Merge branch 'master' into assu

...and its still coming together...
This commit is contained in:
Anonymous
2019-10-25 10:29:47 +03:00
214 changed files with 4126 additions and 809 deletions
+1 -1
View File
@@ -561,7 +561,7 @@
/obj/item/storage/belt/chameleon/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.silent = TRUE
/obj/item/storage/belt/chameleon/emp_act(severity)
+1 -1
View File
@@ -123,7 +123,7 @@
..()
if(damaged_clothes)
to_chat(user, "<span class='warning'>It looks damaged!</span>")
GET_COMPONENT(pockets, /datum/component/storage)
var/datum/component/storage/pockets = GetComponent(/datum/component/storage)
if(pockets)
var/list/how_cool_are_your_threads = list("<span class='notice'>")
if(pockets.attack_hand_interact)
+2 -2
View File
@@ -104,7 +104,7 @@
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
/obj/item/clothing/glasses/science/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_GLASSES)
return 1
@@ -307,7 +307,7 @@
M.appearance_flags |= RESET_COLOR
M.color = "#[H.eye_color]"
. += M
/obj/item/clothing/glasses/sunglasses/big
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes."
icon_state = "bigsunglasses"
+1 -1
View File
@@ -14,7 +14,7 @@
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood)))
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/gloves/clean_blood)
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
+1 -1
View File
@@ -23,7 +23,7 @@
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/shoes/clean_blood)))
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/shoes/clean_blood)
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
+3 -3
View File
@@ -17,7 +17,7 @@
/obj/item/clothing/shoes/clown_shoes/banana_shoes/step_action()
. = ..()
GET_COMPONENT(bananium, /datum/component/material_container)
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
if(on)
if(bananium.amount(MAT_BANANIUM) < 100)
on = !on
@@ -30,7 +30,7 @@
bananium.use_amount_type(100, MAT_BANANIUM)
/obj/item/clothing/shoes/clown_shoes/banana_shoes/attack_self(mob/user)
GET_COMPONENT(bananium, /datum/component/material_container)
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
var/sheet_amount = bananium.retrieve_all()
if(sheet_amount)
to_chat(user, "<span class='notice'>You retrieve [sheet_amount] sheets of bananium from the prototype shoes.</span>")
@@ -42,7 +42,7 @@
to_chat(user, "<span class='notice'>The shoes are [on ? "enabled" : "disabled"].</span>")
/obj/item/clothing/shoes/clown_shoes/banana_shoes/ui_action_click(mob/user)
GET_COMPONENT(bananium, /datum/component/material_container)
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
if(bananium.amount(MAT_BANANIUM))
on = !on
update_icon()
@@ -547,7 +547,7 @@
changeWearer()
..()
/obj/item/flightpack/item_action_slot_check(slot)
/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == ITEM_SLOT_BACK)
return TRUE
@@ -574,7 +574,7 @@
momentum_speed_y = 0
momentum_speed = max(momentum_speed_x, momentum_speed_y)
/obj/item/flightpack/item_action_slot_check(slot)
/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
return slot == SLOT_BACK
/obj/item/flightpack/proc/enable_stabilizers()
@@ -730,7 +730,7 @@
if(!active)
clothing_flags &= ~NOSLIP
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot, mob/user, datum/action/A)
return slot == SLOT_SHOES
/obj/item/clothing/shoes/flightshoes/proc/delink_suit()
+16 -13
View File
@@ -47,7 +47,7 @@
suit.RemoveHelmet()
soundloop.stop(user)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_HEAD)
return 1
@@ -158,7 +158,7 @@
var/datum/action/A = X
A.Remove(user)
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
return 1
@@ -605,7 +605,6 @@
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
item_color = "ancient"
resistance_flags = FIRE_PROOF
var/datum/component/mobhook
/obj/item/clothing/suit/space/hardsuit/ancient
name = "prototype RIG hardsuit"
@@ -617,7 +616,7 @@
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
resistance_flags = FIRE_PROOF
var/footstep = 1
var/datum/component/mobhook
var/mob/listeningTo
/obj/item/clothing/suit/space/hardsuit/ancient/mason
name = "M.A.S.O.N RIG"
@@ -674,20 +673,24 @@
/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
. = ..()
if (slot == SLOT_WEAR_SUIT)
if (mobhook && mobhook.parent != user)
QDEL_NULL(mobhook)
if (!mobhook)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/on_mob_move)))
else
QDEL_NULL(mobhook)
if(slot != SLOT_WEAR_SUIT)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
return
if(listeningTo == user)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
listeningTo = user
/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
. = ..()
QDEL_NULL(mobhook)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
QDEL_NULL(mobhook) // mobhook is not our component
listeningTo = null
return ..()
/////////////SHIELDED//////////////////////////////////
+74 -74
View File
@@ -1,74 +1,74 @@
/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, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/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)
if(tauric)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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()
/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, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/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)
if(tauric)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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()
+1 -1
View File
@@ -23,7 +23,7 @@
/obj/item/clothing/suit/hooded/ui_action_click()
ToggleHood()
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user)
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_WEAR_SUIT || slot == SLOT_NECK)
return 1
+1 -1
View File
@@ -12,7 +12,7 @@
var/datum/component/storage/detached_pockets
/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user)
GET_COMPONENT(storage, /datum/component/storage)
var/datum/component/storage/storage = GetComponent(/datum/component/storage)
if(storage)
if(SEND_SIGNAL(U, COMSIG_CONTAINS_STORAGE))
return FALSE