// Station voidsuits //Engineering rig /obj/item/clothing/head/helmet/space/void/engineering name = "engineering voidsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding and minor thermal protection." icon = 'icons/obj/clothing/voidsuit/station/engineering.dmi' icon_state = "engineering_helm" item_state = "engineering_helm" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "engineering_helm", slot_l_hand_str = "engineering_helm" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MINOR, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_STRONG ) // Protects from up to 7500 degrees Kelvin. max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE + 2500 max_pressure_protection = ENG_VOIDSUIT_MAX_PRESSURE light_overlay = "helmet_light_dual_low" light_range = 6 /obj/item/clothing/suit/space/void/engineering name = "engineering voidsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding and minor thermal protection." icon = 'icons/obj/clothing/voidsuit/station/engineering.dmi' icon_state = "engineering" item_state = "engineering" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "engineering", slot_l_hand_str = "engineering" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") slowdown = 1 armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MINOR, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_STRONG ) // Protects from up to 7500 degrees kelvin. max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE + 2500 max_pressure_protection = ENG_VOIDSUIT_MAX_PRESSURE allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/storage/bag/ore,/obj/item/t_scanner,/obj/item/pickaxe,/obj/item/material/twohanded/fireaxe,/obj/item/rfd/construction,/obj/item/storage/bag/inflatable) //Mining rig /obj/item/clothing/head/helmet/space/void/mining name = "mining voidsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating." icon = 'icons/obj/clothing/voidsuit/station/mining.dmi' icon_state = "mining_helm" item_state = "mining_helm" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "mining_helm", slot_l_hand_str = "mining_helm" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MINOR, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_RESISTANT, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_MINOR ) light_overlay = "merc_voidsuit_lights" light_range = 6 /obj/item/clothing/suit/space/void/mining name = "mining voidsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating." icon = 'icons/obj/clothing/voidsuit/station/mining.dmi' icon_state = "mining" item_state = "mining" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "mining", slot_l_hand_str = "mining" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MINOR, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_RESISTANT, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_MINOR ) allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/storage/bag/ore,/obj/item/pickaxe, /obj/item/gun/custom_ka, /obj/item/gun/energy/vaurca/thermaldrill,/obj/item/rfd/mining) refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA) //Medical Rig /obj/item/clothing/head/helmet/space/void/medical name = "medical voidsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has minor radiation shielding." icon = 'icons/obj/clothing/voidsuit/station/medical.dmi' icon_state = "medical_helm" item_state = "medical_helm" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "medical_helm", slot_l_hand_str = "medical_helm" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc") armor = list( MELEE = ARMOR_MELEE_KNIVES, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_SMALL ) light_overlay = "helmet_light_dual_low" light_range = 6 refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL) /obj/item/clothing/suit/space/void/medical name = "medical voidsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding." icon = 'icons/obj/clothing/voidsuit/station/medical.dmi' icon_state = "medical" item_state = "medical" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "medical", slot_l_hand_str = "medical" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc") armor = list( MELEE = ARMOR_MELEE_KNIVES, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_SMALL ) allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/storage/firstaid,/obj/item/healthanalyzer,/obj/item/stack/medical,/obj/item/breath_analyzer,/obj/item/material/twohanded/fireaxe) refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL) //Security /obj/item/clothing/head/helmet/space/void/security name = "security voidsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon = 'icons/obj/clothing/voidsuit/station/security.dmi' icon_state = "security_helm" item_state = "security_helm" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "security_helm", slot_l_hand_str = "security_helm" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_PISTOL, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_MINOR ) light_overlay = "helmet_light_dual_low" light_range = 6 refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL) /obj/item/clothing/suit/space/void/security name = "security voidsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." icon = 'icons/obj/clothing/voidsuit/station/security.dmi' icon_state = "security" item_state = "security" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "security", slot_l_hand_str = "security" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_PISTOL, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_MINOR ) allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/melee/baton) refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL) //Atmospherics Rig /obj/item/clothing/head/helmet/space/void/atmos desc = "A special helmet designed for work in a hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding." name = "atmospherics voidsuit helmet" icon = 'icons/obj/clothing/voidsuit/station/engineering.dmi' icon_state = "atmos_helm" item_state = "atmos_helm" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "atmos_helm", slot_l_hand_str = "atmos_helm" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MINOR, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_RESISTANT ) max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE + 10000 // It is a suit designed for fire, enclosed max_pressure_protection = FIRESUIT_MAX_PRESSURE light_overlay = "helmet_light_dual_low" light_range = 6 refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA) /obj/item/clothing/suit/space/void/atmos name = "atmos voidsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding." icon = 'icons/obj/clothing/voidsuit/station/engineering.dmi' icon_state = "atmos" item_state = "atmos" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "atmos", slot_l_hand_str = "atmos" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MINOR, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_RESISTANT ) max_pressure_protection = FIRESUIT_MAX_PRESSURE allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/storage/bag/ore,/obj/item/t_scanner,/obj/item/pickaxe,/obj/item/material/twohanded/fireaxe,/obj/item/rfd/construction,/obj/item/storage/bag/inflatable) max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE + 10000 // It is a suit designed for fire, enclosed refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA) //Head of Security /obj/item/clothing/head/helmet/space/void/hos name = "heavy security voidsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor, and gold trim." icon = 'icons/obj/clothing/voidsuit/station/security.dmi' icon_state = "hos_helm" item_state = "hos_helm" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "security_helm", slot_l_hand_str = "security_helm" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_PISTOL, BOMB = ARMOR_BOMB_RESISTANT, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_RESISTANT ) light_overlay = "helmet_light_dual" refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL) /obj/item/clothing/suit/space/void/hos name = "heavy security voidsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor, and gold trim." icon = 'icons/obj/clothing/voidsuit/station/security.dmi' icon_state = "hos" item_state = "hos" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "security", slot_l_hand_str = "security" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc") armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_PISTOL, BOMB = ARMOR_BOMB_RESISTANT, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_RESISTANT ) allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/melee/baton) refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL) //Science /obj/item/clothing/head/helmet/space/void/sci name = "research voidsuit helmet" desc = "A special helmet designed for usage by SCC research personnel in hazardous, low pressure environments." icon = 'icons/obj/clothing/voidsuit/station/research.dmi' icon_state = "research_helm" item_state = "research_helm" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "research_helm", slot_l_hand_str = "research_helm" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") armor = list( MELEE = ARMOR_MELEE_KNIVES, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_RESISTANT ) refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA) /obj/item/clothing/suit/space/void/sci name = "research voidsuit" desc = "A special suit that designed for usage by SCC research personnel in hazardous, low pressure environments." icon = 'icons/obj/clothing/voidsuit/station/research.dmi' icon_state = "research" item_state = "research" item_state_slots = list( //so that it isn't overridden on refit slot_r_hand_str = "research", slot_l_hand_str = "research" ) contained_sprite = TRUE icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau") allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit) armor = list( MELEE = ARMOR_MELEE_KNIVES, LASER = ARMOR_LASER_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_RESISTANT ) refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA)