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AmoryBlaine committed Aug 1, 2024
1 parent 36cd1d6 commit 36ad23d
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Showing 8 changed files with 126 additions and 64 deletions.
10 changes: 5 additions & 5 deletions code/game/machinery/vending/vendor_types/crew/synthetic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -178,24 +178,24 @@ GLOBAL_LIST_INIT(cm_vending_clothing_synth_snowflake, list(
list("Welding Goggles", 12, /obj/item/clothing/glasses/welding, null, VENDOR_ITEM_REGULAR),

list("SHOES", 0, null, null, null),
list("Combat Boots", 24, /obj/item/clothing/shoes/marine/knife, null, VENDOR_ITEM_REGULAR),
list("Shoes, Red", 12, /obj/item/clothing/shoes/red, null, VENDOR_ITEM_REGULAR),
list("Shoes, White", 12, /obj/item/clothing/shoes/white, null, VENDOR_ITEM_REGULAR),
list("Dress Shoes", 24, /obj/item/clothing/shoes/laceup, null, VENDOR_ITEM_REGULAR),

list("HEADWEAR", 0, null, null, null),
list("Patrol Cap, Green", 12, /obj/item/clothing/head/cmcap, null, VENDOR_ITEM_REGULAR),
list("Patrol Cap, Command", 12, /obj/item/clothing/head/cmcap, null, VENDOR_ITEM_REGULAR),
list("Patrol Cap, Khaki", 12, /obj/item/clothing/head/cmcap/req, null, VENDOR_ITEM_REGULAR),
list("Patrol Cap, Command", 12, /obj/item/clothing/head/cmcap/bridge, null, VENDOR_ITEM_REGULAR),
list("Patrol Cap, Khaki", 12, /obj/item/clothing/head/cmcap/khaki, null, VENDOR_ITEM_REGULAR),

list("HELMET", 0, null, null, null),
list("Marine Helmet (Mission-Specific Camo)", 12, /obj/item/clothing/head/helmet/marine, null, VENDOR_ITEM_REGULAR),

list("SUIT", 0, null, null, null),
list("External Webbing", 12, /obj/item/clothing/suit/storage/webbing, null, VENDOR_ITEM_REGULAR),
list("Utility Vest", 12, /obj/item/clothing/suit/storage/webbing/utility_vest, null, VENDOR_ITEM_REGULAR),
list("Windbreaker, Brown", 12, /obj/item/clothing/suit/storage/windbreaker/windbreaker_brown, null, VENDOR_ITEM_REGULAR),
list("Windbreaker, Grey", 12, /obj/item/clothing/suit/storage/windbreaker/windbreaker_gray, null, VENDOR_ITEM_REGULAR),
list("Windbreaker, Green", 12, /obj/item/clothing/suit/storage/windbreaker/windbreaker_green, null, VENDOR_ITEM_REGULAR),
list("Windbreaker, Brown", 12, /obj/item/clothing/suit/storage/windbreaker/brown, null, VENDOR_ITEM_REGULAR),
list("Windbreaker, Green", 12, /obj/item/clothing/suit/storage/windbreaker/green, null, VENDOR_ITEM_REGULAR),



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2 changes: 1 addition & 1 deletion code/game/objects/effects/landmarks/freed_mob_spawner.dm
Original file line number Diff line number Diff line change
Expand Up @@ -28,5 +28,5 @@

/obj/effect/landmark/freed_mob_spawner/upp_soldier
name = "UPP Soldier"
equipment_path = /datum/equipment_preset/upp/soldier
equipment_path = /datum/equipment_preset/uscm/private_equipped/upp
count_participant = TRUE
9 changes: 0 additions & 9 deletions code/modules/clothing/under/marine_uniform.dm
Original file line number Diff line number Diff line change
Expand Up @@ -286,11 +286,6 @@
icon_state = "cbrn"
worn_state = "cbrn"

item_icons = list(
WEAR_BODY = 'icons/mob/humans/onmob/uniform_1.dmi',
)


