Hoodies and sec gear fixes (#1272)
Changes: -ported hoodies from polaris/tg, I will place them somewhere someday -fixed missing sec berets and badges missing sprites and being wrong at all -fixed a lot of unecessary/troublesome code with the hos gear -force gloves have a different sprite now -fixed missing visible message when being hit by bullets
@@ -1086,6 +1086,7 @@
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|||||||
#include "code\modules\clothing\suits\alien.dm"
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#include "code\modules\clothing\suits\alien.dm"
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||||||
#include "code\modules\clothing\suits\armor.dm"
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#include "code\modules\clothing\suits\armor.dm"
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||||||
#include "code\modules\clothing\suits\bio.dm"
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#include "code\modules\clothing\suits\bio.dm"
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||||||
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#include "code\modules\clothing\suits\hoodies.dm"
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||||||
#include "code\modules\clothing\suits\jobs.dm"
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#include "code\modules\clothing\suits\jobs.dm"
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||||||
#include "code\modules\clothing\suits\labcoat.dm"
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#include "code\modules\clothing\suits\labcoat.dm"
|
||||||
#include "code\modules\clothing\suits\miscellaneous.dm"
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#include "code\modules\clothing\suits\miscellaneous.dm"
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||||||
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|||||||
@@ -103,14 +103,13 @@
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|||||||
new /obj/item/weapon/storage/backpack/security(src)
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new /obj/item/weapon/storage/backpack/security(src)
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||||||
else
|
else
|
||||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
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new /obj/item/weapon/storage/backpack/satchel_sec(src)
|
||||||
new /obj/item/clothing/head/HoS(src)
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new /obj/item/clothing/head/helmet/HoS(src)
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||||||
new /obj/item/clothing/suit/armor/vest/security(src)
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|
||||||
new /obj/item/clothing/suit/storage/vest/hos(src)
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new /obj/item/clothing/suit/storage/vest/hos(src)
|
||||||
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
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new /obj/item/clothing/under/rank/head_of_security/jensen(src)
|
||||||
new /obj/item/clothing/under/rank/head_of_security/corp(src)
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new /obj/item/clothing/under/rank/head_of_security/corp(src)
|
||||||
new /obj/item/clothing/suit/armor/hos/jensen(src)
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new /obj/item/clothing/suit/armor/hos/jensen(src)
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||||||
new /obj/item/clothing/suit/armor/hos(src)
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new /obj/item/clothing/suit/armor/hos(src)
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||||||
new /obj/item/clothing/head/HoS/dermal(src)
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new /obj/item/clothing/head/helmet/HoS/dermal(src)
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||||||
new /obj/item/weapon/cartridge/hos(src)
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new /obj/item/weapon/cartridge/hos(src)
|
||||||
new /obj/item/device/radio/headset/heads/hos(src)
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new /obj/item/device/radio/headset/heads/hos(src)
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||||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
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new /obj/item/clothing/glasses/sunglasses/sechud(src)
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||||||
@@ -123,7 +122,7 @@
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|||||||
new /obj/item/weapon/gun/energy/pistol(src)
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new /obj/item/weapon/gun/energy/pistol(src)
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||||||
new /obj/item/clothing/accessory/holster/waist(src)
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new /obj/item/clothing/accessory/holster/waist(src)
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||||||
new /obj/item/weapon/melee/telebaton(src)
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new /obj/item/weapon/melee/telebaton(src)
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||||||
new /obj/item/clothing/head/beret/sec/corporate/hos(src)
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new /obj/item/clothing/head/beret/sec/hos(src)
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||||||
new /obj/item/clothing/accessory/badge/hos(src)
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new /obj/item/clothing/accessory/badge/hos(src)
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||||||
new /obj/item/ammo_magazine/tranq(src)
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new /obj/item/ammo_magazine/tranq(src)
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||||||
return
|
return
|
||||||
@@ -147,7 +146,6 @@
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|||||||
new /obj/item/weapon/storage/backpack/security(src)
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new /obj/item/weapon/storage/backpack/security(src)
|
||||||
else
|
else
|
||||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
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new /obj/item/weapon/storage/backpack/satchel_sec(src)
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||||||
new /obj/item/clothing/suit/armor/vest/security(src)
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|
||||||
new /obj/item/clothing/suit/storage/vest/warden(src)
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new /obj/item/clothing/suit/storage/vest/warden(src)
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||||||
new /obj/item/clothing/under/rank/warden(src)
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new /obj/item/clothing/under/rank/warden(src)
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||||||
new /obj/item/clothing/under/rank/warden/corp(src)
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new /obj/item/clothing/under/rank/warden/corp(src)
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||||||
@@ -166,7 +164,7 @@
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|||||||
new /obj/item/weapon/melee/baton/loaded(src)
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new /obj/item/weapon/melee/baton/loaded(src)
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||||||
new /obj/item/weapon/gun/energy/pistol(src)
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new /obj/item/weapon/gun/energy/pistol(src)
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||||||
new /obj/item/weapon/storage/box/holobadge(src)
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new /obj/item/weapon/storage/box/holobadge(src)
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||||||
new /obj/item/clothing/head/beret/sec/corporate/warden(src)
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new /obj/item/clothing/head/beret/sec/warden(src)
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||||||
new /obj/item/clothing/accessory/badge/warden(src)
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new /obj/item/clothing/accessory/badge/warden(src)
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||||||
return
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return
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||||||
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||||||
@@ -190,7 +188,6 @@
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|||||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
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new /obj/item/weapon/storage/backpack/satchel_sec(src)
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||||||
new /obj/item/clothing/suit/storage/vest/officer(src)
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new /obj/item/clothing/suit/storage/vest/officer(src)
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||||||
new /obj/item/clothing/head/helmet(src)
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new /obj/item/clothing/head/helmet(src)
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||||||
// new /obj/item/weapon/cartridge/security(src)
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||||||
new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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||||||
new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/weapon/storage/belt/security(src)
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||||||
new /obj/item/device/flash(src)
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new /obj/item/device/flash(src)
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||||||
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|||||||
@@ -26,12 +26,11 @@
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|||||||
new /obj/item/clothing/head/beret/sec(src)
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new /obj/item/clothing/head/beret/sec(src)
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||||||
new /obj/item/clothing/head/beret/sec(src)
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new /obj/item/clothing/head/beret/sec(src)
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||||||
new /obj/item/clothing/head/beret/sec(src)
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new /obj/item/clothing/head/beret/sec(src)
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||||||
new /obj/item/clothing/head/beret/sec/corporate/officer(src)
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new /obj/item/clothing/head/beret/sec/alt(src)
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||||||
new /obj/item/clothing/head/beret/sec/corporate/officer(src)
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new /obj/item/clothing/head/beret/sec/alt(src)
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||||||
new /obj/item/clothing/head/beret/sec/corporate/officer(src)
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new /obj/item/clothing/head/beret/sec/alt(src)
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||||||
return
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return
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||||||
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||||||
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||||||
/obj/structure/closet/wardrobe/pink
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/obj/structure/closet/wardrobe/pink
|
||||||
name = "pink wardrobe"
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name = "pink wardrobe"
|
||||||
icon_state = "pink"
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icon_state = "pink"
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||||||
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|||||||
@@ -75,21 +75,21 @@ var/global/list/gear_datums = list()
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|||||||
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||||||
/datum/gear/bsec_beret
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/datum/gear/bsec_beret
|
||||||
display_name = "beret, navy (officer)"
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display_name = "beret, navy (officer)"
|
||||||
path = /obj/item/clothing/head/beret/sec/navy/officer
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path = /obj/item/clothing/head/beret/sec
|
||||||
cost = 1
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cost = 1
|
||||||
slot = slot_head
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slot = slot_head
|
||||||
allowed_roles = list("Security Officer","Head of Security","Warden","Security Cadet","Detective")
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allowed_roles = list("Security Officer","Head of Security","Warden","Security Cadet","Detective")
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||||||
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||||||
/datum/gear/bsec_beret_warden
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/datum/gear/bsec_beret_warden
|
||||||
display_name = "beret, navy (warden)"
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display_name = "beret, navy (warden)"
|
||||||
path = /obj/item/clothing/head/beret/sec/navy/warden
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path = /obj/item/clothing/head/beret/sec/warden
|
||||||
cost = 1
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cost = 1
|
||||||
slot = slot_head
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slot = slot_head
|
||||||
allowed_roles = list("Head of Security","Warden")
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allowed_roles = list("Head of Security","Warden")
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||||||
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||||||
/datum/gear/bsec_beret_hos
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/datum/gear/bsec_beret_hos
|
||||||
display_name = "beret, navy (hos)"
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display_name = "beret, navy (hos)"
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||||||
path = /obj/item/clothing/head/beret/sec/navy/hos
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path = /obj/item/clothing/head/beret/sec/hos
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||||||
cost = 1
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cost = 1
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||||||
slot = slot_head
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slot = slot_head
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||||||
allowed_roles = list("Head of Security")
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allowed_roles = list("Head of Security")
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||||||
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|||||||
@@ -44,6 +44,7 @@
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|||||||
siemens_coefficient = 1.0 //thin latex gloves, much more conductive than fabric gloves (basically a capacitor for AC)
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siemens_coefficient = 1.0 //thin latex gloves, much more conductive than fabric gloves (basically a capacitor for AC)
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||||||
permeability_coefficient = 0.01
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permeability_coefficient = 0.01
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||||||
germ_level = 0
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germ_level = 0
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||||||
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|
||||||
/obj/item/clothing/gloves/botanic_leather
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/obj/item/clothing/gloves/botanic_leather
|
||||||
desc = "These leather work gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
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desc = "These leather work gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
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||||||
name = "botanist's leather gloves"
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name = "botanist's leather gloves"
|
||||||
@@ -52,7 +53,6 @@
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|||||||
permeability_coefficient = 0.05
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permeability_coefficient = 0.05
|
||||||
siemens_coefficient = 0.50 //thick work gloves
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siemens_coefficient = 0.50 //thick work gloves
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||||||
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||||||
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||||||
/obj/item/clothing/gloves/latex/unathi
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/obj/item/clothing/gloves/latex/unathi
|
||||||
name = "unathi latex gloves"
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name = "unathi latex gloves"
|
||||||
desc = "Sterile latex gloves. Designed for Unathi use."
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desc = "Sterile latex gloves. Designed for Unathi use."
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||||||
@@ -146,11 +146,10 @@
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|||||||
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||||||
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||||||
/obj/item/clothing/gloves/force // this pair should be put in r&d if you choose to do so. and also the hos office locker. do it okay
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/obj/item/clothing/gloves/force // this pair should be put in r&d if you choose to do so. and also the hos office locker. do it okay
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||||||
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||||||
desc = "These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities."
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||||||
name = "force gloves"
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name = "force gloves"
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||||||
icon_state = "black"
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desc = "These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities."
|
||||||
item_state = "swat_gl"
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icon_state = "force_glove" //todo: different sprites for different levels of power
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||||||
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item_state = "force_glove"
|
||||||
siemens_coefficient = 0.6
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siemens_coefficient = 0.6
|
||||||
permeability_coefficient = 0.05
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permeability_coefficient = 0.05
|
||||||
|
|
||||||
@@ -163,13 +162,10 @@
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|||||||
var/amplification = 2
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var/amplification = 2
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||||||
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||||||
/obj/item/clothing/gloves/force/basic //dooo iiiitttttt
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/obj/item/clothing/gloves/force/basic //dooo iiiitttttt
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||||||
desc = "These gloves bend gravity and bluespace, providing a cheap boost to the effectiveness of your average security staff."
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|
||||||
name = "basic force gloves" //do it skull do it give it to all sec the forums agree go
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name = "basic force gloves" //do it skull do it give it to all sec the forums agree go
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||||||
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desc = "These gloves bend gravity and bluespace, providing a cheap boost to the effectiveness of your average security staff."
|
||||||
amplification = 1 //just do it
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amplification = 1 //just do it
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||||||
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|
||||||
/obj/item/clothing/gloves/force/syndicate //for syndies. pda, *maybe* nuke team or ert. up to you. maybe just use the amp 2 variant.
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/obj/item/clothing/gloves/force/syndicate //for syndies. pda, *maybe* nuke team or ert. up to you. maybe just use the amp 2 variant.
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||||||
desc = "These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities."
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|
||||||
name = "enhanced force gloves"
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name = "enhanced force gloves"
|
||||||
icon_state = "black"
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|
||||||
item_state = "swat_gl"
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|
||||||
amplification = 2.5 //because *2.5 is kind of scary okay. sometimes you want the scary effect. sometimes not.
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amplification = 2.5 //because *2.5 is kind of scary okay. sometimes you want the scary effect. sometimes not.
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||||||
|
|||||||
@@ -56,47 +56,42 @@
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|||||||
icon_state = "beret"
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icon_state = "beret"
|
||||||
body_parts_covered = 0
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body_parts_covered = 0
|
||||||
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|
||||||
//Security
|
//berets
|
||||||
/obj/item/clothing/head/beret/sec
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/obj/item/clothing/head/beret/sec
|
||||||
name = "security beret"
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name = "security beret"
|
||||||
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
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desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
|
||||||
icon_state = "beret_officer"
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icon_state = "beret_badge"
|
||||||
/obj/item/clothing/head/beret/sec/navy/officer
|
|
||||||
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/obj/item/clothing/head/beret/sec/alt
|
||||||
name = "officer beret"
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name = "officer beret"
|
||||||
desc = "A navy blue beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
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desc = "A navy blue beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
|
||||||
icon_state = "beret_navy_officer"
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icon_state = "officerberet"
|
||||||
/obj/item/clothing/head/beret/sec/navy/hos
|
|
||||||
name = "officer beret"
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/obj/item/clothing/head/beret/sec/hos
|
||||||
|
name = "commander beret"
|
||||||
desc = "A navy blue beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
|
desc = "A navy blue beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
|
||||||
icon_state = "beret_navy_hos"
|
icon_state = "hosberet"
|
||||||
/obj/item/clothing/head/beret/sec/navy/warden
|
|
||||||
|
/obj/item/clothing/head/beret/sec/warden
|
||||||
name = "warden beret"
|
name = "warden beret"
|
||||||
desc = "A navy blue beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
|
desc = "A navy blue beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
|
||||||
icon_state = "beret_navy_warden"
|
icon_state = "wardenberet"
|
||||||
/obj/item/clothing/head/beret/sec/corporate/officer
|
|
||||||
name = "officer beret"
|
|
||||||
desc = "A corporate black beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
|
|
||||||
icon_state = "beret_corporate_officer"
|
|
||||||
/obj/item/clothing/head/beret/sec/corporate/hos
|
|
||||||
name = "officer beret"
|
|
||||||
desc = "A corporate black beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
|
|
||||||
icon_state = "beret_corporate_hos"
|
|
||||||
/obj/item/clothing/head/beret/sec/corporate/warden
|
|
||||||
name = "warden beret"
|
|
||||||
desc = "A corporate black beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
|
|
||||||
icon_state = "beret_corporate_warden"
|
|
||||||
/obj/item/clothing/head/beret/engineering
|
/obj/item/clothing/head/beret/engineering
|
||||||
name = "engineering beret"
|
name = "engineering beret"
|
||||||
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
|
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
|
||||||
icon_state = "beret_engineering"
|
icon_state = "beret_engineering"
|
||||||
|
|
||||||
/obj/item/clothing/head/beret/purple
|
/obj/item/clothing/head/beret/purple
|
||||||
name = "purple beret"
|
name = "purple beret"
|
||||||
desc = "A stylish, if purple, beret."
|
desc = "A stylish, if purple, beret."
|
||||||
icon_state = "beret_purple"
|
icon_state = "beret_purple"
|
||||||
|
|
||||||
/obj/item/clothing/head/beret/centcom/officer
|
/obj/item/clothing/head/beret/centcom/officer
|
||||||
name = "officers beret"
|
name = "officers beret"
|
||||||
desc = "A black beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."
|
desc = "A black beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."
|
||||||
icon_state = "beret_centcom_officer"
|
icon_state = "beret_centcom_officer"
|
||||||
|
|
||||||
/obj/item/clothing/head/beret/centcom/captain
|
/obj/item/clothing/head/beret/centcom/captain
|
||||||
name = "captains beret"
|
name = "captains beret"
|
||||||
desc = "A white beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."
|
desc = "A white beret adorned with the shield - a silver kite shield with an engraved sword - of the corporate security forces."
|
||||||
|
|||||||
142
code/modules/clothing/suits/hoodies.dm
Normal file
@@ -0,0 +1,142 @@
|
|||||||
|
//Hoods for winter coats and chaplain hoodie etc
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded
|
||||||
|
var/obj/item/clothing/head/winterhood/hood
|
||||||
|
var/hoodtype = null
|
||||||
|
var/suittoggled = 0
|
||||||
|
var/hooded = 0
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/New()
|
||||||
|
MakeHood()
|
||||||
|
..()
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/Destroy()
|
||||||
|
qdel(hood)
|
||||||
|
return ..()
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/proc/MakeHood()
|
||||||
|
if(!hood)
|
||||||
|
var/obj/item/clothing/head/winterhood/W = new hoodtype(src)
|
||||||
|
hood = W
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/equipped(mob/user, slot)
|
||||||
|
if(slot != slot_wear_suit)
|
||||||
|
RemoveHood()
|
||||||
|
..()
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/proc/RemoveHood()
|
||||||
|
icon_state = "[initial(icon_state)]"
|
||||||
|
item_state = "[initial(item_state)]"
|
||||||
|
suittoggled = 0
|
||||||
|
if(ishuman(hood.loc))
|
||||||
|
var/mob/living/carbon/H = hood.loc
|
||||||
|
H.unEquip(hood, 1)
|
||||||
|
H.update_inv_wear_suit()
|
||||||
|
hood.loc = src
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/dropped()
|
||||||
|
RemoveHood()
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/verb/ToggleHood()
|
||||||
|
|
||||||
|
set name ="Toggle Coat Hood"
|
||||||
|
set category = "Object"
|
||||||
|
set src in usr
|
||||||
|
|
||||||
|
if(!usr.canmove || usr.stat || usr.restrained())
|
||||||
|
return 0
|
||||||
|
|
||||||
|
if(!suittoggled)
|
||||||
|
if(ishuman(loc))
|
||||||
|
var/mob/living/carbon/human/H = src.loc
|
||||||
|
if(H.wear_suit != src)
|
||||||
|
H << "<span class='warning'>You must be wearing [src] to put up the hood!</span>"
|
||||||
|
return
|
||||||
|
if(H.head)
|
||||||
|
H << "<span class='warning'>You're already wearing something on your head!</span>"
|
||||||
|
return
|
||||||
|
else
|
||||||
|
H.equip_to_slot_if_possible(hood,slot_head,0,0,1)
|
||||||
|
suittoggled = 1
|
||||||
|
icon_state = "[initial(icon_state)]_t"
|
||||||
|
item_state = "[initial(item_state)]_t"
|
||||||
|
H.update_inv_wear_suit()
|
||||||
|
else
|
||||||
|
RemoveHood()
|
||||||
|
|
||||||
|
|
||||||
|
//hoodies and the like
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat
|
||||||
|
name = "winter coat"
|
||||||
|
desc = "A heavy jacket made from animal furs."
|
||||||
|
icon = 'icons/obj/hoodies.dmi'
|
||||||
|
icon_state = "coatwinter"
|
||||||
|
item_state = "coatwinter"
|
||||||
|
contained_sprite = 1
|
||||||
|
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||||
|
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||||
|
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||||
|
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||||
|
hooded = 1
|
||||||
|
hoodtype = /obj/item/clothing/head/winterhood
|
||||||
|
|
||||||
|
/obj/item/clothing/head/winterhood
|
||||||
|
name = "winter hood"
|
||||||
|
desc = "A hood attached to a heavy winter jacket."
|
||||||
|
icon = 'icons/obj/hoodies.dmi'
|
||||||
|
icon_state = "generic_hood"
|
||||||
|
body_parts_covered = HEAD
|
||||||
|
cold_protection = HEAD
|
||||||
|
flags_inv = HIDEEARS | BLOCKHAIR
|
||||||
|
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||||
|
canremove = 0
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/captain
|
||||||
|
name = "captain's winter coat"
|
||||||
|
icon_state = "coatcaptain"
|
||||||
|
item_state = "coatcaptain"
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/security
|
||||||
|
name = "security winter coat"
|
||||||
|
icon_state = "coatsecurity"
|
||||||
|
item_state = "coatsecurity"
|
||||||
|
armor = list(melee = 25, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/medical
|
||||||
|
name = "medical winter coat"
|
||||||
|
icon_state = "coatmedical"
|
||||||
|
item_state = "coatmedical"
|
||||||
|
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/science
|
||||||
|
name = "science winter coat"
|
||||||
|
icon_state = "coatscience"
|
||||||
|
item_state = "coatscience"
|
||||||
|
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering
|
||||||
|
name = "engineering winter coat"
|
||||||
|
icon_state = "coatengineer"
|
||||||
|
item_state = "coatengineer"
|
||||||
|
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
|
||||||
|
name = "atmospherics winter coat"
|
||||||
|
icon_state = "coatatmos"
|
||||||
|
item_state = "coatatmos"
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro
|
||||||
|
name = "hydroponics winter coat"
|
||||||
|
icon_state = "coathydro"
|
||||||
|
item_state = "coathydro"
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo
|
||||||
|
name = "cargo winter coat"
|
||||||
|
icon_state = "coatcargo"
|
||||||
|
item_state = "coatcargo"
|
||||||
|
|
||||||
|
/obj/item/clothing/suit/storage/hooded/wintercoat/miner
|
||||||
|
name = "mining winter coat"
|
||||||
|
icon_state = "coatminer"
|
||||||
|
item_state = "coatminer"
|
||||||
@@ -112,10 +112,3 @@
|
|||||||
desc = "An immaculately polished gold security badge. Labeled 'Commander.'"
|
desc = "An immaculately polished gold security badge. Labeled 'Commander.'"
|
||||||
icon_state = "goldbadge"
|
icon_state = "goldbadge"
|
||||||
slot_flags = SLOT_TIE
|
slot_flags = SLOT_TIE
|
||||||
|
|
||||||
/obj/item/clothing/accessory/badge/marshal
|
|
||||||
name = "marshal's badge"
|
|
||||||
desc = "A leather-backed gold badge displaying the crest of the Colonial Marshals."
|
|
||||||
icon_state = "marshalbadge"
|
|
||||||
badge_string = "Colonial Marshal Bureau"
|
|
||||||
|
|
||||||
|
|||||||
@@ -167,16 +167,15 @@ obj/item/clothing/head/det_hat/technicolor/attackby(obj/item/weapon/O as obj, mo
|
|||||||
name = "Head of Security hat"
|
name = "Head of Security hat"
|
||||||
desc = "The hat of the Head of Security. For showing the officers who's in charge."
|
desc = "The hat of the Head of Security. For showing the officers who's in charge."
|
||||||
icon_state = "hoscap"
|
icon_state = "hoscap"
|
||||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
|
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||||
flags_inv = HIDEEARS
|
flags_inv = HIDEEARS
|
||||||
body_parts_covered = 0
|
body_parts_covered = 0
|
||||||
siemens_coefficient = 0.5
|
siemens_coefficient = 0.5
|
||||||
|
|
||||||
/obj/item/clothing/head/HoS/dermal
|
/obj/item/clothing/head/helmet/HoS/dermal
|
||||||
name = "Dermal Armour Patch"
|
name = "Dermal Armour Patch"
|
||||||
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
|
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
|
||||||
icon_state = "dermal"
|
icon_state = "dermal"
|
||||||
siemens_coefficient = 0.6
|
|
||||||
|
|
||||||
/obj/item/clothing/suit/armor/hos
|
/obj/item/clothing/suit/armor/hos
|
||||||
name = "head of security's jacket"
|
name = "head of security's jacket"
|
||||||
@@ -185,7 +184,6 @@ obj/item/clothing/head/det_hat/technicolor/attackby(obj/item/weapon/O as obj, mo
|
|||||||
item_state = "hos"
|
item_state = "hos"
|
||||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||||
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||||
flags_inv = HIDEJUMPSUIT
|
|
||||||
siemens_coefficient = 0.5
|
siemens_coefficient = 0.5
|
||||||
pocket_slots = 4//More slots because coat
|
pocket_slots = 4//More slots because coat
|
||||||
|
|
||||||
@@ -196,17 +194,12 @@ obj/item/clothing/head/det_hat/technicolor/attackby(obj/item/weapon/O as obj, mo
|
|||||||
icon_state = "jensen"
|
icon_state = "jensen"
|
||||||
item_state = "jensen"
|
item_state = "jensen"
|
||||||
worn_state = "jensen"
|
worn_state = "jensen"
|
||||||
siemens_coefficient = 0.7
|
|
||||||
|
|
||||||
/obj/item/clothing/suit/armor/hos/jensen
|
/obj/item/clothing/suit/armor/hos/jensen
|
||||||
name = "armored trenchcoat"
|
name = "armored trenchcoat"
|
||||||
desc = "A trenchcoat augmented with a special alloy for some protection and style."
|
desc = "A trenchcoat augmented with a special alloy for some protection and style."
|
||||||
icon_state = "jensencoat"
|
icon_state = "jensencoat"
|
||||||
item_state = "jensencoat"
|
item_state = "jensencoat"
|
||||||
flags_inv = 0
|
|
||||||
siemens_coefficient = 0.5
|
|
||||||
body_parts_covered = UPPER_TORSO|ARMS
|
|
||||||
pocket_slots = 4//More slots because coat
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Navy uniforms
|
* Navy uniforms
|
||||||
|
|||||||
@@ -187,14 +187,14 @@
|
|||||||
|
|
||||||
if(result == PROJECTILE_FORCE_MISS)
|
if(result == PROJECTILE_FORCE_MISS)
|
||||||
if(!silenced)
|
if(!silenced)
|
||||||
visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
|
target_mob.visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
|
||||||
return 0
|
return 0
|
||||||
|
|
||||||
//hit messages
|
//hit messages
|
||||||
if(silenced)
|
if(silenced)
|
||||||
target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
|
target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
|
||||||
else
|
else
|
||||||
visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
|
target_mob.visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
|
||||||
|
|
||||||
//admin logs
|
//admin logs
|
||||||
if(!no_attack_log)
|
if(!no_attack_log)
|
||||||
|
|||||||
8
html/changelogs/alberyk-PR-1272.yml
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
author: Alberyk
|
||||||
|
|
||||||
|
delete-after: True
|
||||||
|
|
||||||
|
changes:
|
||||||
|
- imageadd: "Force gloves have an unique sprite now."
|
||||||
|
- rscadd: "Added hooded winter jackets."
|
||||||
|
- tweak: "Tweaked the hos gear to be far more uniform now."
|
||||||
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 19 KiB |
|
Before Width: | Height: | Size: 8.7 KiB After Width: | Height: | Size: 9.0 KiB |
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 11 KiB |
BIN
icons/obj/hoodies.dmi
Normal file
|
After Width: | Height: | Size: 34 KiB |