Splits clothing.dm in 7 other files
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committed by
CitadelStationBot
parent
3e1c307e4e
commit
d0789ecaf9
@@ -180,23 +180,7 @@
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damaged_clothes = 0
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cut_overlay(damaged_clothes_icons[index], TRUE)
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//Glasses
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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w_class = WEIGHT_CLASS_SMALL
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flags_cover = GLASSESCOVERSEYES
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slot_flags = SLOT_EYES
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var/vision_flags = 0
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var/darkness_view = 2//Base human is 2
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var/invis_view = SEE_INVISIBLE_LIVING
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var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
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var/lighting_alpha
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var/list/icon/current = list() //the current hud icons
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var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
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strip_delay = 20
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equip_delay_other = 25
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resistance_flags = 0
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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@@ -207,455 +191,6 @@ SEE_PIXELS// if an object is located on an unlit area, but some of its pixels ar
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BLIND // can't see anything
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*/
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//Gloves
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/obj/item/clothing/gloves
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name = "gloves"
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gender = PLURAL //Carn: for grammarically correct text-parsing
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/clothing/gloves.dmi'
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siemens_coefficient = 0.5
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body_parts_covered = HANDS
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slot_flags = SLOT_GLOVES
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attack_verb = list("challenged")
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var/transfer_prints = FALSE
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strip_delay = 20
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equip_delay_other = 40
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/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
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. = list()
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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(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_gloves()
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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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//Head
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/obj/item/clothing/head
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name = "head"
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icon = 'icons/obj/clothing/hats.dmi'
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icon_state = "top_hat"
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item_state = "that"
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body_parts_covered = HEAD
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slot_flags = SLOT_HEAD
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var/blockTracking = 0 //For AI tracking
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var/can_toggle = null
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dynamic_hair_suffix = "+generic"
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/obj/item/clothing/head/Initialize()
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. = ..()
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if(ishuman(loc) && dynamic_hair_suffix)
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var/mob/living/carbon/human/H = loc
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H.update_hair()
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/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
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. = list()
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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(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_head()
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//Neck
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/obj/item/clothing/neck
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name = "necklace"
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icon = 'icons/obj/clothing/neck.dmi'
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body_parts_covered = NECK
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slot_flags = SLOT_NECK
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strip_delay = 40
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equip_delay_other = 40
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/obj/item/clothing/neck/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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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(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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//Mask
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/obj/item/clothing/mask
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name = "mask"
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icon = 'icons/obj/clothing/masks.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_MASK
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strip_delay = 40
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equip_delay_other = 40
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var/mask_adjusted = 0
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var/adjusted_flags = null
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/obj/item/clothing/mask/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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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(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_mask()
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//Proc that moves gas/breath masks out of the way, disabling them and allowing pill/food consumption
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/obj/item/clothing/mask/proc/adjustmask(mob/living/user)
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if(user && user.incapacitated())
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return
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mask_adjusted = !mask_adjusted
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if(!mask_adjusted)
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src.icon_state = initial(icon_state)
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gas_transfer_coefficient = initial(gas_transfer_coefficient)
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permeability_coefficient = initial(permeability_coefficient)
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flags_1 |= visor_flags
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flags_inv |= visor_flags_inv
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flags_cover |= visor_flags_cover
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to_chat(user, "<span class='notice'>You push \the [src] back into place.</span>")
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slot_flags = initial(slot_flags)
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else
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icon_state += "_up"
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to_chat(user, "<span class='notice'>You push \the [src] out of the way.</span>")
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gas_transfer_coefficient = null
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permeability_coefficient = null
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flags_1 &= ~visor_flags
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flags_inv &= ~visor_flags_inv
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flags_cover &= ~visor_flags_cover
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if(adjusted_flags)
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slot_flags = adjusted_flags
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if(user)
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user.wear_mask_update(src, toggle_off = mask_adjusted)
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user.update_action_buttons_icon() //when mask is adjusted out, we update all buttons icon so the user's potential internal tank correctly shows as off.
