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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
146 lines
4.3 KiB
Plaintext
146 lines
4.3 KiB
Plaintext
//Biosuit complete with shoes (in the item sprite)
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/obj/item/clothing/head/bio_hood
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name = "bio hood"
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icon_state = "bio"
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inhand_icon_state = "bio_hood"
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desc = "A hood that protects the head and face from biological contaminants."
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icon = 'icons/obj/clothing/head/bio.dmi'
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worn_icon = 'icons/mob/clothing/head/bio.dmi'
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icon_state = "bio"
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inhand_icon_state = "bio_hood"
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clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT | STACKABLE_HELMET_EXEMPT | HEADINTERNALS
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armor_type = /datum/armor/head_bio_hood
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
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resistance_flags = ACID_PROOF
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
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// Icon_state passed into clothing dirt component
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var/dirt_state = "bio_dirt"
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/obj/item/clothing/head/bio_hood/Initialize(mapload)
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. = ..()
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if (dirt_state)
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AddComponent(/datum/component/clothing_dirt, dirt_state)
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AddElement(/datum/element/adjust_fishing_difficulty, 6)
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AddComponent(/datum/component/hat_stabilizer, loose_hat = TRUE)
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/datum/armor/head_bio_hood
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bio = 100
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fire = 30
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acid = 100
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/obj/item/clothing/suit/bio_suit
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name = "bio suit"
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desc = "A suit that protects against biological contamination."
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icon = 'icons/obj/clothing/suits/bio.dmi'
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icon_state = "bio"
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worn_icon = 'icons/mob/clothing/suits/bio.dmi'
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inhand_icon_state = "bio_suit"
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w_class = WEIGHT_CLASS_BULKY
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clothing_flags = THICKMATERIAL
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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slowdown = 0.5
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allowed = list(/obj/item/tank/internals, /obj/item/reagent_containers/dropper, /obj/item/flashlight/pen, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/cup/beaker, /obj/item/gun/syringe)
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armor_type = /datum/armor/suit_bio_suit
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flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDEBELT
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strip_delay = 7 SECONDS
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equip_delay_other = 7 SECONDS
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resistance_flags = ACID_PROOF
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/obj/item/clothing/suit/bio_suit/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/adjust_fishing_difficulty, 6)
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//Standard biosuit, orange stripe
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/datum/armor/suit_bio_suit
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bio = 100
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fire = 30
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acid = 100
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/obj/item/clothing/head/bio_hood/general
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icon_state = "bio"
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/obj/item/clothing/suit/bio_suit/general
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icon_state = "bio"
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//Virology biosuit, green stripe
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/obj/item/clothing/head/bio_hood/virology
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icon_state = "bio_virology"
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/obj/item/clothing/suit/bio_suit/virology
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icon_state = "bio_virology"
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//Security biosuit, grey with red stripe across the chest
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/obj/item/clothing/head/bio_hood/security
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armor_type = /datum/armor/bio_hood_security
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icon_state = "bio_security"
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/datum/armor/bio_hood_security
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melee = 25
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bullet = 15
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laser = 25
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energy = 35
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bomb = 25
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bio = 100
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fire = 30
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acid = 100
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/obj/item/clothing/suit/bio_suit/security
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armor_type = /datum/armor/bio_suit_security
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icon_state = "bio_security"
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/datum/armor/bio_suit_security
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melee = 25
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bullet = 15
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laser = 25
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energy = 35
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bomb = 25
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bio = 100
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fire = 30
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acid = 100
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/obj/item/clothing/suit/bio_suit/security/Initialize(mapload)
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. = ..()
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allowed += GLOB.security_vest_allowed
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//Janitor's biosuit, grey with purple arms
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/obj/item/clothing/head/bio_hood/janitor
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icon_state = "bio_janitor"
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/obj/item/clothing/suit/bio_suit/janitor
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icon_state = "bio_janitor"
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/obj/item/clothing/suit/bio_suit/janitor/Initialize(mapload)
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. = ..()
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allowed += list(/obj/item/storage/bag/trash, /obj/item/reagent_containers/spray)
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//Scientist's biosuit, white with a pink-ish hue
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/obj/item/clothing/head/bio_hood/scientist
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icon_state = "bio_scientist"
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/obj/item/clothing/suit/bio_suit/scientist
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icon_state = "bio_scientist"
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//CMO's biosuit, blue stripe
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/obj/item/clothing/head/bio_hood/cmo
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icon_state = "bio_cmo"
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/obj/item/clothing/suit/bio_suit/cmo
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icon_state = "bio_cmo"
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/obj/item/clothing/suit/bio_suit/cmo/Initialize(mapload)
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. = ..()
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allowed += list(/obj/item/melee/baton/telescopic)
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//Plague Dr mask can be found in clothing/masks/gasmask.dm
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/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
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name = "plague doctor suit"
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desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
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icon_state = "plaguedoctor"
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inhand_icon_state = "bio_suit"
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strip_delay = 4 SECONDS
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equip_delay_other = 2 SECONDS
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/obj/item/clothing/suit/bio_suit/plaguedoctorsuit/Initialize(mapload)
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. = ..()
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allowed += list(/obj/item/book/bible, /obj/item/nullrod, /obj/item/cane)
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