Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit367
This commit is contained in:
@@ -69,6 +69,16 @@
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category = SLOT_WEAR_SUIT
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path = /obj/item/clothing/suit/hooded/wintercoat/aformal
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/datum/gear/coat/runed
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name = "Runed winter coat"
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category = SLOT_WEAR_SUIT
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path = /obj/item/clothing/suit/hooded/wintercoat/narsie/fake
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/datum/gear/coat/brass
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name = "Brass winter coat"
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category = SLOT_WEAR_SUIT
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path = /obj/item/clothing/suit/hooded/wintercoat/ratvar/fake
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/* Commented out until it is "balanced"
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/datum/gear/coat/sec
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name = "Security winter coat"
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@@ -1,91 +0,0 @@
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/* //
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// GLOBALIZED POLYCHROME FOR ALL CLOTHING //
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// //
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// NOTICE: POLYCHROME STUFF MUST USE ALTERNATE_WORN_ICON AND PLACE THEIR OVERLAYS IN BOTH THE ICON AND ALTERNATE_WORN_ICON //
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// //
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*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// COPYPASTE THE FOLLOWING PROC TO WHATEVER CATERGORY OF CLOTHING YOU WANT TO POLYCHROME
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// THIS IS REQUIRED DUE TO EACH CLOTHING CATEGORY HAVING A SNOWFLAKE WORN_OVERLAYS() THING
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// Don't forget to append the appropriate typepath! Also, refer to polychromic_clothes.dm for example implementations
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/*
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/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
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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if(hasprimary) //checks if overlays are enabled
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var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
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primary_worn.color = primary_color //colors the overlay
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. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
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secondary_worn.color = secondary_color
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. += secondary_worn
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if(hastertiary)
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var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
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tertiary_worn.color = tertiary_color
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. += tertiary_worn
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*/
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/obj/item/clothing/
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var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
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var/hassecondary = FALSE
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var/hastertiary = FALSE
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var/primary_color = "#FFFFFF" //RGB in hexcode
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var/secondary_color = "#FFFFFF"
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var/tertiary_color = "#808080"
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var/force_alternate_icon = FALSE
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/obj/item/clothing/update_icon() // picks the colored overlays from the ICON file
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..()
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if(hasprimary) //Checks if the overlay is enabled
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var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
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primary_overlay.color = primary_color //Colors the greyscaled overlay
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add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
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secondary_overlay.color = secondary_color
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add_overlay(secondary_overlay)
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if(hastertiary)
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var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
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tertiary_overlay.color = tertiary_color
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add_overlay(tertiary_overlay)
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/obj/item/clothing/AltClick(mob/living/user)
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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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
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switch(choice) //Lets the list's options actually lead to something
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if("Primary Color")
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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.
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if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
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primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
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update_icon() //updates the item icon
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user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
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if("Secondary Color")
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var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
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if(secondary_color_input)
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secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.regenerate_icons()
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if("Tertiary Color")
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var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
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if(tertiary_color_input)
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tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.regenerate_icons()
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return TRUE
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/obj/item/clothing/examine(mob/user)
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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. += "<span class='notice'>Alt-click to recolor it.</span>"
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/obj/item/clothing/Initialize()
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..()
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if(hasprimary | hassecondary | hastertiary)
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update_icon() //Applies the overlays and default colors onto the clothes on spawn.
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@@ -1,168 +0,0 @@
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Polychromic Uniforms: //
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// //
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// Polychromic clothes simply consist of 4 sprites: A base, unrecoloured sprite, and up to 3 greyscaled sprites. //
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// In order to add more polychromic clothes, simply create a base sprite, and up to 3 recolourable overlays for it, //
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// and then name them as follows: [name], [name]-primary, [name]-secondary, [name]-tertiary. The sprites should //
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// ideally be in 'modular_citadel/icons/polyclothes/item/uniform.dmi' and 'modular_citadel/icons/polyclothes/mob/uniform.dmi' for the //
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// worn sprites. After that, copy paste the code from any of the example clothes and //
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// change the names around. [name] should go in BOTH icon_state and item_color. You can preset colors and disable //
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// any overlays using the self-explainatory vars. //
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// //
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// -Tori //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/obj/item/clothing/under/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
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name = "polychromic suit"
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desc = "For when you want to show off your horrible colour coordination skills."
