item/weapon/storage/box/metalfoam
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name = "box of metal foam grenades"
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@@ -100,17 +100,20 @@
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w_class = WEIGHT_CLASS_NORMAL
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max_w_class = WEIGHT_CLASS_SMALL
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storage_slots = 10
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max_combined_w_class = 20
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req_access = list(GLOB.access_captain)
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icon_locked = "medalbox+l"
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icon_closed = "medalbox"
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icon_broken = "medalbox+b"
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can_hold = list(/obj/item/clothing/accessory/medal)
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/obj/item/weapon/storage/lockbox/medal/PopulateContents()
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new /obj/item/clothing/tie/medal/silver/valor(src)
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new /obj/item/clothing/tie/medal/bronze_heart(src)
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new /obj/item/clothing/accessory/medal/silver/valor(src)
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new /obj/item/clothing/accessory/medal/bronze_heart(src)
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for(var/i in 1 to 3)
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new /obj/item/clothing/tie/medal/conduct(src)
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new /obj/item/clothing/tie/medal/gold/captain(src)
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new /obj/item/clothing/tie/medal/silver/security(src)
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new /obj/item/clothing/tie/medal/nobel_science(src)
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new /obj/item/clothing/tie/medal/gold/heroism(src)
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new /obj/item/clothing/accessory/medal/conduct(src)
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new /obj/item/clothing/accessory/medal/gold/captain(src)
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new /obj/item/clothing/accessory/medal/silver/security(src)
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new /obj/item/clothing/accessory/medal/plasma(src)
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new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
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new /obj/item/clothing/accessory/medal/gold/heroism(src)
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@@ -15,8 +15,8 @@
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new /obj/item/clothing/under/sl_suit(src)
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new /obj/item/clothing/under/rank/bartender(src)
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new /obj/item/clothing/under/rank/bartender(src)
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new /obj/item/clothing/tie/waistcoat(src)
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new /obj/item/clothing/tie/waistcoat(src)
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new /obj/item/clothing/accessory/waistcoat(src)
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new /obj/item/clothing/accessory/waistcoat(src)
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new /obj/item/clothing/head/soft/black(src)
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new /obj/item/clothing/head/soft/black(src)
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new /obj/item/clothing/shoes/sneakers/black(src)
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@@ -39,8 +39,8 @@
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new /obj/item/clothing/under/waiter(src)
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new /obj/item/device/radio/headset/headset_srv(src)
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new /obj/item/device/radio/headset/headset_srv(src)
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new /obj/item/clothing/tie/waistcoat(src)
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new /obj/item/clothing/tie/waistcoat(src)
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new /obj/item/clothing/accessory/waistcoat(src)
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new /obj/item/clothing/accessory/waistcoat(src)
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for(var/i in 1 to 3)
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new /obj/item/clothing/suit/apron/chef(src)
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new /obj/item/clothing/head/soft/mime(src)
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@@ -95,8 +95,8 @@
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new /obj/item/clothing/suit/toggle/lawyer/black(src)
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new /obj/item/clothing/shoes/laceup(src)
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new /obj/item/clothing/shoes/laceup(src)
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new /obj/item/clothing/tie/lawyers_badge(src)
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new /obj/item/clothing/tie/lawyers_badge(src)
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new /obj/item/clothing/accessory/lawyers_badge(src)
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new /obj/item/clothing/accessory/lawyers_badge(src)
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/obj/structure/closet/wardrobe/chaplain_black
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name = "chapel wardrobe"
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@@ -132,28 +132,28 @@
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/obj/structure/closet/secure_closet/security/cargo/PopulateContents()
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..()
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new /obj/item/clothing/tie/armband/cargo(src)
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new /obj/item/clothing/accessory/armband/cargo(src)
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new /obj/item/device/encryptionkey/headset_cargo(src)
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/obj/structure/closet/secure_closet/security/engine
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/obj/structure/closet/secure_closet/security/engine/PopulateContents()
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..()
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new /obj/item/clothing/tie/armband/engine(src)
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new /obj/item/clothing/accessory/armband/engine(src)
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new /obj/item/device/encryptionkey/headset_eng(src)
|
||||
|
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/obj/structure/closet/secure_closet/security/science
|
||||
|
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/obj/structure/closet/secure_closet/security/science/PopulateContents()
|
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..()
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new /obj/item/clothing/tie/armband/science(src)
|
||||
new /obj/item/clothing/accessory/armband/science(src)
|
||||
new /obj/item/device/encryptionkey/headset_sci(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/med
|
||||
|
||||
/obj/structure/closet/secure_closet/security/med/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/medblue(src)
|
||||
new /obj/item/clothing/accessory/armband/medblue(src)
|
||||
new /obj/item/device/encryptionkey/headset_med(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/detective
|
||||
@@ -171,7 +171,7 @@
|
||||
new /obj/item/clothing/head/det_hat(src)
|
||||
new /obj/item/clothing/gloves/color/black(src)
|
||||
new /obj/item/clothing/under/rank/det/grey(src)
|
||||
new /obj/item/clothing/tie/waistcoat(src)
|
||||
new /obj/item/clothing/accessory/waistcoat(src)
|
||||
new /obj/item/clothing/suit/det_suit/grey(src)
|
||||
new /obj/item/clothing/head/fedora(src)
|
||||
new /obj/item/clothing/shoes/laceup(src)
|
||||
|
||||
@@ -1630,7 +1630,7 @@
|
||||
/obj/item/clothing/suit/toggle/lawyer/purple,
|
||||
/obj/item/clothing/under/lawyer/blacksuit,
|
||||
/obj/item/clothing/suit/toggle/lawyer/black,
|
||||
/obj/item/clothing/tie/waistcoat,
|
||||
/obj/item/clothing/accessory/waistcoat,
|
||||
/obj/item/clothing/neck/tie/blue,
|
||||
/obj/item/clothing/neck/tie/red,
|
||||
/obj/item/clothing/neck/tie/black,
|
||||
|
||||
@@ -529,7 +529,7 @@ BLIND // can't see anything
|
||||
var/can_adjust = 1
|
||||
var/adjusted = NORMAL_STYLE
|
||||
var/alt_covers_chest = 0 // for adjusted/rolled-down jumpsuits, 0 = exposes chest and arms, 1 = exposes arms only
|
||||
var/obj/item/clothing/tie/hastie = null
|
||||
var/obj/item/clothing/accessory/attached_accessory
|
||||
var/mutantrace_variation = NO_MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
|
||||
|
||||
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
|
||||
@@ -541,14 +541,14 @@ BLIND // can't see anything
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
|
||||
if(hastie)
|
||||
var/tie_color = hastie.item_color
|
||||
if(!tie_color)
|
||||
tie_color = hastie.icon_state
|
||||
var/mutable_appearance/tie = mutable_appearance('icons/mob/ties.dmi', "[tie_color]")
|
||||
tie.alpha = hastie.alpha
|
||||
tie.color = hastie.color
|
||||
. += tie
|
||||
if(attached_accessory)
|
||||
var/accessory_color = attached_accessory.item_color
|
||||
if(!accessory_color)
|
||||
accessory_color = attached_accessory.icon_state
|
||||
var/mutable_appearance/accessory = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
|
||||
accessory.alpha = attached_accessory.alpha
|
||||
accessory.color = attached_accessory.color
|
||||
. += accessory
|
||||
|
||||
/obj/item/clothing/under/attackby(obj/item/W, mob/user, params)
|
||||
if((has_sensor == BROKEN_SENSORS) && istype(W, /obj/item/stack/cable_coil))
|
||||
@@ -587,29 +587,30 @@ BLIND // can't see anything
|
||||
adjusted = DIGITIGRADE_STYLE
|
||||
H.update_inv_w_uniform()
|
||||
|
||||
if(hastie && slot != slot_hands)
|
||||
hastie.on_uniform_equip(src, user)
|
||||
if(attached_accessory && slot != slot_hands)
|
||||
attached_accessory.on_uniform_equip(src, user)
|
||||
|
||||
/obj/item/clothing/under/dropped(mob/user)
|
||||
if(hastie)
|
||||
hastie.on_uniform_dropped(src, user)
|
||||
if(attached_accessory)
|
||||
attached_accessory.on_uniform_dropped(src, user)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
|
||||
if(!attachTie(I, user))
|
||||
if(!attach_accessory(I, user))
|
||||
..()
|
||||
|
||||
/obj/item/clothing/under/proc/attachTie(obj/item/I, mob/user, notifyAttach = 1)
|
||||
if(istype(I, /obj/item/clothing/tie))
|
||||
var/obj/item/clothing/tie/T = I
|
||||
if(hastie)
|
||||
/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1)
|
||||
. = FALSE
|
||||
if(istype(I, /obj/item/clothing/accessory))
|
||||
var/obj/item/clothing/accessory/A = I
|
||||
if(attached_accessory)
|
||||
if(user)
|
||||
to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
|
||||
return 0
|
||||
return
|
||||
else
|
||||
if(user && !user.drop_item())
|
||||
return
|
||||
if(!T.attach(src, user))
|
||||
if(!A.attach(src, user))
|
||||
return
|
||||
|
||||
if(user && notifyAttach)
|
||||
@@ -619,21 +620,21 @@ BLIND // can't see anything
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_inv_w_uniform()
|
||||
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/obj/item/clothing/under/proc/removetie(mob/user)
|
||||
/obj/item/clothing/under/proc/remove_accessory(mob/user)
|
||||
if(!isliving(user))
|
||||
return
|
||||
if(!can_use(user))
|
||||
return
|
||||
|
||||
if(hastie)
|
||||
var/obj/item/clothing/tie/T = hastie
|
||||
hastie.detach(src, user)
|
||||
if(user.put_in_hands(T))
|
||||
to_chat(user, "<span class='notice'>You detach [T] from [src].</span>")
|
||||
if(attached_accessory)
|
||||
var/obj/item/clothing/accessory/A = attached_accessory
|
||||
attached_accessory.detach(src, user)
|
||||
if(user.put_in_hands(A))
|
||||
to_chat(user, "<span class='notice'>You detach [A] from [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You detach [T] from [src] and it falls on the floor.</span>")
|
||||
to_chat(user, "<span class='notice'>You detach [A] from [src] and it falls on the floor.</span>")
|
||||
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
@@ -659,8 +660,8 @@ BLIND // can't see anything
|
||||
to_chat(user, "Its vital tracker appears to be enabled.")
