Merge branch 'master' of https://github.com/tgstation/-tg-station into hold_it

# Conflicts:
#	code/modules/clothing/under/ties.dm
This commit is contained in:
Incoming
2016-09-30 13:00:49 -04:00
371 changed files with 2567 additions and 2258 deletions
+5 -4
View File
@@ -48,7 +48,8 @@
crit_fail = 1
update_icon()
var/turf/T = get_turf(src)
T.visible_message("The [src.name] burns out!")
if(T)
T.visible_message("[src] burns out!")
/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
@@ -135,10 +136,10 @@
/obj/item/device/assembly/flash/emp_act(severity)
if(!try_use_flash() || !loc)
if(!try_use_flash())
return 0
for(var/mob/living/carbon/M in viewers(3, loc))
flash_carbon(M, null, 10, 0)
if(iscarbon(loc))
flash_carbon(loc, null, 10, 0)
burn_out()
..()
+3
View File
@@ -81,6 +81,9 @@
if(scanning)
addtimer(src, "sense", 0)
/obj/item/device/assembly/prox_sensor/Destroy()
remove_from_proximity_list(src, sensitivity)
..()
/obj/item/device/assembly/prox_sensor/toggle_scan(scan)
if(!secured)
@@ -46,7 +46,6 @@
/obj/effect/hotspot
anchored = 1
mouse_opacity = 0
unacidable = 1//So you can't melt fire with acid.
icon = 'icons/effects/fire.dmi'
icon_state = "1"
layer = ABOVE_OPEN_TURF_LAYER
@@ -208,7 +208,7 @@ Pipelines + Other Objects -> Pipe network
return img
/obj/machinery/atmospherics/construction(pipe_type, obj_color)
/obj/machinery/atmospherics/on_construction(pipe_type, obj_color)
if(can_unwrench)
color = obj_color
pipe_color = obj_color
@@ -72,7 +72,7 @@ Pipenet stuff; housekeeping
qdel(AIR_I)
AIR_I = null
/obj/machinery/atmospherics/components/construction()
/obj/machinery/atmospherics/components/on_construction()
..()
update_parents()
@@ -35,7 +35,7 @@
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/stack/sheet/glass = 2)
/obj/machinery/atmospherics/components/unary/cryo_cell/construction()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_construction()
..(dir, dir)
/obj/machinery/atmospherics/components/unary/cryo_cell/RefreshParts()
@@ -49,7 +49,7 @@
else
return ..()
/obj/machinery/atmospherics/components/unary/thermomachine/construction()
/obj/machinery/atmospherics/components/unary/thermomachine/on_construction()
..(dir,dir)
/obj/machinery/atmospherics/components/unary/thermomachine/RefreshParts()
@@ -7,7 +7,7 @@
color = "#404040"
buckle_lying = 1
var/icon_temperature = T20C //stop small changes in temperature causing icon refresh
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/machinery/atmospherics/pipe/heat_exchanging/New()
..()
@@ -17,6 +17,7 @@
var/gas_type = ""
var/release_pressure = ONE_ATMOSPHERE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
var/health = 100
pressure_resistance = 7 * ONE_ATMOSPHERE
var/temperature_resistance = 1000 + T0C
@@ -235,7 +236,7 @@
air_update_turf() // Update the environment if needed.
update_icon()
/obj/machinery/portable_atmospherics/canister/blob_act(obj/effect/blob/B)
/obj/machinery/portable_atmospherics/canister/blob_act(obj/structure/blob/B)
take_damage(100, BRUTE, 0)
/obj/machinery/portable_atmospherics/canister/burn()
+1 -1
View File
@@ -7,7 +7,7 @@ var/obj/machinery/gateway/centerstation/the_gateway = null
icon_state = "off"
density = 1
anchored = 1
unacidable = 1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE
var/active = 0
@@ -193,7 +193,7 @@ obj/item/weapon/paper/crumpled/snowdin/shovel
/obj/item/clothing/under/syndicate/coldres
name = "insulated tactical turtleneck"
desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants. The interior has been padded with special insulation for both warmth and protection"
armor = list(melee = 20, bullet = 10, laser = 0,energy = 5, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 20, bullet = 10, laser = 0,energy = 5, bomb = 0, bio = 0, rad = 0, fire = 25, acid = 25)
cold_protection = CHEST|GROIN|ARMS|LEGS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/obj/item/clothing/shoes/combat/coldres
+16 -16
View File
@@ -159,8 +159,8 @@
origin_tech = "syndicate=2"
sensor_mode = 0 //Hey who's this guy on the Syndicate Shuttle??
random_sensor = 0
burn_state = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
resistance_flags = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/chameleon/New()
..()
@@ -176,8 +176,8 @@
item_state = "armor"
blood_overlay_type = "armor"
origin_tech = "syndicate=2"
burn_state = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
resistance_flags = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/suit/chameleon/New()
..()
@@ -192,8 +192,8 @@
icon_state = "meson"
item_state = "meson"
origin_tech = "syndicate=2"
burn_state = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
resistance_flags = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/glasses/chameleon/New()
..()
@@ -208,8 +208,8 @@
icon_state = "yellow"
item_state = "ygloves"
burn_state = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
resistance_flags = FIRE_PROOF
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/gloves/chameleon/New()
..()
@@ -224,8 +224,8 @@
icon_state = "greysoft"
item_color = "grey"
burn_state = FIRE_PROOF
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
resistance_flags = FIRE_PROOF
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
var/datum/action/item_action/chameleon/change/chameleon_action = null
@@ -240,7 +240,7 @@
// The camohat, I mean, holographic hat projection, is part of the
// drone itself.
flags = NODROP
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
// which means it offers no protection, it's just air and light
/obj/item/clothing/head/chameleon/drone/New()
@@ -256,8 +256,8 @@
desc = "A face-covering mask that can be connected to an air supply. While good for concealing your identity, it isn't good for blocking gas flow." //More accurate
icon_state = "gas_alt"
item_state = "gas_alt"
burn_state = FIRE_PROOF
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
resistance_flags = FIRE_PROOF
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
@@ -284,7 +284,7 @@
/obj/item/clothing/mask/chameleon/drone
//Same as the drone chameleon hat, undroppable and no protection
flags = NODROP
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
// Can drones use the voice changer part? Let's not find out.
vchange = 0
@@ -307,9 +307,9 @@
permeability_coefficient = 0.05
flags = NOSLIP
origin_tech = "syndicate=2"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
pockets = /obj/item/weapon/storage/internal/pocket/shoes
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/shoes/chameleon/New()
..()
+16 -18
View File
@@ -1,6 +1,6 @@
/obj/item/clothing
name = "clothing"
burn_state = FLAMMABLE
resistance_flags = 0
var/flash_protect = 0 //Malk: What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
var/tint = 0 //Malk: Sets the item's level of visual impairment tint, normally set to the same as flash_protect
var/up = 0 // but seperated to allow items to protect but not impair vision, like space helmets
@@ -117,7 +117,7 @@
w_class = 1
throwforce = 0
slot_flags = SLOT_EARS
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
@@ -127,7 +127,7 @@
flags = EARBANGPROTECT
strip_delay = 15
put_on_delay = 25
burn_state = FLAMMABLE
resistance_flags = 0
//Glasses
/obj/item/clothing/glasses
@@ -145,7 +145,7 @@
var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
strip_delay = 20
put_on_delay = 25
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
@@ -172,13 +172,12 @@ BLIND // can't see anything
put_on_delay = 40
/obj/item/clothing/gloves/worn_overlays(var/isinhands = FALSE)
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(blood_DNA)
. += image("icon"='icons/effects/blood.dmi', "icon_state"="bloodyhands")
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
return 0 // return 1 to cancel attack_hand()
@@ -193,7 +192,7 @@ BLIND // can't see anything
var/can_toggle = null
/obj/item/clothing/head/worn_overlays(var/isinhands = FALSE)
/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(blood_DNA)
@@ -211,7 +210,7 @@ BLIND // can't see anything
var/adjusted_flags = null
/obj/item/clothing/mask/worn_overlays(var/isinhands = FALSE)
/obj/item/clothing/mask/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(blood_DNA && (body_parts_covered & HEAD))
@@ -268,7 +267,7 @@ BLIND // can't see anything
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
/obj/item/clothing/shoes/worn_overlays(var/isinhands = FALSE)
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
var/bloody = 0
@@ -298,13 +297,13 @@ BLIND // can't see anything
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
slot_flags = SLOT_OCLOTHING
var/blood_overlay_type = "suit"
var/togglename = null
/obj/item/clothing/suit/worn_overlays(var/isinhands = FALSE)
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(blood_DNA)
@@ -320,7 +319,7 @@ BLIND // can't see anything
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
item_state = "spaceold"
permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50, fire = 0, acid = 70)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -330,7 +329,7 @@ BLIND // can't see anything
strip_delay = 50
put_on_delay = 50
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space
name = "space suit"
@@ -344,7 +343,7 @@ BLIND // can't see anything
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals)
slowdown = 1
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50, fire = 0, acid = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
@@ -352,7 +351,7 @@ BLIND // can't see anything
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
strip_delay = 80
put_on_delay = 80
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
//Under clothing
@@ -362,7 +361,7 @@ BLIND // can't see anything
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.90
slot_flags = SLOT_ICLOTHING
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = 1//For the crew computer 2 = unable to change mode
var/random_sensor = 1
@@ -373,13 +372,12 @@ BLIND // can't see anything
var/obj/item/clothing/tie/hastie = null
var/mutantrace_variation = NO_MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
/obj/item/clothing/under/worn_overlays(var/isinhands = FALSE)
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(blood_DNA)
. += image("icon"='icons/effects/blood.dmi', "icon_state"="uniformblood")
if(hastie)
var/tie_color = hastie.item_color
if(!tie_color)
+1
View File
@@ -56,6 +56,7 @@
scan_reagents = 1 //You can see reagents while wearing science goggles
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
if(slot == slot_glasses)
+5 -5
View File
@@ -6,7 +6,7 @@
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/gloves/color/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap knockoffs of the coveted ones - no way this can end badly."
@@ -16,7 +16,7 @@
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/gloves/color/fyellow/New()
..()
@@ -32,7 +32,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
var/can_be_cut = 1
/obj/item/clothing/gloves/color/black/hos
@@ -70,7 +70,7 @@
desc = "These gloves will protect the wearer from electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/gloves/color/rainbow
name = "rainbow gloves"
@@ -156,7 +156,7 @@
permeability_coefficient = 0.01
item_color="white"
transfer_prints = TRUE
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
@@ -21,7 +21,8 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 30)
/obj/item/clothing/gloves/combat
name = "combat gloves"
@@ -35,7 +36,9 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 50)
/obj/item/clothing/gloves/bracer
name = "bone bracers"
@@ -50,6 +53,5 @@
cold_protection = ARMS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF
armor = list(melee = 15, bullet = 35, laser = 35, energy = 20, bomb = 35, bio = 35, rad = 35) //Not like anything ever hits the arms anyways.
resistance_flags = FIRE_PROOF
armor = list(melee = 15, bullet = 35, laser = 35, energy = 20, bomb = 35, bio = 35, rad = 35, fire = 0, acid = 0)
+3 -3
View File
@@ -68,7 +68,7 @@
desc = "A collectable welding helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
@@ -137,11 +137,11 @@
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/collectable/swat
name = "collectable SWAT helmet"
desc = "That's not real blood. That's red paint." //Reference to the actual description
icon_state = "swat"
item_state = "swat"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
+2 -2
View File
@@ -6,10 +6,10 @@
var/brightness_on = 4 //luminosity when on
var/on = 0
item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20, fire = 0, acid = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
dog_fashion = /datum/dog_fashion/head
+11 -11
View File
@@ -4,14 +4,14 @@
icon_state = "helmet"
flags = HEADBANGPROTECT
item_state = "helmet"
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
flags_inv = HIDEEARS
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 60
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
flags_cover = HEADCOVERSEYES
dog_fashion = /datum/dog_fashion/head/helmet
@@ -31,7 +31,7 @@
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "helmetalt"
item_state = "helmetalt"
armor = list(melee = 15, bullet = 40, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
armor = list(melee = 15, bullet = 40, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 0, acid = 50)
can_flashlight = 1
dog_fashion = null
@@ -48,7 +48,7 @@
alt_toggle_message = "You push the visor up on"
can_toggle = 1
flags = HEADBANGPROTECT
armor = list(melee = 41, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
armor = list(melee = 41, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0, fire = 0, acid = 50)
flags_inv = HIDEEARS|HIDEFACE
strip_delay = 80
actions_types = list(/datum/action/item_action/toggle)
@@ -102,7 +102,7 @@
desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern."
icon_state = "swatsyndie"
item_state = "swatsyndie"
armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20)
armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20, fire = 20, acid = 50)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -123,7 +123,7 @@
flags_inv = HIDEEARS|HIDEHAIR
icon_state = "thunderdome"
item_state = "thunderdome"
armor = list(melee = 40, bullet = 30, laser = 25,energy = 10, bomb = 25, bio = 10, rad = 0)
armor = list(melee = 40, bullet = 30, laser = 25,energy = 10, bomb = 25, bio = 10, rad = 0, fire = 0, acid = 50)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -136,7 +136,7 @@
desc = "An ancient helmet made of bronze and leather."
