/obj/item/clothing/tie //Ties moved to neck slot items, but as there are still things like medals and armbands, this accessory system is being kept as-is name = "tie" desc = "A neosilk clip-on tie." icon = 'icons/obj/clothing/ties.dmi' icon_state = "bluetie" item_state = "" //no inhands item_color = "bluetie" slot_flags = 0 w_class = WEIGHT_CLASS_SMALL var/minimize_when_attached = TRUE // TRUE if shown as a small icon in corner, FALSE if overlayed /obj/item/clothing/tie/proc/attach(obj/item/clothing/under/U, user) if(pockets) // Attach storage to jumpsuit if(U.pockets) // storage items conflict return 0 pockets.loc = U U.pockets = pockets U.hastie = src loc = U layer = FLOAT_LAYER plane = FLOAT_PLANE if(minimize_when_attached) transform *= 0.5 //halve the size so it doesn't overpower the under pixel_x += 8 pixel_y -= 8 U.add_overlay(src) for(var/armor_type in armor) U.armor[armor_type] += armor[armor_type] return 1 /obj/item/clothing/tie/proc/detach(obj/item/clothing/under/U, user) if(pockets && pockets == U.pockets) pockets.loc = src U.pockets = null for(var/armor_type in armor) U.armor[armor_type] -= armor[armor_type] if(minimize_when_attached) transform *= 2 pixel_x -= 8 pixel_y += 8 layer = initial(layer) plane = initial(plane) U.cut_overlays() U.hastie = null /obj/item/clothing/tie/proc/on_uniform_equip(obj/item/clothing/under/U, user) return /obj/item/clothing/tie/proc/on_uniform_dropped(obj/item/clothing/under/U, user) return /* /obj/item/clothing/tie/blue name = "blue tie" icon_state = "bluetie" item_color = "bluetie" /obj/item/clothing/tie/red name = "red tie" icon_state = "redtie" item_color = "redtie" /obj/item/clothing/tie/black name = "black tie" icon_state = "blacktie" item_color = "blacktie" /obj/item/clothing/tie/horrible name = "horrible tie" desc = "A neosilk clip-on tie. This one is disgusting." icon_state = "horribletie" item_color = "horribletie" */ /obj/item/clothing/tie/waistcoat name = "waistcoat" desc = "For some classy, murderous fun." icon_state = "waistcoat" item_state = "waistcoat" item_color = "waistcoat" minimize_when_attached = FALSE /* /obj/item/clothing/tie/stethoscope name = "stethoscope" desc = "An outdated medical apparatus for listening to the sounds of the human body.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/tie/stethoscope/attack(mob/living/carbon/human/M, mob/living/user) if(ishuman(M) && isliving(user)) if(user.a_intent == INTENT_HELP) var/body_part = parse_zone(user.zone_selected) if(body_part) var/their = "their" switch(M.gender) if(MALE) their = "his" if(FEMALE) their = "her" var/sound = "pulse" var/sound_strength if(M.stat == DEAD || (M.status_flags&FAKEDEATH)) sound_strength = "cannot hear" sound = "anything" else sound_strength = "hear a weak" switch(body_part) if("chest") if(M.oxyloss < 50) sound_strength = "hear a healthy" sound = "pulse and respiration" if("eyes","mouth") sound_strength = "cannot hear" sound = "anything" else sound_strength = "hear a weak" user.visible_message("[user] places [src] against [M]'s [body_part] and listens attentively.", "You place [src] against [their] [body_part]. You [sound_strength] [sound].") return return ..(M,user) */ ////////// //Medals// ////////// /obj/item/clothing/tie/medal name = "bronze medal" desc = "A bronze medal." icon_state = "bronze" item_color = "bronze" materials = list(MAT_METAL=1000) resistance_flags = FIRE_PROOF //Pinning medals on people /obj/item/clothing/tie/medal/attack(mob/living/carbon/human/M, mob/living/user) if(ishuman(M) && (user.a_intent == INTENT_HELP)) if(M.wear_suit) if((M.wear_suit.flags_inv & HIDEJUMPSUIT)) //Check if the jumpsuit is covered to_chat(user, "Medals can only be pinned on jumpsuits.") return if(M.w_uniform) var/obj/item/clothing/under/U = M.w_uniform var/delay = 20 if(user == M) delay = 0 else user.visible_message("[user] is trying to pin [src] on [M]'s chest.", \ "You try to pin [src] on [M]'s chest.") if(do_after(user, delay, target = M)) if(U.attachTie(src, user, 0)) //Attach it, do not notify the user of the attachment if(user == M) to_chat(user, "You attach [src] to [U].") else user.visible_message("[user] pins \the [src] on [M]'s chest.", \ "You pin \the [src] on [M]'s chest.") else to_chat(user, "Medals can only be pinned on jumpsuits!") else ..