|
||||
if(SENSOR_COORDS)
|
||||
to_chat(user, "Its vital tracker and tracking beacon appear to be enabled.")
|
||||
if(hastie)
|
||||
to_chat(user, "\A [hastie] is attached to it.")
|
||||
if(attached_accessory)
|
||||
to_chat(user, "\A [attached_accessory] is attached to it.")
|
||||
|
||||
/proc/generate_female_clothing(index,t_color,icon,type)
|
||||
var/icon/female_clothing_icon = icon("icon"=icon, "icon_state"=t_color)
|
||||
@@ -721,8 +722,8 @@ BLIND // can't see anything
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
else
|
||||
if(hastie)
|
||||
removetie(user)
|
||||
if(attached_accessory)
|
||||
remove_accessory(user)
|
||||
else
|
||||
rolldown()
|
||||
|
||||
|
||||
@@ -160,17 +160,6 @@
|
||||
/obj/item/clothing/neck/necklace/dope
|
||||
name = "gold necklace"
|
||||
desc = "Damn, it feels good to be a gangster."
|
||||
icon = 'icons/obj/clothing/ties.dmi'
|
||||
icon = 'icons/obj/clothing/neck.dmi'
|
||||
icon_state = "bling"
|
||||
item_color = "bling"
|
||||
|
||||
////////////////
|
||||
//OONGA BOONGA//
|
||||
////////////////
|
||||
|
||||
/obj/item/clothing/neck/talisman
|
||||
name = "bone talisman"
|
||||
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
|
||||
icon_state = "talisman"
|
||||
item_color = "talisman"
|
||||
armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25)
|
||||
item_color = "bling"
|
||||
@@ -154,7 +154,7 @@
|
||||
|
||||
/datum/outfit/assassin/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
var/obj/item/clothing/under/U = H.w_uniform
|
||||
U.attachTie(new /obj/item/clothing/tie/waistcoat(H))
|
||||
U.attach_accessory(new /obj/item/clothing/accessory/waistcoat(H))
|
||||
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
@@ -0,0 +1,256 @@
|
||||
/obj/item/clothing/accessory //Ties moved to neck slot items, but as there are still things like medals and armbands, this accessory system is being kept as-is
|
||||
name = "Accessory"
|
||||
desc = "Something has gone wrong!"
|
||||
icon = 'icons/obj/clothing/accessories.dmi'
|
||||
icon_state = "plasma"
|
||||
item_state = "" //no inhands
|
||||
item_color = "plasma" //On accessories, this controls the worn sprite. That's a bit weird.
|
||||
slot_flags = 0
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/minimize_when_attached = TRUE // TRUE if shown as a small icon in corner, FALSE if overlayed
|
||||
|
||||
/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user)
|
||||
if(pockets) // Attach storage to jumpsuit
|
||||
if(U.pockets) // storage items conflict
|
||||
return FALSE
|
||||
|
||||
pockets.loc = U
|
||||
U.pockets = pockets
|
||||
|
||||
U.attached_accessory = src
|
||||
loc = U
|
||||
layer = FLOAT_LAYER
|
||||
plane = FLOAT_PLANE
|
||||
if(minimize_when_attached)
|
||||
transform *= 0.5 //halve the size so it doesn't overpower the under
|
||||
pixel_x += 8
|
||||
pixel_y -= 8
|
||||
U.add_overlay(src)
|
||||
|
||||
for(var/armor_type in armor)
|
||||
U.armor[armor_type] += armor[armor_type]
|
||||
|
||||
if(isliving(user))
|
||||
on_uniform_equip(U, user)
|
||||
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/item/clothing/accessory/proc/detach(obj/item/clothing/under/U, user)
|
||||
if(pockets && pockets == U.pockets)
|
||||
pockets.loc = src
|
||||
U.pockets = null
|
||||
|
||||
for(var/armor_type in armor)
|
||||
U.armor[armor_type] -= armor[armor_type]
|
||||
|
||||
if(isliving(user))
|
||||
on_uniform_dropped(U, user)
|
||||
|
||||
if(minimize_when_attached)
|
||||
transform *= 2
|
||||
pixel_x -= 8
|
||||
pixel_y += 8
|
||||
layer = initial(layer)
|
||||
plane = initial(plane)
|
||||
U.cut_overlays()
|
||||
U.attached_accessory = null
|
||||
|
||||
/obj/item/clothing/accessory/proc/on_uniform_equip(obj/item/clothing/under/U, user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/accessory/proc/on_uniform_dropped(obj/item/clothing/under/U, user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/accessory/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>\The [src] can be attached to a uniform. Alt-click to remove it once attached.</span>")
|
||||
|
||||
/obj/item/clothing/accessory/waistcoat
|
||||
name = "waistcoat"
|
||||
desc = "For some classy, murderous fun."
|
||||
icon_state = "waistcoat"
|
||||
item_state = "waistcoat"
|
||||
item_color = "waistcoat"
|
||||
minimize_when_attached = FALSE
|
||||
|
||||
//////////
|
||||
//Medals//
|
||||
//////////
|
||||
|
||||
/obj/item/clothing/accessory/medal
|
||||
name = "bronze medal"
|
||||
desc = "A bronze medal."
|
||||
icon_state = "bronze"
|
||||
item_color = "bronze"
|
||||
materials = list(MAT_METAL=1000)
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
//Pinning medals on people
|
||||
/obj/item/clothing/accessory/medal/attack(mob/living/carbon/human/M, mob/living/user)
|
||||
if(ishuman(M) && (user.a_intent == INTENT_HELP))
|
||||
|
||||
if(M.wear_suit)
|
||||
if((M.wear_suit.flags_inv & HIDEJUMPSUIT)) //Check if the jumpsuit is covered
|
||||
to_chat(user, "<span class='warning'>Medals can only be pinned on jumpsuits.</span>")
|
||||
return
|
||||
|
||||
if(M.w_uniform)
|
||||
var/obj/item/clothing/under/U = M.w_uniform
|
||||
var/delay = 20
|
||||
if(user == M)
|
||||
delay = 0
|
||||
else
|
||||
user.visible_message("[user] is trying to pin [src] on [M]'s chest.", \
|
||||
"<span class='notice'>You try to pin [src] on [M]'s chest.</span>")
|
||||
if(do_after(user, delay, target = M))
|
||||
if(U.attach_accessory(src, user, 0)) //Attach it, do not notify the user of the attachment
|
||||
if(user == M)
|
||||
to_chat(user, "<span class='notice'>You attach [src] to [U].</span>")
|
||||
else
|
||||
user.visible_message("[user] pins \the [src] on [M]'s chest.", \
|
||||
"<span class='notice'>You pin \the [src] on [M]'s chest.</span>")
|
||||
|
||||
else to_chat(user, "<span class='warning'>Medals can only be pinned on jumpsuits!</span>")
|
||||
else ..()
|
||||
|
||||
/obj/item/clothing/accessory/medal/conduct
|
||||
name = "distinguished conduct medal"
|
||||
desc = "A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by Nanotrasen. It is often awarded by a captain to a member of his crew."
|
||||
|
||||
/obj/item/clothing/accessory/medal/bronze_heart
|
||||
name = "bronze heart medal"
|
||||
desc = "A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty."
|
||||
icon_state = "bronze_heart"
|
||||
|
||||
/obj/item/clothing/accessory/medal/silver
|
||||
name = "silver medal"
|
||||
desc = "A silver medal."
|
||||
icon_state = "silver"
|
||||
item_color = "silver"
|
||||
materials = list(MAT_SILVER=1000)
|
||||
|
||||
/obj/item/clothing/accessory/medal/silver/valor
|
||||
name = "medal of valor"
|
||||
desc = "A silver medal awarded for acts of exceptional valor."
|
||||
|
||||
/obj/item/clothing/accessory/medal/silver/security
|
||||
name = "robust security award"
|
||||
desc = "An award for distinguished combat and sacrifice in defence of Nanotrasen's commercial interests. Often awarded to security staff."
|
||||
|
||||
/obj/item/clothing/accessory/medal/gold
|
||||
name = "gold medal"
|
||||
desc = "A prestigious golden medal."
|
||||
icon_state = "gold"
|
||||
item_color = "gold"
|
||||
materials = list(MAT_GOLD=1000)
|
||||
|
||||
/obj/item/clothing/accessory/medal/gold/captain
|
||||
name = "medal of captaincy"
|
||||
desc = "A golden medal awarded exclusively to those promoted to the rank of captain. It signifies the codified responsibilities of a captain to Nanotrasen, and their undisputable authority over their crew."
