This commit is contained in:
Seris02
2020-04-13 11:10:24 +08:00
203 changed files with 1254 additions and 1511 deletions

View File

@@ -179,7 +179,7 @@
// #define SPEECH_FORCED 7
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAST_CHECK "mob_spell_cast_check" //called from base of /obj/effect/proc_holder/spell/cast_check(): (spell)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
// /mob/living signals
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)

View File

@@ -0,0 +1,28 @@
#define DYE_REGISTRY_UNDER "under"
#define DYE_REGISTRY_JUMPSKIRT "jumpskirt"
#define DYE_REGISTRY_GLOVES "gloves"
#define DYE_REGISTRY_SNEAKERS "sneakers"
#define DYE_REGISTRY_FANNYPACK "fannypack"
#define DYE_REGISTRY_BEDSHEET "bedsheet"
#define DYE_RED "red"
#define DYE_ORANGE "orange"
#define DYE_YELLOW "yellow"
#define DYE_GREEN "green"
#define DYE_BLUE "blue"
#define DYE_PURPLE "purple"
#define DYE_BLACK "black"
#define DYE_WHITE "white"
#define DYE_RAINBOW "rainbow"
#define DYE_MIME "mime"
#define DYE_COSMIC "cosmic"
#define DYE_QM "qm"
#define DYE_LAW "law"
#define DYE_CAPTAIN "captain"
#define DYE_HOP "hop"
#define DYE_HOS "hos"
#define DYE_CE "ce"
#define DYE_RD "rd"
#define DYE_CMO "cmo"
#define DYE_REDCOAT "redcoat"
#define DYE_CLOWN "clown"

View File

@@ -78,4 +78,6 @@
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_CIRRHOSIS "CIRRHOSIS"

View File

@@ -89,6 +89,14 @@
INVOKE_ASYNC(GLOBAL_PROC, /proc/init_ref_coin_values) //so the current procedure doesn't sleep because of UNTIL()
for(var/path in subtypesof(/area/holodeck))
var/area/holodeck/A = path
var/list/compatibles = initial(A.compatible_holodeck_comps)
if(!compatibles || initial(A.abstract_type) == path)
continue
for(var/comp in compatibles)
LAZYADD(GLOB.holodeck_areas_prototypes[comp], A)
//creates every subtype of prototype (excluding prototype) and adds it to list L.
//if no list/L is provided, one is created.
/proc/init_subtypes(prototype, list/L)

View File

@@ -27,12 +27,20 @@
return
var/area/A = get_area(source)
var/atom/nested_loc = source.loc
var/spawn_waves = TRUE
while(nested_loc != A)
if(nested_loc.rad_flags & RAD_PROTECT_CONTENTS)
return
spawn_waves = FALSE
break
nested_loc = nested_loc.loc
for(var/dir in GLOB.cardinals)
new /datum/radiation_wave(source, dir, intensity, range_modifier, can_contaminate)
if(spawn_waves)
for(var/dir in GLOB.cardinals)
new /datum/radiation_wave(source, dir, intensity, range_modifier, can_contaminate)
var/static/last_huge_pulse = 0
if(intensity > 3000 && world.time > last_huge_pulse + 200)
last_huge_pulse = world.time
log = TRUE
var/list/things = get_rad_contents(source) //copypasta because I don't want to put special code in waves to handle their origin
for(var/k in 1 to things.len)
@@ -41,11 +49,7 @@
continue
thing.rad_act(intensity)
var/static/last_huge_pulse = 0
if(intensity > 3000 && world.time > last_huge_pulse + 200)
last_huge_pulse = world.time
log = TRUE
if(log)
var/turf/_source_T = isturf(source) ? source : get_turf(source)
log_game("Radiation pulse with intensity: [intensity] and range modifier: [range_modifier] in [loc_name(_source_T)] ")
var/turf/_source_T = get_turf(source)
log_game("Radiation pulse with intensity: [intensity] and range modifier: [range_modifier] in [loc_name(_source_T)][spawn_waves ? "" : " (contained by [nested_loc.name])"]")
return TRUE

View File

@@ -513,7 +513,7 @@
if(owner && GLOB.common_report && SSticker.current_state == GAME_STATE_FINISHED)
SSticker.show_roundend_report(owner.client, FALSE)
/datum/action/report/IsAvailable()
/datum/action/report/IsAvailable(silent = FALSE)
return 1
/datum/action/report/Topic(href,href_list)

View File

@@ -50,3 +50,5 @@ GLOBAL_LIST_EMPTY_TYPED(areas_by_type, /area)
GLOBAL_LIST_EMPTY(all_abstract_markers)
GLOBAL_LIST_EMPTY(stationroom_landmarks) //List of all spawns for stationrooms
GLOBAL_LIST_EMPTY(holodeck_areas_prototypes) //List of holodeck area prototypes per holodeck computer type

View File

@@ -334,7 +334,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
return
var/datum/antagonist/cult/antag = mob_viewer.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag)
if(!antag?.cult_team)
return
var/datum/objective/sacrifice/sac_objective = locate() in antag.cult_team.objectives

View File

@@ -192,7 +192,8 @@ SUBSYSTEM_DEF(persistence)
if(!json)
return
saved_storytellers = json["data"]
average_dynamic_threat = saved_storytellers[4]
if(saved_storytellers.len > 3)
average_dynamic_threat = saved_storytellers[4]
saved_storytellers.len = 3
/datum/controller/subsystem/persistence/proc/LoadRecentMaps()

View File

@@ -763,7 +763,7 @@ SUBSYSTEM_DEF(vote)
remove_from_client()
Remove(owner)
/datum/action/vote/IsAvailable()
/datum/action/vote/IsAvailable(silent = FALSE)
return 1
/datum/action/vote/proc/remove_from_client()

View File

@@ -95,7 +95,7 @@
/datum/action/proc/Process()
return
/datum/action/proc/IsAvailable()
/datum/action/proc/IsAvailable(silent = FALSE)
if(!owner)
return FALSE
var/mob/living/L = owner
@@ -134,7 +134,7 @@
ApplyIcon(button, force)
if(!IsAvailable())
if(!IsAvailable(TRUE))
button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
else
button.color = rgb(255,255,255,255)
@@ -308,7 +308,7 @@
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
/datum/action/item_action/vortex_recall/IsAvailable(silent = FALSE)
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.teleporting)
@@ -320,7 +320,7 @@
background_icon_state = "bg_clock"
buttontooltipstyle = "clockcult"
/datum/action/item_action/clock/IsAvailable()
/datum/action/item_action/clock/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
return 0
return ..()
@@ -329,7 +329,7 @@
name = "Create Judicial Marker"
desc = "Allows you to create a stunning Judicial Marker at any location in view. Click again to disable."
/datum/action/item_action/clock/toggle_visor/IsAvailable()
/datum/action/item_action/clock/toggle_visor/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
return 0
if(istype(target, /obj/item/clothing/glasses/judicial_visor))
@@ -408,7 +408,7 @@
/datum/action/item_action/jetpack_stabilization
name = "Toggle Jetpack Stabilization"
/datum/action/item_action/jetpack_stabilization/IsAvailable()
/datum/action/item_action/jetpack_stabilization/IsAvailable(silent = FALSE)
var/obj/item/tank/jetpack/J = target
if(!istype(J) || !J.on)
return 0
@@ -465,7 +465,7 @@
/datum/action/item_action/organ_action
check_flags = AB_CHECK_CONSCIOUS
/datum/action/item_action/organ_action/IsAvailable()
/datum/action/item_action/organ_action/IsAvailable(silent = FALSE)
var/obj/item/organ/I = target
if(!I.owner)
return 0
@@ -634,32 +634,32 @@
return FALSE
if(target)
var/obj/effect/proc_holder/S = target
S.Click()
S.Trigger(usr)
return TRUE
/datum/action/spell_action/IsAvailable()
/datum/action/spell_action/IsAvailable(silent = FALSE)
if(!target)
return FALSE
return TRUE
/datum/action/spell_action/spell
/datum/action/spell_action/spell/IsAvailable()
/datum/action/spell_action/spell/IsAvailable(silent = FALSE)
if(!target)
return FALSE
var/obj/effect/proc_holder/spell/S = target
if(owner)
return S.can_cast(owner, FALSE, TRUE)
return S.can_cast(owner, FALSE, silent)
return FALSE
/datum/action/spell_action/alien
/datum/action/spell_action/alien/IsAvailable()
/datum/action/spell_action/alien/IsAvailable(silent = FALSE)
if(!target)
return FALSE
var/obj/effect/proc_holder/alien/ab = target
if(owner)
return ab.cost_check(ab.check_turf,owner,1)
return ab.cost_check(ab.check_turf,owner,silent)
return FALSE
@@ -701,7 +701,7 @@
button.maptext_width = 24
button.maptext_height = 12
/datum/action/cooldown/IsAvailable()
/datum/action/cooldown/IsAvailable(silent = FALSE)
return next_use_time <= world.time
/datum/action/cooldown/proc/StartCooldown()

View File

@@ -19,7 +19,7 @@
dashing_item = dasher
holder = user
/datum/action/innate/dash/IsAvailable()
/datum/action/innate/dash/IsAvailable(silent = FALSE)
if(current_charges > 0)
return TRUE
else

View File

@@ -71,7 +71,7 @@
name = "bugged mob"
desc = "Yell at coderbrush."
icon = null
alternate_worn_icon = 'icons/mob/animals_held.dmi'
mob_overlay_icon = 'icons/mob/animals_held.dmi'
righthand_file = 'icons/mob/animals_held_rh.dmi'
lefthand_file = 'icons/mob/animals_held_lh.dmi'
icon_state = ""
@@ -86,7 +86,7 @@
assimilate(target)
if(alt_worn)
alternate_worn_icon = alt_worn
mob_overlay_icon = alt_worn
if(worn_state)
item_state = worn_state
icon_state = worn_state

View File

@@ -12,7 +12,7 @@
RegisterSignal(target, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(target, COMSIG_ITEM_DROPPED, .proc/on_drop)
else if(ismob(target))
RegisterSignal(target, COMSIG_MOB_SPELL_CAST_CHECK, .proc/on_cast)
RegisterSignal(target, COMSIG_MOB_SPELL_CAN_CAST, .proc/on_cast)
stacked_spellcasting_by_user[target]++
else
return ELEMENT_INCOMPATIBLE
@@ -21,24 +21,24 @@
/datum/element/spellcasting/Detach(datum/target)
. = ..()
UnregisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_MOB_SPELL_CAST_CHECK))
UnregisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_MOB_SPELL_CAN_CAST))
if(users_by_item[target])
var/mob/user = users_by_item[target]
stacked_spellcasting_by_user[user]--
if(!stacked_spellcasting_by_user[user])
stacked_spellcasting_by_user -= user
UnregisterSignal(user, COMSIG_MOB_SPELL_CAST_CHECK)
UnregisterSignal(user, COMSIG_MOB_SPELL_CAN_CAST)
else if(ismob(target))
stacked_spellcasting_by_user[target]--
if(!stacked_spellcasting_by_user[target])
stacked_spellcasting_by_user -= target
/datum/element/spellcasting/proc/on_equip(datum/source, mob/equipper, slot)
if(!(slot in cast_slots))
if(!(slot & cast_slots))
return
users_by_item[source] = equipper
if(!stacked_spellcasting_by_user[equipper])
RegisterSignal(equipper, COMSIG_MOB_SPELL_CAST_CHECK, .proc/on_cast)
RegisterSignal(equipper, COMSIG_MOB_SPELL_CAN_CAST, .proc/on_cast)
stacked_spellcasting_by_user[equipper]++
/datum/element/spellcasting/proc/on_drop(datum/source, mob/user)
@@ -48,7 +48,7 @@
stacked_spellcasting_by_user[user]--
if(!stacked_spellcasting_by_user[user])
stacked_spellcasting_by_user -= user
UnregisterSignal(user, COMSIG_MOB_SPELL_CAST_CHECK)
UnregisterSignal(user, COMSIG_MOB_SPELL_CAN_CAST)
/datum/element/spellcasting/proc/on_cast(mob/caster, obj/effect/proc_holder/spell)
return cast_flags

View File

@@ -26,3 +26,7 @@
/datum/generecipe/tonguechem
required = "/datum/mutation/human/tongue_spike; /datum/mutation/human/stimmed"
result = TONGUESPIKECHEM
/datum/generecipe/hulk
required = "/datum/mutation/human/strong; /datum/mutation/human/radioactive"
result = HULK

View File

@@ -6,6 +6,8 @@
hidden = TRUE
var/obj/machinery/computer/holodeck/linked
var/list/compatible_holodeck_comps
var/abstract_type = /area/holodeck
var/restricted = 0 // if true, program goes on emag list
/*
@@ -53,6 +55,8 @@
*/
/area/holodeck/rec_center
name = "\improper Recreational Holodeck"
compatible_holodeck_comps = list(/obj/machinery/computer/holodeck)
abstract_type = /area/holodeck/rec_center
/area/holodeck/rec_center/offline
name = "Holodeck - Offline"

View File

@@ -119,7 +119,6 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
C.appearance = chosen_prof.appearance_list[slot]
C.name = chosen_prof.name_list[slot]
C.flags_cover = chosen_prof.flags_cover_list[slot]
C.item_color = chosen_prof.item_color_list[slot]
C.item_state = chosen_prof.item_state_list[slot]
if(equip)
user.equip_to_slot_or_del(C, GLOB.slot2slot[slot])

View File

@@ -45,8 +45,11 @@ Credit where due:
// PROCS //
///////////
/proc/is_servant_of_ratvar(mob/M)
return istype(M) && !isobserver(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/clockcult)
/proc/is_servant_of_ratvar(mob/M, require_full_power = FALSE, holy_water_check = FALSE)
if(!istype(M) || isobserver(M))
return FALSE
var/datum/antagonist/clockcult/D = M?.mind?.has_antag_datum(/datum/antagonist/clockcult)
return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
/proc/is_eligible_servant(mob/M)
if(!istype(M))
@@ -70,12 +73,14 @@ Credit where due:
return TRUE
return FALSE
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE)
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE, override_type)
if(!L || !L.mind)
return
var/update_type = /datum/antagonist/clockcult
if(silent)
update_type = /datum/antagonist/clockcult/silent
if(override_type) //prioritizes
update_type = override_type
var/datum/antagonist/clockcult/C = new update_type(L.mind)
C.make_team = create_team
C.show_in_roundend = create_team //tutorial scarabs begone
@@ -105,9 +110,6 @@ Credit where due:
L.playsound_local(get_turf(L), 'sound/ambience/antag/clockcultalr.ogg', 40, TRUE, frequency = 100000, pressure_affected = FALSE)
flash_color(L, flash_color = list("#BE8700", "#BE8700", "#BE8700", rgb(0,0,0)), flash_time = 5)
/proc/remove_servant_of_ratvar(mob/L, silent = FALSE)
if(!L || !L.mind)
return

View File

@@ -63,7 +63,7 @@
attack_verb_on = list("slipped")
clumsy_check = FALSE
sharpness = IS_BLUNT
item_color = "yellow"
sword_color = "yellow"
heat = 0
light_color = "#ffff00"
var/next_trombone_allowed = 0

View File

@@ -3,8 +3,11 @@
/datum/game_mode
var/list/datum/mind/cult = list()
/proc/iscultist(mob/living/M)
return istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/cult)
/proc/iscultist(mob/living/M, require_full_power = FALSE, holy_water_check = FALSE)
if(!istype(M))
return FALSE
var/datum/antagonist/cult/D = M?.mind?.has_antag_datum(/datum/antagonist/cult)
return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
/datum/team/cult/proc/is_sacrifice_target(datum/mind/mind)
for(var/datum/objective/sacrifice/sac_objective in objectives)
@@ -93,7 +96,7 @@
add_cultist(cult_mind, 0, equip=TRUE)
if(!main_cult)
var/datum/antagonist/cult/C = cult_mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(C && C.cult_team)
if(C?.cult_team)
main_cult = C.cult_team
..()

View File

@@ -205,7 +205,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
if(threatadd > 0)
create_threat(threatadd)
else
spend_threat(-threatadd)
remove_threat(threatadd)
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
@@ -247,6 +247,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive. However, even deep in our territory there may be subversive elements, especially for such a high-value target as your station. Keep an eye out, but don't expect much trouble."
set_security_level(SEC_LEVEL_GREEN)
station_goals.len = 0
for(var/T in subtypesof(/datum/station_goal))
var/datum/station_goal/G = new T
if(!(G in station_goals))
@@ -257,6 +258,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
. += "<b>Core Territory</b></center><BR>"
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
set_security_level(SEC_LEVEL_GREEN)
station_goals.len = 0
for(var/T in subtypesof(/datum/station_goal))
var/datum/station_goal/G = new T
if(!(G in station_goals))
@@ -496,7 +498,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
starting_rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(starting_rule.flags & HIGHLANDER_RULESET) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(threat_level <= GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
@@ -723,7 +725,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
threat = storyteller.calculate_threat() + added_threat
if(threat_average_weight)
var/cur_sample_weight = world.time - last_threat_sample_time
threat_average = ((threat_average * threat_average_weight) + threat) / (threat_average_weight + cur_sample_weight)
threat_average = ((threat_average * threat_average_weight) + (threat * cur_sample_weight)) / (threat_average_weight + cur_sample_weight)
threat_average_weight += cur_sample_weight
last_threat_sample_time = world.time
else

View File

@@ -222,6 +222,26 @@
message_admins("[M.name] was made into a bloodsucker by dynamic.")
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/changeling
name = "Changeling Infiltrator"
config_tag = "latejoin_changeling"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 3
cost = 15
requirements = list(101,101,101,101,101,101,101,101,101,101)
property_weights = list("trust" = -2, "valid" = 2)
high_population_requirement = 101
//////////////////////////////////////////////
// //
// COLLECTOR //

View File

@@ -57,7 +57,7 @@
var/turf/target = locate(target_x, target_y, z)
ghost.forceMove(target)
/obj/machinery/launchpad/proc/isAvailable()
/obj/machinery/launchpad/proc/isAvailable(silent = FALSE)
if(stat & NOPOWER)
return FALSE
if(panel_open)
@@ -198,7 +198,7 @@
QDEL_NULL(briefcase)
return ..()
/obj/machinery/launchpad/briefcase/isAvailable()
/obj/machinery/launchpad/briefcase/isAvailable(silent = FALSE)
if(closed)
return FALSE
return ..()

