mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 20:11:04 +01:00
Extends and reworks how various extended information text (desc_info, desc_build, desc_upgrades) are handled to make object interactions and mechanics A.) much more clearly documented in-game and B.) much easier to support from the back-end. Almost certainly a candidate for test merge. Assembly/Disassembly instructions are noticeably sporadic, largely due to our current lack of a unified framework. That's a future thing I'd like to attack so that it can be handled programmatically, but for now I only targeted the biggest culprits as I came across them. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
373 lines
12 KiB
Plaintext
373 lines
12 KiB
Plaintext
//Leg guards.
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/obj/item/clothing/accessory/leg_guard
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name = "corporate leg guards"
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desc = "These will protect your legs."
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icon = 'icons/obj/item/clothing/suit/armor/modular_armor/modular_armor.dmi'
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icon_state = "legguards_sec"
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item_state = "legguards_sec"
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contained_sprite = TRUE
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slot = ACCESSORY_SLOT_LEG_GUARDS
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accessory_layer = ACCESSORY_LAYER_LOWER
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w_class = WEIGHT_CLASS_NORMAL
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armor = list(
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MELEE = ARMOR_MELEE_KEVLAR,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_KEVLAR,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED
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)
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body_parts_covered = LEGS
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drop_sound = 'sound/items/drop/boots.ogg'
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pickup_sound = 'sound/items/pickup/boots.ogg'
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/obj/item/clothing/accessory/leg_guard/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "These must be attached to plate carriers for them to work."
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/obj/item/clothing/accessory/leg_guard/before_attached(var/obj/item/clothing/clothing, var/mob/user)
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if(!clothing.valid_accessory_slots || !(slot in clothing.valid_accessory_slots))
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return
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var/obj/item/clothing/accessory/leg_guard/existing_guard = locate() in clothing.accessories
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if(!existing_guard)
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return
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clothing.remove_accessory(user, existing_guard)
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/obj/item/clothing/accessory/leg_guard/generic
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name = "standard leg guards"
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icon_state = "legguards_generic"
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item_state = "legguards_generic"
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/obj/item/clothing/accessory/leg_guard/scc
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name = "scc leg guards"
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icon_state = "legguards_scc"
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item_state = "legguards_scc"
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/obj/item/clothing/accessory/leg_guard/ablative
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name = "ablative leg guards"
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desc = "These will protect your legs from energy weapons."
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icon_state = "legguards_ablative"
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item_state = "legguards_ablative"
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armor = list(
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MELEE = ARMOR_MELEE_MINOR,
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BULLET = ARMOR_BALLISTIC_MINOR,
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LASER = ARMOR_LASER_MAJOR,
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ENERGY = ARMOR_ENERGY_RESISTANT
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)
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slowdown = 0.3
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siemens_coefficient = 0
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/obj/item/clothing/accessory/leg_guard/ballistic
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name = "ballistic leg guards"
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desc = "These will protect your legs from ballistic weapons."
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icon_state = "legguards_ballistic"
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item_state = "legguards_ballistic"
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armor = list(
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MELEE = ARMOR_MELEE_RESISTANT,
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BULLET = ARMOR_BALLISTIC_RIFLE,
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LASER = ARMOR_LASER_MINOR,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_PADDED
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/riot
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name = "riot leg guards"
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desc = "These will protect your legs from close combat weapons."
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icon_state = "legguards_riot"
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item_state = "legguards_riot"
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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BULLET = ARMOR_BALLISTIC_MINOR,
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LASER = ARMOR_LASER_MINOR,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_PADDED
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/military
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name = "sol army leg guards"
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desc = "These will protect your legs from most things."
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icon_state = "legguards_military"
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item_state = "legguards_military"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/heavy
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name = "heavy leg guards"
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desc = "These leg guards will protect your legs from most things."
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icon_state = "legguards_heavy"
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item_state = "legguards_heavy"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/heavy/scc
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name = "heavy SCC leg guards"
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icon_state = "legguards_blue"
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item_state = "legguards_blue"
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/heavy/sec
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name = "heavy corporate leg guards"
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icon_state = "legguards_sec_heavy"
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item_state = "legguards_sec_heavy"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/tcaf
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name = "\improper TCAF legionnaire leg carapace"
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desc = "Try to sweep the leg against someone wearing these."
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icon = 'icons/obj/item/clothing/suit/armor/modular_armor/modular_armor.dmi'
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icon_state = "tcaf_boot_armor"
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item_state = "tcaf_boot_armor"
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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_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/konyang_navy
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name = "\improper Konyang navy leg guards"
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icon_state = "legguards_navy"
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item_state = "legguards_navy"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/hoplan
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name = "hoplan thigh protector"
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desc = "Ablative plating fashioned to sit around the thigh from the hips, \
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made to link together with an adjoining breastplate. This ancient style is reinvigorated with ablative metals and ballistic padding."
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icon = 'icons/obj/item/clothing/suit/armor/modular_armor/modular_armor.dmi'
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icon_state = "hoplan_thigh_protector"
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item_state = "hoplan_thigh_protector"
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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_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/leg_guard/hoplan/skirt
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name = "hoplan ballistic skirt"
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desc = "A long skirt that falls down to one's ankles with an outer layer of ballistic padding, and woven in pouches featuring ablative plates."
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icon = 'icons/obj/item/clothing/suit/armor/modular_armor/modular_armor.dmi'
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icon_state = "hoplan_ballistic_skirt"
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item_state = "hoplan_ballistic_skirt"
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contained_sprite = TRUE
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slowdown = 0.3
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//Arm guards.
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/obj/item/clothing/accessory/arm_guard
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name = "corporate arm guards"
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desc = "A pair of arm pads reinforced with armor plating. Attaches to a plate carrier."