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/clothing/accessory/medal/gold/heroism
|
||||
name = "medal of exceptional heroism"
|
||||
desc = "An extremely rare golden medal awarded only by Centcom. To receive such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but commanders."
|
||||
|
||||
/obj/item/clothing/accessory/medal/plasma
|
||||
name = "plasma medal"
|
||||
desc = "An eccentric medal made of plasma."
|
||||
icon_state = "plasma"
|
||||
item_color = "plasma"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = -10, acid = 0) //It's made of plasma. Of course it's flammable.
|
||||
materials = list(MAT_PLASMA=1000)
|
||||
|
||||
/obj/item/clothing/accessory/medal/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > 300)
|
||||
atmos_spawn_air("plasma=20;TEMP=[exposed_temperature]")
|
||||
visible_message("<span class='danger'> \The [src] bursts into flame!</span>","<span class='userdanger'>Your [src] bursts into flame!</span>")
|
||||
qdel(src)
|
||||
|
||||
/obj/item/clothing/accessory/medal/plasma/nobel_science
|
||||
name = "nobel sciences award"
|
||||
desc = "A plasma medal which represents significant contributions to the field of science or engineering."
|
||||
|
||||
|
||||
|
||||
////////////
|
||||
//Armbands//
|
||||
////////////
|
||||
|
||||
/obj/item/clothing/accessory/armband
|
||||
name = "red armband"
|
||||
desc = "An fancy red armband!"
|
||||
icon_state = "redband"
|
||||
item_color = "redband"
|
||||
|
||||
/obj/item/clothing/accessory/armband/deputy
|
||||
name = "security deputy armband"
|
||||
desc = "An armband, worn by personnel authorized to act as a deputy of station security."
|
||||
|
||||
/obj/item/clothing/accessory/armband/cargo
|
||||
name = "cargo bay guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
|
||||
icon_state = "cargoband"
|
||||
item_color = "cargoband"
|
||||
|
||||
/obj/item/clothing/accessory/armband/engine
|
||||
name = "engineering guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
|
||||
icon_state = "engieband"
|
||||
item_color = "engieband"
|
||||
|
||||
/obj/item/clothing/accessory/armband/science
|
||||
name = "science guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
|
||||
icon_state = "rndband"
|
||||
item_color = "rndband"
|
||||
|
||||
/obj/item/clothing/accessory/armband/hydro
|
||||
name = "hydroponics guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
|
||||
icon_state = "hydroband"
|
||||
item_color = "hydroband"
|
||||
|
||||
/obj/item/clothing/accessory/armband/med
|
||||
name = "medical guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
|
||||
icon_state = "medband"
|
||||
item_color = "medband"
|
||||
|
||||
/obj/item/clothing/accessory/armband/medblue
|
||||
name = "medical guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and blue."
|
||||
icon_state = "medblueband"
|
||||
item_color = "medblueband"
|
||||
|
||||
//////////////
|
||||
//OBJECTION!//
|
||||
//////////////
|
||||
|
||||
/obj/item/clothing/accessory/lawyers_badge
|
||||
name = "attorney's badge"
|
||||
desc = "Fills you with the conviction of JUSTICE. Lawyers tend to want to show it to everyone they meet."
|
||||
icon_state = "lawyerbadge"
|
||||
item_color = "lawyerbadge"
|
||||
|
||||
/obj/item/clothing/accessory/lawyers_badge/on_uniform_equip(obj/item/clothing/under/U, user)
|
||||
var/mob/living/L = user
|
||||
if(L)
|
||||
L.bubble_icon = "lawyer"
|
||||
|
||||
/obj/item/clothing/accessory/lawyers_badge/on_uniform_dropped(obj/item/clothing/under/U, user)
|
||||
var/mob/living/L = user
|
||||
if(L)
|
||||
L.bubble_icon = initial(L.bubble_icon)
|
||||
|
||||
////////////////
|
||||
//OONGA BOONGA//
|
||||
////////////////
|
||||
|
||||
/obj/item/clothing/accessory/talisman
|
||||
name = "bone talisman"
|
||||
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
|
||||
icon_state = "talisman"
|
||||
item_color = "talisman"
|
||||
armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25)
|
||||
@@ -1,4 +1,4 @@
|
||||
/obj/item/clothing/tie //Ties moved to neck slot items, but as there are still things like medals and armbands, this accessory system is being kept as-is
|
||||
/obj/item/clothing/accessory //Ties moved to neck slot items, but as there are still things like medals and armbands, this accessory system is being kept as-is
|
||||
name = "tie"
|
||||
desc = "A neosilk clip-on tie."