flags_inv = HIDEEARS|HIDEHAIR
flags_cover = HEADCOVERSEYES
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0, fire = 0, acid = 50)
icon_state = "roman"
item_state = "roman"
strip_delay = 100
@@ -163,7 +163,7 @@
icon_state = "redtaghelm"
flags_cover = HEADCOVERSEYES
item_state = "redtaghelm"
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0)
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0, fire = 0, acid = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -173,7 +173,7 @@
icon_state = "bluetaghelm"
flags_cover = HEADCOVERSEYES
item_state = "bluetaghelm"
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0)
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0, fire = 0, acid = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -182,7 +182,7 @@
desc = "A classic metal helmet."
icon_state = "knight_green"
item_state = "knight_green"
armor = list(melee = 41, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
armor = list(melee = 41, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0, fire = 0, acid = 50)
flags = null
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
@@ -212,7 +212,7 @@
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list(melee = 25, bullet = 25, laser = 25, energy = 10, bomb = 10, bio = 5, rad = 20)
armor = list(melee = 25, bullet = 25, laser = 25, energy = 10, bomb = 10, bio = 5, rad = 20, fire = 20, acid = 20)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
+7 -10
View File
@@ -26,9 +26,8 @@
icon_state = "captain"
item_state = "that"
flags_inv = 0
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
//Captain: This is no longer space-worthy
@@ -45,8 +44,7 @@
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Chaplain
@@ -61,7 +59,7 @@
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
icon_state = "detective"
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 50)
var/candy_cooldown = 0
pockets = /obj/item/weapon/storage/internal/pocket/small/detective
dog_fashion = /datum/dog_fashion/head/detective
@@ -98,7 +96,7 @@
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0)
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0, fire = 0, acid = 60)
strip_delay = 80
/obj/item/clothing/head/HoS/beret
@@ -110,16 +108,15 @@
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficent protection."
icon_state = "beret_badge"
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
strip_delay = 60
dog_fashion = null
@@ -132,7 +129,7 @@
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
+4 -4
View File
@@ -6,7 +6,7 @@
desc = "It's good to be emperor."
item_state = "that"
flags_inv = 0
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
strip_delay = 80
/obj/item/clothing/head/powdered_wig
@@ -24,7 +24,7 @@
/obj/item/clothing/head/canada
name = "striped red tophat"
desc = " It feels sticky, like maple syrup - <i>il se sent collante, comme le sirop d'érable</i>"
desc = " It feels sticky, like maple syrup - <i>il se sent collante, comme le sirop d'érable</i>"
icon_state = "canada"
item_state = "canada"
@@ -222,7 +222,7 @@
throw_range = 5
w_class = 2
attack_verb = list("warned", "cautioned", "smashed")
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/santa
name = "santa hat"
@@ -264,7 +264,7 @@
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
armor = list(melee = 15, bullet = 0, laser = 0,energy = 15, bomb = 0, bio = 0, rad = 0) //for a warrior king //energy cause gold is reflective //worse than sec helm overall
armor = list(melee = 15, bullet = 0, laser = 0,energy = 15, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 50)
/obj/item/clothing/head/crown/fancy
name = "magnificent crown"
+5 -5
View File
@@ -21,12 +21,12 @@
// var/up = 0
flash_protect = 2
tint = 2
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 60)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/welding/attack_self()
toggle()
@@ -51,7 +51,7 @@
item_color = "cakehat"
hitsound = 'sound/weapons/tap.ogg'
flags_inv = HIDEEARS|HIDEHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
brightness_on = 2 //luminosity when on
flags_cover = HEADCOVERSEYES
heat = 1000
@@ -121,7 +121,7 @@
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
brightness_on = 2 //luminosity when on
flags_cover = HEADCOVERSEYES
@@ -153,7 +153,7 @@
item_state = "hardhat0_reindeer"
item_color = "reindeer"
flags_inv = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
brightness_on = 1 //luminosity when on
dog_fashion = /datum/dog_fashion/head/reindeer
+1 -1
View File
@@ -120,7 +120,7 @@
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
strip_delay = 60
dog_fashion = null
+1 -1
View File
@@ -12,7 +12,7 @@
actions_types = list(/datum/action/item_action/adjust)
flags_cover = MASKCOVERSMOUTH
visor_flags_cover = MASKCOVERSMOUTH
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/breath/attack_self(mob/user)
adjustmask(user)
+10 -10
View File
@@ -9,7 +9,7 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
// **** Welding gas mask ****
@@ -20,7 +20,7 @@
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
flash_protect = 2
tint = 2
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 55)
origin_tech = "materials=2;engineering=3"
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
@@ -46,7 +46,7 @@
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
@@ -61,7 +61,7 @@
icon_state = "clown"
item_state = "clown_hat"
flags_cover = MASKCOVERSEYES
burn_state = FLAMMABLE
resistance_flags = 0
actions_types = list(/datum/action/item_action/adjust)
dog_fashion = /datum/dog_fashion/head/clown
@@ -93,7 +93,7 @@
icon_state = "sexyclown"
item_state = "sexyclown"
flags_cover = MASKCOVERSEYES
burn_state = FLAMMABLE
resistance_flags = 0
/obj/item/clothing/mask/gas/mime
name = "mime mask"
@@ -102,7 +102,7 @@
icon_state = "mime"
item_state = "mime"
flags_cover = MASKCOVERSEYES
burn_state = FLAMMABLE
resistance_flags = 0
actions_types = list(/datum/action/item_action/adjust)
/obj/item/clothing/mask/gas/mime/attack_self(mob/user)
@@ -132,7 +132,7 @@
icon_state = "monkeymask"
item_state = "monkeymask"
flags_cover = MASKCOVERSEYES
burn_state = FLAMMABLE
resistance_flags = 0
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
@@ -141,7 +141,7 @@
icon_state = "sexymime"
item_state = "sexymime"
flags_cover = MASKCOVERSEYES
burn_state = FLAMMABLE
resistance_flags = 0
/obj/item/clothing/mask/gas/death_commando
name = "Death Commando Mask"
@@ -152,7 +152,7 @@
name = "cyborg visor"
desc = "Beep boop."
icon_state = "death"
burn_state = FLAMMABLE
resistance_flags = 0
/obj/item/clothing/mask/gas/owl_mask
name = "owl mask"
@@ -160,7 +160,7 @@
icon_state = "owl"
flags = MASKINTERNALS
flags_cover = MASKCOVERSEYES
burn_state = FLAMMABLE
resistance_flags = 0
/obj/item/clothing/mask/gas/carp
name = "carp mask"
+1 -1
View File
@@ -8,7 +8,7 @@
actions_types = list(/datum/action/item_action/toggle)
strip_delay = 70
put_on_delay = 70
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
origin_tech = "materials=3;magnets=4;engineering=4"
/obj/item/clothing/shoes/magboots/verb/toggle()
+9 -8
View File
@@ -17,9 +17,9 @@
desc = "High speed, low drag combat boots."
icon_state = "jackboots"
item_state = "jackboots"
armor = list(melee = 25, bullet = 25, laser = 25, energy = 25, bomb = 50, bio = 10, rad = 0)
armor = list(melee = 25, bullet = 25, laser = 25, energy = 25, bomb = 50, bio = 10, rad = 0, fire = 0, acid = 50)
strip_delay = 70
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
pockets = /obj/item/weapon/storage/internal/pocket/shoes
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
@@ -27,7 +27,7 @@
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 40, bullet = 30, laser = 25, energy = 25, bomb = 50, bio = 30, rad = 30)
armor = list(melee = 40, bullet = 30, laser = 25, energy = 25, bomb = 50, bio = 30, rad = 30, fire = 0, acid = 50)
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
@@ -35,7 +35,7 @@
icon_state = "wizard"
strip_delay = 50
put_on_delay = 50
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic black shoes."
@@ -51,7 +51,8 @@
slowdown = SHOES_SLOWDOWN+1
strip_delay = 50
put_on_delay = 50
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 75)
/obj/item/clothing/shoes/galoshes/dry
name = "absorbent galoshes"
@@ -89,7 +90,7 @@
item_color = "hosred"
strip_delay = 50
put_on_delay = 50
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
pockets = /obj/item/weapon/storage/internal/pocket/shoes
/obj/item/clothing/shoes/jackboots/fast
@@ -119,7 +120,7 @@
name = "mining boots"
desc = "Steel-toed mining boots for mining in hazardous environments. Very good at keeping toes uncrushed."
icon_state = "explorer"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/cult
name = "nar-sian invoker boots"
@@ -168,7 +169,7 @@
icon_state = "jetboots"
item_state = "jackboots"
item_color = "hosred"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
actions_types = list(/datum/action/item_action/bhop)
var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles
var/recharging_rate = 60 //default 6 seconds between each dash
@@ -4,7 +4,7 @@
icon_state = "chronohelmet"
item_state = "chronohelmet"
slowdown = 1
armor = list(melee = 60, bullet = 30/*bullet through the visor*/, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
armor = list(melee = 60, bullet = 30/*bullet through the visor*/, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90, fire = 95, acid = 95)
var/obj/item/clothing/suit/space/chronos/suit = null
/obj/item/clothing/head/helmet/space/chronos/dropped()
@@ -23,7 +23,7 @@
icon_state = "chronosuit"
item_state = "chronosuit"
actions_types = list(/datum/action/item_action/toggle)
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90, fire = 95, acid = 95)
var/list/chronosafe_items = list(/obj/item/weapon/chrono_eraser, /obj/item/weapon/gun/energy/chrono_gun)
var/list/hands_nodrop = list()
var/obj/item/clothing/head/helmet/space/chronos/helmet = null
+46 -45
View File
@@ -4,7 +4,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
var/basestate = "hardsuit"
var/brightness_on = 4 //luminosity when on
var/on = 0
@@ -72,7 +72,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
siemens_coefficient = 0
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
@@ -142,7 +142,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
item_color = "engineering"
/obj/item/clothing/suit/space/hardsuit/engine
@@ -150,7 +150,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
//Atmospherics
@@ -160,7 +160,7 @@
icon_state = "hardsuit0-atmospherics"
item_state = "atmo_helm"
item_color = "atmospherics"
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0, fire = 100, acid = 75)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
@@ -169,7 +169,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
icon_state = "hardsuit-atmospherics"
item_state = "atmo_hardsuit"
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0, fire = 100, acid = 75)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
@@ -182,17 +182,16 @@
icon_state = "hardsuit0-white"
item_state = "ce_helm"
item_color = "white"
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90, fire = 100, acid = 90)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/engine/elite
icon_state = "hardsuit-white"
name = "advanced hardsuit"
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
item_state = "ce_hardsuit"
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90, fire = 100, acid = 90)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
@@ -207,7 +206,7 @@
item_color = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|ARMS
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75)
brightness_on = 7
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator)
@@ -218,7 +217,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters."
item_state = "mining_hardsuit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/weapon/storage/bag/ore,/obj/item/weapon/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
@@ -230,7 +229,7 @@
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90)
on = 1
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
@@ -308,12 +307,11 @@
item_state = "syndie_hardsuit"
item_color = "syndi"
w_class = 3
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
jetpack = /obj/item/weapon/tank/jetpack/suit
//Elite Syndie suit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit helmet"
@@ -321,12 +319,13 @@
alt_desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 95, acid = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
visor_flags_inv = 0
visor_flags = 0
on = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/hardsuit/syndi/elite
@@ -336,10 +335,10 @@
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 95, acid = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
//The Owl Hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
@@ -370,8 +369,8 @@
icon_state = "hardsuit0-wiz"
item_state = "wiz_helm"
item_color = "wiz"
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
@@ -381,8 +380,8 @@
desc = "A bizarre gem-encrusted suit that radiates magical energies."
item_state = "wiz_hardsuit"
w_class = 3
unacidable = 1
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100)
allowed = list(/obj/item/weapon/teleportation_scroll,/obj/item/weapon/tank/internals)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
@@ -397,7 +396,7 @@
item_state = "medical_helm"
item_color = "medical"
flash_protect = 0
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75)
scan_reagents = 1
/obj/item/clothing/suit/space/hardsuit/medical
@@ -406,7 +405,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement."
item_state = "medical_hardsuit"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
//Research Director hardsuit
@@ -415,10 +414,10 @@
desc = "A prototype helmet designed for research in a hazardous, low pressure environment. Scientific data flashes across the visor."
icon_state = "hardsuit0-rd"
item_color = "rd"
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
var/onboard_hud_enabled = 0 //stops conflicts with another diag HUD
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80)
var/obj/machinery/doppler_array/integrated/bomb_radar
scan_reagents = 1
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner)
@@ -447,11 +446,11 @@
name = "prototype hardsuit"
desc = "A prototype suit that protects against hazardous, low pressure environments. Fitted with extensive plating for handling explosives and dangerous research materials."
item_state = "hardsuit-rd"
unacidable = 1
resistance_flags = ACID_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy/wormhole_projector,
/obj/item/weapon/hand_tele, /obj/item/device/aicard)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
@@ -463,7 +462,7 @@
icon_state = "hardsuit0-sec"
item_state = "sec_helm"
item_color = "sec"
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75)
/obj/item/clothing/suit/space/hardsuit/security
@@ -472,7 +471,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
item_state = "sec_hardsuit"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
/obj/item/clothing/head/helmet/space/hardsuit/security/hos
@@ -480,14 +479,14 @@
desc = "a special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-hos"
item_color = "hos"
armor = list(melee = 45, bullet = 25, laser = 30,energy = 10, bomb = 25, bio = 100, rad = 50)
armor = list(melee = 45, bullet = 25, laser = 30,energy = 10, bomb = 25, bio = 100, rad = 50, fire = 95, acid = 95)
/obj/item/clothing/suit/space/hardsuit/security/hos
icon_state = "hardsuit-hos"
name = "head of security's hardsuit"
desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
armor = list(melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50)
armor = list(melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50, fire = 95, acid = 95)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
//Captain
@@ -496,9 +495,8 @@
icon_state = "capspace"
item_state = "capspacehelmet"
desc = "A special hardsuit helmet designed for only the most fashionable of military figureheads."
