mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-27 23:27:34 +01:00
[MIRROR] removes permeability, rolling it into bio armor [MDB IGNORE] (#13435)
* removes permeability, rolling it into bio armor * e Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
co-authored by
Fikou
Gandalf
parent
a86a017f02
commit
c1a1683db6
@@ -764,7 +764,7 @@
|
||||
/area/ruin/space/has_grav/syndicate_forgotten_ship)
|
||||
"cp" = (
|
||||
/obj/machinery/door/window{
|
||||
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "fire" = 70, "acid" = 100);
|
||||
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 0, "fire" = 70, "acid" = 100);
|
||||
name = "Control room";
|
||||
req_one_access_txt = "150"
|
||||
},
|
||||
@@ -1152,7 +1152,7 @@
|
||||
},
|
||||
/obj/structure/fans/tiny,
|
||||
/obj/machinery/door/airlock/grunge{
|
||||
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "fire" = 90, "acid" = 90);
|
||||
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 0, "fire" = 90, "acid" = 90);
|
||||
desc = "Vault airlock preventing air from going out.";
|
||||
name = "Syndicate Vault Airlock";
|
||||
req_one_access_txt = "150"
|
||||
|
||||
@@ -105,7 +105,7 @@
|
||||
name = "Disco Inferno"
|
||||
},
|
||||
/obj/machinery/door/airlock/gold{
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "fire" = 100, "acid" = 100);
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 0, "fire" = 100, "acid" = 100);
|
||||
heat_proof = 1;
|
||||
resistance_flags = 2
|
||||
},
|
||||
|
||||
@@ -97,18 +97,18 @@
|
||||
/datum/component/infective/proc/try_infect_equipped(datum/source, mob/living/L, slot)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
var/old_permeability
|
||||
var/old_bio_armor
|
||||
if(isitem(parent))
|
||||
//if you are putting an infective item on, it obviously will not protect you, so set its permeability high enough that it will never block ContactContractDisease()
|
||||
var/obj/item/I = parent
|
||||
old_permeability = I.permeability_coefficient
|
||||
I.permeability_coefficient = 1.01
|
||||
//if you are putting an infective item on, it obviously will not protect you, so set its bio armor low enough that it will never block ContactContractDisease()
|
||||
var/obj/item/equipped_item = parent
|
||||
old_bio_armor = equipped_item.armor.getRating(BIO)
|
||||
equipped_item.armor.setRating(bio = 0)
|
||||
|
||||
try_infect(L, slot2body_zone(slot))
|
||||
|
||||
if(isitem(parent))
|
||||
var/obj/item/I = parent
|
||||
I.permeability_coefficient = old_permeability
|
||||
var/obj/item/equipped_item = parent
|
||||
equipped_item.armor.setRating(bio = old_bio_armor)
|
||||
|
||||
/datum/component/infective/proc/try_infect_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
@@ -32,84 +32,68 @@
|
||||
D.try_infect(src)
|
||||
|
||||
|
||||
/mob/living/carbon/ContactContractDisease(datum/disease/D, target_zone)
|
||||
if(!CanContractDisease(D))
|
||||
/mob/living/carbon/ContactContractDisease(datum/disease/disease, target_zone)
|
||||
if(!CanContractDisease(disease))
|
||||
return FALSE
|
||||
|
||||
var/obj/item/clothing/Cl = null
|
||||
var/passed = TRUE
|
||||
|
||||
var/head_ch = 80
|
||||
var/body_ch = 100
|
||||
var/hands_ch = 35
|
||||
var/feet_ch = 15
|
||||
var/head_chance = 80
|
||||
var/body_chance = 100
|
||||
var/hands_chance = 35/2
|
||||
var/feet_chance = 15/2
|
||||
|
||||
if(prob(15/D.permeability_mod))
|
||||
if(prob(15/disease.spreading_modifier))
|
||||
return
|
||||
|
||||
if(satiety>0 && prob(satiety/10)) // positive satiety makes it harder to contract the disease.
|
||||
return
|
||||
|
||||
//Lefts and rights do not matter for arms and legs, they both run the same checks
|
||||
if(!target_zone)
|
||||
target_zone = pick(head_ch;BODY_ZONE_HEAD,body_ch;BODY_ZONE_CHEST,hands_ch;BODY_ZONE_L_ARM,feet_ch;BODY_ZONE_L_LEG)
|
||||
target_zone = pick_weight(list(
|
||||
BODY_ZONE_HEAD = head_chance,
|
||||
BODY_ZONE_CHEST = body_chance,
|
||||
BODY_ZONE_R_ARM = hands_chance,
|
||||
BODY_ZONE_L_ARM = hands_chance,
|
||||
BODY_ZONE_R_LEG = feet_chance,
|
||||
BODY_ZONE_L_LEG = feet_chance,
|
||||
))
|
||||
else
|
||||
target_zone = check_zone(target_zone)
|
||||
|
||||
|
||||
|
||||
if(ismonkey(src))
|
||||
var/mob/living/carbon/human/M = src
|
||||
switch(target_zone)
|
||||
if(BODY_ZONE_HEAD)
|
||||
if(M.wear_mask && isobj(M.wear_mask))
|
||||
Cl = M.wear_mask
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
|
||||
else if(ishuman(src))
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(ishuman(src))
|
||||
var/mob/living/carbon/human/infecting_human = src
|
||||
|
||||
switch(target_zone)
|
||||
if(BODY_ZONE_HEAD)
|
||||
if(isobj(H.head) && !istype(H.head, /obj/item/paper))
|
||||
Cl = H.head
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
if(passed && isobj(H.wear_mask))
|
||||
Cl = H.wear_mask
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
if(passed && isobj(H.wear_neck))
|
||||
Cl = H.wear_neck
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
if(isobj(infecting_human.head))
|
||||
passed = prob(100-infecting_human.head.armor.getRating(BIO))
|
||||
if(passed && isobj(infecting_human.wear_mask))
|
||||
passed = prob(100-infecting_human.wear_mask.armor.getRating(BIO))
|
||||
if(passed && isobj(infecting_human.wear_neck))
|
||||
passed = prob(100-infecting_human.wear_neck.armor.getRating(BIO))
|
||||
if(BODY_ZONE_CHEST)
|
||||
if(isobj(H.wear_suit))
|
||||
Cl = H.wear_suit
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
if(passed && isobj(ITEM_SLOT_ICLOTHING))
|
||||
Cl = ITEM_SLOT_ICLOTHING
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
if(isobj(infecting_human.wear_suit))
|
||||
passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO))
|
||||
if(passed && isobj(infecting_human.w_uniform))
|
||||
passed = prob(100-infecting_human.w_uniform.armor.getRating(BIO))
|
||||
if(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)
|
||||
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS)
|
||||
Cl = H.wear_suit
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
|
||||
if(passed && isobj(H.gloves))
|
||||
Cl = H.gloves
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
if(isobj(infecting_human.wear_suit) && infecting_human.wear_suit.body_parts_covered&HANDS)
|
||||
passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO))
|
||||
if(passed && isobj(infecting_human.gloves))
|
||||
passed = prob(100-infecting_human.gloves.armor.getRating(BIO))
|
||||
if(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET)
|
||||
Cl = H.wear_suit
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
|
||||
if(passed && isobj(H.shoes))
|
||||
Cl = H.shoes
|
||||
passed = prob((Cl.permeability_coefficient*100) - 1)
|
||||
if(isobj(infecting_human.wear_suit) && infecting_human.wear_suit.body_parts_covered&FEET)
|
||||
passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO))
|
||||
if(passed && isobj(infecting_human.shoes))
|
||||
passed = prob(100-infecting_human.shoes.armor.getRating(BIO))
|
||||
|
||||
if(passed)
|
||||
D.try_infect(src)
|
||||
disease.try_infect(src)
|
||||
|
||||
/mob/living/proc/AirborneContractDisease(datum/disease/D, force_spread)
|
||||
if( ((D.spread_flags & DISEASE_SPREAD_AIRBORNE) || force_spread) && prob((50*D.permeability_mod) - 1))
|
||||
ForceContractDisease(D)
|
||||
/mob/living/proc/AirborneContractDisease(datum/disease/disease, force_spread)
|
||||
if(((disease.spread_flags & DISEASE_SPREAD_AIRBORNE) || force_spread) && prob((50*disease.spreading_modifier) - 1))
|
||||
ForceContractDisease(disease)
|
||||
|
||||
/mob/living/carbon/AirborneContractDisease(datum/disease/D, force_spread)
|
||||
if(internal)
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
var/cure_chance = 4
|
||||
var/carrier = FALSE //If our host is only a carrier
|
||||
var/bypasses_immunity = FALSE //Does it skip species virus immunity check? Some things may diseases and not viruses
|
||||
var/permeability_mod = 1
|
||||
var/spreading_modifier = 1
|
||||
var/severity = DISEASE_SEVERITY_NONTHREAT
|
||||
var/list/required_organs = list()
|
||||
var/needs_all_cures = TRUE
|
||||
@@ -147,7 +147,7 @@
|
||||
//note that stage is not copied over - the copy starts over at stage 1
|
||||
var/static/list/copy_vars = list("name", "visibility_flags", "disease_flags", "spread_flags", "form", "desc", "agent", "spread_text",
|
||||
"cure_text", "max_stages", "stage_prob", "viable_mobtypes", "cures", "infectivity", "cure_chance",
|
||||
"bypasses_immunity", "permeability_mod", "severity", "required_organs", "needs_all_cures", "strain_data",
|
||||
"bypasses_immunity", "spreading_modifier", "severity", "required_organs", "needs_all_cures", "strain_data",
|
||||
"infectable_biotypes", "process_dead")
|
||||
|
||||
var/datum/disease/D = copy_type ? new copy_type() : new type()
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
cure_chance = 10
|
||||
agent = "Shitty Adrenal Glands"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 1
|
||||
spreading_modifier = 1
|
||||
desc = "If left untreated the subject will suffer from lethargy, dizziness and periodic loss of conciousness."