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//Shoes
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/obj/item/clothing/shoes
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name = "shoes"
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icon = 'icons/obj/clothing/shoes.dmi'
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desc = "Comfortable-looking shoes."
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gender = PLURAL //Carn: for grammarically correct text-parsing
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var/chained = 0
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body_parts_covered = FEET
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slot_flags = SLOT_FEET
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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/offset = 0
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var/equipped_before_drop = FALSE
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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 = 0
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if(blood_DNA)
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bloody = 1
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else
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bloody = bloody_shoes[BLOOD_STATE_HUMAN]
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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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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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if(offset && slot_flags & slotdefine2slotbit(slot))
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user.pixel_y += offset
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worn_y_dimension -= (offset * 2)
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user.update_inv_shoes()
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equipped_before_drop = TRUE
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/obj/item/clothing/shoes/proc/restore_offsets(mob/user)
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equipped_before_drop = FALSE
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user.pixel_y -= offset
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worn_y_dimension = world.icon_size
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/obj/item/clothing/shoes/dropped(mob/user)
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if(offset && equipped_before_drop)
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restore_offsets(user)
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. = ..()
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/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE)
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..()
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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/clothing/shoes/clean_blood()
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..()
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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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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 0
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//Suit
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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allowed = list(/obj/item/tank/internals/emergency_oxygen)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
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slot_flags = SLOT_OCLOTHING
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var/blood_overlay_type = "suit"
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var/togglename = null
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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. = list()
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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(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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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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if(istype(U) && U.attached_accessory)
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var/obj/item/clothing/accessory/A = U.attached_accessory
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if(A.above_suit)
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. += U.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_suit()
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
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/obj/item/clothing/head/helmet/space
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name = "space helmet"
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icon_state = "spaceold"
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desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
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flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1
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item_state = "spaceold"
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50, fire = 80, acid = 70)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
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dynamic_hair_suffix = ""
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dynamic_fhair_suffix = ""
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
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flash_protect = 2
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strip_delay = 50
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equip_delay_other = 50
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
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resistance_flags = 0
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dog_fashion = null
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/obj/item/clothing/suit/space
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name = "space suit"
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desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
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icon_state = "spaceold"
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item_state = "s_suit"
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w_class = WEIGHT_CLASS_BULKY
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals)
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slowdown = 1
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50, fire = 80, acid = 70)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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strip_delay = 80
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equip_delay_other = 80
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resistance_flags = 0
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//Under clothing
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/obj/item/clothing/under
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icon = 'icons/obj/clothing/uniforms.dmi'
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name = "under"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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permeability_coefficient = 0.9
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slot_flags = SLOT_ICLOTHING
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
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var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
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var/has_sensor = HAS_SENSORS // For the crew computer
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var/random_sensor = 1
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var/sensor_mode = NO_SENSORS
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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/accessory/attached_accessory
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var/mutable_appearance/accessory_overlay
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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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/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
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. = list()
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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(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
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if(accessory_overlay)
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. += accessory_overlay
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/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
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if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = I
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C.use(1)
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has_sensor = HAS_SENSORS
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to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
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return 1
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if(!attach_accessory(I, user))
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return ..()
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/obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_w_uniform()
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if(has_sensor > NO_SENSORS)
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has_sensor = BROKEN_SENSORS
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/obj/item/clothing/under/New()
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if(random_sensor)
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//make the sensor mode favor higher levels, except coords.
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sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
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adjusted = NORMAL_STYLE
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..()
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/obj/item/clothing/under/equipped(mob/user, slot)
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..()
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if(adjusted)
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adjusted = NORMAL_STYLE
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fitted = initial(fitted)
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if(!alt_covers_chest)
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body_parts_covered |= CHEST
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if(mutantrace_variation && ishuman(user))
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var/mob/living/carbon/human/H = user
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if(DIGITIGRADE in H.dna.species.species_traits)
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adjusted = DIGITIGRADE_STYLE
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H.update_inv_w_uniform()
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if(attached_accessory && slot != slot_hands && ishuman(user))
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var/mob/living/carbon/human/H = user
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attached_accessory.on_uniform_equip(src, user)
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if(attached_accessory.above_suit)
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H.update_inv_wear_suit()
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/obj/item/clothing/under/dropped(mob/user)
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if(attached_accessory)
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attached_accessory.on_uniform_dropped(src, user)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(attached_accessory.above_suit)
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H.update_inv_wear_suit()
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..()
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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
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else
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if(user && !user.temporarilyRemoveItemFromInventory(I))
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return
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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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to_chat(user, "<span class='notice'>You attach [I] to [src].</span>")
|
||||
|
||||
var/accessory_color = attached_accessory.item_color
|
||||
if(!accessory_color)
|
||||
accessory_color = attached_accessory.icon_state
|
||||
accessory_overlay = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
|
||||
accessory_overlay.alpha = attached_accessory.alpha
|
||||
accessory_overlay.color = attached_accessory.color
|
||||
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_inv_w_uniform()
|
||||
H.update_inv_wear_suit()
|
||||
|
||||
return TRUE
|
||||
|
||||
/obj/item/clothing/under/proc/remove_accessory(mob/user)
|
||||
if(!isliving(user))
|
||||
return
|
||||
if(!can_use(user))
|
||||
return
|
||||
|
||||
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 [A] from [src] and it falls on the floor.</span>")
|
||||
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_inv_w_uniform()
|
||||
H.update_inv_wear_suit()
|
||||
|
||||
|
||||
/obj/item/clothing/under/examine(mob/user)
|
||||
..()
|
||||
if(can_adjust)
|
||||
if(adjusted == ALT_STYLE)
|
||||
to_chat(user, "Alt-click on [src] to wear it normally.")
|
||||
else
|
||||
to_chat(user, "Alt-click on [src] to wear it casually.")
|
||||
if (has_sensor == BROKEN_SENSORS)
|
||||
to_chat(user, "Its sensors appear to be shorted out.")
|
||||
else if(has_sensor > NO_SENSORS)
|
||||
switch(sensor_mode)
|
||||
if(SENSOR_OFF)
|
||||
to_chat(user, "Its sensors appear to be disabled.")
|
||||
if(SENSOR_LIVING)
|
||||
to_chat(user, "Its binary life sensors appear to be enabled.")
|
||||
if(SENSOR_VITALS)
|
||||
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(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)
|
||||
var/icon/female_s = icon("icon"='icons/mob/uniform.dmi', "icon_state"="[(type == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
|
||||
@@ -799,4 +334,4 @@ BLIND // can't see anything
|
||||
Shreds.desc = "The sad remains of what used to be [name]."
