Merge branch 'master' into upstream-merge-28046

This commit is contained in:
LetterJay
2017-06-14 13:10:37 -05:00
committed by GitHub
382 changed files with 304519 additions and 166836 deletions
+33 -32
View File
@@ -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()
+10
View File
@@ -107,6 +107,12 @@
flags = NODROP
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
/obj/item/clothing/head/beret/black
name = "black beret"
desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
icon_state = "beretblack"
//Security
/obj/item/clothing/head/HoS
@@ -125,6 +131,10 @@
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "hosberetblack"
/obj/item/clothing/head/HoS/beret/syndicate
name = "syndicate beret"
desc = "A black beret with thick armor padding inside. Stylish and robust."
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
@@ -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"
+1 -1
View File
@@ -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
+4 -4
View File
@@ -313,8 +313,8 @@
//Elite Syndie suit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit helmet"
desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in combat mode. Property of Gorlex Marauders."
desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100)
@@ -328,8 +328,8 @@
/obj/item/clothing/suit/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit"
desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in travel mode."
alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in combat mode."
desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in travel mode."
alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in combat mode."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
+7 -1
View File
@@ -77,7 +77,7 @@
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
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."
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."
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = CHEST|GROIN
@@ -85,6 +85,12 @@
dog_fashion = null
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/armor/vest/capcarapace/syndicate
name = "syndicate captain's vest"
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."
icon_state = "syndievest"
/obj/item/clothing/suit/armor/vest/capcarapace/alt
name = "captain's parade jacket"
desc = "For when an armoured vest isn't fashionable enough."
+1 -1
View File
@@ -60,7 +60,7 @@
name = "goliath cloak"
icon_state = "goliath_cloak"
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
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)