View File

@@ -1,3 +1,111 @@
//dye registry, add dye colors and their resulting output here if you want the sprite to change instead of just the color.
GLOBAL_LIST_INIT(dye_registry, list(
DYE_REGISTRY_UNDER = list(
DYE_RED = /obj/item/clothing/under/color/red,
DYE_ORANGE = /obj/item/clothing/under/color/orange,
DYE_YELLOW = /obj/item/clothing/under/color/yellow,
DYE_GREEN = /obj/item/clothing/under/color/green,
DYE_BLUE = /obj/item/clothing/under/color/blue,
DYE_PURPLE = /obj/item/clothing/under/color/lightpurple,
DYE_BLACK = /obj/item/clothing/under/color/black,
DYE_WHITE = /obj/item/clothing/under/color/white,
DYE_RAINBOW = /obj/item/clothing/under/color/rainbow,
DYE_MIME = /obj/item/clothing/under/rank/civilian/mime,
DYE_CLOWN = /obj/item/clothing/under/rank/civilian/clown,
DYE_QM = /obj/item/clothing/under/rank/cargo/qm,
DYE_LAW = /obj/item/clothing/under/suit/black,
DYE_CAPTAIN = /obj/item/clothing/under/rank/captain,
DYE_HOP = /obj/item/clothing/under/rank/civilian/head_of_personnel,
DYE_HOS = /obj/item/clothing/under/rank/security/head_of_security,
DYE_CE = /obj/item/clothing/under/rank/engineering/chief_engineer,
DYE_RD = /obj/item/clothing/under/rank/rnd/research_director,
DYE_CMO = /obj/item/clothing/under/rank/medical/chief_medical_officer,
DYE_REDCOAT = /obj/item/clothing/under/costume/redcoat
),
DYE_REGISTRY_JUMPSKIRT = list(
DYE_RED = /obj/item/clothing/under/color/jumpskirt/red,
DYE_ORANGE = /obj/item/clothing/under/color/jumpskirt/orange,
DYE_YELLOW = /obj/item/clothing/under/color/jumpskirt/yellow,
DYE_GREEN = /obj/item/clothing/under/color/jumpskirt/green,
DYE_BLUE = /obj/item/clothing/under/color/jumpskirt/blue,
DYE_PURPLE = /obj/item/clothing/under/color/jumpskirt/lightpurple,
DYE_BLACK = /obj/item/clothing/under/color/jumpskirt/black,
DYE_WHITE = /obj/item/clothing/under/color/jumpskirt/white,
DYE_RAINBOW = /obj/item/clothing/under/color/jumpskirt/rainbow
),
DYE_REGISTRY_GLOVES = list(
DYE_RED = /obj/item/clothing/gloves/color/red,
DYE_ORANGE = /obj/item/clothing/gloves/color/orange,
DYE_YELLOW = /obj/item/clothing/gloves/color/yellow,
DYE_GREEN = /obj/item/clothing/gloves/color/green,
DYE_BLUE = /obj/item/clothing/gloves/color/blue,
DYE_PURPLE = /obj/item/clothing/gloves/color/purple,
DYE_BLACK = /obj/item/clothing/gloves/color/black,
DYE_WHITE = /obj/item/clothing/gloves/color/white,
DYE_RAINBOW = /obj/item/clothing/gloves/color/rainbow,
DYE_MIME = /obj/item/clothing/gloves/color/white,
DYE_CLOWN = /obj/item/clothing/gloves/color/rainbow,
DYE_QM = /obj/item/clothing/gloves/color/brown,
DYE_CAPTAIN = /obj/item/clothing/gloves/color/captain,
DYE_HOP = /obj/item/clothing/gloves/color/grey,
DYE_HOS = /obj/item/clothing/gloves/color/black,
DYE_CE = /obj/item/clothing/gloves/color/black,
DYE_RD = /obj/item/clothing/gloves/color/grey,
DYE_CMO = /obj/item/clothing/gloves/color/latex/nitrile,
DYE_REDCOAT = /obj/item/clothing/gloves/color/white
),
DYE_REGISTRY_SNEAKERS = list(
DYE_RED = /obj/item/clothing/shoes/sneakers/red,
DYE_ORANGE = /obj/item/clothing/shoes/sneakers/orange,
DYE_YELLOW = /obj/item/clothing/shoes/sneakers/yellow,
DYE_GREEN = /obj/item/clothing/shoes/sneakers/green,
DYE_BLUE = /obj/item/clothing/shoes/sneakers/blue,
DYE_PURPLE = /obj/item/clothing/shoes/sneakers/purple,
DYE_BLACK = /obj/item/clothing/shoes/sneakers/black,
DYE_WHITE = /obj/item/clothing/shoes/sneakers/white,
DYE_RAINBOW = /obj/item/clothing/shoes/sneakers/rainbow,
DYE_MIME = /obj/item/clothing/shoes/sneakers/black,
DYE_QM = /obj/item/clothing/shoes/sneakers/brown,
DYE_CAPTAIN = /obj/item/clothing/shoes/sneakers/brown,
DYE_HOP = /obj/item/clothing/shoes/sneakers/brown,
DYE_CE = /obj/item/clothing/shoes/sneakers/brown,
DYE_RD = /obj/item/clothing/shoes/sneakers/brown,
DYE_CMO = /obj/item/clothing/shoes/sneakers/brown
),
DYE_REGISTRY_FANNYPACK = list(
DYE_RED = /obj/item/storage/belt/fannypack/red,
DYE_ORANGE = /obj/item/storage/belt/fannypack/orange,
DYE_YELLOW = /obj/item/storage/belt/fannypack/yellow,
DYE_GREEN = /obj/item/storage/belt/fannypack/green,
DYE_BLUE = /obj/item/storage/belt/fannypack/blue,
DYE_PURPLE = /obj/item/storage/belt/fannypack/purple,
DYE_BLACK = /obj/item/storage/belt/fannypack/black,
DYE_WHITE = /obj/item/storage/belt/fannypack/white
),
DYE_REGISTRY_BEDSHEET = list(
DYE_RED = /obj/item/bedsheet/red,
DYE_ORANGE = /obj/item/bedsheet/orange,
DYE_YELLOW = /obj/item/bedsheet/yellow,
DYE_GREEN = /obj/item/bedsheet/green,
DYE_BLUE = /obj/item/bedsheet/blue,
DYE_PURPLE = /obj/item/bedsheet/purple,
DYE_BLACK = /obj/item/bedsheet/black,
DYE_WHITE = /obj/item/bedsheet,
DYE_RAINBOW = /obj/item/bedsheet/rainbow,
DYE_MIME = /obj/item/bedsheet/mime,
DYE_CLOWN = /obj/item/bedsheet/clown,
DYE_QM = /obj/item/bedsheet/qm,
DYE_LAW = /obj/item/bedsheet/black,
DYE_CAPTAIN = /obj/item/bedsheet/captain,
DYE_HOP = /obj/item/bedsheet/hop,
DYE_HOS = /obj/item/bedsheet/hos,
DYE_CE = /obj/item/bedsheet/ce,
DYE_RD = /obj/item/bedsheet/rd,
DYE_CMO = /obj/item/bedsheet/cmo,
DYE_COSMIC = /obj/item/bedsheet/cosmos
)
))
/obj/machinery/washing_machine
name = "washing machine"
desc = "Gets rid of those pesky bloodstains, or your money back!"
@@ -13,27 +121,22 @@
/obj/machinery/washing_machine/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click it to start a wash cycle.</span>"
if(!busy)
. += "<span class='notice'><b>Alt-click</b> it to start a wash cycle.</span>"
/obj/machinery/washing_machine/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src))
return
if(busy)
return
if(state_open)
to_chat(user, "<span class='notice'>Close the door first</span>")
return TRUE
if(bloody_mess)
to_chat(user, "<span class='warning'>[src] must be cleaned up first.</span>")
return TRUE
if(has_corgi)
bloody_mess = 1
busy = TRUE
update_icon()
addtimer(CALLBACK(src, .proc/wash_cycle), 200)
@@ -76,6 +179,28 @@
color_source = null
update_icon()
/obj/item/proc/dye_item(dye_color)
if(undyeable)
return FALSE
if(dying_key)
if(!GLOB.dye_registry[dying_key])
log_runtime("Item just tried to be dyed with an invalid registry key: [dying_key]")
return FALSE
var/obj/item/target_type = GLOB.dye_registry[dying_key][dye_color]
if(target_type)
icon = initial(target_type.icon)
icon_state = initial(target_type.icon_state)
lefthand_file = initial(target_type.lefthand_file)
righthand_file = initial(target_type.righthand_file)
item_state = initial(target_type.item_state)
mob_overlay_icon = initial(target_type.mob_overlay_icon)
inhand_x_dimension = initial(target_type.inhand_x_dimension)
inhand_y_dimension = initial(target_type.inhand_y_dimension)
name = initial(target_type.name)
desc = "[initial(target_type.desc)] The colors look a little dodgy."
return target_type //successfully "appearance copy" dyed something; returns the target type as a hacky way of extending
add_atom_colour(dye_color, FIXED_COLOUR_PRIORITY)
return FALSE
//what happens to this object when washed inside a washing machine
/atom/movable/proc/machine_wash(obj/machinery/washing_machine/WM)
@@ -89,105 +214,27 @@
new /obj/item/reagent_containers/food/snacks/meat/slab/corgi(loc)
qdel(src)
/obj/item/paper/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
if(istype(WM.color_source, /obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/obj/item/reagents_containers/rag/towel/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
if(istype(WM.color_source, /obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/mob/living/simple_animal/pet/dog/corgi/machine_wash(obj/machinery/washing_machine/WM)
gib()
/obj/item/clothing/under/color/machine_wash(obj/machinery/washing_machine/WM)
jumpsuit_wash(WM)
/obj/item/clothing/under/rank/machine_wash(obj/machinery/washing_machine/WM)
jumpsuit_wash(WM)
/obj/item/clothing/under/proc/jumpsuit_wash(obj/machinery/washing_machine/WM)
/obj/item/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
var/obj/item/clothing/under/U
for(var/T in typesof(/obj/item/clothing/under/color))
var/obj/item/clothing/under/color/J = T
if(wash_color == initial(J.item_color))
U = J
break
if(!U)
for(var/T in typesof(/obj/item/clothing/under/rank))
var/obj/item/clothing/under/rank/R = T
if(wash_color == initial(R.item_color))
U = R
break
if(U)
item_state = initial(U.item_state)
icon_state = initial(U.icon_state)
item_color = wash_color
name = initial(U.name)
desc = "The colors are a bit dodgy."
can_adjust = initial(U.can_adjust)
if(!can_adjust && adjusted) //we deadjust the uniform if it's now unadjustable
toggle_jumpsuit_adjust()
dye_item(WM.color_source.dye_color)
/obj/item/clothing/gloves/color/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/gloves/color))
var/obj/item/clothing/gloves/color/G = T
if(wash_color == initial(G.item_color))
item_state = initial(G.item_state)
icon_state = initial(G.icon_state)
item_color = wash_color
name = initial(G.name)
desc = "The colors are a bit dodgy."
break
/obj/item/clothing/under/dye_item(dye_color, dye_key)
. = ..()
if(.)
var/obj/item/clothing/under/U = .
can_adjust = initial(U.can_adjust)
if(!can_adjust && adjusted) //we deadjust the uniform if it's now unadjustable
toggle_jumpsuit_adjust()
/obj/item/clothing/shoes/sneakers/machine_wash(obj/machinery/washing_machine/WM)
if(chained)
chained = 0
slowdown = SHOES_SLOWDOWN
new /obj/item/restraints/handcuffs(loc)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/shoes/sneakers))
var/obj/item/clothing/shoes/sneakers/S = T
if(wash_color == initial(S.item_color))
icon_state = initial(S.icon_state)
item_color = wash_color
name = initial(S.name)
desc = "The colors are a bit dodgy."
break
/obj/item/bedsheet/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/bedsheet))
var/obj/item/bedsheet/B = T
if(wash_color == initial(B.item_color))
icon_state = initial(B.icon_state)
item_color = wash_color
name = initial(B.name)
desc = "The colors are a bit dodgy."
break
/obj/item/clothing/head/soft/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/head/soft))
var/obj/item/clothing/head/soft/H = T
if(wash_color == initial(H.item_color))
icon_state = initial(H.icon_state)
item_color = wash_color
name = initial(H.name)
desc = "The colors are a bit dodgy."
break
..()
/obj/machinery/washing_machine/relaymove(mob/user)
container_resist(user)
@@ -223,27 +270,27 @@
if(istype(W, /obj/item/clothing/head/mob_holder))
to_chat(user, "<span class='warning'>It's too unwieldly to put in this way.</span>")
return 1
return TRUE
else if(user.a_intent != INTENT_HARM)
if (!state_open)
to_chat(user, "<span class='warning'>Open the door first!</span>")
return 1
return TRUE
if(bloody_mess)
to_chat(user, "<span class='warning'>[src] must be cleaned up first.</span>")
return 1
return TRUE
if(contents.len >= max_wash_capacity)
to_chat(user, "<span class='warning'>The washing machine is full!</span>")
return 1
return TRUE
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>\The [W] is stuck to your hand, you cannot put it in the washing machine!</span>")
return 1
return TRUE
if(istype(W, /obj/item/toy/crayon) || istype(W, /obj/item/stamp))
if(W.dye_color)
color_source = W
update_icon()

View File

@@ -8,9 +8,20 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
name = "item"
icon = 'icons/obj/items_and_weapons.dmi'
blocks_emissive = EMISSIVE_BLOCK_GENERIC
///icon state name for inhand overlays
var/item_state = null
///Icon file for left hand inhand overlays
var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
///Icon file for right inhand overlays
var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
///Icon file for mob worn overlays.
///no var for state because it should *always* be the same as icon_state
var/icon/mob_overlay_icon
//Forced mob worn layer instead of the standard preferred ssize.
var/alternate_worn_layer
var/list/alternate_screams = list() //REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
//Dimensions of the icon file used when this item is worn, eg: hats.dmi
@@ -22,10 +33,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/inhand_x_dimension = 32
var/inhand_y_dimension = 32
//Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery.
var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
max_integrity = 200
obj_flags = NONE
@@ -61,8 +68,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
//Citadel Edit for digitigrade stuff
var/mutantrace_variation = NONE //Are there special sprites for specific situations? Don't use this unless you need to.
var/item_color = null //this needs deprecating, soonish
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
@@ -109,6 +114,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/trigger_guard = TRIGGER_GUARD_NONE
///Used as the dye color source in the washing machine only (at the moment). Can be a hex color or a key corresponding to a registry entry, see washing_machine.dm
var/dye_color
///Whether the item is unaffected by standard dying.
var/undyeable = FALSE
///What dye registry should be looked at when dying this item; see washing_machine.dm
var/dying_key
//Grinder vars
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!

View File

@@ -201,7 +201,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
return //If we've run out, display message and exit
else
last = null
loaded.item_color = colors[current_color_index]
loaded.color = colors[current_color_index]
last = loaded.place_turf(get_turf(src), user, turn(user.dir, 180))
is_empty(user) //If we've run out, display message
update_icon()
@@ -276,7 +276,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
if(T.intact || !T.can_have_cabling())
return
loaded.item_color = colors[current_color_index]
loaded.color = colors[current_color_index]
var/obj/structure/cable/linkingCable = findLinkingCable(user)
if(linkingCable)
@@ -298,7 +298,7 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
var/cwname = colors[current_color_index]
to_chat(user, "Color changed to [cwname]!")
if(loaded)
loaded.item_color= colors[current_color_index]
loaded.color = colors[current_color_index]
update_icon()
if(wiring_gui_menu)
wiringGuiUpdate(user)

View File

@@ -15,7 +15,7 @@
lefthand_file = 'modular_citadel/icons/mob/inhands/balls_left.dmi'
righthand_file = 'modular_citadel/icons/mob/inhands/balls_right.dmi'
item_state = "tennis_classic"
alternate_worn_icon = 'modular_citadel/icons/mob/mouthball.dmi'
mob_overlay_icon = 'modular_citadel/icons/mob/mouthball.dmi'
slot_flags = ITEM_SLOT_HEAD | ITEM_SLOT_NECK | ITEM_SLOT_EARS //Fluff item, put it wherever you want!
throw_range = 14
w_class = WEIGHT_CLASS_SMALL

View File

@@ -26,7 +26,7 @@
var/icon_uncapped
var/use_overlays = FALSE
item_color = "red"
var/crayon_color = "red"
w_class = WEIGHT_CLASS_TINY
attack_verb = list("attacked", "coloured")
grind_results = list()
@@ -83,7 +83,9 @@
. = ..()
// Makes crayons identifiable in things like grinders
if(name == "crayon")
name = "[item_color] crayon"
name = "[crayon_color] crayon"
dye_color = crayon_color
drawtype = pick(all_drawables)
@@ -484,65 +486,75 @@
/obj/item/toy/crayon/red
icon_state = "crayonred"
paint_color = "#DA0000"
item_color = "red"
crayon_color = "red"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/red = 1)
dye_color = DYE_RED
/obj/item/toy/crayon/orange
icon_state = "crayonorange"
paint_color = "#FF9300"
item_color = "orange"
crayon_color = "orange"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/orange = 1)
dye_color = DYE_ORANGE
/obj/item/toy/crayon/yellow
icon_state = "crayonyellow"
paint_color = "#FFF200"
item_color = "yellow"
crayon_color = "yellow"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/yellow = 1)
dye_color = DYE_YELLOW
/obj/item/toy/crayon/green
icon_state = "crayongreen"
paint_color = "#A8E61D"
item_color = "green"
crayon_color = "green"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/green = 1)
dye_color = DYE_GREEN
/obj/item/toy/crayon/blue
icon_state = "crayonblue"
paint_color = "#00B7EF"
item_color = "blue"
crayon_color = "blue"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/blue = 1)
dye_color = DYE_BLUE
/obj/item/toy/crayon/purple
icon_state = "crayonpurple"
paint_color = "#DA00FF"
item_color = "purple"
crayon_color = "purple"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/purple = 1)
dye_color = DYE_PURPLE
/obj/item/toy/crayon/black
icon_state = "crayonblack"
paint_color = "#1C1C1C" //Not completely black because total black looks bad. So Mostly Black.
item_color = "black"
crayon_color = "black"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/black = 1)
dye_color = DYE_BLACK
/obj/item/toy/crayon/white
icon_state = "crayonwhite"
paint_color = "#FFFFFF"
item_color = "white"
crayon_color = "white"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/white = 1)
dye_color = DYE_WHITE
/obj/item/toy/crayon/mime
icon_state = "crayonmime"
desc = "A very sad-looking crayon."
paint_color = "#FFFFFF"
item_color = "mime"
crayon_color = "mime"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/invisible = 1)
charges = -1
dye_color = DYE_MIME
/obj/item/toy/crayon/rainbow
icon_state = "crayonrainbow"
paint_color = "#FFF000"
item_color = "rainbow"
crayon_color = "rainbow"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent = 1)
drawtype = RANDOM_ANY // just the default starter.
dye_color = DYE_RAINBOW
charges = -1
@@ -580,12 +592,12 @@
/obj/item/storage/crayons/update_overlays()
. = ..()
for(var/obj/item/toy/crayon/crayon in contents)
add_overlay(mutable_appearance('icons/obj/crayons.dmi', crayon.item_color))
add_overlay(mutable_appearance('icons/obj/crayons.dmi', crayon.crayon_color))
/obj/item/storage/crayons/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/toy/crayon))
var/obj/item/toy/crayon/C = W
switch(C.item_color)
switch(C.crayon_color)
if("mime")
to_chat(usr, "This crayon is too sad to be contained in this box.")
return

