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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
317 lines
11 KiB
Plaintext
317 lines
11 KiB
Plaintext
/obj/item/clothing/head/utility
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icon = 'icons/obj/clothing/head/utility.dmi'
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worn_icon = 'icons/mob/clothing/head/utility.dmi'
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sound_vary = TRUE
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pickup_sound = SFX_HARD_HAT_PICKUP
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drop_sound = SFX_HARD_HAT_DROP
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equip_sound = SFX_HARD_HAT_EQUIP
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/obj/item/clothing/head/utility/hardhat
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name = "hard hat"
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
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icon_state = "hardhat0_yellow"
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inhand_icon_state = null
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armor_type = /datum/armor/utility_hardhat
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flags_inv = 0
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hair_mask = /datum/hair_mask/standard_hat_middle
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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clothing_flags = SNUG_FIT | STACKABLE_HELMET_EXEMPT
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resistance_flags = FIRE_PROOF
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light_system = OVERLAY_LIGHT_DIRECTIONAL
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light_range = 4
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light_power = 0.8
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light_color = "#ffcc99"
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light_on = FALSE
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dog_fashion = /datum/dog_fashion/head
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///Determines used sprites: `hardhat[on]_[hat_type]` and `hardhat[on]_[hat_type]2` (lying down sprite)
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var/hat_type = "yellow"
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///Whether the headlamp is on or off.
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var/on = FALSE
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clothing_traits = list(TRAIT_HEAD_INJURY_BLOCKED)
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/datum/armor/utility_hardhat
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melee = 15
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bullet = 5
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laser = 20
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energy = 10
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bomb = 20
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bio = 50
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fire = 100
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acid = 50
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wound = 10
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/obj/item/clothing/head/utility/hardhat/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/head/utility/hardhat/proc/toggle_helmet_light(mob/living/user)
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on = !on
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if(on)
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turn_on(user)
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else
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turn_off(user)
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update_appearance()
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/obj/item/clothing/head/utility/hardhat/update_icon_state()
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icon_state = inhand_icon_state = "hardhat[on]_[hat_type]"
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return ..()
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/obj/item/clothing/head/utility/hardhat/proc/turn_on(mob/user)
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set_light_on(TRUE)
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/obj/item/clothing/head/utility/hardhat/proc/turn_off(mob/user)
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set_light_on(FALSE)
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/obj/item/clothing/head/utility/hardhat/on_saboteur(datum/source, disrupt_duration)
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. = ..()
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if(on)
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toggle_helmet_light()
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return TRUE
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/obj/item/clothing/head/utility/hardhat/attack_self(mob/living/user)
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toggle_helmet_light(user)
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/obj/item/clothing/head/utility/hardhat/orange
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icon_state = "hardhat0_orange"
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inhand_icon_state = null
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hat_type = "orange"
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dog_fashion = null
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/obj/item/clothing/head/utility/hardhat/red
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icon_state = "hardhat0_red"
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inhand_icon_state = null
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hat_type = "red"
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dog_fashion = null
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name = "firefighter helmet"
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clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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/obj/item/clothing/head/utility/hardhat/red/upgraded
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name = "workplace-ready firefighter helmet"
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desc = "By applying state of the art lighting technology to a fire helmet, and using photo-chemical hardening methods, this hardhat will protect you from robust workplace hazards."
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icon_state = "hardhat0_purple"
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inhand_icon_state = null
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light_range = 5
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resistance_flags = FIRE_PROOF | ACID_PROOF
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/silver = SMALL_MATERIAL_AMOUNT*5)
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hat_type = "purple"
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/obj/item/clothing/head/utility/hardhat/white
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icon_state = "hardhat0_white"
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inhand_icon_state = null
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hat_type = "white"
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clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/head/utility/hardhat/dblue
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icon_state = "hardhat0_dblue"
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inhand_icon_state = null
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hat_type = "dblue"
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dog_fashion = null
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/obj/item/clothing/head/utility/hardhat/welding
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name = "welding hard hat"
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield! The bulb seems a little smaller though."
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light_range = 3 //Needs a little bit of tradeoff
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toggle_message = "You pull the visor down."
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alt_toggle_message = "You push the visor up."
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dog_fashion = null
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actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen)
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flash_protect = FLASH_PROTECTION_WELDER
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tint = 2
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flags_inv = HIDEEYES | HIDEFACE | HIDESNOUT
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
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visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
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visor_flags_inv = HIDEEYES | HIDEFACE | HIDESNOUT
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visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
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///Icon state of the welding visor.
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var/visor_state = "weldvisor"
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/obj/item/clothing/head/utility/hardhat/welding/attack_self_secondary(mob/user, modifiers)
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adjust_visor(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/clothing/head/utility/hardhat/welding/ui_action_click(mob/user, actiontype)
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if(istype(actiontype, /datum/action/item_action/toggle_welding_screen))
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adjust_visor(user)
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return
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return ..()
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/obj/item/clothing/head/utility/hardhat/welding/adjust_visor(mob/living/user)
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. = ..()
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if(.)
