Chief Engineer re-uniforming - #238
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RSI Diff Bot; head commit 21bcb78 merging into cc0068f Resources/Textures/_Funkystation/Clothing/Belt/belt_overlay.rsi
Resources/Textures/_Funkystation/Clothing/Belt/ce_belt.rsi
Resources/Textures/_Funkystation/Clothing/Belt/ce_harness.rsi
Resources/Textures/_Funkystation/Clothing/Hands/ce_arc.rsi
Resources/Textures/_Funkystation/Clothing/Head/Hats/ce_conductor.rsi
Resources/Textures/_Funkystation/Clothing/Head/Hats/engineering_beret.rsi
Resources/Textures/_Funkystation/Clothing/OuterClothing/Wintercoats/NoHood/ce.rsi
Resources/Textures/_Funkystation/Clothing/Shoes/Boots/magboots-advanced.rsi
Resources/Textures/_Funkystation/Clothing/Uniforms/Engineering/Jumpsuits/ce.rsi
Resources/Textures/_Funkystation/Clothing/Uniforms/Engineering/Overalls/ce.rsi
Resources/Textures/_Funkystation/Clothing/Uniforms/Engineering/TwoPiecePants/ce.rsi
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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About the PR
I ported some Chief Engineer clothes over from Funky Station (by @YaraaraY and me), and ported over some CE-specific resprites for existing clothes (namely the beret, toolbelt, and advanced magboots). In addition to this, this PR introduces three new uniforms sprited by @Chedd-Error to replace the previous ones. The conductor hat, uniforms, and insulated coat have been added to the CE loadout and dresser, and can be all made in the uniform printer. All deprecated clothes have been made unobtainable in-game.
Among these clothes is the chief engineer's arc gloves from funky-station/funky-station#2337 because they look cool. Currently, they have no unique functionality that separates them from insuls other than being command contraband and aura (and you can't cut the fingers off of course).
The chief engineer's harness has been added as an alternative to the chief engineer's toolbelt, but is unobtainable until we add some sort of item that can choose between the two to the locker or something. On Funky we made it a loadout option but that's always been acknowledged as kind of a design issue.
In addition to the new clothing items added in this PR, the CE loadout has all the hardhats that station engineers can spawn with. I also changed the CE shoes options to be identical to the station engineer's options for partial parity with the original codebase (I'm not sure how many steel toed boot variants we're going to bring over).
(I also put a welding mask in both the toolbelt and harness, replacing the T-ray in the former, because the welding gas mask in the latter was causing issues, for the sake of consistency between the two, and also because we're probably not going to give CE "better" tools in the future so I don't want to add to the pile of free sci unlocks they already have.)
Why / Balance
Parity & awesome sprites.
Technical details
Just YAML edits. I changed some prototype and RSI names as I moved stuff along to be more consistent and readable.
Test plan
forcemapa map with a proper CE office (i.e. not Reach). There should be a pair of CE arc gloves in the locker instead of insulated gloves, and the dresser should contain the new clothes (CE jumpsuit, CE overalls, CE dress shirt, CE conductor hat, CE insulated coat) and none of the deprecated ones.Media
Requirements
License
MIT
@YaraaraY has permitted her sprites in
belt_overlay.rsito be relicenced from CC-BY-SA 3.0 to CC-BY-NC 4.0 as there were already sprites in that RSI under the latter licence:Breaking changes
N/A.
Changelog
🆑 pirakaplant, YaraaraY, Chedd-Error