Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit262
This commit is contained in:
@@ -561,7 +561,7 @@
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/obj/item/storage/belt/chameleon/ComponentInitialize()
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. = ..()
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GET_COMPONENT(STR, /datum/component/storage)
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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STR.silent = TRUE
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/obj/item/storage/belt/chameleon/emp_act(severity)
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@@ -123,7 +123,7 @@
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..()
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if(damaged_clothes)
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to_chat(user, "<span class='warning'>It looks damaged!</span>")
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GET_COMPONENT(pockets, /datum/component/storage)
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var/datum/component/storage/pockets = GetComponent(/datum/component/storage)
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if(pockets)
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var/list/how_cool_are_your_threads = list("<span class='notice'>")
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if(pockets.attack_hand_interact)
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@@ -104,7 +104,7 @@
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resistance_flags = ACID_PROOF
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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/obj/item/clothing/glasses/science/item_action_slot_check(slot)
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/obj/item/clothing/glasses/science/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_GLASSES)
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return 1
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@@ -307,7 +307,7 @@
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M.appearance_flags |= RESET_COLOR
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M.color = "#[H.eye_color]"
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. += M
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/obj/item/clothing/glasses/sunglasses/big
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desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes."
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icon_state = "bigsunglasses"
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@@ -14,11 +14,10 @@
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/obj/item/clothing/gloves/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/gloves/clean_blood)
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/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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/obj/item/clothing/gloves/clean_blood(datum/source, strength)
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. = ..()
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transfer_blood = 0
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/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
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@@ -30,8 +29,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -41,4 +40,4 @@
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// Called just before an attack_hand(), in mob/UnarmedAttack()
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/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
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return 0 // return 1 to cancel attack_hand()
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return FALSE // return TRUE to cancel attack_hand()
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@@ -46,8 +46,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -59,8 +59,8 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -12,8 +12,8 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/neck/tie
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name = "tie"
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@@ -11,17 +11,19 @@
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permeability_coefficient = 0.5
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slowdown = SHOES_SLOWDOWN
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/offset = 0
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var/equipped_before_drop = FALSE
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//CITADEL EDIT Enables digitigrade shoe styles
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = "" //same as last one
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/obj/item/clothing/shoes/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/shoes/clean_blood)
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/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
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if(rand(2)>1)
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@@ -42,22 +44,29 @@
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playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
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return(BRUTELOSS)
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/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna, diseases)
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..()
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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var/bloody = FALSE
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IF_HAS_BLOOD_DNA(src)
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if(blood_DNA)
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bloody = TRUE
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else
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bloody = bloody_shoes[BLOOD_STATE_HUMAN]
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bloody = bloody_shoes[BLOOD_STATE_BLOOD]
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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if(bloody)
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if(adjusted == NORMAL_STYLE)
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood")
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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@@ -93,14 +102,13 @@
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var/mob/M = loc
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M.update_inv_shoes()
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/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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/obj/item/clothing/shoes/clean_blood(datum/source, strength)
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. = ..()
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bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_shoes()
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/obj/item/proc/negates_gravity()
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return FALSE
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return FALSE
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@@ -17,7 +17,7 @@
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/step_action()
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. = ..()
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GET_COMPONENT(bananium, /datum/component/material_container)
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var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
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if(on)
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if(bananium.amount(MAT_BANANIUM) < 100)
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on = !on
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@@ -30,7 +30,7 @@
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bananium.use_amount_type(100, MAT_BANANIUM)
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/attack_self(mob/user)
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GET_COMPONENT(bananium, /datum/component/material_container)
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var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
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var/sheet_amount = bananium.retrieve_all()
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if(sheet_amount)
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to_chat(user, "<span class='notice'>You retrieve [sheet_amount] sheets of bananium from the prototype shoes.</span>")
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@@ -42,7 +42,7 @@
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to_chat(user, "<span class='notice'>The shoes are [on ? "enabled" : "disabled"].</span>")
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/obj/item/clothing/shoes/clown_shoes/banana_shoes/ui_action_click(mob/user)
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GET_COMPONENT(bananium, /datum/component/material_container)
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var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
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if(bananium.amount(MAT_BANANIUM))
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on = !on
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update_icon()
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@@ -547,7 +547,7 @@
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changeWearer()
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..()
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/obj/item/flightpack/item_action_slot_check(slot)
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/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == ITEM_SLOT_BACK)
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return TRUE
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@@ -574,7 +574,7 @@
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momentum_speed_y = 0
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momentum_speed = max(momentum_speed_x, momentum_speed_y)
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/obj/item/flightpack/item_action_slot_check(slot)
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/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
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return slot == SLOT_BACK
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/obj/item/flightpack/proc/enable_stabilizers()
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@@ -730,7 +730,7 @@
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if(!active)
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clothing_flags &= ~NOSLIP
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/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
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/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot, mob/user, datum/action/A)
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return slot == SLOT_SHOES
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/obj/item/clothing/shoes/flightshoes/proc/delink_suit()
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@@ -47,7 +47,7 @@
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suit.RemoveHelmet()
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soundloop.stop(user)
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/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
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/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_HEAD)
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return 1
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@@ -158,7 +158,7 @@
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var/datum/action/A = X
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A.Remove(user)
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/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
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/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
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return 1
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@@ -605,7 +605,6 @@
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armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
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item_color = "ancient"
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resistance_flags = FIRE_PROOF
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var/datum/component/mobhook
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/obj/item/clothing/suit/space/hardsuit/ancient
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name = "prototype RIG hardsuit"
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@@ -617,7 +616,7 @@
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
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resistance_flags = FIRE_PROOF
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var/footstep = 1
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var/datum/component/mobhook
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var/mob/listeningTo
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/obj/item/clothing/suit/space/hardsuit/ancient/mason
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name = "M.A.S.O.N RIG"
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@@ -674,20 +673,24 @@
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/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
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. = ..()
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if (slot == SLOT_WEAR_SUIT)
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if (mobhook && mobhook.parent != user)
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QDEL_NULL(mobhook)
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if (!mobhook)
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mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/on_mob_move)))
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else
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QDEL_NULL(mobhook)
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if(slot != SLOT_WEAR_SUIT)
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
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return
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if(listeningTo == user)
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return
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
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listeningTo = user
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/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
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. = ..()
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QDEL_NULL(mobhook)
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
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/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
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QDEL_NULL(mobhook) // mobhook is not our component
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listeningTo = null
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return ..()
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/////////////SHIELDED//////////////////////////////////
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@@ -31,12 +31,12 @@
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adjusted = NORMAL_STYLE
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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if(H.dna.features["taur"] in list("Naga", "Tentacle"))
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if(H.dna.features["taur"] in GLOB.noodle_taurs)
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taurmode = SNEK_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else if(H.dna.features["taur"] in list("Fox","Wolf","Otie","Drake","Lab","Shepherd","Husky","Eevee","Panther","Horse","Cow","Tiger","Deer"))
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else if(H.dna.features["taur"] in GLOB.paw_taurs)
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taurmode = PAW_TAURIC
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if(tauric == TRUE)
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center = TRUE
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@@ -54,11 +54,11 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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IF_HAS_BLOOD_DNA(src)
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if(blood_DNA)
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if(tauric)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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@@ -23,7 +23,7 @@
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/obj/item/clothing/suit/hooded/ui_action_click()
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ToggleHood()
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/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user)
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/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_WEAR_SUIT || slot == SLOT_NECK)
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return 1
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@@ -22,8 +22,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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if(accessory_overlay)
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. += accessory_overlay
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@@ -12,7 +12,7 @@
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var/datum/component/storage/detached_pockets
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/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user)
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GET_COMPONENT(storage, /datum/component/storage)
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var/datum/component/storage/storage = GetComponent(/datum/component/storage)
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if(storage)
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if(SEND_SIGNAL(U, COMSIG_CONTAINS_STORAGE))
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return FALSE
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Reference in New Issue
Block a user