Files
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# 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
2026-02-12 23:50:09 -05:00

317 lines
11 KiB
Plaintext

/obj/item/clothing/head/utility
icon = 'icons/obj/clothing/head/utility.dmi'
worn_icon = 'icons/mob/clothing/head/utility.dmi'
sound_vary = TRUE
pickup_sound = SFX_HARD_HAT_PICKUP
drop_sound = SFX_HARD_HAT_DROP
equip_sound = SFX_HARD_HAT_EQUIP
/obj/item/clothing/head/utility/hardhat
name = "hard hat"
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 = null
armor_type = /datum/armor/utility_hardhat
flags_inv = 0
hair_mask = /datum/hair_mask/standard_hat_middle
actions_types = list(/datum/action/item_action/toggle_helmet_light)
clothing_flags = SNUG_FIT | STACKABLE_HELMET_EXEMPT
resistance_flags = FIRE_PROOF
light_system = OVERLAY_LIGHT_DIRECTIONAL
light_range = 4
light_power = 0.8
light_color = "#ffcc99"
light_on = FALSE
dog_fashion = /datum/dog_fashion/head
///Determines used sprites: `hardhat[on]_[hat_type]` and `hardhat[on]_[hat_type]2` (lying down sprite)
var/hat_type = "yellow"
///Whether the headlamp is on or off.
var/on = FALSE
clothing_traits = list(TRAIT_HEAD_INJURY_BLOCKED)
/datum/armor/utility_hardhat
melee = 15
bullet = 5
laser = 20
energy = 10
bomb = 20
bio = 50
fire = 100
acid = 50
wound = 10
/obj/item/clothing/head/utility/hardhat/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/clothing/head/utility/hardhat/proc/toggle_helmet_light(mob/living/user)
on = !on
if(on)
turn_on(user)
else
turn_off(user)
update_appearance()
/obj/item/clothing/head/utility/hardhat/update_icon_state()
icon_state = inhand_icon_state = "hardhat[on]_[hat_type]"
return ..()
/obj/item/clothing/head/utility/hardhat/proc/turn_on(mob/user)
set_light_on(TRUE)
/obj/item/clothing/head/utility/hardhat/proc/turn_off(mob/user)
set_light_on(FALSE)
/obj/item/clothing/head/utility/hardhat/on_saboteur(datum/source, disrupt_duration)
. = ..()
if(on)
toggle_helmet_light()
return TRUE
/obj/item/clothing/head/utility/hardhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/utility/hardhat/orange
icon_state = "hardhat0_orange"
inhand_icon_state = null
hat_type = "orange"
dog_fashion = null
/obj/item/clothing/head/utility/hardhat/red
icon_state = "hardhat0_red"
inhand_icon_state = null
hat_type = "red"
dog_fashion = null
name = "firefighter helmet"
clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
/obj/item/clothing/head/utility/hardhat/red/upgraded
name = "workplace-ready firefighter helmet"
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."
icon_state = "hardhat0_purple"
inhand_icon_state = null
light_range = 5
resistance_flags = FIRE_PROOF | ACID_PROOF
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)
hat_type = "purple"
/obj/item/clothing/head/utility/hardhat/white
icon_state = "hardhat0_white"
inhand_icon_state = null
hat_type = "white"
clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/utility/hardhat/dblue
icon_state = "hardhat0_dblue"
inhand_icon_state = null
hat_type = "dblue"
dog_fashion = null
/obj/item/clothing/head/utility/hardhat/welding
name = "welding hard hat"
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."
light_range = 3 //Needs a little bit of tradeoff
toggle_message = "You pull the visor down."
alt_toggle_message = "You push the visor up."
dog_fashion = null
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen)
flash_protect = FLASH_PROTECTION_WELDER
tint = 2
flags_inv = HIDEEYES | HIDEFACE | HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
visor_flags_inv = HIDEEYES | HIDEFACE | HIDESNOUT
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
///Icon state of the welding visor.
var/visor_state = "weldvisor"
/obj/item/clothing/head/utility/hardhat/welding/attack_self_secondary(mob/user, modifiers)
adjust_visor(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/clothing/head/utility/hardhat/welding/ui_action_click(mob/user, actiontype)
if(istype(actiontype, /datum/action/item_action/toggle_welding_screen))
adjust_visor(user)
return
return ..()
/obj/item/clothing/head/utility/hardhat/welding/adjust_visor(mob/living/user)
. = ..()
if(.)
