Files
Casper3667 d753470fe5 Adds operations/hangar tech voidsuits to EVA storage (#22727)
Hangar techs job description has expanded enough, that they have some
expectation to do EVA work. As such, they now get a voidsuit. As a part
of this, hangar techs also have EVA access now.
Credits to Wezzy for the sprites.

<img width="776" height="461" alt="image"
src="https://github.com/user-attachments/assets/208e89d1-13f1-4c94-9d8b-b88e4bce050a"
/>
<img width="450" height="133" alt="image"
src="https://github.com/user-attachments/assets/d7ecb558-e490-400e-a6d1-3cd5314c7873"
/>
<img width="376" height="110" alt="image"
src="https://github.com/user-attachments/assets/b98b409f-c799-4215-8a54-4c3776258c41"
/>
<img width="402" height="140" alt="image"
src="https://github.com/user-attachments/assets/4ea004b6-e278-4f87-8311-91ca4d18564c"
/>


### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/clothing/voidsuit/station/operations.dmi | Wezzy | CC0 |
2026-07-01 10:31:54 +00:00

383 lines
15 KiB
Plaintext

// 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 = 0.3
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)
/obj/item/clothing/head/helmet/space/void/ops
name = "operations voidsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environments. This one is standard issue for Orion personnel doing EVA deliveries."
icon = 'icons/obj/clothing/voidsuit/station/operations.dmi'
icon_state = "hangartech_helm"
item_state = "hangartech_helm"
item_state_slots = list( //so that it isn't overridden on refit
slot_r_hand_str = "hangartech_helm",
slot_l_hand_str = "hangartech_helm"
)
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
armor = list(
MELEE = ARMOR_MELEE_KNIVES,
BULLET = ARMOR_BALLISTIC_MINOR,
LASER = ARMOR_LASER_MINOR,
BOMB = ARMOR_BOMB_RESISTANT,
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_MINOR
)
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL)
/obj/item/clothing/suit/space/void/ops
name = "operations voidsuit"
desc = "A special suit that protects against hazardous, low pressure environments. This one is standard issue for Orion personnel doing EVA deliveries."
icon = 'icons/obj/clothing/voidsuit/station/operations.dmi'
icon_state = "hangartech"
item_state = "hangartech"
item_state_slots = list( //so that it isn't overridden on refit
slot_r_hand_str = "hangartech",
slot_l_hand_str = "hangartech"
)
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit)
armor = list(
MELEE = ARMOR_MELEE_KNIVES,
BULLET = ARMOR_BALLISTIC_MINOR,
LASER = ARMOR_LASER_MINOR,
BOMB = ARMOR_BOMB_RESISTANT,
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_MINOR
)
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL)