Merge branch 'master' into upstream-merge-28046
This commit is contained in:
@@ -529,7 +529,7 @@ BLIND // can't see anything
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||||
var/can_adjust = 1
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var/adjusted = NORMAL_STYLE
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var/alt_covers_chest = 0 // for adjusted/rolled-down jumpsuits, 0 = exposes chest and arms, 1 = exposes arms only
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var/obj/item/clothing/tie/hastie = null
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||||
var/obj/item/clothing/accessory/attached_accessory
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||||
var/mutantrace_variation = NO_MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
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||||
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||||
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
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@@ -541,14 +541,14 @@ BLIND // can't see anything
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
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if(hastie)
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var/tie_color = hastie.item_color
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if(!tie_color)
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tie_color = hastie.icon_state
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var/mutable_appearance/tie = mutable_appearance('icons/mob/ties.dmi', "[tie_color]")
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tie.alpha = hastie.alpha
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tie.color = hastie.color
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. += tie
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if(attached_accessory)
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var/accessory_color = attached_accessory.item_color
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if(!accessory_color)
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accessory_color = attached_accessory.icon_state
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var/mutable_appearance/accessory = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
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accessory.alpha = attached_accessory.alpha
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accessory.color = attached_accessory.color
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. += accessory
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/obj/item/clothing/under/attackby(obj/item/W, mob/user, params)
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if((has_sensor == BROKEN_SENSORS) && istype(W, /obj/item/stack/cable_coil))
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@@ -587,29 +587,30 @@ BLIND // can't see anything
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||||
adjusted = DIGITIGRADE_STYLE
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H.update_inv_w_uniform()
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if(hastie && slot != slot_hands)
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hastie.on_uniform_equip(src, user)
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if(attached_accessory && slot != slot_hands)
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attached_accessory.on_uniform_equip(src, user)
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/obj/item/clothing/under/dropped(mob/user)
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if(hastie)
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hastie.on_uniform_dropped(src, user)
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if(attached_accessory)
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attached_accessory.on_uniform_dropped(src, user)
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..()
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/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
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if(!attachTie(I, user))
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if(!attach_accessory(I, user))
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..()
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/obj/item/clothing/under/proc/attachTie(obj/item/I, mob/user, notifyAttach = 1)
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if(istype(I, /obj/item/clothing/tie))
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var/obj/item/clothing/tie/T = I
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if(hastie)
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/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1)
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. = FALSE
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if(istype(I, /obj/item/clothing/accessory))
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var/obj/item/clothing/accessory/A = I
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if(attached_accessory)
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if(user)
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to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
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return 0
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return
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else
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if(user && !user.drop_item())
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return
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if(!T.attach(src, user))
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if(!A.attach(src, user))
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return
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if(user && notifyAttach)
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@@ -619,21 +620,21 @@ BLIND // can't see anything
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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return 1
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return TRUE
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/obj/item/clothing/under/proc/removetie(mob/user)
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/obj/item/clothing/under/proc/remove_accessory(mob/user)
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if(!isliving(user))
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return
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if(!can_use(user))
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return
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if(hastie)
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var/obj/item/clothing/tie/T = hastie
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hastie.detach(src, user)
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if(user.put_in_hands(T))
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to_chat(user, "<span class='notice'>You detach [T] from [src].</span>")
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if(attached_accessory)
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var/obj/item/clothing/accessory/A = attached_accessory
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attached_accessory.detach(src, user)
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if(user.put_in_hands(A))
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to_chat(user, "<span class='notice'>You detach [A] from [src].</span>")
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else
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to_chat(user, "<span class='notice'>You detach [T] from [src] and it falls on the floor.</span>")
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to_chat(user, "<span class='notice'>You detach [A] from [src] and it falls on the floor.</span>")
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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@@ -659,8 +660,8 @@ BLIND // can't see anything
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to_chat(user, "Its vital tracker appears to be enabled.")
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if(SENSOR_COORDS)
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to_chat(user, "Its vital tracker and tracking beacon appear to be enabled.")
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if(hastie)
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to_chat(user, "\A [hastie] is attached to it.")
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if(attached_accessory)
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to_chat(user, "\A [attached_accessory] is attached to it.")
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/proc/generate_female_clothing(index,t_color,icon,type)
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var/icon/female_clothing_icon = icon("icon"=icon, "icon_state"=t_color)
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@@ -721,8 +722,8 @@ BLIND // can't see anything
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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else
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if(hastie)
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removetie(user)
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if(attached_accessory)
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remove_accessory(user)
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else
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rolldown()
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@@ -107,6 +107,12 @@
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flags = NODROP
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dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
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/obj/item/clothing/head/beret/black
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name = "black beret"
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desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
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icon_state = "beretblack"
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//Security
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/obj/item/clothing/head/HoS
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@@ -125,6 +131,10 @@
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desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
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icon_state = "hosberetblack"
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/obj/item/clothing/head/HoS/beret/syndicate
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name = "syndicate beret"
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desc = "A black beret with thick armor padding inside. Stylish and robust."
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/obj/item/clothing/head/warden
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name = "warden's police hat"
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desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
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@@ -160,17 +160,6 @@
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/obj/item/clothing/neck/necklace/dope
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name = "gold necklace"
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desc = "Damn, it feels good to be a gangster."
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icon = 'icons/obj/clothing/ties.dmi'
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icon = 'icons/obj/clothing/neck.dmi'
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icon_state = "bling"
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item_color = "bling"
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////////////////
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//OONGA BOONGA//
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////////////////
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/obj/item/clothing/neck/talisman
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name = "bone talisman"
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desc = "A hunter's talisman, some say the old gods smile on those who wear it."