|
||||
severity = DISEASE_SEVERITY_MEDIUM
|
||||
disease_flags = CAN_CARRY|CAN_RESIST
|
||||
|
||||
@@ -253,7 +253,7 @@
|
||||
else
|
||||
SetSpread(DISEASE_SPREAD_BLOOD)
|
||||
|
||||
permeability_mod = max(CEILING(0.4 * properties["transmittable"], 1), 1)
|
||||
spreading_modifier = max(CEILING(0.4 * properties["transmittable"], 1), 1)
|
||||
cure_chance = clamp(7.5 - (0.5 * properties["resistance"]), 5, 10) // can be between 5 and 10
|
||||
stage_prob = max(0.5 * properties["stage_rate"], 1)
|
||||
SetSeverity(properties["severity"])
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
cures = list(/datum/reagent/medicine/spaceacillin)
|
||||
agent = "XY-rhinovirus"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 0.5
|
||||
spreading_modifier = 0.5
|
||||
desc = "If left untreated the subject will contract the flu."
|
||||
severity = DISEASE_SEVERITY_NONTHREAT
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
cure_chance = 5
|
||||
agent = "H13N1 flu virion"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 0.75
|
||||
spreading_modifier = 0.75
|
||||
desc = "If left untreated the subject will feel quite unwell."
|
||||
severity = DISEASE_SEVERITY_MINOR
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
cure_chance = 5
|
||||
agent = "1nqu1s1t10n flu virion"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 0.75
|
||||
spreading_modifier = 0.75
|
||||
desc = "If left untreated the subject will burn to death for being a heretic."
|
||||
severity = DISEASE_SEVERITY_DANGEROUS
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
agent = "Gravitokinetic Bipotential SADS+"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
disease_flags = CAN_CARRY|CAN_RESIST|CURABLE
|
||||
permeability_mod = 1
|
||||
spreading_modifier = 1
|
||||
severity = DISEASE_SEVERITY_BIOHAZARD
|
||||
|
||||
/datum/disease/gbs/stage_act(delta_time, times_fired)
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
cure_text = "Heart replacement surgery to cure. Defibrillation (or as a last resort, uncontrolled electric shocking) may also be effective after the onset of cardiac arrest. Penthrite can also mitigate cardiac arrest."
|
||||
agent = "Shitty Heart"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 1
|
||||
spreading_modifier = 1
|
||||
desc = "If left untreated the subject will die!"
|
||||
severity = "Dangerous!"
|
||||
disease_flags = CAN_CARRY|CAN_RESIST
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
agent = "Fukkos Miracos"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
disease_flags = CAN_CARRY|CAN_RESIST|CURABLE
|
||||
permeability_mod = 0.75
|
||||
spreading_modifier = 0.75
|
||||
desc = "This disease disrupts the magnetic field of your body, making it act as if a powerful magnet. Injections of iron help stabilize the field."
|
||||
severity = DISEASE_SEVERITY_MEDIUM
|
||||
infectable_biotypes = MOB_ORGANIC|MOB_ROBOTIC
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
agent = "Consuming Live Parasites"
|
||||
spread_text = "Non-Biological"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 1
|
||||
spreading_modifier = 1
|
||||
desc = "If left untreated the subject will passively lose nutrients, and eventually lose their liver."
|
||||
severity = DISEASE_SEVERITY_HARMFUL
|
||||
disease_flags = CAN_CARRY|CAN_RESIST
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
cure_chance = 50
|
||||
agent = "H0NI<42 Virus"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 0.75
|
||||
spreading_modifier = 0.75
|
||||
desc = "If left untreated the subject will probably drive others to insanity."
|
||||
severity = DISEASE_SEVERITY_MEDIUM
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
desc = "A DNA-altering retrovirus that scrambles the structural and unique enzymes of a host constantly."
|
||||
severity = DISEASE_SEVERITY_HARMFUL
|
||||
permeability_mod = 0.4
|
||||
spreading_modifier = 0.4
|
||||
stage_prob = 1
|
||||
var/restcure = 0
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
cures = list("plasma")
|
||||
agent = "Unknown"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 1
|
||||
spreading_modifier = 1
|
||||
severity = DISEASE_SEVERITY_BIOHAZARD
|
||||
|
||||
/datum/disease/rhumba_beat/stage_act(delta_time, times_fired)
|
||||
|
||||
@@ -104,7 +104,7 @@
|
||||
spread_text = "Unknown"
|
||||
spread_flags = DISEASE_SPREAD_NON_CONTAGIOUS
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
permeability_mod = 1
|
||||
spreading_modifier = 1
|
||||
cure_chance = 0.5
|
||||
disease_flags = CAN_CARRY|CAN_RESIST
|
||||
desc = "A neutered but still dangerous descendent of the ancient \"Jungle Fever\", victims will eventually genetically backtrack into a primate. \
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
agent = "Rincewindus Vulgaris"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
disease_flags = CAN_CARRY|CAN_RESIST|CURABLE
|
||||
permeability_mod = 0.75
|
||||
spreading_modifier = 0.75
|
||||
desc = "Some speculate that this virus is the cause of the Space Wizard Federation's existence. Subjects affected show the signs of brain damage, yelling obscure sentences or total gibberish. On late stages subjects sometime express the feelings of inner power, and, cite, 'the ability to control the forces of cosmos themselves!' A gulp of strong, manly spirits usually reverts them to normal, humanlike, condition."
