Files
Bubberstation/code/modules/mod/modules/modules_engineering.dm
EnterTheJake ec0a685866 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 14:14:58 +10:00

453 lines
18 KiB
Plaintext

//Engineering modules for MODsuits
///Welding Protection - Makes the helmet protect from flashes and welding.
/obj/item/mod/module/welding
name = "MOD welding protection module"
desc = "A module installed into the visor of the suit, this projects a \
polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/welding)
overlay_state_inactive = "module_welding"
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
/obj/item/mod/module/welding/on_part_activation()
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
//this is a screen that displays an image, so flash sensitives can use this to protect against flashes.
head_cover.flash_protect = FLASH_PROTECTION_WELDER_HYPER_SENSITIVE
/obj/item/mod/module/welding/on_part_deactivation(deleting = FALSE)
if(deleting)
return
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
head_cover.flash_protect = initial(head_cover.flash_protect)
/obj/item/mod/module/welding/syndicate
complexity = 0
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/welding/syndicate, /obj/item/mod/module/stealth/wraith)
overlay_state_inactive = "module_armorbooster_on"
use_mod_colors = TRUE
mask_worn_overlay = TRUE
/obj/item/mod/module/welding/syndicate/generate_worn_overlay(obj/item/source, mutable_appearance/standing)
overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
return ..()
///T-Ray Scan - Scans the terrain for undertile objects.
/obj/item/mod/module/t_ray
name = "MOD t-ray scan module"
desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
to essentially echolocate things beneath the floor, mostly cables and pipes. \
A staple of atmospherics work, and counter-smuggling work."
icon_state = "tray"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/t_ray)
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
/// T-ray scan range.
var/range = 4
/obj/item/mod/module/t_ray/on_active_process(seconds_per_tick)
t_ray_scan(mod.wearer, 0.8 SECONDS, range)
///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
/obj/item/mod/module/magboot
name = "MOD magnetic stability module"
desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
However, these basic models do not feature computerized systems to automatically toggle them on and off, \
so numerous users report a certain stickiness to their steps."
icon_state = "magnet"
module_type = MODULE_TOGGLE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/magboot, /obj/item/mod/module/atrocinator)
required_slots = list(ITEM_SLOT_FEET)
/// Slowdown added onto the suit.
var/slowdown_active = 0.5
/// A list of traits to add to the wearer when we're active (see: Magboots)
var/list/active_traits = list(TRAIT_NO_SLIP_WATER, TRAIT_NO_SLIP_ICE, TRAIT_NO_SLIP_SLIDE, TRAIT_NEGATES_GRAVITY)
/obj/item/mod/module/magboot/on_install()
. = ..()
RegisterSignal(mod, COMSIG_MOD_UPDATE_SPEED, PROC_REF(on_update_speed))
/obj/item/mod/module/magboot/on_uninstall(deleting = FALSE)
. = ..()
UnregisterSignal(mod, COMSIG_MOD_UPDATE_SPEED)
/obj/item/mod/module/magboot/on_activation()
mod.wearer.add_traits(active_traits, REF(src))
mod.update_speed()
/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
mod.wearer.remove_traits(active_traits, REF(src))
mod.update_speed()
/obj/item/mod/module/magboot/proc/on_update_speed(datum/source, list/module_slowdowns, prevent_slowdown)
SIGNAL_HANDLER
if (!prevent_slowdown && active)
module_slowdowns += slowdown_active
/obj/item/mod/module/magboot/advanced
name = "MOD advanced magnetic stability module"
removable = FALSE
complexity = 0
slowdown_active = 0
///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
/obj/item/mod/module/tether
name = "MOD emergency tether module"
desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
While some older models of cargo-oriented grapples have capacities of a few tons, \
these are only capable of working in zero-gravity environments, a blessing to some Engineers."
icon_state = "tether"
module_type = MODULE_ACTIVE
complexity = 2
use_energy_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/tether)
cooldown_time = 1.5 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/obj/item/mod/module/tether/used()
if(HAS_TRAIT_FROM(mod.wearer, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(mod.wearer, "already tethered!")