View File

@@ -149,7 +149,7 @@ Code:
name = "shock collar"
desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
mob_overlay_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
icon_state = "shockcollar"
item_state = "shockcollar"
body_parts_covered = NECK

View File

@@ -275,10 +275,8 @@ SLIME SCANNER
//LIVER
else if(istype(O, /obj/item/organ/liver))
var/obj/item/organ/liver/L = O
if(H.undergoing_liver_failure() && H.stat != DEAD) //might be depreciated
if(L.organ_flags & ORGAN_FAILING && H.stat != DEAD) //might be depreciated
temp_message += "<span class='danger'>Subject is suffering from liver failure: Apply Corazone and begin a liver transplant immediately!</span>"
if(L.swelling > 20)
temp_message += " <span class='danger'>Subject is suffering from an enlarged liver.</span>" //i.e. shrink their liver or give them a transplant.
//HEART
else if(ishuman(M) && (istype(O, /obj/item/organ/heart)))

View File

@@ -51,8 +51,8 @@
to_chat(user, "<span class='warning'>You have already forged a seal on [src]!</span>")
else
var/obj/item/toy/crayon/C = O
name = "[C.item_color] secret documents"
icon_state = "docs_[C.item_color]"
forgedseal = C.item_color
to_chat(user, "<span class='notice'>You forge the official seal with a [C.item_color] crayon. No one will notice... right?</span>")
update_icon()
name = "[C.crayon_color] secret documents"
icon_state = "docs_[C.crayon_color]"
forgedseal = C.crayon_color
to_chat(user, "<span class='notice'>You forge the official seal with a [C.crayon_color] crayon. No one will notice... right?</span>")
update_icon()

View File

@@ -113,7 +113,7 @@
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff"
item_state = "coil"
color = "red"
color = "#ff0000"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
@@ -132,35 +132,28 @@
to_chat(user, "<span class='notice'>You unwind the cable restraints back into coil</span>")
/obj/item/restraints/handcuffs/cable/red
item_color = "red"
color = "#ff0000"
/obj/item/restraints/handcuffs/cable/yellow
item_color = "yellow"
color = "#ffff00"
/obj/item/restraints/handcuffs/cable/blue
item_color = "blue"
color = "#1919c8"
/obj/item/restraints/handcuffs/cable/green
item_color = "green"
color = "#00aa00"
/obj/item/restraints/handcuffs/cable/pink
item_color = "pink"
color = "#ff3ccd"
/obj/item/restraints/handcuffs/cable/orange
item_color = "orange"
color = "#ff8000"
/obj/item/restraints/handcuffs/cable/cyan
item_color = "cyan"
color = "#00ffff"
/obj/item/restraints/handcuffs/cable/white
item_color = "white"
color = null
/obj/item/restraints/handcuffs/cable/random
@@ -209,7 +202,7 @@
custom_materials = null
breakouttime = 450 //Deciseconds = 45s
trashtype = /obj/item/restraints/handcuffs/cable/zipties/used
item_color = "white"
color = null
/obj/item/restraints/handcuffs/cable/zipties/used
desc = "A pair of broken zipties."

View File

@@ -122,7 +122,7 @@
/obj/item/clothing/head/helmet/chaplain/cage
name = "cage"
desc = "A cage that restrains the will of the self, allowing one to see the profane world for what it is."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
mob_overlay_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
icon_state = "cage"
item_state = "cage"
worn_x_dimension = 64

View File

@@ -5,7 +5,7 @@
actions_types = list(/datum/action/item_action/hands_free/activate)
var/activated = TRUE //1 for implant types that can be activated, 0 for ones that are "always on" like mindshield implants
var/mob/living/imp_in = null
item_color = "b"
var/implant_color = "b"
var/allow_multiple = FALSE
var/uses = -1
item_flags = DROPDEL

View File

@@ -2,7 +2,7 @@
name = "freedom implant"
desc = "Use this to escape from those evil Red Shirts."
icon_state = "freedom"
item_color = "r"
implant_color = "r"
uses = 4

View File

@@ -2,7 +2,7 @@
name = "storage implant"
desc = "Stores up to two big items in a bluespace pocket."
icon_state = "storage"
item_color = "r"
implant_color = "r"
var/max_slot_stacking = 4
var/obj/item/storage/bluespace_pocket/pocket

View File

@@ -15,7 +15,7 @@
/obj/item/implantcase/update_icon_state()
if(imp)
icon_state = "implantcase-[imp.item_color]"
icon_state = "implantcase-[imp.implant_color]"
else
icon_state = "implantcase-0"

View File

@@ -5,12 +5,15 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
var/sword_color
total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
/obj/item/melee/transforming/energy/Initialize()
. = ..()
total_mass_on = (total_mass_on ? total_mass_on : (w_class_on * 0.75))
if(active)
if(sword_color)
icon_state = "sword[sword_color]"
set_light(brightness_on)
START_PROCESSING(SSobj, src)
@@ -37,8 +40,8 @@
. = ..()
if(.)
if(active)
if(item_color)
icon_state = "sword[item_color]"
if(sword_color)
icon_state = "sword[sword_color]"
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
@@ -103,12 +106,19 @@
embedding = list("embed_chance" = 75, "embedded_impact_pain_multiplier" = 10)
armour_penetration = 35
block_chance = 50
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
/obj/item/melee/transforming/energy/sword/Initialize(mapload)
. = ..()
set_sword_color()
/obj/item/melee/transforming/energy/sword/proc/set_sword_color()
if(LAZYLEN(possible_colors))
light_color = possible_colors[pick(possible_colors)]
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(active)
if(. && item_color)
icon_state = "sword[item_color]"
AddElement(/datum/element/sword_point)
else
RemoveElement(/datum/element/sword_point)
@@ -119,7 +129,9 @@
return ..()
/obj/item/melee/transforming/energy/sword/cyborg
item_color = "red"
sword_color = "red"
light_color = "#ff0000"
possible_colors = null
var/hitcost = 50
/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
@@ -140,7 +152,7 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
item_color = null //stops icon from breaking when turned on.
sword_color = null //stops icon from breaking when turned on.
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
@@ -152,15 +164,13 @@
return NONE
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
. = ..()
/obj/item/melee/transforming/energy/sword/saber/set_sword_color()
if(LAZYLEN(possible_colors))
var/set_color = pick(possible_colors)
item_color = set_color
light_color = possible_colors[set_color]
sword_color = pick(possible_colors)
light_color = possible_colors[sword_color]
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..()
@@ -185,7 +195,7 @@
if(istype(W, /obj/item/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
sword_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
@@ -204,6 +214,7 @@
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
icon_state_on = "cutlass1"
light_color = "#ff0000"
possible_colors = null
/obj/item/melee/transforming/energy/blade
name = "energy blade"
@@ -271,32 +282,8 @@
return TRUE
/obj/item/melee/transforming/energy/sword/cx/transform_weapon(mob/living/user, supress_message_text)
active = !active //I'd use a ..() here but it'd inherit from the regular esword's proc instead, so SPAGHETTI CODE
if(active) //also I'd need to rip out the iconstate changing bits
force = force_on
throwforce = throwforce_on
hitsound = hitsound_on
throw_speed = 4
if(attack_verb_on.len)
attack_verb = attack_verb_on
w_class = w_class_on
START_PROCESSING(SSobj, src)
set_light(brightness_on)
update_icon()
else
force = initial(force)
throwforce = initial(throwforce)
hitsound = initial(hitsound)
throw_speed = initial(throw_speed)
if(attack_verb_off.len)
attack_verb = attack_verb_off
w_class = initial(w_class)
STOP_PROCESSING(SSobj, src)
set_light(0)
update_icon()
transform_messages(user, supress_message_text)
add_fingerprint(user)
return TRUE
. = ..()
update_icon()
/obj/item/melee/transforming/energy/sword/cx/transform_messages(mob/living/user, supress_message_text)
playsound(user, active ? 'sound/weapons/nebon.ogg' : 'sound/weapons/neboff.ogg', 65, 1)

View File

@@ -7,7 +7,7 @@
desc = "Used to recolor floors and walls. Can be removed by the janitor."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "paint_neutral"
item_color = "FFFFFF"
var/paint_color = "FFFFFF"
item_state = "paintcan"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FLAMMABLE
@@ -16,37 +16,37 @@
/obj/item/paint/red
name = "red paint"
item_color = "C73232" //"FF0000"
paint_color = "C73232" //"FF0000"
icon_state = "paint_red"
/obj/item/paint/green
name = "green paint"
item_color = "2A9C3B" //"00FF00"
paint_color = "2A9C3B" //"00FF00"
icon_state = "paint_green"
/obj/item/paint/blue
name = "blue paint"
item_color = "5998FF" //"0000FF"
paint_color = "5998FF" //"0000FF"
icon_state = "paint_blue"
/obj/item/paint/yellow
name = "yellow paint"
item_color = "CFB52B" //"FFFF00"
paint_color = "CFB52B" //"FFFF00"
icon_state = "paint_yellow"
/obj/item/paint/violet
name = "violet paint"
item_color = "AE4CCD" //"FF00FF"
paint_color = "AE4CCD" //"FF00FF"
icon_state = "paint_violet"
/obj/item/paint/black
name = "black paint"
item_color = "333333"
paint_color = "333333"
icon_state = "paint_black"
/obj/item/paint/white
name = "white paint"
item_color = "FFFFFF"
paint_color = "FFFFFF"
icon_state = "paint_white"
@@ -61,31 +61,31 @@
return
switch(t1)
if("red")
item_color = "C73232"
paint_color = "C73232"
if("pink")
item_color = "FFC0CD"
paint_color = "FFC0CD"
if("blue")
item_color = "5998FF"
paint_color = "5998FF"
if("cyan")
item_color = "00FFFF"
paint_color = "00FFFF"
if("green")
item_color = "2A9C3B"
paint_color = "2A9C3B"
if("lime")
item_color = "00FF00"
paint_color = "00FF00"
if("yellow")
item_color = "CFB52B"
paint_color = "CFB52B"
if("orange")
item_color = "fFA700"
paint_color = "fFA700"
if("violet")
item_color = "AE4CCD"
paint_color = "AE4CCD"
if("purple")
item_color = "800080"
paint_color = "800080"
if("white")
item_color = "FFFFFF"
paint_color = "FFFFFF"
if("gray")
item_color = "808080"
paint_color = "808080"
if("black")
item_color = "333333"
paint_color = "333333"
icon_state = "paint_[t1]"
add_fingerprint(user)
@@ -99,7 +99,7 @@
return
if(!isturf(target) || isspaceturf(target))
return
var/newcolor = "#" + item_color
var/newcolor = "#" + paint_color
target.add_atom_colour(newcolor, WASHABLE_COLOUR_PRIORITY)
/obj/item/paint/paint_remover

View File

@@ -214,7 +214,7 @@
/obj/item/clothing/head/helmet/plate/crusader/prophet
name = "Prophet's Hat"
desc = "A religious-looking hat."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
mob_overlay_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags_1 = 0
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 50, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64

View File

@@ -663,21 +663,19 @@
var/maxReduction = 1
/obj/effect/proc_holder/silicon/cyborg/vtecControl/Click(mob/living/silicon/robot/user)
var/mob/living/silicon/robot/self = usr
/obj/effect/proc_holder/silicon/cyborg/vtecControl/Trigger(mob/living/silicon/robot/user)
currentState = (currentState + 1) % 3
if(istype(self))
if(istype(user))
switch(currentState)
if (0)
self.speed = initial(self.speed)
user.speed = initial(user.speed)
if (1)
self.speed = initial(self.speed) - maxReduction * 0.5
user.speed = initial(user.speed) - maxReduction * 0.5
if (2)
self.speed = initial(self.speed) - maxReduction * 1
user.speed = initial(user.speed) - maxReduction * 1
action.button_icon_state = "Chevron_State_[currentState]"
action.UpdateButtonIcon()
return
return TRUE

View File

@@ -5,6 +5,7 @@
icon = 'icons/obj/telescience.dmi'
icon_state = "bluespace_crystal"
singular_name = "bluespace crystal"
dye_color = DYE_COSMIC
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT)
points = 50

View File

@@ -240,8 +240,7 @@
else if(istype(O, /obj/item/restraints/handcuffs/cable))
var/obj/item/cuffs = O
cuffs.item_color = item_color
cuffs.update_icon()
cuffs.color = color
if (QDELETED(O))
return //It's a stack and has already been merged

View File

@@ -708,6 +708,7 @@
desc = "A dorky fannypack for keeping small items in."
icon_state = "fannypack_leather"
item_state = "fannypack_leather"
dying_key = DYE_REGISTRY_FANNYPACK
/obj/item/storage/belt/fannypack/ComponentInitialize()
. = ..()

View File

@@ -273,15 +273,12 @@
var/obj/item/twohanded/dualsaber/toy/newSaber = new /obj/item/twohanded/dualsaber/toy(user.loc)
if(hacked) // That's right, we'll only check the "original" "sword".
newSaber.hacked = TRUE
newSaber.item_color = "rainbow"
qdel(W)
qdel(src)
else if(istype(W, /obj/item/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
update_icon()
user.update_inv_hands()

View File

@@ -281,7 +281,7 @@
hitsound = "swing_hit"
var/hitsound_on = 'sound/weapons/blade1.ogg'
armour_penetration = 35
item_color = "green"
var/saber_color = "green"
light_color = "#00ff00"//green
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
@@ -326,8 +326,8 @@
/obj/item/twohanded/dualsaber/Initialize()
. = ..()
if(LAZYLEN(possible_colors))
item_color = pick(possible_colors)
switch(item_color)
saber_color = pick(possible_colors)
switch(saber_color)
if("red")
light_color = LIGHT_COLOR_RED
if("green")
@@ -343,7 +343,7 @@
/obj/item/twohanded/dualsaber/update_icon_state()
if(wielded)
icon_state = "dualsaber[item_color][wielded]"
icon_state = "dualsaber[saber_color][wielded]"
else
icon_state = "dualsaber0"
clean_blood()
@@ -457,7 +457,7 @@
if(!hacked)
hacked = TRUE
to_chat(user, "<span class='warning'>2XRNBW_ENGAGE</span>")
item_color = "rainbow"
saber_color = "rainbow"
update_icon()
else
to_chat(user, "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>")

View File

@@ -16,8 +16,8 @@ LINEN BINS
throw_speed = 1
throw_range = 2
w_class = WEIGHT_CLASS_TINY
item_color = "white"
resistance_flags = FLAMMABLE
dying_key = DYE_REGISTRY_BEDSHEET
dog_fashion = /datum/dog_fashion/head/ghost
var/list/dream_messages = list("white")
@@ -52,79 +52,66 @@ LINEN BINS
/obj/item/bedsheet/blue
icon_state = "sheetblue"
item_color = "blue"
dream_messages = list("blue")
/obj/item/bedsheet/green
icon_state = "sheetgreen"
item_color = "green"
dream_messages = list("green")
/obj/item/bedsheet/grey
icon_state = "sheetgrey"
item_color = "grey"
dream_messages = list("grey")
/obj/item/bedsheet/orange
icon_state = "sheetorange"
item_color = "orange"
dream_messages = list("orange")
/obj/item/bedsheet/purple
icon_state = "sheetpurple"
item_color = "purple"
dream_messages = list("purple")
/obj/item/bedsheet/patriot
name = "patriotic bedsheet"
desc = "You've never felt more free than when sleeping on this."
icon_state = "sheetUSA"
item_color = "sheetUSA"
dream_messages = list("America", "freedom", "fireworks", "bald eagles")
/obj/item/bedsheet/rainbow
name = "rainbow bedsheet"
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
icon_state = "sheetrainbow"
item_color = "rainbow"
dream_messages = list("red", "orange", "yellow", "green", "blue", "purple", "a rainbow")
/obj/item/bedsheet/red
icon_state = "sheetred"
item_color = "red"
dream_messages = list("red")
/obj/item/bedsheet/yellow
icon_state = "sheetyellow"
item_color = "yellow"
dream_messages = list("yellow")
/obj/item/bedsheet/mime
name = "mime's blanket"
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
icon_state = "sheetmime"
item_color = "mime"
dream_messages = list("silence", "gestures", "a pale face", "a gaping mouth", "the mime")
/obj/item/bedsheet/clown
name = "clown's blanket"
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
icon_state = "sheetclown"
item_color = "clown"
dream_messages = list("honk", "laughter", "a prank", "a joke", "a smiling face", "the clown")
/obj/item/bedsheet/captain
name = "captain's bedsheet"
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
icon_state = "sheetcaptain"
item_color = "captain"
dream_messages = list("authority", "a golden ID", "sunglasses", "a green disc", "an antique gun", "the captain")
/obj/item/bedsheet/rd
name = "research director's bedsheet"
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
icon_state = "sheetrd"
item_color = "director"
dream_messages = list("authority", "a silvery ID", "a bomb", "a mech", "a facehugger", "maniacal laughter", "the research director")
// for Free Golems.
@@ -137,111 +124,94 @@ LINEN BINS
name = "medical blanket"
desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
icon_state = "sheetmedical"
item_color = "medical"
dream_messages = list("healing", "life", "surgery", "a doctor")
/obj/item/bedsheet/cmo
name = "chief medical officer's bedsheet"
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
icon_state = "sheetcmo"
item_color = "cmo"
dream_messages = list("authority", "a silvery ID", "healing", "life", "surgery", "a cat", "the chief medical officer")
/obj/item/bedsheet/hos
name = "head of security's bedsheet"
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
icon_state = "sheethos"
item_color = "hosred"
dream_messages = list("authority", "a silvery ID", "handcuffs", "a baton", "a flashbang", "sunglasses", "the head of security")
/obj/item/bedsheet/hop
name = "head of personnel's bedsheet"
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
icon_state = "sheethop"
item_color = "hop"
dream_messages = list("authority", "a silvery ID", "obligation", "a computer", "an ID", "a corgi", "the head of personnel")
/obj/item/bedsheet/ce
name = "chief engineer's bedsheet"
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
icon_state = "sheetce"
item_color = "chief"
dream_messages = list("authority", "a silvery ID", "the engine", "power tools", "an APC", "a parrot", "the chief engineer")
/obj/item/bedsheet/qm
name = "quartermaster's bedsheet"
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
icon_state = "sheetqm"
item_color = "qm"
dream_messages = list("a grey ID", "a shuttle", "a crate", "a sloth", "the quartermaster")
/obj/item/bedsheet/brown
icon_state = "sheetbrown"
item_color = "cargo"
dream_messages = list("brown")
/obj/item/bedsheet/black
icon_state = "sheetblack"
item_color = "black"
dream_messages = list("black")
/obj/item/bedsheet/centcom
name = "\improper CentCom bedsheet"
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
icon_state = "sheetcentcom"
item_color = "centcom"
dream_messages = list("a unique ID", "authority", "artillery", "an ending")
/obj/item/bedsheet/syndie
name = "syndicate bedsheet"
desc = "It has a syndicate emblem and it has an aura of evil."
icon_state = "sheetsyndie"
item_color = "syndie"
dream_messages = list("a green disc", "a red crystal", "a glowing blade", "a wire-covered ID")
/obj/item/bedsheet/cult
name = "cultist's bedsheet"
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
icon_state = "sheetcult"
item_color = "cult"
dream_messages = list("a tome", "a floating red crystal", "a glowing sword", "a bloody symbol", "a massive humanoid figure")
/obj/item/bedsheet/wiz
name = "wizard's bedsheet"
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
icon_state = "sheetwiz"
item_color = "wiz"
dream_messages = list("a book", "an explosion", "lightning", "a staff", "a skeleton", "a robe", "magic")
/obj/item/bedsheet/nanotrasen
name = "nanotrasen bedsheet"
desc = "It has the Nanotrasen logo on it and has an aura of duty."
icon_state = "sheetNT"
item_color = "nanotrasen"
dream_messages = list("authority", "an ending")
/obj/item/bedsheet/ian
icon_state = "sheetian"
item_color = "ian"
dream_messages = list("a dog", "a corgi", "woof", "bark", "arf")
/obj/item/bedsheet/runtime
icon_state = "sheetruntime"
item_color = "runtime"
dream_messages = list("a kitty", "a cat", "meow", "purr", "nya~")
/obj/item/bedsheet/pirate
name = "pirate's bedsheet"
desc = "It has a Jolly Roger emblem on it and has a faint scent of grog."
icon_state = "sheetpirate"
item_color = "black"
dream_messages = list("doing whatever oneself wants", "cause a pirate is free", "being a pirate", "stealing", "landlubbers", "gold", "a buried treasure", "yarr", "avast", "a swashbuckler", "sailing the Seven Seas", "a parrot", "a monkey", "an island", "a talking skull")
/obj/item/bedsheet/gondola
name = "gondola bedsheet"
desc = "A precious bedsheet made from the hide of a rare and peculiar critter."
icon_state = "sheetgondola"
item_color = "cargo"
var/g_mouth
var/g_eyes
@@ -262,14 +232,12 @@ LINEN BINS
name = "cosmic space bedsheet"
desc = "Made from the dreams of those who wonder at the stars."
icon_state = "sheetcosmos"
item_color = "cosmos"
dream_messages = list("the infinite cosmos", "Hans Zimmer music", "a flight through space", "the galaxy", "being fabulous", "shooting stars")
light_power = 2
light_range = 1.4
/obj/item/bedsheet/random
icon_state = "random_bedsheet"
item_color = "rainbow"
name = "random bedsheet"
desc = "If you're reading this description ingame, something has gone wrong! Honk!"