|
||||
severity = DISEASE_SEVERITY_HARMFUL
|
||||
required_organs = list(/obj/item/bodypart/head)
|
||||
|
||||
@@ -209,11 +209,10 @@
|
||||
icon_state = "black"
|
||||
inhand_icon_state = "blackgloves"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
strip_delay = 80
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 80, ACID = 50)
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
var/id = null
|
||||
var/initialized_button = 0
|
||||
var/silicon_access_disabled = FALSE
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, FIRE = 90, ACID = 70)
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 90, ACID = 70)
|
||||
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.02
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF
|
||||
|
||||
|
||||
@@ -124,7 +124,7 @@
|
||||
anchored = FALSE
|
||||
max_integrity = 180
|
||||
proj_pass_rate = 20
|
||||
armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, FIRE = 10, ACID = 0)
|
||||
armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 10, ACID = 0)
|
||||
|
||||
var/deploy_time = 40
|
||||
var/deploy_message = TRUE
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
pass_flags_self = PASSDOORS
|
||||
max_integrity = 350
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 80, ACID = 70)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, FIRE = 80, ACID = 70)
|
||||
can_atmos_pass = ATMOS_PASS_DENSITY
|
||||
flags_1 = PREVENT_CLICK_UNDER_1
|
||||
receive_ricochet_chance_mod = 0.8
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
layer = BELOW_OPEN_DOOR_LAYER
|
||||
closingLayer = CLOSED_FIREDOOR_LAYER
|
||||
assemblytype = /obj/structure/firelock_frame
|
||||
armor = list(MELEE = 10, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 100, FIRE = 95, ACID = 70)
|
||||
armor = list(MELEE = 10, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 0, FIRE = 95, ACID = 70)
|
||||
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
|
||||
|
||||
COOLDOWN_DECLARE(activation_cooldown)
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
heat_proof = TRUE
|
||||
safe = FALSE
|
||||
max_integrity = 600
|
||||
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 100, ACID = 70)
|
||||
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 100, ACID = 70)
|
||||
resistance_flags = FIRE_PROOF
|
||||
damage_deflection = 70
|
||||
can_open_with_hands = FALSE
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
layer = SHUTTER_LAYER
|
||||
closingLayer = SHUTTER_LAYER
|
||||
damage_deflection = 20
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 100, FIRE = 100, ACID = 70)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 0, FIRE = 100, ACID = 70)
|
||||
max_integrity = 100
|
||||
recipe_type = /datum/crafting_recipe/shutters
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
var/base_state = "left"
|
||||
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
|
||||
integrity_failure = 0
|
||||
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, FIRE = 70, ACID = 100)
|
||||
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 70, ACID = 100)
|
||||
visible = FALSE
|
||||
flags_1 = ON_BORDER_1
|
||||
opacity = FALSE
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
icon_state = "fire0"
|
||||
max_integrity = 250
|
||||
integrity_failure = 0.4
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 30)
|
||||
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
|
||||
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.02
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// roughly the same health/armor as an airlock
|
||||
max_integrity = 450
|
||||
damage_deflection = 30
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 80, ACID = 70)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, FIRE = 80, ACID = 70)
|
||||
use_power = IDLE_POWER_USE
|
||||
power_channel = AREA_USAGE_EQUIP
|
||||
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
density = TRUE
|
||||
anchored = FALSE
|
||||
max_integrity = 500
|
||||
armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 30, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 0, FIRE = 30, ACID = 30)
|
||||
var/static/list/numbers = list("0" = "green", "1" = "red", "3" = "red", "5" = "red", "7" = "red", "9" = "red", "12" = "red", "14" = "red", "16" = "red",\
|
||||
"18" = "red", "19" = "red", "21" = "red", "23" = "red", "25" = "red", "27" = "red", "30" = "red", "32" = "red", "34" = "red", "36" = "red",\
|
||||
"2" = "black", "4" = "black", "6" = "black", "8" = "black", "10" = "black", "11" = "black", "13" = "black", "15" = "black", "17" = "black", "20" = "black",\
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
name = "space heater"
|
||||
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire. Warranty void if used in engines."
|
||||
max_integrity = 250
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 80, ACID = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 10)
|
||||
circuit = /obj/item/circuitboard/machine/space_heater
|
||||
//We don't use area power, we always use the cell
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
@@ -123,8 +123,6 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
|
||||
|
||||
///What body parts are covered by the clothing when you wear it
|
||||
var/body_parts_covered = 0
|
||||
/// How likely a disease or chemical is to get through a piece of clothing
|
||||
var/permeability_coefficient = 1
|
||||
/// for electrical admittance/conductance (electrocution checks and shit)
|
||||
var/siemens_coefficient = 1
|
||||
/// How much clothing is slowing you down. Negative values speeds you up
|
||||
|
||||
@@ -104,7 +104,7 @@
|
||||
mouse_opacity = MOUSE_OPACITY_OPAQUE
|
||||
resistance_flags = INDESTRUCTIBLE
|
||||
can_atmos_pass = ATMOS_PASS_DENSITY
|
||||
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, FIRE = 100, ACID = 100)
|
||||
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, FIRE = 100, ACID = 100)
|
||||
var/obj/item/forcefield_projector/generator
|
||||
|
||||
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
|
||||
|
||||
@@ -208,7 +208,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe, 32)
|
||||
It is made out of the same material as the station's Black Box and is designed to resist all conventional weaponry. \
|
||||
There appears to be a small amount of surface corrosion. It doesn't look like it could withstand much of an explosion."
|
||||
can_hack_open = FALSE
|
||||
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 100, FIRE = 80, ACID = 70)
|
||||
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 0, FIRE = 80, ACID = 70)
|
||||
max_integrity = 300
|
||||
color = "#ffdd33"
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "fireaxe"
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 90, ACID = 50)
|
||||
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 90, ACID = 50)
|
||||
max_integrity = 150
|
||||
integrity_failure = 0.33
|
||||
var/locked = TRUE
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
pass_flags_self = PASSGRILLE
|
||||
flags_1 = CONDUCT_1
|
||||
pressure_resistance = 5*ONE_ATMOSPHERE
|
||||
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0)
|
||||
max_integrity = 50
|
||||
integrity_failure = 0.4
|
||||
var/rods_type = /obj/item/stack/rods
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
icon = 'icons/obj/doors/mineral_doors.dmi'
|
||||
icon_state = "metal"
|
||||
max_integrity = 200
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 50, ACID = 50)
|
||||
can_atmos_pass = ATMOS_PASS_DENSITY
|
||||
rad_insulation = RAD_MEDIUM_INSULATION
|
||||
material_flags = MATERIAL_EFFECTS
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
gender = PLURAL
|
||||
icon = 'icons/obj/stationobjs.dmi'//ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
||||
icon_state = "plasticflaps"
|
||||
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50)
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
can_atmos_pass = ATMOS_PASS_NO
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
anchored = TRUE
|
||||
pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
|
||||
/// armor more or less consistent with grille. max_integrity about one time and a half that of a grille.
|
||||
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0)
|
||||
max_integrity = 75
|
||||
|
||||
var/climbable = TRUE
|
||||
|
||||
@@ -400,8 +400,7 @@
|
||||
icon_state = "rwindow"
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
//armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100) //ORIGINAL
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 0, FIRE = 80, ACID = 100) // SKYRAT EDIT CHANGE
|
||||
max_integrity = 75
|
||||
explosion_block = 1
|
||||
damage_deflection = 11
|
||||
@@ -514,7 +513,7 @@
|
||||
icon_state = "plasmawindow"
|
||||
reinf = FALSE
|
||||
heat_resistance = 25000
|
||||
armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, FIRE = 99, ACID = 100)
|
||||
armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 0, FIRE = 99, ACID = 100)
|
||||
max_integrity = 200
|
||||
explosion_block = 1
|
||||
glass_type = /obj/item/stack/sheet/plasmaglass
|
||||
@@ -551,7 +550,7 @@
|
||||
icon_state = "plasmarwindow"
|
||||
reinf = TRUE
|
||||
heat_resistance = 50000
|
||||
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, FIRE = 99, ACID = 100)
|
||||
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, FIRE = 99, ACID = 100)
|
||||
max_integrity = 500
|
||||
damage_deflection = 21
|
||||
explosion_block = 2
|
||||
@@ -679,7 +678,7 @@
|
||||
flags_1 = PREVENT_CLICK_UNDER_1
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 80, ACID = 100)
|
||||
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
|
||||
smoothing_flags = SMOOTH_BITMASK
|
||||
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
|
||||
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
|
||||
@@ -709,7 +708,7 @@
|
||||
fulltile = TRUE
|
||||
flags_1 = PREVENT_CLICK_UNDER_1
|
||||
heat_resistance = 1600
|
||||
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 80, ACID = 100)
|
||||
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
|
||||
smoothing_flags = SMOOTH_BITMASK
|
||||
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
|
||||
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
|
||||
|
||||
@@ -7,13 +7,13 @@
|
||||
|
||||
|
||||
/datum/blobstrain/reagent/attack_living(mob/living/L)
|
||||
var/mob_protection = L.get_permeability_protection()
|
||||
reagent.expose_mob(L, VAPOR, BLOB_REAGENTATK_VOL, 1, mob_protection, overmind)
|
||||
var/mob_protection = L.getarmor(null, BIO) * 0.01
|
||||
reagent.expose_mob(L, VAPOR, BLOB_REAGENTATK_VOL, TRUE, mob_protection, overmind)
|
||||
send_message(L)
|
||||
|
||||
/datum/blobstrain/reagent/blobbernaut_attack(mob/living/L)
|
||||
var/mob_protection = L.get_permeability_protection()
|
||||
reagent.expose_mob(L, VAPOR, BLOBMOB_BLOBBERNAUT_REAGENTATK_VOL+blobbernaut_reagentatk_bonus, 0, mob_protection, overmind)//this will do between 10 and 20 damage(reduced by mob protection), depending on chemical, plus 4 from base brute damage.
