Merge pull request #15063 from zeroisthebiggay/intern
ports various tg armor resprites and some such
This commit is contained in:
@@ -437,8 +437,9 @@
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#define COMPONENT_BLOCK_SHARPEN_BLOCKED 2
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#define COMPONENT_BLOCK_SHARPEN_ALREADY 4
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#define COMPONENT_BLOCK_SHARPEN_MAXED 8
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#define COMSIG_ITEM_MICROWAVE_ACT "microwave_act" //called on item when microwaved (): (obj/machinery/microwave/M)
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#define COMSIG_ITEM_MICROWAVE_ACT "microwave_act" //called on item when microwaved (): (obj/machinery/microwave/M)
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#define COMSIG_ITEM_WORN_OVERLAYS "item_worn_overlays" //from base of obj/item/worn_overlays(): (isinhands, icon_file, used_state, style_flags, list/overlays)
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#define COMSIG_ARMOR_PLATED "armor_plated" //called when an armor plate is successfully applied to an object
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// THE FOLLOWING TWO BLOCKS SHOULD RETURN BLOCK FLAGS AS DEFINED IN __DEFINES/combat.dm!
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#define COMSIG_ITEM_CHECK_BLOCK "check_block" //from base of obj/item/check_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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#define COMSIG_ITEM_RUN_BLOCK "run_block" //from base of obj/item/run_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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@@ -71,6 +71,7 @@
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R.update_icon()
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to_chat(user, "<span class='info'>You strengthen [R], improving its resistance against melee, bullet and laser damage.</span>")
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else
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SEND_SIGNAL(O, COMSIG_ARMOR_PLATED, amount, maxamount)
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to_chat(user, "<span class='info'>You strengthen [O], improving its resistance against melee attacks.</span>")
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@@ -237,12 +237,28 @@
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/obj/item/clothing/head/helmet/space/hardsuit/mining/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
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/obj/item/clothing/head/helmet/space/hardsuit/mining/proc/upgrade_icon(datum/source, amount, maxamount)
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SIGNAL_HANDLER
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if(amount)
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name = "reinforced [initial(name)]"
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hardsuit_type = "mining_goliath"
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if(amount == maxamount)
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hardsuit_type = "mining_goliath_full"
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icon_state = "hardsuit[on]-[hardsuit_type]"
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if(ishuman(loc))
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var/mob/living/carbon/human/wearer = loc
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if(wearer.head == src)
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wearer.update_inv_head()
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/obj/item/clothing/suit/space/hardsuit/mining
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icon_state = "hardsuit-mining"
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name = "mining hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters."
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item_state = "mining_hardsuit"
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hardsuit_type = "mining"
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF
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armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15)
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@@ -254,6 +270,21 @@
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/obj/item/clothing/suit/space/hardsuit/mining/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
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/obj/item/clothing/suit/space/hardsuit/mining/proc/upgrade_icon(datum/source, amount, maxamount)
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SIGNAL_HANDLER
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if(amount)
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name = "reinforced [initial(name)]"
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hardsuit_type = "mining_goliath"
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if(amount == maxamount)
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hardsuit_type = "mining_goliath_full"
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icon_state = "hardsuit-[hardsuit_type]"
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if(ishuman(loc))
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var/mob/living/carbon/human/wearer = loc
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if(wearer.wear_suit == src)
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wearer.update_inv_wear_suit()
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//Syndicate hardsuit
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/obj/item/clothing/head/helmet/space/hardsuit/syndi
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@@ -152,8 +152,8 @@
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/obj/item/clothing/suit/armor/riot
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name = "riot suit"
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desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters."
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icon_state = "swat"
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item_state = "swat_suit"
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icon_state = "riot"
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item_state = "riot"
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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@@ -6,6 +6,7 @@
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var/hoodtype = /obj/item/clothing/head/hooded/winterhood //so the chaplain hoodie or other hoodies can override this
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///Alternative mode for hiding the hood, instead of storing the hood in the suit it qdels it, useful for when you deal with hooded suit with storage.
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var/alternative_mode = FALSE
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var/no_t //do not update sprites when pulling up hood so we can avoid oddities with certain mechanics
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/obj/item/clothing/suit/hooded/Initialize()
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. = ..()
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@@ -51,6 +52,8 @@
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update_icon()
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/obj/item/clothing/suit/hooded/update_icon_state()
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if(no_t)
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return
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icon_state = "[initial(icon_state)]"
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if(ishuman(hood?.loc))
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var/mob/living/carbon/human/H = hood.loc
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@@ -2,8 +2,9 @@
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/obj/item/clothing/suit/hooded/explorer
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name = "explorer suit"
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desc = "An armoured suit for exploring harsh environments."
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icon_state = "explorer"
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item_state = "explorer"
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icon_state = "explorer-normal"
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item_state = "explorer-normal"
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var/suit_type = "normal"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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cold_protection = CHEST|GROIN|LEGS|ARMS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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@@ -13,11 +14,15 @@
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
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resistance_flags = FIRE_PROOF
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mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
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no_t = TRUE
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/obj/item/clothing/head/hooded/explorer
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name = "explorer hood"
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desc = "An armoured hood for exploring harsh environments."
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icon_state = "explorer"
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icon_state = "explorer-normal"
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item_state = "explorer-normal"
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var/suit_type = "normal"
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var/basestate = "normal"
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body_parts_covered = HEAD
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flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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@@ -33,10 +38,40 @@
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/obj/item/clothing/suit/hooded/explorer/standard/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
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/obj/item/clothing/suit/hooded/explorer/standard/proc/upgrade_icon(datum/source, amount, maxamount)
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SIGNAL_HANDLER
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if(amount)
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name = "reinforced [initial(name)]"
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suit_type = "normal_goliath"
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if(amount == maxamount)
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suit_type = "normal_goliath_full"
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icon_state = "explorer-[suit_type]"
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if(ishuman(loc))
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var/mob/living/carbon/human/wearer = loc
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if(wearer.wear_suit == src)
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wearer.update_inv_wear_suit()
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/obj/item/clothing/head/hooded/explorer/standard/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
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/obj/item/clothing/head/hooded/explorer/standard/proc/upgrade_icon(datum/source, amount, maxamount)
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SIGNAL_HANDLER
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if(amount)
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name = "reinforced [initial(name)]"
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suit_type = "normal_goliath"
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if(amount == maxamount)
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suit_type = "normal_goliath_full"
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icon_state = "explorer-[suit_type]"
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if(ishuman(loc))
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var/mob/living/carbon/human/wearer = loc
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if(wearer.head == src)
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wearer.update_inv_head()
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/obj/item/clothing/mask/gas/explorer
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name = "explorer gas mask"
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