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icon = 'modular_citadel/icons/polyclothes/item/uniform.dmi'
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alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi'
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icon_state = "polysuit"
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item_color = "polysuit"
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item_state = "sl_suit"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = TRUE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#FFFFFF"
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tertiary_color = "#808080"
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can_adjust = FALSE
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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
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suit_style = NORMAL_SUIT_STYLE
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/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
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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if(hasprimary) //checks if overlays are enabled
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var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
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primary_worn.color = primary_color //colors the overlay
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. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
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secondary_worn.color = secondary_color
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. += secondary_worn
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if(hastertiary)
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var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
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tertiary_worn.color = tertiary_color
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. += tertiary_worn
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/obj/item/clothing/under/polychromic/shirt //COPY PASTE THIS TO MAKE A NEW THING
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name = "polychromic button-up shirt"
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desc = "A fancy button-up shirt made with polychromic threads."
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icon_state = "polysuit"
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item_color = "polysuit"
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item_state = "sl_suit"
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#353535"
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tertiary_color = "#353535"
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/obj/item/clothing/under/polychromic/kilt
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name = "polychromic kilt"
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desc = "It's not a skirt!"
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icon_state = "polykilt"
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item_color = "polykilt"
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item_state = "kilt"
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#F08080"
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hastertiary = FALSE // so it doesn't futz with digilegs
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body_parts_covered = CHEST|GROIN|ARMS
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/obj/item/clothing/under/polychromic/skirt
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name = "polychromic skirt"
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desc = "A fancy skirt made with polychromic threads."
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icon_state = "polyskirt"
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item_color = "polyskirt"
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item_state = "rainbow"
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#F08080"
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tertiary_color = "#808080"
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body_parts_covered = CHEST|GROIN|ARMS
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/obj/item/clothing/under/polychromic/shorts
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name = "polychromic shorts"
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desc = "For ease of movement and style."
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icon_state = "polyshorts"
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item_color = "polyshorts"
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item_state = "rainbow"
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primary_color = "#353535" //RGB in hexcode
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secondary_color = "#808080"
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tertiary_color = "#808080"
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body_parts_covered = CHEST|GROIN|ARMS
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/obj/item/clothing/under/polychromic/jumpsuit
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name = "polychromic tri-tone jumpsuit"
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desc = "A fancy jumpsuit made with polychromic threads."
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icon_state = "polyjump"
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item_color = "polyjump"
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item_state = "rainbow"
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#808080"
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tertiary_color = "#FF3535"
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/obj/item/clothing/under/polychromic/shortpants
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name = "polychromic athletic shorts"
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desc = "95% Polychrome, 5% Spandex!"
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icon_state = "polyshortpants"
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item_color = "polyshortpants"
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item_state = "rainbow"
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hastertiary = FALSE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#F08080"
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gender = PLURAL //Because shortS
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body_parts_covered = GROIN //Because there's no shirt included
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/obj/item/clothing/under/polychromic/pleat
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name = "polychromic pleated skirt"
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desc = "A magnificent pleated skirt complements the woolen polychromatic sweater."
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icon_state = "polypleat"
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item_color = "polypleat"
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item_state = "rainbow"
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primary_color = "#8CC6FF" //RGB in hexcode
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secondary_color = "#808080"
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tertiary_color = "#FF3535"
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body_parts_covered = CHEST|GROIN|ARMS
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/obj/item/clothing/under/polychromic/femtank
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name = "polychromic feminine tank top"
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desc = "Great for showing off your chest in style. Not recommended for males."
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icon_state = "polyfemtankpantsu"
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item_color = "polyfemtankpantsu"
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item_state = "rainbow"
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hastertiary = FALSE
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primary_color = "#808080" //RGB in hexcode
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secondary_color = "#FF3535"
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body_parts_covered = CHEST|GROIN|ARMS
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/obj/item/clothing/under/polychromic/shortpants/pantsu
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name = "polychromic panties"
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desc = "Topless striped panties. Now with 120% more polychrome!"
