/obj/item/clothing/neck name = "necklace" icon = 'icons/obj/clothing/neck.dmi' body_parts_covered = NECK slot_flags = ITEM_SLOT_NECK strip_delay = 40 equip_delay_other = 40 /obj/item/clothing/neck/worn_overlays(isinhands = FALSE) . = list() if(!isinhands) if(body_parts_covered & HEAD) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") if(blood_DNA) . += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color()) /obj/item/clothing/neck/tie name = "tie" desc = "A neosilk clip-on tie." 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= "horribletie" item_color = "horribletie" /obj/item/clothing/neck/stethoscope name = "stethoscope" desc = "An outdated medical apparatus for listening to the sounds of the human body.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("[user] puts \the [src] to [user.p_their()] chest! It looks like [user.p_they()] wont hear much!") return OXYLOSS /obj/item/clothing/neck/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) var/heart_strength = "no" var/lung_strength = "no" var/obj/item/organ/heart/heart = M.getorganslot(ORGAN_SLOT_HEART) var/obj/item/organ/lungs/lungs = M.getorganslot(ORGAN_SLOT_LUNGS) if(!(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_FAKEDEATH)))) if(heart && istype(heart)) heart_strength = "an unstable" if(heart.beating) heart_strength = "a healthy" if(lungs && istype(lungs)) lung_strength = "strained" if(!(M.failed_last_breath || M.losebreath)) lung_strength = "healthy" if(M.stat == DEAD && heart && world.time - M.timeofdeath < DEFIB_TIME_LIMIT * 10) heart_strength = "a faint, fluttery" var/diagnosis = (body_part == BODY_ZONE_CHEST ? "You hear [heart_strength] pulse and [lung_strength] respiration." : "You faintly hear [heart_strength] pulse.") user.visible_message("[user] places [src] against [M]'s [body_part] and listens attentively.", "You place [src] against [M]'s [body_part]. [diagnosis]") return return ..(M,user) /////////// //SCARVES// /////////// /obj/item/clothing/neck/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/neck/scarf/black name = "black scarf" icon_state = "scarf" color = "#4A4A4B" //Grey but it looks black /obj/item/clothing/neck/scarf/pink name = "pink scarf" icon_state = "scarf" color = "#F699CD" //Pink /obj/item/clothing/neck/scarf/red name = "red scarf" icon_state = "scarf" color = "#D91414" //Red /obj/item/clothing/neck/scarf/green name = "green scarf" icon_state = "scarf" color = "#5C9E54" //Green /obj/item/clothing/neck/scarf/darkblue name = "dark blue scarf" icon_state = "scarf" color = "#1E85BC" //Blue /obj/item/clothing/neck/scarf/purple name = "purple scarf" icon_state = "scarf" color = "#9557C5" //Purple /obj/item/clothing/neck/scarf/yellow name = "yellow scarf" icon_state = "scarf" color = "#E0C14F" //Yellow /obj/item/clothing/neck/scarf/orange name = "orange scarf" icon_state = "scarf" color = "#C67A4B" //Orange /obj/item/clothing/neck/scarf/cyan name = "cyan scarf" icon_state = "scarf" color = "#54A3CE" //Cyan //Striped scarves get their own icons /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 //However, these 3 don't have corgi versions of their sprites /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// /////////// /obj/item/clothing/neck/petcollar 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. hasprimary = TRUE primary_color = "#00BBBB" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar var/tagname = null /obj/item/clothing/neck/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]" /obj/item/clothing/neck/petcollar/worn_overlays(isinhands, icon_file) . = ..() 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 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") secondary_worn.color = secondary_color . += secondary_worn if(hastertiary) var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-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 primary_color = "#222222" secondary_color = "#888888" /obj/item/clothing/neck/petcollar/choker 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" /obj/item/clothing/neck/petcollar/locked name = "locked collar" desc = "A collar that has a small lock on it to keep it from being removed." pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar/locked var/lock = FALSE /obj/item/clothing/neck/petcollar/locked/attackby(obj/item/K, mob/user, params) if(istype(K, /obj/item/key/collar)) if(lock != FALSE) to_chat(user, "With a click the collar unlocks!") lock = FALSE else to_chat(user, "With a click the collar locks!") lock = TRUE return /obj/item/clothing/neck/petcollar/locked/attack_hand(mob/user) if(loc == user && user.get_item_by_slot(SLOT_NECK) && lock != FALSE) to_chat(user, "The collar is locked! You'll need unlock the collar before you can take it off!") return ..() /obj/item/clothing/neck/petcollar/locked/leather name = "leather pet collar" icon_state = "leathercollar" item_color = "leathercollar" hasprimary = TRUE hassecondary = TRUE primary_color = "#222222" secondary_color = "#888888" /obj/item/clothing/neck/petcollar/locked/choker 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" /obj/item/key/collar name = "Collar Key" desc = "A key for a tiny lock on a collar or bag." /obj/item/clothing/neck/petcollar/Initialize() . = ..() new /obj/item/reagent_containers/food/snacks/cookie(src) /obj/item/clothing/neck/petcollar/locked/Initialize() . = ..() new /obj/item/key/collar(src) ////////////// //DOPE BLING// ////////////// /obj/item/clothing/neck/necklace/dope name = "gold necklace" desc = "Damn, it feels good to be a gangster." icon = 'icons/obj/clothing/neck.dmi' icon_state = "bling" item_color = "bling"