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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 21:12:24 +01:00
Depends on #21458. Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original authors as: - https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the lighting controller (A-lexa) - https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the lighting (TiviPlus) - https://github.com/tgstation/tgstation/pull/54520 for the dir lighting component - https://github.com/tgstation/tgstation/pull/75018 for the out of bounds fix in lighting - https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the emissives (TiviPlus) The main driving reason behind this is that current lighting consumes way too much processing power, especially for things like odysseys/away sites where a billion light sources are processing/moving at once and the game slows down to a crawl. Hopefully this improves the situation by a good margin, but we will need some testmerging to confirm that. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677" /> - [x] Resolve todos - [x] Look into open space fuckery (border objects) --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
475 lines
16 KiB
Plaintext
475 lines
16 KiB
Plaintext
/obj/item/clothing/head/helmet
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name = "helmet"
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desc = "Standard Security gear. Protects the head from impacts."
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icon_state = "helmet"
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item_state = "helmet"
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item_flags = ITEM_FLAG_THICK_MATERIAL
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armor = list(
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MELEE = ARMOR_MELEE_KEVLAR,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_KEVLAR,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED
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)
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flags_inv = HIDEEARS|BLOCKHEADHAIR
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cold_protection = HEAD
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min_cold_protection_temperature = HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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heat_protection = HEAD
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max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.5
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w_class = WEIGHT_CLASS_NORMAL
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var/obj/machinery/camera/camera
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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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protects_against_weather = TRUE
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var/has_storage = TRUE
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var/obj/item/storage/internal/helmet/hold
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var/slots = 1
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/obj/item/clothing/head/helmet/Initialize()
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. = ..()
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if(camera)
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verbs += /obj/item/clothing/head/helmet/proc/toggle_camera
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if(has_storage)
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hold = new /obj/item/storage/internal/helmet(src)
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hold.storage_slots = slots
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hold.max_storage_space = slots * WEIGHT_CLASS_SMALL
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hold.max_w_class = WEIGHT_CLASS_SMALL
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/obj/item/clothing/head/helmet/get_mob_overlay(var/mob/living/carbon/human/H, var/mob_icon, var/mob_state, var/slot)
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var/image/I = ..()
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if(has_storage && slot == slot_head_str && length(hold.contents))
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for(var/obj/item/thing in hold.contents)
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var/icon_type = hold.helmet_storage_types[thing.type]
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var/thing_state = icon_type == HELMET_GARB_PASS_ICON ? initial(thing.icon_state) : icon_type
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I.AddOverlays(image('icons/obj/item/clothing/accessory/armor/helmet_garb.dmi', null, "helmet_band"))
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I.AddOverlays(image('icons/obj/item/clothing/accessory/armor/helmet_garb.dmi', null, thing_state))
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return I
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/obj/item/clothing/head/helmet/attack_hand(mob/user)
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if(has_storage && !hold.handle_attack_hand(user))
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return
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return ..(user)
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/obj/item/clothing/head/helmet/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
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if(has_storage && !hold.handle_mousedrop(user, over))
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return
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return ..()
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/obj/item/clothing/head/helmet/handle_middle_mouse_click(mob/user)
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if(has_storage && Adjacent(user))
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hold.open(user)
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return TRUE
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return FALSE
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/obj/item/clothing/head/helmet/attackby(obj/item/attacking_item, mob/user)
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. = ..()
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if(!has_storage || istype(attacking_item, /obj/item/clothing/accessory))
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return
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hold.attackby(attacking_item, user)
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/obj/item/clothing/head/helmet/emp_act(severity)
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. = ..()
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if(has_storage)
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hold.emp_act(severity)
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/obj/item/clothing/head/helmet/hear_talk(mob/M, var/msg, verb, datum/language/speaking)
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if(has_storage) hold.hear_talk(M, msg, verb, speaking)
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return ..()
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/obj/item/clothing/head/helmet/proc/toggle_camera()
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set name = "Toggle Helmet Camera"
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set category = "Object.Equipped"
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set src in usr
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if(ispath(camera))
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camera = new camera(src)
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camera.set_status(0)
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if(camera)
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camera.set_status(!camera.status)
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if(camera.status)
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camera.c_tag = FindNameFromID(usr)
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to_chat(usr, SPAN_NOTICE("User scanned as [camera.c_tag]. Camera activated."))
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else
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to_chat(usr, SPAN_NOTICE("Camera deactivated."))
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/obj/item/clothing/head/helmet/space/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
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. = ..()
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if((distance <= 1) && camera)
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. += FONT_SMALL(SPAN_NOTICE("To toggle the helmet camera, right click the helmet and press <b>Toggle Helmet Camera</b>."))
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. += "This helmet has a built-in camera. It's [!ispath(camera) && camera.status ? "" : "in"]active."
