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Donger SG Sprites #221

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wants to merge 21 commits into from
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Donger SG Sprites #221

wants to merge 21 commits into from

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Max-023
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@Max-023 Max-023 commented Apr 7, 2024

Resprites the SG equipment to actually look good, as well as adds a version of the M70 flak vest that you can attach to your uniform just for the look, now available in the gear section of character creation for smartgunners.

Also adds sprites for a potential smartgunner pistol belt that would go on their back, as well as a new M56 harness that is with a 'movie accurate' palette with plans on implementation.

@Ollanius
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Ollanius commented Apr 7, 2024

c73fcb0c30f964f5755e6dece7dd0c04
d4c882dd2e707783725565e21722591a
f65a8a83ef14c66fa0bceaeb718743c3
0f4d6f2243c75ccb75b210e260076007

For reference, these are the 'new' sprites that're being added:

  • After its initial removal, the Power Pack's sprite has been reintegrated into the Combat Harness. I don't believe the Combat Harness was originally intended to be viewed without it, which is why it's much slimmer (and darkly-shaded in the center) than the standard M3 suits. Just to clarify, this is purely a visual change that's intended to restore the Smartgunner's chunkiness of yesteryear.

  • The jumpsuit-attachable flak jacket is a homage to Drake, who's seen rocking that very same fit in the movie. It's a very slightly modified version of the M70 that the pilots're seen wearing, trimmed down to seamlessly fit underneath the Combat Harness. While I originally imagined the flak jacket giving some extra defense to its wearer (via the same code that makes ceramic plates work), I don't mind if it remains a purely cosmetic accessory.

  • Vasquez's chest holster is here as well, in all of its groovy glory. The idea behind it would be that Smartgunners - either through a skill- or job-based check - would have the unique ability to put sidearm holster belts on their back slot.. assuming the Drakemaxxing pull request got merged. I'm not too worried about this being a 'meta pick', especially since equipping the holster on your back slot (instead of your belt slot) would deprive you of the ability to carry another longarm.

  • The greyish-green palette swap (originally reserved for an unused(?) variant of the officer's armored suit) works surprisingly well as a movie-accurate representation of the Combat Harness. I think it's got a lot of potential, though it's something that could be explored in a later pull request.

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Left a few comments. I didn't look that indepth into it, so think of my comments as more of suggestions than hard requests. Close them as you go through them. I'm sure others may have some as well.

I like that you commented your code, always good to do that.

code/game/objects/items/storage/large_holster.dm Outdated Show resolved Hide resolved
"icon_x" = 0,
"icon_y" = 0))

var/list/holstered_guns = list()
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Does this need to be a list? Is it possible to fit more than one gun into the holster? If it is, might be fine.

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I've tried to edit it but things seem to break for some reason.

if(!magazines)
return
if(magazines <= (storage_slots - length(holster_slots)) * 0.5) //Don't count slots reserved for guns, even if they're empty.
overlays += "+[base_icon]_half"
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Can be written as:
overlays += "+[base_icon]_[magazines <= (storage_slots - length(holster_slots)) * 0.5) ? "half" : "full"]"

sure that we don't have to do any extra calculations.
*/
playsound(src, drawSound, 7, TRUE)
var/image/gun_underlay = image(icon, current_gun.base_gun_icon)
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You can probably use vis_contents here instead of using image. You essentially add the object itself as an underlay for the sprite and manipulate it accordingly.

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Max-023 commented Apr 10, 2024

Most of the code is ripped from the M4A3 pistol belt code, so that's where most of the comments come from. I've just been modifying the code to make it work with what I had in mind. For some reason, though, the onmob doesn't update when you put a pistol in the holster, when it should.

@Ollanius
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Ollanius commented Apr 12, 2024

6a6a5c27999b5a615dec216ab141fa5c

010ad510e3d69120ca645bac290567e4

Had the opportunity to test out the pull request on Blue.

  • The updated Combat Harness is working nicely. If possible, I'd recommend checking the relevant code/icons (that determine how bloody overlays are applied to it), just to make sure that they're accounting for the extra pixels on the sides.

  • The Flak Vest accessory looks great. You're currently unable to spawn with it, though: even if you roll as a Smartgunner, the loadout system will think you're in an 'invalid role'. That should be a simple fix. Alternatively, you could just make it so that the Flak Vest spawns inside of the Smartgunner's lockers, or - if Morrow's fine with it - make it an unrestricted loadout item.

Good work, overall!

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github-actions bot commented May 2, 2024

This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

@Max-023 Max-023 marked this pull request as ready for review May 21, 2024 01:10
Comment on lines +389 to +390
desc = "holster"
icon = 'icons/obj/items/storage.dmi'
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needs cool desc

//Drake Vest
/obj/item/clothing/accessory/flak
name = "M70 flak vest"
desc = "Venlar flak jacket worn by combat support personnel such as dropship crew, or occasionally by smartgunners. Despite the name it's actually better at stopping ballistics...."
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misleading desc since it has no armor + too much periods!!!!!

/obj/item/ammo_magazine/pistol,
)

/obj/item/storage/large_holster/m56/post_skin_selection()
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does it really need to redefine all these procs..??? am i missing something?

@AndroBetel AndroBetel marked this pull request as draft June 2, 2024 12:21
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github-actions bot commented Jun 7, 2024

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@AndroBetel AndroBetel closed this Jun 16, 2024
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4 participants