mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-19 03:49:10 +01:00
60d09f31b1
- renames/redescs/etc existing stuff to fit new TCAF lore - lots of 4 years defunct TCFL stuff has been deleted or repathed/renamed - the tcfl peacekeeper ship that was soft-removed has been deleted - the uniforms has also been modified and have had the necessary amount of blue added. essentially i kitbashed the old TCFL uniforms with the new TCAF uniforms i probably missed a lot of tcfl stuff still. --------- Signed-off-by: c#min7 <sadkermit01@gmail.com> Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
620 lines
22 KiB
Plaintext
620 lines
22 KiB
Plaintext
/obj/item/clothing/suit/armor
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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)
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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item_flags = ITEM_FLAG_THICK_MATERIAL
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cold_protection = UPPER_TORSO|LOWER_TORSO
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min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
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heat_protection = UPPER_TORSO|LOWER_TORSO
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max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.5
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species_restricted = list("exclude", BODYTYPE_VAURCA_BREEDER, BODYTYPE_VAURCA_WARFORM, BODYTYPE_VAURCA_BULWARK)
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var/obj/item/storage/internal/pockets = /obj/item/storage/internal
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var/pocket_slots = 2
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var/pocket_size = 2
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var/pocket_total = null//This will be calculated, unless specifically overidden
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/obj/item/clothing/suit/armor/Initialize()
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. = ..()
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if(pockets)
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pockets = new pockets(src)
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pockets.storage_slots = pocket_slots //two slots
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pockets.max_w_class = pocket_size //fit only pocket sized items
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if (pocket_total)
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pockets.max_storage_space = pocket_total
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else
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pockets.max_storage_space = pocket_slots * pocket_size
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/obj/item/clothing/suit/armor/Destroy()
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if (pockets)
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QDEL_NULL(pockets)
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return ..()
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/obj/item/clothing/suit/armor/attack_hand(mob/user as mob)
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if (pockets)
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if (pockets.handle_attack_hand(user))
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..(user)
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else
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..(user)
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/obj/item/clothing/suit/armor/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
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if (pockets)
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if (pockets.handle_mousedrop(user, over))
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..()
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else
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..()
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/obj/item/clothing/suit/armor/attackby(obj/item/attacking_item, mob/user)
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..()
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if(istype(attacking_item, /obj/item/clothing/accessory/armor_plate))
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if(attacking_item in accessories) //We already attached this. Don't try to put it in our pockets
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return
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if(pockets)
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pockets.attackby(attacking_item, user)
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/obj/item/clothing/suit/armor/emp_act(severity)
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. = ..()
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if (pockets)
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pockets.emp_act(severity)
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/obj/item/clothing/suit/armor/hear_talk(mob/M, var/msg, verb, datum/language/speaking)
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if (pockets)
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pockets.hear_talk(M, msg, verb, speaking)
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..()
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/obj/item/clothing/suit/armor/vest
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name = "armored vest"
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desc = "An armored vest that protects against some damage."
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icon_state = "armor"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list(
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MELEE = ARMOR_MELEE_KNIVES,
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BULLET = ARMOR_BALLISTIC_PISTOL,
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LASER = ARMOR_LASER_SMALL,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_PADDED
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)
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/obj/item/clothing/suit/storage/toggle/armor/hos
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name = "armored trenchcoat"
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desc = "A trenchcoat lined with a protective alloy and some slick leather."
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icon_state = "jensencoat"
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item_state = "jensencoat"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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armor = list(
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MELEE = ARMOR_MELEE_KNIVES,
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BULLET = ARMOR_BALLISTIC_SMALL,
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LASER = ARMOR_LASER_SMALL,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_PADDED
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)
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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)
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/obj/item/clothing/suit/storage/toggle/armor/hos/Initialize()
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. = ..()
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pockets = new /obj/item/storage/internal(src)
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pockets.storage_slots = 4
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pockets.max_w_class = WEIGHT_CLASS_SMALL
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pockets.max_storage_space = 8
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/obj/item/clothing/suit/armor/swat
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name = "swat suit"
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desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
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icon_state = "deathsquad"
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item_state = "swat_suit"
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.01
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item_flags = ITEM_FLAG_THICK_MATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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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)
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slowdown = 0.5
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armor = list(
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MELEE = ARMOR_MELEE_RESISTANT,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_RIFLE,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_PADDED,
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BIO = ARMOR_BIO_SHIELDED,
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RAD = ARMOR_RAD_SMALL
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)
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max_pressure_protection = FIRESUIT_MAX_PRESSURE
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min_pressure_protection = 0
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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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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siemens_coefficient = 0.35
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pocket_slots = 4//fullbody, more slots
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/obj/item/clothing/suit/armor/swat/officer
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name = "officer jacket"
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desc = "An armored jacket used in special operations."
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icon_state = "detective"
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item_state = "det_suit"
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blood_overlay_type = "coat"
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flags_inv = 0
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body_parts_covered = UPPER_TORSO|ARMS
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pocket_slots = 4//coat, so more slots
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//Reactive armor
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//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!)
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/obj/item/clothing/suit/armor/reactive
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name = "reactive teleport armor"
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desc = "Someone separated our Research Director from their own head!"
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var/active = 0.0
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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blood_overlay_type = "armor"
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slowdown = 0.5
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armor = null
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/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")
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if(prob(50))
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user.visible_message(SPAN_DANGER("The reactive teleport system flings [user] clear of the attack!"))
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var/list/turfs = new/list()
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for(var/turf/T in orange(6, user))
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if(istype(T,/turf/space)) continue
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if(T.density) continue
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if(T.x>world.maxx-6 || T.x<6) continue
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if(T.y>world.maxy-6 || T.y<6) continue
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turfs += T
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if(!turfs.len) turfs += pick(/turf in orange(6))
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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spark(user, 5)
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playsound(user.loc, SFX_SPARKS, 50, 1)
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user.forceMove(picked)
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return BULLET_ACT_BLOCK
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return BULLET_ACT_HIT
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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to_chat(user, SPAN_NOTICE("The reactive armor is now active."))
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src.icon_state = "reactive"
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src.item_state = "reactive"
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else
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to_chat(user, SPAN_NOTICE("The reactive armor is now inactive."))
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src.icon_state = "reactiveoff"
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src.item_state = "reactiveoff"
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src.add_fingerprint(user)
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return
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/obj/item/clothing/suit/armor/reactive/emp_act(severity)
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. = ..()
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active = 0
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src.icon_state = "reactiveoff"
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src.item_state = "reactiveoff"
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/obj/item/clothing/suit/armor/tactical
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name = "tactical armor"
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desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards."
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icon_state = "swatarmor"
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item_state = "armor"
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var/obj/item/gun/holstered = null
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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slowdown = 0.5
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armor = list(
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MELEE = ARMOR_MELEE_KNIVES,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_RIFLE,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED
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)
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siemens_coefficient = 0.35
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var/obj/item/clothing/accessory/holster/holster
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/obj/item/clothing/suit/armor/tactical/Initialize()
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. = ..()
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holster = new()
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holster.icon_state = null
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holster.on_attached(src) //its inside a suit, we set this so it can be drawn from
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QDEL_NULL(pockets) //Tactical armor has internal holster instead of pockets, so we null this out
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ClearOverlays() // Remove the holster's overlay.
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/obj/item/clothing/suit/armor/tactical/Destroy()
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QDEL_NULL(holster)
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return ..()
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/obj/item/clothing/suit/armor/tactical/attackby(obj/item/attacking_item, mob/user)
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..()
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holster.attackby(attacking_item, user)
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/obj/item/clothing/suit/armor/tactical/attack_hand(mob/user as mob)
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if (loc == user)//If we're wearing the suit and we click it with an empty hand
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holster.attack_hand(user)//Remove the weapon in the holster
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else
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..(user)
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/obj/item/clothing/suit/armor/tactical/verb/holster()
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set name = "Holster"
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set category = "Object.Held"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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if (usr.get_active_hand())
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if(!holster.holstered)
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var/obj/item/W = usr.get_active_hand()
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if(!istype(W, /obj/item))
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to_chat(usr, SPAN_WARNING("You need your gun equiped to holster it."))
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return
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holster.holster(W, usr)
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else
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to_chat(usr, SPAN_WARNING("There's already a gun in the holster, you need an empty hand to draw it."))
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return
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else
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if(holster.holstered)
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holster.unholster(usr)
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else
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to_chat(usr, SPAN_WARNING("There's no gun in the holster to draw."))
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//Non-hardsuit ERT armor.
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/obj/item/clothing/suit/armor/vest/ert
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name = "emergency response team armor"
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desc = "A set of armor worn by members of the Emergency Response Team."
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icon_state = "ertarmor_cmd"
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item_state = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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armor = list(
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MELEE = ARMOR_MELEE_KNIVES,
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BULLET = ARMOR_BALLISTIC_PISTOL,
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LASER = ARMOR_LASER_RIFLE,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED
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)
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siemens_coefficient = 0.35
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//Commander
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/obj/item/clothing/suit/armor/vest/ert/command
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name = "emergency response team commander armor"
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desc = "A set of armor worn by the commander of an Emergency Response Team. Has blue highlights."
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//Security
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/obj/item/clothing/suit/armor/vest/ert/security
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name = "emergency response team security armor"
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desc = "A set of armor worn by security members of the Emergency Response Team. Has red highlights."
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icon_state = "ertarmor_sec"
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//Engineer
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/obj/item/clothing/suit/armor/vest/ert/engineer
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name = "emergency response team engineer armor"
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desc = "A set of armor worn by engineering members of the Emergency Response Team. Has orange highlights."
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icon_state = "ertarmor_eng"
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//Medical
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/obj/item/clothing/suit/armor/vest/ert/medical
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name = "emergency response team medical armor"
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desc = "A set of armor worn by medical members of the Emergency Response Team. Has red and white highlights."
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icon_state = "ertarmor_med"
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/obj/item/clothing/suit/storage/vest
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name = "armor vest"
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desc = "A simple kevlar plate carrier."
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icon_state = "kvest"
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item_state = "kvest"
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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)
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siemens_coefficient = 0.5
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armor = list(
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MELEE = ARMOR_MELEE_KNIVES,
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BULLET = ARMOR_BALLISTIC_PISTOL,
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LASER = ARMOR_LASER_SMALL,
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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/suit/storage/vest/Initialize()
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. = ..()
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pockets.storage_slots = 2 //two slots
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/obj/item/clothing/suit/storage/vest/officer
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name = "officer armor vest"
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desc = "A simple kevlar plate carrier belonging to the SCC. This one has a security holobadge clipped to the chest."
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icon_state = "officervest_nobadge"
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item_state = "officervest_nobadge"
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icon_badge = "officervest_badge"
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icon_nobadge = "officervest_nobadge"
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/obj/item/clothing/suit/storage/vest/warden
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name = "warden armor vest"
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desc = "A simple kevlar plate carrier belonging to the SCC. This one has a silver badge clipped to the chest."
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icon_state = "wardenvest_nobadge"
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item_state = "wardenvest_nobadge"
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icon_badge = "wardenvest_badge"
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icon_nobadge = "wardenvest_nobadge"
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/obj/item/clothing/suit/storage/vest/hos
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name = "commander armor vest"
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desc = "A simple kevlar plate carrier belonging to the SCC. This one has a gold badge clipped to the chest."
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icon_state = "hosvest_nobadge"
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item_state = "hosvest_nobadge"
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icon_badge = "hosvest_badge"
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icon_nobadge = "hosvest_nobadge"
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/obj/item/clothing/suit/storage/vest/detective
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name = "detective armor vest"
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desc = "A simple kevlar plate carrier belonging to the SCC. This one has a detective's badge clipped to the chest."
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icon_state = "detectivevest_nobadge"
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item_state = "detectivevest_nobadge"
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icon_badge = "detectivevest_badge"
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icon_nobadge = "detectivevest_nobadge"
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/obj/item/clothing/suit/storage/vest/ft
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name = "forensic technician armor vest"
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desc = "A simple kevlar plate carrier belonging to the SCC. This one has a forensic technician's badge clipped to the chest."
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icon_state = "forensictech_nobadge"
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item_state = "forensictech_nobadge"
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icon_badge = "forensictech_badge"
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icon_nobadge = "forensictech_nobadge"
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/obj/item/clothing/suit/storage/hazardvest/security
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name = "cadet hazard vest"
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desc = "A sturdy high-visibility vest intended for training security personnel."
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icon = 'icons/obj/item/clothing/department_uniforms/security.dmi'
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icon_state = "hazard_cadet"
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item_state = "hazard_cadet"
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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)
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siemens_coefficient = 0.5
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armor = list(
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MELEE = ARMOR_MELEE_SMALL,
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ENERGY = ARMOR_ENERGY_MINOR,
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BOMB = ARMOR_BOMB_MINOR
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)
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contained_sprite = TRUE
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/obj/item/clothing/suit/storage/hazardvest/security/officer
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name = "officer hazard jacket"
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desc = "A sturdy high-visibility jacket for the on the beat officer."
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icon_state = "hazard_officer"
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item_state = "hazard_officer"
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body_parts_covered = UPPER_TORSO|ARMS
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/obj/item/clothing/suit/storage/vest/heavy/officer
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name = "officer heavy armor vest"
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desc = "A heavy kevlar plate carrier belonging to the SCC, with webbing attached. This one has a security holobadge clipped to the chest."
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icon_state = "officerwebvest_nobadge"
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item_state = "officerwebvest_nobadge"
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icon_badge = "officerwebvest_badge"
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icon_nobadge = "officerwebvest_nobadge"
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/obj/item/clothing/suit/storage/vest/heavy/warden
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name = "warden heavy armor vest"
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desc = "A heavy kevlar plate carrier belonging to the SCC, with webbing attached. This one has a silver badge clipped to the chest."
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icon_state = "wardenwebvest_nobadge"
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item_state = "wardenwebvest_nobadge"
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icon_badge = "wardenwebvest_badge"
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icon_nobadge = "wardenwebvest_nobadge"
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/obj/item/clothing/suit/storage/vest/heavy/hos
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name = "commander heavy armor vest"
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desc = "A heavy kevlar plate carrier belonging to the SCC, with webbing attached. This one has a gold badge clipped to the chest."
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icon_state = "hoswebvest_nobadge"
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item_state = "hoswebvest_nobadge"
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icon_badge = "hoswebvest_badge"
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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/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 = 1.5
|
|
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
|