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 95)
actions_types = list()
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR //we want to see the mask
/obj/item/clothing/head/helmet/space/hardsuit/captain/attack_self()
return //Sprites required for flashlight
@@ -509,7 +507,7 @@
icon_state = "caparmor"
item_state = "capspacesuit"
allowed = list(/obj/item/weapon/tank/internals, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 95)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/captain
//Clown
@@ -518,7 +516,7 @@
desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding."
icon_state = "hardsuit0-clown"
item_state = "hardsuit0-clown"
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 60, acid = 30)
item_color = "clown"
/obj/item/clothing/suit/space/hardsuit/clown
@@ -526,7 +524,7 @@
desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it."
icon_state = "hardsuit-clown"
item_state = "clown_hardsuit"
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 60, acid = 30)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown
/obj/item/clothing/suit/space/hardsuit/clown/mob_can_equip(mob/M, slot)
@@ -547,7 +545,8 @@
icon_state = "hardsuit-hos"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50, fire = 95, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/current_charges = 3
var/max_charges = 3 //How many charges total the shielding has
var/recharge_delay = 200 //How long after we've been shot before we can start recharging. 20 seconds here
@@ -595,6 +594,8 @@
if(!isinhands)
. += image(icon = 'icons/effects/effects.dmi', icon_state = "[shield_state]")
/obj/item/clothing/head/helmet/space/hardsuit/shielded
resistance_flags = FIRE_PROOF | ACID_PROOF
///////////////Capture the Flag////////////////////
@@ -606,7 +607,7 @@
item_color = "ert_medical"
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP //Dont want people changing into the other teams gear
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
armor = list(melee = 0, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 100, rad = 100)
armor = list(melee = 0, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 100, rad = 100, fire = 95, acid = 95)
slowdown = 0
max_charges = 5
@@ -634,7 +635,7 @@
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
armor = list(melee = 0, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 100, rad = 100)
armor = list(melee = 0, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 100, rad = 100, fire = 95, acid = 95)
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
@@ -661,7 +662,7 @@
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 95, acid = 100)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
slowdown = 0
@@ -677,7 +678,7 @@
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 95, acid = 100)
///SWAT version
/obj/item/clothing/suit/space/hardsuit/shielded/swat
@@ -689,10 +690,10 @@
max_charges = 4
current_charges = 4
recharge_delay = 15
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 95, acid = 95)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat
dog_fashion = /datum/dog_fashion/back/deathsquad
@@ -702,8 +703,8 @@
icon_state = "deathsquad"
item_state = "deathsquad"
item_color = "syndi"
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 95, acid = 95)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = ACID_PROOF
actions_types = list()
@@ -20,10 +20,10 @@ Contains:
desc = "That's not red paint. That's real blood."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad/attack_self(mob/user)
@@ -35,10 +35,10 @@ Contains:
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/kitchen/knife/combat)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/deathsquad
dog_fashion = /datum/dog_fashion/back/deathsquad
@@ -49,8 +49,9 @@ Contains:
icon_state = "heavy"
item_state = "swat_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/kitchen/knife/combat)
armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20)
armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20, fire = 60, acid = 75)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/beret
name = "officer's beret"
@@ -58,10 +59,10 @@ Contains:
icon_state = "beret_badge"
flags = STOPSPRESSUREDMAGE
flags_inv = 0
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/officer
name = "officer's jacket"
@@ -73,10 +74,10 @@ Contains:
flags_inv = 0
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
//NASA Voidsuit
@@ -120,7 +121,7 @@ Contains:
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
flags = STOPSPRESSUREDMAGE
strip_delay = 40
put_on_delay = 20
@@ -135,7 +136,7 @@ Contains:
flags_inv = 0
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals, /obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
strip_delay = 40
put_on_delay = 20
@@ -146,7 +147,7 @@ Contains:
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100)
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
strip_delay = 130
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
brightness_on = 7
@@ -158,7 +159,7 @@ Contains:
item_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
armor = list(melee = 30, bullet = 50, laser = 30, energy = 50, bomb = 50, bio = 100, rad = 100)
armor = list(melee = 30, bullet = 50, laser = 30, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 0, acid = 95)
slowdown = 0
strip_delay = 130
@@ -207,7 +208,7 @@ Contains:
icon_state = "space"
item_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
@@ -215,17 +216,17 @@ Contains:
item_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
/obj/item/clothing/head/helmet/space/freedom
name = "eagle helmet"
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
item_state = "griffinhat"
armor = list(melee = 20, bullet = 40, laser = 30, energy = 25, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 20, bullet = 40, laser = 30, energy = 25, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = ACID_PROOF
/obj/item/clothing/suit/space/freedom
name = "eagle suit"
@@ -233,10 +234,10 @@ Contains:
icon_state = "freedom"
item_state = "freedom"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
armor = list(melee = 20, bullet = 40, laser = 30,energy = 25, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 20, bullet = 40, laser = 30,energy = 25, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = ACID_PROOF
//Carpsuit, bestsuit, lovesuit
/obj/item/clothing/head/helmet/space/hardsuit/carp
@@ -244,7 +245,7 @@ Contains:
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
item_state = "syndicate"
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75) //As whimpy as a space carp
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75, fire = 60, acid = 75) //As whimpy as a space carp
brightness_on = 0 //luminosity when on
actions_types = list()
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
@@ -256,7 +257,7 @@ Contains:
icon_state = "carp_suit"
item_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75) //As whimpy whimpy whoo
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75, fire = 60, acid = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/weapon/tank/internals, /obj/item/weapon/gun/projectile/automatic/speargun) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
@@ -5,7 +5,7 @@
name = "plasmaman suit"
desc = "A special containment suit designed to protect a plasmaman's volatile body from outside exposure and quickly extinguish it in emergencies."
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 95, acid = 75)
icon_state = "plasmaman_suit"
item_state = "plasmaman_suit"
var/next_extinguish = 0
+2 -2
View File
@@ -5,7 +5,7 @@
icon_state = "syndicate"
item_state = "syndicate"
desc = "Has a tag: Totally not property of an enemy corporation, honest."
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85)
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
@@ -14,7 +14,7 @@
desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85)
//Green syndicate space suit
+16 -15
View File
@@ -7,7 +7,8 @@
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 40
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
/obj/item/clothing/suit/armor/vest
name = "armor"
@@ -15,7 +16,7 @@
icon_state = "armoralt"
item_state = "armoralt"
blood_overlay_type = "armor"
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 75)
dog_fashion = /datum/dog_fashion/back
/obj/item/clothing/suit/armor/vest/alt
@@ -33,7 +34,7 @@
icon_state = "hos"
item_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 90)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
strip_delay = 80
@@ -55,7 +56,7 @@
cold_protection = CHEST|GROIN|ARMS|HANDS
heat_protection = CHEST|GROIN|ARMS|HANDS
strip_delay = 70
burn_state = FLAMMABLE
resistance_flags = 0
dog_fashion = null
/obj/item/clothing/suit/armor/vest/warden/alt
@@ -79,7 +80,7 @@
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = CHEST|GROIN
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 90, acid = 90)
dog_fashion = null
/obj/item/clothing/suit/armor/vest/capcarapace/alt
@@ -96,7 +97,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
flags_inv = HIDEJUMPSUIT
strip_delay = 80
put_on_delay = 60
@@ -107,7 +108,7 @@
icon_state = "bonearmor"
item_state = "bonearmor"
blood_overlay_type = "armor"
armor = list(melee = 35, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 35, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
/obj/item/clothing/suit/armor/bulletproof
@@ -116,7 +117,7 @@
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 15, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
armor = list(melee = 15, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50)
strip_delay = 70
put_on_delay = 50
@@ -126,7 +127,7 @@
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 60, energy = 50, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 10, laser = 60, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
var/hit_reflect_chance = 40
/obj/item/clothing/suit/armor/laserproof/IsReflect(def_zone)
@@ -140,7 +141,7 @@
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder,/obj/item/weapon/melee/classic_baton/telescopic)
burn_state = FLAMMABLE
resistance_flags = 0
dog_fashion = null
@@ -154,9 +155,9 @@
icon_state = "reactiveoff"
item_state = "reactiveoff"
blood_overlay_type = "armor"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
actions_types = list(/datum/action/item_action/toggle)
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
hit_reaction_chance = 50
@@ -340,7 +341,7 @@
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 95, acid = 95)
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
@@ -353,7 +354,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 90, acid = 90)
/obj/item/clothing/suit/armor/tdome
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -361,7 +362,7 @@
flags = THICKMATERIAL
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 90, acid = 90)
/obj/item/clothing/suit/armor/tdome/red
name = "thunderdome suit"
+6 -8
View File
@@ -5,10 +5,9 @@
desc = "A hood that protects the head and face from biological comtaminants."
permeability_coefficient = 0.01
flags = THICKMATERIAL
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 30, acid = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE
unacidable = 1
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/suit/bio_suit
@@ -23,12 +22,11 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 1
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/hypospray)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 30, acid = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
strip_delay = 70
put_on_delay = 70
unacidable = 1
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF | ACID_PROOF
//Standard biosuit, orange stripe
/obj/item/clothing/head/bio_hood/general
@@ -48,11 +46,11 @@
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/head/bio_hood/security
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20)
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20, fire = 30, acid = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20)
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20, fire = 30, acid = 100)
icon_state = "bio_security"
+10 -10
View File
@@ -27,7 +27,7 @@
desc = "Worn by Securistan, ruling the station with an iron fist. It's slightly armored."
icon_state = "hoscloak"
allowed = list(/obj/item/weapon/gun/energy/gun/hos)
armor = list(melee = 30, bullet = 30, laser = 10, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 30, laser = 10, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 60)
/obj/item/clothing/suit/cloak/qm
name = "quartermaster's cloak"
@@ -38,56 +38,56 @@
desc = "Worn by Meditopia, the valiant men and women keeping pestilence at bay. It's slightly shielded from contaminants."
icon_state = "cmocloak"
allowed = list(/obj/item/weapon/reagent_containers/hypospray/CMO)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 25, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 25, rad = 0, fire = 0, acid = 25)
/obj/item/clothing/suit/cloak/ce
name = "chief engineer's cloak"
desc = "Worn by Engitopia, wielders of an unlimited power. It's slightly shielded against radiation."
icon_state = "cecloak"
allowed = list(/obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10, fire = 0, acid = 25)
/obj/item/clothing/suit/cloak/rd
name = "research director's cloak."
desc = "Worn by Sciencia, thaumaturges and researchers of the universe. It's slightly shielded from contaminants."
icon_state = "rdcloak"
allowed = list(/obj/item/weapon/hand_tele, /obj/item/weapon/storage/part_replacer)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 25)
/obj/item/clothing/suit/cloak/cap
name = "captain's cloak"
desc = "Worn by the commander of Space Station 13."
icon_state = "capcloak"
allowed = list(/obj/item/weapon/gun/energy/laser/captain)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 10, rad = 10)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 10, rad = 10, fire = 0, acid = 50)
/obj/item/clothing/suit/hooded/cloak/drake
name = "drake armour"
icon_state = "dragon"
desc = "A suit of armour fashioned from the remains of an ash drake. "
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe, /obj/item/weapon/twohanded/spear)
armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50)
armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50, fire = 50, acid = 100)
hooded = 1
hoodtype = /obj/item/clothing/head/cloakhood/drake
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/cloakhood/drake
name = "drake helm"
icon_state = "dragon"
desc = "The skull of a dragon."
armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50)
armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50, fire = 50, acid = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
resistance_flags = FIRE_PROOF | ACID_PROOF
/* //wip
/obj/item/clothing/cloak/wizard //Not actually obtainable until proper balancing can be done
name = "cloak of invisibility"
desc = "A tattered old thing that apparently gifts the wearer with near-invisibility."
armor = list(melee = 10, bullet = 10, laser = 10, energy = 10, bomb = 10, bio = 10, rad = 10)
armor = list(melee = 10, bullet = 10, laser = 10, energy = 10, bomb = 10, bio = 10, rad = 10, fire = 10, acid = 10)
action_button_name = "Flaunt Cloak"
var/invisible = 0
+2 -2
View File
@@ -82,7 +82,7 @@
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder,/obj/item/weapon/melee/classic_baton/telescopic)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 45)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
@@ -100,7 +100,7 @@
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner,/obj/item/device/radio)
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
//Lawyer
/obj/item/clothing/suit/toggle/lawyer
name = "blue suit jacket"
+1 -1
View File
@@ -6,7 +6,7 @@
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic,/obj/item/weapon/soap,/obj/item/device/sensor_device,/obj/item/weapon/tank/internals/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 50, acid = 50)
togglename = "buttons"
pockets = /obj/item/weapon/storage/internal/pocket
+13 -13
View File
@@ -16,7 +16,7 @@
blood_overlay_type = "armor"
body_parts_covered = CHEST
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/redtag
name = "red laser tag armor"
@@ -26,7 +26,7 @@
blood_overlay_type = "armor"
body_parts_covered = CHEST
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/*
* Costume
@@ -89,7 +89,7 @@
w_class = 3
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/hastur
name = "\improper Hastur's robe"
@@ -342,7 +342,7 @@
desc = "Pompadour not included."
icon_state = "leatherjacket"
item_state = "hostrench"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/projectile/automatic/pistol,/obj/item/weapon/gun/projectile/revolver,/obj/item/weapon/gun/projectile/revolver/detective,/obj/item/device/radio)
@@ -358,7 +358,7 @@
desc = "A thick jacket with a rubbery, water-resistant shell."
icon_state = "pufferjacket"
item_state = "hostrench"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/suit/jacket/puffer/vest
name = "puffer vest"
@@ -367,7 +367,7 @@
item_state = "armor"
body_parts_covered = CHEST|GROIN
cold_protection = CHEST|GROIN
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 30, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 30, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/suit/jacket/miljacket
name = "military jacket"
@@ -420,7 +420,7 @@
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter)
hooded = 1
@@ -437,7 +437,7 @@
/obj/item/clothing/suit/hooded/wintercoat/captain
name = "captain's winter coat"
icon_state = "coatcaptain"
armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
hoodtype = /obj/item/clothing/head/winterhood/captain
@@ -447,7 +447,7 @@
/obj/item/clothing/suit/hooded/wintercoat/security
name = "security winter coat"
icon_state = "coatsecurity"
armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 45)
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
hoodtype = /obj/item/clothing/head/winterhood/security
@@ -458,7 +458,7 @@
name = "medical winter coat"
icon_state = "coatmedical"
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 0, acid = 45)
hoodtype = /obj/item/clothing/head/winterhood/medical
/obj/item/clothing/head/winterhood/medical
@@ -468,7 +468,7 @@
name = "science winter coat"
icon_state = "coatscience"
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0, fire = 0, acid = 0)
hoodtype = /obj/item/clothing/head/winterhood/science
/obj/item/clothing/head/winterhood/science
@@ -477,7 +477,7 @@
/obj/item/clothing/suit/hooded/wintercoat/engineering
name = "engineering winter coat"
icon_state = "coatengineer"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20, fire = 30, acid = 45)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
hoodtype = /obj/item/clothing/head/winterhood/engineering
@@ -513,7 +513,7 @@
name = "mining winter coat"
icon_state = "coatminer"
allowed = list(/obj/item/weapon/pickaxe,/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter)
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
hoodtype = /obj/item/clothing/head/winterhood/miner
/obj/item/clothing/head/winterhood/miner
+10 -9
View File
@@ -28,7 +28,7 @@
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
strip_delay = 60
put_on_delay = 60
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/fire/firefighter
icon_state = "firesuit"
@@ -57,7 +57,7 @@
desc = "Use in case of bomb."
icon_state = "bombsuit"
flags = THICKMATERIAL
armor = list(melee = 20, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
armor = list(melee = 20, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0, fire = 25, acid = 50)
flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
@@ -66,7 +66,8 @@
strip_delay = 70
put_on_delay = 70
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
@@ -79,7 +80,7 @@
flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list(melee = 20, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
armor = list(melee = 20, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0, fire = 25, acid = 50)
flags_inv = HIDEJUMPSUIT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
@@ -87,7 +88,7 @@
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
strip_delay = 70
put_on_delay = 70
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/bomb_hood/security
@@ -109,11 +110,11 @@
desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
flags = THICKMATERIAL
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100, fire = 30, acid = 30)
strip_delay = 60
put_on_delay = 60
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/radiation
name = "radiation suit"
@@ -127,8 +128,8 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/geiger_counter)
slowdown = 1.5
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100, fire = 30, acid = 30)
strip_delay = 60
put_on_delay = 60
flags_inv = HIDEJUMPSUIT
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
+17 -21
View File
@@ -4,11 +4,10 @@
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
strip_delay = 50
put_on_delay = 50
unacidable = 1
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF | ACID_PROOF
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/red
@@ -35,7 +34,8 @@
icon_state = "wizard-fake"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
resistance_flags = 0
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/marisa
@@ -66,13 +66,12 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
allowed = list(/obj/item/weapon/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
put_on_delay = 50
unacidable = 1
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
@@ -124,9 +123,8 @@
item_state = "wizrobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = FLAMMABLE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
resistance_flags = 0
/obj/item/clothing/head/wizard/marisa/fake
name = "witch hat"
@@ -134,9 +132,8 @@
icon_state = "marisa"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = FLAMMABLE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
resistance_flags = 0
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "witch robe"
@@ -145,12 +142,11 @@
item_state = "marisarobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = FLAMMABLE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
resistance_flags = 0
/obj/item/clothing/suit/wizrobe/paper
name = "papier-mâché robe"
name = "papier-mâché robe"
desc = "A robe held together by various bits of clear-tape and paste."
icon_state = "wizard-paper"
item_state = "wizrobe"
@@ -198,9 +194,9 @@
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
unacidable = 1
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
slowdown = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
name = "battlemage helmet"
@@ -209,9 +205,9 @@
item_state = "battlemage"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
unacidable = 1
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
actions_types = null //No inbuilt light
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/attack_self(mob/user)
return
+1 -1
View File
@@ -14,7 +14,7 @@
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
+1 -1
View File
@@ -88,7 +88,7 @@
name = "janitor's jumpsuit"
icon_state = "janitor"
item_color = "janitor"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/lawyer
@@ -5,8 +5,8 @@
icon_state = "chiefengineer"
item_state = "gy_suit"
item_color = "chief"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
burn_state = FIRE_PROOF
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10, fire = 40, acid = 40)
resistance_flags = FIRE_PROOF
/obj/item/clothing/under/rank/atmospheric_technician
desc = "It's a jumpsuit worn by atmospheric technicians."
@@ -14,7 +14,7 @@
icon_state = "atmos"
item_state = "atmos_suit"
item_color = "atmos"
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/under/rank/engineer
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
@@ -22,7 +22,7 @@
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10, fire = 30, acid = 20)
/obj/item/clothing/under/rank/roboticist
desc = "It's a slimming black with reinforced seams; great for industrial work."
+10 -10
View File
@@ -7,7 +7,7 @@
icon_state = "director"
item_state = "lb_suit"
item_color = "director"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 35)
can_adjust = 0
/obj/item/clothing/under/rank/research_director/alt
@@ -16,7 +16,7 @@
icon_state = "rdwhimsy"
item_state = "rdwhimsy"
item_color = "rdwhimsy"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 0)
can_adjust = 1
alt_covers_chest = 1
@@ -26,7 +26,7 @@
icon_state = "rdturtle"
item_state = "p_suit"
item_color = "rdturtle"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 0)
can_adjust = 1
alt_covers_chest = 1
@@ -37,7 +37,7 @@
item_state = "w_suit"
item_color = "toxinswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/rank/chemist
@@ -47,7 +47,7 @@
item_state = "w_suit"
item_color = "chemistrywhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 50, acid = 65)
/*
* Medical
@@ -59,7 +59,7 @@
item_state = "w_suit"
item_color = "cmo"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/rank/geneticist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
@@ -68,7 +68,7 @@
item_state = "w_suit"
item_color = "geneticswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/rank/virologist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
@@ -77,7 +77,7 @@
item_state = "w_suit"
item_color = "virologywhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/rank/nursesuit
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
@@ -86,7 +86,7 @@
item_state = "w_suit"
item_color = "nursesuit"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
fitted = NO_FEMALE_UNIFORM
can_adjust = 0
@@ -97,7 +97,7 @@
item_state = "w_suit"
item_color = "medical"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
+4 -4
View File
@@ -15,7 +15,7 @@
icon_state = "rsecurity"
item_state = "r_suit"
item_color = "rsecurity"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 30)
strip_delay = 50
alt_covers_chest = 1
@@ -30,7 +30,7 @@
icon_state = "rwarden"
item_state = "r_suit"
item_color = "rwarden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 30)
strip_delay = 50
alt_covers_chest = 1
@@ -48,7 +48,7 @@
icon_state = "detective"
item_state = "det"
item_color = "detective"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 30)
strip_delay = 50
alt_covers_chest = 1
@@ -69,7 +69,7 @@
icon_state = "rhos"
item_state = "r_suit"
item_color = "rhos"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
strip_delay = 60
alt_covers_chest = 1
+6 -6
View File
@@ -37,7 +37,7 @@
item_state = "armor"
can_adjust = 0
strip_delay = 100
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/under/waiter
name = "waiter's outfit"
@@ -125,7 +125,7 @@
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
can_adjust = 0
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/under/acj
name = "administrative cybernetic jumpsuit"
@@ -136,13 +136,13 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
can_adjust = 0
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/under/owl
name = "owl uniform"
@@ -378,7 +378,7 @@
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
can_adjust = 0
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/clothing/under/sundress
name = "sundress"
@@ -532,7 +532,7 @@
icon_state = "plasmaman"
item_state = "plasmaman"
item_color = "plasmaman"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 95, acid = 95)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
can_adjust = 0
strip_delay = 80
+4 -4
View File
@@ -5,7 +5,7 @@
item_state = "bl_suit"
item_color = "syndicate"
has_sensor = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 40)
alt_covers_chest = 1
/obj/item/clothing/under/syndicate/tacticool
@@ -14,7 +14,7 @@
icon_state = "tactifool"
item_state = "bl_suit"
item_color = "tactifool"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 40)
/obj/item/clothing/under/syndicate/sniper
name = "Tactical turtleneck suit"
@@ -36,5 +36,5 @@
icon_state = "trackpants"
item_color = "trackpants"
can_adjust = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
burn_state = FIRE_PROOF
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
resistance_flags = FIRE_PROOF
+2 -3
View File
@@ -134,7 +134,7 @@
icon_state = "bronze"
item_color = "bronze"
materials = list(MAT_METAL=1000)
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
//Pinning medals on people
/obj/item/clothing/tie/medal/attack(mob/living/carbon/human/M, mob/living/user)
@@ -370,7 +370,7 @@
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
icon_state = "talisman"
item_color = "talisman"
armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5) //Faith is the best armor.
armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25)
//////////////
//OBJECTION!//
@@ -403,4 +403,3 @@
if(!isliving(U.loc))
return
var/mob/living/L = U.loc
L.bubble_icon = initial(L.bubble_icon)
+1 -1
View File
@@ -19,7 +19,7 @@
icon_state = "trek_engsec"
item_color = "trek_engsec"
item_state = "r_suit"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) //more sec than eng, but w/e.
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) //more sec than eng, but w/e.
strip_delay = 50
/obj/item/clothing/under/trek/medsci
+1 -1
View File
@@ -30,7 +30,7 @@
if(!candidates.len)
return NOT_ENOUGH_PLAYERS
var/mob/dead/observer/new_blob = pick(candidates)
var/obj/effect/blob/core/BC = new/obj/effect/blob/core(pick(blobstart), new_blob.client, new_rate)
var/obj/structure/blob/core/BC = new/obj/structure/blob/core(pick(blobstart), new_blob.client, new_rate)
BC.overmind.blob_points = min(20 + player_list.len, BC.overmind.max_blob_points)
spawned_mobs += BC.overmind
message_admins("[BC.overmind.key] has been made into a blob overmind by an event.")
+1 -1
View File
@@ -28,7 +28,7 @@
icon = 'icons/obj/toy.dmi'
icon_state = "sc_Ace of Hearts_syndicate" // shut up
var/message = "A generic message of love or whatever."
burn_state = FLAMMABLE
resistance_flags = 0
w_class = 1
/obj/item/weapon/valentine/New()
+1 -1
View File
@@ -78,7 +78,7 @@
icon_state = "xmashat"
desc = "A crappy paper hat that you are REQUIRED to wear."
