This commit is contained in:
Ghommie
2019-12-30 00:28:36 +01:00
174 changed files with 20844 additions and 12494 deletions
@@ -18,10 +18,11 @@
var/mob/living/carbon/C = usr
C.toggle_combat_mode()
/obj/screen/combattoggle/proc/rebasetointerbay(mob/living/carbon/C)
if(!C)
/obj/screen/combattoggle/update_icon_state()
var/mob/living/carbon/user = hud?.mymob
if(!istype(user))
return
if(C.combatmode)
if(user.combatmode)
icon_state = "combat"
else
icon_state = "combat_off"
@@ -36,10 +37,11 @@
var/mob/living/carbon/C = usr
C.toggle_vore_mode()
/obj/screen/voretoggle/proc/rebaseintomygut(mob/living/carbon/C)
if(!C)
/obj/screen/voretoggle/update_icon_state()
var/mob/living/carbon/user = hud?.mymob
if(!istype(user))
return
if(C.voremode && !C.combatmode)
if(user.voremode && !user.combatmode)
icon_state = "nom"
else
icon_state = "nom_off"
+4 -3
View File
@@ -12,10 +12,11 @@
var/mob/living/carbon/human/H = usr
H.togglesprint()
/obj/screen/sprintbutton/proc/insert_witty_toggle_joke_here(mob/living/carbon/human/H)
if(!H)
/obj/screen/sprintbutton/update_icon_state()
var/mob/living/user = hud?.mymob
if(!istype(user))
return
if(H.sprinting)
if(user.sprinting)
icon_state = "act_sprint_on"
else
icon_state = "act_sprint"
+33 -50
View File
@@ -13,31 +13,16 @@
var/mob/living/L = usr
to_chat(L, "<span class='notice'>You have <b>[L.getStaminaLoss()]</b> stamina loss.<br>Your stamina buffer can take <b>[L.stambuffer]</b> stamina loss, and will use <b>50%</b> of that stamina loss when recharging.<br>Your stamina buffer is <b>[(L.stambuffer*(100/L.stambuffer))-(L.bufferedstam*(100/L.stambuffer))]%</b> full.</span>")
/mob/living/carbon/human/proc/staminahudamount()
if(stat == DEAD || recoveringstam)
return "staminacrit"
/obj/screen/staminas/update_icon_state()
var/mob/living/carbon/user = hud?.mymob
if(!user)
return
if(user.stat == DEAD || user.recoveringstam || (user.hal_screwyhud in 1 to 2))
icon_state = "staminacrit"
else if(user.hal_screwyhud == 5)
icon_state = "stamina0"
else
switch(hal_screwyhud)
if(1 to 2)
return "staminacrit"
if(5)
return "stamina0"
else
switch(100 - getStaminaLoss())
if(100 to INFINITY)
return "stamina0"
if(80 to 100)
return "stamina1"
if(60 to 80)
return "stamina2"
if(40 to 60)
return "stamina3"
if(20 to 40)
return "stamina4"
if(0 to 20)
return "stamina5"
else
return "stamina6"
icon_state = "stamina[CLAMP(FLOOR(user.getStaminaLoss() /20, 1), 0, 6)]"
//stam buffer
/obj/screen/staminabuffer
@@ -48,31 +33,29 @@
layer = ABOVE_HUD_LAYER + 0.1
mouse_opacity = 0
/mob/living/carbon/human/proc/staminabufferhudamount()
if(stat == DEAD || recoveringstam)
return "stambuffer7"
/obj/screen/staminabuffer/update_icon_state()
var/mob/living/carbon/user = hud?.mymob
if(!user)
return
if(user.stat == DEAD || user.recoveringstam || (user.hal_screwyhud in 1 to 2))
icon_state = "stambuffer7"
else if(user.hal_screwyhud == 5)
icon_state = "stambuffer0"
else
switch(hal_screwyhud)
if(1 to 2)
return "stambuffer7"
if(5)
return "stambuffer0"
switch(user.bufferedstam / user.stambuffer)
if(0.95 to INFINITY)
icon_state = "stambuffer7"
if(0.9 to 0.95)
icon_state = "stambuffer6"
if(0.8 to 0.9)
icon_state = "stambuffer5"
if(0.6 to 0.8)
icon_state = "stambuffer4"
if(0.4 to 0.6)
icon_state = "stambuffer3"
if(0.2 to 0.4)
icon_state = "stambuffer2"
if(0.05 to 0.2)
icon_state = "stambuffer1"
else
var/percentmult = 100/stambuffer
switch(stambuffer*percentmult - bufferedstam*percentmult)
if(95 to INFINITY)
return "stambuffer0"
if(90 to 95)
return "stambuffer1"
if(80 to 90)
return "stambuffer2"
if(60 to 80)
return "stambuffer3"
if(40 to 60)
return "stambuffer4"
if(20 to 40)
return "stambuffer5"
if(5 to 20)
return "stambuffer6"
else
return "stambuffer7"
icon_state = "stambuffer0"
@@ -69,6 +69,16 @@
category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/aformal
/datum/gear/coat/runed
name = "Runed winter coat"
category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/narsie/fake
/datum/gear/coat/brass
name = "Brass winter coat"
category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/ratvar/fake
/* Commented out until it is "balanced"
/datum/gear/coat/sec
name = "Security winter coat"
@@ -1,91 +0,0 @@
/* //
// GLOBALIZED POLYCHROME FOR ALL CLOTHING //
// //
