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This has zero reason to exist in our code base. We have no procs or variables tied to this. I removed it to make future modifications cleaner. --------- Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
130 lines
4.6 KiB
Plaintext
130 lines
4.6 KiB
Plaintext
// Softsuits
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// Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corresponding helmet.
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/obj/item/clothing/head/helmet/space
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name = "softsuit helmet"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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icon = 'icons/obj/item/clothing/softsuits/softsuit.dmi'
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icon_state = "softsuit_helmet"
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item_state = "softsuit_helmet"
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contained_sprite = TRUE
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item_flags = ITEM_FLAG_THICK_MATERIAL | ITEM_FLAG_INJECTION_PORT | ITEM_FLAG_AIRTIGHT
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permeability_coefficient = 0.01
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armor = list(
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BIO = ARMOR_BIO_SHIELDED,
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RAD = ARMOR_RAD_SMALL
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)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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min_pressure_protection = 0
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max_pressure_protection = SPACE_SUIT_MAX_PRESSURE
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siemens_coefficient = 0.5
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species_restricted = list("exclude",BODYTYPE_DIONA,BODYTYPE_GOLEM,BODYTYPE_VAURCA_BULWARK)
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flash_protection = FLASH_PROTECTION_MAJOR
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allow_hair_covering = FALSE
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has_storage = FALSE
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action_button_name = "Toggle Helmet Light"
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light_overlay = "helmet_light"
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light_range = 4
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on = 0
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/obj/item/clothing/head/helmet/space/Initialize()
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. = ..()
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if(icon_auto_adapt)
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build_and_apply_species_adaption()
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/obj/item/clothing/suit/space
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name = "softsuit"
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desc = "A suit that protects against low pressure environments."
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icon = 'icons/obj/item/clothing/softsuits/softsuit.dmi'
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icon_state = "softsuit"
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item_state = "softsuit"
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contained_sprite = TRUE
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center_of_mass = null
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w_class = WEIGHT_CLASS_BULKY
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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item_flags = ITEM_FLAG_THICK_MATERIAL|ITEM_FLAG_INJECTION_PORT
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/flashlight, /obj/item/tank/emergency_oxygen, /obj/item/suit_cooling_unit, /obj/item/tank)
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slowdown = 1
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armor = list(
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BIO = ARMOR_BIO_SHIELDED,
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RAD = ARMOR_RAD_SMALL
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)
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flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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min_pressure_protection = 0
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max_pressure_protection = SPACE_SUIT_MAX_PRESSURE
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siemens_coefficient = 0.5
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species_restricted = list("exclude",BODYTYPE_DIONA,BODYTYPE_GOLEM,BODYTYPE_VAURCA_BULWARK)
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protects_against_weather = TRUE
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var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
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/obj/item/clothing/suit/space/Initialize()
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. = ..()
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base_name = name
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if(icon_auto_adapt)
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build_and_apply_species_adaption()
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/obj/item/clothing/suit/space/equipped(mob/M)
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check_limb_support()
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..()
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/obj/item/clothing/suit/space/dropped(mob/user)
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check_limb_support(user)
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..()
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/obj/item/clothing/suit/space/on_slotmove(var/mob/user)
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check_limb_support(user)
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..()
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/obj/item/clothing/suit/space/proc/check_limb_support(var/mob/living/carbon/human/user)
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// If this isn't set, then we don't need to care.
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if(!supporting_limbs || !supporting_limbs.len)
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return
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if(!istype(user) || user.wear_suit == src)
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return
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// Otherwise, remove the splints.
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for(var/obj/item/organ/external/E in supporting_limbs)
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E.status &= ~ ORGAN_SPLINTED
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to_chat(user, "The suit stops supporting your [E.name].")
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supporting_limbs = list()
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/obj/item/clothing/head/helmet/space/emergency
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name = "emergency softsuit helmet"
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desc = "A simple helmet with a built in light. Smells like mothballs."
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icon = 'icons/obj/item/clothing/softsuits/softsuit_emergency.dmi'
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icon_state = "softsuit_emergency_helmet"
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item_state = "softsuit_emergency_helmet"
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contained_sprite = TRUE
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flags_inv = HIDEMASK | HIDEEARS | BLOCKHAIR
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flash_protection = FLASH_PROTECTION_NONE
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/obj/item/clothing/head/helmet/space/emergency/marooning_equipment
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name = "marooning softsuit helmet"
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desc = "A simple, cheap helmet with a built in light, designed for issuing to marooned personnel."
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/obj/item/clothing/suit/space/emergency
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name = "emergency softsuit"
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desc = "A thin, ungainly softsuit colored in blaze orange for rescuers to easily locate. It looks pretty fragile."
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icon = 'icons/obj/item/clothing/softsuits/softsuit_emergency.dmi'
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icon_state = "softsuit_emergency"
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item_state = "softsuit_emergency"
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contained_sprite = TRUE
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slowdown = 2
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/obj/item/clothing/suit/space/emergency/marooning_equipment
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name = "marooning softsuit"
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desc = "A thin, ungainly softsuit colored in blaze orange for rescuers to easily locate. Designed for issuing to marooned personnel and it looks pretty fragile."
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