flags_inv = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/datum/round_event_control/santa
name = "Santa is coming to town! (Christmas)"
+1 -1
View File
@@ -129,7 +129,7 @@
for(var/i in 1 to 5)
T = pick_n_take(empty_shuttle_turfs)
new /obj/effect/spider/stickyweb(T)
new /obj/structure/spider/stickyweb(T)
if(ANTIDOTE_NEEDED)
var/virus_type = pick(/datum/disease/beesease, /datum/disease/brainrot, /datum/disease/fluspanish)
+75 -75
View File
@@ -8,7 +8,7 @@
/datum/round_event/spacevine/start()
var/list/turfs = list() //list of all the empty floor turfs in the hallway areas
var/obj/effect/spacevine/SV = new()
var/obj/structure/spacevine/SV = new()
for(var/area/hallway/A in world)
for(var/turf/F in A)
@@ -19,7 +19,7 @@
if(turfs.len) //Pick a turf to spawn at if we can
var/turf/T = pick(turfs)
new/obj/effect/spacevine_controller(T) //spawn a controller at turf
new/obj/structure/spacevine_controller(T) //spawn a controller at turf
/datum/spacevine_mutation
@@ -28,44 +28,44 @@
var/hue
var/quality
/datum/spacevine_mutation/proc/add_mutation_to_vinepiece(obj/effect/spacevine/holder)
/datum/spacevine_mutation/proc/add_mutation_to_vinepiece(obj/structure/spacevine/holder)
holder.mutations |= src
holder.color = hue
/datum/spacevine_mutation/proc/process_mutation(obj/effect/spacevine/holder)
/datum/spacevine_mutation/proc/process_mutation(obj/structure/spacevine/holder)
return
/datum/spacevine_mutation/proc/process_temperature(obj/effect/spacevine/holder, temp, volume)
/datum/spacevine_mutation/proc/process_temperature(obj/structure/spacevine/holder, temp, volume)
return
/datum/spacevine_mutation/proc/on_birth(obj/effect/spacevine/holder)
/datum/spacevine_mutation/proc/on_birth(obj/structure/spacevine/holder)
return
/datum/spacevine_mutation/proc/on_grow(obj/effect/spacevine/holder)
/datum/spacevine_mutation/proc/on_grow(obj/structure/spacevine/holder)
return
/datum/spacevine_mutation/proc/on_death(obj/effect/spacevine/holder)
/datum/spacevine_mutation/proc/on_death(obj/structure/spacevine/holder)
return
/datum/spacevine_mutation/proc/on_hit(obj/effect/spacevine/holder, mob/hitter, obj/item/I, expected_damage)
/datum/spacevine_mutation/proc/on_hit(obj/structure/spacevine/holder, mob/hitter, obj/item/I, expected_damage)
. = expected_damage
/datum/spacevine_mutation/proc/on_cross(obj/effect/spacevine/holder, mob/crosser)
/datum/spacevine_mutation/proc/on_cross(obj/structure/spacevine/holder, mob/crosser)
return
/datum/spacevine_mutation/proc/on_chem(obj/effect/spacevine/holder, datum/reagent/R)
/datum/spacevine_mutation/proc/on_chem(obj/structure/spacevine/holder, datum/reagent/R)
return
/datum/spacevine_mutation/proc/on_eat(obj/effect/spacevine/holder, mob/living/eater)
/datum/spacevine_mutation/proc/on_eat(obj/structure/spacevine/holder, mob/living/eater)
return
/datum/spacevine_mutation/proc/on_spread(obj/effect/spacevine/holder, turf/target)
/datum/spacevine_mutation/proc/on_spread(obj/structure/spacevine/holder, turf/target)
return
/datum/spacevine_mutation/proc/on_buckle(obj/effect/spacevine/holder, mob/living/buckled)
/datum/spacevine_mutation/proc/on_buckle(obj/structure/spacevine/holder, mob/living/buckled)
return
/datum/spacevine_mutation/proc/on_explosion(severity, target, obj/effect/spacevine/holder)
/datum/spacevine_mutation/proc/on_explosion(severity, target, obj/structure/spacevine/holder)
return
@@ -111,7 +111,7 @@
ChangeTurf(src.baseturf)
/turf/open/floor/vines/ChangeTurf(turf/open/floor/T)
for(var/obj/effect/spacevine/SV in src)
for(var/obj/structure/spacevine/SV in src)
qdel(SV)
. = ..()
UpdateAffectingLights()
@@ -129,17 +129,17 @@
/turf/open/space/transit
))
/datum/spacevine_mutation/space_covering/on_grow(obj/effect/spacevine/holder)
/datum/spacevine_mutation/space_covering/on_grow(obj/structure/spacevine/holder)
process_mutation(holder)
/datum/spacevine_mutation/space_covering/process_mutation(obj/effect/spacevine/holder)
/datum/spacevine_mutation/space_covering/process_mutation(obj/structure/spacevine/holder)
var/turf/T = get_turf(holder)
if(is_type_in_typecache(T, coverable_turfs))
var/currtype = T.type
T.ChangeTurf(/turf/open/floor/vines)
T.baseturf = currtype
/datum/spacevine_mutation/space_covering/on_death(obj/effect/spacevine/holder)
/datum/spacevine_mutation/space_covering/on_death(obj/structure/spacevine/holder)
var/turf/T = get_turf(holder)
if(istype(T, /turf/open/floor/vines))
T.ChangeTurf(T.baseturf)
@@ -149,8 +149,8 @@
hue = "#3333ff"
quality = MINOR_NEGATIVE
/datum/spacevine_mutation/bluespace/on_spread(obj/effect/spacevine/holder, turf/target)
if(holder.energy > 1 && !locate(/obj/effect/spacevine) in target)
/datum/spacevine_mutation/bluespace/on_spread(obj/structure/spacevine/holder, turf/target)
if(holder.energy > 1 && !locate(/obj/structure/spacevine) in target)
holder.master.spawn_spacevine_piece(target, holder)
/datum/spacevine_mutation/light
@@ -159,7 +159,7 @@
quality = POSITIVE
severity = 4
/datum/spacevine_mutation/light/on_grow(obj/effect/spacevine/holder)
/datum/spacevine_mutation/light/on_grow(obj/structure/spacevine/holder)
if(holder.energy)
holder.SetLuminosity(severity, 3)
@@ -169,14 +169,14 @@
severity = 10
quality = NEGATIVE
/datum/spacevine_mutation/toxicity/on_cross(obj/effect/spacevine/holder, mob/living/crosser)
/datum/spacevine_mutation/toxicity/on_cross(obj/structure/spacevine/holder, mob/living/crosser)
if(issilicon(crosser))
return
if(prob(severity) && istype(crosser) && !isvineimmune(crosser))
crosser << "<span class='alert'>You accidently touch the vine and feel a strange sensation.</span>"
crosser.adjustToxLoss(5)
/datum/spacevine_mutation/toxicity/on_eat(obj/effect/spacevine/holder, mob/living/eater)
/datum/spacevine_mutation/toxicity/on_eat(obj/structure/spacevine/holder, mob/living/eater)
if(!isvineimmune(eater))
eater.adjustToxLoss(5)
@@ -186,14 +186,14 @@
quality = NEGATIVE
severity = 2
/datum/spacevine_mutation/explosive/on_explosion(explosion_severity, target, obj/effect/spacevine/holder)
/datum/spacevine_mutation/explosive/on_explosion(explosion_severity, target, obj/structure/spacevine/holder)
if(explosion_severity < 3)
qdel(src)
else
. = 1
QDEL_IN(src, 5)
/datum/spacevine_mutation/explosive/on_death(obj/effect/spacevine/holder, mob/hitter, obj/item/I)
/datum/spacevine_mutation/explosive/on_death(obj/structure/spacevine/holder, mob/hitter, obj/item/I)
explosion(holder.loc, 0, 0, severity, 0, 0)
/datum/spacevine_mutation/fire_proof
@@ -201,10 +201,10 @@
hue = "#ff8888"
quality = MINOR_NEGATIVE
/datum/spacevine_mutation/fire_proof/process_temperature(obj/effect/spacevine/holder, temp, volume)
/datum/spacevine_mutation/fire_proof/process_temperature(obj/structure/spacevine/holder, temp, volume)
return 1
/datum/spacevine_mutation/fire_proof/on_hit(obj/effect/spacevine/holder, mob/hitter, obj/item/I, expected_damage)
/datum/spacevine_mutation/fire_proof/on_hit(obj/structure/spacevine/holder, mob/hitter, obj/item/I, expected_damage)
if(I && I.damtype == "fire")
. = 0
else
@@ -215,8 +215,8 @@
hue = "#ff7700"
quality = MINOR_NEGATIVE
/datum/spacevine_mutation/vine_eating/on_spread(obj/effect/spacevine/holder, turf/target)
var/obj/effect/spacevine/prey = locate() in target
/datum/spacevine_mutation/vine_eating/on_spread(obj/structure/spacevine/holder, turf/target)
var/obj/structure/spacevine/prey = locate() in target
if(prey && !prey.mutations.Find(src)) //Eat all vines that are not of the same origin
qdel(prey)
@@ -226,10 +226,10 @@
severity = 3
quality = NEGATIVE
/datum/spacevine_mutation/aggressive_spread/on_spread(obj/effect/spacevine/holder, turf/target)
/datum/spacevine_mutation/aggressive_spread/on_spread(obj/structure/spacevine/holder, turf/target)
target.ex_act(severity, src) // vine immunity handled at /mob/ex_act
/datum/spacevine_mutation/aggressive_spread/on_buckle(obj/effect/spacevine/holder, mob/living/buckled)
/datum/spacevine_mutation/aggressive_spread/on_buckle(obj/structure/spacevine/holder, mob/living/buckled)
buckled.ex_act(severity, src)
/datum/spacevine_mutation/transparency
@@ -237,7 +237,7 @@
hue = ""
quality = POSITIVE
/datum/spacevine_mutation/transparency/on_grow(obj/effect/spacevine/holder)
/datum/spacevine_mutation/transparency/on_grow(obj/structure/spacevine/holder)
holder.SetOpacity(0)
holder.alpha = 125
@@ -247,7 +247,7 @@
severity = 3
quality = NEGATIVE
/datum/spacevine_mutation/oxy_eater/process_mutation(obj/effect/spacevine/holder)
/datum/spacevine_mutation/oxy_eater/process_mutation(obj/structure/spacevine/holder)
var/turf/open/floor/T = holder.loc
if(istype(T))
var/datum/gas_mixture/GM = T.air
@@ -262,7 +262,7 @@
severity = 3
quality = NEGATIVE
/datum/spacevine_mutation/nitro_eater/process_mutation(obj/effect/spacevine/holder)
/datum/spacevine_mutation/nitro_eater/process_mutation(obj/structure/spacevine/holder)
var/turf/open/floor/T = holder.loc
if(istype(T))
var/datum/gas_mixture/GM = T.air
@@ -277,7 +277,7 @@
severity = 3
quality = POSITIVE
/datum/spacevine_mutation/carbondioxide_eater/process_mutation(obj/effect/spacevine/holder)
/datum/spacevine_mutation/carbondioxide_eater/process_mutation(obj/structure/spacevine/holder)
var/turf/open/floor/T = holder.loc
if(istype(T))
var/datum/gas_mixture/GM = T.air
@@ -292,7 +292,7 @@
severity = 3
quality = POSITIVE
/datum/spacevine_mutation/plasma_eater/process_mutation(obj/effect/spacevine/holder)
/datum/spacevine_mutation/plasma_eater/process_mutation(obj/structure/spacevine/holder)
var/turf/open/floor/T = holder.loc
if(istype(T))
var/datum/gas_mixture/GM = T.air
@@ -307,13 +307,13 @@
severity = 10
quality = NEGATIVE
/datum/spacevine_mutation/thorns/on_cross(obj/effect/spacevine/holder, mob/living/crosser)
/datum/spacevine_mutation/thorns/on_cross(obj/structure/spacevine/holder, mob/living/crosser)
if(prob(severity) && istype(crosser) && !isvineimmune(holder))
var/mob/living/M = crosser
M.adjustBruteLoss(5)
M << "<span class='alert'>You cut yourself on the thorny vines.</span>"
/datum/spacevine_mutation/thorns/on_hit(obj/effect/spacevine/holder, mob/living/hitter, obj/item/I, expected_damage)
/datum/spacevine_mutation/thorns/on_hit(obj/structure/spacevine/holder, mob/living/hitter, obj/item/I, expected_damage)
if(prob(severity) && istype(hitter) && !isvineimmune(holder))
var/mob/living/M = hitter
M.adjustBruteLoss(5)
@@ -325,13 +325,13 @@
hue = "#997700"
quality = NEGATIVE
/datum/spacevine_mutation/woodening/on_grow(obj/effect/spacevine/holder)
/datum/spacevine_mutation/woodening/on_grow(obj/structure/spacevine/holder)
if(holder.energy)
holder.density = 1
holder.maxhealth = 100
holder.health = holder.maxhealth
/datum/spacevine_mutation/woodening/on_hit(obj/effect/spacevine/holder, mob/living/hitter, obj/item/I, expected_damage)
/datum/spacevine_mutation/woodening/on_hit(obj/structure/spacevine/holder, mob/living/hitter, obj/item/I, expected_damage)
if(I.is_sharp())
. = expected_damage * 0.5
else
@@ -343,16 +343,16 @@
quality = NEGATIVE
severity = 10
/datum/spacevine_mutation/flowering/on_grow(obj/effect/spacevine/holder)
/datum/spacevine_mutation/flowering/on_grow(obj/structure/spacevine/holder)
if(holder.energy == 2 && prob(severity) && !locate(/obj/structure/alien/resin/flower_bud_enemy) in range(5,holder))
new/obj/structure/alien/resin/flower_bud_enemy(get_turf(holder))
/datum/spacevine_mutation/flowering/on_cross(obj/effect/spacevine/holder, mob/living/crosser)
/datum/spacevine_mutation/flowering/on_cross(obj/structure/spacevine/holder, mob/living/crosser)
holder.entangle(crosser)
// SPACE VINES (Note that this code is very similar to Biomass code)
/obj/effect/spacevine
/obj/structure/spacevine
name = "space vines"
desc = "An extremely expansionistic species of vine."
icon = 'icons/effects/spacevines.dmi'
@@ -365,10 +365,10 @@
var/health = 50
var/maxhealth = 50
var/energy = 0
var/obj/effect/spacevine_controller/master = null
var/obj/structure/spacevine_controller/master = null
var/list/mutations = list()
/obj/effect/spacevine/examine(mob/user)
/obj/structure/spacevine/examine(mob/user)
..()
var/text = "This one is a"
if(mutations.len)
@@ -380,7 +380,7 @@
text += " vine."
user << text
/obj/effect/spacevine/Destroy()
/obj/structure/spacevine/Destroy()
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_death(src)
if(master)
@@ -397,7 +397,7 @@
unbuckle_all_mobs(force=1)
return ..()
/obj/effect/spacevine/proc/on_chem_effect(datum/reagent/R)
/obj/structure/spacevine/proc/on_chem_effect(datum/reagent/R)
var/override = 0
for(var/datum/spacevine_mutation/SM in mutations)
override += SM.on_chem(src, R)
@@ -405,7 +405,7 @@
if(prob(50))
qdel(src)
/obj/effect/spacevine/proc/eat(mob/eater)
/obj/structure/spacevine/proc/eat(mob/eater)
var/override = 0
for(var/datum/spacevine_mutation/SM in mutations)
override += SM.on_eat(src, eater)
@@ -414,7 +414,7 @@
eater.say("Nom")
qdel(src)
/obj/effect/spacevine/attackby(obj/item/weapon/W, mob/user, params)
/obj/structure/spacevine/attackby(obj/item/weapon/W, mob/user, params)
if (!W || !user || !W.type)
return
user.changeNext_move(CLICK_CD_MELEE)
@@ -422,7 +422,7 @@
if(istype(W, /obj/item/weapon/scythe))
force = force * 4
for(var/obj/effect/spacevine/B in orange(1,src))
for(var/obj/structure/spacevine/B in orange(1,src))
B.health = health - force
if(B.health < 1)
qdel(B)
@@ -449,36 +449,36 @@
..()
/obj/effect/spacevine/Crossed(mob/crosser)
/obj/structure/spacevine/Crossed(mob/crosser)
if(isliving(crosser))
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_cross(src, crosser)
/obj/effect/spacevine/attack_hand(mob/user)
/obj/structure/spacevine/attack_hand(mob/user)
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_hit(src, user)
user_unbuckle_mob(user, user)
/obj/effect/spacevine/attack_paw(mob/living/user)
/obj/structure/spacevine/attack_paw(mob/living/user)
user.do_attack_animation(src)
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_hit(src, user)
user_unbuckle_mob(user,user)
/obj/effect/spacevine/attack_alien(mob/living/user)
/obj/structure/spacevine/attack_alien(mob/living/user)
eat(user)
/obj/effect/spacevine_controller
/obj/structure/spacevine_controller
invisibility = INVISIBILITY_ABSTRACT
var/list/obj/effect/spacevine/vines = list()
var/list/obj/structure/spacevine/vines = list()
var/list/growth_queue = list()
var/spread_multiplier = 5
var/spread_cap = 30
var/list/mutations_list = list()
var/mutativness = 1
/obj/effect/spacevine_controller/New(loc, list/muts, mttv, spreading)
/obj/structure/spacevine_controller/New(loc, list/muts, mttv, spreading)
spawn_spacevine_piece(loc, , muts)
START_PROCESSING(SSobj, src)
init_subtypes(/datum/spacevine_mutation/, mutations_list)
@@ -488,21 +488,21 @@
spread_cap *= spreading / 50
spread_multiplier /= spreading / 50
/obj/effect/spacevine_controller/ex_act() //only killing all vines will end this suffering
/obj/structure/spacevine_controller/ex_act() //only killing all vines will end this suffering
return
/obj/effect/spacevine_controller/singularity_act()
/obj/structure/spacevine_controller/singularity_act()
return
/obj/effect/spacevine_controller/singularity_pull()
/obj/structure/spacevine_controller/singularity_pull()
return
/obj/effect/spacevine_controller/Destroy()
/obj/structure/spacevine_controller/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/spacevine_controller/proc/spawn_spacevine_piece(turf/location, obj/effect/spacevine/parent, list/muts)
var/obj/effect/spacevine/SV = new(location)
/obj/structure/spacevine_controller/proc/spawn_spacevine_piece(turf/location, obj/structure/spacevine/parent, list/muts)
var/obj/structure/spacevine/SV = new(location)
growth_queue += SV
vines += SV
SV.master = src
@@ -520,7 +520,7 @@
for(var/datum/spacevine_mutation/SM in SV.mutations)
SM.on_birth(SV)
/obj/effect/spacevine_controller/process()
/obj/structure/spacevine_controller/process()
if(!vines)
qdel(src) //space vines exterminated. Remove the controller
return
@@ -532,9 +532,9 @@
length = min( spread_cap , max( 1 , vines.len / spread_multiplier ) )
var/i = 0
var/list/obj/effect/spacevine/queue_end = list()
var/list/obj/structure/spacevine/queue_end = list()
for(var/obj/effect/spacevine/SV in growth_queue)
for(var/obj/structure/spacevine/SV in growth_queue)
if(qdeleted(SV))
continue
i++
@@ -555,7 +555,7 @@
growth_queue = growth_queue + queue_end
/obj/effect/spacevine/proc/grow()
/obj/structure/spacevine/proc/grow()
if(!energy)
src.icon_state = pick("Med1", "Med2", "Med3")
energy = 1
@@ -567,7 +567,7 @@
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_grow(src)
/obj/effect/spacevine/proc/entangle_mob()
/obj/structure/spacevine/proc/entangle_mob()
if(!has_buckled_mobs() && prob(25))
for(var/mob/living/V in src.loc)
entangle(V)
@@ -575,7 +575,7 @@
break //only capture one mob at a time
/obj/effect/spacevine/proc/entangle(mob/living/V)
/obj/structure/spacevine/proc/entangle(mob/living/V)
if(!V || isvineimmune(V))
return
for(var/datum/spacevine_mutation/SM in mutations)
@@ -584,18 +584,18 @@
V << "<span class='danger'>The vines [pick("wind", "tangle", "tighten")] around you!</span>"
buckle_mob(V)
/obj/effect/spacevine/proc/spread()
/obj/structure/spacevine/proc/spread()
var/direction = pick(cardinal)
var/turf/stepturf = get_step(src,direction)
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_spread(src, stepturf)
stepturf = get_step(src,direction) //in case turf changes, to make sure no runtimes happen
if(!locate(/obj/effect/spacevine, stepturf))
if(!locate(/obj/structure/spacevine, stepturf))
if(stepturf.Enter(src))
if(master)
master.spawn_spacevine_piece(stepturf, src)
/obj/effect/spacevine/ex_act(severity, target)
/obj/structure/spacevine/ex_act(severity, target)
if(istype(target, type)) //if its agressive spread vine dont do anything
return
var/i
@@ -604,14 +604,14 @@
if(!i && prob(100/severity))
qdel(src)
/obj/effect/spacevine/temperature_expose(null, temp, volume)
/obj/structure/spacevine/temperature_expose(null, temp, volume)
var/override = 0
for(var/datum/spacevine_mutation/SM in mutations)
override += SM.process_temperature(src, temp, volume)
if(!override)
qdel(src)
/obj/effect/spacevine/CanPass(atom/movable/mover, turf/target, height=0)
/obj/structure/spacevine/CanPass(atom/movable/mover, turf/target, height=0)
if(isvineimmune(mover))
. = TRUE
else
+1 -1
View File
@@ -29,7 +29,7 @@
while((spawncount >= 1) && vents.len)
var/obj/vent = pick(vents)
var/obj/effect/spider/spiderling/S = new(vent.loc)
var/obj/structure/spider/spiderling/S = new(vent.loc)
if(prob(66))
S.grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse
vents -= vent
+3 -3
View File
@@ -28,7 +28,7 @@
var/mob/living/last_holder
var/mob/living/new_holder
var/list/color_altered_mobs = list()
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF | ACID_PROOF
var/quiet = FALSE
/obj/item/weapon/greentext/New()
@@ -69,7 +69,7 @@
new_holder.mind.objectives += O
new_holder.attack_log += "\[[time_stamp()]\] <font color='green'>Won with greentext!!!</font>"
color_altered_mobs -= new_holder
burn_state = ON_FIRE
resistance_flags |= ON_FIRE
qdel(src)
if(last_holder && last_holder != new_holder) //Somehow it was swiped without ever getting dropped
@@ -78,7 +78,7 @@
last_holder = new_holder //long live the king
/obj/item/weapon/greentext/Destroy(force)
if((burn_state != ON_FIRE) && (!force))
if(!(resistance_flags & ON_FIRE) && !force)
return QDEL_HINT_LETMELIVE
. = ..()
+2 -2
View File
@@ -49,8 +49,8 @@
var/quality = target.force - initial(target.force)
if(quality > 9 && prob((quality - 9)*10))
user << "<span class='danger'>[target] catches fire!</span>"
if(target.burn_state < FLAMMABLE)
target.burn_state = FLAMMABLE
if(target.resistance_flags & (LAVA_PROOF|FIRE_PROOF))
target.resistance_flags &= ~(LAVA_PROOF|FIRE_PROOF)
target.fire_act()
qdel(src)
return
@@ -10,7 +10,7 @@
var/gulp_size = 5 //This is now officially broken ... need to think of a nice way to fix it.
possible_transfer_amounts = list(5,10,15,20,25,30,50)
volume = 50
burn_state = FIRE_PROOF
resistance_flags = FIRE_PROOF
/obj/item/weapon/reagent_containers/food/drinks/New()
..()
@@ -7,7 +7,7 @@
amount_per_transfer_from_this = 10
volume = 50
materials = list(MAT_GLASS=500)
burn_state = FLAMMABLE
resistance_flags = 0
burntime = 5
spillable = 1
+1 -1
View File
@@ -4,7 +4,7 @@
/obj/item/weapon/reagent_containers/food
possible_transfer_amounts = list()
volume = 50 //Sets the default container amount for all food items.
burn_state = FLAMMABLE
resistance_flags = 0
/obj/item/weapon/reagent_containers/food/New()
..()
@@ -237,7 +237,7 @@
/obj/item/weapon/reagent_containers/food/snacks/meat/steak/goliath
name = "goliath steak"
desc = "A delicious, lava cooked steak."
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF
icon_state = "goliathsteak"
trash = null
@@ -324,5 +324,9 @@
icon_state = "powercrepe"
bonus_reagents = list("nutriment" = 5, "vitamin" = 3, "iron" = 10)
list_reagents = list("nutriment" = 10, "vitamin" = 5, "cherryjelly" = 5)
force = 15
force = 20
throwforce = 10
block_chance = 50
armour_penetration = 75
attack_verb = list("slapped", "slathered")
w_class = 4
@@ -49,11 +49,11 @@
else
return ..()
/obj/machinery/smartfridge/construction()
/obj/machinery/smartfridge/on_construction()
for(var/datum/A in contents)
qdel(A)
/obj/machinery/smartfridge/deconstruction()
/obj/machinery/smartfridge/on_deconstruction()
for(var/atom/movable/A in contents)
A.loc = loc
+3 -4
View File
@@ -125,7 +125,7 @@
var/blank = 0
var/list/cards = list()
var/datum/html_interface/hi
burn_state = FLAMMABLE
resistance_flags = 0
/obj/item/weapon/hand/New(loc)
. = ..()
@@ -264,9 +264,8 @@
if (istype(hclient))
switch (href_list["action"])
if ("play_card")
var/datum/playingcard/card = locate(href_list["card"])
if (card in src.cards)
var/datum/playingcard/card = locate(href_list["card"]) in cards
if (card && istype(card))
src.discard(card)
if ("toggle_conceal")
src.toggle_conceal()
+1 -1
View File
@@ -21,7 +21,7 @@
O.vars[V] = original.vars[V]
if(istype(O))
O.burn_state = FIRE_PROOF // holoitems do not burn
O.resistance_flags |= LAVA_PROOF | FIRE_PROOF | UNACIDABLE // holoitems do not burn
if(nerf && istype(O,/obj/item))
var/obj/item/I = O
I.damtype = STAMINA // thou shalt not
+1 -1
View File
@@ -204,6 +204,6 @@
emergency_shutdown()
..()
/obj/machinery/computer/holodeck/blob_act(obj/effect/blob/B)
/obj/machinery/computer/holodeck/blob_act(obj/structure/blob/B)
emergency_shutdown()
..()
+1 -1
View File
@@ -14,7 +14,7 @@
dried_type = -1
// Saves us from having to define each stupid grown's dried_type as itself.
// If you don't want a plant to be driable (watermelons) set this to null in the time definition.
burn_state = FLAMMABLE
resistance_flags = 0
origin_tech = "biotech=1"
/obj/item/weapon/reagent_containers/food/snacks/grown/New(newloc, var/obj/item/seeds/new_seed = null)
+1 -1
View File
@@ -32,7 +32,7 @@
var/turf/T = get_turf(src)
message_admins("Kudzu planted by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) at ([T.x],[T.y],[T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>(JMP)</a>)",0,1)
investigate_log("was planted by [key_name(user)] at ([T.x],[T.y],[T.z])","kudzu")
new /obj/effect/spacevine_controller(user.loc, mutations, potency, production)
new /obj/structure/spacevine_controller(user.loc, mutations, potency, production)
qdel(src)
/obj/item/seeds/kudzu/attack_self(mob/user)
+3 -3
View File
@@ -237,13 +237,13 @@
desc = "<I>Mycena Bregprox</I>: This species of mushroom glows in the dark."
icon_state = "glowshroom"
filling_color = "#00FA9A"
var/effect_path = /obj/effect/glowshroom
var/effect_path = /obj/structure/glowshroom
origin_tech = "biotech=4;plasmatech=6"
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/attack_self(mob/user)
if(istype(user.loc,/turf/open/space))
return
var/obj/effect/glowshroom/planted = new effect_path(user.loc)
var/obj/structure/glowshroom/planted = new effect_path(user.loc)
planted.delay = planted.delay - seed.production * 100 //So the delay goes DOWN with better stats instead of up. :I
planted.endurance = seed.endurance
planted.yield = seed.yield
@@ -274,5 +274,5 @@
desc = "<I>Mycena Ruthenia</I>: This species of mushroom glows in the dark, but aren't bioluminescent. They're warm to the touch..."
icon_state = "glowcap"
filling_color = "#00FA9A"
effect_path = /obj/effect/glowshroom/glowcap
effect_path = /obj/structure/glowshroom/glowcap
origin_tech = "biotech=4;powerstorage=6;plasmatech=4"
+1 -2
View File
@@ -104,7 +104,6 @@
anchored = TRUE
buckle_lying = 0
var/burning = 0
var/flame_strength = FLAMMABLE
var/fire_stack_strength = 5
/obj/structure/bonfire/attackby(obj/item/W, mob/user, params)
@@ -166,7 +165,7 @@
continue
if(isobj(A))
var/obj/O = A
if(O.burn_state < flame_strength)
if(O.resistance_flags & FIRE_PROOF)
continue
O.fire_act()
else if(isliving(A))
+1 -1
View File
@@ -5,7 +5,7 @@
/obj/item/weapon/grown // Grown weapons
name = "grown_weapon"
icon = 'icons/obj/hydroponics/harvest.dmi'
burn_state = FLAMMABLE
resistance_flags = 0
var/obj/item/seeds/seed = null // type path, gets converted to item on New(). It's safe to assume it's always a seed item.
