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premapping work
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MrCastmer committed Aug 9, 2024
1 parent 8004b2e commit 3755b5e
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Showing 9 changed files with 131 additions and 3 deletions.
22 changes: 22 additions & 0 deletions modular_dripstation/code/game/machinery/suit_storage_unit.dm
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Expand Up @@ -94,6 +94,16 @@
mask_type = /obj/item/clothing/mask/gas/explorer
department = "cargo"

/obj/machinery/suit_storage_unit/mining/winter
suit_type = /obj/item/clothing/suit/hooded/explorer/winter
mask_type = /obj/item/clothing/mask/gas/explorer
department = "cargo"

/obj/machinery/suit_storage_unit/mining/medic
suit_type = /obj/item/clothing/suit/hooded/miningmedic
mask_type = /obj/item/clothing/mask/gas/explorer
department = "med"

/obj/machinery/suit_storage_unit/miningdualmod
suit_type = /obj/item/clothing/suit/space/hardsuit/syndi/mining
mask_type = /obj/item/clothing/mask/gas/explorer
Expand Down Expand Up @@ -175,6 +185,18 @@
tank_type = /obj/item/tank/jetpack/oxygen/harness
department = "synd"

/obj/machinery/suit_storage_unit/syndicate/engi
suit_type = /obj/item/clothing/suit/space/hardsuit/syndi/engineering/syndicate
mask_type = /obj/item/clothing/mask/gas/syndicate
tank_type = /obj/item/tank/jetpack/oxygen/harness
department = "synd"

/obj/machinery/suit_storage_unit/syndicate/winter/engi
suit_type = /obj/item/clothing/suit/space/hardsuit/syndi/engineering/syndicate/winter
mask_type = /obj/item/clothing/mask/gas/syndicate
tank_type = /obj/item/tank/jetpack/oxygen/harness
department = "synd"

/obj/machinery/suit_storage_unit/syndicate/donk
suit_type = /obj/item/clothing/suit/space/hardsuit/syndi
mask_type = /obj/item/clothing/mask/gas/syndicate
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5 changes: 5 additions & 0 deletions modular_dripstation/code/modules/clothing/armor.dm
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Expand Up @@ -267,6 +267,11 @@ obj/item/clothing/head/helmet/swat/nanotrasen
flags_cover = HEADCOVERSEYES
armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 50, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20)

/obj/item/clothing/suit/armor/vest/bulletproof/cybersun
name = "combat cybersun vest"
desc = "Type III bulletproof armor usually issued to paramilitary groups and real soldiers alike. Protects full body. This model has additional armor against energy based weaponry."
armor = list(MELEE = 15, BULLET = 60, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20)

/obj/item/clothing/suit/armor/vest/combat
name = "combat vest"
desc = "Type III bulletproof armor usually issued to paramilitary groups and real soldiers alike. Protects full body and arms. Has additional armor against energy based weaponry."
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35 changes: 33 additions & 2 deletions modular_dripstation/code/modules/clothing/department/corporate.dm
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Expand Up @@ -191,7 +191,7 @@
/obj/item/clothing/under/syndicate/sniper
name = "executive suit"
desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp."
icon_state = "really_black_suit"
icon_state = "tactical_suit"
item_state = "bl_suit"
can_adjust = FALSE
mutantrace_variation = DIGITIGRADE_VARIATION
Expand All @@ -203,6 +203,37 @@
can_adjust = FALSE
mutantrace_variation = NONE

/obj/item/clothing/suit/armor/vest/capcarapace/syndicate
desc = "A fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the syndicate's finest, although it does chafe your nipples."
icon_state = "syndie_carapace"
resistance_flags = FIRE_PROOF

/obj/item/clothing/suit/toggle/capformal/syndicate
icon_state = "syndie_coat"
resistance_flags = FIRE_PROOF
mutantrace_variation = NONE

/obj/item/clothing/suit/armor/hos/syndicate
name = "syndicate captain's armored coat"
mutantrace_variation = NONE
pocket_storage_component_path = null
armor = list(MELEE = 40, BULLET = 35, LASER = 40, ENERGY = 25, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 15)
resistance_flags = FIRE_PROOF

/obj/item/clothing/suit/armor/hos/syndicate/winter
name = "syndicate captain's unarmored winter coat"
desc = "Winter fashion!"
armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 25, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 15)
resistance_flags = FIRE_PROOF
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT

/obj/item/clothing/suit/armor/hos/syndicate/winter/armored
name = "syndicate captain's armored winter coat"
desc = "A sinister looking vest of advanced armor worn over a black and red fireproof jacket. The gold collar and shoulders denote that this belongs to a high ranking syndicate officer."
armor = list(MELEE = 40, BULLET = 35, LASER = 40, ENERGY = 25, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 15)
resistance_flags = FIRE_PROOF
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT

/////Donk Co//////
/obj/item/clothing/under/syndicate/donk
name = "Donk! Co. employee uniform"
Expand Down Expand Up @@ -289,7 +320,7 @@
/obj/item/clothing/under/syndicate/cybersun
name = "Cybersun clerk uniform"
desc = "Standart uniform worn by personnel employed by Cybersun industries."
icon_state = "cybersun_combat"
icon_state = "cybersun_clerk"
mutantrace_variation = NONE

/obj/item/clothing/under/syndicate/cybersun/lab
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72 changes: 71 additions & 1 deletion modular_dripstation/code/modules/clothing/toggles.dm
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Expand Up @@ -5,7 +5,77 @@
/obj/item/clothing/head/hooded/explorer
icon = 'modular_dripstation/icons/obj/clothing/hats.dmi'
worn_icon = 'modular_dripstation/icons/mob/clothing/hats.dmi'
dynamic_hair_suffix = ""
//dynamic_hair_suffix = ""

/obj/item/clothing/suit/hooded/explorer/winter
icon_state = "explorer_winter"
item_state = "explorer_winter"

/obj/item/clothing/head/hooded/explorer/winter
icon_state = "explorer_winter"
item_state = "explorer_winter"
//dynamic_hair_suffix = ""

/obj/item/clothing/suit/hooded/miningmedic
name = "recovery suit"
desc = "A lightly armoured suit for search and rescue in harsh environments."
icon_state = "recovery"
item_state = "recovery"
icon = 'modular_dripstation/icons/obj/clothing/suits.dmi'
worn_icon = 'modular_dripstation/icons/mob/clothing/suits.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|ARMS
flags_inv = HIDEGLOVES|HIDESHOES
flags_prot = HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/hooded/miningmedic
armor = list(MELEE = 40, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50, WOUND = 10)

resistance_flags = FIRE_PROOF
mutantrace_variation = DIGITIGRADE_VARIATION
allowed = list(/obj/item/analyzer,/obj/item/multitool/tricorder,/obj/item/stack/medical,/obj/item/dnainjector,/obj/item/reagent_containers/dropper,/obj/item/reagent_containers/syringe,/obj/item/reagent_containers/autoinjector,/obj/item/healthanalyzer,/obj/item/reagent_containers/glass/bottle,/obj/item/reagent_containers/glass/beaker,/obj/item/reagent_containers/pill,/obj/item/storage/pill_bottle,/obj/item/paper,/obj/item/melee/classic_baton/telescopic,/obj/item/soap,/obj/item/sensor_device,/obj/item/tank/internals, /obj/item/hypospray, /obj/item/flashlight, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/organ/regenerative_core/legion, /obj/item/kitchen/knife/combat)
/*
/obj/item/clothing/suit/hooded/miningmedic/Initialize(mapload) //can't be reinforced like regular explorer suits, but can also carry medical stuff in addition to mining stuff
. = ..()
allowed |= GLOB.labcoat_allowed
allowed |= GLOB.mining_allowed
*/

/obj/item/clothing/head/hooded/miningmedic
name = "recovery hood"
desc = "A lightly armoured hood for search and rescue in harsh environments."
icon_state = "recovery"
icon = 'modular_dripstation/icons/obj/clothing/hats.dmi'
worn_icon = 'modular_dripstation/icons/mob/clothing/hats.dmi'
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEEARS // hoods don't hide your face, silly
flags_prot = HIDEHAIR
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
armor = list(MELEE = 40, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50, WOUND = 10)
resistance_flags = FIRE_PROOF
var/adjusted = NORMAL_STYLE

//don't want this to be a subtype of the explorer suit or it'll inherit the armor plating
/obj/item/clothing/head/hooded/miningmedic/verb/hood_adjust()
set name = "Adjust Hood Style"
set category = null
set src in usr
switch(adjusted)
if(NORMAL_STYLE)
adjusted = ALT_STYLE
to_chat(usr, span_notice("You adjust the hood to wear it more casually."))
flags_inv &= ~HIDEHAIR
if(ALT_STYLE)
adjusted = NORMAL_STYLE
to_chat(usr, span_notice("You adjust the hood back to normal."))
flags_inv |= HIDEHAIR
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_hair()
H.update_body()

/obj/item/clothing/suit/toggle/labcoat
icon = 'modular_dripstation/icons/obj/clothing/suits.dmi'
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