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/obj/item/clothing/head/helmet/hos
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name = "head of security helmet"
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desc = "A special Internal Security Division helmet designed to protect the precious craniums of important installation security officers."
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icon = 'icons/obj/item/clothing/head/modular_armor_helmets.dmi'
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contained_sprite = TRUE
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icon_state = "helm_sec_commander"
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item_state = "helm_sec_commander"
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/obj/item/clothing/head/helmet/hos/skrell
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name = "head of security skrellmet"
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desc = "A special Internal Security Division helmet designed to protect the precious craniums of important installation security officers, this one seems to be built for use by a Skrell."
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icon_state = "helm_skrell_commander"
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item_state = "helm_skrell_commander"
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/obj/item/clothing/head/helmet/hos/dermal
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name = "dermal armor patch"
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desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
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icon_state = "dermal"
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has_storage = FALSE
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allow_hair_covering = FALSE
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/obj/item/clothing/head/helmet/hop
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name = "crew resource's hat"
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desc = "A stylish hat that both protects you from enraged former-crewmembers and gives you a false sense of authority."
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icon_state = "hopcap"
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has_storage = FALSE
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flags_inv = 0
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/obj/item/clothing/head/helmet/formalcaptain
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name = "parade hat"
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desc = "No one in a commanding position should be without a perfect, white hat of ultimate authority."
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icon_state = "officercap"
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has_storage = FALSE
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flags_inv = 0
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/obj/item/clothing/head/helmet/riot
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name = "riot helmet"
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desc = "It's a helmet specifically designed to protect against close range attacks."
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icon = 'icons/obj/item/clothing/head/modular_armor_helmets.dmi'
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contained_sprite = TRUE
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icon_auto_adapt = TRUE
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icon_supported_species_tags = list("una", "taj")
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icon_state = "helm_riot"
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item_state = "helm_riot"
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body_parts_covered = HEAD|FACE|EYES //face shield
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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BULLET = ARMOR_BALLISTIC_MINOR
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)
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siemens_coefficient = 0.35
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flags_inv = HIDEEARS
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action_button_name = "Toggle Visor"
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/obj/item/clothing/head/helmet/riot/attack_self(mob/user as mob)
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if (use_check_and_message(user))
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return
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do_flip(user)
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update_clothing_icon()
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/obj/item/clothing/head/helmet/riot/proc/do_flip(var/mob/user)
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if(icon_state == initial(icon_state))
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icon_state = "[icon_state]-up"
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item_state = icon_state
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to_chat(user, SPAN_NOTICE("You raise the visor on \the [src]."))
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body_parts_covered = HEAD
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else
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icon_state = initial(icon_state)
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item_state = icon_state
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to_chat(user, SPAN_NOTICE("You lower the visor on \the [src]."))
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/helmet/ablative
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name = "ablative helmet"
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desc = "A helmet made from advanced materials which protects against concentrated energy weapons."
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icon = 'icons/obj/item/clothing/head/modular_armor_helmets.dmi'
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contained_sprite = TRUE
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icon_state = "helm_ablative"
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item_state = "helm_ablative"
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armor = list(
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MELEE = ARMOR_MELEE_SMALL,
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BULLET = ARMOR_BALLISTIC_MINOR,
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LASER = ARMOR_LASER_MAJOR,
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ENERGY = ARMOR_ENERGY_RESISTANT
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)
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siemens_coefficient = 0
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/obj/item/clothing/head/helmet/ballistic
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name = "ballistic helmet"
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desc = "A helmet with reinforced plating to protect against ballistic projectiles."
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icon = 'icons/obj/item/clothing/head/modular_armor_helmets.dmi'
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contained_sprite = TRUE
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icon_state = "helm_ballistic"
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item_state = "helm_ballistic"
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armor = list(
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MELEE = ARMOR_MELEE_MINOR,
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BULLET = ARMOR_BALLISTIC_RIFLE,
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LASER = ARMOR_LASER_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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/obj/item/clothing/head/helmet/merc
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name = "combat helmet"
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desc = "A tan helmet made from advanced ceramic."
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icon = 'icons/obj/item/clothing/head/modular_armor_helmets.dmi'
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contained_sprite = TRUE
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icon_state = "helm_heavy"
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item_state = "helm_heavy"
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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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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/obj/item/clothing/head/helmet/merc/scc
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name = "heavy SCC helmet"
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desc = "A blue helmet made from advanced ceramic. If corporate drones had brains, this would be protecting it."
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icon_state = "helm_blue"
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item_state = "helm_blue"
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/obj/item/clothing/head/helmet/swat
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name = "\improper SWAT helmet"
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desc = "They're often used by highly trained Swat Members."
