144 lines
4.3 KiB
Plaintext
144 lines
4.3 KiB
Plaintext
// This outfit preserves varedits made on the items
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// Created from admin helpers.
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/datum/outfit/varedit
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var/list/vv_values
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var/list/stored_access
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/datum/outfit/varedit/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
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H.delete_equipment() //Applying VV to wrong objects is not reccomended.
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. = ..()
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/datum/outfit/varedit/proc/set_equipement_by_slot(slot,item_path)
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switch(slot)
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if(ITEM_SLOT_ICLOTHING)
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uniform = item_path
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if(ITEM_SLOT_BACK)
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back = item_path
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if(ITEM_SLOT_OCLOTHING)
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suit = item_path
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if(ITEM_SLOT_BELT)
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belt = item_path
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if(ITEM_SLOT_GLOVES)
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gloves = item_path
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if(ITEM_SLOT_FEET)
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shoes = item_path
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if(ITEM_SLOT_HEAD)
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head = item_path
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if(ITEM_SLOT_MASK)
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mask = item_path
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if(ITEM_SLOT_NECK)
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neck = item_path
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if(ITEM_SLOT_EARS)
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ears = item_path
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if(ITEM_SLOT_EYES)
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glasses = item_path
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if(ITEM_SLOT_ID)
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id = item_path
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if(ITEM_SLOT_SUITSTORE)
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suit_store = item_path
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if(ITEM_SLOT_LPOCKET)
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l_pocket = item_path
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if(ITEM_SLOT_RPOCKET)
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r_pocket = item_path
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/proc/collect_vv(obj/item/I)
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//Temporary/Internal stuff, do not copy these.
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var/static/list/ignored_vars = list("vars","x","y","z","plane","layer","override","animate_movement","pixel_step_size","screen_loc","fingerprintslast","tip_timer")
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if(istype(I) && I.datum_flags & DF_VAR_EDITED)
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var/list/vedits = list()
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for(var/varname in I.vars)
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if(!I.can_vv_get(varname))
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continue
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if(varname in ignored_vars)
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continue
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var/vval = I.vars[varname]
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//Does it even work ?
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if(vval == initial(I.vars[varname]))
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continue
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//Only text/numbers and icons variables to make it less weirdness prone.
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if(!istext(vval) && !isnum(vval) && !isicon(vval))
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continue
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vedits[varname] = I.vars[varname]
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return vedits
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/mob/living/carbon/human/proc/copy_outfit()
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var/datum/outfit/varedit/O = new
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//Copy equipment
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var/list/result = list()
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var/list/slots_to_check = list(ITEM_SLOT_ICLOTHING,ITEM_SLOT_BACK,ITEM_SLOT_OCLOTHING,ITEM_SLOT_BELT,ITEM_SLOT_GLOVES,ITEM_SLOT_FEET,ITEM_SLOT_HEAD,ITEM_SLOT_MASK,ITEM_SLOT_NECK,ITEM_SLOT_EARS,ITEM_SLOT_EYES,ITEM_SLOT_ID,ITEM_SLOT_SUITSTORE,ITEM_SLOT_LPOCKET,ITEM_SLOT_RPOCKET)
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for(var/s in slots_to_check)
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var/obj/item/I = get_item_by_slot(s)
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var/vedits = collect_vv(I)
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if(vedits)
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result["[s]"] = vedits
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if(istype(I))
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O.set_equipement_by_slot(s,I.type)
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//Copy access
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O.stored_access = list()
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var/obj/item/id_slot = get_item_by_slot(ITEM_SLOT_ID)
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if(id_slot)
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O.stored_access |= id_slot.GetAccess()
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//Copy hands
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if(held_items.len >= 2) //Not in the mood to let outfits transfer amputees
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var/obj/item/left_hand = held_items[1]
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var/obj/item/right_hand = held_items[2]
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if(istype(left_hand))
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O.l_hand = left_hand.type
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var/vedits = collect_vv(left_hand)
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if(vedits)
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result["LHAND"] = vedits
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if(istype(right_hand))
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O.r_hand = right_hand.type
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var/vedits = collect_vv(left_hand)
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if(vedits)
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result["RHAND"] = vedits
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O.vv_values = result
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//Copy backpack contents if exist.
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var/obj/item/backpack = get_item_by_slot(ITEM_SLOT_BACK)
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if(istype(backpack) && SEND_SIGNAL(backpack, COMSIG_CONTAINS_STORAGE))
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var/list/bp_stuff = list()
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var/list/typecounts = list()
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SEND_SIGNAL(backpack, COMSIG_TRY_STORAGE_RETURN_INVENTORY, bp_stuff, FALSE)
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for(var/obj/item/I in bp_stuff)
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if(typecounts[I.type])
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typecounts[I.type] += 1
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else
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typecounts[I.type] = 1
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O.backpack_contents = typecounts
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//TODO : Copy varedits from backpack stuff too.
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//Copy implants
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O.implants = list()
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for(var/obj/item/implant/I in implants)
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O.implants |= I.type
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//Copy to outfit cache
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var/outfit_name = stripped_input(usr,"Enter the outfit name")
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O.name = outfit_name
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GLOB.custom_outfits += O
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to_chat(usr,"Outfit registered, use select equipment to equip it.")
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/datum/outfit/varedit/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
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. = ..()
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//Apply VV
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for(var/slot in vv_values)
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var/list/edits = vv_values[slot]
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var/obj/item/I
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switch(slot)
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if("LHAND")
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I = H.held_items[1]
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if("RHAND")
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I = H.held_items[2]
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else
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I = H.get_item_by_slot(text2num(slot))
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for(var/vname in edits)
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I.vv_edit_var(vname,edits[vname])
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//Apply access
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var/obj/item/id_slot = H.get_item_by_slot(ITEM_SLOT_ID)
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if(id_slot)
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var/obj/item/card/id/card = id_slot.GetID()
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if(istype(card))
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card.access |= stored_access
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