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## About PR Makes it so lighting system recognizes the direction flashlight is facing when dropped, so it no longer defaults to south The reasoning behind this method is, https://github.com/Aurorastation/Aurora.3/blob/38a5988115e33594fcc9e9fafd08d474bbf76967/code/datums/components/overlay_lighting.dm#L503-L509 items don't update their directions when held and carried around, and `set_dir()` is where the signal is sent which system listens to also removes an unused var
124 lines
4.7 KiB
Plaintext
124 lines
4.7 KiB
Plaintext
/obj/item/clothing/head/hardhat
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name = "hard hat"
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
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icon = 'icons/obj/clothing/hats/hardhats.dmi'
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icon_state = "hardhat_yellow"
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item_state = "hardhat_yellow"
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light_overlay = "hardhat_light"
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contained_sprite = TRUE
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action_button_name = "Toggle Headlamp"
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light_range = 4 //luminosity when on
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armor = list(
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MELEE = ARMOR_MELEE_RESISTANT,
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BULLET = ARMOR_BALLISTIC_MINOR,
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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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BIO = ARMOR_BIO_MINOR,
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RAD = ARMOR_RAD_MINOR
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)
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flags_inv = 0
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w_class = WEIGHT_CLASS_NORMAL
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siemens_coefficient = 0.9
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max_pressure_protection = FIRESUIT_MAX_PRESSURE
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drop_sound = 'sound/items/drop/helm.ogg'
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pickup_sound = 'sound/items/pickup/helm.ogg'
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/obj/item/clothing/head/hardhat/dropped(mob/user)
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. = ..()
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if(user?.dir)
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set_dir(user.dir)
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/obj/item/clothing/head/hardhat/orange
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icon_state = "hardhat_orange"
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item_state = "hardhat_orange"
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/obj/item/clothing/head/hardhat/red
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icon_state = "hardhat_red"
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item_state = "hardhat_red"
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/obj/item/clothing/head/hardhat/green
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icon_state = "hardhat_green"
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item_state = "hardhat_green"
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/obj/item/clothing/head/hardhat/dblue
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icon_state = "hardhat_dblue"
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item_state = "hardhat_dblue"
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/obj/item/clothing/head/hardhat/white
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight. This one looks heat-resistant."
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icon_state = "hardhat_white"
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item_state = "hardhat_white"
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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/obj/item/clothing/head/hardhat/atmos
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name = "atmospheric firefighter helmet"
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desc = "An atmospheric firefighter's helmet, able to keep the user protected from heat and fire."
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE + 15000
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icon = 'icons/obj/item/clothing/head/firefighter.dmi'
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sprite_sheets = list(
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BODYTYPE_VAURCA_BULWARK = 'icons/mob/species/bulwark/fire.dmi'
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)
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icon_state = "atmos_fire"
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item_state = "atmos_fire"
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light_overlay = "atmos_fire"
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icon_auto_adapt = TRUE
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icon_supported_species_tags = list("una", "taj")
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contained_sprite = TRUE
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min_pressure_protection = FIRESUIT_MIN_PRESSURE
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heat_protection = HEAD
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///Initial name of the fire helmet's emissive overlay. Will be changed based on [icon_supported_species_tags], above
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var/initial_emissive_state = "atmos_fire_emissive"
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///Special variable to handle the fire helmet's emissive overlay
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var/emissive_state
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/obj/item/clothing/head/hardhat/atmos/get_mob_overlay(mob/living/carbon/human/H, mob_icon, mob_state, slot)
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var/image/I = ..()
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emissive_state = initial_emissive_state
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if(icon_auto_adapt)
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if(H && length(icon_supported_species_tags))
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if(H.species.short_name in icon_supported_species_tags)
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emissive_state = "[H.species.short_name]_[initial_emissive_state]"
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if(slot == slot_head_str)
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var/image/emissive_overlay = emissive_appearance(mob_icon, emissive_state, alpha = src.alpha)
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I.AddOverlays(emissive_overlay)
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return I
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/obj/item/clothing/head/hardhat/paramedic
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name = "medical helmet"
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desc = "A polymer helmet worn by paramedics throughout human space to protect their heads. This one comes with an attached flashlight and has green crosses on the sides."
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icon_state = "helmet_paramed"
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item_state = "helmet_paramed"
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light_overlay = "EMS_light"
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/obj/item/clothing/head/hardhat/firefighter
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name = "firefighter helmet"
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desc = "A complete, face covering helmet specially designed for firefighting. It is airtight and has a port for internals."
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icon = 'icons/obj/item/clothing/head/firefighter.dmi'
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icon_state = "helmet_firefighter"
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item_state = "helmet_firefighter"
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sprite_sheets = list(
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BODYTYPE_VAURCA_BULWARK = 'icons/mob/species/bulwark/fire.dmi'
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)
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icon_auto_adapt = TRUE
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icon_supported_species_tags = list("una", "taj")
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item_flags = ITEM_FLAG_THICK_MATERIAL | ITEM_FLAG_AIRTIGHT
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max_pressure_protection = FIRESUIT_MAX_PRESSURE
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min_pressure_protection = FIRESUIT_MIN_PRESSURE
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permeability_coefficient = 0
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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flash_protection = FLASH_PROTECTION_MODERATE
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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/obj/item/clothing/head/hardhat/firefighter/chief
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name = "chief firefighter helmet"
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desc = "A complete, face covering helmet specially designed for firefighting. This one is in the colors of the Chief Engineer. It is airtight and has a port for internals."
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icon_state = "helmet_firefighter_ce"
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item_state = "helmet_firefighter_ce"
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