/obj/item/clothing/under/marine/cbrn //CBRN MOPP suit
name = "\improper M3 MOPP suit"
desc = "M3 MOPP suits are specially designed and engineered to protect the wearer from unshielded exposure to any Chemical, Biological, Radiological, or Nuclear (CBRN) threats in the field. Despite somewhat resembling commonplace synthetic rubber HAZMAT suits, the Venlar composition provides a significantly more dense and durable baseline material, allowing for modifications without the loss of its air-tight nature. The wearer’s comfort has been significantly taken into consideration, with the suit providing sufficient freedom of movement for even delicate maneuvers and movements once it is donned. As the sealed environment retains many issues from the past, measures have been taken to significantly reduce the suit's passive heat absorption and increase internal absorbance through linings, as well as the capability to fully integrate with external cooling, air cycling, and other life support systems. Strips of M11 detector paper are included with each suit, designed to be slotted into the dominant arm of the wearer’s protective suit, the non-dominant wrist, and then back to the knee, providing at-a-glance warning signs across alternating sides of the body while working. The arm and knee markers are intended to be on the user's dominant The papers change color upon contact with harmful chemical agents, displaying a clear white initially and turning red when activated. The suit has a recommended lifespan of twenty-four hours once contact with a toxic environment is made, but depending on the severity this can be shortened to eight hours or less. Beyond that point, the accuracy of the detector papers deteriorates significantly, as does the protection of the suit itself."
Expand All @@ -312,10 +307,6 @@
flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS
actions_types = list(/datum/action/item_action/specialist/toggle_cbrn_hood)

item_icons = list(
WEAR_BODY = 'icons/mob/humans/onmob/uniform_1.dmi',
)

///Whether the hood and gas mask were worn through the hood toggle verb
var/hood_enabled = FALSE
///Whether enabling the hood protects you from fire
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2 changes: 1 addition & 1 deletion code/modules/cm_marines/Donator_Items.dm
Original file line number Diff line number Diff line change
Expand Up @@ -973,7 +973,7 @@
min_cold_protection_temperature = ICE_PLANET_MIN_COLD_PROT

item_icons = list(
WEAR_BODY = 'icons/mob/humans/onmob/uniform_1.dmi',
WEAR_BODY = 'icons/mob/humans/onmob/uniform-layer/uniform_donator.dmi',
)

//END UNIFORM TEMPLATE
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80 changes: 62 additions & 18 deletions code/modules/gear_presets/corpses.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
/datum/equipment_preset/corpse
name = "Corpse"
flags = EQUIPMENT_PRESET_EXTRA
assignment = JOB_COLONIST
assignment = "Class C Inhabitant"
rank = JOB_COLONIST
faction = FACTION_COLONIST
languages = list()
Expand All @@ -11,6 +11,33 @@
idtype = /obj/item/card/id/lanyard
var/xenovictim = FALSE //Set to true to make the corpse spawn as a victim of a xeno burst


/datum/equipment_preset/corpse/load_name(mob/living/carbon/human/new_human, randomise)
new_human.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new
A.randomize_appearance(new_human)
var/random_name = capitalize(pick(new_human.gender == MALE ? first_names_male : first_names_female)) + " " + capitalize(pick(last_names))
var/static/list/colors = list("BLACK" = list(15, 15, 10), "BROWN" = list(48, 38, 18), "BROWN" = list(48, 38, 18),"BLUE" = list(29, 51, 65), "GREEN" = list(40, 61, 39), "STEEL" = list(46, 59, 54))
var/static/list/hair_colors = list("BLACK" = list(15, 15, 10), "BROWN" = list(48, 38, 18), "AUBURN" = list(77, 48, 36), "BLONDE" = list(95, 76, 44))
var/hair_color = pick(hair_colors)
new_human.r_hair = hair_colors[hair_color][1]
new_human.g_hair = hair_colors[hair_color][2]
new_human.b_hair = hair_colors[hair_color][3]
new_human.r_facial = hair_colors[hair_color][1]
new_human.g_facial = hair_colors[hair_color][2]
new_human.b_facial = hair_colors[hair_color][3]
var/eye_color = pick(colors)
new_human.r_eyes = colors[eye_color][1]
new_human.g_eyes = colors[eye_color][2]
new_human.b_eyes = colors[eye_color][3]
if(new_human.gender == MALE)
new_human.h_style = pick("Undercut", "Partly Shaved", "Side Undercut", "Side Hang Undercut (Reverse)", "Undercut, Top", "Medium Fade", "High Fade", "Coffee House Cut")
new_human.f_style = pick("Shaved", "Shaved", "Shaved", "Shaved", "Shaved", "Shaved", "3 O'clock Shadow", "3 O'clock Moustache", "5 O'clock Shadow", "5 O'clock Moustache", "7 O'clock Shadow", "7 O'clock Moustache",)
else
new_human.h_style = pick("Side Undercut", "Side Hang Undercut (Reverse)", "Undercut, Top", "CIA", "CIA","Mulder", "Pixie Cut Left", "Pixie Cut Right", "Bun")
new_human.change_real_name(new_human, random_name)
new_human.age = rand(20,35)

/datum/equipment_preset/corpse/load_languages(mob/living/carbon/human/new_human)
return

