12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -42,7 +42,7 @@
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if(!mode)
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return
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if(!istype(loc,/mob/living/carbon/human))
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if(!ishuman(loc))
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invis_update()
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return
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@@ -78,7 +78,7 @@
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O.invisibility = INVISIBILITY_MAXIMUM
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/obj/item/clothing/glasses/meson/engine/proc/t_ray_on()
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if(!istype(loc,/mob/living/carbon/human))
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if(!ishuman(loc))
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return 0
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var/mob/living/carbon/human/user = loc
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@@ -1,6 +1,18 @@
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/obj/item/clothing/glasses
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name = "glasses"
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materials = list(MAT_GLASS = 250)
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var/glass_colour_type = null //colors your vision when worn
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/obj/item/clothing/glasses/visor_toggling()
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..()
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vision_flags ^= initial(vision_flags)
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darkness_view ^= initial(darkness_view)
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invis_view ^= initial(invis_view)
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/obj/item/clothing/glasses/weldingvisortoggle(mob/user)
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. = ..()
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if(. && user)
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user.update_sight()
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//called when thermal glasses are emped.
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/obj/item/clothing/glasses/proc/thermal_overload()
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@@ -9,7 +21,7 @@
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if(!(H.disabilities & BLIND))
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if(H.glasses == src)
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H << "<span class='danger'>The [src] overloads and blinds you!</span>"
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H.flash_eyes(visual = 1)
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H.flash_act(visual = 1)
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H.blind_eyes(3)
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H.blur_eyes(5)
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H.adjust_eye_damage(5)
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@@ -23,6 +35,7 @@
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darkness_view = 2
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vision_flags = SEE_TURFS
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invis_view = SEE_INVISIBLE_MINIMUM
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glass_colour_type = /datum/client_colour/glass_colour/lightgreen
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/obj/item/clothing/glasses/meson/night
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name = "Night Vision Optical Meson Scanner"
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@@ -31,6 +44,7 @@
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item_state = "nvgmeson"
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origin_tech = "magnets=4;engineering=5;plasmatech=4"
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darkness_view = 8
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glass_colour_type = /datum/client_colour/glass_colour/green
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/obj/item/clothing/glasses/meson/gar
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name = "gar mesons"
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@@ -52,6 +66,9 @@
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origin_tech = "magnets=2;engineering=1"
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scan_reagents = 1 //You can see reagents while wearing science goggles
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actions_types = list(/datum/action/item_action/toggle_research_scanner)
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glass_colour_type = /datum/client_colour/glass_colour/purple
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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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if(slot == slot_glasses)
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@@ -65,6 +82,7 @@
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origin_tech = "materials=4;magnets=4;plasmatech=4;engineering=4"
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darkness_view = 8
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invis_view = SEE_INVISIBLE_MINIMUM
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glass_colour_type = /datum/client_colour/glass_colour/green
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/obj/item/clothing/glasses/eyepatch
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name = "eyepatch"
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@@ -85,6 +103,7 @@
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item_state = "glasses"
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origin_tech = "magnets=3;engineering=3"
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vision_flags = SEE_OBJS
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glass_colour_type = /datum/client_colour/glass_colour/lightblue
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/obj/item/clothing/glasses/material/mining
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name = "Optical Material Scanner"
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@@ -105,6 +124,7 @@
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attack_verb = list("sliced")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = IS_SHARP
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glass_colour_type = /datum/client_colour/glass_colour/lightgreen
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/obj/item/clothing/glasses/regular
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name = "Prescription Glasses"
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@@ -119,11 +139,7 @@
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icon_state = "hipster_glasses"
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item_state = "hipster_glasses"
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/obj/item/clothing/glasses/gglasses
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name = "Green Glasses"
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desc = "Forest green glasses, like the kind you'd wear when hatching a nasty scheme."
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icon_state = "gglasses"
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item_state = "gglasses"
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//Here lies green glasses, so ugly they died. RIP
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/obj/item/clothing/glasses/sunglasses
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desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes."