playsound(src, 'sound/items/weapons/gun/general/dry_fire.ogg', 25, TRUE)
return FALSE
return ..()
/obj/item/mod/module/tether/on_select_use(atom/target)
. = ..()
if(!.)
return
var/obj/projectile/tether = new /obj/projectile/tether(mod.wearer.loc, src)
tether.aim_projectile(target, mod.wearer)
tether.firer = mod.wearer
playsound(src, 'sound/items/weapons/batonextend.ogg', 25, TRUE)
INVOKE_ASYNC(tether, TYPE_PROC_REF(/obj/projectile, fire))
drain_power(use_energy_cost)
/obj/item/mod/module/tether/get_configuration()
. = ..()
.["cut_tethers"] = add_ui_configuration("Cut Tethers", "button", "scissors")
/obj/item/mod/module/tether/configure_edit(key, value)
if (key == "cut_tethers")
SEND_SIGNAL(src, COMSIG_MOD_TETHER_SNAP)
/obj/item/mod/module/tether/on_deactivation(display_message, deleting)
SEND_SIGNAL(src, COMSIG_MOD_TETHER_SNAP)
/obj/projectile/tether
name = "tether"
icon_state = "tether_projectile"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
range = 10
hitsound = 'sound/items/weapons/batonextend.ogg'
hitsound_wall = 'sound/items/weapons/batonextend.ogg'
suppressed = SUPPRESSED_VERY
hit_threshhold = ABOVE_NORMAL_TURF_LAYER
embed_type = /datum/embedding/tether_projectile
shrapnel_type = /obj/item/tether_anchor
/// Reference to the beam following the projectile.
var/line
/// Last turf that we passed before impact
var/turf/open/last_turf
/// MODsuit tether module that fired us
var/obj/item/mod/module/tether/parent_module
/obj/projectile/tether/Initialize(mapload, module)
. = ..()
RegisterSignal(src, COMSIG_PROJECTILE_ON_EMBEDDED, PROC_REF(on_embedded))
if (!isnull(module))
parent_module = module
/obj/projectile/tether/proc/on_embedded(datum/source, obj/item/payload, atom/hit)
SIGNAL_HANDLER
if (HAS_TRAIT_FROM(hit, TRAIT_TETHER_ATTACHED, REF(parent_module)))
return
firer.AddComponent(/datum/component/tether, hit, 7, "MODtether", payload, parent_module = parent_module, tether_trait_source = REF(parent_module))
/obj/projectile/tether/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if (isopenturf(loc))
last_turf = loc
/obj/projectile/tether/fire(setAngle)
if(firer)
line = firer.Beam(src, "line", 'icons/obj/clothing/modsuit/mod_modules.dmi', emissive = FALSE)
return ..()
/obj/projectile/tether/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if (!firer)
return
// Funni is handled separately
if (ismob(target))
return
if (istype(target, /obj/item/tether_anchor) || isstructure(target) || ismachinery(target))
if(HAS_TRAIT_FROM(target, TRAIT_TETHER_ATTACHED, REF(parent_module)))
return
var/avoid_target_trait = FALSE
if (istype(target, /obj/item/tether_anchor))
avoid_target_trait = TRUE
firer.AddComponent(/datum/component/tether, target, 7, "MODtether", parent_module = parent_module, tether_trait_source = REF(parent_module), no_target_trait = avoid_target_trait)
return
var/hitx = impact_x
var/hity = impact_y
if (!isnull(last_turf) && last_turf != target && last_turf != target.loc)
var/turf_dir = get_dir(last_turf, get_turf(target))
if (turf_dir & NORTH)
hity += 32
if (turf_dir & SOUTH)
hity -= 32
if (turf_dir & EAST)
hitx += 32
if (turf_dir & WEST)
hitx -= 32
var/obj/item/tether_anchor/anchor = new(last_turf || get_turf(target))
anchor.pixel_x = hitx
anchor.pixel_y = hity
anchor.anchored = TRUE
anchor.parent_module = parent_module
firer.AddComponent(/datum/component/tether, anchor, 7, "MODtether", parent_module = parent_module, tether_trait_source = REF(parent_module))
/obj/projectile/tether/Destroy()
QDEL_NULL(line)
return ..()
/obj/item/tether_anchor
name = "tether anchor"
desc = "A reinforced anchor with a tether attachment point. A centuries old EVA tool which saved countless engineers' lives."
icon_state = "tether_latched"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
max_integrity = 60
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
/// MODsuit tether module that created our projectile
var/obj/item/mod/module/tether/parent_module
/obj/item/tether_anchor/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_TETHER_SNAPPED, PROC_REF(tether_snapped))
/obj/item/tether_anchor/Destroy(force)
// We don't need to worry about hanging refs in case our parent gets destroyed because then it snaps all tethers, which in turn destroys us
parent_module = null
return ..()
/obj/item/tether_anchor/examine(mob/user)
. = ..()
. += span_info("It can be secured by using a wrench on it. Use right-click to tether yourself to [src].")
. += span_info("LMB shortens the tether while RMB lengthens it. Ctrl-click to cut the tether.")
/obj/item/tether_anchor/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return ITEM_INTERACT_SUCCESS
/obj/item/tether_anchor/attack_hand_secondary(mob/user, list/modifiers)
if (!can_interact(user) || !user.CanReach(src) || !isturf(loc))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(user, "already tethered!")
return
if (parent_module && HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(parent_module)))
balloon_alert(user, "already tethered!")
return
balloon_alert(user, "attached tether")
user.AddComponent(/datum/component/tether, src, 7, "tether", tether_trait_source = REF(src))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/tether_anchor/mouse_drop_receive(atom/target, mob/user, params)
if (!can_interact(user) || !user.CanReach(src) || !isturf(loc))
return
if (!isliving(target) || !target.CanReach(src))
return
if(HAS_TRAIT_FROM(target, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(user, "already tethered!")
return
if (parent_module && HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(parent_module)))
balloon_alert(user, "already tethered!")
return
if (target == user)
balloon_alert(user, "attached tether")
user.AddComponent(/datum/component/tether, src, 7, "tether", tether_trait_source = REF(src), no_target_trait = TRUE)
return
balloon_alert(user, "attaching tether...")
to_chat(target, span_userdanger("[user] is trying to attach a tether to you!"))
if (!do_after(user, 5 SECONDS, target))
return
if(HAS_TRAIT_FROM(target, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(user, "already tethered!")
return
if (parent_module && HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(parent_module)))
balloon_alert(user, "already tethered!")
return
balloon_alert(user, "attached tether")
to_chat(target, span_userdanger("[user] attaches a tether to you!"))
target.AddComponent(/datum/component/tether, src, 7, "tether", tether_trait_source = REF(src), no_target_trait = TRUE)
/obj/item/tether_anchor/proc/tether_snapped(datum/component/tether/tether, tether_source)
SIGNAL_HANDLER
if (!parent_module || tether_source != REF(parent_module))
return
// Destroy self if we've been created by a tether module
do_sparks(3, TRUE, src)
qdel(src)
/datum/embedding/tether_projectile
embed_chance = 65 //spiky
fall_chance = 2
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.4
pain_mult = 3
jostle_pain_mult = 2
rip_time = 1 SECONDS
///Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
/obj/item/mod/module/rad_protection
name = "MOD radiation protection module"
desc = "A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; \
a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, \
giving a voice to an otherwise silent killer."
icon_state = "radshield"
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/rad_protection)
tgui_id = "rad_counter"
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK, ITEM_SLOT_OCLOTHING|ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET)
/// Radiation threat level being perceived.