Expand Down Expand Up @@ -46,9 +73,37 @@
new_human.pulse = PULSE_NONE

/datum/equipment_preset/corpse/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/colonist(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine(new_human), WEAR_FEET)
var/random_gear = rand(1,10)
switch(random_gear)
if(1)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/windbreaker/brown(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/boiler/cyan(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup/brown(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel(new_human), WEAR_BACK)
if(2)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/windbreaker/yellow(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/workwear/khaki(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/civilian/brown(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/blue(new_human), WEAR_BACK)
if(3)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/workwear/blue(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup/brown(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel(new_human), WEAR_BACK)
if(4)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/windbreaker/blue(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/boiler/grey(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel(new_human), WEAR_BACK)
if(5)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/workwear/blue(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup/brown(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel(new_human), WEAR_BACK)
if(6)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/bomber(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/workwear/blue(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel(new_human), WEAR_BACK)

//*****************************************************************************************************/
// Civilians
Expand All @@ -59,7 +114,6 @@

/datum/equipment_preset/corpse/prisoner/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/boiler/prison(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/device/radio(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/prison(new_human), WEAR_FEET)

//*****************************************************************************************************/
Expand All @@ -72,19 +126,9 @@

/datum/equipment_preset/corpse/doctor/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/medical(new_human), WEAR_BODY)
if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD])
add_ice_colony_survivor_equipment(new_human)
else
new_human.equip_to_slot_or_del(new /obj/item/device/radio(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/med(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(new_human), WEAR_FACE)
new_human.equip_to_slot_or_del(new /obj/item/attachable/bayonet(new_human.back), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/radio(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/chef/classic(new_human), WEAR_JACKET)
add_random_survivor_medical_gear(new_human)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/medical/blue(new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/blue(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(new_human), WEAR_FEET)

//*****************************************************************************************************/

Expand Down
52 changes: 52 additions & 0 deletions code/modules/gear_presets/fun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -281,3 +281,55 @@
new_human.status_flags |= STATUS_FLAGS_DEBILITATE
ADD_TRAIT(new_human, TRAIT_TWOBORE_TRAINING, TRAIT_SOURCE_ADMIN) //Means he can handle his gun and speak its hit lines.

//*****************************************************************************************************/

/datum/equipment_preset/other/zombie
name = "Zombie"
flags = EQUIPMENT_PRESET_EXTRA
rank = FACTION_ZOMBIE
languages = list("Zombie")
skills = null //no restrictions
faction = FACTION_ZOMBIE

//Overloading the function to be able to spawn gear first
/datum/equipment_preset/other/zombie/load_preset(mob/living/carbon/human/new_human, randomise = FALSE)
if(randomise)
load_name(new_human)
load_skills(new_human) //skills are set before equipment because of skill restrictions on certain clothes.
load_languages(new_human)
load_gear(new_human)
load_id(new_human)
load_status(new_human)
load_vanity(new_human)
load_race(new_human)//Race is loaded last, otherwise we wouldn't be able to equip gear!
new_human.assigned_equipment_preset = src
new_human.regenerate_icons()

/datum/equipment_preset/other/zombie/load_name(mob/living/carbon/human/new_human, randomise)
new_human.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new
A.randomize_appearance(new_human)
var/random_name = capitalize(pick(new_human.gender == MALE ? first_names_male : first_names_female)) + " " + capitalize(pick(last_names))
new_human.change_real_name(new_human, random_name)
new_human.age = rand(21,45)

/datum/equipment_preset/other/zombie/load_id(mob/living/carbon/human/new_human, client/mob_client)
var/obj/item/clothing/under/uniform = new_human.w_uniform
if(istype(uniform))
uniform.has_sensor = UNIFORM_HAS_SENSORS
uniform.sensor_faction = FACTION_COLONIST
new_human.job = "Zombie"
new_human.faction = faction
return ..()

/datum/equipment_preset/other/zombie/load_race(mob/living/carbon/human/new_human)
new_human.set_species(SPECIES_HUMAN) // Set back, so that we can get our claws again
new_human.set_species(SPECIES_ZOMBIE)

/datum/equipment_preset/other/zombie/load_gear(mob/living/carbon/human/new_human)
var/uniform_path = pick(/obj/item/clothing/under/boiler/cyan, /obj/item/clothing/under/boiler/darkblue, /obj/item/clothing/under/boiler/offwhite, /obj/item/clothing/under/boiler/grey, /obj/item/clothing/under/boiler/lightblue, /obj/item/clothing/under/workwear/khaki, /obj/item/clothing/under/workwear/blue)
new_human.equip_to_slot_or_del(new uniform_path, WEAR_BODY)
var/shoe_path = pick(/obj/item/clothing/shoes/laceup, /obj/item/clothing/shoes/laceup/brown, /obj/item/clothing/shoes/marine/civilian, /obj/item/clothing/shoes/marine/civilian/brown)
new_human.equip_to_slot_or_del(new shoe_path, WEAR_FEET)