|
||||
var/mob_protection = L.getarmor(null, BIO) * 0.01
|
||||
reagent.expose_mob(L, VAPOR, BLOBMOB_BLOBBERNAUT_REAGENTATK_VOL+blobbernaut_reagentatk_bonus, FALSE, mob_protection, overmind)//this will do between 10 and 20 damage(reduced by mob protection), depending on chemical, plus 4 from base brute damage.
|
||||
|
||||
/datum/blobstrain/reagent/on_sporedeath(mob/living/spore)
|
||||
spore.reagents.add_reagent(reagent.type, 10)
|
||||
|
||||
@@ -476,7 +476,7 @@
|
||||
item_flags = DROPDEL
|
||||
clothing_flags = STOPSPRESSUREDAMAGE //Not THICKMATERIAL because it's organic tissue, so if somebody tries to inject something into it, it still ends up in your blood. (also balance but muh fluff)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/oxygen)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 90) //No armor at all.
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 90) //No armor at all.
|
||||
actions_types = list()
|
||||
cell = null
|
||||
show_hud = FALSE
|
||||
@@ -504,7 +504,7 @@
|
||||
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
|
||||
item_flags = DROPDEL
|
||||
clothing_flags = STOPSPRESSUREDAMAGE
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 90)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 90)
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
|
||||
/obj/item/clothing/head/helmet/space/changeling/Initialize(mapload)
|
||||
@@ -535,7 +535,7 @@
|
||||
icon_state = "lingarmor"
|
||||
item_flags = DROPDEL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, FIRE = 90, ACID = 90)
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 10, FIRE = 90, ACID = 90)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
cold_protection = 0
|
||||
heat_protection = 0
|
||||
@@ -551,7 +551,7 @@
|
||||
desc = "A tough, hard covering of black chitin with transparent chitin in front."
|
||||
icon_state = "lingarmorhelmet"
|
||||
item_flags = DROPDEL
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, FIRE = 90, ACID = 90)
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 10, FIRE = 90, ACID = 90)
|
||||
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
|
||||
|
||||
/obj/item/clothing/head/helmet/changeling/Initialize(mapload)
|
||||
|
||||
@@ -17,10 +17,9 @@
|
||||
desc = "advanced clown shoes that protect the wearer and render them nearly immune to slipping on their own peels. They also squeak at 100% capacity."
|
||||
clothing_flags = NOSLIP
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 90, FIRE = 70, ACID = 50)
|
||||
strip_delay = 70
|
||||
resistance_flags = NONE
|
||||
permeability_coefficient = 0.05
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
|
||||
/// Recharging rate in PPS (peels per second)
|
||||
@@ -32,10 +31,9 @@
|
||||
name = "mk-honk combat shoes"
|
||||
desc = "The culmination of years of clown combat research, these shoes leave a trail of chaos in their wake. They will slowly recharge themselves over time, or can be manually charged with bananium."
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, FIRE = 90, ACID = 50)
|
||||
strip_delay = 70
|
||||
resistance_flags = NONE
|
||||
permeability_coefficient = 0.05
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
always_noslip = TRUE
|
||||
|
||||
|
||||
@@ -400,7 +400,7 @@ Striking a noncultist, however, will tear their flesh."}
|
||||
inhand_icon_state = "cult_armor"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals)
|
||||
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100)
|
||||
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
|
||||
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/hardened
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
|
||||
flags_inv = HIDEGLOVES | HIDESHOES | HIDEJUMPSUIT
|
||||
@@ -413,7 +413,7 @@ Striking a noncultist, however, will tear their flesh."}
|
||||
desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
|
||||
icon_state = "cult_helmet"
|
||||
inhand_icon_state = "cult_helmet"
|
||||
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100)
|
||||
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
@@ -473,7 +473,7 @@ Striking a noncultist, however, will tear their flesh."}
|
||||
name = "flagellant's robes"
|
||||
desc = "Blood-soaked robes infused with dark magic; allows the user to move at inhuman speeds, but at the cost of increased damage."
|
||||
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
|
||||
armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = -45, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = 0, FIRE = 0, ACID = 0)
|
||||
slowdown = -0.6
|
||||
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
agent = "Unholy Forces"
|
||||
viable_mobtypes = list(/mob/living/carbon/human)
|
||||
disease_flags = CURABLE
|
||||
permeability_mod = 1
|
||||
spreading_modifier = 1
|
||||
severity = DISEASE_SEVERITY_HARMFUL
|
||||
var/stagedamage = 0 //Highest stage reached.
|
||||
var/finalstage = 0 //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects.
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
req_access = list(ACCESS_ATMOSPHERICS)
|
||||
max_integrity = 250
|
||||
integrity_failure = 0.33
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 90, ACID = 30)
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
var/danger_level = 0
|
||||
|
||||
@@ -80,7 +80,7 @@
|
||||
normalize_cardinal_directions()
|
||||
nodes = new(device_type)
|
||||
if (!armor)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 100, ACID = 70)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70)
|
||||
..()
|
||||
if(process)
|
||||
SSair.start_processing_machine(src)
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
desc = "Sells gas tanks with custom mixes for all the family!"
|
||||
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
|
||||
layer = OBJ_LAYER
|
||||
|
||||
///The bluespace sender that this vendor is connected to
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
name = "space electrolyzer"
|
||||
desc = "Thanks to the fast and dynamic response of our electrolyzers, on-site hydrogen production is guaranteed. Warranty void if used by clowns"
|
||||
max_integrity = 250
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 80, ACID = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 10)
|
||||
circuit = /obj/item/circuitboard/machine/electrolyzer
|
||||
/// We don't use area power, we always use the cell
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
plane = GAME_PLANE_UPPER
|
||||
density = TRUE
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
|
||||
circuit = /obj/item/circuitboard/machine/crystallizer
|
||||
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
|
||||
vent_movement = NONE
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
density = TRUE
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
|
||||
layer = OBJ_LAYER
|
||||
circuit = /obj/item/circuitboard/machine/bluespace_sender
|
||||
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
|
||||
|
||||
@@ -70,7 +70,7 @@
|
||||
icon_state = "pod-off"
|
||||
density = TRUE
|
||||
max_integrity = 350
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30)
|
||||
layer = MOB_LAYER - 0.2 //SKYRAT EDIT - Fixing the opacity of cryo cells - ORIGINAL: layer = MOB_LAYER
|
||||
state_open = FALSE
|
||||
circuit = /obj/item/circuitboard/machine/cryo_tube
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
density = TRUE
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
|
||||
layer = OBJ_LAYER
|
||||
circuit = /obj/item/circuitboard/machine/thermomachine
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
|
||||
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.03
|
||||
max_integrity = 150
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 40, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 40, ACID = 0)
|
||||
greyscale_config = /datum/greyscale_config/meter
|
||||
greyscale_colors = COLOR_GRAY
|
||||
///The pipe we are attaching to
|
||||
|
||||
@@ -38,7 +38,7 @@ GLOBAL_LIST_INIT(gas_id_to_canister, init_gas_id_to_canister())
|
||||
greyscale_colors = "#ffff00#000000"
|
||||
density = TRUE
|
||||
volume = 2000
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 80, ACID = 50)
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 80, ACID = 50)
|
||||
max_integrity = 300
|
||||
integrity_failure = 0.4
|
||||
pressure_resistance = 7 * ONE_ATMOSPHERE
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
icon = 'icons/obj/atmos.dmi'
|
||||
use_power = NO_POWER_USE
|
||||
max_integrity = 250
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 60, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 60, ACID = 30)
|
||||
anchored = FALSE
|
||||
|
||||
///Stores the gas mixture of the portable component. Don't access this directly, use return_air() so you support the temporary processing it provides
|
||||
@@ -193,10 +193,10 @@
|
||||
add_fingerprint(user)
|
||||
return ..()
|
||||
|
||||
/// Holding tanks can get to zero integrity and be destroyed without other warnings due to pressure change.