|
||||
deconstruct(FALSE)
|
||||
else
|
||||
..()
|
||||
..()
|
||||
@@ -1,7 +1,22 @@
|
||||
//Glasses
|
||||
/obj/item/clothing/glasses
|
||||
name = "glasses"
|
||||
icon = 'icons/obj/clothing/glasses.dmi'
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
flags_cover = GLASSESCOVERSEYES
|
||||
slot_flags = SLOT_EYES
|
||||
strip_delay = 20
|
||||
equip_delay_other = 25
|
||||
resistance_flags = 0
|
||||
materials = list(MAT_GLASS = 250)
|
||||
var/glass_colour_type = null //colors your vision when worn
|
||||
var/vision_flags = 0
|
||||
var/darkness_view = 2//Base human is 2
|
||||
var/invis_view = SEE_INVISIBLE_LIVING
|
||||
var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
|
||||
var/lighting_alpha
|
||||
var/list/icon/current = list() //the current hud icons
|
||||
var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
|
||||
var/glass_colour_type //colors your vision when worn
|
||||
|
||||
/obj/item/clothing/glasses/examine(mob/user)
|
||||
..()
|
||||
31
code/modules/clothing/gloves/_gloves.dm
Normal file
31
code/modules/clothing/gloves/_gloves.dm
Normal file
@@ -0,0 +1,31 @@
|
||||
/obj/item/clothing/gloves
|
||||
name = "gloves"
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
icon = 'icons/obj/clothing/gloves.dmi'
|
||||
siemens_coefficient = 0.5
|
||||
body_parts_covered = HANDS
|
||||
slot_flags = SLOT_GLOVES
|
||||
attack_verb = list("challenged")
|
||||
var/transfer_prints = FALSE
|
||||
strip_delay = 20
|
||||
equip_delay_other = 40
|
||||
|
||||
|
||||
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
|
||||
|
||||
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_gloves()
|
||||
|
||||
// Called just before an attack_hand(), in mob/UnarmedAttack()
|
||||
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
|
||||
return 0 // return 1 to cancel attack_hand()
|
||||
30
code/modules/clothing/head/_head.dm
Normal file
30
code/modules/clothing/head/_head.dm
Normal file
@@ -0,0 +1,30 @@
|
||||
/obj/item/clothing/head
|
||||
name = "head"
|
||||
icon = 'icons/obj/clothing/hats.dmi'
|
||||
icon_state = "top_hat"
|
||||
item_state = "that"
|
||||
body_parts_covered = HEAD
|
||||
slot_flags = SLOT_HEAD
|
||||
var/blockTracking = 0 //For AI tracking
|
||||
var/can_toggle = null
|
||||
dynamic_hair_suffix = "+generic"
|
||||
|
||||
/obj/item/clothing/head/Initialize()
|
||||
. = ..()
|
||||
if(ishuman(loc) && dynamic_hair_suffix)
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_hair()
|
||||
|
||||
/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
|
||||
|
||||
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_head()
|
||||
53
code/modules/clothing/masks/_masks.dm
Normal file
53
code/modules/clothing/masks/_masks.dm
Normal file
@@ -0,0 +1,53 @@
|
||||
/obj/item/clothing/mask
|
||||
name = "mask"
|
||||
icon = 'icons/obj/clothing/masks.dmi'
|
||||
body_parts_covered = HEAD
|
||||
slot_flags = SLOT_MASK
|
||||
strip_delay = 40
|
||||
equip_delay_other = 40
|
||||
var/mask_adjusted = 0
|
||||
var/adjusted_flags = null
|
||||
|
||||
|
||||
/obj/item/clothing/mask/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
if(body_parts_covered & HEAD)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
|
||||
|
||||
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_wear_mask()
|
||||
|
||||
//Proc that moves gas/breath masks out of the way, disabling them and allowing pill/food consumption
|
||||
/obj/item/clothing/mask/proc/adjustmask(mob/living/user)
|
||||
if(user && user.incapacitated())
|
||||
return
|
||||
mask_adjusted = !mask_adjusted
|
||||
if(!mask_adjusted)
|
||||
src.icon_state = initial(icon_state)
|
||||
gas_transfer_coefficient = initial(gas_transfer_coefficient)
|
||||
permeability_coefficient = initial(permeability_coefficient)
|
||||
flags_1 |= visor_flags
|
||||
flags_inv |= visor_flags_inv
|
||||
flags_cover |= visor_flags_cover
|
||||
to_chat(user, "<span class='notice'>You push \the [src] back into place.</span>")
|
||||
slot_flags = initial(slot_flags)
|
||||
else
|
||||
icon_state += "_up"
|
||||
to_chat(user, "<span class='notice'>You push \the [src] out of the way.</span>")
|
||||
gas_transfer_coefficient = null
|
||||
permeability_coefficient = null
|
||||
flags_1 &= ~visor_flags
|
||||
flags_inv &= ~visor_flags_inv
|
||||
flags_cover &= ~visor_flags_cover
|
||||
if(adjusted_flags)
|
||||
slot_flags = adjusted_flags
|
||||
if(user)
|
||||
user.wear_mask_update(src, toggle_off = mask_adjusted)
|
||||
user.update_action_buttons_icon() //when mask is adjusted out, we update all buttons icon so the user's potential internal tank correctly shows as off.
|
||||
@@ -1,3 +1,20 @@
|
||||
/obj/item/clothing/neck
|
||||
name = "necklace"
|
||||
icon = 'icons/obj/clothing/neck.dmi'
|
||||
body_parts_covered = NECK
|
||||
slot_flags = SLOT_NECK
|
||||
strip_delay = 40
|
||||
equip_delay_other = 40
|
||||
|
||||
/obj/item/clothing/neck/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
if(body_parts_covered & HEAD)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
|
||||
|
||||
/obj/item/clothing/neck/tie
|
||||
name = "tie"
|
||||
desc = "A neosilk clip-on tie."
|
||||
65
code/modules/clothing/shoes/_shoes.dm
Normal file
65
code/modules/clothing/shoes/_shoes.dm
Normal file
@@ -0,0 +1,65 @@
|
||||
/obj/item/clothing/shoes
|
||||
name = "shoes"
|
||||
icon = 'icons/obj/clothing/shoes.dmi'
|
||||
desc = "Comfortable-looking shoes."
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
var/chained = 0
|
||||
|
||||
body_parts_covered = FEET
|
||||
slot_flags = SLOT_FEET
|
||||
|
||||
permeability_coefficient = 0.5
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
var/blood_state = BLOOD_STATE_NOT_BLOODY
|
||||
var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
var/offset = 0
|
||||
var/equipped_before_drop = FALSE
|
||||
|
||||
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
var/bloody = 0
|
||||
if(blood_DNA)
|
||||
bloody = 1
|
||||
else
|
||||
bloody = bloody_shoes[BLOOD_STATE_HUMAN]
|
||||
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
|
||||
if(bloody)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
|
||||
|
||||
/obj/item/clothing/shoes/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
if(offset && slot_flags & slotdefine2slotbit(slot))
|
||||
user.pixel_y += offset
|
||||
worn_y_dimension -= (offset * 2)
|
||||
user.update_inv_shoes()
|
||||
equipped_before_drop = TRUE
|
||||
|
||||
/obj/item/clothing/shoes/proc/restore_offsets(mob/user)
|
||||
equipped_before_drop = FALSE
|
||||
user.pixel_y -= offset
|
||||
worn_y_dimension = world.icon_size
|
||||
|
||||
/obj/item/clothing/shoes/dropped(mob/user)
|
||||
if(offset && equipped_before_drop)
|
||||
restore_offsets(user)
|
||||
. = ..()
|
||||
|
||||
/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_shoes()
|
||||
|
||||
/obj/item/clothing/shoes/clean_blood()
|
||||
..()
|
||||
bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
blood_state = BLOOD_STATE_NOT_BLOODY
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_shoes()
|
||||
|
||||
/obj/item/proc/negates_gravity()
|
||||
return 0
|
||||
45
code/modules/clothing/spacesuits/_spacesuits.dm
Normal file
45
code/modules/clothing/spacesuits/_spacesuits.dm
Normal file
@@ -0,0 +1,45 @@
|
||||
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
|
||||
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
|
||||
/obj/item/clothing/head/helmet/space
|
||||
name = "space helmet"
|
||||
icon_state = "spaceold"
|
||||
desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
|
||||
flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1
|
||||
item_state = "spaceold"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50, fire = 80, acid = 70)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
dynamic_hair_suffix = ""
|
||||
dynamic_fhair_suffix = ""