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icon_state = "talisman"
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item_color = "talisman"
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armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25)
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item_color = "bling"
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@@ -154,7 +154,7 @@
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||||
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||||
/datum/outfit/assassin/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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var/obj/item/clothing/under/U = H.w_uniform
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U.attachTie(new /obj/item/clothing/tie/waistcoat(H))
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||||
U.attach_accessory(new /obj/item/clothing/accessory/waistcoat(H))
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||||
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||||
if(visualsOnly)
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return
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@@ -313,8 +313,8 @@
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||||
//Elite Syndie suit
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
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name = "elite syndicate hardsuit helmet"
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desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in EVA mode. Property of Gorlex Marauders."
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alt_desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in combat mode. Property of Gorlex Marauders."
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desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in EVA mode. Property of Gorlex Marauders."
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alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
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icon_state = "hardsuit0-syndielite"
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item_color = "syndielite"
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armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100)
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@@ -328,8 +328,8 @@
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/obj/item/clothing/suit/space/hardsuit/syndi/elite
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name = "elite syndicate hardsuit"
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desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in travel mode."
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alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in combat mode."
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desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in travel mode."
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alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in combat mode."
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icon_state = "hardsuit0-syndielite"
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item_color = "syndielite"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
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@@ -77,7 +77,7 @@
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||||
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||||
/obj/item/clothing/suit/armor/vest/capcarapace
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name = "captain's carapace"
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desc = "An fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
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||||
desc = "A fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
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icon_state = "capcarapace"
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item_state = "armor"
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body_parts_covered = CHEST|GROIN
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@@ -85,6 +85,12 @@
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||||
dog_fashion = null
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resistance_flags = FIRE_PROOF
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|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/syndicate
|
||||
name = "syndicate captain's vest"
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||||
desc = "A sinister looking vest of advanced armor worn over a black and red fireproof jacket. The gold collar and shoulders denote that this belongs to a high ranking syndicate officer."
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icon_state = "syndievest"
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|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/alt
|
||||
name = "captain's parade jacket"
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desc = "For when an armoured vest isn't fashionable enough."
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@@ -60,7 +60,7 @@
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||||
name = "goliath cloak"
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icon_state = "goliath_cloak"
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desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank/internals, /obj/item/weapon/pickaxe, /obj/item/weapon/twohanded/spear, /obj/item/weapon/twohanded/bonespear, /obj/item/organ/hivelord_core/legion, /obj/item/weapon/kitchen/knife/combat/bone, /obj/item/weapon/kitchen/knife/combat/survival)
|
||||
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank/internals, /obj/item/weapon/pickaxe, /obj/item/weapon/twohanded/spear, /obj/item/weapon/twohanded/bonespear, /obj/item/organ/regenerative_core/legion, /obj/item/weapon/kitchen/knife/combat/bone, /obj/item/weapon/kitchen/knife/combat/survival)
|
||||
armor = list(melee = 35, bullet = 10, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 60, acid = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
|
||||
hoodtype = /obj/item/clothing/head/hooded/cloakhood/goliath
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
|
||||
@@ -1,23 +1,23 @@
|
||||
/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
|
||||
name = "tie"
|
||||
desc = "A neosilk clip-on tie."
|
||||
icon = 'icons/obj/clothing/ties.dmi'
|
||||
icon_state = "bluetie"
|
||||
/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 = "bluetie"
|
||||
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/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
|
||||
return FALSE
|
||||
|
||||
pockets.loc = U
|
||||
U.pockets = pockets
|
||||
|
||||
U.hastie = src
|
||||
U.attached_accessory = src
|
||||
loc = U
|
||||
layer = FLOAT_LAYER
|
||||
plane = FLOAT_PLANE
|
||||
@@ -30,10 +30,13 @@
|
||||
for(var/armor_type in armor)
|
||||
U.armor[armor_type] += armor[armor_type]
|
||||
|
||||
return 1
|
||||
if(isliving(user))
|
||||
on_uniform_equip(U, user)
|
||||
|
||||
return TRUE
|
||||
|
||||
|
||||
/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
|
||||
@@ -41,6 +44,9 @@
|
||||
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
|
||||
@@ -48,36 +54,41 @@
|
||||
layer = initial(layer)
|
||||
plane = initial(plane)
|
||||
U.cut_overlays()
|
||||
U.hastie = null
|
||||
U.attached_accessory = 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/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/tie/medal
|
||||
/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
|
||||
var/commended = FALSE
|
||||
|
||||
//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)
|
||||
@@ -93,106 +104,131 @@
|
||||
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>")
|
||||
var/input
|
||||
if(!commended && user != M)
|
||||
input = stripped_input(user,"Please input a reason for this commendation, it will be recorded by Nanotrasen.", ,"", 140)
|
||||
if(do_after(user, delay, target = M))
|
||||
if(U.attachTie(src, user, 0)) //Attach it, do not notify the user of the attachment
|
||||
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>")
|
||||
if(input)
|
||||
SSblackbox.add_details("commendation", json_encode(list("commender" = "[user.real_name]", "commendee" = "[M.real_name]", "medal" = "[src]", "reason" = input)))
|
||||
GLOB.commendations += "[user.real_name] awarded <b>[M.real_name]</b> the <font color='blue'>[name]</font>! \n- [input]"
|
||||
commended = TRUE
|
||||
log_game("<b>[key_name(M)]</b> was given the following commendation by <b>[key_name(user)]</b>: [input]")
|
||||
message_admins("<b>[key_name(M)]</b> was given the following commendation by <b>[key_name(user)]</b>: [input]")
|
||||
|
||||
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
|
||||
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."
|
||||
|
||||
/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/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 +238,29 @@
|
||||
//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)
|
||||
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)
|
||||
..()
|
||||
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)
|
||||
|
||||
////////////////
|
||||
//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)
|
||||
Reference in New Issue
Block a user