|
||||
/// Holding tanks can get to zero integrity and be destroyed without other warnings due to pressure change.
|
||||
/// This checks for that case and removes our reference to it.
|
||||
/obj/machinery/portable_atmospherics/proc/unregister_holding()
|
||||
SIGNAL_HANDLER
|
||||
|
||||
|
||||
UnregisterSignal(holding, COMSIG_PARENT_QDELETING)
|
||||
holding = null
|
||||
|
||||
@@ -380,9 +380,10 @@
|
||||
random_sensor = FALSE
|
||||
resistance_flags = NONE
|
||||
can_adjust = FALSE
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 50)
|
||||
|
||||
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
|
||||
special_desc = "A chameleon jumpsuit employed by the Syndicate in infiltration operations." // SKYRAT EDIT
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
|
||||
|
||||
var/datum/action/item_action/chameleon/change/chameleon_action
|
||||
|
||||
@@ -547,10 +548,9 @@
|
||||
icon_state = "gas_alt"
|
||||
inhand_icon_state = "gas_alt"
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 50, ACID = 50)
|
||||
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
|
||||
permeability_coefficient = 0.01
|
||||
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
|
||||
@@ -608,9 +608,8 @@
|
||||
greyscale_config = /datum/greyscale_config/sneakers
|
||||
greyscale_config_worn = /datum/greyscale_config/sneakers_worn
|
||||
desc = "A pair of black shoes."
|
||||
permeability_coefficient = 0.05
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 50, ACID = 50)
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
|
||||
special_desc = "A pair of chameleon shoes employed by the Syndicate in infiltration operations." // Skyrat edit
|
||||
|
||||
@@ -3,11 +3,10 @@
|
||||
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
|
||||
icon_state = "leather"
|
||||
inhand_icon_state = "ggloves"
|
||||
permeability_coefficient = 0.9
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
clothing_traits = list(TRAIT_PLANT_SAFE)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 70, ACID = 30)
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
icon_state = "yellow"
|
||||
inhand_icon_state = "ygloves"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
resistance_flags = NONE
|
||||
custom_price = PAYCHECK_CREW * 10
|
||||
custom_premium_price = PAYCHECK_COMMAND * 6
|
||||
@@ -45,7 +45,7 @@
|
||||
icon_state = "sprayon"
|
||||
inhand_icon_state = "sprayon"
|
||||
item_flags = DROPDEL
|
||||
permeability_coefficient = 0
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = ACID_PROOF
|
||||
var/charges_remaining = 10
|
||||
|
||||
@@ -73,7 +73,7 @@
|
||||
icon_state = "yellow"
|
||||
inhand_icon_state = "ygloves"
|
||||
siemens_coefficient = 1 //Set to a default of 1, gets overridden in Initialize()
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 25, FIRE = 0, ACID = 0)
|
||||
resistance_flags = NONE
|
||||
cut_type = /obj/item/clothing/gloves/cut
|
||||
|
||||
@@ -157,7 +157,7 @@
|
||||
name = "insulated gloves"
|
||||
desc = "These gloves provide protection against electric shock."
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/gloves/color/rainbow
|
||||
@@ -208,13 +208,12 @@
|
||||
icon_state = "captain"
|
||||
inhand_icon_state = "egloves"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 70, ACID = 50)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/gloves/color/chief_engineer
|
||||
@@ -235,7 +234,7 @@
|
||||
icon_state = "latex"
|
||||
inhand_icon_state = "latex"
|
||||
siemens_coefficient = 0.3
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
|
||||
clothing_traits = list(TRAIT_QUICK_CARRY, TRAIT_FINGERPRINT_PASSTHROUGH)
|
||||
resistance_flags = NONE
|
||||
|
||||
@@ -252,7 +251,7 @@
|
||||
icon_state = "infiltrator"
|
||||
inhand_icon_state = "infiltrator"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.3
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 70, FIRE = 0, ACID = 0)
|
||||
clothing_traits = list(TRAIT_QUICKER_CARRY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
@@ -263,7 +262,7 @@
|
||||
icon_state = "clockwork_gauntlets"
|
||||
inhand_icon_state = "clockwork_gauntlets"
|
||||
siemens_coefficient = 0.8
|
||||
permeability_coefficient = 0.3
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 70, FIRE = 0, ACID = 0)
|
||||
clothing_traits = list(TRAIT_QUICK_BUILD)
|
||||
custom_materials = list(/datum/material/iron=2000, /datum/material/silver=1500, /datum/material/gold = 1000)
|
||||
|
||||
|
||||
@@ -4,11 +4,10 @@
|
||||
icon_state = "black"
|
||||
inhand_icon_state = "blackgloves"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
strip_delay = 80
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 80, ACID = 50)
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
|
||||
|
||||
/obj/item/clothing/gloves/color/plasmaman/black
|
||||
@@ -64,7 +63,6 @@
|
||||
desc = "Covers up those scandalous boney hands."
|
||||
icon_state = "botanyplasma"
|
||||
inhand_icon_state = "botanyplasma"
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
|
||||
|
||||
/obj/item/clothing/gloves/color/plasmaman/prototype
|
||||
|
||||
@@ -77,7 +77,7 @@
|
||||
name = "guerrilla gloves"
|
||||
desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks."
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/gloves/tackler/rocket
|
||||
name = "rocket gloves"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
|
||||
icon_state = "hardhat0_yellow"
|
||||
inhand_icon_state = "hardhat0_yellow"
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 50, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma
|
||||
flags_inv = 0
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
clothing_flags = SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
name = "plague doctor's hat"
|
||||
desc = "These were once used by plague doctors. They're pretty much useless."
|
||||
icon_state = "plaguedoctor"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/head/nursehat
|
||||
name = "nurse's hat"
|
||||
|
||||
@@ -66,7 +66,6 @@
|
||||
mask_adjusted = !mask_adjusted
|
||||
if(!mask_adjusted)
|
||||
src.icon_state = initial(icon_state)
|
||||
permeability_coefficient = initial(permeability_coefficient)
|
||||
clothing_flags |= visor_flags
|
||||
flags_inv |= visor_flags_inv
|
||||
flags_cover |= visor_flags_cover
|
||||
@@ -75,7 +74,6 @@
|
||||
else
|
||||
icon_state += "_up"
|
||||
to_chat(user, span_notice("You push \the [src] out of the way."))
|
||||
permeability_coefficient = 1
|
||||
clothing_flags &= ~visor_flags
|
||||
flags_inv &= ~visor_flags_inv
|
||||
flags_cover &= ~visor_flags_cover
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 0, FIRE = 100, ACID = 40)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 50, FIRE = 100, ACID = 40)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
var/voice_unknown = FALSE ///This makes it so that your name shows up as unknown when wearing the mask.