() /obj/item/clothing/tie/medal/conduct name = "distinguished conduct medal" desc = "A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by Nanotrasen. It is often awarded by a captain to a member of his crew." /obj/item/clothing/tie/medal/bronze_heart name = "bronze heart medal" desc = "A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty." icon_state = "bronze_heart" /obj/item/clothing/tie/medal/nobel_science name = "nobel sciences award" desc = "A bronze medal which represents significant contributions to the field of science or engineering." /obj/item/clothing/tie/medal/silver name = "silver medal" desc = "A silver medal." icon_state = "silver" item_color = "silver" materials = list(MAT_SILVER=1000) /obj/item/clothing/tie/medal/silver/valor name = "medal of valor" desc = "A silver medal awarded for acts of exceptional valor." /obj/item/clothing/tie/medal/silver/security name = "robust security award" desc = "An award for distinguished combat and sacrifice in defence of Nanotrasen's commercial interests. Often awarded to security staff." /obj/item/clothing/tie/medal/gold name = "gold medal" desc = "A prestigious golden medal." icon_state = "gold" item_color = "gold" materials = list(MAT_GOLD=1000) /obj/item/clothing/tie/medal/gold/captain name = "medal of captaincy" desc = "A golden medal awarded exclusively to those promoted to the rank of captain. It signifies the codified responsibilities of a captain to Nanotrasen, and their undisputable authority over their crew." resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF /obj/item/clothing/tie/medal/gold/heroism name = "medal of exceptional heroism" desc = "An extremely rare golden medal awarded only by Centcom. To receive such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but commanders." //////////// //Armbands// //////////// /obj/item/clothing/tie/armband name = "red armband" desc = "An fancy red armband!" icon_state = "redband" item_color = "redband" /obj/item/clothing/tie/armband/deputy name = "security deputy armband" desc = "An armband, worn by personnel authorized to act as a deputy of station security." /obj/item/clothing/tie/armband/cargo 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/tie/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/tie/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/tie/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/tie/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/tie/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" /* /////////// //SCARVES// /////////// /obj/item/clothing/tie/scarf //Default white color, same functionality as beanies. 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/tie/scarf/black name = "black scarf" icon_state = "scarf" color = "#4A4A4B" //Grey but it looks black /obj/item/clothing/tie/scarf/red name = "red scarf" icon_state = "scarf" color = "#D91414" //Red /obj/item/clothing/tie/scarf/green name = "green scarf" icon_state = "scarf" color = "#5C9E54" //Green /obj/item/clothing/tie/scarf/darkblue name = "dark blue scarf" icon_state = "scarf" color = "#1E85BC" //Blue /obj/item/clothing/tie/scarf/purple name = "purple scarf" icon_state = "scarf" color = "#9557C5" //purple /obj/item/clothing/tie/scarf/yellow name = "yellow scarf" icon_state = "scarf" color = "#E0C14F" //Yellow /obj/item/clothing/tie/scarf/orange name = "orange scarf" icon_state = "scarf" color = "#C67A4B" //orange /obj/item/clothing/tie/scarf/cyan name = "cyan scarf" icon_state = "scarf" color = "#54A3CE" //Cyan //Striped scarves get their own icons /obj/item/clothing/tie/scarf/zebra name = "zebra scarf" icon_state = "zebrascarf" item_color = "zebrascarf" /obj/item/clothing/tie/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 //However, these 3 don't have corgi versions of their sprites /obj/item/clothing/tie/stripedredscarf name = "striped red scarf" icon_state = "stripedredscarf" item_color = "stripedredscarf" /obj/item/clothing/tie/stripedgreenscarf name = "striped green scarf" icon_state = "stripedgreenscarf" item_color = "stripedgreenscarf" /obj/item/clothing/tie/stripedbluescarf name = "striped blue scarf" icon_state = "stripedbluescarf" item_color = "stripedbluescarf" /obj/item/clothing/tie/petcollar //don't really wear this though please c'mon seriously guys name = "pet collar" desc = "It's for pets. Though you probably could wear it yourself, you'd doubtless be the subject of ridicule." icon_state = "petcollar" item_color = "petcollar" var/tagname = null /obj/item/clothing/tie/petcollar/attack_self(mob/user) tagname = copytext(sanitize(input(user, "Would you like to change the name on the tag?", "Name your new pet", "Spot") as null|text),1,MAX_NAME_LEN) name = "[initial(name)] - [tagname]" ////////////// //DOPE BLING// ////////////// /obj/item/clothing/tie/dope_necklace name = "gold necklace" desc = "Damn, it feels good to be a gangster." icon = 'icons/obj/clothing/ties.dmi' icon_state = "bling" item_color = "bling" //////////////// //OONGA BOONGA// //////////////// /obj/item/clothing/tie/talisman 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) */ ////////////// //OBJECTION!// ////////////// /obj/item/clothing/tie/lawyers_badge 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/tie/lawyers_badge/attach(obj/item/clothing/under/U, user) if(!..()) return 0 if(isliving(U.loc)) on_uniform_equip(U, user) /obj/item/clothing/tie/lawyers_badge/detach(obj/item/clothing/under/U, user) ..() if(isliving(U.loc)) on_uniform_dropped(U, user) /obj/item/clothing/tie/lawyers_badge/on_uniform_equip(obj/item/clothing/under/U, user) var/mob/living/L = user if(L) L.bubble_icon = "lawyer" /obj/item/clothing/tie/lawyers_badge/on_uniform_dropped(obj/item/clothing/under/U, user) var/mob/living/L = user if(L) L.bubble_icon = initial(L.bubble_icon)