View File

@@ -173,6 +173,16 @@
/turf/closed/mineral/silver = 12, /turf/closed/mineral/plasma = 20, /turf/closed/mineral/iron = 40, /turf/closed/mineral/titanium = 11,
/turf/closed/mineral/gibtonite = 4, /turf/closed/mineral/bscrystal = 1)
/turf/closed/mineral/random/no_caves/earth_like
icon_state = "rock_oxy"
turf_type = /turf/open/floor/plating/asteroid
baseturfs = /turf/open/floor/plating/asteroid
mineralSpawnChanceList = list(/turf/closed/mineral/uranium/earth_like = 5, /turf/closed/mineral/diamond/earth_like = 1, /turf/closed/mineral/gold/earth_like = 10,
/turf/closed/mineral/silver/earth_like = 12, /turf/closed/mineral/plasma/earth_like = 20, /turf/closed/mineral/iron/earth_like = 40,
/turf/closed/mineral/titanium/earth_like = 11, /turf/closed/mineral/gibtonite/earth_like = 4, /turf/closed/mineral/bscrystal/earth_like = 1)
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/random/high_chance
icon_state = "rock_highchance"
mineralChance = 25
@@ -194,6 +204,10 @@
icon_state = "rock_highchance_oxy"
turf_type = /turf/open/floor/plating/asteroid
baseturfs = /turf/open/floor/plating/asteroid
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/earth_like = 35, /turf/closed/mineral/diamond/earth_like = 30, /turf/closed/mineral/gold/earth_like = 45,
/turf/closed/mineral/titanium/earth_like = 45, /turf/closed/mineral/silver/earth_like = 50, /turf/closed/mineral/plasma/earth_like = 50,
/turf/closed/mineral/bscrystal/earth_like = 20)
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
@@ -211,6 +225,10 @@
turf_type = /turf/open/floor/plating/asteroid
baseturfs = /turf/open/floor/plating/asteroid
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/earth_like = 2, /turf/closed/mineral/diamond/earth_like = 1, /turf/closed/mineral/gold/earth_like = 4,
/turf/closed/mineral/titanium/earth_like = 4, /turf/closed/mineral/silver/earth_like = 6, /turf/closed/mineral/plasma/earth_like = 15,
/turf/closed/mineral/iron/earth_like = 40, /turf/closed/mineral/gibtonite/earth_like = 2, /turf/closed/mineral/bscrystal/earth_like = 1)
defer_change = TRUE
/turf/closed/mineral/random/volcanic
@@ -246,13 +264,6 @@
/turf/closed/mineral/silver/volcanic = 20, /turf/closed/mineral/plasma/volcanic = 30, /turf/closed/mineral/bscrystal/volcanic = 1, /turf/closed/mineral/gibtonite/volcanic = 2,
/turf/closed/mineral/iron/volcanic = 95)
/turf/closed/mineral/random/earth_like
icon_state = "rock_oxy"
turf_type = /turf/open/floor/plating/asteroid
baseturfs = /turf/open/floor/plating/asteroid
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/iron
mineralType = /obj/item/stack/ore/iron
@@ -624,3 +635,10 @@
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
/turf/closed/mineral/gibtonite/earth_like
icon_state = "rock_oxy"
turf_type = /turf/open/floor/plating/asteroid
baseturfs = /turf/open/floor/plating/asteroid
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE

View File

@@ -295,7 +295,6 @@
prof.name_list[slot] = I.name
prof.appearance_list[slot] = I.appearance
prof.flags_cover_list[slot] = I.flags_cover
prof.item_color_list[slot] = I.item_color
prof.item_state_list[slot] = I.item_state
prof.exists_list[slot] = 1
else
@@ -511,7 +510,6 @@
var/list/appearance_list = list()
var/list/flags_cover_list = list()
var/list/exists_list = list()
var/list/item_color_list = list()
var/list/item_state_list = list()
var/underwear
@@ -534,7 +532,6 @@
newprofile.appearance_list = appearance_list.Copy()
newprofile.flags_cover_list = flags_cover_list.Copy()
newprofile.exists_list = exists_list.Copy()
newprofile.item_color_list = item_color_list.Copy()
newprofile.item_state_list = item_state_list.Copy()
newprofile.underwear = underwear
newprofile.undershirt = undershirt

View File

@@ -28,8 +28,7 @@
action.Remove(user)
return
/obj/effect/proc_holder/changeling/Click()
var/mob/user = usr
/obj/effect/proc_holder/changeling/Trigger(mob/user)
if(!user || !user.mind || !user.mind.has_antag_datum(/datum/antagonist/changeling))
return
try_to_sting(user)

View File

@@ -3,8 +3,7 @@
desc = "Stabby stabby."
var/sting_icon = null
/obj/effect/proc_holder/changeling/sting/Click()
var/mob/user = usr
/obj/effect/proc_holder/changeling/sting/Trigger(mob/user)
if(!user || !user.mind)
return
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
@@ -74,8 +73,7 @@
action_icon_state = "ling_sting_transform"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/transformation/Click()
var/mob/user = usr
/obj/effect/proc_holder/changeling/sting/transformation/Trigger(mob/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling.chosen_sting)
unset_sting(user)

View File

@@ -279,9 +279,15 @@
sigil_name = "Vitality Matrix"
var/revive_cost = 150
var/sigil_active = FALSE
var/min_drain_health = -INFINITY
var/can_dust = TRUE
var/animation_number = 3 //each cycle increments this by 1, at 4 it produces an animation and resets
var/static/list/damage_heal_order = list(CLONE, TOX, BURN, BRUTE, OXY) //we heal damage in this order
/obj/effect/clockwork/sigil/vitality/neutered
min_drain_health = 20
can_dust = FALSE
/obj/effect/clockwork/sigil/vitality/examine(mob/user)
. = ..()
if(is_servant_of_ratvar(user) || isobserver(user))
@@ -306,7 +312,7 @@
animation_number++
if(!is_servant_of_ratvar(L))
var/vitality_drained = 0
if(L.stat == DEAD && !consumed_vitality)
if(L.stat == DEAD && !consumed_vitality && can_dust)
consumed_vitality = TRUE //Prevent the target from being consumed multiple times
vitality_drained = L.maxHealth
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
@@ -318,7 +324,7 @@
if(!L.dropItemToGround(W))
qdel(W)
L.dust()
else
else if(L.health > min_drain_health)
if(!GLOB.ratvar_awakens && L.stat == CONSCIOUS)
vitality_drained = L.adjustToxLoss(1, forced = TRUE)
else

View File

@@ -35,7 +35,7 @@
var/span_for_name = "heavy_brass"
var/span_for_message = "brass"
/datum/action/innate/hierophant/IsAvailable()
/datum/action/innate/hierophant/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
return FALSE
return ..()

View File

@@ -12,7 +12,7 @@
var/obj/item/clockwork/weapon/weapon_type //The type of weapon to create
var/obj/item/clockwork/weapon/weapon
/datum/action/innate/call_weapon/IsAvailable()
/datum/action/innate/call_weapon/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
qdel(src)
return

View File

@@ -127,7 +127,6 @@
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_gauntlets"
item_state = "clockwork_gauntlets"
item_color = null //So they don't wash.
strip_delay = 50
equip_delay_other = 30
body_parts_covered = ARMS

View File

@@ -36,6 +36,24 @@
speed_multiplier = 0
no_cost = TRUE
/obj/item/clockwork/slab/traitor
var/spent = FALSE
/obj/item/clockwork/slab/traitor/check_uplink_validity()
return !spent
/obj/item/clockwork/slab/traitor/attack_self(mob/living/user)
if(!is_servant_of_ratvar(user) && !spent)
to_chat(user, "<span class='userdanger'>You press your hand onto [src], golden tendrils of light latching onto you. Was this the best of ideas?</span>")
if(add_servant_of_ratvar(user, FALSE, FALSE, /datum/antagonist/clockcult/neutered/traitor))
spent = TRUE
// Add some (5 KW) power so they don't suffer for 100 ticks
GLOB.clockwork_power += 5000
// This intentionally does not use adjust_clockwork_power.
else
to_chat(user, "<span class='userdanger'>[src] falls dark. It appears you weren't worthy.</span>")
return ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clockwork/slab/debug/attack_hand(mob/living/user)
if(!is_servant_of_ratvar(user))

View File

@@ -232,7 +232,7 @@
background_icon_state = "bg_clock"
buttontooltipstyle = "clockcult"
/datum/action/innate/eminence/IsAvailable()
/datum/action/innate/eminence/IsAvailable(silent = FALSE)
if(!iseminence(owner))
qdel(src)
return
@@ -283,7 +283,7 @@
desc = "Initiates a mass recall, warping all servants to the Ark after a short delay. This can only be used once."
button_icon_state = "Spatial Gateway"
/datum/action/innate/eminence/mass_recall/IsAvailable()
/datum/action/innate/eminence/mass_recall/IsAvailable(silent = FALSE)
. = ..()
if(.)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar

View File

@@ -30,6 +30,7 @@ Applications: 8 servants, 3 caches, and 100 CV
var/primary_component
var/important = FALSE //important scripture will be italicized in the slab's interface
var/sort_priority = 1 //what position the scripture should have in a list of scripture. Should be based off of component costs/reqs, but you can't initial() lists.
var/requires_full_power = FALSE //requires the user to be a full, non neutered servant of ratvar
//messages for offstation scripture recital, courtesy ratvar's generals(and neovgre)
var/static/list/neovgre_penalty = list("Go to the station.", "Useless.", "Don't waste time.", "Pathetic.", "Wasteful.")
@@ -77,6 +78,9 @@ Applications: 8 servants, 3 caches, and 100 CV
/datum/clockwork_scripture/proc/can_recite() //If the words can be spoken
if(!invoker || !slab || invoker.get_active_held_item() != slab)
return FALSE
if(!is_servant_of_ratvar(invoker, requires_full_power))
to_chat(invoker, "<span class='warning'>You aren't strongly connected enough to Ratvar to invoke this!</span>")
return FALSE
if(!invoker.can_speak_vocal())
to_chat(invoker, "<span class='warning'>You are unable to speak the words of the scripture!</span>")
return FALSE
@@ -236,18 +240,21 @@ Applications: 8 servants, 3 caches, and 100 CV
return FALSE
return TRUE
/datum/clockwork_scripture/create_object/proc/get_spawn_path(mob/user)
return object_path
/datum/clockwork_scripture/create_object/scripture_effects()
if(creator_message && observer_message)
invoker.visible_message(observer_message, creator_message)
else if(creator_message)
to_chat(invoker, creator_message)
var/obj/O = new object_path (get_turf(invoker))
var/to_spawn = get_spawn_path(invoker)
var/obj/O = new to_spawn(get_turf(invoker))
O.ratvar_act() //update the new object so it gets buffed if ratvar is alive
if(isitem(O) && put_object_in_hands)
invoker.put_in_hands(O)
return TRUE
//Used specifically to create construct shells.
/datum/clockwork_scripture/create_object/construct
put_object_in_hands = FALSE

View File

@@ -88,7 +88,7 @@
sort_priority = 4
quickbind = TRUE
quickbind_desc = "Creates a Sigil of Submission, which will convert non-Servants that remain on it."
requires_full_power = TRUE
//Kindle: Charges the slab with blazing energy. It can be released to stun and silence a target.
/datum/clockwork_scripture/ranged_ability/kindle
@@ -211,6 +211,7 @@
quickbind = TRUE
quickbind_desc = "Returns you to Reebe."
var/client_color
requires_full_power = TRUE
/datum/clockwork_scripture/abscond/check_special_requirements()
if(is_reebe(invoker.z))

View File

@@ -50,7 +50,6 @@
return FALSE
return ..()
//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
/datum/clockwork_scripture/create_object/vitality_matrix
descname = "Trap, Damage to Healing"
@@ -77,6 +76,10 @@
return FALSE
return ..()
/datum/clockwork_scripture/create_object/vitality_matrix/get_spawn_path(mob/user)
if(!is_servant_of_ratvar(user, TRUE))
return /obj/effect/clockwork/sigil/vitality/neutered
return ..()
//Judicial Visor: Creates a judicial visor, which can smite an area.
/datum/clockwork_scripture/create_object/judicial_visor
@@ -150,7 +153,7 @@
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/shoes/magboots)) //replace this only if ratvar is up
/datum/action/innate/clockwork_armaments/IsAvailable()
/datum/action/innate/clockwork_armaments/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
qdel(src)
return

View File

@@ -5,15 +5,27 @@
antagpanel_category = "Clockcult"
job_rank = ROLE_SERVANT_OF_RATVAR
antag_moodlet = /datum/mood_event/cult
var/datum/action/innate/hierophant/hierophant_network = new
threat = 3
var/datum/action/innate/hierophant/hierophant_network = new()
var/datum/team/clockcult/clock_team
var/make_team = TRUE //This should be only false for tutorial scarabs
var/neutered = FALSE //can not use round ending, gibbing, converting, or similar things with unmatched round impact
var/ignore_eligibility_check = FALSE
var/ignore_holy_water = FALSE
/datum/antagonist/clockcult/silent
silent = TRUE
show_in_antagpanel = FALSE //internal
/datum/antagonist/clockcult/neutered
neutered = TRUE
/datum/antagonist/clockcult/neutered/traitor
ignore_eligibility_check = TRUE
ignore_holy_water = TRUE
show_in_roundend = FALSE
make_team = FALSE
/datum/antagonist/clockcult/Destroy()
qdel(hierophant_network)
return ..()
@@ -38,7 +50,7 @@
/datum/antagonist/clockcult/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
if(. && !ignore_eligibility_check)
. = is_eligible_servant(new_owner.current)
/datum/antagonist/clockcult/greet()

View File

@@ -17,7 +17,7 @@
qdel(X)
..()
/datum/action/innate/cult/blood_magic/IsAvailable()
/datum/action/innate/cult/blood_magic/IsAvailable(silent = FALSE)
if(!iscultist(owner))
return FALSE
return ..()
@@ -118,7 +118,7 @@
hand_magic = null
..()
/datum/action/innate/cult/blood_spell/IsAvailable()
/datum/action/innate/cult/blood_spell/IsAvailable(silent = FALSE)
if(!iscultist(owner) || owner.incapacitated() || !charges)
return FALSE
return ..()
@@ -439,7 +439,7 @@
"<span class='userdanger'>A feeling of warmth washes over you, rays of holy light surround your body and protect you from the flash of light!</span>")
else // cult doesn't stun any longer when halos are out, instead it does burn damage + knockback!
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(user_antag.cult_team.cult_ascendent)
if(user_antag.cult_team?.cult_ascendent)
if(!iscultist(L))
L.adjustFireLoss(20)
if(L.move_resist < MOVE_FORCE_STRONG)
@@ -577,7 +577,9 @@
var/turf/T = get_turf(target)
if(istype(target, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/candidate = target
if(candidate.use(50))
if(!iscultist(user, TRUE))
to_chat(user, "<span class='warning'>You are not strongly connected enough to Nar'sie to use make constructs...</span>")
else if(candidate.use(50))
uses--
to_chat(user, "<span class='warning'>A dark cloud emanates from your hand and swirls around the metal, twisting it into a construct shell!</span>")
new /obj/structure/constructshell(T)
@@ -600,7 +602,9 @@
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else if(istype(target,/mob/living/silicon/robot))
var/mob/living/silicon/robot/candidate = target
if(candidate.mmi)
if(!iscultist(user, TRUE))
to_chat(user, "<span class='warning'>You are not strongly connected enough to Nar'sie to use make constructs...</span>")
else if(candidate.mmi)
user.visible_message("<span class='danger'>A dark cloud emanates from [user]'s hand and swirls around [candidate]!</span>")
playsound(T, 'sound/machines/airlock_alien_prying.ogg', 80, 1)
var/prev_color = candidate.color
@@ -820,6 +824,8 @@
if("Blood Beam (500)")
if(uses < 500)
to_chat(user, "<span class='cultitalic'>You need 500 charges to perform this rite.</span>")
else if(!iscultist(user, TRUE))
to_chat(user, "<span class='warning'>You are not strongly connected to Nar'sie enough to use something of this power.</span>")
else
var/obj/rite = new /obj/item/blood_beam()
uses -= 500