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icon_state = "swat"
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item_state = "swat"
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_PISTOL,
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ENERGY = ARMOR_ENERGY_RESISTANT,
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BOMB = ARMOR_BOMB_PADDED
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)
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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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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siemens_coefficient = 0.1
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/obj/item/clothing/head/helmet/swat/peacekeeper
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name = "\improper ERT civil protection helmet"
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desc = "A full helmet made of highly advanced ceramic materials, complete with a jetblack visor. Shines with a mirror sheen."
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icon_state = "civilprotection_helmet"
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item_state = "civilprotection_helmet"
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body_parts_covered = HEAD|FACE|EYES //face shield
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flags_inv = HIDEEARS
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action_button_name = "Toggle Visor"
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/obj/item/clothing/head/helmet/swat/peacekeeper/attack_self(mob/user as mob)
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if (use_check_and_message(user))
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return
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if(src.icon_state == initial(icon_state))
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src.icon_state = "[icon_state]-up"
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to_chat(user, "You raise the visor on \the [src].")
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body_parts_covered = HEAD
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else
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src.icon_state = initial(icon_state)
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to_chat(user, "You lower the visor on \the [src].")
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body_parts_covered = HEAD|FACE|EYES
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update_clothing_icon()
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/obj/item/clothing/head/helmet/thunderdome
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name = "\improper Thunderdome helmet"
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desc = "<i>'Let the battle commence!'</i>"
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icon_state = "thunderdome"
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_PISTOL,
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ENERGY = ARMOR_ENERGY_RESISTANT,
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BOMB = ARMOR_BOMB_PADDED
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)
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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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siemens_coefficient = 1
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/obj/item/clothing/head/helmet/gladiator
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name = "gladiator helmet"
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desc = "Ave, Imperator, morituri te salutant."
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icon_state = "gladiator"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
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body_parts_covered = HEAD|FACE
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siemens_coefficient = 1
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has_storage = FALSE
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/obj/item/clothing/head/helmet/tactical
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name = "tactical helmet"
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desc = "An armored helmet capable of being fitted with a multitude of attachments."
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icon_state = "swathelm"
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flags_inv = HIDEEARS|BLOCKHAIR
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sprite_sheets = list(
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BODYTYPE_TAJARA = 'icons/mob/species/tajaran/helmet.dmi',
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BODYTYPE_UNATHI = 'icons/mob/species/unathi/helmet.dmi'
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)
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_RIFLE,
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LASER = ARMOR_LASER_PISTOL,
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ENERGY = ARMOR_ENERGY_RESISTANT,
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BOMB = ARMOR_BOMB_PADDED
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)
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siemens_coefficient = 0.35
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/obj/item/clothing/head/helmet/augment
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name = "augment array"
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desc = "A helmet with optical and cranial augments coupled to it."
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icon_state = "v62"
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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BULLET = ARMOR_BALLISTIC_MEDIUM,
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LASER = ARMOR_LASER_PISTOL,
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ENERGY = ARMOR_ENERGY_RESISTANT,
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BOMB = ARMOR_BOMB_PADDED
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)
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flags_inv = HIDEEARS|HIDEEYES
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body_parts_covered = HEAD|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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siemens_coefficient = 0.1
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/obj/item/clothing/head/helmet/iachelmet
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name = "IAC helmet"
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desc = "This helmet is meant to protect the wearer from light debris, scrapes and bumps in a disaster situation, this lightweight helmet doesn't offer any significant protection from attacks or severe accidents. It's not recommended for use as armor and it's definitely not spaceworthy."
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icon_state = "iac_helmet"
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armor = list(
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MELEE = ARMOR_MELEE_MINOR,
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BULLET = ARMOR_BALLISTIC_MINOR,
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LASER = ARMOR_LASER_MINOR,
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BIO = ARMOR_BIO_MINOR
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)
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flags_inv = HIDEEARS
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/obj/item/clothing/head/helmet/unathi
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name = "unathi helmet"
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desc = "An outdated ceramic-metal helmet of Unathi design. Commonly seen on Moghes during the days of the Contact War, and now commonplace in the hands of raiders and pirates."
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icon = 'icons/obj/unathi_items.dmi'
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icon_state = "unathi_helmet"
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item_state = "unathi_helmet"
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contained_sprite = TRUE
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species_restricted = list(BODYTYPE_UNATHI)
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_PISTOL,
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LASER = ARMOR_LASER_KEVLAR,
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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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/obj/item/clothing/head/helmet/unathi/hegemony
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name = "hegemony helmet"
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desc = "A highly armored ceramic-metal composite helmet fitted for an Unathi. Commonly used by the military forces of the Izweski Hegemony."
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icon_state = "hegemony_helmet"
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item_state = "hegemony_helmet"
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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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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RAD = ARMOR_RAD_MINOR
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)
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/obj/item/clothing/head/helmet/unathi/klax
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name = "klaxan warrior helmet"
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desc = "A helmet designated to be worn by a K'lax warrior. The retrofit features a modified shape and an extra two eye visors. Flash protection blocks many flashes, shielding sensitive Vaurca eyes."
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icon = 'icons/obj/vaurca_items.dmi'
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icon_state = "klax_hopeful_helmet"
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item_state = "klax_hopeful_helmet"
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species_restricted = list(BODYTYPE_VAURCA)
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armor = list(
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MELEE = ARMOR_MELEE_RESISTANT,
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BULLET = ARMOR_BALLISTIC_PISTOL,
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LASER = ARMOR_LASER_PISTOL,
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ENERGY = ARMOR_ENERGY_RESISTANT,
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BOMB = ARMOR_BOMB_PADDED,
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RAD = ARMOR_RAD_RESISTANT
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)
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siemens_coefficient = 0.35
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flash_protection = FLASH_PROTECTION_MODERATE
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/obj/item/clothing/head/helmet/tank
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name = "padded cap"
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desc = "A padded skullcap for those prone to bumping their heads against hard surfaces."
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icon_state = "tank"
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flags_inv = BLOCKHEADHAIR
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color = "#5f5f5f"
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armor = list(
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MELEE = ARMOR_MELEE_KNIVES
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)
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siemens_coefficient = 0.75
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has_storage = FALSE
|
|
|
|
/obj/item/clothing/head/helmet/tank/olive
|
|
color = "#727c58"
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|
|
|
/obj/item/clothing/head/helmet/tank/tan
|
|
color = "#ae9f79"
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|
|
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/obj/item/clothing/head/helmet/tank/legion
|
|
color = "#5674a6"
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|
|
|
//Non-hardsuit ERT helmets.
|
|
/obj/item/clothing/head/helmet/ert
|
|
name = "emergency response team helmet"
|
|
desc = "An in-atmosphere helmet worn by members of the Emergency Response Team. Protects the head from impacts."
|
|
icon_state = "erthelmet_cmd"
|
|
item_state = "erthelmet_cmd"
|
|
armor = list(
|
|
MELEE = ARMOR_MELEE_MAJOR,
|
|
BULLET = ARMOR_BALLISTIC_RIFLE,
|
|
LASER = ARMOR_LASER_PISTOL,
|
|
ENERGY = ARMOR_ENERGY_RESISTANT,
|
|
bomb = ARMOR_BIO_MINOR
|
|
)
|
|
siemens_coefficient = 0.35
|
|
|
|
//Commander
|
|
/obj/item/clothing/head/helmet/ert/command
|
|
name = "emergency response team commander helmet"
|
|
desc = "An in-atmosphere helmet worn by the commander of a Emergency Response Team. Has blue highlights."
|
|
|
|
//Security
|
|
/obj/item/clothing/head/helmet/ert/security
|
|
name = "emergency response team security helmet"
|
|
desc = "An in-atmosphere helmet worn by security members of the Emergency Response Team. Has red highlights."
|
|
icon_state = "erthelmet_sec"
|
|
|
|
//Engineer
|
|
/obj/item/clothing/head/helmet/ert/engineer
|
|
name = "emergency response team engineer helmet"
|
|
desc = "An in-atmosphere helmet worn by engineering members of the Emergency Response Team. Has orange highlights."
|
|
icon_state = "erthelmet_eng"
|
|
|
|
//Medical
|
|
/obj/item/clothing/head/helmet/ert/medical
|
|
name = "emergency response team medical helmet"
|
|
desc = "A set of armor worn by medical members of the NanoTrasen Emergency Response Team. Has red and white highlights."
|
|
icon_state = "erthelmet_med"
|
|
|
|
/obj/item/clothing/head/helmet/legion
|
|
name = "foreign legion helmet"
|
|
desc = "A large helmet meant to fit some pretty big heads. It has a ballistic faceplate on the front of it."
|
|
icon_state = "legion_helmet"
|
|
body_parts_covered = HEAD|FACE|EYES
|
|
flags_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR
|
|
armor = list(
|
|
MELEE = ARMOR_MELEE_MAJOR,
|
|
BULLET = ARMOR_BALLISTIC_SMALL,
|
|
LASER = ARMOR_LASER_SMALL,
|
|
ENERGY = ARMOR_ENERGY_MINOR,
|
|
BOMB = ARMOR_BOMB_PADDED
|
|
)
|
|
siemens_coefficient = 0.35
|
|
sprite_sheets = list(
|
|
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
|
|
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
|
|
"Machine" = 'icons/mob/species/machine/helmet.dmi'
|
|
)
|
|
|
|
action_button_name = "Toggle Helmet Light"
|
|
light_overlay = "helmet_light_dual"
|
|
light_range = 6
|
|
camera = /obj/machinery/camera/network/tcfl
|
|
on = 0
|