04-15-2023, 09:11 PM
(This post was last modified: 05-27-2023, 06:35 AM by github_bot. Edited 4 times in total.)
PULL REQUEST DETAILS
[CLOTHING][UI][EXPERIMENTAL][FEATURE][QOL][INPUT WANTED]
About the PR
This PR adds barebones support for the accessory slot, a new clothing slot that behaves similarly to the belt. The accessory slot is tied to the "Toggle Inventory" option, so it will hide and become invisible with the other worn clothing options. Accessories can be any `/obj/item` with `c_flag = ONACCESORY` as defined in `defines/clothing.dm`.
The icon for the accessory slot itself is supported by all the HUD styles, after I bodged together a set of codersprites that take one of @WALPVRGIS' scarves, sorry!
Mob examine text for when the target mob is wearing an accessory can be varied by where the accessory is worn, which can be set with a `/obj/item` variable, `accessory_location`. The values are determined in `defines/clothing.dm`.
~~Currently, the clothing layer that accessories show up on is defined in `layer.dm` as `MOB_OVERLAY_BASE - 9` after bumping `MOB_ARMOR_LAYER` to `MOB_OVERLAY_BASE - 9.1`. I'm not entirely sure if it should stay that way, maybe we don't want accessories showing up above armour, but I'll put off that decision for later. At some point, it could be worthwhile adding two different layers for accessories that appear above or below armour (so that, say, security badges would show up above an armour vest but a tie would not).~~
So far, there aren't actually any items that are part of this PR that can be worn in the slot. Below is an example of it working with the stethoscope; sprites courtesy of @avimour.
Why's this needed?
I'unno, really, I just wanted to wear my stethoscope around my neck. Maybe there's a use for it, somewhere.
Changelog
PULL REQUEST DETAILS
[CLOTHING][UI][EXPERIMENTAL][FEATURE][QOL][INPUT WANTED]
About the PR
This PR adds barebones support for the accessory slot, a new clothing slot that behaves similarly to the belt. The accessory slot is tied to the "Toggle Inventory" option, so it will hide and become invisible with the other worn clothing options. Accessories can be any `/obj/item` with `c_flag = ONACCESORY` as defined in `defines/clothing.dm`.
The icon for the accessory slot itself is supported by all the HUD styles, after I bodged together a set of codersprites that take one of @WALPVRGIS' scarves, sorry!
Mob examine text for when the target mob is wearing an accessory can be varied by where the accessory is worn, which can be set with a `/obj/item` variable, `accessory_location`. The values are determined in `defines/clothing.dm`.
~~Currently, the clothing layer that accessories show up on is defined in `layer.dm` as `MOB_OVERLAY_BASE - 9` after bumping `MOB_ARMOR_LAYER` to `MOB_OVERLAY_BASE - 9.1`. I'm not entirely sure if it should stay that way, maybe we don't want accessories showing up above armour, but I'll put off that decision for later. At some point, it could be worthwhile adding two different layers for accessories that appear above or below armour (so that, say, security badges would show up above an armour vest but a tie would not).~~
So far, there aren't actually any items that are part of this PR that can be worn in the slot. Below is an example of it working with the stethoscope; sprites courtesy of @avimour.
Why's this needed?
I'unno, really, I just wanted to wear my stethoscope around my neck. Maybe there's a use for it, somewhere.
Changelog
Code:
changelog
(u)DisturbHerb
(*)Added the accessory clothing slot to human mobs.
PULL REQUEST DETAILS