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
|
||||
flash_protect = 2
|
||||
strip_delay = 50
|
||||
equip_delay_other = 50
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
resistance_flags = 0
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/suit/space
|
||||
name = "space suit"
|
||||
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
|
||||
icon_state = "spaceold"
|
||||
item_state = "s_suit"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.02
|
||||
flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals)
|
||||
slowdown = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50, fire = 80, acid = 70)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
strip_delay = 80
|
||||
equip_delay_other = 80
|
||||
resistance_flags = 0
|
||||
31
code/modules/clothing/suits/_suits.dm
Normal file
31
code/modules/clothing/suits/_suits.dm
Normal file
@@ -0,0 +1,31 @@
|
||||
/obj/item/clothing/suit
|
||||
icon = 'icons/obj/clothing/suits.dmi'
|
||||
name = "suit"
|
||||
var/fire_resist = T0C+100
|
||||
allowed = list(/obj/item/tank/internals/emergency_oxygen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
|
||||
slot_flags = SLOT_OCLOTHING
|
||||
var/blood_overlay_type = "suit"
|
||||
var/togglename = null
|
||||
|
||||
|
||||
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
|
||||
var/mob/living/carbon/human/M = loc
|
||||
if(ishuman(M) && M.w_uniform)
|
||||
var/obj/item/clothing/under/U = M.w_uniform
|
||||
if(istype(U) && U.attached_accessory)
|
||||
var/obj/item/clothing/accessory/A = U.attached_accessory
|
||||
if(A.above_suit)
|
||||
. += U.accessory_overlay
|
||||
|
||||
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_wear_suit()
|
||||
156
code/modules/clothing/under/_under.dm
Normal file
156
code/modules/clothing/under/_under.dm
Normal file
@@ -0,0 +1,156 @@
|
||||
/obj/item/clothing/under
|
||||
icon = 'icons/obj/clothing/uniforms.dmi'
|
||||
name = "under"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
permeability_coefficient = 0.9
|
||||
slot_flags = SLOT_ICLOTHING
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
|
||||
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
|
||||
var/has_sensor = HAS_SENSORS // For the crew computer
|
||||
var/random_sensor = 1
|
||||
var/sensor_mode = NO_SENSORS
|
||||
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/accessory/attached_accessory
|
||||
var/mutable_appearance/accessory_overlay
|
||||
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)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
|
||||
if(accessory_overlay)
|
||||
. += accessory_overlay
|
||||
|
||||
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
|
||||
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/C = I
|
||||
C.use(1)
|
||||
has_sensor = HAS_SENSORS
|
||||
to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
|
||||
return 1
|
||||
if(!attach_accessory(I, user))
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_w_uniform()
|
||||
if(has_sensor > NO_SENSORS)
|
||||
has_sensor = BROKEN_SENSORS
|
||||
|
||||
/obj/item/clothing/under/New()
|
||||
if(random_sensor)
|
||||
//make the sensor mode favor higher levels, except coords.
|
||||
sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
|
||||
adjusted = NORMAL_STYLE
|
||||
..()
|
||||
|
||||
/obj/item/clothing/under/equipped(mob/user, slot)
|
||||
..()
|
||||
if(adjusted)
|
||||
adjusted = NORMAL_STYLE
|
||||
fitted = initial(fitted)
|
||||
if(!alt_covers_chest)
|
||||
body_parts_covered |= CHEST
|
||||
|
||||
if(mutantrace_variation && ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(DIGITIGRADE in H.dna.species.species_traits)
|
||||
adjusted = DIGITIGRADE_STYLE
|
||||
H.update_inv_w_uniform()
|
||||
|
||||
if(attached_accessory && slot != slot_hands && ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
attached_accessory.on_uniform_equip(src, user)
|
||||
if(attached_accessory.above_suit)
|
||||
H.update_inv_wear_suit()
|
||||
|
||||
/obj/item/clothing/under/dropped(mob/user)
|
||||
if(attached_accessory)
|
||||
attached_accessory.on_uniform_dropped(src, user)
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(attached_accessory.above_suit)
|
||||
H.update_inv_wear_suit()
|
||||
|
||||
..()
|
||||
|
||||
/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
|
||||
else
|
||||
if(user && !user.temporarilyRemoveItemFromInventory(I))
|
||||
return
|
||||
if(!A.attach(src, user))
|
||||
return
|
||||
|
||||
if(user && notifyAttach)
|
||||
to_chat(user, "<span class='notice'>You attach [I] to [src].</span>")
|
||||
|
||||
var/accessory_color = attached_accessory.item_color
|
||||
if(!accessory_color)
|
||||
accessory_color = attached_accessory.icon_state
|
||||
accessory_overlay = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
|
||||
accessory_overlay.alpha = attached_accessory.alpha
|
||||
accessory_overlay.color = attached_accessory.color
|
||||
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_inv_w_uniform()
|
||||
H.update_inv_wear_suit()
|
||||
|
||||
return TRUE
|
||||
|
||||
/obj/item/clothing/under/proc/remove_accessory(mob/user)
|
||||
if(!isliving(user))
|
||||
return
|
||||
if(!can_use(user))
|
||||
return
|
||||
|
||||
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 [A] from [src] and it falls on the floor.</span>")
|
||||
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_inv_w_uniform()
|
||||
H.update_inv_wear_suit()
|
||||
|
||||
|
||||
/obj/item/clothing/under/examine(mob/user)
|
||||
..()
|
||||
if(can_adjust)
|
||||
if(adjusted == ALT_STYLE)
|
||||
to_chat(user, "Alt-click on [src] to wear it normally.")
|
||||
else
|
||||
to_chat(user, "Alt-click on [src] to wear it casually.")
|
||||
if (has_sensor == BROKEN_SENSORS)
|
||||
to_chat(user, "Its sensors appear to be shorted out.")
|
||||
else if(has_sensor > NO_SENSORS)
|
||||
switch(sensor_mode)
|
||||
if(SENSOR_OFF)
|
||||
to_chat(user, "Its sensors appear to be disabled.")
|
||||
if(SENSOR_LIVING)
|
||||
to_chat(user, "Its binary life sensors appear to be enabled.")
|
||||
if(SENSOR_VITALS)
|
||||
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(attached_accessory)
|
||||
to_chat(user, "\A [attached_accessory] is attached to it.")
|
||||
@@ -1262,15 +1262,23 @@
|
||||
#include "code\modules\client\verbs\who.dm"
|
||||
#include "code\modules\clothing\chameleon.dm"
|
||||
#include "code\modules\clothing\clothing.dm"
|
||||
#include "code\modules\clothing\ears\ears.dm"
|
||||
#include "code\modules\clothing\ears\_ears.dm"
|
||||
#include "code\modules\clothing\glasses\_glasses.dm"
|
||||
#include "code\modules\clothing\glasses\engine_goggles.dm"
|
||||
#include "code\modules\clothing\glasses\glasses.dm"
|
||||
#include "code\modules\clothing\glasses\hud.dm"
|
||||
<<<<<<< HEAD
|
||||
#include "code\modules\clothing\glasses\vg_glasses.dm"
|
||||
#include "code\modules\clothing\gloves\boxing.dm"
