Merge branch 'master' into assu
This commit is contained in:
@@ -14,11 +14,10 @@
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/obj/item/clothing/gloves/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood)))
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/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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/obj/item/clothing/gloves/clean_blood(datum/source, strength)
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. = ..()
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transfer_blood = 0
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/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
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@@ -30,8 +29,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -41,4 +40,4 @@
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// Called just before an attack_hand(), in mob/UnarmedAttack()
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/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
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return 0 // return 1 to cancel attack_hand()
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return FALSE // return TRUE to cancel attack_hand()
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@@ -46,8 +46,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -59,8 +59,8 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -12,8 +12,8 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/neck/tie
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name = "tie"
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@@ -11,17 +11,19 @@
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permeability_coefficient = 0.5
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slowdown = SHOES_SLOWDOWN
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/offset = 0
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var/equipped_before_drop = FALSE
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//CITADEL EDIT Enables digitigrade shoe styles
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = "" //same as last one
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/obj/item/clothing/shoes/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/shoes/clean_blood)))
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/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
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if(rand(2)>1)
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@@ -42,22 +44,29 @@
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playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
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return(BRUTELOSS)
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/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna, diseases)
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..()
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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var/bloody = FALSE
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IF_HAS_BLOOD_DNA(src)
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if(blood_DNA)
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bloody = TRUE
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else
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bloody = bloody_shoes[BLOOD_STATE_HUMAN]
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bloody = bloody_shoes[BLOOD_STATE_BLOOD]
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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if(bloody)
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if(adjusted == NORMAL_STYLE)
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood")
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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@@ -93,14 +102,13 @@
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var/mob/M = loc
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M.update_inv_shoes()
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/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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/obj/item/clothing/shoes/clean_blood(datum/source, strength)
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. = ..()
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bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_shoes()
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/obj/item/proc/negates_gravity()
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return FALSE
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return FALSE
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@@ -1,74 +1,74 @@
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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slot_flags = ITEM_SLOT_OCLOTHING
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body_parts_covered = CHEST
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/tauric = FALSE //Citadel Add for tauric hardsuits
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var/taurmode = NOT_TAURIC
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var/dimension_x = 32
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var/dimension_y = 32
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var/center = FALSE //Should we center the sprite?
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/obj/item/clothing/suit/equipped(mob/user, slot)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(mutantrace_variation)
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if(DIGITIGRADE in H.dna.species.species_traits)
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adjusted = ALT_STYLE
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H.update_inv_wear_suit()
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else if(adjusted == ALT_STYLE)
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adjusted = NORMAL_STYLE
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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if(H.dna.features["taur"] in list("Naga", "Tentacle"))
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taurmode = SNEK_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else if(H.dna.features["taur"] in list("Fox","Wolf","Otie","Drake","Lab","Shepherd","Husky","Eevee","Panther","Horse","Cow","Tiger","Deer"))
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taurmode = PAW_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else
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taurmode = NOT_TAURIC
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if(tauric == TRUE)
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center = FALSE
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dimension_x = 32
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H.update_inv_wear_suit()
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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IF_HAS_BLOOD_DNA(src)
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if(tauric)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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if(istype(U) && U.attached_accessory)
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var/obj/item/clothing/accessory/A = U.attached_accessory
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if(A.above_suit)
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. += U.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_suit()
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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slot_flags = ITEM_SLOT_OCLOTHING
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body_parts_covered = CHEST
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/tauric = FALSE //Citadel Add for tauric hardsuits
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var/taurmode = NOT_TAURIC
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var/dimension_x = 32
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var/dimension_y = 32
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var/center = FALSE //Should we center the sprite?
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/obj/item/clothing/suit/equipped(mob/user, slot)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(mutantrace_variation)
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if(DIGITIGRADE in H.dna.species.species_traits)
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adjusted = ALT_STYLE
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H.update_inv_wear_suit()
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else if(adjusted == ALT_STYLE)
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adjusted = NORMAL_STYLE
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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if(H.dna.features["taur"] in GLOB.noodle_taurs)
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taurmode = SNEK_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else if(H.dna.features["taur"] in GLOB.paw_taurs)
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taurmode = PAW_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else
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taurmode = NOT_TAURIC
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if(tauric == TRUE)
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center = FALSE
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dimension_x = 32
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H.update_inv_wear_suit()
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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if(tauric)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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if(istype(U) && U.attached_accessory)
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var/obj/item/clothing/accessory/A = U.attached_accessory
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if(A.above_suit)
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. += U.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_suit()
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@@ -22,8 +22,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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if(accessory_overlay)
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. += accessory_overlay
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Reference in New Issue
Block a user