|
||||
icon = 'icons/obj/clothing/ties.dmi'
|
||||
@@ -9,7 +9,7 @@
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/minimize_when_attached = TRUE // TRUE if shown as a small icon in corner, FALSE if overlayed
|
||||
|
||||
/obj/item/clothing/tie/proc/attach(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user)
|
||||
if(pockets) // Attach storage to jumpsuit
|
||||
if(U.pockets) // storage items conflict
|
||||
return 0
|
||||
@@ -33,7 +33,7 @@
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/clothing/tie/proc/detach(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/proc/detach(obj/item/clothing/under/U, user)
|
||||
if(pockets && pockets == U.pockets)
|
||||
pockets.loc = src
|
||||
U.pockets = null
|
||||
@@ -50,13 +50,13 @@
|
||||
U.cut_overlays()
|
||||
U.hastie = null
|
||||
|
||||
/obj/item/clothing/tie/proc/on_uniform_equip(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/proc/on_uniform_equip(obj/item/clothing/under/U, user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/tie/proc/on_uniform_dropped(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/proc/on_uniform_dropped(obj/item/clothing/under/U, user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/tie/waistcoat
|
||||
/obj/item/clothing/accessory/waistcoat
|
||||
name = "waistcoat"
|
||||
desc = "For some classy, murderous fun."
|
||||
icon_state = "waistcoat"
|
||||
@@ -68,7 +68,7 @@
|
||||
//Medals//
|
||||
//////////
|
||||
|
||||
/obj/item/clothing/tie/medal
|
||||
/obj/item/clothing/accessory/medal
|
||||
name = "bronze medal"
|
||||
desc = "A bronze medal."
|
||||
icon_state = "bronze"
|
||||
@@ -77,7 +77,7 @@
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
//Pinning medals on people
|
||||
/obj/item/clothing/tie/medal/attack(mob/living/carbon/human/M, mob/living/user)
|
||||
/obj/item/clothing/accessory/medal/attack(mob/living/carbon/human/M, mob/living/user)
|
||||
if(ishuman(M) && (user.a_intent == INTENT_HELP))
|
||||
|
||||
if(M.wear_suit)
|
||||
@@ -104,47 +104,47 @@
|
||||
else to_chat(user, "<span class='warning'>Medals can only be pinned on jumpsuits!</span>")
|
||||
else ..()
|
||||
|
||||
/obj/item/clothing/tie/medal/conduct
|
||||
/obj/item/clothing/accessory/medal/conduct
|
||||
name = "distinguished conduct medal"
|
||||
desc = "A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by Nanotrasen. It is often awarded by a captain to a member of his crew."
|
||||
|
||||
/obj/item/clothing/tie/medal/bronze_heart
|
||||
/obj/item/clothing/accessory/medal/bronze_heart
|
||||
name = "bronze heart medal"
|
||||
desc = "A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty."
|
||||
icon_state = "bronze_heart"
|
||||
|
||||
/obj/item/clothing/tie/medal/nobel_science
|
||||
/obj/item/clothing/accessory/medal/nobel_science
|
||||
name = "nobel sciences award"
|
||||
desc = "A bronze medal which represents significant contributions to the field of science or engineering."
|
||||
|
||||
/obj/item/clothing/tie/medal/silver
|
||||
/obj/item/clothing/accessory/medal/silver
|
||||
name = "silver medal"
|
||||
desc = "A silver medal."
|
||||
icon_state = "silver"
|
||||
item_color = "silver"
|
||||
materials = list(MAT_SILVER=1000)
|
||||
|
||||
/obj/item/clothing/tie/medal/silver/valor
|
||||
/obj/item/clothing/accessory/medal/silver/valor
|
||||
name = "medal of valor"
|
||||
desc = "A silver medal awarded for acts of exceptional valor."
|
||||
|
||||
/obj/item/clothing/tie/medal/silver/security
|
||||
/obj/item/clothing/accessory/medal/silver/security
|
||||
name = "robust security award"
|
||||
desc = "An award for distinguished combat and sacrifice in defence of Nanotrasen's commercial interests. Often awarded to security staff."
|
||||
|
||||
/obj/item/clothing/tie/medal/gold
|
||||
/obj/item/clothing/accessory/medal/gold
|
||||
name = "gold medal"
|
||||
desc = "A prestigious golden medal."
|
||||
icon_state = "gold"
|
||||
item_color = "gold"
|
||||
materials = list(MAT_GOLD=1000)
|
||||
|
||||
/obj/item/clothing/tie/medal/gold/captain
|
||||
/obj/item/clothing/accessory/medal/gold/captain
|
||||
name = "medal of captaincy"
|
||||
desc = "A golden medal awarded exclusively to those promoted to the rank of captain. It signifies the codified responsibilities of a captain to Nanotrasen, and their undisputable authority over their crew."
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/clothing/tie/medal/gold/heroism
|
||||
/obj/item/clothing/accessory/medal/gold/heroism
|
||||
name = "medal of exceptional heroism"
|
||||
desc = "An extremely rare golden medal awarded only by Centcom. To receive such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but commanders."
|
||||
|
||||
@@ -152,47 +152,47 @@
|
||||
//Armbands//
|
||||
////////////
|
||||
|
||||
/obj/item/clothing/tie/armband
|
||||
/obj/item/clothing/accessory/armband
|
||||
name = "red armband"
|
||||
desc = "An fancy red armband!"
|
||||
icon_state = "redband"
|
||||
item_color = "redband"
|
||||
|
||||
/obj/item/clothing/tie/armband/deputy
|
||||
/obj/item/clothing/accessory/armband/deputy
|
||||
name = "security deputy armband"
|
||||
desc = "An armband, worn by personnel authorized to act as a deputy of station security."
|
||||
|
||||
/obj/item/clothing/tie/armband/cargo
|
||||
/obj/item/clothing/accessory/armband/cargo
|
||||
name = "cargo bay guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
|
||||
icon_state = "cargoband"
|
||||
item_color = "cargoband"
|
||||
|
||||
/obj/item/clothing/tie/armband/engine
|
||||
/obj/item/clothing/accessory/armband/engine
|
||||
name = "engineering guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
|
||||
icon_state = "engieband"
|
||||
item_color = "engieband"
|
||||
|
||||
/obj/item/clothing/tie/armband/science
|
||||
/obj/item/clothing/accessory/armband/science
|
||||
name = "science guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
|
||||
icon_state = "rndband"
|
||||
item_color = "rndband"
|
||||
|
||||
/obj/item/clothing/tie/armband/hydro
|
||||
/obj/item/clothing/accessory/armband/hydro
|
||||
name = "hydroponics guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
|
||||
icon_state = "hydroband"
|
||||
item_color = "hydroband"
|
||||
|
||||
/obj/item/clothing/tie/armband/med
|
||||
/obj/item/clothing/accessory/armband/med
|
||||
name = "medical guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
|
||||
icon_state = "medband"
|
||||
item_color = "medband"
|
||||
|
||||
/obj/item/clothing/tie/armband/medblue
|
||||
/obj/item/clothing/accessory/armband/medblue
|
||||
name = "medical guard armband"
|
||||
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and blue."
|
||||
icon_state = "medblueband"
|
||||
@@ -202,29 +202,29 @@
|
||||
//OBJECTION!//
|
||||
//////////////
|
||||
|
||||
/obj/item/clothing/tie/lawyers_badge
|
||||
/obj/item/clothing/accessory/lawyers_badge
|
||||
name = "attorney's badge"
|
||||
desc = "Fills you with the conviction of JUSTICE. Lawyers tend to want to show it to everyone they meet."
|
||||
icon_state = "lawyerbadge"
|
||||
item_color = "lawyerbadge"
|
||||
|
||||
/obj/item/clothing/tie/lawyers_badge/attach(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/lawyers_badge/attach(obj/item/clothing/under/U, user)
|
||||
if(!..())
|
||||
return 0
|
||||
if(isliving(U.loc))
|
||||
on_uniform_equip(U, user)
|
||||
|
||||
/obj/item/clothing/tie/lawyers_badge/detach(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/lawyers_badge/detach(obj/item/clothing/under/U, user)
|
||||
..()
|
||||
if(isliving(U.loc))
|
||||
on_uniform_dropped(U, user)
|
||||
|
||||
/obj/item/clothing/tie/lawyers_badge/on_uniform_equip(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/lawyers_badge/on_uniform_equip(obj/item/clothing/under/U, user)
|
||||
var/mob/living/L = user
|
||||
if(L)
|
||||
L.bubble_icon = "lawyer"
|
||||
|
||||
/obj/item/clothing/tie/lawyers_badge/on_uniform_dropped(obj/item/clothing/under/U, user)
|
||||
/obj/item/clothing/accessory/lawyers_badge/on_uniform_dropped(obj/item/clothing/under/U, user)
|
||||
var/mob/living/L = user
|
||||
if(L)
|
||||
L.bubble_icon = initial(L.bubble_icon)
|
||||
|
||||
@@ -414,7 +414,7 @@
|
||||
|
||||
/datum/crafting_recipe/bonetalisman
|
||||
name = "Bone Talisman"
|
||||
result = /obj/item/clothing/neck/talisman
|
||||
result = /obj/item/clothing/accessory/talisman
|
||||
time = 20
|
||||
reqs = list(/obj/item/stack/sheet/bone = 2,
|
||||
/obj/item/stack/sheet/sinew = 1)
|
||||
|
||||
@@ -186,7 +186,7 @@ Lawyer
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
l_hand = /obj/item/weapon/storage/briefcase/lawyer
|
||||
l_pocket = /obj/item/device/laser_pointer
|
||||
r_pocket = /obj/item/clothing/tie/lawyers_badge
|
||||
r_pocket = /obj/item/clothing/accessory/lawyers_badge
|
||||
|
||||
|
||||
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
|
||||
