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extend to medium and heavy let's see if i am getting smarter.
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Julien committed Feb 15, 2024
1 parent 81429cf commit b49c140
Showing 1 changed file with 49 additions and 8 deletions.
57 changes: 49 additions & 8 deletions code/modules/clothing/suits/marine_armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1895,8 +1895,9 @@

//proc that allow to repaint/change sprite for

GLOBAL_LIST_INIT(armor_paints, list("padded" = "L1", "padless" = "L2", "padless_lines" = "L3", "carrier" = "L4", "skull" = "L5", "smooth" = "L6"))

GLOBAL_LIST_INIT(armor_paints_light, list("padded" = "L1", "padless" = "L2", "padless_lines" = "L3", "carrier" = "L4", "skull" = "L5", "smooth" = "L6"))
GLOBAL_LIST_INIT(armor_paints_medium, list("padded" = "1", "padless" = "2", "padless_lines" = "3", "carrier" = "4", "skull" = "5", "smooth" = "6"))
GLOBAL_LIST_INIT(armor_paints_heavy, list("padded" = "H1", "padless" = "H2", "padless_lines" = "H3", "carrier" = "H4", "skull" = "H5", "smooth" = "H6"))
/obj/item/device/armor_painter
name = "armor painter"
icon = 'icons/obj/items/paper.dmi'
Expand All @@ -1908,8 +1909,18 @@ GLOBAL_LIST_INIT(armor_paints, list("padded" = "L1", "padless" = "L2", "padless_
/obj/item/device/armor_painter/New()
..()
modes = new()
for(var/C in GLOB.armor_paints)
modes += "[C]"
if(istype(A,/obj/item/clothing/suit/storage/marine/light))
to_chat(user, "it's an light armor.")
for(var/C in GLOB.armor_paints_light)
modes += "[C]"
if(istype(A,/obj/item/clothing/suit/storage/marine/medium))
to_chat(user, "it's an meduim armor.")
for(var/C in GLOB.armor_paints_medium)
modes += "[C]"
if(istype(A,/obj/item/clothing/suit/storage/marine/heavy))
to_chat(user, "it's an heavy armor.")
for(var/C in GLOB.armor_paints_heavy)
modes += "[C]"
mode = pick(modes)

/obj/item/device/armor_painter/afterattack(atom/A, mob/user as mob, proximity)
Expand All @@ -1923,18 +1934,18 @@ GLOBAL_LIST_INIT(armor_paints, list("padded" = "L1", "padless" = "L2", "padless_

if(istype(A,/obj/item/clothing/suit/storage/marine/light))
to_chat(user, "it's an light armor.")
A.icon_state = (GLOB.armor_paints[mode])
A.icon_state = (GLOB.armor_paints_light[mode])
return
/*

if(istype(A,/obj/item/clothing/suit/storage/marine/medium))
to_chat(user, "it's an meduim armor.")
P.change_color(GLOB.pipe_colors[mode])
A.icon_state = (GLOB.armor_paints_medium[mode])
return

if(istype(A,/obj/item/clothing/suit/storage/marine/heavy))
A.icon_state = (GLOB.armor_paints_heavy[mode])
to_chat(user, "it's an heavy armor.")
return
*/

/obj/item/device/armor_painter/attack_self(mob/user)
..()
Expand Down Expand Up @@ -1968,3 +1979,33 @@ GLOBAL_LIST_INIT(armor_paints, list("padded" = "L1", "padless" = "L2", "padless_
/obj/item/clothing/suit/storage/marine/light/smooth
icon_state = "L6"
armor_variation = 0

/obj/item/clothing/suit/storage/marine/medium/padded
name = "M3 pattern padded marine armor"
icon_state = "1"
specialty = "M3 pattern padded marine"

/obj/item/clothing/suit/storage/marine/medium/padless
name = "M3 pattern padless marine armor"
icon_state = "2"
specialty = "M3 pattern padless marine"

/obj/item/clothing/suit/storage/marine/medium/padless_lines
name = "M3 pattern ridged marine armor"
icon_state = "3"
specialty = "M3 pattern ridged marine"

/obj/item/clothing/suit/storage/marine/medium/carrier
name = "M3 pattern carrier marine armor"
icon_state = "4"
specialty = "M3 pattern carrier marine"

/obj/item/clothing/suit/storage/marine/medium/skull
name = "M3 pattern skull marine armor"
icon_state = "5"
specialty = "M3 pattern skull marine"

/obj/item/clothing/suit/storage/marine/medium/smooth
name = "M3 pattern smooth marine armor"
icon_state = "6"
specialty = "M3 pattern smooth marine"

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