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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
223 lines
6.9 KiB
Plaintext
223 lines
6.9 KiB
Plaintext
/*
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* Contains:
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* Fire protection
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* Bomb protection
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* Radiation protection
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*/
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/*
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* Fire protection
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*/
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/obj/item/clothing/suit/utility
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icon = 'icons/obj/clothing/suits/utility.dmi'
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worn_icon = 'icons/mob/clothing/suits/utility.dmi'
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/obj/item/clothing/suit/utility/fire
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name = "emergency firesuit"
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desc = "A suit that helps protect against fire and heat."
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icon_state = "fire"
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inhand_icon_state = "ro_suit"
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w_class = WEIGHT_CLASS_BULKY
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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allowed = list(
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/obj/item/crowbar,
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/obj/item/extinguisher,
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/obj/item/flashlight,
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/obj/item/fireaxe/metal_h2_axe,
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/obj/item/tank/internals,
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)
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slowdown = 1
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armor_type = /datum/armor/utility_fire
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETAUR // SKYRAT EDIT ADDITION - HIDETAIL, HIDETAUR
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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strip_delay = 6 SECONDS
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equip_delay_other = 6 SECONDS
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/suit/utility/fire/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/adjust_fishing_difficulty, 7)
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/datum/armor/utility_fire
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melee = 15
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bullet = 5
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laser = 20
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energy = 20
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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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/obj/item/clothing/suit/utility/fire/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/suit/utility/fire/firefighter
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icon_state = "firesuit"
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inhand_icon_state = "firefighter"
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flags_inv = HIDESHOES|HIDEJUMPSUIT
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
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/obj/item/clothing/suit/utility/fire/heavy
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name = "heavy firesuit"
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desc = "An old, bulky thermal protection suit."
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icon_state = "thermal"
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inhand_icon_state = "ro_suit"
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slowdown = 1.5
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/obj/item/clothing/suit/utility/fire/atmos
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name = "atmospheric firesuit"
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desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
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icon_state = "atmos_firesuit"
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inhand_icon_state = "firefighter_atmos"
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
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flags_inv = HIDESHOES|HIDEJUMPSUIT|HIDETAUR|HIDETAIL // SKYRAT EDIT ADDITION - HIDETAUR, HIDETAIL
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/*
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* Bomb protection
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*/
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/obj/item/clothing/head/utility/bomb_hood
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name = "bomb hood"
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desc = "Use in case of bomb."
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icon_state = "bombsuit"
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clothing_flags = THICKMATERIAL | SNUG_FIT
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armor_type = /datum/armor/utility_bomb_hood
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flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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cold_protection = HEAD
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min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
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strip_delay = 7 SECONDS
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equip_delay_other = 7 SECONDS
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
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resistance_flags = NONE
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/obj/item/clothing/head/utility/bomb_hood/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/clothing_dirt, "bomb_dirt")
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AddElement(/datum/element/adjust_fishing_difficulty, 8)
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AddComponent(/datum/component/hat_stabilizer, loose_hat = TRUE)
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/datum/armor/utility_bomb_hood
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melee = 20
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laser = 20
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energy = 30
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bomb = 100
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bio = 50
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fire = 80
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acid = 50
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/obj/item/clothing/suit/utility/bomb_suit
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name = "bomb suit"
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desc = "A suit designed for safety when handling explosives."
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icon_state = "bombsuit"
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inhand_icon_state = null
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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 = 2
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armor_type = /datum/armor/utility_bomb_suit
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flags_inv = HIDEJUMPSUIT|HIDETAIL|HIDETAUR // SKYRAT EDIT ADDITION - HIDETAIL, HIDETAUR
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
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strip_delay = 7 SECONDS
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equip_delay_other = 7 SECONDS
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resistance_flags = NONE
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/obj/item/clothing/suit/utility/bomb_suit/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/adjust_fishing_difficulty, 8)
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/datum/armor/utility_bomb_suit
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melee = 20
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laser = 20
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energy = 30
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bomb = 100
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bio = 50
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fire = 80
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acid = 50
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/obj/item/clothing/head/utility/bomb_hood/security
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icon_state = "bombsuit_sec"
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inhand_icon_state = null
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/obj/item/clothing/suit/utility/bomb_suit/security
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icon_state = "bombsuit_sec"
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inhand_icon_state = null
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allowed = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/restraints/handcuffs)
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/obj/item/clothing/head/utility/bomb_hood/white
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icon_state = "bombsuit_white"
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inhand_icon_state = null
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/obj/item/clothing/suit/utility/bomb_suit/white
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icon_state = "bombsuit_white"
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inhand_icon_state = null
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/*
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* Radiation protection
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*/
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/obj/item/clothing/head/utility/radiation
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name = "radiation hood"
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icon_state = "rad"
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desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
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clothing_flags = THICKMATERIAL | SNUG_FIT
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flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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armor_type = /datum/armor/utility_radiation
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strip_delay = 6 SECONDS
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equip_delay_other = 6 SECONDS
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
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resistance_flags = NONE
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/obj/item/clothing/head/utility/radiation/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/adjust_fishing_difficulty, 7)
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AddComponent(/datum/component/hat_stabilizer, loose_hat = TRUE)
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AddElement(/datum/element/radiation_protected_clothing)
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AddComponent(/datum/component/clothing_dirt, "rad_dirt")
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/datum/armor/utility_radiation
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bio = 60
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fire = 30
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acid = 30
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/obj/item/clothing/suit/utility/radiation
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name = "radiation suit"
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desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'"
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icon_state = "rad"
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inhand_icon_state = "rad_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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allowed = list(
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/obj/item/flashlight,
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/obj/item/geiger_counter,
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/obj/item/tank/internals,
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)
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slowdown = 1.5
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armor_type = /datum/armor/utility_radiation
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strip_delay = 6 SECONDS
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equip_delay_other = 6 SECONDS
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flags_inv = HIDEJUMPSUIT|HIDETAIL // SKYRAT EDIT ADDITION - HIDETAIL
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resistance_flags = NONE
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/obj/item/clothing/suit/utility/radiation/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/radiation_protected_clothing)
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AddElement(/datum/element/adjust_fishing_difficulty, 7)
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