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icon = 'icons/obj/item/clothing/suit/armor/modular_armor/modular_armor.dmi'
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icon_state = "armguards_sec"
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item_state = "armguards_sec"
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contained_sprite = TRUE
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slot = ACCESSORY_SLOT_ARM_GUARDS
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accessory_layer = ACCESSORY_LAYER_LOWER
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body_parts_covered = ARMS
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armor = list(
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MELEE = ARMOR_MELEE_KEVLAR,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_KEVLAR,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED
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)
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w_class = WEIGHT_CLASS_NORMAL
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drop_sound = 'sound/items/drop/axe.ogg'
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pickup_sound = 'sound/items/pickup/axe.ogg'
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/obj/item/clothing/accessory/arm_guard/before_attached(var/obj/item/clothing/clothing, var/mob/user)
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if(!clothing.valid_accessory_slots || !(slot in clothing.valid_accessory_slots))
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return
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var/obj/item/clothing/accessory/arm_guard/existing_guard = locate() in clothing.accessories
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if(!existing_guard)
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return
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clothing.remove_accessory(user, existing_guard)
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/obj/item/clothing/accessory/arm_guard/generic
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name = "standard arm guards"
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icon_state = "armguards_generic"
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item_state = "armguards_generic"
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/obj/item/clothing/accessory/arm_guard/scc
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name = "scc arm guards"
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icon_state = "armguards_scc"
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item_state = "armguards_scc"
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/obj/item/clothing/accessory/arm_guard/ablative
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name = "ablative arm guards"
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desc = "A pair of armored arm pads with advanced shielding to protect against energy weapons. Attaches to a plate carrier."
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icon_state = "armguards_ablative"
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item_state = "armguards_ablative"
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armor = list(
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MELEE = ARMOR_MELEE_MINOR,
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BULLET = ARMOR_BALLISTIC_MINOR,
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LASER = ARMOR_LASER_MAJOR,
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ENERGY = ARMOR_ENERGY_RESISTANT
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)
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slowdown = 0.3
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siemens_coefficient = 0
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/obj/item/clothing/accessory/arm_guard/ballistic
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name = "ballistic arm guards"
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desc = "A pair of armored arm pads with heavy plates to protect against ballistic projectiles. Attaches to a plate carrier."
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icon_state = "armguards_ballistic"
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item_state = "armguards_ballistic"
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armor = list(
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MELEE = ARMOR_MELEE_RESISTANT,
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BULLET = ARMOR_BALLISTIC_RIFLE,
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LASER = ARMOR_LASER_MINOR,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_PADDED
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/arm_guard/riot
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name = "riot arm guards"
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desc = "A pair of armored arm and hand pads with heavy padding to protect against melee attacks."
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icon_state = "armguards_riot"
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item_state = "armguards_riot"
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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BULLET = ARMOR_BALLISTIC_MINOR,
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LASER = ARMOR_LASER_MINOR,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_PADDED
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)
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slowdown = 0.3
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body_parts_covered = ARMS|HANDS
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/obj/item/clothing/accessory/arm_guard/military
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name = "sol army arm guards"
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desc = "A pair of green arm and hands pads reinforced with armor plating. Attaches to a plate carrier."
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icon_state = "armguards_military"
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item_state = "armguards_military"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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body_parts_covered = ARMS|HANDS
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/obj/item/clothing/accessory/arm_guard/heavy
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name = "heavy arm guards"
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desc = "A pair of armored arm pads reinforced with heavy armor plating. Attaches to a plate carrier."
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icon_state = "armguards_heavy"
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item_state = "armguards_heavy"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/arm_guard/heavy/scc
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name = "heavy SCC arm guards"
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desc = "A pair of armored arm and hand pads reinforced with heavy armor plating. Attaches to a plate carrier."
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icon_state = "armguards_blue"
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item_state = "armguards_blue"
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slowdown = 0.3
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body_parts_covered = ARMS|HANDS
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/obj/item/clothing/accessory/arm_guard/heavy/sec
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name = "heavy corporate arm guards"
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icon_state = "armguards_sec_heavy"
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item_state = "armguards_sec_heavy"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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/obj/item/clothing/accessory/arm_guard/kala
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name = "kala arm guards"
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desc = "These arm guards are made out of an advanced lightweight alloy. Attaches to a plate carrier."
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icon_state = "armguards_sec_heavy"
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item_state = "armguards_sec_heavy"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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/obj/item/clothing/accessory/arm_guard/tcaf
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name = "\improper TCAF carapace arm guards"
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desc = "Blue carapace armguards to protect you in the modern battlefield of 2465. Attaches to a plate carrier."
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icon = 'icons/obj/item/clothing/suit/armor/modular_armor/modular_armor.dmi'
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icon_state = "tcaf_armguards"
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item_state = "tcaf_armguards"
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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_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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body_parts_covered = ARMS|HANDS
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/obj/item/clothing/accessory/arm_guard/tcaf/tcaf_stripe
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name = "striped TCAF carapace arm guards"
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icon_state = "tcaf_armguards_stripe"
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item_state = "tcaf_armguards_stripe"
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/obj/item/clothing/accessory/arm_guard/hoplan
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name = "hoplan sleeves"
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desc = "Big and poofy and reminiscent of an era more enlightened. \
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These are lined with special fabric woven in the laboratories of Pactolus to provide armor to an otherwise gaudy fashion piece."
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icon = 'icons/obj/item/clothing/suit/armor/modular_armor/modular_armor.dmi'
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icon_state = "hoplan_sleeves"
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item_state = "hoplan_sleeves"
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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_MAJOR,
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LASER = ARMOR_LASER_MEDIUM,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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slowdown = 0.3
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