View File

@@ -11,15 +11,27 @@
var/datum/action/innate/cult/blood_magic/magic = new
job_rank = ROLE_CULTIST
var/ignore_implant = FALSE
var/make_team = TRUE
var/give_equipment = FALSE
var/datum/team/cult/cult_team
var/neutered = FALSE //can not use round ending, gibbing, converting, or similar things with unmatched round impact
var/ignore_eligibility_checks = FALSE
var/ignore_holy_water = FALSE
/datum/antagonist/cult/neutered
neutered = TRUE
/datum/antagonist/cult/neutered/traitor
ignore_eligibility_checks = TRUE
ignore_holy_water = TRUE
show_in_roundend = FALSE
make_team = FALSE
/datum/antagonist/cult/get_team()
return cult_team
/datum/antagonist/cult/create_team(datum/team/cult/new_team)
if(!new_team)
if(!new_team && make_team)
//todo remove this and allow admin buttons to create more than one cult
for(var/datum/antagonist/cult/H in GLOB.antagonists)
if(!H.owner)
@@ -30,12 +42,12 @@
cult_team = new /datum/team/cult
cult_team.setup_objectives()
return
if(!istype(new_team))
if(make_team && !istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
cult_team = new_team
/datum/antagonist/cult/proc/add_objectives()
objectives |= cult_team.objectives
objectives |= cult_team?.objectives
/datum/antagonist/cult/Destroy()
QDEL_NULL(communion)
@@ -44,7 +56,7 @@
/datum/antagonist/cult/can_be_owned(datum/mind/new_owner)
. = ..()
if(. && !ignore_implant)
if(. && !ignore_implant && !ignore_eligibility_checks)
. = is_convertable_to_cult(new_owner.current,cult_team)
/datum/antagonist/cult/greet()
@@ -62,7 +74,7 @@
SSticker.mode.update_cult_icons_added(owner)
current.log_message("has been converted to the cult of Nar'Sie!", LOG_ATTACK, color="#960000")
if(cult_team.blood_target && cult_team.blood_target_image && current.client)
if(cult_team?.blood_target && cult_team.blood_target_image && current.client)
current.client.images += cult_team.blood_target_image
@@ -105,13 +117,13 @@
current = mob_override
current.faction |= "cult"
current.grant_language(/datum/language/narsie)
if(!cult_team.cult_master)
if(!cult_team?.cult_master)
vote.Grant(current)
communion.Grant(current)
if(ishuman(current))
magic.Grant(current)
current.throw_alert("bloodsense", /obj/screen/alert/bloodsense)
if(cult_team.cult_risen)
if(cult_team?.cult_risen)
cult_team.rise(current)
if(cult_team.cult_ascendent)
cult_team.ascend(current)
@@ -144,7 +156,7 @@
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_theyve()] just reverted to [owner.current.p_their()] old faith!</span>", null, null, null, owner.current)
to_chat(owner.current, "<span class='userdanger'>An unfamiliar white light flashes through your mind, cleansing the taint of the Geometer and all your memories as her servant.</span>")
owner.current.log_message("has renounced the cult of Nar'Sie!", LOG_ATTACK, color="#960000")
if(cult_team.blood_target && cult_team.blood_target_image && owner.current.client)
if(cult_team?.blood_target && cult_team.blood_target_image && owner.current.client)
owner.current.client.images -= cult_team.blood_target_image
. = ..()
@@ -206,7 +218,7 @@
throwing.Grant(current)
current.update_action_buttons_icon()
current.apply_status_effect(/datum/status_effect/cult_master)
if(cult_team.cult_risen)
if(cult_team?.cult_risen)
cult_team.rise(current)
if(cult_team.cult_ascendent)
cult_team.ascend(current)

View File

@@ -6,7 +6,7 @@
buttontooltipstyle = "cult"
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
/datum/action/innate/cult/IsAvailable()
/datum/action/innate/cult/IsAvailable(silent = FALSE)
if(!iscultist(owner))
return FALSE
return ..()
@@ -51,7 +51,7 @@
name = "Spiritual Communion"
desc = "Conveys a message from the spirit realm that all cultists can hear."
/datum/action/innate/cult/comm/spirit/IsAvailable()
/datum/action/innate/cult/comm/spirit/IsAvailable(silent = FALSE)
if(iscultist(owner.mind.current))
return TRUE
@@ -72,9 +72,9 @@
name = "Assert Leadership"
button_icon_state = "cultvote"
/datum/action/innate/cult/mastervote/IsAvailable()
/datum/action/innate/cult/mastervote/IsAvailable(silent = FALSE)
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C || C.cult_team.cult_vote_called || !ishuman(owner))
if(!C?.cult_team || C.cult_team.cult_vote_called || !ishuman(owner))
return FALSE
return ..()
@@ -82,6 +82,9 @@
var/choice = alert(owner, "The mantle of leadership is heavy. Success in this role requires an expert level of communication and experience. Are you sure?",, "Yes", "No")
if(choice == "Yes" && IsAvailable())
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C.cult_team)
to_chat(owner, "<span class='cult bold'>Do you not alreaady lead yourself?</span>")
return
pollCultists(owner,C.cult_team)
/proc/pollCultists(var/mob/living/Nominee,datum/team/cult/team) //Cult Master Poll
@@ -137,7 +140,7 @@
to_chat(B.current,"<span class='cultlarge'>[Nominee] has won the cult's support and is now their master. Follow [Nominee.p_their()] orders to the best of your ability!</span>")
return TRUE
/datum/action/innate/cult/master/IsAvailable()
/datum/action/innate/cult/master/IsAvailable(silent = FALSE)
if(!owner.mind || !owner.mind.has_antag_datum(/datum/antagonist/cult/master) || GLOB.cult_narsie)
return 0
return ..()
@@ -151,6 +154,9 @@
var/datum/antagonist/cult/antag = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag)
return
if(!antag.cult_team)
to_chat(owner, "<span class='cult bold'>You have no team. You are alone.</span>")
return
for(var/i in 1 to 4)
chant(i)
var/list/destinations = list()
@@ -220,9 +226,9 @@
CM.attached_action = src
..()
/datum/action/innate/cult/master/cultmark/IsAvailable()
/datum/action/innate/cult/master/cultmark/IsAvailable(silent = FALSE)
if(cooldown > world.time)
if(!CM.active)
if(!CM.active && !silent)
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can mark another target!</b></span>")
return FALSE
return ..()
@@ -261,7 +267,10 @@
return FALSE
var/datum/antagonist/cult/C = caller.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C.cult_team)
to_chat(ranged_ability_user, "<span class='cultlarge'>What is the point of marking a target for yourself?</span>")
remove_ranged_ability()
return
if(target in view(7, get_turf(ranged_ability_user)))
if(C.cult_team.blood_target)
to_chat(ranged_ability_user, "<span class='cult'>The cult has already designated a target!</span>")
@@ -299,7 +308,7 @@
name = "Mark a Blood Target for the Cult"
desc = "Marks a target for the entire cult to track."
/datum/action/innate/cult/master/cultmark/ghost/IsAvailable()
/datum/action/innate/cult/master/cultmark/ghost/IsAvailable(silent = FALSE)
if(istype(owner, /mob/dead/observer) && iscultist(owner.mind.current))
return TRUE
else
@@ -313,7 +322,7 @@
var/cooldown = 0
var/base_cooldown = 600
/datum/action/innate/cult/ghostmark/IsAvailable()
/datum/action/innate/cult/ghostmark/IsAvailable(silent = FALSE)
if(istype(owner, /mob/dead/observer) && iscultist(owner.mind.current))
return TRUE
else
@@ -330,8 +339,11 @@
/datum/action/innate/cult/ghostmark/Activate()
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C.cult_team)
to_chat(owner, "<span class='cultbold'>You are alone. You do not have a team.</span>")
return
if(C.cult_team.blood_target)
if(cooldown>world.time)
if(cooldown > world.time)
reset_blood_target(C.cult_team)
to_chat(owner, "<span class='cultbold'>You have cleared the cult's blood target!</span>")
deltimer(C.cult_team.blood_target_reset_timer)
@@ -339,7 +351,7 @@
else
to_chat(owner, "<span class='cultbold'>The cult has already designated a target!</span>")
return
if(cooldown>world.time)
if(cooldown > world.time)
to_chat(owner, "<span class='cultbold'>You aren't ready to place another blood mark yet!</span>")
return
target = owner.orbiting?.parent || get_turf(owner)
@@ -389,11 +401,11 @@
PM.attached_action = src
..()
/datum/action/innate/cult/master/pulse/IsAvailable()
/datum/action/innate/cult/master/pulse/IsAvailable(silent = FALSE)
if(!owner.mind || !owner.mind.has_antag_datum(/datum/antagonist/cult/master))
return FALSE
if(cooldown > world.time)
if(!PM.active)
if(!PM.active && !silent)
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can pulse again!</b></span>")
return FALSE
return ..()

View File

@@ -6,6 +6,21 @@
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
/obj/item/tome/traitor
var/spent = FALSE
/obj/item/tome/traitor/check_uplink_validity()
return !spent
/obj/item/tome/traitor/attack_self(mob/living/user)
if(!iscultist(user) && !spent)
to_chat(user, "<span class='userdanger'>You press your hand onto [src], sinister tendrils of corrupted magic swirling around you. Was this the best of ideas?</span>")
if(user.mind.add_antag_datum(/datum/antagonist/cult/neutered/traitor))
spent = TRUE
else
to_chat(user, "<span class='userdanger'>[src] falls dark. It appears you weren't worthy.</span>")
return ..()
/obj/item/melee/cultblade/dagger
name = "ritual dagger"
desc = "A strange dagger said to be used by sinister groups for \"preparing\" a corpse before sacrificing it to their dark gods."
@@ -207,7 +222,7 @@
phasein = /obj/effect/temp_visual/dir_setting/cult/phase
phaseout = /obj/effect/temp_visual/dir_setting/cult/phase/out
/datum/action/innate/dash/cult/IsAvailable()
/datum/action/innate/dash/cult/IsAvailable(silent = FALSE)
if(iscultist(holder) && current_charges)
return TRUE
else
@@ -227,7 +242,7 @@
sword = bastard
holder = user
/datum/action/innate/cult/spin2win/IsAvailable()
/datum/action/innate/cult/spin2win/IsAvailable(silent = FALSE)
if(iscultist(holder) && cooldown <= world.time)
return TRUE
else
@@ -509,7 +524,7 @@
var/static/curselimit = 0
/obj/item/shuttle_curse/attack_self(mob/living/user)
if(!iscultist(user))
if(!iscultist(user, TRUE))
user.dropItemToGround(src, TRUE)
user.DefaultCombatKnockdown(100)
to_chat(user, "<span class='warning'>A powerful force shoves you away from [src]!</span>")

View File

@@ -59,6 +59,9 @@ This file contains the cult dagger and rune list code
rune_to_scribe = GLOB.rune_types[entered_rune_name]
if(!rune_to_scribe)
return
if(!iscultist(user, initial(rune_to_scribe.requires_full_power)))
to_chat(user, "<span class='warning'>You aren't strongly connected enough to Nar'sie to do draw this.</span>")
return
if(initial(rune_to_scribe.req_keyword))
chosen_keyword = stripped_input(user, "Enter a keyword for the new rune.", "Words of Power")
if(!chosen_keyword)
@@ -84,8 +87,8 @@ This file contains the cult dagger and rune list code
to_chat(user, "<span class='cultlarge'>Only one ritual site remains - it must be reserved for the final summoning!</span>")
return
if(ispath(rune_to_scribe, /obj/effect/rune/narsie))
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team.objectives
var/datum/objective/sacrifice/sac_objective = locate() in user_antag.cult_team.objectives
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team?.objectives
var/datum/objective/sacrifice/sac_objective = locate() in user_antag.cult_team?.objectives
if(!summon_objective)
to_chat(user, "<span class='warning'>Nar'Sie does not wish to be summoned!</span>")
return

View File

@@ -14,7 +14,7 @@
var/obj/effect/temp_visual/cult/rune_spawn/rune_center_type
var/rune_color
/datum/action/innate/cult/create_rune/IsAvailable()
/datum/action/innate/cult/create_rune/IsAvailable(silent = FALSE)
if(!rune_type || cooldown > world.time)
return FALSE
return ..()

View File

@@ -32,6 +32,7 @@ Runes can either be invoked by one's self or with many different cultists. Each
var/scribe_delay = 40 //how long the rune takes to create
var/scribe_damage = 0.1 //how much damage you take doing it
var/requires_full_power = FALSE //requires full power to draw or invoke
var/invoke_damage = 0 //how much damage invokers take when invoking it
var/construct_invoke = TRUE //if constructs can invoke it
@@ -185,6 +186,7 @@ structure_check() searches for nearby cultist structures required for the invoca
color = RUNE_COLOR_OFFER
req_cultists = 1
rune_in_use = FALSE
requires_full_power = TRUE
/obj/effect/rune/convert/do_invoke_glow()
return
@@ -458,6 +460,7 @@ structure_check() searches for nearby cultist structures required for the invoca
pixel_y = -32
scribe_delay = 500 //how long the rune takes to create
scribe_damage = 40.1 //how much damage you take doing it
requires_full_power = TRUE
var/used = FALSE
/obj/effect/rune/narsie/Initialize(mapload, set_keyword)
@@ -482,6 +485,9 @@ structure_check() searches for nearby cultist structures required for the invoca
fail_invoke()
return
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!user_antag.cult_team)
to_chat(user, "<span class='cultlarge'>You can't seem to make the arcane links to your fellows that you'd need to use this.</span>")
return
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team.objectives
var/area/place = get_area(src)
if(!(place in summon_objective.summon_spots))
@@ -812,6 +818,7 @@ structure_check() searches for nearby cultist structures required for the invoca
invoke_damage = 10
construct_invoke = FALSE
color = RUNE_COLOR_DARKRED
requires_full_power = TRUE
var/mob/living/affecting = null
var/ghost_limit = 3
var/ghosts = 0
@@ -942,6 +949,7 @@ structure_check() searches for nearby cultist structures required for the invoca
color = RUNE_COLOR_DARKRED
req_cultists = 3
scribe_delay = 100
requires_full_power = TRUE
/obj/effect/rune/apocalypse/invoke(var/list/invokers)
if(rune_in_use)
@@ -950,6 +958,9 @@ structure_check() searches for nearby cultist structures required for the invoca
var/area/place = get_area(src)
var/mob/living/user = invokers[1]
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!user_antag.cult_team)
to_chat(user, "<span class='cultlarge'>You can't seem to make the arcane links to your fellows that you'd need to use this.</span>")
return
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team.objectives
if(summon_objective.summon_spots.len <= 1)
to_chat(user, "<span class='cultlarge'>Only one ritual site remains - it must be reserved for the final summoning!</span>")

View File

@@ -12,12 +12,7 @@
var/obj/item/r_hand = get_item_for_held_index(2)
if(r_hand)
var/r_state = r_hand.item_state
if(!r_state)
r_state = r_hand.icon_state
var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(state = r_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE)
var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(default_layer = DEVIL_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE)
hands_overlays += r_hand_overlay
@@ -28,12 +23,7 @@
client.screen |= r_hand
if(l_hand)
var/l_state = l_hand.item_state
if(!l_state)
l_state = l_hand.icon_state
var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(state = l_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE)
var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(default_layer = DEVIL_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE)
hands_overlays += l_hand_overlay

View File

@@ -43,7 +43,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
else
owner_AI = owner
/datum/action/innate/ai/IsAvailable()
/datum/action/innate/ai/IsAvailable(silent = FALSE)
. = ..()
if(owner_AI && owner_AI.malf_cooldown > world.time)
return FALSE

View File

@@ -31,12 +31,12 @@
/obj/item/soulstone/pickup(mob/living/user)
..()
if(!iscultist(user) && !iswizard(user) && !usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !usability)
to_chat(user, "<span class='danger'>An overwhelming feeling of dread comes over you as you pick up the soulstone. It would be wise to be rid of this quickly.</span>")
/obj/item/soulstone/examine(mob/user)
. = ..()
if(usability || iscultist(user) || iswizard(user) || isobserver(user))
if(usability || iscultist(user, TRUE) || iswizard(user) || isobserver(user))
if (old_shard)
. += "<span class='cult'>A soulstone, used to capture a soul, either from dead humans or from freed shades.</span>"
else
@@ -53,7 +53,7 @@
//////////////////////////////Capturing////////////////////////////////////////////////////////
/obj/item/soulstone/attack(mob/living/carbon/human/M, mob/living/user)
if(!iscultist(user) && !iswizard(user) && !usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !usability)
user.Unconscious(100)
to_chat(user, "<span class='userdanger'>Your body is wracked with debilitating pain!</span>")
return
@@ -74,7 +74,7 @@
/obj/item/soulstone/attack_self(mob/living/user)
if(!in_range(src, user))
return
if(!iscultist(user) && !iswizard(user) && !usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !usability)
user.Unconscious(100)
to_chat(user, "<span class='userdanger'>Your body is wracked with debilitating pain!</span>")
return
@@ -103,7 +103,7 @@
/obj/structure/constructshell/examine(mob/user)
. = ..()
if(iscultist(user) || iswizard(user) || user.stat == DEAD)
if(iscultist(user, TRUE) || iswizard(user) || user.stat == DEAD)
. += "<span class='cult'>A construct shell, used to house bound souls from a soulstone.</span>"
. += "<span class='cult'>Placing a soulstone with a soul into this shell allows you to produce your choice of the following:</span>"
. += "<span class='cult'>An <b>Artificer</b>, which can produce <b>more shells and soulstones</b>, as well as fortifications.</span>"
@@ -113,7 +113,7 @@
/obj/structure/constructshell/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/soulstone))
var/obj/item/soulstone/SS = O
if(!iscultist(user) && !iswizard(user) && !SS.usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !SS.usability)
to_chat(user, "<span class='danger'>An overwhelming feeling of dread comes over you as you attempt to place the soulstone into the shell. It would be wise to be rid of this quickly.</span>")
user.Dizzy(30)
return
@@ -145,7 +145,7 @@
if("VICTIM")
var/mob/living/carbon/human/T = target
var/datum/antagonist/cult/C = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(C && C.cult_team.is_sacrifice_target(T.mind))
if(C && C.cult_team?.is_sacrifice_target(T.mind))
if(iscultist(user))
to_chat(user, "<span class='cult'><b>\"This soul is mine.</b></span> <span class='cultlarge'>SACRIFICE THEM!\"</span>")
else

View File

@@ -219,14 +219,13 @@
if(isitem(target))
var/obj/item/I = target
I.item_state = initial(picked_item.item_state)
I.item_color = initial(picked_item.item_color)
var/obj/item/clothing/CL = target
var/obj/item/clothing/PCL = new picked_item
if(istype(CL) && istype(PCL))
CL.flags_cover = PCL.flags_cover
CL.flags_inv = PCL.flags_inv
CL.mutantrace_variation = PCL.mutantrace_variation
CL.alternate_worn_icon = PCL.alternate_worn_icon
CL.mob_overlay_icon = PCL.mob_overlay_icon
qdel(PCL)
target.icon = initial(picked_item.icon)
@@ -238,7 +237,6 @@
P.desc = initial(picked_item.desc)
P.icon_state = initial(picked_item.icon_state)
P.item_state = initial(picked_item.item_state)
P.item_color = initial(picked_item.item_color)
P.overlays_offsets = initial(picked_item.overlays_offsets)
P.set_new_overlays()
P.update_icon()
@@ -269,7 +267,6 @@
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
desc = "It's a plain jumpsuit. It has a small dial on the wrist."
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
@@ -284,7 +281,6 @@
desc = "A tough jumpsuit woven from alloy threads. It can take on the appearance of other jumpsuits."
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
/obj/item/clothing/under/chameleon/Initialize()
. = ..()
@@ -394,7 +390,6 @@
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
resistance_flags = NONE
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
@@ -494,7 +489,6 @@
/obj/item/clothing/shoes/chameleon
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
@@ -520,7 +514,6 @@
/obj/item/clothing/shoes/chameleon/noslip
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
clothing_flags = NOSLIP
@@ -639,7 +632,6 @@
desc = "A neosilk clip-on tie."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "blacktie"
item_color = "blacktie"
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)

View File

@@ -190,7 +190,7 @@ BLIND // can't see anything
/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"]")
var/icon/female_s = icon("icon"='icons/mob/clothing/uniform.dmi', "icon_state"="[(type == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
female_clothing_icon.Blend(female_s, ICON_MULTIPLY)
female_clothing_icon = fcopy_rsc(female_clothing_icon)
GLOB.female_clothing_icons[index] = female_clothing_icon
@@ -445,11 +445,11 @@ BLIND // can't see anything
/obj/item/clothing/update_overlays() // Polychrome stuff
. = ..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary", color = primary_color) //Automagically picks overlays
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_state]-primary", color = primary_color) //Automagically picks overlays
. += 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", color = secondary_color)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_state]-secondary", color = secondary_color)
. += secondary_overlay
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary", color = tertiary_color)
. += tertiary_overlay
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_state]-tertiary", color = tertiary_color)
. += tertiary_overlay

View File

@@ -132,7 +132,7 @@
name = "prescription night vision goggles"
desc = "NVGs but for those with nearsightedness."
vision_correction = 1
/obj/item/clothing/glasses/night/syndicate
name = "combat night vision goggles"
desc = "See everything, without fear."
@@ -350,7 +350,7 @@
. = list()
if(!isinhands && ishuman(loc) && !colored_before)
var/mob/living/carbon/human/H = loc
var/mutable_appearance/M = mutable_appearance('icons/mob/eyes.dmi', "blindfoldwhite")
var/mutable_appearance/M = mutable_appearance('icons/mob/clothing/eyes.dmi', "blindfoldwhite")
M.appearance_flags |= RESET_COLOR
M.color = "#[H.eye_color]"
. += M

View File

@@ -1,7 +1,7 @@
/obj/item/clothing/glasses/phantomthief
name = "suspicious paper mask"
desc = "A cheap, Syndicate-branded paper face mask. They'll never see it coming."
alternate_worn_icon = 'icons/mob/mask.dmi'
mob_overlay_icon = 'icons/mob/clothing/mask.dmi'
icon = 'icons/obj/clothing/masks.dmi'
icon_state = "s-ninja"
item_state = "s-ninja"

View File

@@ -1,3 +1,6 @@
/obj/item/clothing/gloves/color
dying_key = DYE_REGISTRY_GLOVES
/obj/item/clothing/gloves/color/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
@@ -5,7 +8,6 @@
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
@@ -16,7 +18,6 @@
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
@@ -70,21 +71,14 @@
name = "black gloves"
icon_state = "black"
item_state = "blackgloves"
item_color="black"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
var/can_be_cut = 1
var/can_be_cut = TRUE
strip_mod = 1.2
/obj/item/clothing/gloves/color/black/hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
@@ -99,15 +93,12 @@
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/color/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/color/red/insulated
name = "insulated gloves"
@@ -121,68 +112,48 @@
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
/obj/item/clothing/gloves/color/rainbow/clown
item_color = "clown"
/obj/item/clothing/gloves/color/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/color/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/color/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/color/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
/obj/item/clothing/gloves/color/grey/rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/grey/hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/color/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
/obj/item/clothing/gloves/color/brown/cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
/obj/item/clothing/gloves/color/captain
desc = "Regal blue gloves, with a nice gold trim, a diamond anti-shock coating, and an integrated thermal barrier. Swanky."
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
@@ -199,7 +170,6 @@
item_state = "lgloves"
siemens_coefficient = 0.3
permeability_coefficient = 0.01
item_color="mime"
transfer_prints = TRUE
resistance_flags = NONE
var/carrytrait = TRAIT_QUICK_CARRY
@@ -218,7 +188,6 @@
desc = "Pricy sterile gloves that are stronger than latex. Transfers advanced paramedical knowledge to the wearer via the use of nanochips."
icon_state = "nitrile"
item_state = "nitrilegloves"
item_color = "cmo"
transfer_prints = FALSE
carrytrait = TRAIT_QUICKER_CARRY
@@ -236,7 +205,3 @@
desc = "These look pretty fancy."
icon_state = "white"
item_state = "wgloves"
item_color="white"
/obj/item/clothing/gloves/color/white/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.

View File

@@ -4,7 +4,6 @@
desc = "Plain black gloves without fingertips for the hard working."
icon_state = "fingerless"
item_state = "fingerless"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
@@ -177,7 +176,6 @@
desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms."
icon_state = "bracers"
item_state = "bracers"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20

View File

@@ -5,7 +5,6 @@
name = "white beanie"
desc = "A stylish beanie. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their heads."
icon_state = "beanie" //Default white
item_color = "beanie"
/obj/item/clothing/head/beanie/black
name = "black beanie"
@@ -52,33 +51,27 @@
/obj/item/clothing/head/beanie/christmas
name = "christmas beanie"
icon_state = "beaniechristmas"
item_color = "beaniechristmas"
/obj/item/clothing/head/beanie/striped
name = "striped beanie"
icon_state = "beaniestriped"
item_color = "beaniestriped"
/obj/item/clothing/head/beanie/stripedred
name = "red striped beanie"
icon_state = "beaniestripedred"
item_color = "beaniestripedred"
/obj/item/clothing/head/beanie/stripedblue
name = "blue striped beanie"
icon_state = "beaniestripedblue"
item_color = "beaniestripedblue"
/obj/item/clothing/head/beanie/stripedgreen
name = "green striped beanie"
icon_state = "beaniestripedgreen"
item_color = "beaniestripedgreen"
/obj/item/clothing/head/beanie/durathread
name = "durathread beanie"
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)

View File

@@ -7,7 +7,7 @@
light_color = "#FFCC66"
var/power_on = 0.8
var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
var/hat_type = "yellow" //Determines used sprites: hardhat[on]_[hat_type] and hardhat[on]_[hat_type]2 (lying down sprite)
armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
@@ -33,8 +33,8 @@
update_icon()
/obj/item/clothing/head/hardhat/update_icon_state()
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
icon_state = "hardhat[on]_[hat_type]"
item_state = "hardhat[on]_[hat_type]"
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
set_light(brightness_on, power_on)
@@ -45,13 +45,13 @@
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
hat_type = "orange"
dog_fashion = null
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
item_color = "red"
hat_type = "red"
dog_fashion = null
name = "firefighter helmet"
clothing_flags = STOPSPRESSUREDAMAGE
@@ -63,7 +63,7 @@
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
item_color = "white"
hat_type = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
@@ -74,13 +74,13 @@
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
hat_type = "dblue"
dog_fashion = null
/obj/item/clothing/head/hardhat/atmos
icon_state = "hardhat0_atmos"
item_state = "hardhat0_atmos"
item_color = "atmos"
hat_type = "atmos"
dog_fashion = null
name = "atmospheric technician's firefighting helmet"
desc = "A firefighter's helmet, able to keep the user cool in any situation."
@@ -127,9 +127,9 @@
/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = ..()
if(!isinhands)
. += mutable_appearance('icons/mob/head.dmi', "weldhelmet")
. += mutable_appearance('icons/mob/clothing/head.dmi', "weldhelmet")
if(!up)
. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
. += mutable_appearance('icons/mob/clothing/head.dmi', "weldvisor")
/obj/item/clothing/head/hardhat/weldhat/update_overlays()
. = ..()
@@ -139,14 +139,14 @@
/obj/item/clothing/head/hardhat/weldhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
hat_type = "orange"
/obj/item/clothing/head/hardhat/weldhat/white
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
brightness_on = 4 //Boss always takes the best stuff
item_color = "white"
hat_type = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
@@ -156,4 +156,4 @@
/obj/item/clothing/head/hardhat/weldhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
hat_type = "dblue"

View File

@@ -364,7 +364,6 @@
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
#undef DRILL_DEFAULT

View File

@@ -372,14 +372,12 @@
name = "Telegram cap"
desc = "A bright red cap warn by hotel staff. Or people who want to be a singing telegram"
icon_state = "telegram"
item_color = "telegram"
dog_fashion = /datum/dog_fashion/head/telegram
/obj/item/clothing/head/colour
name = "Singer cap"
desc = "A light white hat that has bands of color. Just makes you want to sing and dance!"
icon_state = "colour"
item_color = "colour"
dog_fashion = /datum/dog_fashion/head/colour
/obj/item/clothing/head/christmashat

View File

@@ -42,7 +42,6 @@
desc = "You put the cake on your head. Brilliant."
icon_state = "hardhat0_cakehat"
item_state = "hardhat0_cakehat"
item_color = "cakehat"
hitsound = 'sound/weapons/tap.ogg'
flags_inv = HIDEEARS|HIDEHAIR
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
@@ -114,7 +113,6 @@
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 2 //luminosity when on
@@ -151,7 +149,6 @@
desc = "Some fake antlers and a very fake red nose."
icon_state = "hardhat0_reindeer"
item_state = "hardhat0_reindeer"
item_color = "reindeer"
flags_inv = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 1 //luminosity when on

View File

@@ -3,14 +3,14 @@
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
item_state = "helmet"
item_color = "cargo"
var/soft_type = "cargo"
dog_fashion = /datum/dog_fashion/head/cargo_tech
var/flipped = 0
/obj/item/clothing/head/soft/dropped(mob/user)
icon_state = "[item_color]soft"
icon_state = "[soft_type]soft"
flipped = FALSE
return ..()
@@ -33,10 +33,10 @@
if(!user.incapacitated())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
icon_state = "[soft_type]soft_flipped"
to_chat(user, "<span class='notice'>You flip the hat backwards.</span>")
else
icon_state = "[item_color]soft"
icon_state = "[soft_type]soft"
to_chat(user, "<span class='notice'>You flip the hat back in normal position.</span>")
usr.update_inv_head() //so our mob-overlays update
@@ -48,77 +48,77 @@
name = "red cap"
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
item_color = "red"
soft_type = "red"
dog_fashion = null
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue colour."
icon_state = "bluesoft"
item_color = "blue"
soft_type = "blue"
dog_fashion = null
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green colour."
icon_state = "greensoft"
item_color = "green"
soft_type = "green"
dog_fashion = null
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "yellowsoft"
item_color = "yellow"
soft_type = "yellow"
dog_fashion = null
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
soft_type = "grey"
dog_fashion = null
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange colour."
icon_state = "orangesoft"
item_color = "orange"
soft_type = "orange"
dog_fashion = null
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "mimesoft"
item_color = "mime"
soft_type = "mime"
dog_fashion = null
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple colour."
icon_state = "purplesoft"
item_color = "purple"
soft_type = "purple"
dog_fashion = null
/obj/item/clothing/head/soft/black
name = "black cap"
desc = "It's a baseball hat in a tasteless black colour."
icon_state = "blacksoft"
item_color = "black"
soft_type = "black"
dog_fashion = null
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
soft_type = "rainbow"
dog_fashion = null
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
soft_type = "sec"
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
@@ -127,14 +127,14 @@
name = "EMT cap"
desc = "It's a baseball hat with a dark turquoise color and a reflective cross on the top."
icon_state = "emtsoft"
item_color = "emt"
soft_type = "emt"
dog_fashion = null
/obj/item/clothing/head/soft/baseball
name = "baseball cap"
desc = "It's a robust baseball hat, this one belongs to syndicate major league team."
icon_state = "baseballsoft"
item_color = "baseballsoft"
soft_type = "baseballsoft"
item_state = "baseballsoft"
flags_inv = HIDEEYES|HIDEFACE
armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90)

View File

@@ -68,6 +68,7 @@
clothing_flags = ALLOWINTERNALS
icon_state = "clown"
item_state = "clown_hat"
dye_color = "clown"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)

View File

@@ -132,7 +132,6 @@
/obj/item/clothing/mask/cowmask
name = "Cow mask with a builtin voice modulator."
desc = "A rubber cow mask,"
icon = 'icons/mob/mask.dmi'
icon_state = "cowmask"
item_state = "cowmask"
clothing_flags = VOICEBOX_TOGGLABLE

View File

@@ -21,35 +21,29 @@
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bluetie"
item_state = "" //no inhands
item_color = "bluetie"
w_class = WEIGHT_CLASS_SMALL
/obj/item/clothing/neck/tie/blue
name = "blue tie"
icon_state = "bluetie"
item_color = "bluetie"
/obj/item/clothing/neck/tie/red
name = "red tie"
icon_state = "redtie"
item_color = "redtie"
/obj/item/clothing/neck/tie/black
name = "black tie"
icon_state = "blacktie"
item_color = "blacktie"
/obj/item/clothing/neck/tie/horrible
name = "horrible tie"
desc = "A neosilk clip-on tie. This one is disgusting."
icon_state = "horribletie"
item_color = "horribletie"
/obj/item/clothing/neck/stethoscope
name = "stethoscope"
desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
icon_state = "stethoscope"
item_color = "stethoscope"
/obj/item/clothing/neck/stethoscope/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] puts \the [src] to [user.p_their()] chest! It looks like [user.p_they()] wont hear much!</span>")
@@ -94,7 +88,6 @@
name = "white scarf"
icon_state = "scarf"
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
item_color = "scarf"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/neck/scarf/black
@@ -148,12 +141,10 @@
/obj/item/clothing/neck/scarf/zebra
name = "zebra scarf"
icon_state = "zebrascarf"
item_color = "zebrascarf"
/obj/item/clothing/neck/scarf/christmas
name = "christmas scarf"
icon_state = "christmasscarf"
item_color = "christmasscarf"
//The three following scarves don't have the scarf subtype
//This is because Ian can equip anything from that subtype
@@ -161,17 +152,14 @@
/obj/item/clothing/neck/stripedredscarf
name = "striped red scarf"
icon_state = "stripedredscarf"
item_color = "stripedredscarf"
/obj/item/clothing/neck/stripedgreenscarf
name = "striped green scarf"
icon_state = "stripedgreenscarf"
item_color = "stripedgreenscarf"
/obj/item/clothing/neck/stripedbluescarf
name = "striped blue scarf"
icon_state = "stripedbluescarf"
item_color = "stripedbluescarf"
///////////
//COLLARS//
@@ -181,8 +169,7 @@
name = "pet collar"
desc = "It's for pets. Though you probably could wear it yourself, you'd doubtless be the subject of ridicule. It seems to be made out of a polychromic material."
icon_state = "petcollar"
item_color = "petcollar"
alternate_worn_icon = 'icons/mob/neck.dmi' //Because, as it appears, the item itself is normally not directly aware of its worn overlays, so this is about the easiest way, without adding a new var.
mob_overlay_icon = 'icons/mob/clothing/neck.dmi' //Because, as it appears, the item itself is normally not directly aware of its worn overlays, so this is about the easiest way, without adding a new var.
hasprimary = TRUE
primary_color = "#00BBBB"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar
@@ -197,22 +184,21 @@
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
var/mutable_appearance/primary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-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")
var/mutable_appearance/secondary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
var/mutable_appearance/tertiary_worn = mutable_appearance(mob_overlay_icon, "[icon_state]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/neck/petcollar/leather
name = "leather pet collar"
icon_state = "leathercollar"
item_color = "leathercollar"
hasprimary = TRUE
hassecondary = TRUE
@@ -223,7 +209,6 @@
desc = "Quite fashionable... if you're somebody who's just read their first BDSM-themed erotica novel."
name = "choker"
icon_state = "choker"
item_color = "choker"
hasprimary = TRUE
primary_color = "#222222"
@@ -253,7 +238,6 @@
/obj/item/clothing/neck/petcollar/locked/leather
name = "leather pet collar"
icon_state = "leathercollar"
item_color = "leathercollar"
hasprimary = TRUE
hassecondary = TRUE
@@ -264,7 +248,6 @@
name = "choker"
desc = "Quite fashionable... if you're somebody who's just read their first BDSM-themed erotica novel."
icon_state = "choker"
item_color = "choker"
hasprimary = TRUE
primary_color = "#222222"
@@ -290,7 +273,6 @@
desc = "Damn, it feels good to be a gangster."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bling"
item_color = "bling"
//////////////////////////////////
//VERY SUPER BADASS NECKERCHIEFS//
@@ -304,7 +286,7 @@ obj/item/clothing/neck/neckerchief
/obj/item/clothing/neck/neckerchief/worn_overlays(isinhands)
. = ..()
if(!isinhands)
var/mutable_appearance/realOverlay = mutable_appearance('icons/mob/mask.dmi', icon_state)
var/mutable_appearance/realOverlay = mutable_appearance('icons/mob/clothing/mask.dmi', icon_state)
realOverlay.pixel_y = -3
. += realOverlay

View File

@@ -61,7 +61,7 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/feet_digi.dmi' : 'icons/effects/blood.dmi'
var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/clothing/feet_digi.dmi' : 'icons/effects/blood.dmi'
. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)

View File

@@ -1,9 +1,9 @@
/obj/item/clothing/shoes/sneakers
dying_key = DYE_REGISTRY_SNEAKERS
/obj/item/clothing/shoes/sneakers/black
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
cold_protection = FEET
@@ -11,80 +11,49 @@
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/sneakers/black/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/sneakers/brown
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/shoes/sneakers/brown/captain
item_color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/hop
item_color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/ce
item_color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/rd
item_color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/cmo
item_color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/qm
item_color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/blue
name = "blue shoes"
icon_state = "blue"
item_color = "blue"
/obj/item/clothing/shoes/sneakers/green
name = "green shoes"
icon_state = "green"
item_color = "green"
/obj/item/clothing/shoes/sneakers/yellow
name = "yellow shoes"
icon_state = "yellow"
item_color = "yellow"
/obj/item/clothing/shoes/sneakers/purple
name = "purple shoes"
icon_state = "purple"
item_color = "purple"
/obj/item/clothing/shoes/sneakers/brown
name = "brown shoes"
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/shoes/sneakers/red
name = "red shoes"
desc = "Stylish red shoes."
icon_state = "red"
item_color = "red"
/obj/item/clothing/shoes/sneakers/white
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.01
item_color = "white"
/obj/item/clothing/shoes/sneakers/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
icon_state = "rain_bow"
item_color = "rainbow"
/obj/item/clothing/shoes/sneakers/orange
name = "orange shoes"
icon_state = "orange"
item_color = "orange"
/obj/item/clothing/shoes/sneakers/orange/attack_self(mob/user)
if (src.chained)
@@ -120,5 +89,4 @@
to_chat(c, "<span class='warning'>You need help taking these off!</span>")
return
return ..()