/obj/item/weapon/grown/New(newloc, var/obj/item/seeds/new_seed = null)
+1 -1
View File
@@ -444,7 +444,7 @@
if(pestlevel > 5)
visible_message("<span class='warning'>The pests seem to behave oddly...</span>")
for(var/i=0, i<3, i++)
var/obj/effect/spider/spiderling/S = new(src.loc)
var/obj/structure/spider/spiderling/S = new(src.loc)
S.grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/hunter
else
usr << "<span class='warning'>The pests seem to behave oddly, but quickly settle down...</span>"
+1 -1
View File
@@ -6,7 +6,7 @@
icon = 'icons/obj/hydroponics/seeds.dmi'
icon_state = "seed" // Unknown plant seed - these shouldn't exist in-game.
w_class = 1
burn_state = FLAMMABLE
resistance_flags = 0
var/plantname = "Plants" // Name of plant when planted.
var/product // A type path. The thing that is created when the plant is harvested.
var/species = "" // Used to update icons. Should match the name in the sprites unless all icon_* are overriden.
+1 -1
View File
@@ -3,7 +3,7 @@
icon_state ="demonomicon"
throw_speed = 1
throw_range = 10
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
author = "Forces beyond your comprehension"
unique = 1
title = "The codex gigas"
+2 -2
View File
@@ -17,7 +17,7 @@
anchored = 0
density = 1
opacity = 0
burn_state = FLAMMABLE
resistance_flags = 0
burntime = 30
var/state = 0
var/list/allowed_books = list(/obj/item/weapon/book, /obj/item/weapon/spellbook, /obj/item/weapon/storage/book) //Things allowed in the bookcase
@@ -167,7 +167,7 @@
throw_range = 5
w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
burn_state = FLAMMABLE
resistance_flags = 0
var/dat //Actual page content
var/due_date = 0 //Game time in 1/10th seconds
var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
+7 -5
View File
@@ -374,11 +374,13 @@ var/global/list/datum/cachedbook/cachedbooks // List of our cached book datums
b.duedate = world.time + (checkoutperiod * 600)
checkouts.Add(b)
if(href_list["checkin"])
var/datum/borrowbook/b = locate(href_list["checkin"])
checkouts.Remove(b)
var/datum/borrowbook/b = locate(href_list["checkin"]) in checkouts
if(b && istype(b))
checkouts.Remove(b)
if(href_list["delbook"])
var/obj/item/weapon/book/b = locate(href_list["delbook"])
inventory.Remove(b)
var/obj/item/weapon/book/b = locate(href_list["delbook"]) in inventory
if(b && istype(b))
inventory.Remove(b)
if(href_list["setauthor"])
var/newauthor = copytext(sanitize(input("Enter the author's name: ") as text|null),1,MAX_MESSAGE_LEN)
if(newauthor)
@@ -542,4 +544,4 @@ var/global/list/datum/cachedbook/cachedbooks // List of our cached book datums
B.icon_state = "book[rand(1,7)]"
qdel(P)
else
P.loc = loc
P.loc = loc
+8 -8
View File
@@ -12,7 +12,7 @@
heat_protection = CHEST|GROIN|LEGS|ARMS
hooded = 1
hoodtype = /obj/item/clothing/head/explorer
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe)
/obj/item/clothing/head/explorer
@@ -24,7 +24,7 @@
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50)
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50)
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
@@ -34,7 +34,7 @@
visor_flags_inv = HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
actions_types = list(/datum/action/item_action/adjust)
armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0)
armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0, fire = 20, acid = 40)
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
adjustmask(user)
@@ -476,10 +476,10 @@
icon_state = "mining_hammer1"
item_state = "mining_hammer1"
name = "proto-kinetic crusher"
desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club.\
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna. \
\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
This weapon is only particularly effective against large creatures.</span>"
desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club. \
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna.\
\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
This weapon is only particularly effective against large creatures.</span>"
force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
w_class = 4
slot_flags = SLOT_BACK
@@ -491,7 +491,7 @@
armour_penetration = 10
materials = list(MAT_METAL=1150, MAT_GLASS=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashes", "crushes", "cleaves", "chops", "pulps")
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
sharpness = IS_SHARP
var/charged = 1
var/charge_time = 16
+2 -2
View File
@@ -152,7 +152,7 @@
icon = 'icons/obj/lavaland/ash_flora.dmi'
icon_state = "mushroom_shavings"
w_class = 1
burn_state = FLAMMABLE
resistance_flags = 0
burntime = 30
var/prepared = FALSE
var/prepared_type = /obj/item/ash_flora/shavings
@@ -240,7 +240,7 @@
icon = 'icons/obj/lavaland/ash_flora.dmi'
icon_state = "mushroom_bowl"
w_class = 2
burn_state = FLAMMABLE
resistance_flags = 0
burntime = 40
//what you can craft with these things
@@ -4,7 +4,7 @@
name = "necropolis chest"
desc = "It's watching you closely."
icon_state = "necrocrate"
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/structure/closet/crate/necropolis/tendril
desc = "It's watching you suspiciously."
@@ -252,7 +252,7 @@
/obj/effect/immortality_talisman
icon_state = "blank"
icon = 'icons/effects/effects.dmi'
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/can_destroy = FALSE
/obj/effect/immortality_talisman/attackby()
@@ -355,7 +355,7 @@
icon_state = "goliath_boat"
icon = 'icons/obj/lavaland/dragonboat.dmi'
keytype = /obj/item/weapon/oar
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/vehicle/lavaboat/relaymove(mob/user, direction)
var/turf/next = get_step(src, direction)
@@ -375,7 +375,7 @@
desc = "Not to be confused with the kind Research hassles you for."
force = 12
w_class = 3
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF
/datum/crafting_recipe/oar
name = "goliath bone oar"
@@ -633,7 +633,7 @@
w_class = 4
force = 25
damtype = BURN
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
hitsound = 'sound/weapons/sear.ogg'
var/turf_type = /turf/open/floor/plating/lava/smooth
var/transform_string = "lava"
+1 -1
View File
@@ -126,7 +126,7 @@
return ..()
/obj/machinery/mineral/ore_redemption/deconstruction()
/obj/machinery/mineral/ore_redemption/on_deconstruction()
empty_content()
/obj/machinery/mineral/ore_redemption/proc/SmeltMineral(obj/item/weapon/ore/O)
-1
View File
@@ -4,7 +4,6 @@
/obj/effect/light_emitter
name = "Light emitter"
anchored = 1
unacidable = 1
invisibility = 101
var/set_luminosity = 8
var/set_cap = 0
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "moneybag"
force = 10
throwforce = 0
burn_state = FLAMMABLE
resistance_flags = 0
burntime = 20
w_class = 4
max_w_class = 3
+30 -35
View File
@@ -281,42 +281,37 @@
//Outdated but still in use apparently. This should at least be a human proc.
//Daily reminder to murder this - Remie.
/mob/proc/get_equipped_items()
var/list/items = list()
/mob/living/proc/get_equipped_items()
return
if(hasvar(src,"back"))
if(src:back)
items += src:back
if(hasvar(src,"belt"))
if(src:belt)
items += src:belt
if(hasvar(src,"ears"))
if(src:ears)
items += src:ears
if(hasvar(src,"glasses"))
if(src:glasses)
items += src:glasses
if(hasvar(src,"gloves"))
if(src:gloves)
items += src:gloves
if(hasvar(src,"head"))
if(src:head)
items += src:head
if(hasvar(src,"shoes"))
if(src:shoes)
items += src:shoes
if(hasvar(src,"wear_id"))
if(src:wear_id)
items += src:wear_id
if(hasvar(src,"wear_mask"))
if(src:wear_mask)
items += src:wear_mask
if(hasvar(src,"wear_suit"))
if(src:wear_suit)
items += src:wear_suit
if(hasvar(src,"w_uniform"))
if(src:w_uniform)
items += src:w_uniform
/mob/living/carbon/get_equipped_items()
var/list/items = list()
if(back)
items += back
if(head)
items += head
if(wear_mask)
items += wear_mask
return items
/mob/living/carbon/human/get_equipped_items()
var/list/items = ..()
if(belt)
items += belt
if(ears)
items += ears
if(glasses)
items += glasses
if(gloves)
items += gloves
if(shoes)
items += shoes
if(wear_id)
items += wear_id
if(wear_suit)
items += wear_suit
if(w_uniform)
items += w_uniform
return items
+1 -1
View File
@@ -6,7 +6,7 @@
density = 0
anchored = 1
invisibility = 60
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE
/obj/effect/dummy/slaughter/relaymove(mob/user, direction)
forceMove(get_step(src,direction))
+1 -1
View File
@@ -44,7 +44,7 @@
/mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
return
/mob/living/brain/blob_act(obj/effect/blob/B)
/mob/living/brain/blob_act(obj/structure/blob/B)
return
/mob/living/brain/get_eye_protection()//no eyes
@@ -145,7 +145,7 @@ Doesn't work on other aliens/AI.*/
// OBJ CHECK
if(isobj(target))
var/obj/I = target
if(I.unacidable) //So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
if(I.resistance_flags & UNACIDABLE)//So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
user << "<span class='noticealien'>You cannot dissolve this object.</span>"
return 0
// TURF CHECK
@@ -155,7 +155,7 @@ mob/living/carbon/bullet_act(obj/item/projectile/P, def_zone)
return dam_zone
/mob/living/carbon/blob_act(obj/effect/blob/B)
/mob/living/carbon/blob_act(obj/structure/blob/B)
if (stat == DEAD)
return
else
+29 -22
View File
@@ -1,78 +1,85 @@
/mob/living/carbon/examine(mob/user)
var/t_He = they_pronoun(TRUE)
var/t_His = their_pronoun(TRUE)
var/t_his = their_pronoun()
var/t_him = them_pronoun()
var/t_has = get_has()
var/t_is = get_is()
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (handcuffed)
msg += "<span class='warning'>It is \icon[src.handcuffed] handcuffed!</span>\n"
msg += "<span class='warning'>[t_He] [t_is] \icon[src.handcuffed] handcuffed!</span>\n"
if (head)
msg += "It has \icon[src.head] \a [src.head] on its head. \n"
msg += "[t_He] [t_is] wearing \icon[src.head] \a [src.head] on [t_his] head. \n"
if (wear_mask)
msg += "It has \icon[src.wear_mask] \a [src.wear_mask] on its face.\n"
msg += "[t_He] [t_is] wearing \icon[src.wear_mask] \a [src.wear_mask] on [t_his] face.\n"
for(var/obj/item/I in held_items)
if(!(I.flags & ABSTRACT))
if(I.blood_DNA)
msg += "<span class='warning'>It has \icon[I] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
msg += "<span class='warning'>[t_He] [t_is] holding \icon[I] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "It has \icon[I] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "[t_He] [t_is] holding \icon[I] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
if (back)
msg += "It has \icon[src.back] \a [src.back] on its back.\n"
msg += "[t_He] [t_has] \icon[src.back] \a [src.back] on [t_his] back.\n"
var/appears_dead = 0
if (stat == DEAD)
appears_dead = 1
if(getorgan(/obj/item/organ/brain))
msg += "<span class='deadsay'>It is limp and unresponsive, with no signs of life.</span>\n"
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive, with no signs of life.</span>\n"
else if(get_bodypart("head"))
msg += "<span class='deadsay'>It appears that it's brain is missing...</span>\n"
msg += "<span class='deadsay'>[t_He] appears that [t_his] brain is missing...</span>\n"
var/list/missing = get_missing_limbs()
for(var/t in missing)
if(t=="head")
msg += "<span class='deadsay'><B>Its [parse_zone(t)] is missing!</B></span>\n"
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
continue
msg += "<<span class='warning'><B>Its [parse_zone(t)] is missing!</B></span>\n"
msg += "<<span class='warning'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
msg += "<span class='warning'>"
var/temp = getBruteLoss()
if(temp)
if (temp < 30)
msg += "It has minor bruising.\n"
msg += "[t_He] [t_has] minor bruising.\n"
else
msg += "<B>It has severe bruising!</B>\n"
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if (temp < 30)
msg += "It has minor burns.\n"
msg += "[t_He] [t_has] minor burns.\n"
else
msg += "<B>It has severe burns!</B>\n"
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(getCloneLoss() < 30)
msg += "It is slightly deformed.\n"
msg += "[t_He] [t_has] slightly deformed.\n"
else
msg += "<b>It is severely deformed.</b>\n"
msg += "<b>[t_He] [t_has] severely deformed.</b>\n"
if(getBrainLoss() > 60)
msg += "It seems to be clumsy and unable to think.\n"
msg += "[t_He] seems to be clumsy and unable to think.\n"
if(fire_stacks > 0)
msg += "It's covered in something flammable.\n"
msg += "[t_He] [t_is] covered in something flammable.\n"
if(fire_stacks < 0)
msg += "It's soaked in water.\n"
msg += "[t_He] [t_is] looks a little soaked.\n"
if(pulledby && pulledby.grab_state)
msg += "It's restrained by [pulledby]'s grip.\n"
msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
msg += "</span>"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "It isn't responding to anything around it; it seems to be asleep.\n"
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
if(digitalcamo)
msg += "It is moving its body in an unnatural and blatantly unsimian manner.\n"
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner.\n"
+14 -33
View File
@@ -1,36 +1,17 @@
/mob/living/carbon/human/examine(mob/user)
//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
var/t_He = they_pronoun(TRUE)
var/t_His = their_pronoun(TRUE)
var/t_his = their_pronoun()
var/t_him = them_pronoun()
var/t_has = get_has()
var/t_is = get_is()
var/msg = "<span class='info'>*---------*\nThis is <EM>[src.name]</EM>!\n"
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
var/t_He = "It" //capitalised for use at the start of each line.
