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Aurora.3/code/modules/clothing/spacesuits/void/merc.dm
BatrachophrenoandGitHub 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00

56 lines
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//Syndicate rig
/obj/item/clothing/head/helmet/space/void/merc
name = "blood-red voidsuit helmet"
desc = "An advanced helmet designed for work in special operations. Property of Hammertail Smiths."
icon = 'icons/obj/clothing/voidsuit/mercenary.dmi'
icon_state = "syndie_helm"
item_state = "syndie_helm"
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL)
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
LASER = ARMOR_LASER_PISTOL,
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED,
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
light_overlay = "merc_voidsuit_lights"
camera = /obj/structure/machinery/camera/network/mercenary
light_range = 6
light_color = "#ffffff"
/obj/item/clothing/suit/space/void/merc
name = "blood-red voidsuit"
desc = "An advanced suit that protects against injuries during special operations. Property of Hammertail Smiths."
icon = 'icons/obj/clothing/voidsuit/mercenary.dmi'
icon_state = "syndie"
item_state = "syndie"
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
slowdown = 0.5
w_class = WEIGHT_CLASS_NORMAL
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
LASER = ARMOR_LASER_PISTOL,
ENERGY = ARMOR_ENERGY_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/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_SKRELL)
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC, BODYTYPE_UNATHI, BODYTYPE_SKRELL)
/obj/item/clothing/head/helmet/space/void/merc/unathi
refit_initialize = BODYTYPE_UNATHI
/obj/item/clothing/suit/space/void/merc/unathi
refit_initialize = BODYTYPE_UNATHI