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* MOD update: Modular Cores * Fixing all dem conflicts * Okay now it's going to compile too * Fixing some Trigger() (they triggered me) Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
119 lines
3.7 KiB
Plaintext
119 lines
3.7 KiB
Plaintext
/obj/item/clothing/head/mod
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name = "MOD helmet"
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desc = "A helmet for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "helmet"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = HEAD
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heat_protection = HEAD
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cold_protection = HEAD
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dynamic_hair_suffix = ""
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obj_flags = IMMUTABLE_SLOW
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var/alternate_layer = NECK_LAYER
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var/obj/item/mod/control/mod
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/obj/item/clothing/head/mod/Destroy()
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if(!QDELETED(mod))
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mod.helmet = null
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mod.mod_parts -= src
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QDEL_NULL(mod)
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return ..()
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/obj/item/clothing/head/mod/atom_destruction(damage_flag)
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return mod.atom_destruction(damage_flag)
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/obj/item/clothing/suit/mod
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name = "MOD chestplate"
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desc = "A chestplate for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "chestplate"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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blood_overlay_type = "armor"
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = CHEST|GROIN
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heat_protection = CHEST|GROIN
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cold_protection = CHEST|GROIN
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obj_flags = IMMUTABLE_SLOW
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var/obj/item/mod/control/mod
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/obj/item/clothing/suit/mod/Destroy()
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if(!QDELETED(mod))
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mod.chestplate = null
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mod.mod_parts -= src
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QDEL_NULL(mod)
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return ..()
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/obj/item/clothing/suit/mod/atom_destruction(damage_flag)
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return mod.atom_destruction(damage_flag)
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/obj/item/clothing/gloves/mod
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name = "MOD gauntlets"
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desc = "A pair of gauntlets for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "gauntlets"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = HANDS|ARMS
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heat_protection = HANDS|ARMS
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cold_protection = HANDS|ARMS
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obj_flags = IMMUTABLE_SLOW
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var/obj/item/mod/control/mod
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var/obj/item/clothing/overslot
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/obj/item/clothing/gloves/mod/Destroy()
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if(!QDELETED(mod))
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mod.gauntlets = null
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mod.mod_parts -= src
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QDEL_NULL(mod)
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return ..()
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/obj/item/clothing/gloves/mod/atom_destruction(damage_flag)
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overslot.forceMove(drop_location())
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overslot = null
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return mod.atom_destruction(damage_flag)
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/// Replaces these gloves on the wearer with the overslot ones
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/obj/item/clothing/gloves/mod/proc/show_overslot()
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if(!overslot)
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return
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if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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mod.wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
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overslot = null
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/obj/item/clothing/shoes/mod
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name = "MOD boots"
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desc = "A pair of boots for a MODsuit."
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icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
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icon_state = "boots"
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worn_icon = 'icons/mob/clothing/mod.dmi'
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0)
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body_parts_covered = FEET|LEGS
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heat_protection = FEET|LEGS
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cold_protection = FEET|LEGS
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obj_flags = IMMUTABLE_SLOW
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item_flags = IGNORE_DIGITIGRADE
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can_be_tied = FALSE
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var/obj/item/mod/control/mod
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var/obj/item/clothing/overslot
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/obj/item/clothing/shoes/mod/Destroy()
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if(!QDELETED(mod))
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mod.boots = null
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mod.mod_parts -= src
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QDEL_NULL(mod)
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return ..()
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/obj/item/clothing/shoes/mod/atom_destruction(damage_flag)
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overslot.forceMove(drop_location())
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overslot = null
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return mod.atom_destruction(damage_flag)
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/// Replaces these shoes on the wearer with the overslot ones
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/obj/item/clothing/shoes/mod/proc/show_overslot()
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if(!overslot)
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return
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if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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mod.wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
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overslot = null
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