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@@ -133,7 +149,7 @@
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darkness_view = 1
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flash_protect = 1
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tint = 1
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glass_colour_type = /datum/client_colour/glass_colour/gray
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/glasses/sunglasses/reagent
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@@ -173,6 +189,7 @@
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attack_verb = list("sliced")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = IS_SHARP
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glass_colour_type = /datum/client_colour/glass_colour/orange
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/obj/item/clothing/glasses/sunglasses/gar/supergar
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desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!"
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@@ -181,6 +198,7 @@
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item_state = "gar"
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force = 12
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throwforce = 12
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glass_colour_type = /datum/client_colour/glass_colour/red
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/obj/item/clothing/glasses/welding
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name = "welding goggles"
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@@ -193,18 +211,10 @@
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tint = 2
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flags_cover = GLASSESCOVERSEYES
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visor_flags_inv = HIDEEYES
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glass_colour_type = /datum/client_colour/glass_colour/gray
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/obj/item/clothing/glasses/welding/attack_self()
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toggle()
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/obj/item/clothing/glasses/welding/verb/toggle()
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set category = "Object"
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set name = "Adjust welding goggles"
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set src in usr
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weldingvisortoggle()
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/obj/item/clothing/glasses/welding/attack_self(mob/user)
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weldingvisortoggle(user)
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/obj/item/clothing/glasses/sunglasses/blindfold
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@@ -230,6 +240,7 @@
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vision_flags = SEE_MOBS
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invis_view = 2
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flash_protect = 0
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glass_colour_type = /datum/client_colour/glass_colour/red
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/obj/item/clothing/glasses/thermal/emp_act(severity)
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thermal_overload()
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@@ -273,12 +284,14 @@
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desc = "A sweet pair of orange shades."
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icon_state = "orangeglasses"
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item_state = "orangeglasses"
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glass_colour_type = /datum/client_colour/glass_colour/lightorange
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/obj/item/clothing/glasses/red
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name = "red glasses"
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desc = "A sweet pair of red shades."
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desc = "Hey, you're looking good, senpai!"
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icon_state = "redglasses"
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item_state = "redglasses"
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glass_colour_type = /datum/client_colour/glass_colour/red
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/obj/item/clothing/glasses/godeye
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name = "eye of god"
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@@ -291,6 +304,20 @@
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flags = NODROP
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invis_view = SEE_INVISIBLE_MINIMUM
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/obj/item/clothing/glasses/godeye/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(istype(W, src) && W != src && W.loc == user)
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if(W.icon_state == "godeye")
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W.icon_state = "doublegodeye"
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W.item_state = "doublegodeye"
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W.desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you."
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.update_inv_wear_mask()
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else
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user << "<span class='notice'>The eye winks at you and vanishes into the abyss, you feel really unlucky.</span>"
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qdel(src)
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..()
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/obj/item/clothing/glasses/proc/chameleon(var/mob/user)
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var/input_glasses = input(user, "Choose a piece of eyewear to disguise as.", "Choose glasses style.") as null|anything in list("Sunglasses", "Medical HUD", "Mesons", "Science Goggles", "Glasses", "Security Sunglasses","Eyepatch","Welding","Gar")
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@@ -342,3 +369,35 @@
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icon_state = "gar"
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item_state = "gar"
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/obj/item/clothing/glasses/AltClick(mob/user)
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if(glass_colour_type && ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.client)
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if(H.client.prefs)
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if(src == H.glasses)
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H.client.prefs.uses_glasses_colour = !H.client.prefs.uses_glasses_colour
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if(H.client.prefs.uses_glasses_colour)
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H << "You will now see glasses colors."
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else
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H << "You will no longer see glasses colors."
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H.update_glasses_color(src, 1)
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else
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return ..()
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/obj/item/clothing/glasses/proc/change_glass_color(mob/living/carbon/human/H, datum/client_colour/glass_colour/new_color_type)
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var/old_colour_type = glass_colour_type
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if(!new_color_type || ispath(new_color_type)) //the new glass colour type must be null or a path.
