/obj/item/clothing/head/mod name = "MOD helmet" desc = "A helmet for a MODsuit." icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi' icon_state = "helmet" worn_icon = 'icons/mob/clothing/mod.dmi' armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0) body_parts_covered = HEAD heat_protection = HEAD cold_protection = HEAD dynamic_hair_suffix = "" obj_flags = IMMUTABLE_SLOW var/alternate_layer = NECK_LAYER var/obj/item/mod/control/mod /obj/item/clothing/head/mod/Destroy() if(!QDELETED(mod)) mod.helmet = null mod.mod_parts -= src QDEL_NULL(mod) return ..() /obj/item/clothing/head/mod/atom_destruction(damage_flag) return mod.atom_destruction(damage_flag) /obj/item/clothing/suit/mod name = "MOD chestplate" desc = "A chestplate for a MODsuit." icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi' icon_state = "chestplate" worn_icon = 'icons/mob/clothing/mod.dmi' blood_overlay_type = "armor" armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0) body_parts_covered = CHEST|GROIN heat_protection = CHEST|GROIN cold_protection = CHEST|GROIN obj_flags = IMMUTABLE_SLOW var/obj/item/mod/control/mod /obj/item/clothing/suit/mod/Destroy() if(!QDELETED(mod)) mod.chestplate = null mod.mod_parts -= src QDEL_NULL(mod) return ..() /obj/item/clothing/suit/mod/atom_destruction(damage_flag) return mod.atom_destruction(damage_flag) /obj/item/clothing/gloves/mod name = "MOD gauntlets" desc = "A pair of gauntlets for a MODsuit." icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi' icon_state = "gauntlets" worn_icon = 'icons/mob/clothing/mod.dmi' armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0) body_parts_covered = HANDS|ARMS heat_protection = HANDS|ARMS cold_protection = HANDS|ARMS obj_flags = IMMUTABLE_SLOW var/obj/item/mod/control/mod var/obj/item/clothing/overslot /obj/item/clothing/gloves/mod/Destroy() if(!QDELETED(mod)) mod.gauntlets = null mod.mod_parts -= src QDEL_NULL(mod) return ..() /obj/item/clothing/gloves/mod/atom_destruction(damage_flag) overslot.forceMove(drop_location()) overslot = null return mod.atom_destruction(damage_flag) /// Replaces these gloves on the wearer with the overslot ones /obj/item/clothing/gloves/mod/proc/show_overslot() if(!overslot) return if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE)) mod.wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE) overslot = null /obj/item/clothing/shoes/mod name = "MOD boots" desc = "A pair of boots for a MODsuit." icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi' icon_state = "boots" worn_icon = 'icons/mob/clothing/mod.dmi' armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0) body_parts_covered = FEET|LEGS heat_protection = FEET|LEGS cold_protection = FEET|LEGS obj_flags = IMMUTABLE_SLOW item_flags = IGNORE_DIGITIGRADE can_be_tied = FALSE var/obj/item/mod/control/mod var/obj/item/clothing/overslot /obj/item/clothing/shoes/mod/Destroy() if(!QDELETED(mod)) mod.boots = null mod.mod_parts -= src QDEL_NULL(mod) return ..() /obj/item/clothing/shoes/mod/atom_destruction(damage_flag) overslot.forceMove(drop_location()) overslot = null return mod.atom_destruction(damage_flag) /// Replaces these shoes on the wearer with the overslot ones /obj/item/clothing/shoes/mod/proc/show_overslot() if(!overslot) return if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE)) mod.wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE) overslot = null