var/t_his = "its"
var/t_him = "it"
var/t_has = "has"
var/t_is = "is"
var/msg = "<span class='info'>*---------*\nThis is "
if( (slot_w_uniform in obscured) && skipface ) //big suits/masks/helmets make it hard to tell their gender
t_He = "They"
t_his = "their"
t_him = "them"
t_has = "have"
t_is = "are"
else
switch(gender)
if(MALE)
t_He = "He"
t_his = "his"
t_him = "him"
if(FEMALE)
t_He = "She"
t_his = "her"
t_him = "her"
msg += "<EM>[src.name]</EM>!\n"
//uniform
if(w_uniform && !(slot_w_uniform in obscured))
//Ties
@@ -163,7 +144,7 @@
if(suiciding)
msg += "<span class='warning'>[t_He] appears to have commited suicide... there is no hope of recovery.</span>\n"
if(hellbound)
msg += "<span class='warning'>[t_his] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>\n"
msg += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>\n"
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
if(!key)
var/foundghost = 0
@@ -196,7 +177,7 @@
var/r_limbs_missing = 0
for(var/t in missing)
if(t=="head")
msg += "<span class='deadsay'><B>[capitalize(t_his)] [parse_zone(t)] is missing!</B><span class='warning'>\n"
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B><span class='warning'>\n"
continue
if(t == "l_arm" || t == "l_leg")
l_limbs_missing++
@@ -267,9 +248,9 @@
if(islist(stun_absorption))
for(var/i in stun_absorption)
if(stun_absorption[i]["end_time"] > world.time && stun_absorption[i]["examine_message"])
msg += "[t_He][stun_absorption[i]["examine_message"]]\n"
msg += "[t_He] [t_is][stun_absorption[i]["examine_message"]]\n"
if(drunkenness && !skipface && stat != DEAD) //Drunkenness
if(drunkenness && !skipface && !appears_dead) //Drunkenness
switch(drunkenness)
if(11 to 21)
msg += "[t_He] [t_is] slightly flushed.\n"
@@ -305,7 +286,7 @@
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
if(istype(user, /mob/living/carbon/human))
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud)
if(istype(H.glasses, /obj/item/clothing/glasses/hud) || CIH)
@@ -496,7 +496,7 @@
. = 0
if(!. && error_msg && user)
// Might need re-wording.
user << "<span class='alert'>There is no exposed flesh or thin material [above_neck(target_zone) ? "on their head" : "on their body"].</span>"
user << "<span class='alert'>There is no exposed flesh or thin material [above_neck(target_zone) ? "on [their_pronoun()] head" : "on [their_pronoun()] body"].</span>"
/mob/living/carbon/human/proc/check_obscured_slots()
var/list/obscured = list()
@@ -521,7 +521,7 @@
if(wear_mask.flags_inv & HIDEEYES)
obscured |= slot_glasses
if(obscured.len > 0)
if(obscured.len)
return obscured
else
return null
@@ -630,7 +630,7 @@
src << "<span class='warning'>Remove your mask first!</span>"
return 0
if(C.is_mouth_covered())
src << "<span class='warning'>Remove their mask first!</span>"
src << "<span class='warning'>Remove [their_pronoun()] mask first!</span>"
return 0
if(C.cpr_time < world.time + 30)
@@ -889,7 +889,7 @@
if(blood && (NOBLOOD in dna.species.specflags))
if(message)
visible_message("<span class='warning'>[src] dry heaves!</span>", \
"<span class='userdanger'>You try to throw up, but there's nothing your stomach!</span>")
"<span class='userdanger'>You try to throw up, but there's nothing in your stomach!</span>")
if(stun)
Weaken(10)
return 1
@@ -379,7 +379,7 @@
break
..()
/mob/living/carbon/human/blob_act(obj/effect/blob/B)
/mob/living/carbon/human/blob_act(obj/structure/blob/B)
if(stat == DEAD)
return
show_message("<span class='userdanger'>The blob attacks you!</span>")
@@ -449,7 +449,7 @@
if(head)
head_clothes = head
if(head_clothes)
if(!head_clothes.unacidable)
if(!(head_clothes.resistance_flags & UNACIDABLE))
head_clothes.acid_act(acidpwr, acid_volume_left)
acid_volume_left = max(acid_volume_left - acid_decay, 0) //We remove some of the acid volume.
update_inv_glasses()
@@ -471,7 +471,7 @@
if(wear_suit)
chest_clothes = wear_suit
if(chest_clothes)
if(!chest_clothes.unacidable)
if(!(chest_clothes.resistance_flags & UNACIDABLE))
chest_clothes.acid_act(acidpwr, acid_volume_left)
acid_volume_left = max(acid_volume_left - acid_decay, 0)
update_inv_w_uniform()
@@ -501,7 +501,7 @@
if(wear_suit && (wear_suit.body_parts_covered & HANDS) || wear_suit && (wear_suit.body_parts_covered & ARMS))
arm_clothes = wear_suit
if(arm_clothes)
if(!arm_clothes.unacidable)
if(!(arm_clothes.resistance_flags & UNACIDABLE))
arm_clothes.acid_act(acidpwr, acid_volume_left)
acid_volume_left = max(acid_volume_left - acid_decay, 0)
update_inv_gloves()
@@ -527,7 +527,7 @@
if(wear_suit && (wear_suit.body_parts_covered & FEET) || wear_suit && (wear_suit.body_parts_covered & LEGS))
leg_clothes = wear_suit
if(leg_clothes)
if(!leg_clothes.unacidable)
if(!(leg_clothes.resistance_flags & UNACIDABLE))
leg_clothes.acid_act(acidpwr, acid_volume_left)
acid_volume_left = max(acid_volume_left - acid_decay, 0)
update_inv_shoes()
@@ -268,7 +268,7 @@
var/shredded
if(!bomb)
if(burn_state != -1)
if(!(resistance_flags & FIRE_PROOF))
shredded = 1 //No heat protection, it burns
else
shredded = -1 //Heat protection = Fireproof
@@ -59,13 +59,13 @@
watching -= eavesdropping
var/rendered
whispers = critical ? "whispers something in their final breath." : "whispers something."
whispers = critical ? "whispers something in [their_pronoun()] final breath." : "whispers something."
rendered = "<span class='game say'><span class='name'>[src.name]</span> [whispers]</span>"
for(var/mob/M in watching)
M.show_message(rendered, 2)
var/spans = list(SPAN_ITALICS)
whispers = critical ? "whispers in their final breath" : "whispers"
whispers = critical ? "whispers in [their_pronoun()] final breath" : "whispers"
rendered = "<span class='game say'><span class='name'>[GetVoice()]</span>[alt_name] [whispers], <span class='message'>\"[attach_spans(message, spans)]\"</span></span>"
for(var/atom/movable/AM in listening)
@@ -144,7 +144,7 @@
/mob/living/carbon/monkey/acid_act(acidpwr, toxpwr, acid_volume)
if(wear_mask)
if(!wear_mask.unacidable)
if(!(wear_mask.resistance_flags & UNACIDABLE))
wear_mask.acid_act(acidpwr)
update_inv_wear_mask()
else
@@ -14,7 +14,7 @@
/mob/living/silicon/ai/attack_slime(mob/living/simple_animal/slime/user)
return //immune to slimes
/mob/living/silicon/ai/blob_act(obj/effect/blob/B)
/mob/living/silicon/ai/blob_act(obj/structure/blob/B)
if (stat != DEAD)
adjustBruteLoss(60)
updatehealth()
@@ -1,5 +1,5 @@
/mob/living/silicon/pai/blob_act(obj/effect/blob/B)
/mob/living/silicon/pai/blob_act(obj/structure/blob/B)
return 0
/mob/living/silicon/pai/emp_act(severity)
+1 -85
View File
@@ -683,90 +683,6 @@
update_fire()
/mob/living/silicon/robot/proc/installed_modules()
if(!module)
pick_module()
return
var/dat = {"<A HREF='?src=\ref[src];mach_close=robotmod'>Close</A>
<BR>
<BR>
<B>Activated Modules</B>
<BR>
<table border='0'>
<tr><td>Module 1:</td><td>[module_state_1 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_1]>[module_state_1]<A>" : "No Module"]</td></tr>
<tr><td>Module 2:</td><td>[module_state_2 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_2]>[module_state_2]<A>" : "No Module"]</td></tr>
<tr><td>Module 3:</td><td>[module_state_3 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_3]>[module_state_3]<A>" : "No Module"]</td></tr>
</table><BR>
<B>Installed Modules</B><BR><BR>
<table border='0'>"}
for (var/obj in module.modules)
if (!obj)
dat += text("<tr><td><B>Resource depleted</B></td></tr>")
else if(activated(obj))
dat += text("<tr><td>[obj]</td><td><B>Activated</B></td></tr>")
else
dat += text("<tr><td>[obj]</td><td><A HREF=?src=\ref[src];act=\ref[obj]>Activate</A></td></tr>")
if (emagged)
if(activated(module.emag))
dat += text("<tr><td>[module.emag]</td><td><B>Activated</B></td></tr>")
else
dat += text("<tr><td>[module.emag]</td><td><A HREF=?src=\ref[src];act=\ref[module.emag]>Activate</A></td></tr>")
dat += "</table>"
/*
if(activated(obj))
dat += text("[obj]: \[<B>Activated</B> | <A HREF=?src=\ref[src];deact=\ref[obj]>Deactivate</A>\]<BR>")
else
dat += text("[obj]: \[<A HREF=?src=\ref[src];act=\ref[obj]>Activate</A> | <B>Deactivated</B>\]<BR>")
*/
var/datum/browser/popup = new(src, "robotmod", "Modules")
popup.set_content(dat)
popup.open()
/mob/living/silicon/robot/Topic(href, href_list)
..()
if(usr && (src != usr))
return
if (href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
return
if (href_list["showalerts"])
robot_alerts()
return
if (href_list["mod"])
var/obj/item/O = locate(href_list["mod"])
if (O)
O.attack_self(src)
if (href_list["act"])
var/obj/item/O = locate(href_list["act"])
activate_module(O)
installed_modules()
if (href_list["deact"])
var/obj/item/O = locate(href_list["deact"])
if(activated(O))
if(module_state_1 == O)
module_state_1 = null
contents -= O
else if(module_state_2 == O)
module_state_2 = null
contents -= O
else if(module_state_3 == O)
module_state_3 = null
contents -= O
else
src << "Module isn't activated."
else
src << "Module isn't activated"
installed_modules()
#define BORG_CAMERA_BUFFER 30
/mob/living/silicon/robot/Move(a, b, flag)
var/oldLoc = src.loc
@@ -1161,4 +1077,4 @@
status_flags |= CANPUSH
return 1
return 1
@@ -150,7 +150,7 @@
update_icons()
/mob/living/silicon/robot/blob_act(obj/effect/blob/B)
/mob/living/silicon/robot/blob_act(obj/structure/blob/B)
if (stat != 2)
adjustBruteLoss(60)
updatehealth()
@@ -112,6 +112,6 @@
bloss = bloss / 1.5
adjustBruteLoss(bloss)
/mob/living/simple_animal/blob_act(obj/effect/blob/B)
/mob/living/simple_animal/blob_act(obj/structure/blob/B)
adjustBruteLoss(20)
return
@@ -38,13 +38,16 @@
AddSpell(new spell(null))
/mob/living/simple_animal/hostile/construct/examine(mob/user)
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <b>[src]</b>!\n"
if (src.health < src.maxHealth)
var/t_He = they_pronoun(TRUE)
var/plurality = (gender == PLURAL)
var/msg = "<span class='cult'>*---------*\nThis is \icon[src] \a <b>[src]</b>!\n"
msg += "[desc]\n"
if(health < maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
msg += "[t_He] look[plurality ? "":"s"] slightly dented.\n"
else
msg += "<b>It looks severely dented!</b>\n"
msg += "<b>[t_He] look[plurality ? "":"s"] severely dented!</b>\n"
msg += "</span>"
msg += "*---------*</span>"
@@ -59,11 +62,11 @@
M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
else
M.visible_message("<span class='danger'>[M] repairs some of its own dents.</span>", \
M.visible_message("<span class='danger'>[M] repairs some of [their_pronoun()] own dents.</span>", \
"<span class='cult'>You repair some of your own dents, leaving you at <b>[M.health]/[M.maxHealth]</b> health.</span>")
else
if(src != M)
M << "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as it has none!</span>"
M << "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as [they_pronoun()] [get_has()] none!</span>"
else
M << "<span class='cult'>You cannot repair your own dents, as you have none!</span>"
else if(src != M)

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