playsound(src, up ? SFX_VISOR_UP : SFX_VISOR_DOWN, 50, TRUE)
/obj/item/clothing/head/utility/hardhat/welding/worn_overlays(mutable_appearance/standing, isinhands)
. = ..()
if(isinhands)
return
if(!up)
. += mutable_appearance(visor_sprite_path, visor_state) //SKYRAT EDIT CHANGE - WELDING MUZZLES - ORIGINAL: . += mutable_appearance('icons/mob/clothing/head/utility.dmi', visor_state)
/obj/item/clothing/head/utility/hardhat/welding/update_overlays()
. = ..()
if(!up)
. += visor_state
/obj/item/clothing/head/utility/hardhat/welding/up
up = TRUE // for calls to worn_overlays before init (prefs)
/obj/item/clothing/head/utility/hardhat/welding/up/Initialize(mapload)
. = ..()
up = FALSE
visor_toggling()
/obj/item/clothing/head/utility/hardhat/welding/orange
icon_state = "hardhat0_orange"
inhand_icon_state = null
hat_type = "orange"
/obj/item/clothing/head/utility/hardhat/welding/white
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
icon_state = "hardhat0_white"
inhand_icon_state = null
light_range = 4 //Boss always takes the best stuff
hat_type = "white"
clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
/obj/item/clothing/head/utility/hardhat/welding/white/up
up = TRUE // for calls to worn_overlays before init (prefs)
/obj/item/clothing/head/utility/hardhat/welding/white/up/Initialize(mapload)
. = ..()
up = FALSE
visor_toggling()
/obj/item/clothing/head/utility/hardhat/welding/dblue
icon_state = "hardhat0_dblue"
inhand_icon_state = null
hat_type = "dblue"
/obj/item/clothing/head/utility/hardhat/welding/atmos
icon_state = "hardhat0_atmos"
inhand_icon_state = null
hat_type = "atmos"
dog_fashion = null
name = "atmospheric firefighter helmet"
desc = "A firefighter's helmet, able to keep the user cool in any situation. Comes with a light and a welding visor."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | STACKABLE_HELMET_EXEMPT | HEADINTERNALS
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
visor_flags_cover = NONE
flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
hair_mask = ""
transparent_protection = HIDEMASK|HIDEEYES
visor_flags_inv = NONE
visor_state = "weldvisor_atmos"
/obj/item/clothing/head/utility/hardhat/welding/atmos/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
. = ..()
if(!isinhands)
. += emissive_appearance(icon_file, "[icon_state]-emissive", src, alpha = src.alpha, effect_type = EMISSIVE_SPECULAR)
/obj/item/clothing/head/utility/hardhat/pumpkinhead
name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon = 'icons/obj/clothing/head/costume.dmi'
worn_icon = 'icons/mob/clothing/head/costume.dmi'
icon_state = "hardhat0_pumpkin"
inhand_icon_state = null
hat_type = "pumpkin"
clothing_flags = SNUG_FIT | STACKABLE_HELMET_EXEMPT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
hair_mask = ""
armor_type = /datum/armor/none
light_range = 2 //luminosity when on
flags_cover = HEADCOVERSEYES
light_color = "#fff2bf"
worn_y_offset = 1
dog_fashion = /datum/dog_fashion/head/pumpkin/unlit
clothing_traits = null
pickup_sound = null
drop_sound = null
equip_sound = null
/obj/item/clothing/head/utility/hardhat/pumpkinhead/Initialize(mapload)
. = ..()
AddElement(/datum/element/adjust_fishing_difficulty, 3)
/obj/item/clothing/head/utility/hardhat/pumpkinhead/set_light_on(new_value)
. = ..()
if(isnull(.))
return
if(new_value)
AddElement(/datum/element/wearable_client_colour, /datum/client_colour/halloween_helmet, ITEM_SLOT_HEAD, HELMET_TRAIT, forced = TRUE)
else
RemoveElement(/datum/element/wearable_client_colour, /datum/client_colour/halloween_helmet, ITEM_SLOT_HEAD, HELMET_TRAIT, forced = TRUE)
update_icon(UPDATE_OVERLAYS)
/obj/item/clothing/head/utility/hardhat/pumpkinhead/update_overlays()
. = ..()
if(light_on)
. += emissive_appearance(icon, "carved_pumpkin-emissive", src, alpha = src.alpha)
/obj/item/clothing/head/utility/hardhat/pumpkinhead/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
. = ..()
if(light_on && !isinhands)
. += emissive_appearance(icon_file, "carved_pumpkin-emissive", src, alpha = src.alpha)
/obj/item/clothing/head/utility/hardhat/pumpkinhead/turn_on(mob/user)
. = ..()
dog_fashion = /datum/dog_fashion/head/pumpkin/lit
/obj/item/clothing/head/utility/hardhat/pumpkinhead/turn_off(mob/user)
. = ..()
dog_fashion = /datum/dog_fashion/head/pumpkin/unlit
/obj/item/clothing/head/utility/hardhat/pumpkinhead/blumpkin
name = "carved blumpkin"
desc = "A very blue jack o' lantern! Believed to ward off vengeful chemists."
icon_state = "hardhat0_blumpkin"
inhand_icon_state = null
hat_type = "blumpkin"
light_color = "#76ff8e"
dog_fashion = /datum/dog_fashion/head/blumpkin/unlit
/obj/item/clothing/head/utility/hardhat/pumpkinhead/blumpkin/turn_on(mob/user)
. = ..()
dog_fashion = /datum/dog_fashion/head/blumpkin/lit
/obj/item/clothing/head/utility/hardhat/pumpkinhead/blumpkin/turn_off(mob/user)
. = ..()
dog_fashion = /datum/dog_fashion/head/blumpkin/unlit
/obj/item/clothing/head/utility/hardhat/reindeer
name = "novelty reindeer hat"
desc = "Some fake antlers and a very fake red nose."
icon = 'icons/obj/clothing/head/costume.dmi'
worn_icon = 'icons/mob/clothing/head/costume.dmi'
icon_state = "hardhat0_reindeer"
inhand_icon_state = null
hat_type = "reindeer"
flags_inv = 0
hair_mask = ""
armor_type = /datum/armor/none
light_range = 1 //luminosity when on
clothing_traits = null
dog_fashion = /datum/dog_fashion/head/reindeer