Merge pull request #13535 from Hatterhat/energy-sabres
[READY] Energy Sabers - an elegant esword skin for a more civilized age
This commit is contained in:
@@ -318,4 +318,4 @@ GLOBAL_LIST_EMPTY(radial_menus)
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if(istype(custom_check))
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if(!custom_check.Invoke())
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return
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return answer
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return answer
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@@ -4,7 +4,7 @@
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/obj/item/defibrillator
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name = "defibrillator"
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desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon = 'icons/obj/defibrillators.dmi'
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icon_state = "defibunit"
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item_state = "defibunit"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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@@ -23,8 +23,8 @@
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var/obj/item/stock_parts/cell/cell
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var/combat = FALSE //can we revive through space suits?
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var/grab_ghost = FALSE // Do we pull the ghost back into their body?
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var/healdisk = FALSE // Will we shock people dragging the body?
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var/pullshocksafely = FALSE //Dose the unit have the healdisk upgrade?
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var/healdisk = FALSE // Does the unit have the healdisk upgrade?
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var/pullshocksafely = FALSE // Will we shock people dragging the body?
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var/primetime = 0 // is the defib faster
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var/timedeath = 10
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var/disarm_shock_time = 10
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@@ -261,7 +261,7 @@
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/obj/item/shockpaddles
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name = "defibrillator paddles"
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desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon = 'icons/obj/defibrillators.dmi'
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icon_state = "defibpaddles0"
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item_state = "defibpaddles0"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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@@ -682,7 +682,7 @@
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/obj/item/shockpaddles/cyborg
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name = "cyborg defibrillator paddles"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon = 'icons/obj/defibrillators.dmi'
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icon_state = "defibpaddles0"
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item_state = "defibpaddles0"
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req_defib = FALSE
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@@ -703,7 +703,7 @@
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name = "syndicate defibrillator paddles"
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desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively."
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combat = TRUE
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icon = 'icons/obj/items_and_weapons.dmi'
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icon = 'icons/obj/defibrillators.dmi'
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icon_state = "defibpaddles0"
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item_state = "defibpaddles0"
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req_defib = FALSE
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@@ -190,12 +190,53 @@
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/obj/item/melee/transforming/energy/sword/saber
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possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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unique_reskin = list("Sword" = "sword0", "saber" = "esaber0")
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var/hacked = FALSE
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var/saber = FALSE
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/obj/item/melee/transforming/energy/sword/saber/set_sword_color()
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if(LAZYLEN(possible_colors))
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/obj/item/melee/transforming/energy/sword/saber/transform_weapon(mob/living/user, supress_message_text)
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. = ..()
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if(.)
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if(active)
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if(sword_color)
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if(saber)
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icon_state = "esaber[sword_color]"
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else
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icon_state = "sword[sword_color]"
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else
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if(saber)
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icon_state = "esaber0"
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else
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icon_state = "sword0"
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/obj/item/melee/transforming/energy/sword/saber/reskin_obj(mob/M)
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. = ..()
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if(icon_state == "esaber0")
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saber = TRUE
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if(active)
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if(saber)
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icon_state = "esaber[sword_color]"
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else
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icon_state = "sword[sword_color]"
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/obj/item/melee/transforming/energy/sword/saber/set_sword_color(var/color_forced)
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if(color_forced) // wow i really do not like this at fucking all holy SHIT
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if(color_forced == "red")
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sword_color = "red"
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light_color = LIGHT_COLOR_RED
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else if(color_forced == "blue")
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sword_color = "blue"
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light_color = LIGHT_COLOR_LIGHT_CYAN
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else if(color_forced == "green")
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sword_color = "green"
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light_color = LIGHT_COLOR_GREEN
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else if(color_forced == "purple")
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sword_color = "purple"
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light_color = LIGHT_COLOR_LAVENDER
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else if(LAZYLEN(possible_colors))
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sword_color = pick(possible_colors)
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light_color = possible_colors[sword_color]
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return
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/obj/item/melee/transforming/energy/sword/saber/process()
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. = ..()
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@@ -204,30 +245,59 @@
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light_color = possible_colors[set_color]
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update_light()
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/obj/item/melee/transforming/energy/sword/saber/red
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possible_colors = list("red" = LIGHT_COLOR_RED)
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/obj/item/melee/transforming/energy/sword/saber/red/Initialize(mapload)
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. = ..()
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set_sword_color("red")
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/obj/item/melee/transforming/energy/sword/saber/blue
