mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 06:54:18 +01:00
Standardises Combat Voidsuit Armor (#18784)
Changes all combat/military voidsuits to use the standard combat suit armor values.
This commit is contained in:
@@ -8,13 +8,13 @@
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icon_state = "cosmo_suit"
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item_state = "cosmo_suit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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allowed = list(
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/obj/item/device/flashlight,
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@@ -40,13 +40,13 @@
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icon_state = "cosmo_suit"
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item_state = "cosmo_suit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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species_restricted = list(BODYTYPE_TAJARA)
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refittable = FALSE
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@@ -131,12 +131,12 @@
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contained_sprite = TRUE
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_SMALL,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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allowed = list(
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/obj/item/device/flashlight,
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@@ -161,12 +161,12 @@
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contained_sprite = TRUE
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_SMALL,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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species_restricted = list(BODYTYPE_TAJARA)
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refittable = FALSE
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@@ -180,12 +180,12 @@
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contained_sprite = TRUE
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_SMALL,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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allowed = list(
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/obj/item/device/flashlight,
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@@ -210,12 +210,12 @@
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contained_sprite = TRUE
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_SMALL,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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species_restricted = list(BODYTYPE_TAJARA)
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refittable = FALSE
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@@ -6,13 +6,13 @@
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item_state = "kataphract_helm"
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contained_sprite = TRUE
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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siemens_coefficient = 0.35
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species_restricted = list(BODYTYPE_UNATHI)
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@@ -28,13 +28,13 @@
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slowdown = 1
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w_class = ITEMSIZE_NORMAL
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
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siemens_coefficient = 0.35
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@@ -76,9 +76,10 @@
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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light_overlay = "helmet_light_dual_low"
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brightness_on = 6
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@@ -96,9 +97,10 @@
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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allowed = list(/obj/item/gun,/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/material/sword,/obj/item/melee/hammer,/obj/item/melee/energy)
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species_restricted = list(BODYTYPE_UNATHI)
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@@ -109,28 +111,12 @@
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desc = "A decent helmet made to fit with a larger combat assembly."
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icon_state = "rig0-unathipiratecaptain"
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item_state = "rig0-unathipiratecaptain"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_CARBINE,
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laser = ARMOR_LASER_PISTOL,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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)
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/obj/item/clothing/suit/space/void/unathi_pirate/captain
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name = "unathi raider captain voidsuit"
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desc = "A well-balanced combat voidsuit made by and for Unathi. This one features several improvements and extra adornments, making it fit for a Captain, or some kind of high-ranking crew member."
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icon_state = "rig-unathipiratecaptain"
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item_state = "rig-unathipiratecaptain"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_CARBINE,
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laser = ARMOR_LASER_PISTOL,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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)
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/obj/item/clothing/suit/space/void/hegemony
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name = "hegemony military voidsuit"
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@@ -141,13 +127,13 @@
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contained_sprite = TRUE
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w_class = ITEMSIZE_NORMAL
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SMALL
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)
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allowed = list(/obj/item/gun,/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/material/sword,/obj/item/melee/hammer,/obj/item/melee/energy)
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species_restricted = list(BODYTYPE_UNATHI)
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@@ -161,13 +147,13 @@
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item_state = "hegemony-voidhelm"
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contained_sprite = TRUE
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_RESISTANT
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rad = ARMOR_RAD_SHIELDED
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)
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light_overlay = "helmet_light_dual_low"
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brightness_on = 6
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@@ -221,9 +207,10 @@
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SHIELDED //it has diona growing on and in it to absorb rads. if i could make it regenerate breaches that would be neat
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rad = ARMOR_RAD_SHIELDED
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)
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/obj/item/clothing/suit/space/void/unathi_pirate/tarwa/captain
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@@ -232,14 +219,7 @@
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It only seems to fit Unathi, it's relatively light, and yet appears to protect against a variety of hazards. This one features various reinforcements, making it probably fit for more important crew."
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icon_state = "rig-tarwacaptain"
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item_state = "rig-tarwacaptain"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_CARBINE,
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laser = ARMOR_LASER_PISTOL,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SHIELDED //it has diona growing on and in it to absorb rads
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)
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/obj/item/clothing/head/helmet/space/void/unathi_pirate/tarwa
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name = "tarwa conglomerate helmet"
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@@ -247,12 +227,13 @@
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icon_state = "rig-tarwapirate-helmet"
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item_state = "rig-tarwapirate-helmet"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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bomb = ARMOR_BOMB_RESISTANT,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SHIELDED //it has diona growing on and in it to absorb rads
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rad = ARMOR_RAD_SHIELDED
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)
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light_overlay = "helmet_light_green"
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@@ -98,15 +98,6 @@
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icon_state = "xanu_void_helmet"
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item_state = "xanu_void_helmet"
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siemens_coefficient = 0.35
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_CARBINE,
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laser = ARMOR_LASER_KEVLAR,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SMALL
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)
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species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC_INDUSTRIAL)
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light_overlay = "helmet_light_xanu_voidsuit"
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@@ -119,15 +110,6 @@
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icon_state = "xanu_voidsuit"
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item_state = "xanu_voidsuit"
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contained_sprite = TRUE
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_CARBINE,
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laser = ARMOR_LASER_KEVLAR,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SMALL
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)
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slowdown = 1
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
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siemens_coefficient = 0.35
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@@ -141,28 +123,7 @@
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one surrender without a single shot being fired."
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icon_state = "himeo_voidsuit"
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item_state = "himeo_voidsuit"
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slowdown = 1.5
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_CARBINE,
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laser = ARMOR_LASER_SMALL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SMALL
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)
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allowed = list(
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/obj/item/device/flashlight,
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/obj/item/tank,
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/obj/item/device/suit_cooling_unit,
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/obj/item/gun,
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/obj/item/ammo_magazine,
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/obj/item/ammo_casing,
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/obj/item/melee/baton,
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/obj/item/melee/energy/sword,
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/obj/item/handcuffs
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)
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siemens_coefficient = 0.35
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species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC)
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refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC)
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icon_supported_species_tags = list("taj")
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@@ -175,15 +136,7 @@
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one surrender without a single shot being fired."
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icon_state = "himeo_void_helmet"
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item_state = "himeo_void_helmet"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_CARBINE,
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laser = ARMOR_LASER_SMALL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SMALL
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)
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refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC)
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icon_supported_species_tags = list("taj")
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brightness_on = 6
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@@ -197,19 +150,6 @@
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combat protection."
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icon_state = "galatea_void_helmet"
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item_state = "galatea_void_helmet"
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slowdown = 0.65
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permeability_coefficient = 0
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gas_transfer_coefficient = 0
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siemens_coefficient = 0.75
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armor = list(
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melee = ARMOR_MELEE_SMALL,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_STRONG,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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rad = ARMOR_RAD_SHIELDED
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)
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species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC)
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refittable = FALSE
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@@ -221,30 +161,7 @@
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combat protection."
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icon_state = "galatea_voidsuit"
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item_state = "galatea_voidsuit"
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slowdown = 0.65
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permeability_coefficient = 0
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gas_transfer_coefficient = 0
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siemens_coefficient = 0.75
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armor = list(
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melee = ARMOR_MELEE_SMALL,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_STRONG,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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||||
rad = ARMOR_RAD_SHIELDED
|
||||
)
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allowed = list(
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/obj/item/device/flashlight,
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||||
/obj/item/tank,
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||||
/obj/item/device/suit_cooling_unit,
|
||||
/obj/item/gun,
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||||
/obj/item/ammo_magazine,
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||||
/obj/item/ammo_casing,
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||||
/obj/item/melee/baton,
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||||
/obj/item/melee/energy/sword,
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||||
/obj/item/handcuffs
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||||
)
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||||
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species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC)
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||||
refittable = FALSE
|
||||
|
||||
@@ -607,13 +524,13 @@
|
||||
contained_sprite = TRUE
|
||||
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
|
||||
@@ -633,13 +550,13 @@
|
||||
slowdown = 1
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
|
||||
Reference in New Issue
Block a user