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
clothing_flags = MASKINTERNALS
|
||||
visor_flags = MASKINTERNALS
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
actions_types = list(/datum/action/item_action/adjust)
|
||||
flags_cover = MASKCOVERSMOUTH
|
||||
visor_flags_cover = MASKCOVERSMOUTH
|
||||
@@ -34,5 +34,5 @@
|
||||
name = "medical mask"
|
||||
icon_state = "medical"
|
||||
inhand_icon_state = "m_mask"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
|
||||
equip_delay_other = 10
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
inhand_icon_state = "gas_alt"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
|
||||
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH | PEPPERPROOF
|
||||
resistance_flags = NONE
|
||||
///Max numbers of installable filters
|
||||
@@ -99,8 +99,7 @@
|
||||
desc = "Improved gas mask utilized by atmospheric technicians. It's flameproof!"
|
||||
icon_state = "gas_atmos"
|
||||
inhand_icon_state = "gas_atmos"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 20, ACID = 10)
|
||||
permeability_coefficient = 0.001
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 20, ACID = 10)
|
||||
resistance_flags = FIRE_PROOF
|
||||
max_filters = 3
|
||||
|
||||
@@ -130,7 +129,7 @@
|
||||
flash_protect = FLASH_PROTECTION_WELDER
|
||||
custom_materials = list(/datum/material/iron=4000, /datum/material/glass=2000)
|
||||
tint = 2
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 55)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 55)
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
|
||||
flags_cover = MASKCOVERSEYES
|
||||
@@ -155,7 +154,6 @@
|
||||
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"
|
||||
inhand_icon_state = "gas_mask"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 2,ENERGY = 2, BOMB = 0, BIO = 75, FIRE = 0, ACID = 0)
|
||||
has_fov = FALSE
|
||||
flags_cover = MASKCOVERSEYES
|
||||
|
||||
|
||||
@@ -23,5 +23,5 @@
|
||||
inhand_icon_state = "breathmuzzle"
|
||||
body_parts_covered = NONE
|
||||
clothing_flags = MASKINTERNALS | BLOCKS_SPEECH
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
|
||||
equip_delay_other = 25 // my sprite has 4 straps, a-la a head harness. takes a while to equip, longer than a muzzle
|
||||
|
||||
@@ -8,8 +8,7 @@
|
||||
flags_cover = MASKCOVERSMOUTH
|
||||
visor_flags_inv = HIDEFACE|HIDESNOUT
|
||||
visor_flags_cover = MASKCOVERSMOUTH
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 25, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
|
||||
actions_types = list(/datum/action/item_action/adjust)
|
||||
|
||||
/obj/item/clothing/mask/surgical/attack_self(mob/user)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
body_parts_covered = FEET
|
||||
slot_flags = ITEM_SLOT_FEET
|
||||
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
strip_delay = 1 SECONDS
|
||||
var/offset = 0
|
||||
|
||||
@@ -5,10 +5,9 @@
|
||||
inhand_icon_state = "jackboots"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 90, FIRE = 70, ACID = 50)
|
||||
strip_delay = 40
|
||||
resistance_flags = NONE
|
||||
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
lace_time = 12 SECONDS
|
||||
|
||||
@@ -24,9 +23,8 @@
|
||||
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
|
||||
name = "\improper SWAT boots"
|
||||
desc = "High speed, no drag combat boots."
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = NOSLIP
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, FIRE = 90, ACID = 50)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 100, FIRE = 90, ACID = 50)
|
||||
|
||||
/obj/item/clothing/shoes/jackboots
|
||||
name = "jackboots"
|
||||
@@ -38,7 +36,7 @@
|
||||
strip_delay = 30
|
||||
equip_delay_other = 50
|
||||
resistance_flags = NONE
|
||||
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
can_be_tied = FALSE
|
||||
// SKYRAT EDIT ADDITION START
|
||||
@@ -66,7 +64,7 @@
|
||||
desc = "Boots lined with 'synthetic' animal fur."
|
||||
icon_state = "winterboots"
|
||||
inhand_icon_state = "winterboots"
|
||||
permeability_coefficient = 0.15
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 80, FIRE = 0, ACID = 0)
|
||||
cold_protection = FEET|LEGS
|
||||
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
|
||||
heat_protection = FEET|LEGS
|
||||
@@ -88,7 +86,7 @@
|
||||
inhand_icon_state = "jackboots"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
|
||||
permeability_coefficient = 0.15
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 80, FIRE = 0, ACID = 0)
|
||||
strip_delay = 20
|
||||
equip_delay_other = 40
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
inhand_icon_state = "roman"
|
||||
strip_delay = 100
|
||||
equip_delay_other = 100
|
||||
permeability_coefficient = 0.9
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
|
||||
can_be_tied = FALSE
|
||||
|
||||
/obj/item/clothing/shoes/griffin
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "cowboy boots"
|
||||
desc = "A small sticker lets you know they've been inspected for snakes, It is unclear how long ago the inspection took place..."
|
||||
icon_state = "cowboy_brown"
|
||||
permeability_coefficient = 0.05 //these are quite tall
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0) //these are quite tall
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
custom_price = PAYCHECK_CREW
|
||||
var/list/occupants = list()
|
||||
@@ -72,13 +72,13 @@
|
||||
name = "bilton wrangler boots"
|
||||
desc = "A pair of authentic haute couture boots from Japanifornia. You doubt they have ever been close to cattle."
|
||||
icon_state = "cowboy_fancy"
|
||||
permeability_coefficient = 0.08
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/shoes/cowboy/lizard
|
||||
name = "lizard skin boots"
|
||||
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
|
||||
icon_state = "lizardboots_green"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 0) //lizards like to stay warm
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 40, ACID = 0) //lizards like to stay warm
|
||||
|
||||
/obj/item/clothing/shoes/cowboy/lizard/masterwork
|
||||
name = "\improper Hugs-The-Feet lizard skin boots"
|
||||
|
||||
@@ -2,13 +2,12 @@
|
||||
desc = "A pair of yellow rubber boots, designed to prevent slipping on wet surfaces."
|
||||
name = "galoshes"
|
||||
icon_state = "galoshes"
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = NOSLIP
|
||||
slowdown = SHOES_SLOWDOWN+1
|
||||
strip_delay = 30
|
||||
equip_delay_other = 50
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 75)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 40, ACID = 75)
|
||||
can_be_bloody = FALSE
|
||||
custom_price = PAYCHECK_CREW * 3
|
||||
can_be_tied = FALSE
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
resistance_flags = FIRE_PROOF
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
actions_types = list(/datum/action/item_action/bhop)
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
|
||||
strip_delay = 30
|
||||
var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles
|
||||
var/jumpspeed = 3
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
var/magboot_state = "magboots"
|
||||
var/magpulse = FALSE
|
||||
var/slowdown_active = 2
|
||||
permeability_coefficient = 0.05
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
strip_delay = 70
|
||||
equip_delay_other = 70
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 0.5)
|
||||
strip_delay = 5
|
||||
equip_delay_other = 50
|
||||
permeability_coefficient = 0.9
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
|
||||
can_be_tied = FALSE
|
||||
species_exception = list(/datum/species/golem)
|
||||
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
greyscale_colors = "#545454#ffffff"
|
||||
greyscale_config = /datum/greyscale_config/sneakers
|
||||
greyscale_config_worn = /datum/greyscale_config/sneakers_worn
|
||||
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_worn/digi //SKYRAT EDIT ADDITION
|
||||
flags_1 = IS_PLAYER_COLORABLE_1
|
||||
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_worn/digi //SKYRAT EDIT ADDITION
|
||||
|
||||
/obj/item/clothing/shoes/sneakers/black
|
||||
name = "black shoes"
|
||||
@@ -24,9 +24,8 @@
|
||||
|
||||
/obj/item/clothing/shoes/sneakers/blue
|
||||
name = "blue shoes"
|
||||
permeability_coefficient = 0.01
|
||||
greyscale_colors = "#16a9eb#ffffff"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/shoes/sneakers/green
|
||||
name = "green shoes"
|
||||
@@ -48,7 +47,7 @@
|
||||
/obj/item/clothing/shoes/sneakers/white
|
||||
name = "white shoes"
|
||||
greyscale_colors = "#ffffff#ffffff"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/shoes/sneakers/rainbow
|
||||
name = "rainbow shoes"
|
||||
@@ -67,8 +66,8 @@
|
||||
greyscale_colors = "#eb7016#ffffff"
|
||||
greyscale_config = /datum/greyscale_config/sneakers_orange
|
||||
greyscale_config_worn = /datum/greyscale_config/sneakers_orange_worn
|
||||
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_orange_worn/digi //SKYRAT EDIT ADDITION
|
||||
flags_1 = NONE
|
||||
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_orange_worn/digi //SKYRAT EDIT ADDITION
|
||||
|
||||
/obj/item/clothing/shoes/sneakers/orange/attack_self(mob/user)
|
||||
if (chained)
|
||||
@@ -118,7 +117,6 @@
|
||||
greyscale_config_worn = null
|
||||
strip_delay = 5
|
||||
equip_delay_other = 50
|
||||
permeability_coefficient = 0.9
|
||||
can_be_tied = FALSE
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
|
||||
inhand_icon_state = "spaceold"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 80, ACID = 70)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
|
||||
@@ -29,7 +28,6 @@
|
||||
icon_state = "spaceold"
|
||||
inhand_icon_state = "s_suit"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
permeability_coefficient = 0.02
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
name = "bio hood"
|
||||
icon_state = "bio"
|
||||
desc = "A hood that protects the head and face from biological contaminants."