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icon_state = "polypantsu"
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item_color = "polypantsu"
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item_state = "rainbow"
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hastertiary = FALSE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#8CC6FF"
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body_parts_covered = GROIN
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/obj/item/clothing/under/polychromic/bottomless
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name = "polychromic bottomless shirt"
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desc = "Great for showing off your junk in dubious style."
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icon_state = "polybottomless"
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item_color = "polybottomless"
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item_state = "rainbow"
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hastertiary = FALSE
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primary_color = "#808080" //RGB in hexcode
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secondary_color = "#FF3535"
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body_parts_covered = CHEST|ARMS //Because there's no bottom included
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/obj/item/clothing/under/polychromic/shimatank
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name = "polychromic tank top"
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desc = "For those lazy summer days."
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icon_state = "polyshimatank"
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item_color = "polyshimatank"
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item_state = "rainbow"
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primary_color = "#808080" //RGB in hexcode
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secondary_color = "#FFFFFF"
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tertiary_color = "#8CC6FF"
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body_parts_covered = CHEST|GROIN
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@@ -41,18 +41,16 @@
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playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
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if(client)
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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
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/combattoggle/selector in hud_used.static_inventory)
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selector.rebasetointerbay(src)
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var/obj/screen/combattoggle/T = locate() in hud_used?.static_inventory
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T?.update_icon_state()
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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
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SEND_SIGNAL(src, COMSIG_COMBAT_TOGGLED, src, combatmode)
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return TRUE
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mob/living/carbon/proc/toggle_vore_mode()
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voremode = !voremode
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/voretoggle/selector in hud_used.static_inventory)
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selector.rebaseintomygut(src)
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var/obj/screen/voretoggle/T = locate() in hud_used?.static_inventory
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T?.update_icon_state()
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if(combatmode)
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return FALSE //let's not override the main draw of the game these days
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SEND_SIGNAL(src, COMSIG_VORE_TOGGLED, src, voremode)
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@@ -1,6 +1,3 @@
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/mob/living/carbon/human
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var/sprinting = FALSE
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/mob/living/carbon/human/Move(NewLoc, direct)
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var/oldpseudoheight = pseudo_z_axis
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. = ..()
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@@ -28,9 +25,8 @@
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playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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else
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playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/sprintbutton/selector in hud_used.static_inventory)
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selector.insert_witty_toggle_joke_here(src)
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var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
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S?.update_icon_state()
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return TRUE
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/mob/living/carbon/human/proc/sprint_hotkey(targetstatus)
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@@ -1,4 +1,5 @@
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/mob/living
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var/sprinting = FALSE
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var/recoveringstam = FALSE
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var/incomingstammult = 1
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var/bufferedstam = 0
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@@ -1,6 +1,3 @@
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/mob/living/silicon/robot
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var/sprinting = FALSE
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/mob/living/silicon/robot/Move(NewLoc, direct)
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. = ..()
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if(. && sprinting && !(movement_type & FLYING) && canmove && !resting)
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@@ -24,9 +21,8 @@
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if(shutdown)
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playsound_local(src, 'sound/effects/light_flicker.ogg', 50, FALSE, pressure_affected = FALSE)
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playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/sprintbutton/selector in hud_used.static_inventory)
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selector.insert_witty_toggle_joke_here(src)
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var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
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S?.update_icon_state()
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return TRUE
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/mob/living/silicon/robot/proc/sprint_hotkey(targetstatus)
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+11
-1
@@ -50,7 +50,7 @@
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/m45 //Kinda NT in throey
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/datum/design/m45 //Kinda NT in theory
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name = "handgun magazine (.45)"
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id = "m45"
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build_type = PROTOLATHE
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@@ -68,3 +68,13 @@
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build_path = /obj/item/ammo_box/magazine/pistolm9mm
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/sl357
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name = "revolver speedloader (.357)"
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desc = "A revolver speedloader."
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id = "sl357"
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 30000)
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build_path = /obj/item/ammo_box/a357
|
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
Reference in New Issue
Block a user