/obj/item/clothing/suit/armor allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/flashlight,/obj/item/clothing/head/helmet) body_parts_covered = UPPER_TORSO|LOWER_TORSO item_flags = ITEM_FLAG_THICK_MATERIAL cold_protection = UPPER_TORSO|LOWER_TORSO min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE heat_protection = UPPER_TORSO|LOWER_TORSO max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE siemens_coefficient = 0.5 species_restricted = list("exclude", BODYTYPE_VAURCA_BREEDER, BODYTYPE_VAURCA_WARFORM, BODYTYPE_VAURCA_BULWARK) var/obj/item/storage/internal/pockets = /obj/item/storage/internal var/pocket_slots = 2 var/pocket_size = 2 var/pocket_total = null//This will be calculated, unless specifically overidden /obj/item/clothing/suit/armor/Initialize() . = ..() if(pockets) pockets = new pockets(src) pockets.storage_slots = pocket_slots //two slots pockets.max_w_class = pocket_size //fit only pocket sized items if (pocket_total) pockets.max_storage_space = pocket_total else pockets.max_storage_space = pocket_slots * pocket_size /obj/item/clothing/suit/armor/Destroy() if (pockets) QDEL_NULL(pockets) return ..() /obj/item/clothing/suit/armor/attack_hand(mob/user as mob) if (pockets) if (pockets.handle_attack_hand(user)) ..(user) else ..(user) /obj/item/clothing/suit/armor/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params) if (pockets) if (pockets.handle_mousedrop(user, over)) ..() else ..() /obj/item/clothing/suit/armor/attackby(obj/item/attacking_item, mob/user) ..() if(istype(attacking_item, /obj/item/clothing/accessory/armor_plate)) if(attacking_item in accessories) //We already attached this. Don't try to put it in our pockets return if(pockets) pockets.attackby(attacking_item, user) /obj/item/clothing/suit/armor/emp_act(severity) . = ..() if (pockets) pockets.emp_act(severity) /obj/item/clothing/suit/armor/hear_talk(mob/M, var/msg, verb, datum/language/speaking) if (pockets) pockets.hear_talk(M, msg, verb, speaking) ..() /obj/item/clothing/suit/armor/vest name = "armored vest" desc = "An armored vest that protects against some damage." icon_state = "armor" item_state = "armor" blood_overlay_type = "armor" armor = list( MELEE = ARMOR_MELEE_KNIVES, BULLET = ARMOR_BALLISTIC_PISTOL, LASER = ARMOR_LASER_SMALL, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_PADDED ) /obj/item/clothing/suit/storage/toggle/armor/hos name = "armored trenchcoat" desc = "A trenchcoat lined with a protective alloy and some slick leather." icon_state = "jensencoat" item_state = "jensencoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS armor = list( MELEE = ARMOR_MELEE_KNIVES, BULLET = ARMOR_BALLISTIC_SMALL, LASER = ARMOR_LASER_SMALL, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_PADDED ) allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/handcuffs, /obj/item/flashlight) /obj/item/clothing/suit/storage/toggle/armor/hos/Initialize() . = ..() pockets = new /obj/item/storage/internal(src) pockets.storage_slots = 4 pockets.max_w_class = WEIGHT_CLASS_SMALL pockets.max_storage_space = 8 /obj/item/clothing/suit/armor/swat name = "swat suit" desc = "A heavily armored suit that protects against moderate damage. Used in special operations." icon_state = "deathsquad" item_state = "swat_suit" gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 item_flags = ITEM_FLAG_THICK_MATERIAL body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen) slowdown = 1 armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_PADDED, BIO = ARMOR_BIO_SHIELDED, RAD = ARMOR_RAD_SMALL ) max_pressure_protection = FIRESUIT_MAX_PRESSURE min_pressure_protection = 0 flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE siemens_coefficient = 0.35 pocket_slots = 4//fullbody, more slots /obj/item/clothing/suit/armor/swat/officer name = "officer jacket" desc = "An armored jacket used in special operations." icon_state = "detective" item_state = "det_suit" blood_overlay_type = "coat" flags_inv = 0 body_parts_covered = UPPER_TORSO|ARMS pocket_slots = 4//coat, so more slots //Reactive armor //When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!) /obj/item/clothing/suit/armor/reactive name = "reactive teleport armor" desc = "Someone separated our Research Director from their own head!" var/active = 0.0 icon_state = "reactiveoff" item_state = "reactiveoff" blood_overlay_type = "armor" slowdown = 1 armor = null /obj/item/clothing/suit/armor/reactive/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") if(prob(50)) user.visible_message(SPAN_DANGER("The reactive teleport system flings [user] clear of the attack!")) var/list/turfs = new/list() for(var/turf/T in orange(6, user)) if(istype(T,/turf/space)) continue if(T.density) continue if(T.x>world.maxx-6 || T.x<6) continue if(T.y>world.maxy-6 || T.y<6) continue turfs += T if(!turfs.len) turfs += pick(/turf in orange(6)) var/turf/picked = pick(turfs) if(!isturf(picked)) return spark(user, 5) playsound(user.loc, SFX_SPARKS, 50, 1) user.forceMove(picked) return BULLET_ACT_BLOCK return BULLET_ACT_HIT /obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob) src.active = !( src.active ) if (src.active) to_chat(user, SPAN_NOTICE("The reactive armor is now active.")) src.icon_state = "reactive" src.item_state = "reactive" else to_chat(user, SPAN_NOTICE("The reactive armor is now inactive.")) src.icon_state = "reactiveoff" src.item_state = "reactiveoff" src.add_fingerprint(user) return /obj/item/clothing/suit/armor/reactive/emp_act(severity) . = ..() active = 0 src.icon_state = "reactiveoff" src.item_state = "reactiveoff" /obj/item/clothing/suit/armor/tactical name = "tactical armor" desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards." icon_state = "swatarmor" item_state = "armor" var/obj/item/gun/holstered = null body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS slowdown = 1 armor = list( MELEE = ARMOR_MELEE_KNIVES, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_SMALL, BOMB = ARMOR_BOMB_PADDED ) siemens_coefficient = 0.35 var/obj/item/clothing/accessory/holster/holster /obj/item/clothing/suit/armor/tactical/Initialize() . = ..() holster = new() holster.icon_state = null holster.on_attached(src) //its inside a suit, we set this so it can be drawn from QDEL_NULL(pockets) //Tactical armor has internal holster instead of pockets, so we null this out ClearOverlays() // Remove the holster's overlay. /obj/item/clothing/suit/armor/tactical/Destroy() QDEL_NULL(holster) return ..() /obj/item/clothing/suit/armor/tactical/attackby(obj/item/attacking_item, mob/user) ..() holster.attackby(attacking_item, user) /obj/item/clothing/suit/armor/tactical/attack_hand(mob/user as mob) if (loc == user)//If we're wearing the suit and we click it with an empty hand holster.attack_hand(user)//Remove the weapon in the holster else ..(user) /obj/item/clothing/suit/armor/tactical/verb/holster() set name = "Holster" set category = "Object.Held" set src in usr if(!istype(usr, /mob/living)) return if(usr.stat) return if (usr.get_active_hand()) if(!holster.holstered) var/obj/item/W = usr.get_active_hand() if(!istype(W, /obj/item)) to_chat(usr, SPAN_WARNING("You need your gun equiped to holster it.")) return holster.holster(W, usr) else to_chat(usr, SPAN_WARNING("There's already a gun in the holster, you need an empty hand to draw it.")) return else if(holster.holstered) holster.unholster(usr) else to_chat(usr, SPAN_WARNING("There's no gun in the holster to draw.")) //Non-hardsuit ERT armor. /obj/item/clothing/suit/armor/vest/ert name = "emergency response team armor" desc = "A set of armor worn by members of the Emergency Response Team." icon_state = "ertarmor_cmd" item_state = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS armor = list( MELEE = ARMOR_MELEE_KNIVES, BULLET = ARMOR_BALLISTIC_PISTOL, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_SMALL, BOMB = ARMOR_BOMB_PADDED ) siemens_coefficient = 0.35 //Commander /obj/item/clothing/suit/armor/vest/ert/command name = "emergency response team commander armor" desc = "A set of armor worn by the commander of an Emergency Response Team. Has blue highlights." //Security /obj/item/clothing/suit/armor/vest/ert/security name = "emergency response team security armor" desc = "A set of armor worn by security members of the Emergency Response