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 30, ACID = 100)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
|
||||
@@ -16,7 +15,6 @@
|
||||
icon_state = "bio"
|
||||
inhand_icon_state = "bio_suit"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 0.5
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
body_parts_covered = CHEST|GROIN
|
||||
allowed = list(/obj/item/reagent_containers/spray/plantbgone, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/cultivator, /obj/item/reagent_containers/spray/pestspray, /obj/item/hatchet, /obj/item/storage/bag/plants, /obj/item/graft, /obj/item/secateurs, /obj/item/geneshears)
|
||||
species_exception = list(/datum/species/golem)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/suit/apron/waders
|
||||
name = "horticultural waders"
|
||||
@@ -19,7 +20,6 @@
|
||||
icon_state = "hort_waders"
|
||||
inhand_icon_state = "hort_waders"
|
||||
body_parts_covered = CHEST|GROIN|LEGS
|
||||
permeability_coefficient = 0.5
|
||||
|
||||
//Captain
|
||||
/obj/item/clothing/suit/capjacket
|
||||
@@ -36,7 +36,7 @@
|
||||
desc = "An apron-jacket used by a high class chef."
|
||||
icon_state = "chef"
|
||||
inhand_icon_state = "chef"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
allowed = list(/obj/item/kitchen, /obj/item/knife/kitchen, /obj/item/storage/bag/tray)
|
||||
toggle_noun = "sleeves"
|
||||
|
||||
@@ -15,11 +15,10 @@
|
||||
icon_state = "fire"
|
||||
inhand_icon_state = "ro_suit"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
permeability_coefficient = 0.5
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/extinguisher, /obj/item/crowbar)
|
||||
slowdown = 1
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 10, FIRE = 100, ACID = 50)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 50, FIRE = 100, ACID = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
@@ -80,11 +79,10 @@
|
||||
icon_state = "bombsuit"
|
||||
inhand_icon_state = "bombsuit"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 2
|
||||
armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, FIRE = 80, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 50, FIRE = 80, ACID = 50)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
@@ -139,12 +137,11 @@
|
||||
icon_state = "rad"
|
||||
inhand_icon_state = "rad_suit"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
permeability_coefficient = 0.5
|
||||
clothing_flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/geiger_counter)
|
||||
slowdown = 1.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 60, FIRE = 30, ACID = 30)
|
||||
strip_delay = 60
|
||||
equip_delay_other = 60
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
@@ -2,8 +2,7 @@
|
||||
name = "wizard hat"
|
||||
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
|
||||
icon_state = "wizard"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100, WOUND = 20)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
|
||||
strip_delay = 50
|
||||
equip_delay_other = 50
|
||||
clothing_flags = SNUG_FIT | CASTING_CLOTHES
|
||||
@@ -32,7 +31,6 @@
|
||||
name = "wizard hat"
|
||||
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
|
||||
icon_state = "wizard-fake"
|
||||
permeability_coefficient = 1
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
@@ -62,9 +60,8 @@
|
||||
desc = "A magnificent, gem-lined robe that seems to radiate power."
|
||||
icon_state = "wizard"
|
||||
inhand_icon_state = "wizrobe"
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100, WOUND = 20)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
|
||||
allowed = list(/obj/item/teleportation_scroll, /obj/item/highfrequencyblade/wizard)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 50
|
||||
@@ -120,7 +117,6 @@
|
||||
desc = "A rather dull blue robe meant to mimic real wizard robes."
|
||||
icon_state = "wizard-fake"
|
||||
inhand_icon_state = "wizrobe"
|
||||
permeability_coefficient = 1
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
|
||||
@@ -128,7 +124,6 @@
|
||||
name = "witch hat"
|
||||
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
|
||||
icon_state = "marisa"
|
||||
permeability_coefficient = 1
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
|
||||
@@ -137,7 +132,6 @@
|
||||
desc = "Magic is all about the spell power, ZE!"
|
||||
icon_state = "marisa"
|
||||
inhand_icon_state = "marisarobe"
|
||||
permeability_coefficient = 1
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
|
||||
|
||||
@@ -3,9 +3,8 @@
|
||||
icon = 'icons/obj/clothing/under/default.dmi'
|
||||
worn_icon = 'icons/mob/clothing/under/default.dmi'
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
permeability_coefficient = 0.9
|
||||
slot_flags = ITEM_SLOT_ICLOTHING
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
|
||||
drop_sound = 'sound/items/handling/cloth_drop.ogg'
|
||||
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
|
||||
|
||||
@@ -246,7 +246,7 @@
|
||||
inhand_icon_state = "hostanclothes"
|
||||
worn_icon = 'icons/mob/clothing/under/security.dmi'
|
||||
alt_covers_chest = TRUE
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30)
|
||||
strip_delay = 50
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = FALSE
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
icon = 'icons/obj/clothing/under/plasmaman.dmi'
|
||||
worn_icon = 'icons/mob/clothing/under/plasmaman.dmi'
|
||||
clothing_flags = PLASMAMAN_PREVENT_IGNITION
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
can_adjust = FALSE
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
name = "shaft miner's jumpsuit"
|
||||
icon_state = "miner"
|
||||
inhand_icon_state = "miner"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 0, WOUND = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 80, ACID = 0, WOUND = 10)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/rank/cargo/miner/lavaland
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
desc = "A dark colored uniform worn by CentCom's conscripted military forces."
|
||||
icon_state = "military"
|
||||
inhand_icon_state = "bl_suit"
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
|
||||
|
||||
/obj/item/clothing/under/rank/centcom/military/eng
|
||||
name = "tactical engineering uniform"
|
||||
|
||||
@@ -97,7 +97,7 @@
|
||||
name = "botanist's jumpsuit"
|
||||
icon_state = "hydroponics"
|
||||
inhand_icon_state = "g_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/civilian/hydroponics/skirt
|
||||
name = "botanist's jumpskirt"
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
greyscale_config_inhand_right = /datum/greyscale_config/jumpsuit_inhand_right
|
||||
greyscale_config_worn = /datum/greyscale_config/jumpsuit_worn
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
permeability_coefficient = 0.02
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST | GROIN | LEGS | ARMS //Needs gloves and shoes with cold protection to be fully protected.