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possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
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/obj/item/melee/transforming/energy/sword/saber/blue/Initialize(mapload)
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. = ..()
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set_sword_color("blue")
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/obj/item/melee/transforming/energy/sword/saber/green
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possible_colors = list("green" = LIGHT_COLOR_GREEN)
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/obj/item/melee/transforming/energy/sword/saber/green/Initialize(mapload)
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. = ..()
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set_sword_color("green")
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/obj/item/melee/transforming/energy/sword/saber/purple
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possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
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/obj/item/melee/transforming/energy/sword/saber/purple/Initialize(mapload)
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. = ..()
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set_sword_color("purple")
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/obj/item/melee/transforming/energy/sword/saber/proc/select_sword_color(mob/user) /// this is for the radial
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if(!istype(user) || user.incapacitated())
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return
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var/static/list/options = list(
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"red" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordred-blade"),
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"blue" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordblue-blade"),
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"green" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordgreen-blade"),
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"purple" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordpurple-blade")
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)
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var/choice = show_radial_menu(user, src, options, custom_check = FALSE, radius = 36, require_near = TRUE)
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if(src && choice && !user.incapacitated() && in_range(user,src))
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set_sword_color(choice)
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to_chat(user, "<span class='notice'>[src] is now [choice].</span>")
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/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
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if(istype(W, /obj/item/multitool))
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if(user.a_intent == INTENT_DISARM)
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if(!active)
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to_chat(user, "<span class='warning'>COLOR_SET</span>")
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hacked = FALSE
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select_sword_color(user)
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return
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else
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to_chat(user, "<span class='notice'>Turn it off first - getting that close to an active sword is not a great idea.</span>")
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return
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if(!hacked)
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hacked = TRUE
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sword_color = "rainbow"
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to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
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if(active)
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icon_state = "swordrainbow"
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user.update_inv_hands()
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else
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to_chat(user, "<span class='warning'>It's already fabulous!</span>")
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to_chat(user, "<span class='warning'>It's already fabulous!</span> <span class='notice'>If you wanted to reset the color, though, try a disarming intent while it's off.</span>")
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else
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return ..()
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+29
-11
@@ -304,18 +304,36 @@
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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var/list/skins = list()
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for(var/S in unique_reskin)
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skins[S] = image(icon = icon, icon_state = unique_reskin[S])
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var/choice = show_radial_menu(M, src, skins, custom_check = CALLBACK(src, .proc/check_skinnable, M), radius = 40, require_near = TRUE)
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if(!choice)
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return FALSE
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icon_state = unique_reskin[choice]
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current_skin = choice
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return
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/obj/proc/check_skinnable(/mob/M)
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if(current_skin || !always_reskinnable)
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var/list/items = list()
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for(var/reskin_option in unique_reskin)
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var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
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items += list("[reskin_option]" = item_image)
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sortList(items)
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var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, .proc/check_reskin_menu, M), radius = 38, require_near = TRUE)
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if(!pick)
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return
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if(!unique_reskin[pick])
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return
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current_skin = pick
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icon_state = unique_reskin[pick]
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to_chat(M, "[src] is now skinned as '[pick].'")
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/**
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* Checks if we are allowed to interact with a radial menu for reskins
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/proc/check_reskin_menu(mob/user)
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if(QDELETED(src))
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return FALSE
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if(current_skin)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated())
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return FALSE
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return TRUE
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@@ -355,7 +355,7 @@
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/obj/item/clothing/mask/paper/Initialize(mapload)
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.=..()
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. = ..()
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papermask_designs = list(
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"Blank" = image(icon = src.icon, icon_state = "plainmask"),
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"Neutral" = image(icon = src.icon, icon_state = "neutralmask"),
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@@ -384,7 +384,7 @@
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"Vertical" = "verticalmask", "Horizontal" = "horizontalmask", "X" ="xmask",
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"Bugeyes" = "bugmask", "Double" = "doublemask", "Mark" = "markmask")
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var/choice = show_radial_menu(user,src, papermask_designs, custom_check = FALSE, radius = 36, require_near = TRUE)
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var/choice = show_radial_menu(user, src, papermask_designs, custom_check = FALSE, radius = 36, require_near = TRUE)
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if(src && choice && !user.incapacitated() && in_range(user,src))
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icon_state = options[choice]
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