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glass_colour_type = new_color_type
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if(H && H.glasses == src)
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if(old_colour_type)
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H.remove_client_colour(old_colour_type)
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if(glass_colour_type)
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H.update_glasses_color(src, 1)
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/mob/living/carbon/human/proc/update_glasses_color(obj/item/clothing/glasses/G, glasses_equipped)
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if(client && client.prefs.uses_glasses_colour && glasses_equipped)
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add_client_colour(G.glass_colour_type)
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else
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remove_client_colour(G.glass_colour_type)
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@@ -6,6 +6,7 @@
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var/hud_type = null
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/obj/item/clothing/glasses/hud/equipped(mob/living/carbon/human/user, slot)
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..()
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if(hud_type && slot == slot_glasses)
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var/datum/atom_hud/H = huds[hud_type]
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H.add_hud_to(user)
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@@ -33,6 +34,7 @@
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icon_state = "healthhud"
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origin_tech = "magnets=3;biotech=2"
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hud_type = DATA_HUD_MEDICAL_ADVANCED
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glass_colour_type = /datum/client_colour/glass_colour/lightblue
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/obj/item/clothing/glasses/hud/health/night
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name = "Night Vision Health Scanner HUD"
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@@ -42,6 +44,7 @@
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origin_tech = "magnets=4;biotech=4;plasmatech=4;engineering=5"
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darkness_view = 8
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invis_view = SEE_INVISIBLE_MINIMUM
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glass_colour_type = /datum/client_colour/glass_colour/green
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/obj/item/clothing/glasses/hud/diagnostic
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name = "Diagnostic HUD"
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@@ -49,6 +52,7 @@
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icon_state = "diagnostichud"
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origin_tech = "magnets=2;engineering=2"
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hud_type = DATA_HUD_DIAGNOSTIC
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glass_colour_type = /datum/client_colour/glass_colour/lightorange
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/obj/item/clothing/glasses/hud/diagnostic/night
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name = "Night Vision Diagnostic HUD"
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@@ -58,6 +62,7 @@
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origin_tech = "magnets=4;powerstorage=4;plasmatech=4;engineering=5"
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darkness_view = 8
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invis_view = SEE_INVISIBLE_MINIMUM
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glass_colour_type = /datum/client_colour/glass_colour/green
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/obj/item/clothing/glasses/hud/security
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name = "Security HUD"
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@@ -65,6 +70,7 @@
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icon_state = "securityhud"
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origin_tech = "magnets=3;combat=2"
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hud_type = DATA_HUD_SECURITY_ADVANCED
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glass_colour_type = /datum/client_colour/glass_colour/red
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/obj/item/clothing/glasses/hud/security/chameleon
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name = "Chamleon Security HUD"
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@@ -88,6 +94,7 @@
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darkness_view = 1
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flash_protect = 1
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tint = 1
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glass_colour_type = /datum/client_colour/glass_colour/darkred
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/obj/item/clothing/glasses/hud/security/night
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name = "Night Vision Security HUD"
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@@ -96,6 +103,7 @@
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origin_tech = "magnets=4;combat=4;plasmatech=4;engineering=5"
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darkness_view = 8
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invis_view = SEE_INVISIBLE_MINIMUM
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glass_colour_type = /datum/client_colour/glass_colour/green
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/obj/item/clothing/glasses/hud/security/sunglasses/gars
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name = "HUD gar glasses"
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@@ -151,16 +159,20 @@
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hud_type = DATA_HUD_SECURITY_ADVANCED
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vision_flags = SEE_MOBS
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invis_view = 2
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glass_colour_type = /datum/client_colour/glass_colour/red
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/obj/item/clothing/glasses/hud/toggle/thermal/attack_self(mob/user)
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..()
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switch (hud_type)
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if (DATA_HUD_MEDICAL_ADVANCED)
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icon_state = "meson"
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change_glass_color(user, /datum/client_colour/glass_colour/green)
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if (DATA_HUD_SECURITY_ADVANCED)
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icon_state = "thermal"
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change_glass_color(user, /datum/client_colour/glass_colour/red)
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else
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icon_state = "purple"
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change_glass_color(user, /datum/client_colour/glass_colour/purple)
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user.update_inv_glasses()
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/obj/item/clothing/glasses/hud/toggle/thermal/emp_act(severity)
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Reference in New Issue
Block a user