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
random_sensor = FALSE
|
||||
icon = 'icons/obj/clothing/under/captain.dmi'
|
||||
worn_icon = 'icons/mob/clothing/under/captain.dmi'
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 15)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0, WOUND = 15)
|
||||
|
||||
/obj/item/clothing/under/rank/captain/skirt
|
||||
name = "captain's jumpskirt"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
/obj/item/clothing/under/rank/engineering
|
||||
icon = 'icons/obj/clothing/under/engineering.dmi'
|
||||
worn_icon = 'icons/mob/clothing/under/engineering.dmi'
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 20)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 60, ACID = 20)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/rank/engineering/chief_engineer
|
||||
@@ -11,7 +11,7 @@
|
||||
name = "chief engineer's jumpsuit"
|
||||
icon_state = "chiefengineer"
|
||||
inhand_icon_state = "gy_suit"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 80, ACID = 40)
|
||||
|
||||
/obj/item/clothing/under/rank/engineering/chief_engineer/skirt
|
||||
name = "chief engineer's jumpskirt"
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
/obj/item/clothing/under/rank/medical
|
||||
icon = 'icons/obj/clothing/under/medical.dmi'
|
||||
worn_icon = 'icons/mob/clothing/under/medical.dmi'
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/doctor
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
@@ -109,8 +108,6 @@
|
||||
name = "paramedic jumpsuit"
|
||||
icon_state = "paramedic"
|
||||
inhand_icon_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
|
||||
alt_covers_chest = TRUE
|
||||
|
||||
/obj/item/clothing/under/rank/medical/paramedic/skirt
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
name = "scientist's jumpsuit"
|
||||
icon_state = "science"
|
||||
inhand_icon_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/rnd/scientist/skirt
|
||||
name = "scientist's jumpskirt"
|
||||
@@ -100,8 +100,7 @@
|
||||
name = "geneticist's jumpsuit"
|
||||
icon_state = "genetics"
|
||||
inhand_icon_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/rnd/geneticist/skirt
|
||||
name = "geneticist's jumpskirt"
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
/obj/item/clothing/under/rank/security
|
||||
icon = 'icons/obj/clothing/under/security.dmi'
|
||||
worn_icon = 'icons/mob/clothing/under/security.dmi'
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30, WOUND = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30, WOUND = 10)
|
||||
strip_delay = 50
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = FALSE
|
||||
@@ -138,7 +138,7 @@
|
||||
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
|
||||
icon_state = "rhos"
|
||||
inhand_icon_state = "r_suit"
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 50, WOUND = 10)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/under/rank/security/head_of_security/skirt
|
||||
|
||||
@@ -47,7 +47,6 @@
|
||||
inhand_icon_state = "bl_suit"
|
||||
worn_icon = 'icons/mob/clothing/under/syndicate.dmi'
|
||||
desc = "A cybernetically enhanced jumpsuit used for administrative duties."
|
||||
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, FIRE = 100, ACID = 100)
|
||||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
|
||||
@@ -86,7 +85,7 @@
|
||||
icon_state = "durathread"
|
||||
inhand_icon_state = "durathread"
|
||||
can_adjust = FALSE
|
||||
armor = list(MELEE = 10, LASER = 10, FIRE = 40, ACID = 10, BOMB = 5)
|
||||
armor = list(MELEE = 10, LASER = 10, FIRE = 40, ACID = 10, BOMB = 5, BIO = 10, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/misc/bouncer
|
||||
name = "bouncer uniform"
|
||||
@@ -94,7 +93,7 @@
|
||||
icon_state = "bouncer"
|
||||
inhand_icon_state = "bouncer"
|
||||
can_adjust = FALSE
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30)
|
||||
|
||||
/obj/item/clothing/under/misc/coordinator
|
||||
name = "coordinator jumpsuit"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "syndicate"
|
||||
inhand_icon_state = "bl_suit"
|
||||
has_sensor = NO_SENSORS
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
|
||||
alt_covers_chest = TRUE
|
||||
// icon = 'icons/obj/clothing/under/syndicate.dmi' //SKYRAT EDIT - ICON OVERRIDDEN BY modular_skyrat\modules\aesthetics\clothing
|
||||
// worn_icon = 'icons/mob/clothing/under/syndicate.dmi' //SKYRAT EDIT - ICON OVERRIDDEN BY modular_skyrat\modules\aesthetics\clothing
|
||||
@@ -15,7 +15,7 @@
|
||||
icon_state = "syndicate_skirt"
|
||||
inhand_icon_state = "bl_suit"
|
||||
has_sensor = NO_SENSORS
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
|
||||
alt_covers_chest = TRUE
|
||||
female_sprite_flags = FEMALE_UNIFORM_TOP_ONLY
|
||||
dying_key = DYE_REGISTRY_JUMPSKIRT
|
||||
@@ -26,7 +26,7 @@
|
||||
desc = "It still counts as stealth if there are no witnesses."
|
||||
icon_state = "bloodred_pajamas"
|
||||
inhand_icon_state = "bl_suit"
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
can_adjust = FALSE
|
||||
|
||||
@@ -35,21 +35,21 @@
|
||||
desc = "Do operatives dream of nuclear sheep?"
|
||||
icon_state = "bloodred_pajamas"
|
||||
inhand_icon_state = "bl_suit"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
|
||||
|
||||
/obj/item/clothing/under/syndicate/tacticool
|
||||
name = "tacticool turtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool"
|
||||
inhand_icon_state = "bl_suit"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
|
||||
|
||||
/obj/item/clothing/under/syndicate/tacticool/skirt
|
||||
name = "tacticool skirtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool_skirt"
|
||||
inhand_icon_state = "bl_suit"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
|
||||
female_sprite_flags = FEMALE_UNIFORM_TOP_ONLY
|
||||
dying_key = DYE_REGISTRY_JUMPSKIRT
|
||||
supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON
|
||||
@@ -73,7 +73,7 @@
|
||||
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
|
||||
icon_state = "trackpants"
|
||||
can_adjust = FALSE
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/syndicate/combat
|
||||
@@ -87,5 +87,5 @@
|
||||
desc = "Military grade tracksuits for frontline squatting."
|
||||
icon_state = "rus_under"
|
||||
can_adjust = FALSE
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
|
||||
resistance_flags = NONE
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
desc = "The uniform worn by engineering/security officers."
|
||||
icon_state = "trek_engsec"
|
||||
inhand_icon_state = "r_suit"
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) //more sec than eng, but w/e.
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0) //more sec than eng, but w/e.
|
||||
strip_delay = 50
|
||||
|
||||
/obj/item/clothing/under/trek/medsci
|
||||
|
||||
@@ -137,7 +137,7 @@ GLOBAL_LIST_INIT(oilfry_blacklisted_items, typecacheof(list(
|
||||
log_combat(user, dunking_target, "dunked", null, "into [src]")
|
||||
user.visible_message(span_danger("[user] dunks [dunking_target]'s face in [src]!"))
|
||||
reagents.expose(dunking_target, TOUCH)
|
||||
var/permeability = 1 - dunking_target.get_permeability_protection(list(HEAD))
|
||||
var/bio_multiplier = dunking_target.getarmor(BODY_ZONE_HEAD, BIO) * 0.01
|
||||
var/target_temp = dunking_target.bodytemperature
|
||||
var/cold_multiplier = 1
|
||||
if(target_temp < TCMB + 10) // a tiny bit of leeway
|
||||
@@ -147,7 +147,7 @@ GLOBAL_LIST_INIT(oilfry_blacklisted_items, typecacheof(list(
|
||||
return
|
||||
else if(target_temp < T0C)
|
||||
cold_multiplier += round(target_temp * 1.5 / T0C, 0.01)
|
||||
dunking_target.apply_damage(min(30 * permeability * cold_multiplier, reagents.total_volume), BURN, BODY_ZONE_HEAD)
|
||||
dunking_target.apply_damage(min(30 * bio_multiplier * cold_multiplier, reagents.total_volume), BURN, BODY_ZONE_HEAD)
|
||||
if(reagents.reagent_list) //This can runtime if reagents has nothing in it.
|
||||
reagents.remove_any((reagents.total_volume/2))
|
||||
dunking_target.Paralyze(60)
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user