Outfit datums
This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform this is the way to do it cleanly and properly.
You can also specify an outfit datum on a job to have it auto equipped to the mob on join
/mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit and you pass it the relevant datum outfit
outfits can also be saved as json blobs downloadable by a client and then can be uploaded by that user to recreate the outfit, this is used by admins to allow for custom event outfits that can be restored at a later date
Vars | |
accessory | Any clothing accessory item |
---|---|
back | Type path of item to go in back slot |
backpack_contents | list of items that should go in the backpack of the user |
belt | Type path of item to go in belt slot |
belt_contents | list of items that should go in the belt of the user |
box | Internals box. Will be inserted at the start of backpack_contents |
chameleon_extras | extra types for chameleon outfit changes, mostly guns |
ears | Type path of item to go in ears slot |
glasses | Type path of item to go in the glasses slot |
gloves | Type path of item to go in gloves slot |
head | Type path of item to go in head slot |
id | Type path of item to go in the idcard slot |
id_trim | Type path of ID card trim associated with this outfit. |
implants | Any implants the mob should start implanted with |
internals_slot | ID of the slot containing a gas tank |
l_hand | Type path of item to go in the right hand |
l_pocket | Type path of item for left pocket slot |
mask | Type path of item to go in mask slot |
name | Name of the outfit (shows up in the equip admin verb) |
neck | Type path of item to go in neck slot |
preload | Should we preload some of this job's items? |
r_pocket | Type path of item for right pocket slot |
shoes | Type path of item to go in shoes slot |
skillchips | Any skillchips the mob should have in their brain. |
suit | Type path of item to go in suit slot |
suit_store | Type path of item to go in suit storage slot |
undershirt | Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips. |
uniform | Type path of item to go in uniform slot |
Procs | |
apply_fingerprints | Apply a fingerprint from the passed in human to all items in the outfit |
copy_from | Copy most vars from another outfit to this one |
equip | Equips all defined types and paths to the mob passed in |
get_chameleon_disguise_info | Return a list of all the types that are required to disguise as this outfit type |
get_json_data | Return a json list of this outfit |
get_types_to_preload | Return a list of types to pregenerate for later equipping This should not be things that do unique stuff in Initialize() based off their location, since we'll be storing them for a while |
load_from | Create an outfit datum from a list of json data |
post_equip | Called after the equip proc has finished |
pre_equip | Called at the start of the equip proc |
save_to_file | Prompt the passed in mob client to download this outfit as a json blob |
Var Details
accessory
Any clothing accessory item
back
Type path of item to go in back slot
backpack_contents
list of items that should go in the backpack of the user
Format of this list should be: list(path=count,otherpath=count)
belt
Type path of item to go in belt slot
belt_contents
list of items that should go in the belt of the user
Format of this list should be: list(path=count,otherpath=count)
box
Internals box. Will be inserted at the start of backpack_contents
chameleon_extras
extra types for chameleon outfit changes, mostly guns
Valid values are a single typepath or list of typepaths
These are all added and returns in the list for get_chamelon_diguise_info proc
ears
Type path of item to go in ears slot
glasses
Type path of item to go in the glasses slot
gloves
Type path of item to go in gloves slot
head
Type path of item to go in head slot
id
Type path of item to go in the idcard slot
id_trim
Type path of ID card trim associated with this outfit.
implants
Any implants the mob should start implanted with
Format of this list is (typepath, typepath, typepath)
internals_slot
ID of the slot containing a gas tank
l_hand
Type path of item to go in the right hand
l_pocket
Type path of item for left pocket slot
mask
Type path of item to go in mask slot
name
Name of the outfit (shows up in the equip admin verb)
neck
Type path of item to go in neck slot
preload
Should we preload some of this job's items?
r_pocket
Type path of item for right pocket slot
shoes
Type path of item to go in shoes slot
skillchips
Any skillchips the mob should have in their brain.
Format of this list is (typepath, typepath, typepath)
suit
Type path of item to go in suit slot
suit_store
Type path of item to go in suit storage slot
(make sure it's valid for that suit)
undershirt
Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
uniform
Type path of item to go in uniform slot
Proc Details
apply_fingerprints
Apply a fingerprint from the passed in human to all items in the outfit
Used for forensics setup when the mob is first equipped at roundstart essentially calls add_fingerprint to every defined item on the human
copy_from
Copy most vars from another outfit to this one
equip
Equips all defined types and paths to the mob passed in
Extra Arguments
- visuals_only true if this is only for display (in the character setup screen)
If visuals_only is true, you can omit any work that doesn't visually appear on the character sprite
get_chameleon_disguise_info
Return a list of all the types that are required to disguise as this outfit type
get_json_data
Return a json list of this outfit
get_types_to_preload
Return a list of types to pregenerate for later equipping This should not be things that do unique stuff in Initialize() based off their location, since we'll be storing them for a while
load_from
Create an outfit datum from a list of json data
post_equip
Called after the equip proc has finished
All items are on the mob at this point, use this proc to toggle internals fiddle with id bindings and accesses etc
Extra Arguments
- visuals_only true if this is only for display (in the character setup screen)
If visuals_only is true, you can omit any work that doesn't visually appear on the character sprite
pre_equip
Called at the start of the equip proc
Override to change the value of the slots depending on client prefs, species and other such sources of change
Extra Arguments
- visuals_only true if this is only for display (in the character setup screen)
If visuals_only is true, you can omit any work that doesn't visually appear on the character sprite
save_to_file
Prompt the passed in mob client to download this outfit as a json blob