//*****************************************************************************************************/
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/pistol/m1911(new_human), WEAR_IN_BELT)
if(3 , 4)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/general_belt(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/device/motiondetector(new_human),WEAR_IN_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/device/motiondetector(new_human),WEAR_IN_BELT)

/datum/equipment_preset/survivor/forecon/add_random_survivor_equipment(mob/living/carbon/human/new_human)
return
Expand Down
33 changes: 4 additions & 29 deletions code/modules/gear_presets/synths.dm
Original file line number Diff line number Diff line change
Expand Up @@ -121,41 +121,17 @@
WEAR_R_EAR = /obj/item/device/flashlight/pen,
WEAR_FACE = /obj/item/clothing/mask/surgical,
WEAR_EYES = /obj/item/clothing/glasses/hud/health,
WEAR_BODY = /obj/item/clothing/under/medical,
WEAR_BACK = /obj/item/storage/backpack/satchel/blue,
WEAR_BODY = /obj/item/clothing/under/medical/purple,
WEAR_BACK = /obj/item/storage/backpack/satchel/black,
WEAR_IN_BACK = /obj/item/roller/surgical,
WEAR_JACKET = /obj/item/clothing/suit/storage/hazardvest/blue,
WEAR_IN_JACKET = /obj/item/device/healthanalyzer,
WEAR_WAIST = /obj/item/storage/belt/medical/lifesaver/full,
WEAR_HANDS = /obj/item/clothing/gloves/latex,
WEAR_R_STORE = /obj/item/storage/pouch/tools/full,
WEAR_FEET = /obj/item/clothing/shoes/marine/knife,
WEAR_L_HAND = /obj/item/weapon/twohanded/fireaxe
)

/datum/equipment_preset/synth/survivor/emt_synth
name = "Synthetic - EMT Synth"
equipment_to_spawn = list(
WEAR_HEAD = /obj/item/clothing/head/cmcap,
WEAR_R_EAR = /obj/item/device/flashlight/pen,
WEAR_FACE = /obj/item/clothing/mask/surgical,
WEAR_EYES = /obj/item/clothing/glasses/hud/health,
WEAR_BODY = /obj/item/clothing/under/boiler,
WEAR_BACK = /obj/item/storage/backpack/satchel/blue,
WEAR_IN_BACK = /obj/item/storage/firstaid/adv,
WEAR_IN_BACK = /obj/item/tool/extinguisher/mini,
WEAR_IN_BACK = /obj/item/roller,
WEAR_JACKET = /obj/item/clothing/suit/storage/windbreaker/windbreaker_fr,
WEAR_IN_JACKET = /obj/item/device/healthanalyzer,
WEAR_WAIST = /obj/item/storage/belt/medical/full,
WEAR_HANDS = /obj/item/clothing/gloves/latex,
WEAR_R_STORE = /obj/item/storage/pouch/tools/full,
WEAR_FEET = /obj/item/clothing/shoes/marine/knife,
WEAR_L_HAND = /obj/item/weapon/twohanded/fireaxe
WEAR_FEET = /obj/item/clothing/shoes/white,
)

survivor_variant = MEDICAL_SURVIVOR

/datum/equipment_preset/synth/survivor/wy/security_synth
name = "Synthetic - Corporate Security Synth"
idtype = /obj/item/card/id/silver/cl
Expand All @@ -176,6 +152,7 @@
equipment_to_spawn = list(
WEAR_L_EAR = /obj/item/device/radio/headset/distress/WY,
WEAR_BODY = /obj/item/clothing/under/businesswear/black,
WEAR_ACCESSORY = /obj/item/clothing/accessory/black,
WEAR_BACK = /obj/item/storage/backpack/satchel/lockable,
WEAR_IN_BACK = /obj/item/paper,
WEAR_IN_BACK = /obj/item/paper,
Expand All @@ -184,10 +161,8 @@
WEAR_IN_BACK = /obj/item/tool/pen/clicky,
WEAR_IN_BACK = /obj/item/device/taperecorder,
WEAR_WAIST = /obj/item/storage/belt/utility/full,
WEAR_HANDS = /obj/item/clothing/gloves/botanic_leather,
WEAR_FEET = /obj/item/clothing/shoes/laceup,
WEAR_R_HAND = /obj/item/clipboard,
WEAR_L_HAND = /obj/item/weapon/twohanded/fireaxe
)

//*****************************************************************************************************/
Expand Down

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