View File

@@ -4,7 +4,6 @@
/obj/item/clothing/shoes/sneakers/mime
name = "mime shoes"
icon_state = "mime"
item_color = "mime"
/obj/item/clothing/shoes/combat //basic syndicate combat boots for nuke ops and mob corpses
name = "combat boots"
@@ -124,7 +123,6 @@
icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
item_color = "hosred"
strip_delay = 50
equip_delay_other = 50
resistance_flags = NONE
@@ -181,7 +179,6 @@
name = "\improper Nar'Sien invoker boots"
desc = "A pair of boots worn by the followers of Nar'Sie."
icon_state = "cult"
item_color = "cult"
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
@@ -227,7 +224,6 @@
name = "jump boots"
desc = "A specialized pair of combat boots with a built-in propulsion system for rapid foward movement."
icon_state = "jetboots"
item_color = "hosred"
resistance_flags = FIRE_PROOF
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
actions_types = list(/datum/action/item_action/bhop)

View File

@@ -321,7 +321,7 @@
check_flags = AB_CHECK_CONSCIOUS //|AB_CHECK_INSIDE
var/obj/item/clothing/suit/space/chronos/chronosuit = null
/datum/action/innate/chrono_teleport/IsAvailable()
/datum/action/innate/chrono_teleport/IsAvailable(silent = FALSE)
return (chronosuit && chronosuit.activated && chronosuit.camera && !chronosuit.teleporting)
/datum/action/innate/chrono_teleport/Activate()

View File

@@ -10,7 +10,7 @@
var/brightness_on = 4 //luminosity when on
var/on = FALSE
var/obj/item/clothing/suit/space/hardsuit/suit
item_color = "engineering" //Determines used sprites: hardsuit[on]-[color] and hardsuit[on]-[color]2 (lying down sprite)
var/hardsuit_type = "engineering" //Determines used sprites: hardsuit[on]-[type]
actions_types = list(/datum/action/item_action/toggle_helmet_light)
var/rad_count = 0
@@ -30,7 +30,7 @@
/obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user)
on = !on
icon_state = "[basestate][on]-[item_color]"
icon_state = "[basestate][on]-[hardsuit_type]"
user.update_inv_head() //so our mob-overlays update
if(on)
@@ -103,6 +103,7 @@
actions_types = list(/datum/action/item_action/toggle_helmet)
var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit
var/obj/item/tank/jetpack/suit/jetpack = null
var/hardsuit_type
/obj/item/clothing/suit/space/hardsuit/Initialize()
@@ -169,7 +170,7 @@
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75)
item_color = "engineering"
hardsuit_type = "engineering"
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/engine
@@ -188,7 +189,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding."
icon_state = "hardsuit0-atmospherics"
item_state = "atmo_helm"
item_color = "atmospherics"
hardsuit_type = "atmospherics"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -209,7 +210,7 @@
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
icon_state = "hardsuit0-white"
item_state = "ce_helm"
item_color = "white"
hardsuit_type = "white"
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -231,7 +232,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights."
icon_state = "hardsuit0-mining"
item_state = "mining_helm"
item_color = "mining"
hardsuit_type = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
@@ -267,7 +268,7 @@
alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
on = FALSE
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
@@ -276,7 +277,7 @@
visor_flags = STOPSPRESSUREDAMAGE
/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon_state()
icon_state = "hardsuit[on]-[item_color]"
icon_state = "hardsuit[on]-[hardsuit_type]"
/obj/item/clothing/head/helmet/space/hardsuit/syndi/Initialize()
. = ..()
@@ -332,7 +333,7 @@
linkedsuit.clothing_flags &= ~STOPSPRESSUREDAMAGE
linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
linkedsuit.icon_state = "hardsuit[on]-[item_color]"
linkedsuit.icon_state = "hardsuit[on]-[hardsuit_type]"
linkedsuit.update_icon()
user.update_inv_wear_suit()
user.update_inv_w_uniform()
@@ -344,7 +345,7 @@
alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
hardsuit_type = "syndi"
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
@@ -358,7 +359,7 @@
desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
hardsuit_type = "syndielite"
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -375,7 +376,7 @@
desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in travel mode."
alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in combat mode."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
hardsuit_type = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -394,7 +395,7 @@
alt_desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_helmet"
item_color = "owl"
hardsuit_type = "owl"
visor_flags_inv = 0
visor_flags = 0
on = FALSE
@@ -405,7 +406,7 @@
alt_desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_suit"
item_color = "owl"
hardsuit_type = "owl"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
mutantrace_variation = STYLE_DIGITIGRADE
@@ -416,7 +417,7 @@
desc = "A bizarre gem-encrusted helmet that radiates magical energies."
icon_state = "hardsuit0-wiz"
item_state = "wiz_helm"
item_color = "wiz"
hardsuit_type = "wiz"
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
heat_protection = HEAD //Uncomment to enable firesuit protection
@@ -451,7 +452,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort, but does not protect the eyes from intense light."
icon_state = "hardsuit0-medical"
item_state = "medical_helm"
item_color = "medical"
hardsuit_type = "medical"
flash_protect = 0
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
@@ -484,7 +485,7 @@
name = "prototype hardsuit helmet"
desc = "A prototype helmet designed for research in a hazardous, low pressure environment. Scientific data flashes across the visor."
icon_state = "hardsuit0-rd"
item_color = "rd"
hardsuit_type = "rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80)
@@ -526,7 +527,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-sec"
item_state = "sec_helm"
item_color = "sec"
hardsuit_type = "sec"
armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
/obj/item/clothing/suit/space/hardsuit/security
@@ -547,7 +548,7 @@
name = "head of security's hardsuit helmet"
desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-hos"
item_color = "hos"
hardsuit_type = "hos"
armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95)
/obj/item/clothing/suit/space/hardsuit/security/hos
@@ -596,7 +597,7 @@
icon_state = "hardsuit0-clown"
item_state = "hardsuit0-clown"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30)
item_color = "clown"
hardsuit_type = "clown"
/obj/item/clothing/suit/space/hardsuit/clown
name = "cosmohonk hardsuit"
@@ -622,7 +623,7 @@
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
item_color = "ancient"
hardsuit_type = "ancient"
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ancient
@@ -658,7 +659,7 @@
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
item_color = "ancient"
hardsuit_type = "ancient"
brightness_on = 16
flash_protect = 5 //We will not be flash by bombs
tint = 1
@@ -720,7 +721,7 @@
name = "soviet hardhelmet"
desc = "Crafted with the pride of the proletariat. The vengeful gaze of the visor roots out all fascists and capitalists."
item_state = "rig0-soviet"
item_color = "soviet"
hardsuit_type = "soviet"
icon_state = "rig0-soviet"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75)
mutantrace_variation = NONE
@@ -817,7 +818,7 @@
desc = "Standard issue hardsuit for playing capture the flag."
icon_state = "ert_medical"
item_state = "ert_medical"
item_color = "ert_medical"
hardsuit_type = "ert_medical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
slowdown = 0
@@ -831,7 +832,7 @@
name = "red shielded hardsuit"
icon_state = "ert_security"
item_state = "ert_security"
item_color = "ert_security"
hardsuit_type = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
shield_state = "shield-red"
shield_on = "shield-red"
@@ -848,20 +849,20 @@
desc = "Standard issue hardsuit helmet for playing capture the flag."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
hardsuit_type = "ert_medical"
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
hardsuit_type = "ert_security"
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue
name = "shielded hardsuit helmet"
desc = "Standard issue hardsuit helmet for playing capture the flag."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
hardsuit_type = "ert_commander"
//////Syndicate Version
@@ -870,7 +871,7 @@
desc = "An advanced hardsuit with built in energy shielding."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
@@ -886,7 +887,7 @@
desc = "An advanced hardsuit helmet with built in energy shielding."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
///SWAT version
@@ -895,7 +896,7 @@
desc = "An advanced hardsuit favored by commandos for use in special operations."
icon_state = "deathsquad"
item_state = "swat_suit"
item_color = "syndi"
hardsuit_type = "syndi"
max_charges = 4
current_charges = 4
recharge_delay = 15
@@ -910,7 +911,7 @@
desc = "A tactical helmet with built in energy shielding."
icon_state = "deathsquad"
item_state = "deathsquad"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -925,7 +926,7 @@
desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
icon_state = "knight_cydonia"
item_state = "knight_yellow"
item_color = null
hardsuit_type = null
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
heat_protection = HEAD

View File

@@ -174,7 +174,7 @@ Contains:
desc = "Standard issue command helmet for the ERT."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
hardsuit_type = "ert_commander"
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
brightness_on = 7
@@ -201,7 +201,7 @@ Contains:
desc = "Standard issue security helmet for the ERT."
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
hardsuit_type = "ert_security"
/obj/item/clothing/suit/space/hardsuit/ert/sec
desc = "Standard issue security suit for the ERT."
@@ -214,7 +214,7 @@ Contains:
desc = "Standard issue engineer helmet for the ERT."
icon_state = "hardsuit0-ert_engineer"
item_state = "hardsuit0-ert_engineer"
item_color = "ert_engineer"
hardsuit_type = "ert_engineer"
/obj/item/clothing/suit/space/hardsuit/ert/engi
desc = "Standard issue engineer suit for the ERT."
@@ -227,7 +227,7 @@ Contains:
desc = "Standard issue medical helmet for the ERT."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
hardsuit_type = "ert_medical"
/obj/item/clothing/suit/space/hardsuit/ert/med
desc = "Standard issue medical suit for the ERT."
@@ -243,7 +243,7 @@ Contains:
desc = "Red alert command helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_commander-alert"
item_state = "hardsuit0-ert_commander-alert"
item_color = "ert_commander-alert"
hardsuit_type = "ert_commander-alert"
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
brightness_on = 8
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -263,7 +263,7 @@ Contains:
desc = "Red alert security helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_security-alert"
item_state = "hardsuit0-ert_security-alert"
item_color = "ert_security-alert"
hardsuit_type = "ert_security-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/sec
desc = "Red alert security suit for the ERT. This one is more armored than its standard version."
@@ -276,7 +276,7 @@ Contains:
desc = "Red alert engineer helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_engineer-alert"
item_state = "hardsuit0-ert_engineer-alert"
item_color = "ert_engineer-alert"
hardsuit_type = "ert_engineer-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/engi
desc = "Red alert engineer suit for the ERT. This one is more armored than its standard version."
@@ -289,7 +289,7 @@ Contains:
desc = "Red alert medical helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_medical-alert"
item_state = "hardsuit0-ert_medical-alert"
item_color = "ert_medical-alert"
hardsuit_type = "ert_medical-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/med
desc = "Red alert medical suit for the ERT. This one is more armored than its standard version."
@@ -320,7 +320,6 @@ Contains:
icon_state = "cespace_helmet"
item_state = "nothing"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
item_color = "engineering"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
actions_types = list()
@@ -391,7 +390,7 @@ Contains:
desc = "A helmet worn by those who deal with paranormal threats for a living."
icon_state = "hardsuit0-prt"
item_state = "hardsuit0-prt"
item_color = "knight_grey"
hardsuit_type = "knight_grey"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
resistance_flags = FIRE_PROOF

View File

@@ -973,7 +973,6 @@
name = "polychromic winter coat"
icon_state = "coatpoly"
item_state = "coatpoly"
item_color = "coatpoly"
hoodtype = /obj/item/clothing/head/hooded/winterhood/polychromic
hasprimary = TRUE
hassecondary = TRUE
@@ -984,7 +983,6 @@
/obj/item/clothing/head/hooded/winterhood/polychromic
icon_state = "winterhood_poly"
item_color = "winterhood_poly"
item_state = "winterhood_poly"
/obj/item/clothing/head/hooded/winterhood/polychromic/worn_overlays(isinhands, icon_file, style_flags = NONE) //this is where the main magic happens.
@@ -992,11 +990,11 @@
if(suit.hasprimary | suit.hassecondary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(suit.hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[item_color]-primary") //automagical sprite selection
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[icon_state]-primary") //automagical sprite selection
primary_worn.color = suit.primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(suit.hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[item_color]-secondary")
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[icon_state]-secondary")
secondary_worn.color = suit.secondary_color
. += secondary_worn
@@ -1005,15 +1003,15 @@
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(icon_file, "[item_color]-primary[suittoggled ? "_t" : ""]") //automagical sprite selection
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[icon_state]-primary[suittoggled ? "_t" : ""]") //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(icon_file, "[item_color]-secondary[suittoggled ? "_t" : ""]")
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[icon_state]-secondary[suittoggled ? "_t" : ""]")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[item_color]-tertiary[suittoggled ? "_t" : ""]")
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[icon_state]-tertiary[suittoggled ? "_t" : ""]")
tertiary_worn.color = tertiary_color
. += tertiary_worn

View File

@@ -6,6 +6,7 @@
block_priority = BLOCK_PRIORITY_UNIFORM
slot_flags = ITEM_SLOT_ICLOTHING
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
mutantrace_variation = STYLE_DIGITIGRADE
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 = TRUE
@@ -16,7 +17,6 @@
var/dummy_thick = FALSE // is able to hold accessories on its item
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
@@ -29,15 +29,15 @@
if(accessory_overlay)
. += accessory_overlay
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[item_color]-primary") //automagical sprite selection
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[icon_state]-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(icon_file, "[item_color]-secondary")
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[icon_state]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[item_color]-tertiary")
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[icon_state]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
@@ -113,10 +113,8 @@
if((flags_inv & HIDEACCESSORY) || (A.flags_inv & HIDEACCESSORY))
return TRUE
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]")
var/accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', "[accessory_color]")
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
@@ -167,4 +165,7 @@
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
. += "\A [attached_accessory] is attached to it."
/obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER

View File

@@ -4,7 +4,6 @@
icon = 'icons/obj/clothing/accessories.dmi'
icon_state = "plasma"
item_state = "" //no inhands
item_color = "plasma" //On accessories, this controls the worn sprite. That's a bit weird.
slot_flags = 0
w_class = WEIGHT_CLASS_SMALL
var/above_suit = FALSE
@@ -85,7 +84,6 @@
desc = "For some classy, murderous fun."
icon_state = "waistcoat"
item_state = "waistcoat"
item_color = "waistcoat"
minimize_when_attached = FALSE
/obj/item/clothing/accessory/maidapron
@@ -93,7 +91,6 @@
desc = "The best part of a maid costume."
icon_state = "maidapron"
item_state = "maidapron"
item_color = "maidapron"
minimize_when_attached = FALSE
//////////
@@ -104,7 +101,6 @@
name = "bronze medal"
desc = "A bronze medal."
icon_state = "bronze"
item_color = "bronze"
custom_materials = list(/datum/material/iron=1000)
resistance_flags = FIRE_PROOF
var/medaltype = "medal" //Sprite used for medalbox
@@ -173,7 +169,6 @@
name = "ribbon"
desc = "A ribbon"
icon_state = "cargo"
item_color = "cargo"
/obj/item/clothing/accessory/medal/ribbon/cargo
name = "\"cargo tech of the shift\" award"
@@ -188,7 +183,6 @@
name = "silver medal"
desc = "A silver medal."
icon_state = "silver"
item_color = "silver"
medaltype = "medal-silver"
custom_materials = list(/datum/material/silver=1000)
@@ -204,7 +198,6 @@
name = "gold medal"
desc = "A prestigious golden medal."
icon_state = "gold"
item_color = "gold"
medaltype = "medal-gold"
custom_materials = list(/datum/material/gold=1000)
@@ -227,7 +220,6 @@
name = "plasma medal"
desc = "An eccentric medal made of plasma."
icon_state = "plasma"
item_color = "plasma"
medaltype = "medal-plasma"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = 0) //It's made of plasma. Of course it's flammable.
custom_materials = list(/datum/material/plasma=1000)
@@ -250,7 +242,6 @@
name = "red armband"
desc = "An fancy red armband!"
icon_state = "redband"
item_color = "redband"
/obj/item/clothing/accessory/armband/deputy
name = "security deputy armband"
@@ -260,37 +251,31 @@
name = "cargo bay guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
icon_state = "cargoband"
item_color = "cargoband"
/obj/item/clothing/accessory/armband/engine
name = "engineering guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
icon_state = "engieband"
item_color = "engieband"
/obj/item/clothing/accessory/armband/science
name = "science guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
icon_state = "rndband"
item_color = "rndband"
/obj/item/clothing/accessory/armband/hydro
name = "hydroponics guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
icon_state = "hydroband"
item_color = "hydroband"
/obj/item/clothing/accessory/armband/med
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
icon_state = "medband"
item_color = "medband"
/obj/item/clothing/accessory/armband/medblue
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and blue."
icon_state = "medblueband"
item_color = "medblueband"
//////////////
//OBJECTION!//
@@ -300,7 +285,6 @@
name = "attorney's badge"
desc = "Fills you with the conviction of JUSTICE. Lawyers tend to want to show it to everyone they meet."
icon_state = "lawyerbadge"
item_color = "lawyerbadge"
/obj/item/clothing/accessory/lawyers_badge/attack_self(mob/user)
if(prob(1))
@@ -324,7 +308,6 @@
name = "pocket protector"
desc = "Can protect your clothing from ink stains, but you'll look like a nerd if you're using one."
icon_state = "pocketprotector"
item_color = "pocketprotector"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/pocketprotector
/obj/item/clothing/accessory/pocketprotector/full/Initialize()
@@ -346,14 +329,12 @@
name = "bone talisman"
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
icon_state = "talisman"
item_color = "talisman"
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
/obj/item/clothing/accessory/skullcodpiece
name = "skull codpiece"
desc = "A skull shaped ornament, intended to protect the important things in life."
icon_state = "skull"
item_color = "skull"
above_suit = TRUE
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
@@ -361,7 +342,6 @@
name = "false codpiece"
desc = "A plastic ornament, intended to protect the important things in life. It's not very good at it."
icon_state = "skull"
item_color = "skull"
above_suit = TRUE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
@@ -373,7 +353,6 @@
name = "protective padding"
desc = "A soft padding meant to cushion the wearer from melee harm."
icon_state = "padding"
item_color = "nothing"
armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = -20, "acid" = 45)
flags_inv = HIDEACCESSORY //hidden from indiscrete mob examines.
@@ -381,7 +360,6 @@
name = "kevlar padding"
desc = "A layered kevlar padding meant to cushion the wearer from ballistic harm."
icon_state = "padding"
item_color = "nothing"
armor = list("melee" = 10, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 25)
flags_inv = HIDEACCESSORY
@@ -389,6 +367,5 @@
name = "ablative padding"
desc = "A thin ultra-refractory composite padding meant to cushion the wearer from energy lasers harm."
icon_state = "plastics"
item_color = "nothing"
armor = list("melee" = 0, "bullet" = 0, "laser" = 20, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = -40)
flags_inv = HIDEACCESSORY

