mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-20 11:31:12 +01:00
Adds a Ceres Lance beret, armor, and new uniform in preparation for future CL events. Also modifies the Ceres Lance crate to contain these items and carry a more diverse weapon mix for merc rounds and ease of spawning during event rounds.. --------- Signed-off-by: TheStryker <thestryker289@gmail.com> Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
500 lines
17 KiB
Plaintext
500 lines
17 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/structure/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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equip_sound = 'sound/items/equip/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/mechanics_hints(mob/user, distance, is_adjacent)
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. = ..()
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. += "You can <b>Alt-Shift-Click</b> to [icon_state == initial(icon_state) ? "raise" : "lower"] the visor."
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/obj/item/clothing/head/helmet/riot/AltShiftClick(user)
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do_flip(user)
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/obj/item/clothing/head/helmet/riot/attack_self(mob/user as mob)
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do_flip(user)
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/obj/item/clothing/head/helmet/riot/proc/do_flip(mob/user)
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if(use_check_and_message(user))
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return
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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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playsound(src, SFX_VISOR_UP, 20, TRUE, -1)
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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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playsound(src, SFX_VISOR_DOWN, 20, TRUE, -1)
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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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update_clothing_icon()
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/obj/item/clothing/head/helmet/riot/lancer
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name = "ceres lance helmet"
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desc = "A state-of-the-art combat helmet used by Ceres Lance. It is made with an additional layer of padding and ballstic visor designed to protect operatives attempting to physically restrain hostile IPCs, but has poor heat dissipation characteristics as a result."
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icon_state = "helm_lance"
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item_state = "helm_lance"
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armor = list(
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MELEE = ARMOR_MELEE_VERY_HIGH,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_SMALL,
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ENERGY = ARMOR_ENERGY_RESISTANT,
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BOMB = ARMOR_BOMB_PADDED,
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)
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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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playsound(src, SFX_VISOR_UP, 20, TRUE, -1)
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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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playsound(src, SFX_VISOR_DOWN, 20, TRUE, -1)
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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
|
|
flash_protection = FLASH_PROTECTION_MODERATE
|
|
|
|
/obj/item/clothing/head/helmet/tank
|
|
name = "padded cap"
|
|
desc = "A padded skullcap for those prone to bumping their heads against hard surfaces."
|
|
icon_state = "tank"
|
|
flags_inv = BLOCKHEADHAIR
|
|
color = "#5f5f5f"
|
|
armor = list(
|
|
MELEE = ARMOR_MELEE_KNIVES
|
|
)
|
|
siemens_coefficient = 0.75
|
|
has_storage = FALSE
|
|
|
|
/obj/item/clothing/head/helmet/tank/olive
|
|
color = "#727c58"
|
|
|
|
/obj/item/clothing/head/helmet/tank/tan
|
|
color = "#ae9f79"
|
|
|
|
/obj/item/clothing/head/helmet/tank/legion
|
|
color = "#5674a6"
|
|
|
|
//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/structure/machinery/camera/network/tcfl
|
|
on = 0
|