Reflector Trenchcoat replaces armory reflective vest (#47116)
* reflector vested * denton REE * Update hats.dmi * a * hmjhjmhfmjhmgfmjgm
@@ -1923,7 +1923,7 @@
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/area/awaymission/research/interior/security)
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"eq" = (
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/obj/structure/rack,
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/obj/item/clothing/suit/armor/laserproof,
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/obj/item/clothing/suit/hooded/ablative,
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/obj/effect/turf_decal/tile/red{
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dir = 1
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},
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@@ -800,7 +800,7 @@
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},
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/obj/item/gun/energy/ionrifle,
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/obj/item/gun/energy/temperature/security,
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/obj/item/clothing/suit/armor/laserproof,
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/obj/item/clothing/suit/hooded/ablative,
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/obj/effect/turf_decal/tile/neutral{
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dir = 1
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},
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@@ -54762,7 +54762,7 @@
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"bXR" = (
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/obj/structure/rack,
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/obj/item/gun/energy/ionrifle,
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/obj/item/clothing/suit/armor/laserproof,
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/obj/item/clothing/suit/hooded/ablative,
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/obj/item/gun/energy/temperature/security,
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/obj/effect/turf_decal/tile/neutral{
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dir = 1
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@@ -49289,7 +49289,7 @@
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/obj/structure/rack,
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/obj/item/gun/energy/ionrifle,
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/obj/item/gun/energy/temperature/security,
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/obj/item/clothing/suit/armor/laserproof,
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/obj/item/clothing/suit/hooded/ablative,
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/obj/effect/turf_decal/tile/neutral{
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dir = 1
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},
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@@ -1961,7 +1961,7 @@
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dir = 1
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},
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/obj/item/gun/energy/temperature/security,
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/obj/item/clothing/suit/armor/laserproof,
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/obj/item/clothing/suit/hooded/ablative,
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/obj/effect/turf_decal/tile/neutral{
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dir = 1
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},
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@@ -2808,7 +2808,7 @@
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/obj/structure/rack,
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/obj/item/gun/energy/ionrifle,
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/obj/item/gun/energy/temperature/security,
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/obj/item/clothing/suit/armor/laserproof,
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/obj/item/clothing/suit/hooded/ablative,
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/obj/machinery/light{
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dir = 8;
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light_color = "#e8eaff"
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@@ -77,8 +77,8 @@
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return !N.fake
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/datum/objective_item/steal/reflector
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name = "a reflector vest."
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targetitem = /obj/item/clothing/suit/armor/laserproof
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name = "a reflector trenchcoat."
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targetitem = /obj/item/clothing/suit/hooded/ablative
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difficulty = 3
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excludefromjob = list("Head of Security", "Warden")
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@@ -268,7 +268,7 @@
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/obj/structure/closet/secure_closet/armory1/PopulateContents()
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..()
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new /obj/item/clothing/suit/armor/laserproof(src)
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new /obj/item/clothing/suit/hooded/ablative(src)
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for(var/i in 1 to 3)
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new /obj/item/clothing/suit/armor/riot(src)
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for(var/i in 1 to 3)
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@@ -625,6 +625,54 @@
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
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/obj/item/clothing/head/hooded/ablative
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name = "ablative hood"
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desc = "Hood hopefully belonging to an ablative trenchcoat. Includes a visor for cool-o-vision."
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icon_state = "ablativehood"
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armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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strip_delay = 30
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var/hit_reflect_chance = 50
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/obj/item/clothing/head/hooded/ablative/equipped(mob/living/carbon/human/user, slot)
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..()
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to_chat(user, "As you put on the hood, a visor shifts into place and starts analyzing the people around you. Neat!")
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ADD_TRAIT(user, TRAIT_SECURITY_HUD, CLOTHING_TRAIT)
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/obj/item/clothing/head/hooded/ablative/dropped(mob/living/carbon/human/user)
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..()
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to_chat(user, "You take off the hood, removing the visor in the process and disabling its integrated hud.")
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REMOVE_TRAIT(user, TRAIT_SECURITY_HUD, CLOTHING_TRAIT)
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/obj/item/clothing/head/hooded/ablative/IsReflect(def_zone)
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if(!(def_zone in BODY_ZONE_HEAD)) //If not shot where ablative is covering you, you don't get the reflection bonus!
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return FALSE
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if (prob(hit_reflect_chance))
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return TRUE
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/obj/item/clothing/suit/hooded/ablative
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name = "ablative trenchcoat"
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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."
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icon_state = "ablativecoat"
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item_state = "ablativecoat"
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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hoodtype = /obj/item/clothing/head/hooded/ablative
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strip_delay = 30
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equip_delay_other = 40
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var/hit_reflect_chance = 50
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/obj/item/clothing/suit/hooded/ablative/Initialize()
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. = ..()
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allowed = GLOB.security_vest_allowed
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/obj/item/clothing/suit/hooded/ablative/IsReflect(def_zone)
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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!
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return FALSE
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if (prob(hit_reflect_chance))
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return TRUE
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/obj/item/clothing/head/hooded/winterhood/miner
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icon_state = "winterhood_miner"
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Before Width: | Height: | Size: 193 KiB After Width: | Height: | Size: 192 KiB |
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Before Width: | Height: | Size: 352 KiB After Width: | Height: | Size: 355 KiB |
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Before Width: | Height: | Size: 95 KiB After Width: | Height: | Size: 95 KiB |
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Before Width: | Height: | Size: 124 KiB After Width: | Height: | Size: 126 KiB |