@@ -195,7 +195,7 @@ GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, S
|
||||
else
|
||||
department = pick_n_take(GLOB.available_depts)
|
||||
var/ears = null
|
||||
var/tie = null
|
||||
var/accessory = null
|
||||
var/list/dep_access = null
|
||||
var/destination = null
|
||||
var/spawn_point = null
|
||||
@@ -205,29 +205,29 @@ GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, S
|
||||
dep_access = list(GLOB.access_mailsorting, GLOB.access_mining, GLOB.access_mining_station)
|
||||
destination = /area/security/checkpoint/supply
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/supply) in GLOB.department_security_spawns
|
||||
tie = /obj/item/clothing/tie/armband/cargo
|
||||
accessory = /obj/item/clothing/accessory/armband/cargo
|
||||
if(SEC_DEPT_ENGINEERING)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/engi
|
||||
dep_access = list(GLOB.access_construction, GLOB.access_engine)
|
||||
destination = /area/security/checkpoint/engineering
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/engineering) in GLOB.department_security_spawns
|
||||
tie = /obj/item/clothing/tie/armband/engine
|
||||
accessory = /obj/item/clothing/accessory/armband/engine
|
||||
if(SEC_DEPT_MEDICAL)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/med
|
||||
dep_access = list(GLOB.access_medical)
|
||||
destination = /area/security/checkpoint/medical
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/medical) in GLOB.department_security_spawns
|
||||
tie = /obj/item/clothing/tie/armband/medblue
|
||||
accessory = /obj/item/clothing/accessory/armband/medblue
|
||||
if(SEC_DEPT_SCIENCE)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/sci
|
||||
dep_access = list(GLOB.access_research)
|
||||
destination = /area/security/checkpoint/science
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/science) in GLOB.department_security_spawns
|
||||
tie = /obj/item/clothing/tie/armband/science
|
||||
accessory = /obj/item/clothing/accessory/armband/science
|
||||
|
||||
if(tie)
|
||||
if(accessory)
|
||||
var/obj/item/clothing/under/U = H.w_uniform
|
||||
U.attachTie(new tie)
|
||||
U.attach_accessory(new accessory)
|
||||
if(ears)
|
||||
if(H.ears)
|
||||
qdel(H.ears)
|
||||
|
||||
@@ -14,17 +14,17 @@
|
||||
|
||||
//uniform
|
||||
if(w_uniform && !(slot_w_uniform in obscured))
|
||||
//Ties
|
||||
var/tie_msg
|
||||
//accessory
|
||||
var/accessory_msg
|
||||
if(istype(w_uniform,/obj/item/clothing/under))
|
||||
var/obj/item/clothing/under/U = w_uniform
|
||||
if(U.hastie)
|
||||
tie_msg += " with \icon[U.hastie] \a [U.hastie]"
|
||||
if(U.attached_accessory)
|
||||
accessory_msg += " with \icon[U.attached_accessory] \a [U.attached_accessory]"
|
||||
|
||||
if(w_uniform.blood_DNA)
|
||||
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][tie_msg]!</span>\n"
|
||||
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][accessory_msg]!</span>\n"
|
||||
else
|
||||
msg += "[t_He] [t_is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
|
||||
msg += "[t_He] [t_is] wearing \icon[w_uniform] \a [w_uniform][accessory_msg].\n"
|
||||
|
||||
//head
|
||||
if(head)
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
new /obj/item/weapon/coin/gold(user.loc),
|
||||
new /obj/item/weapon/coin/diamond(user.loc),
|
||||
new /obj/item/weapon/coin/silver(user.loc),
|
||||
new /obj/item/clothing/tie/medal/gold(user.loc),
|
||||
new /obj/item/clothing/accessory/medal/gold(user.loc),
|
||||
new /obj/item/stack/sheet/mineral/gold(user.loc),
|
||||
new /obj/item/stack/sheet/mineral/silver(user.loc),
|
||||
new /obj/item/stack/sheet/mineral/diamond(user.loc),
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 7.6 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 11 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 6.8 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 2.5 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 12 KiB |
@@ -0,0 +1,10 @@
|
||||
diff a/tgstation.dme b/tgstation.dme (rejected hunks)
|
||||
@@ -1169,7 +1169,7 @@
|
||||
#include "code\modules\clothing\masks\gasmask.dm"
|
||||
#include "code\modules\clothing\masks\hailer.dm"
|
||||
#include "code\modules\clothing\masks\miscellaneous.dm"
|
||||
-#include "code\modules\clothing\neck\ties.dm"
|
||||
+#include "code\modules\clothing\neck\neck.dm"
|
||||
#include "code\modules\clothing\outfits\ert.dm"
|
||||
#include "code\modules\clothing\outfits\standard.dm"
|
||||
#include "code\modules\clothing\shoes\bananashoes.dm"
|
||||
Reference in New Issue
Block a user