Reflector Trenchcoat replaces armory reflective vest (#47116)

* reflector vested

* denton REE

* Update hats.dmi

* a

* hmjhjmhfmjhmgfmjgm
This commit is contained in:
carlarctg
2019-10-22 08:35:14 -03:00
committed by Rob Bailey
parent 58209b970e
commit 6a65a85fe0
13 changed files with 57 additions and 9 deletions
+1 -1
View File
@@ -1923,7 +1923,7 @@
/area/awaymission/research/interior/security)
"eq" = (
/obj/structure/rack,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/hooded/ablative,
/obj/effect/turf_decal/tile/red{
dir = 1
},
+1 -1
View File
@@ -800,7 +800,7 @@
},
/obj/item/gun/energy/ionrifle,
/obj/item/gun/energy/temperature/security,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/hooded/ablative,
/obj/effect/turf_decal/tile/neutral{
dir = 1
},
@@ -54762,7 +54762,7 @@
"bXR" = (
/obj/structure/rack,
/obj/item/gun/energy/ionrifle,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/hooded/ablative,
/obj/item/gun/energy/temperature/security,
/obj/effect/turf_decal/tile/neutral{
dir = 1
@@ -49289,7 +49289,7 @@
/obj/structure/rack,
/obj/item/gun/energy/ionrifle,
/obj/item/gun/energy/temperature/security,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/hooded/ablative,
/obj/effect/turf_decal/tile/neutral{
dir = 1
},
+1 -1
View File
@@ -1961,7 +1961,7 @@
dir = 1
},
/obj/item/gun/energy/temperature/security,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/hooded/ablative,
/obj/effect/turf_decal/tile/neutral{
dir = 1
},
@@ -2808,7 +2808,7 @@
/obj/structure/rack,
/obj/item/gun/energy/ionrifle,
/obj/item/gun/energy/temperature/security,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/hooded/ablative,
/obj/machinery/light{
dir = 8;
light_color = "#e8eaff"
+2 -2
View File
@@ -77,8 +77,8 @@
return !N.fake
/datum/objective_item/steal/reflector
name = "a reflector vest."
targetitem = /obj/item/clothing/suit/armor/laserproof
name = "a reflector trenchcoat."
targetitem = /obj/item/clothing/suit/hooded/ablative
difficulty = 3
excludefromjob = list("Head of Security", "Warden")
@@ -268,7 +268,7 @@
/obj/structure/closet/secure_closet/armory1/PopulateContents()
..()
new /obj/item/clothing/suit/armor/laserproof(src)
new /obj/item/clothing/suit/hooded/ablative(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/armor/riot(src)
for(var/i in 1 to 3)
@@ -625,6 +625,54 @@
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/hooded/winterhood/miner
/obj/item/clothing/head/hooded/ablative
name = "ablative hood"
desc = "Hood hopefully belonging to an ablative trenchcoat. Includes a visor for cool-o-vision."
icon_state = "ablativehood"
armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
strip_delay = 30
var/hit_reflect_chance = 50
/obj/item/clothing/head/hooded/ablative/equipped(mob/living/carbon/human/user, slot)
..()
to_chat(user, "As you put on the hood, a visor shifts into place and starts analyzing the people around you. Neat!")
ADD_TRAIT(user, TRAIT_SECURITY_HUD, CLOTHING_TRAIT)
/obj/item/clothing/head/hooded/ablative/dropped(mob/living/carbon/human/user)
..()
to_chat(user, "You take off the hood, removing the visor in the process and disabling its integrated hud.")
REMOVE_TRAIT(user, TRAIT_SECURITY_HUD, CLOTHING_TRAIT)
/obj/item/clothing/head/hooded/ablative/IsReflect(def_zone)
if(!(def_zone in BODY_ZONE_HEAD)) //If not shot where ablative is covering you, you don't get the reflection bonus!
return FALSE
if (prob(hit_reflect_chance))
return TRUE
/obj/item/clothing/suit/hooded/ablative
name = "ablative trenchcoat"
desc = "Experimental trenchcoat specially crafted to reflect and absorb laser and disabler shots. Don't expect it to do all that much against an ax or a shotgun, however."
icon_state = "ablativecoat"
item_state = "ablativecoat"
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" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
hoodtype = /obj/item/clothing/head/hooded/ablative
strip_delay = 30
equip_delay_other = 40
var/hit_reflect_chance = 50
/obj/item/clothing/suit/hooded/ablative/Initialize()
. = ..()
allowed = GLOB.security_vest_allowed
/obj/item/clothing/suit/hooded/ablative/IsReflect(def_zone)
if(!(def_zone in list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_GROIN, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))) //If not shot where ablative is covering you, you don't get the reflection bonus!
return FALSE
if (prob(hit_reflect_chance))
return TRUE
/obj/item/clothing/head/hooded/winterhood/miner
icon_state = "winterhood_miner"
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