var/perceived_threat_level
/obj/item/mod/module/rad_protection/on_part_activation()
AddComponent(/datum/component/geiger_sound)
ADD_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, REF(src))
RegisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION, PROC_REF(on_pre_potential_irradiation))
for(var/obj/item/part in mod.get_parts(all = TRUE))
ADD_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/on_part_deactivation(deleting = FALSE)
qdel(GetComponent(/datum/component/geiger_sound))
REMOVE_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, REF(src))
UnregisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION)
for(var/obj/item/part in mod.get_parts(all = TRUE))
REMOVE_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/add_ui_data()
. = ..()
.["is_user_irradiated"] = mod.wearer ? HAS_TRAIT(mod.wearer, TRAIT_IRRADIATED) : FALSE
.["background_radiation_level"] = perceived_threat_level
.["health_max"] = mod.wearer?.getMaxHealth() || 0
.["loss_tox"] = mod.wearer?.getToxLoss() || 0
/obj/item/mod/module/rad_protection/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
SIGNAL_HANDLER
perceived_threat_level = get_perceived_radiation_danger(pulse_information, insulation_to_target)
addtimer(VARSET_CALLBACK(src, perceived_threat_level, null), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
///Constructor - Lets you build quicker and create RCD holograms.
/obj/item/mod/module/constructor
name = "MOD constructor module"
desc = "This module entirely occupies the wearer's forearm, notably causing conflict with \
advanced arm servos meant to carry crewmembers. However, it functions as an \
extremely advanced construction hologram scanner, as well as containing the \
latest engineering schematics combined with inbuilt memory to help the user build walls."
icon_state = "constructor"
module_type = MODULE_USABLE
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
use_energy_cost = DEFAULT_CHARGE_DRAIN * 2
incompatible_modules = list(/obj/item/mod/module/constructor, /obj/item/mod/module/quick_carry)
cooldown_time = 11 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/obj/item/mod/module/constructor/on_part_activation()
ADD_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, REF(src))
/obj/item/mod/module/constructor/on_part_deactivation(deleting = FALSE)
REMOVE_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, REF(src))
/obj/item/mod/module/constructor/on_use()
rcd_scan(src, fade_time = 10 SECONDS)
drain_power(use_energy_cost)
///Safety-First Head Protection - Protects your brain matter from sudden impacts.
/obj/item/mod/module/headprotector
name = "MOD safety-first head protection module"
desc = "A series of dampening plates are installed along the back and upper areas of \
the helmet. These plates absorb abrupt kinetic shocks delivered to the skull. \
The bulk of this module prevents it from being installed in any suit that is capable \
of combat armor adjustments. However, the rudimentry nature of the module makes it \
relatively easy to install into most other suits."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/welding/syndicate, /obj/item/mod/module/infiltrator)
required_slots = list(ITEM_SLOT_HEAD)
/obj/item/mod/module/headprotector/on_part_activation()
ADD_TRAIT(mod.wearer, TRAIT_HEAD_INJURY_BLOCKED, REF(src))
/obj/item/mod/module/headprotector/on_part_deactivation(deleting = FALSE)
REMOVE_TRAIT(mod.wearer, TRAIT_HEAD_INJURY_BLOCKED, REF(src))
///Mister - Sprays water over an area.
/obj/item/mod/module/mister
name = "MOD water mister module"
desc = "A module containing a mister, able to spray it over areas."
icon_state = "mister"
module_type = MODULE_ACTIVE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
device = /obj/item/reagent_containers/spray/mister
incompatible_modules = list(/obj/item/mod/module/mister)
cooldown_time = 0.5 SECONDS
required_slots = list(ITEM_SLOT_BACK)
/// Volume of our reagent holder.
var/volume = 500
/obj/item/mod/module/mister/Initialize(mapload)
create_reagents(volume, OPENCONTAINER)
return ..()
///Resin Mister - Sprays resin over an area.
/obj/item/mod/module/mister/atmos
name = "MOD resin mister module"
desc = "An atmospheric resin mister, able to fix up areas quickly."
device = /obj/item/extinguisher/mini/nozzle/mod
volume = 250
/obj/item/mod/module/mister/atmos/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/water, volume)
/obj/item/extinguisher/mini/nozzle/mod
name = "MOD atmospheric mister"
desc = "An atmospheric resin mister with three modes, mounted as a module."