|
||||
#include "code\modules\clothing\gloves\color.dm"
|
||||
#include "code\modules\clothing\gloves\miscellaneous.dm"
|
||||
#include "code\modules\clothing\gloves\vg_gloves.dm"
|
||||
=======
|
||||
#include "code\modules\clothing\gloves\_gloves.dm"
|
||||
#include "code\modules\clothing\gloves\boxing.dm"
|
||||
#include "code\modules\clothing\gloves\color.dm"
|
||||
#include "code\modules\clothing\gloves\miscellaneous.dm"
|
||||
#include "code\modules\clothing\head\_head.dm"
|
||||
>>>>>>> f910aa9... Merge pull request #31960 from lzimann/split
|
||||
#include "code\modules\clothing\head\beanie.dm"
|
||||
#include "code\modules\clothing\head\cit_hats.dm"
|
||||
#include "code\modules\clothing\head\collectable.dm"
|
||||
@@ -1280,29 +1288,46 @@
|
||||
#include "code\modules\clothing\head\misc.dm"
|
||||
#include "code\modules\clothing\head\misc_special.dm"
|
||||
#include "code\modules\clothing\head\soft_caps.dm"
|
||||
<<<<<<< HEAD
|
||||
#include "code\modules\clothing\head\vg_hats.dm"
|
||||
=======
|
||||
#include "code\modules\clothing\masks\_masks.dm"
|
||||
>>>>>>> f910aa9... Merge pull request #31960 from lzimann/split
|
||||
#include "code\modules\clothing\masks\boxing.dm"
|
||||
#include "code\modules\clothing\masks\breath.dm"
|
||||
#include "code\modules\clothing\masks\gasmask.dm"
|
||||
#include "code\modules\clothing\masks\hailer.dm"
|
||||
#include "code\modules\clothing\masks\miscellaneous.dm"
|
||||
<<<<<<< HEAD
|
||||
#include "code\modules\clothing\masks\vg_masks.dm"
|
||||
#include "code\modules\clothing\neck\neck.dm"
|
||||
=======
|
||||
#include "code\modules\clothing\neck\_neck.dm"
|
||||
>>>>>>> f910aa9... Merge pull request #31960 from lzimann/split
|
||||
#include "code\modules\clothing\outfits\ert.dm"
|
||||
#include "code\modules\clothing\outfits\event.dm"
|
||||
#include "code\modules\clothing\outfits\standard.dm"
|
||||
#include "code\modules\clothing\shoes\_shoes.dm"
|
||||
#include "code\modules\clothing\shoes\bananashoes.dm"
|
||||
#include "code\modules\clothing\shoes\colour.dm"
|
||||
#include "code\modules\clothing\shoes\magboots.dm"
|
||||
#include "code\modules\clothing\shoes\miscellaneous.dm"
|
||||
<<<<<<< HEAD
|
||||
#include "code\modules\clothing\shoes\vg_shoes.dm"
|
||||
=======
|
||||
#include "code\modules\clothing\spacesuits\_spacesuits.dm"
|
||||
>>>>>>> f910aa9... Merge pull request #31960 from lzimann/split
|
||||
#include "code\modules\clothing\spacesuits\chronosuit.dm"
|
||||
#include "code\modules\clothing\spacesuits\flightsuit.dm"
|
||||
#include "code\modules\clothing\spacesuits\hardsuit.dm"
|
||||
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
|
||||
#include "code\modules\clothing\spacesuits\plasmamen.dm"
|
||||
#include "code\modules\clothing\spacesuits\syndi.dm"
|
||||
<<<<<<< HEAD
|
||||
#include "code\modules\clothing\spacesuits\vg_spess.dm"
|
||||
=======
|
||||
#include "code\modules\clothing\suits\_suits.dm"
|
||||
>>>>>>> f910aa9... Merge pull request #31960 from lzimann/split
|
||||
#include "code\modules\clothing\suits\armor.dm"
|
||||
#include "code\modules\clothing\suits\bio.dm"
|
||||
#include "code\modules\clothing\suits\cloaks.dm"
|
||||
@@ -1313,6 +1338,7 @@
|
||||
#include "code\modules\clothing\suits\utility.dm"
|
||||
#include "code\modules\clothing\suits\vg_suits.dm"
|
||||
#include "code\modules\clothing\suits\wiz_robe.dm"
|
||||
#include "code\modules\clothing\under\_under.dm"
|
||||
#include "code\modules\clothing\under\accessories.dm"
|
||||
#include "code\modules\clothing\under\color.dm"
|
||||
#include "code\modules\clothing\under\miscellaneous.dm"
|
||||
|
||||
Reference in New Issue
Block a user