View File

@@ -1,5 +1,6 @@
/obj/item/clothing/under/color
desc = "A standard issue colored jumpsuit. Variety is the spice of life!"
dying_key = DYE_REGISTRY_UNDER
/obj/item/clothing/under/color/jumpskirt
body_parts_covered = CHEST|GROIN|ARMS
@@ -38,7 +39,6 @@
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
resistance_flags = NONE
/obj/item/clothing/under/color/black/trackless
@@ -49,7 +49,6 @@
name = "black jumpskirt"
icon_state = "black_skirt"
item_state = "bl_suit"
item_color = "black_skirt"
/obj/item/clothing/under/color/black/ghost
item_flags = DROPDEL
@@ -66,14 +65,12 @@
desc = "A tasteful grey jumpsuit that reminds you of the good old days."
icon_state = "grey"
item_state = "gy_suit"
item_color = "grey"
/obj/item/clothing/under/color/jumpskirt/grey
name = "grey jumpskirt"
desc = "A tasteful grey jumpskirt that reminds you of the good old days."
icon_state = "grey_skirt"
item_state = "gy_suit"
item_color = "grey_skirt"
/obj/item/clothing/under/color/grey/glorf
name = "ancient jumpsuit"
@@ -89,117 +86,98 @@
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
item_color = "blue"
/obj/item/clothing/under/color/jumpskirt/blue
name = "blue jumpskirt"
icon_state = "blue_skirt"
item_state = "b_suit"
item_color = "blue_skirt"
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
item_color = "green"
/obj/item/clothing/under/color/jumpskirt/green
name = "green jumpskirt"
icon_state = "green_skirt"
item_state = "g_suit"
item_color = "green_skirt"
/obj/item/clothing/under/color/orange
name = "orange jumpsuit"
desc = "Don't wear this near paranoid security officers."
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
/obj/item/clothing/under/color/jumpskirt/orange
name = "orange jumpskirt"
icon_state = "orange_skirt"
item_state = "o_suit"
item_color = "orange_skirt"
/obj/item/clothing/under/color/pink
name = "pink jumpsuit"
icon_state = "pink"
desc = "Just looking at this makes you feel <i>fabulous</i>."
item_state = "p_suit"
item_color = "pink"
/obj/item/clothing/under/color/jumpskirt/pink
name = "pink jumpskirt"
icon_state = "pink_skirt"
item_state = "p_suit"
item_color = "pink_skirt"
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
item_color = "red"
/obj/item/clothing/under/color/jumpskirt/red
name = "red jumpskirt"
icon_state = "red_skirt"
item_state = "r_suit"
item_color = "red_skirt"
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
item_color = "white"
/obj/item/clothing/under/color/jumpskirt/white
name = "white jumpskirt"
icon_state = "white_skirt"
item_state = "w_suit"
item_color = "white_skirt"
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
item_color = "yellow"
/obj/item/clothing/under/color/jumpskirt/yellow
name = "yellow jumpskirt"
icon_state = "yellow_skirt"
item_state = "y_suit"
item_color = "yellow_skirt"
/obj/item/clothing/under/color/darkblue
name = "darkblue jumpsuit"
icon_state = "darkblue"
item_state = "b_suit"
item_color = "darkblue"
/obj/item/clothing/under/color/jumpskirt/darkblue
name = "darkblue jumpskirt"
icon_state = "darkblue_skirt"
item_state = "b_suit"
item_color = "darkblue_skirt"
/obj/item/clothing/under/color/teal
name = "teal jumpsuit"
icon_state = "teal"
item_state = "b_suit"
item_color = "teal"
/obj/item/clothing/under/color/jumpskirt/teal
name = "teal jumpskirt"
icon_state = "teal_skirt"
item_state = "b_suit"
item_color = "teal_skirt"
/obj/item/clothing/under/color/lightpurple
name = "purple jumpsuit"
icon_state = "lightpurple"
item_state = "p_suit"
item_color = "lightpurple"
/obj/item/clothing/under/color/lightpurple/trackless
desc = "A magically colored jumpsuit. No sensors are attached!"
@@ -209,62 +187,52 @@
name = "lightpurple jumpskirt"
icon_state = "lightpurple_skirt"
item_state = "p_suit"
item_color = "lightpurple_skirt"
/obj/item/clothing/under/color/darkgreen
name = "darkgreen jumpsuit"
icon_state = "darkgreen"
item_state = "g_suit"
item_color = "darkgreen"
/obj/item/clothing/under/color/jumpskirt/darkgreen
name = "darkgreen jumpskirt"
icon_state = "darkgreen_skirt"
item_state = "g_suit"
item_color = "darkgreen_skirt"
/obj/item/clothing/under/color/lightbrown
name = "lightbrown jumpsuit"
icon_state = "lightbrown"
item_state = "lb_suit"
item_color = "lightbrown"
/obj/item/clothing/under/color/jumpskirt/lightbrown
name = "lightbrown jumpskirt"
icon_state = "lightbrown_skirt"
item_state = "lb_suit"
item_color = "lightbrown_skirt"
/obj/item/clothing/under/color/brown
name = "brown jumpsuit"
icon_state = "brown"
item_state = "lb_suit"
item_color = "brown"
/obj/item/clothing/under/color/jumpskirt/brown
name = "brown jumpskirt"
icon_state = "brown_skirt"
item_state = "lb_suit"
item_color = "brown_skirt"
/obj/item/clothing/under/color/maroon
name = "maroon jumpsuit"
icon_state = "maroon"
item_state = "r_suit"
item_color = "maroon"
/obj/item/clothing/under/color/jumpskirt/maroon
name = "maroon jumpskirt"
icon_state = "maroon_skirt"
item_state = "r_suit"
item_color = "maroon_skirt"
/obj/item/clothing/under/color/rainbow
name = "rainbow jumpsuit"
desc = "A multi-colored jumpsuit!"
icon_state = "rainbow"
item_state = "rainbow"
item_color = "rainbow"
can_adjust = FALSE
/obj/item/clothing/under/color/jumpskirt/rainbow
@@ -272,5 +240,4 @@
desc = "A multi-colored jumpskirt!"
icon_state = "rainbow_skirt"
item_state = "rainbow"
item_color = "rainbow_skirt"
can_adjust = FALSE

View File

@@ -2,7 +2,6 @@
name = "\improper Roman armor"
desc = "Ancient Roman armor. Made of metallic and leather straps."
icon_state = "roman"
item_color = "roman"
item_state = "armor"
can_adjust = FALSE
strip_delay = 100
@@ -13,21 +12,18 @@
desc = "The leather club is two sectors down."
icon_state = "darkholme"
item_state = "darkholme"
item_color = "darkholme"
can_adjust = FALSE
/obj/item/clothing/under/costume/owl
name = "owl uniform"
desc = "A soft brown jumpsuit made of synthetic feathers and strong conviction."
icon_state = "owl"
item_color = "owl"
can_adjust = FALSE
/obj/item/clothing/under/costume/griffin
name = "griffon uniform"
desc = "A soft brown jumpsuit with a white feather collar made of synthetic feathers and a lust for mayhem."
icon_state = "griffin"
item_color = "griffin"
can_adjust = FALSE
/obj/item/clothing/under/costume/schoolgirl
@@ -35,7 +31,6 @@
desc = "It's just like one of my Japanese animes!"
icon_state = "schoolgirl"
item_state = "schoolgirl"
item_color = "schoolgirl"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -44,26 +39,22 @@
name = "red schoolgirl uniform"
icon_state = "schoolgirlred"
item_state = "schoolgirlred"
item_color = "schoolgirlred"
/obj/item/clothing/under/costume/schoolgirl/green
name = "green schoolgirl uniform"
icon_state = "schoolgirlgreen"
item_state = "schoolgirlgreen"
item_color = "schoolgirlgreen"
/obj/item/clothing/under/costume/schoolgirl/orange
name = "orange schoolgirl uniform"
icon_state = "schoolgirlorange"
item_state = "schoolgirlorange"
item_color = "schoolgirlorange"
/obj/item/clothing/under/costume/pirate
name = "pirate outfit"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
item_color = "pirate"
can_adjust = FALSE
/obj/item/clothing/under/costume/soviet
@@ -71,7 +62,6 @@
desc = "For the Motherland!"
icon_state = "soviet"
item_state = "soviet"
item_color = "soviet"
can_adjust = FALSE
/obj/item/clothing/under/costume/redcoat
@@ -79,7 +69,6 @@
desc = "Looks old."
icon_state = "redcoat"
item_state = "redcoat"
item_color = "redcoat"
can_adjust = FALSE
/obj/item/clothing/under/costume/kilt
@@ -87,7 +76,6 @@
desc = "Includes shoes and plaid."
icon_state = "kilt"
item_state = "kilt"
item_color = "kilt"
body_parts_covered = CHEST|GROIN|LEGS|FEET
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -103,7 +91,6 @@
name = "polychromic kilt"
desc = "It's not a skirt!"
icon_state = "polykilt"
item_color = "polykilt"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#FFFFFF"
@@ -116,7 +103,6 @@
desc = "Are you not entertained? Is that not why you are here?"
icon_state = "gladiator"
item_state = "gladiator"
item_color = "gladiator"
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -131,7 +117,6 @@
desc = "Maid in China."
icon_state = "maid"
item_state = "maid"
item_color = "maid"
body_parts_covered = CHEST|GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -146,7 +131,6 @@
desc = "Just looking at this makes you want to sing."
icon_state = "ysing"
item_state = "ysing"
item_color = "ysing"
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
alternate_worn_layer = ABOVE_SHOES_LAYER
@@ -157,7 +141,6 @@
desc = "Just looking at this makes you want to sing."
icon_state = "bsing"
item_state = "bsing"
item_color = "bsing"
body_parts_covered = CHEST|GROIN|ARMS
alternate_worn_layer = ABOVE_SHOES_LAYER
fitted = FEMALE_UNIFORM_TOP
@@ -167,7 +150,6 @@
name = "geisha suit"
desc = "Cute space ninja senpai not included."
icon_state = "geisha"
item_color = "geisha"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
@@ -175,7 +157,6 @@
name = "villain suit"
desc = "A change of wardrobe is necessary if you ever want to catch a real superhero."
icon_state = "villain"
item_color = "villain"
can_adjust = FALSE
/obj/item/clothing/under/costume/sailor
@@ -183,7 +164,6 @@
desc = "Skipper's in the wardroom drinkin gin'."
icon_state = "sailor"
item_state = "b_suit"
item_color = "sailor"
can_adjust = FALSE
/obj/item/clothing/under/costume/russian_officer
@@ -191,14 +171,12 @@
desc = "The latest in fashionable russian outfits."
icon_state = "hostanclothes"
item_state = "hostanclothes"
item_color = "hostanclothes"
/obj/item/clothing/under/costume/mummy
name = "mummy wrapping"
desc = "Return the slab or suffer my stale references."
icon_state = "mummy"
item_state = "mummy"
item_color = "mummy"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -209,7 +187,6 @@
desc = "Perfect camouflage for hiding in botany."
icon_state = "scarecrow"
item_state = "scarecrow"
item_color = "scarecrow"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -220,7 +197,6 @@
desc = "A dress inspired by the ancient \"Victorian\" era."
icon_state = "draculass"
item_state = "draculass"
item_color = "draculass"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -230,7 +206,6 @@
desc = "A modified scientist jumpsuit to look extra cool."
icon_state = "drfreeze"
item_state = "drfreeze"
item_color = "drfreeze"
can_adjust = FALSE
/obj/item/clothing/under/costume/lobster
@@ -238,7 +213,6 @@
desc = "Who beheaded the college mascot?"
icon_state = "lobster"
item_state = "lobster"
item_color = "lobster"
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -247,7 +221,6 @@
desc = "Now you're cooking."
icon_state = "gondola"
item_state = "lb_suit"
item_color = "gondola"
can_adjust = FALSE
/obj/item/clothing/under/costume/skeleton
@@ -255,7 +228,6 @@
desc = "A black jumpsuit with a white bone pattern printed on it. Spooky!"
icon_state = "skeleton"
item_state = "skeleton"
item_color = "skeleton"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -347,5 +319,4 @@
name = "cloud"
desc = "cloud"
icon_state = "cloud"
item_color = "cloud"
can_adjust = FALSE

View File

@@ -3,70 +3,60 @@
desc = "A joint envirosuit used by plasmamen quartermasters and cargo techs alike, due to the logistical problems of differenciating the two with the length of their pant legs."
icon_state = "cargo_envirosuit"
item_state = "cargo_envirosuit"
item_color = "cargo_envirosuit"
/obj/item/clothing/under/plasmaman/mining
name = "mining plasma envirosuit"
desc = "An air-tight khaki suit designed for operations on lavaland by plasmamen."
icon_state = "explorer_envirosuit"
item_state = "explorer_envirosuit"
item_color = "explorer_envirosuit"
/obj/item/clothing/under/plasmaman/chef
name = "chef's plasma envirosuit"
desc = "A white plasmaman envirosuit designed for cullinary practices. One might question why a member of a species that doesn't need to eat would become a chef."
icon_state = "chef_envirosuit"
item_state = "chef_envirosuit"
item_color = "chef_envirosuit"
/obj/item/clothing/under/plasmaman/enviroslacks
name = "enviroslacks"
desc = "The pet project of a particularly posh plasmaman, this custom suit was quickly appropriated by Nano-Trasen for it's detectives, lawyers, and bar-tenders alike."
icon_state = "enviroslacks"
item_state = "enviroslacks"
item_color = "enviroslacks"
/obj/item/clothing/under/plasmaman/chaplain
name = "chaplain's plasma envirosuit"
desc = "An envirosuit specially designed for only the most pious of plasmamen."
icon_state = "chap_envirosuit"
item_state = "chap_envirosuit"
item_color = "chap_envirosuit"
/obj/item/clothing/under/plasmaman/curator
name = "curator's plasma envirosuit"
desc = "Made out of a modified voidsuit, this suit was Nano-Trasen's first solution to the *logistical problems* that come with employing plasmamen. Due to the modifications, the suit is no longer space-worthy. Despite their limitations, these suits are still in used by historian and old-styled plasmamen alike."
icon_state = "prototype_envirosuit"
item_state = "prototype_envirosuit"
item_color = "prototype_envirosuit"
/obj/item/clothing/under/plasmaman/janitor
name = "janitor's plasma envirosuit"
desc = "A grey and purple envirosuit designated for plasmamen janitors."
icon_state = "janitor_envirosuit"
item_state = "janitor_envirosuit"
item_color = "janitor_envirosuit"
/obj/item/clothing/under/plasmaman/botany
name = "botany envirosuit"
desc = "A green and blue envirosuit designed to protect plasmamen from minor plant-related injuries."
icon_state = "botany_envirosuit"
item_state = "botany_envirosuit"
item_color = "botany_envirosuit"
/obj/item/clothing/under/plasmaman/hop
name = "head of personell's envirosuit"
desc = "A prestigious azure envirosuit designed for head of personell."
icon_state = "hop_envirosuit"
item_state = "hop_envirosuit"
item_color = "hop_envirosuit"
/obj/item/clothing/under/plasmaman/captain
name = "captain's envirosuit"
desc = "An expensive piece of plasmaman envirosuit fashion. guaranteed to keep you cool while the station goes down in fierceful fires."
icon_state = "captain_envirosuit"
item_state = "captain_envirosuit"
item_color = "captain_envirosuit"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -76,14 +66,12 @@
desc = "It's not very colourful."
icon_state = "mime_envirosuit"
item_state = "mime_envirosuit"
item_color = "mime_envirosuit"
/obj/item/clothing/under/plasmaman/clown
name = "clown envirosuit"
desc = "<i>'HONK!'</i>"
icon_state = "clown_envirosuit"
item_state = "clown_envirosuit"
item_color = "clown_envirosuit"
/obj/item/clothing/under/plasmaman/clown/Extinguish(mob/living/carbon/human/H)
if(!istype(H))

View File

@@ -3,7 +3,6 @@
desc = "An air-tight suit designed to be used by plasmamen exployed as engineers, the usual purple stripes being replaced by engineer's orange. It protects the user from fire and acid damage."
icon_state = "engineer_envirosuit"
item_state = "engineer_envirosuit"
item_color = "engineer_envirosuit"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
/obj/item/clothing/under/plasmaman/engineering/ce
@@ -11,11 +10,9 @@
desc = "An advanced air-tight suit designed to be used by plasmamen chief engineers, complete with ornamental widgets and gizmo. It protects the user from fire and acid damage."
icon_state = "ce_envirosuit"
item_state = "ce_envirosuit"
item_color = "ce_envirosuit"
/obj/item/clothing/under/plasmaman/atmospherics
name = "atmospherics plasma envirosuit"
desc = "An air-tight suit designed to be used by plasmamen exployed as atmos technicians, the usual purple stripes being replaced by atmos's blue."
icon_state = "atmos_envirosuit"
item_state = "atmos_envirosuit"
item_color = "atmos_envirosuit"

View File

@@ -3,28 +3,24 @@
desc = "A suit designed for the station's more plasma-based doctors."
icon_state = "doctor_envirosuit"
item_state = "doctor_envirosuit"
item_color = "doctor_envirosuit"
/obj/item/clothing/under/plasmaman/cmo
name = "chief medical officer's plasma envirosuit"
desc = "A suit designed for the station's most plasma-based chief medical officer, but not for their cat."
icon_state = "cmo_envirosuit"
item_state = "cmo_envirosuit"
item_color = "cmo_envirosuit"
/obj/item/clothing/under/plasmaman/science
name = "science plasma envirosuit"
desc = "A plasmaman envirosuit designed for scientists."
icon_state = "scientist_envirosuit"
item_state = "scientist_envirosuit"
item_color = "scientist_envirosuit"
/obj/item/clothing/under/plasmaman/rd
name = "research direactor's plasma envirosuit"
desc = "A plasmaman envirosuit designed for the research director to aid them in their job of directing research into the right direction."
icon_state = "rd_envirosuit"
item_state = "rd_envirosuit"
item_color = "rd_envirosuit"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
/obj/item/clothing/under/plasmaman/robotics
@@ -32,25 +28,21 @@
desc = "A plasmaman envirosuit designed for roboticists."
icon_state = "roboticist_envirosuit"
item_state = "roboticist_envirosuit"
item_color = "roboticist_envirosuit"
/obj/item/clothing/under/plasmaman/viro
name = "virology plasma envirosuit"
desc = "The suit worn by the safest people on the station, those who are completely immune to the monstrosities they create."
icon_state = "virologist_envirosuit"
item_state = "virologist_envirosuit"
item_color = "virologist_envirosuit"
/obj/item/clothing/under/plasmaman/genetics
name = "genetics plasma envirosuit"
desc = "A plasmaman envirosuit designed for geneticists."
icon_state = "geneticist_envirosuit"
item_state = "geneticist_envirosuit"
item_color = "geneticist_envirosuit"
/obj/item/clothing/under/plasmaman/chemist
name = "chemistry plasma envirosuit"
desc = "A plasmaman envirosuit designed for chemists."
icon_state = "chemist_envirosuit"
item_state = "chemist_envirosuit"
item_color = "chemist_envirosuit"

Some files were not shown because too many files have changed in this diff Show More