// NOTICE: POLYCHROME STUFF MUST USE ALTERNATE_WORN_ICON AND PLACE THEIR OVERLAYS IN BOTH THE ICON AND ALTERNATE_WORN_ICON //
// //
*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// COPYPASTE THE FOLLOWING PROC TO WHATEVER CATERGORY OF CLOTHING YOU WANT TO POLYCHROME
// THIS IS REQUIRED DUE TO EACH CLOTHING CATEGORY HAVING A SNOWFLAKE WORN_OVERLAYS() THING
// Don't forget to append the appropriate typepath! Also, refer to polychromic_clothes.dm for example implementations
/*
/obj/item/clothing/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
*/
/obj/item/clothing/
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
var/force_alternate_icon = FALSE
/obj/item/clothing/update_icon() // picks the colored overlays from the ICON file
..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
add_overlay(tertiary_overlay)
/obj/item/clothing/AltClick(mob/living/user)
. = ..()
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/examine(mob/user)
. = ..()
if(hasprimary | hassecondary | hastertiary)
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/Initialize()
..()
if(hasprimary | hassecondary | hastertiary)
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
@@ -1,168 +0,0 @@
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Polychromic Uniforms: //
// //
// Polychromic clothes simply consist of 4 sprites: A base, unrecoloured sprite, and up to 3 greyscaled sprites. //
// In order to add more polychromic clothes, simply create a base sprite, and up to 3 recolourable overlays for it, //
// and then name them as follows: [name], [name]-primary, [name]-secondary, [name]-tertiary. The sprites should //
// ideally be in 'modular_citadel/icons/polyclothes/item/uniform.dmi' and 'modular_citadel/icons/polyclothes/mob/uniform.dmi' for the //
// worn sprites. After that, copy paste the code from any of the example clothes and //
// change the names around. [name] should go in BOTH icon_state and item_color. You can preset colors and disable //
// any overlays using the self-explainatory vars. //
// //
// -Tori //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/item/clothing/under/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
name = "polychromic suit"
desc = "For when you want to show off your horrible colour coordination skills."
icon = 'modular_citadel/icons/polyclothes/item/uniform.dmi'
alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi'
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
can_adjust = FALSE
mutantrace_variation = NO_MUTANTRACE_VARIATION // because I'm too lazy to port these to digi-compatible and to prove a point from /tg/ whining - Pooj
suit_style = NORMAL_SUIT_STYLE
/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/under/polychromic/shirt //COPY PASTE THIS TO MAKE A NEW THING
name = "polychromic button-up shirt"
desc = "A fancy button-up shirt made with polychromic threads."
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#353535"
tertiary_color = "#353535"
/obj/item/clothing/under/polychromic/kilt
name = "polychromic kilt"
desc = "It's not a skirt!"
icon_state = "polykilt"
item_color = "polykilt"
item_state = "kilt"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
hastertiary = FALSE // so it doesn't futz with digilegs
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/skirt
name = "polychromic skirt"
desc = "A fancy skirt made with polychromic threads."
icon_state = "polyskirt"
item_color = "polyskirt"
item_state = "rainbow"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
tertiary_color = "#808080"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/shorts
name = "polychromic shorts"
desc = "For ease of movement and style."
icon_state = "polyshorts"
item_color = "polyshorts"
item_state = "rainbow"
primary_color = "#353535" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#808080"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/jumpsuit
name = "polychromic tri-tone jumpsuit"
desc = "A fancy jumpsuit made with polychromic threads."
icon_state = "polyjump"
item_color = "polyjump"
item_state = "rainbow"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#FF3535"
/obj/item/clothing/under/polychromic/shortpants
name = "polychromic athletic shorts"
desc = "95% Polychrome, 5% Spandex!"