Team. Has red highlights." icon_state = "ertarmor_sec" //Engineer /obj/item/clothing/suit/armor/vest/ert/engineer name = "emergency response team engineer armor" desc = "A set of armor worn by engineering members of the Emergency Response Team. Has orange highlights." icon_state = "ertarmor_eng" //Medical /obj/item/clothing/suit/armor/vest/ert/medical name = "emergency response team medical armor" desc = "A set of armor worn by medical members of the Emergency Response Team. Has red and white highlights." icon_state = "ertarmor_med" /obj/item/clothing/suit/storage/vest name = "armor vest" desc = "A simple kevlar plate carrier." icon_state = "kvest" item_state = "kvest" allowed = list(/obj/item/gun,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/flashlight) siemens_coefficient = 0.5 armor = list( MELEE = ARMOR_MELEE_KNIVES, BULLET = ARMOR_BALLISTIC_PISTOL, LASER = ARMOR_LASER_SMALL, ENERGY = ARMOR_ENERGY_SMALL, BOMB = ARMOR_BOMB_PADDED ) /obj/item/clothing/suit/storage/vest/Initialize() . = ..() pockets.storage_slots = 2 //two slots /obj/item/clothing/suit/storage/vest/officer name = "officer armor vest" desc = "A simple kevlar plate carrier belonging to the SCC. This one has a security holobadge clipped to the chest." icon_state = "officervest_nobadge" item_state = "officervest_nobadge" icon_badge = "officervest_badge" icon_nobadge = "officervest_nobadge" /obj/item/clothing/suit/storage/vest/warden name = "warden armor vest" desc = "A simple kevlar plate carrier belonging to the SCC. This one has a silver badge clipped to the chest." icon_state = "wardenvest_nobadge" item_state = "wardenvest_nobadge" icon_badge = "wardenvest_badge" icon_nobadge = "wardenvest_nobadge" /obj/item/clothing/suit/storage/vest/hos name = "commander armor vest" desc = "A simple kevlar plate carrier belonging to the SCC. This one has a gold badge clipped to the chest." icon_state = "hosvest_nobadge" item_state = "hosvest_nobadge" icon_badge = "hosvest_badge" icon_nobadge = "hosvest_nobadge" /obj/item/clothing/suit/storage/vest/detective name = "detective armor vest" desc = "A simple kevlar plate carrier belonging to the SCC. This one has a detective's badge clipped to the chest." icon_state = "detectivevest_nobadge" item_state = "detectivevest_nobadge" icon_badge = "detectivevest_badge" icon_nobadge = "detectivevest_nobadge" /obj/item/clothing/suit/storage/vest/ft name = "forensic technician armor vest" desc = "A simple kevlar plate carrier belonging to the SCC. This one has a forensic technician's badge clipped to the chest." icon_state = "forensictech_nobadge" item_state = "forensictech_nobadge" icon_badge = "forensictech_badge" icon_nobadge = "forensictech_nobadge" /obj/item/clothing/suit/storage/hazardvest/security name = "cadet hazard vest" desc = "A sturdy high-visibility vest intended for training security personnel." icon = 'icons/obj/item/clothing/department_uniforms/security.dmi' icon_state = "hazard_cadet" item_state = "hazard_cadet" allowed = list(/obj/item/gun,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/flashlight) siemens_coefficient = 0.5 armor = list( MELEE = ARMOR_MELEE_SMALL, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_MINOR ) contained_sprite = TRUE /obj/item/clothing/suit/storage/hazardvest/security/officer name = "officer hazard jacket" desc = "A sturdy high-visibility jacket for the on the beat officer." icon_state = "hazard_officer" item_state = "hazard_officer" body_parts_covered = UPPER_TORSO|ARMS /obj/item/clothing/suit/storage/vest/heavy/officer name = "officer heavy armor vest" desc = "A heavy kevlar plate carrier belonging to the SCC, with webbing attached. This one has a security holobadge clipped to the chest." icon_state = "officerwebvest_nobadge" item_state = "officerwebvest_nobadge" icon_badge = "officerwebvest_badge" icon_nobadge = "officerwebvest_nobadge" /obj/item/clothing/suit/storage/vest/heavy/warden name = "warden heavy armor vest" desc = "A heavy kevlar plate carrier belonging to the SCC, with webbing attached. This one has a silver badge clipped to the chest." icon_state = "wardenwebvest_nobadge" item_state = "wardenwebvest_nobadge" icon_badge = "wardenwebvest_badge" icon_nobadge = "wardenwebvest_nobadge" /obj/item/clothing/suit/storage/vest/heavy/hos name = "commander heavy armor vest" desc = "A heavy kevlar plate carrier belonging to the SCC, with webbing attached. This one has a gold badge clipped to the chest." icon_state = "hoswebvest_nobadge" item_state = "hoswebvest_nobadge" icon_badge = "hoswebvest_badge" icon_nobadge = "hoswebvest_nobadge" armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_SMALL, laser = ARMOR_BALLISTIC_PISTOL, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_PADDED ) //ert related armor /obj/item/clothing/suit/storage/vest/heavy/ert name = "ERT trooper's plate carrier" desc = "A plate carrier worn by troopers of the emergency response team. Has crimson highlights." icon_state = "ert_soldier" item_state = "ert_soldier" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS armor = list( MELEE = ARMOR_MELEE_RESISTANT, BULLET = ARMOR_BALLISTIC_RIFLE, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_RESISTANT, BOMB = ARMOR_BOMB_PADDED ) siemens_coefficient = 0.35 slowdown = 0 /obj/item/clothing/suit/storage/vest/heavy/ert/commander name = "ERT commander's plate carrier" desc = "A plate carrier worn by the elite emergency response team commander. Has gold highlights. This one has a Medal of Valor pinned to the breastplate." icon_state = "ert_commander" item_state = "ert_commander" /obj/item/clothing/suit/storage/vest/heavy/ert/lead name = "leading trooper's plate carrier" desc = "A plate carrier worn by veteran troopers of the emergency response team qualified to lead small squads. Has blue highlights." icon_state = "ert_lead" item_state = "ert_lead" /obj/item/clothing/suit/storage/vest/heavy/ert/medic name = "ERT medic's plate carrier" desc = "A plate carrier worn by combat medics of the emergency response team. Has white highlights. This one has a medic patch sewn to the breastplate." icon_state = "ert_medic" item_state = "ert_medic" /obj/item/clothing/suit/storage/vest/heavy/ert/sapper name = "ERT sapper's plate carrier" desc = "A plate carrier worn by sappers of the emergency response team. Has green highlights." icon_state = "ert_sapper" item_state = "ert_sapper" /obj/item/clothing/suit/storage/vest/heavy/ert/peacekeeper name = "ERT civil protection plate carrier" desc = "A plate carrier worn by troopers serving civil protection details. Commonly seen on high-profile escorts and SCC administration centers." icon_state = "civilprotection_nobadge" item_state = "civilprotection_nobadge" icon_badge = "civilprotection_badge" icon_nobadge = "civilprotection_nobadge" //unathi armor /obj/item/clothing/suit/armor/unathi name = "unathi body armor" desc = "An outdated set of ceramic-metal body armor of Unathi design. Commonly seen on Moghes during the days of the Contact War, and now commonplace in the hands of raiders and pirates." icon = 'icons/obj/unathi_items.dmi' icon_state = "unathi_armor" item_state = "unathi_armor" contained_sprite = TRUE species_restricted = list(BODYTYPE_UNATHI) armor = list( MELEE = ARMOR_MELEE_MAJOR, BULLET = ARMOR_BALLISTIC_PISTOL, LASER = ARMOR_LASER_KEVLAR, ENERGY = ARMOR_ENERGY_SMALL, BOMB = ARMOR_BOMB_PADDED ) siemens_coefficient = 0.35 /obj/item/clothing/suit/armor/unathi/hegemony name = "hegemony body armor" desc = "A highly armored ceramic-metal composite chestplate fitted for an Unathi. Commonly used by the military forces of the Izweski Hegemony." icon_state = "hegemony_armor" item_state = "hegemony_armor" armor = list( MELEE = ARMOR_MELEE_VERY_HIGH, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_PADDED, RAD = ARMOR_RAD_MINOR ) // Vaurca version of Unathi armor /obj/item/clothing/suit/armor/unathi/klax name = "klaxan warrior body armor" desc = "A highly armored ceramic-metal composite chestplate fitted for a Vaurca Warrior. Commonly used by the military forces of the Izweski Hegemony." icon = 'icons/obj/vaurca_items.dmi' icon_state = "klax_hopeful" item_state = "klax_hopeful" contained_sprite = TRUE species_restricted = list(BODYTYPE_VAURCA) armor = list( MELEE = ARMOR_MELEE_VERY_HIGH, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_PADDED, RAD = ARMOR_RAD_MINOR ) allowed = list(/obj/item/gun/projectile, /obj/item/gun/energy, /obj/item/gun/launcher, /obj/item/melee, /obj/item/reagent_containers/spray/pepper, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/handcuffs, /obj/item/flashlight) siemens_coefficient = 0.35 /obj/item/clothing/suit/storage/vest/legion name = "foreign legion armored suit" desc = "A set of cheap composite armor with elbow guards, shoulder and knee pads." icon_state = "legion_armor" item_state = "legion_armor" body_parts_covered = UPPER_TORSO | LOWER_TORSO | LEGS | ARMS siemens_coefficient = 0.35 allowed = list( /obj/item/gun, /obj/item/reagent_containers/spray/pepper, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/handcuffs, /obj/item/flashlight, /obj/item/material/twohanded/pike/flag ) armor = list( MELEE = ARMOR_MELEE_MAJOR, BULLET = ARMOR_BALLISTIC_SMALL, LASER = ARMOR_LASER_SMALL, ENERGY = ARMOR_ENERGY_MINOR, BOMB = ARMOR_BOMB_RESISTANT ) /obj/item/clothing/suit/storage/vest/legion/legate name = "foreign legion legate coat" desc = "A luxurious coat made out of sturdy synthetic fabrics and reinforced with lightweight alloys. Only worn by some of the highest decorated officers of the TCFL." icon_state = "legion_coat" item_state = "legion_coat" /obj/item/clothing/suit/storage/vest/legion/legate/Initialize() . = ..() pockets = new/obj/item/storage/internal(src) pockets.storage_slots = 4 pockets.max_w_class = WEIGHT_CLASS_SMALL pockets.max_storage_space = 8 /obj/item/clothing/suit/storage/vest/sol name = "sol heavy armor vest" desc = "A high-quality armor vest in a deep green. It is surprisingly flexible and light, even with the added webbing and armor plating." icon = 'icons/obj/item/clothing/suit/storage/sol_army_vest.dmi' icon_state = "solwebvest" item_state = "solwebvest" armor = list( MELEE = ARMOR_MELEE_VERY_HIGH, BULLET = ARMOR_BALLISTIC_MEDIUM, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_RESISTANT, BOMB = ARMOR_BOMB_PADDED ) contained_sprite = TRUE /obj/item/clothing/suit/storage/vest/konyang name = "konyang police vest" desc = "A fairly dated armor vest in bright blue issued to the various police forces of Konyang. It comes with a prominent silver emblem on the front." icon = 'icons/obj/item/clothing/suit/storage/konyang_police_vest.dmi' icon_state = "police_vest" item_state = "police_vest" contained_sprite = TRUE /obj/item/clothing/suit/storage/vest/kala name = "kala armor vest" desc = "A simple armor vest issued to all of the Kala. It's made of an advanced lightweight alloy." icon = 'icons/obj/item/clothing/suit/storage/kala_armor.dmi' icon_state = "kala_armor" item_state = "kala_armor" armor = list( MELEE = ARMOR_MELEE_KNIVES, BULLET = ARMOR_BALLISTIC_PISTOL, LASER = ARMOR_LASER_RIFLE, ENERGY = ARMOR_ENERGY_SMALL, BOMB = ARMOR_BOMB_PADDED ) contained_sprite = TRUE //All of the armor below is mostly unused /obj/item/clothing/suit/armor/centcomm name = "Cent. Com. armor" desc = "A suit that protects against some damage." icon_state = "centcom" item_state = "centcom" w_class = WEIGHT_CLASS_BULKY//bulky item body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/gun/energy,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen) flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE siemens_coefficient = 0 /obj/item/clothing/suit/armor/heavy name = "heavy armor" desc = "A heavily armored suit that protects against moderate damage." icon_state = "heavy" item_state = "swat_suit" w_class = WEIGHT_CLASS_BULKY//bulky item gas_transfer_coefficient = 0.90 body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS slowdown = 3 flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT siemens_coefficient = 0.1 pocket_slots = 3 /obj/item/clothing/suit/armor/tdome body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/armor/tdome/red name = "thunderdome suit (red)" desc = "Reddish armor." icon_state = "tdred" item_state = "tdred" siemens_coefficient = 1 /obj/item/clothing/suit/armor/tdome/green name = "thunderdome suit (green)" desc = "Pukish armor." icon_state = "tdgreen" item_state = "tdgreen" siemens_coefficient = 1