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playsound(src, up ? SFX_VISOR_UP : SFX_VISOR_DOWN, 50, TRUE)
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/obj/item/clothing/head/utility/hardhat/welding/worn_overlays(mutable_appearance/standing, isinhands)
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. = ..()
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if(isinhands)
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return
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if(!up)
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. += mutable_appearance(visor_sprite_path, visor_state) //SKYRAT EDIT CHANGE - WELDING MUZZLES - ORIGINAL: . += mutable_appearance('icons/mob/clothing/head/utility.dmi', visor_state)
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/obj/item/clothing/head/utility/hardhat/welding/update_overlays()
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. = ..()
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if(!up)
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. += visor_state
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/obj/item/clothing/head/utility/hardhat/welding/up
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up = TRUE // for calls to worn_overlays before init (prefs)
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/obj/item/clothing/head/utility/hardhat/welding/up/Initialize(mapload)
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. = ..()
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up = FALSE
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visor_toggling()
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/obj/item/clothing/head/utility/hardhat/welding/orange
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icon_state = "hardhat0_orange"
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inhand_icon_state = null
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hat_type = "orange"
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/obj/item/clothing/head/utility/hardhat/welding/white
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
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icon_state = "hardhat0_white"
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inhand_icon_state = null
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light_range = 4 //Boss always takes the best stuff
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hat_type = "white"
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clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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/obj/item/clothing/head/utility/hardhat/welding/white/up
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up = TRUE // for calls to worn_overlays before init (prefs)
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/obj/item/clothing/head/utility/hardhat/welding/white/up/Initialize(mapload)
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. = ..()
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up = FALSE
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visor_toggling()
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/obj/item/clothing/head/utility/hardhat/welding/dblue
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icon_state = "hardhat0_dblue"
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inhand_icon_state = null
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hat_type = "dblue"
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/obj/item/clothing/head/utility/hardhat/welding/atmos
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icon_state = "hardhat0_atmos"
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inhand_icon_state = null
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hat_type = "atmos"
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dog_fashion = null
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name = "atmospheric firefighter helmet"
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desc = "A firefighter's helmet, able to keep the user cool in any situation. Comes with a light and a welding visor."
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | STACKABLE_HELMET_EXEMPT | HEADINTERNALS
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
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visor_flags_cover = NONE
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flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
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hair_mask = ""
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transparent_protection = HIDEMASK|HIDEEYES
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visor_flags_inv = NONE
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visor_state = "weldvisor_atmos"
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/obj/item/clothing/head/utility/hardhat/welding/atmos/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
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. = ..()
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if(!isinhands)
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. += emissive_appearance(icon_file, "[icon_state]-emissive", src, alpha = src.alpha, effect_type = EMISSIVE_SPECULAR)
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/obj/item/clothing/head/utility/hardhat/pumpkinhead
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name = "carved pumpkin"
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desc = "A jack o' lantern! Believed to ward off evil spirits."
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icon = 'icons/obj/clothing/head/costume.dmi'
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worn_icon = 'icons/mob/clothing/head/costume.dmi'
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icon_state = "hardhat0_pumpkin"
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inhand_icon_state = null
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hat_type = "pumpkin"
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clothing_flags = SNUG_FIT | STACKABLE_HELMET_EXEMPT
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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hair_mask = ""
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armor_type = /datum/armor/none
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light_range = 2 //luminosity when on
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flags_cover = HEADCOVERSEYES
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light_color = "#fff2bf"
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worn_y_offset = 1
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dog_fashion = /datum/dog_fashion/head/pumpkin/unlit
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clothing_traits = null
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pickup_sound = null
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drop_sound = null
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equip_sound = null
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/adjust_fishing_difficulty, 3)
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/set_light_on(new_value)
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. = ..()
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if(isnull(.))
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return
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if(new_value)
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AddElement(/datum/element/wearable_client_colour, /datum/client_colour/halloween_helmet, ITEM_SLOT_HEAD, HELMET_TRAIT, forced = TRUE)
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else
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RemoveElement(/datum/element/wearable_client_colour, /datum/client_colour/halloween_helmet, ITEM_SLOT_HEAD, HELMET_TRAIT, forced = TRUE)
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update_icon(UPDATE_OVERLAYS)
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/update_overlays()
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. = ..()
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if(light_on)
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. += emissive_appearance(icon, "carved_pumpkin-emissive", src, alpha = src.alpha)
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
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. = ..()
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if(light_on && !isinhands)
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. += emissive_appearance(icon_file, "carved_pumpkin-emissive", src, alpha = src.alpha)
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/turn_on(mob/user)
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. = ..()
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dog_fashion = /datum/dog_fashion/head/pumpkin/lit
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/turn_off(mob/user)
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. = ..()
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dog_fashion = /datum/dog_fashion/head/pumpkin/unlit
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/blumpkin
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name = "carved blumpkin"
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desc = "A very blue jack o' lantern! Believed to ward off vengeful chemists."
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icon_state = "hardhat0_blumpkin"
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inhand_icon_state = null
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hat_type = "blumpkin"
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light_color = "#76ff8e"
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dog_fashion = /datum/dog_fashion/head/blumpkin/unlit
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/blumpkin/turn_on(mob/user)
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. = ..()
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dog_fashion = /datum/dog_fashion/head/blumpkin/lit
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/obj/item/clothing/head/utility/hardhat/pumpkinhead/blumpkin/turn_off(mob/user)
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. = ..()
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dog_fashion = /datum/dog_fashion/head/blumpkin/unlit
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/obj/item/clothing/head/utility/hardhat/reindeer
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name = "novelty reindeer hat"
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desc = "Some fake antlers and a very fake red nose."
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icon = 'icons/obj/clothing/head/costume.dmi'
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worn_icon = 'icons/mob/clothing/head/costume.dmi'
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icon_state = "hardhat0_reindeer"
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inhand_icon_state = null
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hat_type = "reindeer"
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flags_inv = 0
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hair_mask = ""
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armor_type = /datum/armor/none
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light_range = 1 //luminosity when on
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clothing_traits = null
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dog_fashion = /datum/dog_fashion/head/reindeer
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