icon_state = "polyshortpants"
item_color = "polyshortpants"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
gender = PLURAL //Because shortS
body_parts_covered = GROIN //Because there's no shirt included
/obj/item/clothing/under/polychromic/pleat
name = "polychromic pleated skirt"
desc = "A magnificent pleated skirt complements the woolen polychromatic sweater."
icon_state = "polypleat"
item_color = "polypleat"
item_state = "rainbow"
primary_color = "#8CC6FF" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#FF3535"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/femtank
name = "polychromic feminine tank top"
desc = "Great for showing off your chest in style. Not recommended for males."
icon_state = "polyfemtankpantsu"
item_color = "polyfemtankpantsu"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#808080" //RGB in hexcode
secondary_color = "#FF3535"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/shortpants/pantsu
name = "polychromic panties"
desc = "Topless striped panties. Now with 120% more polychrome!"
icon_state = "polypantsu"
item_color = "polypantsu"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#8CC6FF"
body_parts_covered = GROIN
/obj/item/clothing/under/polychromic/bottomless
name = "polychromic bottomless shirt"
desc = "Great for showing off your junk in dubious style."
icon_state = "polybottomless"
item_color = "polybottomless"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#808080" //RGB in hexcode
secondary_color = "#FF3535"
body_parts_covered = CHEST|ARMS //Because there's no bottom included
/obj/item/clothing/under/polychromic/shimatank
name = "polychromic tank top"
desc = "For those lazy summer days."
icon_state = "polyshimatank"
item_color = "polyshimatank"
item_state = "rainbow"
primary_color = "#808080" //RGB in hexcode
secondary_color = "#FFFFFF"
tertiary_color = "#8CC6FF"
body_parts_covered = CHEST|GROIN
@@ -41,18 +41,16 @@
playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
if(client)
client.show_popup_menus = !combatmode // So we can right-click for alternate actions and all that other good shit. Also moves examine to shift+rightclick to make it possible to attack while sprinting
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/combattoggle/selector in hud_used.static_inventory)
selector.rebasetointerbay(src)
var/obj/screen/combattoggle/T = locate() in hud_used?.static_inventory
T?.update_icon_state()
combatmessagecooldown = 10 SECONDS + world.time //This is set 100% of the time to make sure squeezing regen out of process cycles doesn't result in the combat mode message getting spammed
SEND_SIGNAL(src, COMSIG_COMBAT_TOGGLED, src, combatmode)
return TRUE
mob/living/carbon/proc/toggle_vore_mode()
voremode = !voremode
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/voretoggle/selector in hud_used.static_inventory)
selector.rebaseintomygut(src)
var/obj/screen/voretoggle/T = locate() in hud_used?.static_inventory
T?.update_icon_state()
if(combatmode)
return FALSE //let's not override the main draw of the game these days
SEND_SIGNAL(src, COMSIG_VORE_TOGGLED, src, voremode)
@@ -1,6 +1,3 @@
/mob/living/carbon/human
var/sprinting = FALSE
/mob/living/carbon/human/Move(NewLoc, direct)
var/oldpseudoheight = pseudo_z_axis
. = ..()
@@ -28,9 +25,8 @@
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/sprintbutton/selector in hud_used.static_inventory)
selector.insert_witty_toggle_joke_here(src)
var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
S?.update_icon_state()
return TRUE
/mob/living/carbon/human/proc/sprint_hotkey(targetstatus)
@@ -1,4 +1,5 @@
/mob/living
var/sprinting = FALSE
var/recoveringstam = FALSE
var/incomingstammult = 1
var/bufferedstam = 0
@@ -1,6 +1,3 @@
/mob/living/silicon/robot
var/sprinting = FALSE
/mob/living/silicon/robot/Move(NewLoc, direct)
. = ..()
if(. && sprinting && !(movement_type & FLYING) && canmove && !resting)
@@ -24,9 +21,8 @@
if(shutdown)
playsound_local(src, 'sound/effects/light_flicker.ogg', 50, FALSE, pressure_affected = FALSE)
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/sprintbutton/selector in hud_used.static_inventory)
selector.insert_witty_toggle_joke_here(src)
var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
S?.update_icon_state()
return TRUE
/mob/living/silicon/robot/proc/sprint_hotkey(targetstatus)
@@ -50,7 +50,7 @@
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/m45 //Kinda NT in throey
/datum/design/m45 //Kinda NT in theory
name = "handgun magazine (.45)"
id = "m45"
build_type = PROTOLATHE
@@ -68,3 +68,13 @@
build_path = /obj/item/ammo_box/magazine/pistolm9mm
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/sl357
name = "revolver speedloader (.357)"
desc = "A revolver speedloader."
id = "sl357"
build_type = PROTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/a357
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY