Files
c#min7 60d09f31b1 TCAF expansion/rework stuff (#22717)
- 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>
2026-06-22 13:53:32 +00:00

620 lines
22 KiB
Plaintext

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