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Bubberstation/code/modules/clothing/suits/armor.dm
SkyratBot e110100e8b [MIRROR] Modern Armor For The Modern Age - Marine ERT's Armor Update [MDB IGNORE] (#9499)
* Modern Armor For The Modern Age - Marine ERT's Armor Update (#62714)

* Modern Armor For The Modern Age - Marine ERT's Armor Update

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
2021-11-16 16:32:04 -05:00

479 lines
19 KiB
Plaintext

/obj/item/clothing/suit/armor
allowed = null
body_parts_covered = CHEST
cold_protection = CHEST|GROIN
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
equip_delay_other = 40
max_integrity = 250
resistance_flags = NONE
armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/Initialize(mapload)
. = ..()
if(!allowed)
allowed = GLOB.security_vest_allowed
/obj/item/clothing/suit/armor/vest
name = "armor vest"
desc = "A slim Type I armored vest that provides decent protection against most types of damage."
icon_state = "armoralt"
inhand_icon_state = "armoralt"
blood_overlay_type = "armor"
dog_fashion = /datum/dog_fashion/back
// SKYRAT EDIT ADDITION START
uses_advanced_reskins = TRUE
unique_reskin = list(
"Basic Armor" = list(
RESKIN_ICON = 'icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "armoralt",
RESKIN_WORN_ICON = 'icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "armoralt"
),
"Alternative Armor" = list(
RESKIN_ICON = 'icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "armor",
RESKIN_WORN_ICON = 'icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "armor"
),
"Blue Shift" = list(
RESKIN_ICON = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "guard_armor",
RESKIN_WORN_ICON = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "guard_armor"
),
"Peacekeeper" = list(
RESKIN_ICON = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "peacekeeper_armor",
RESKIN_WORN_ICON = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "peacekeeper",
RESKIN_MUTANT_VARIANTS = NONE
),
"Black Peacekeeper" = list(
RESKIN_ICON = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "peacekeeper_black",
RESKIN_WORN_ICON = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "peacekeeper_black",
RESKIN_MUTANT_VARIANTS = NONE
)
)
/// SKYRAT EDIT ADDITION END
/obj/item/clothing/suit/armor/vest/alt
desc = "A Type I armored vest that provides decent protection against most types of damage."
icon_state = "armor"
inhand_icon_state = "armor"
/obj/item/clothing/suit/armor/vest/marine
name = "tactical armor vest"
desc = "A set of the finest mass produced, stamped plasteel armor plates, containing an environmental protection unit for all-condition door kicking."
icon_state = "marine_command"
inhand_icon_state = "armor"
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 50, BULLET = 50, LASER = 30, ENERGY = 25, BOMB = 50, BIO = 100, FIRE = 40, ACID = 50, WOUND = 20)
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT_OFF
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/armor/vest/marine/security
name = "large tactical armor vest"
icon_state = "marine_security"
/obj/item/clothing/suit/armor/vest/marine/engineer
name = "tactical utility armor vest"
icon_state = "marine_engineer"
/obj/item/clothing/suit/armor/vest/marine/medic
name = "tactical medic's armor vest"
icon_state = "marine_medic"
/obj/item/clothing/suit/armor/vest/old
name = "degrading armor vest"
desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in."
icon_state = "armor"
inhand_icon_state = "armor"
slowdown = 1
/obj/item/clothing/suit/armor/vest/blueshirt
name = "large armor vest"
desc = "A large, yet comfortable piece of armor, protecting you from some threats."
icon_state = "blueshift"
inhand_icon_state = "blueshift"
custom_premium_price = PAYCHECK_HARD
/obj/item/clothing/suit/armor/vest/cuirass
name = "cuirass"
desc = "A lighter plate armor used to still keep out those pesky arrows, while retaining the ability to move."
icon_state = "cuirass"
inhand_icon_state = "armor"
/obj/item/clothing/suit/armor/hos
name = "armored greatcoat"
desc = "A greatcoat enhanced with a special alloy for some extra protection and style for those with a commanding presence."
icon_state = "hos"
inhand_icon_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 70, ACID = 90, WOUND = 10)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
strip_delay = 80
// SKYRAT EDIT ADDITION START
uses_advanced_reskins = TRUE
unique_reskin = list(
"Greatcoat" = list(
RESKIN_ICON = 'icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "hos",
RESKIN_WORN_ICON = 'icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "hos"
),
"Trenchcoat" = list(
RESKIN_ICON = 'icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "hostrench",
RESKIN_WORN_ICON = 'icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "hostrench"
),
"Formal Jacket" = list(
RESKIN_ICON = 'icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "hosformal",
RESKIN_WORN_ICON = 'icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "hosformal"
),
"Navy Blue Jacket" = list(
RESKIN_ICON = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "hosbluejacket",
RESKIN_WORN_ICON = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "hosbluejacket"
),
"Trenchcloak" = list(
RESKIN_ICON = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "trenchcloak",
RESKIN_WORN_ICON = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "trenchcloak"
),
"Peacekeeper" = list(
RESKIN_ICON = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "peacekeeper_trench_hos",
RESKIN_WORN_ICON = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "peacekeeper_trench_hos",
RESKIN_MUTANT_VARIANTS = NONE
)
)
/// SKYRAT EDIT ADDITION END
/obj/item/clothing/suit/armor/hos/trenchcoat
name = "armored trenchcoat"
desc = "A trenchcoat enhanced with a special lightweight kevlar. The epitome of tactical plainclothes."
icon_state = "hostrench"
inhand_icon_state = "hostrench"
flags_inv = 0
strip_delay = 80
/obj/item/clothing/suit/armor/hos/hos_formal
name = "\improper Head of Security's parade jacket"
desc = "For when an armoured vest isn't fashionable enough."
icon_state = "hosformal"
inhand_icon_state = "hostrench"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/suit/armor/hos/hos_formal/Initialize(mapload)
. = ..()
AddComponent(/datum/component/toggle_icon)
/obj/item/clothing/suit/armor/vest/warden
name = "warden's jacket"
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
icon_state = "warden_alt"
inhand_icon_state = "armor"
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS|HANDS
heat_protection = CHEST|GROIN|ARMS|HANDS
strip_delay = 70
resistance_flags = FLAMMABLE
dog_fashion = null
// SKYRAT EDIT ADDITION START
uses_advanced_reskins = TRUE
unique_reskin = list(
"Basic Warden Armor" = list(
RESKIN_ICON = 'icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "warden_alt",
RESKIN_WORN_ICON = 'icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "warden_alt"
),
"Alternative Warden Armor" = list(
RESKIN_ICON = 'icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "warden_jacket",
RESKIN_WORN_ICON = 'icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "warden_jacket"
),
"Peacekeeper" = list(
RESKIN_ICON = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi',
RESKIN_ICON_STATE = "peacekeeper_trench_warden",
RESKIN_WORN_ICON = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi',
RESKIN_WORN_ICON_STATE = "peacekeeper_trench_warden",
RESKIN_MUTANT_VARIANTS = NONE
)
)
/// SKYRAT EDIT ADDITION END
/obj/item/clothing/suit/armor/vest/warden/alt
name = "warden's armored jacket"
desc = "A red jacket with silver rank pips and body armor strapped on top."
icon_state = "warden_jacket"
/obj/item/clothing/suit/armor/vest/leather
name = "security overcoat"
desc = "Lightly armored leather overcoat meant as casual wear for high-ranking officers. Bears the crest of Nanotrasen Security."
icon_state = "leathercoat-sec"
inhand_icon_state = "hostrench"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
dog_fashion = null
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
desc = "A fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
icon_state = "capcarapace"
inhand_icon_state = "armor"
body_parts_covered = CHEST|GROIN
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, FIRE = 100, ACID = 90, WOUND = 10)
dog_fashion = null
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/armor/vest/capcarapace/syndicate
name = "syndicate captain's vest"
desc = "A sinister looking vest of advanced armor worn over a black and red fireproof jacket. The gold collar and shoulders denote that this belongs to a high ranking syndicate officer."
icon_state = "syndievest"
/obj/item/clothing/suit/armor/vest/capcarapace/captains_formal
name = "captain's parade jacket"
desc = "For when an armoured vest isn't fashionable enough."
icon_state = "capformal"
inhand_icon_state = "capspacesuit"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/suit/armor/vest/capcarapace/captains_formal/Initialize(mapload)
. = ..()
AddComponent(/datum/component/toggle_icon)
/obj/item/clothing/suit/armor/riot
name = "riot suit"
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters."
icon = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi' //SKYRAT EDIT CHANGE
icon_state = "riot"
inhand_icon_state = "swat_suit"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80, WOUND = 20)
clothing_flags = BLOCKS_SHOVE_KNOCKDOWN
strip_delay = 80
equip_delay_other = 60
/obj/item/clothing/suit/armor/bone
name = "bone armor"
desc = "A tribal armor plate, crafted from animal bone."
icon_state = "bonearmor"
inhand_icon_state = "bonearmor"
blood_overlay_type = "armor"
armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
/obj/item/clothing/suit/armor/bulletproof
name = "bulletproof armor"
desc = "A Type III heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
inhand_icon_state = "armor"
blood_overlay_type = "armor"
armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, FIRE = 50, ACID = 50, WOUND = 20)
strip_delay = 70
equip_delay_other = 50
/obj/item/clothing/suit/armor/laserproof
name = "reflector vest"
desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them."
icon_state = "armor_reflec"
inhand_icon_state = "armor_reflec"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS
heat_protection = CHEST|GROIN|ARMS
armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/hit_reflect_chance = 50
/obj/item/clothing/suit/armor/laserproof/IsReflect(def_zone)
if(!(def_zone in list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_GROIN, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))) //If not shot where ablative is covering you, you don't get the reflection bonus!
return FALSE
if (prob(hit_reflect_chance))
return TRUE
/obj/item/clothing/suit/armor/vest/det_suit
name = "detective's armor vest"
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
resistance_flags = FLAMMABLE
dog_fashion = null
/obj/item/clothing/suit/armor/vest/det_suit/Initialize(mapload)
. = ..()
allowed = GLOB.detective_vest_allowed
/obj/item/clothing/suit/armor/vest/infiltrator
name = "infiltrator vest"
desc = "This vest appears to be made of of highly flexible materials that absorb impacts with ease."
icon_state = "infiltrator"
inhand_icon_state = "infiltrator"
armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 80
//All of the armor below is mostly unused
/obj/item/clothing/head/helmet/space/hardsuit/swat/centcom
name = "\improper CentCom SWAT helmet"
icon = 'icons/obj/clothing/hats.dmi'
worn_icon = 'icons/mob/clothing/head.dmi'
worn_icon_state = "centcomspace"
icon_state = "centcomspace"
inhand_icon_state = "centcomspacehelmet"
desc = "A tactical MK.II SWAT helmet boasting better protection and a reasonable fashion sense."
/obj/item/clothing/suit/space/hardsuit/swat/centcom
name = "\improper CentCom SWAT armor"
desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat with the complementary gas mask. Usually given to station Captains, this one has been painted CC green with complimentary gold accents."
icon_state = "centcom"
inhand_icon_state = "centcomspacesuit"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/swat/centcom
cell = /obj/item/stock_parts/cell/super
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
desc = "A heavily armored suit that protects against moderate damage."
icon_state = "heavy"
inhand_icon_state = "swat_suit"
w_class = WEIGHT_CLASS_BULKY
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/tdome
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
clothing_flags = THICKMATERIAL
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/tdome/red
name = "thunderdome suit"
desc = "Reddish armor."
icon_state = "tdred"
inhand_icon_state = "tdred"
/obj/item/clothing/suit/armor/tdome/green
name = "thunderdome suit"
desc = "Pukish armor." //classy.
icon_state = "tdgreen"
inhand_icon_state = "tdgreen"
/obj/item/clothing/suit/armor/tdome/holosuit
name = "thunderdome suit"
armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
cold_protection = null
heat_protection = null
/obj/item/clothing/suit/armor/tdome/holosuit/red
desc = "Reddish armor."
icon_state = "tdred"
inhand_icon_state = "tdred"
/obj/item/clothing/suit/armor/tdome/holosuit/green
desc = "Pukish armor."
icon_state = "tdgreen"
inhand_icon_state = "tdgreen"
/obj/item/clothing/suit/armor/riot/knight
name = "plate armour"
desc = "A classic suit of plate armour, highly effective at stopping melee attacks."
icon_state = "knight_green"
inhand_icon_state = "knight_green"
allowed = list(/obj/item/nullrod, /obj/item/claymore, /obj/item/banner, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
/obj/item/clothing/suit/armor/riot/knight/yellow
icon_state = "knight_yellow"
inhand_icon_state = "knight_yellow"
/obj/item/clothing/suit/armor/riot/knight/blue
icon_state = "knight_blue"
inhand_icon_state = "knight_blue"
/obj/item/clothing/suit/armor/riot/knight/red
icon_state = "knight_red"
inhand_icon_state = "knight_red"
/obj/item/clothing/suit/armor/riot/knight/greyscale
name = "knight armour"
desc = "A classic suit of armour, able to be made from many different materials."
icon_state = "knight_greyscale"
inhand_icon_state = "knight_greyscale"
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, FIRE = 40, ACID = 40, WOUND = 15)
/obj/item/clothing/suit/armor/vest/durathread
name = "durathread vest"
desc = "A vest made of durathread with strips of leather acting as trauma plates."
icon_state = "durathread"
inhand_icon_state = "durathread"
strip_delay = 60
equip_delay_other = 40
max_integrity = 200
resistance_flags = FLAMMABLE
armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, FIRE = 40, ACID = 50)
/obj/item/clothing/suit/armor/vest/russian
name = "russian vest"
desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?"
icon_state = "rus_armor"
inhand_icon_state = "rus_armor"
armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 20, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/vest/russian_coat
name = "russian battle coat"
desc = "Used in extremly cold fronts, made out of real bears."
icon_state = "rus_coat"
inhand_icon_state = "rus_coat"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, FIRE = -10, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/elder_atmosian
name = "\improper Elder Atmosian Armor"
desc = "A superb armor made with the toughest and rarest materials available to man."
icon_state = "h2armor"
inhand_icon_state = "h2armor"
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 30, BOMB = 85, BIO = 10, FIRE = 65, ACID = 40, WOUND = 15)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
/obj/item/clothing/suit/armor/centcom_formal
name = "\improper CentCom formal coat"
desc = "A stylish coat given to CentCom Commanders. Perfect for sending ERTs to suicide missions with style!"
icon_state = "centcom_formal"
inhand_icon_state = "centcom"
body_parts_covered = CHEST|GROIN|ARMS
armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, FIRE = 10, ACID = 60)
/obj/item/clothing/suit/armor/centcom_formal/Initialize(mapload)
. = ..()
AddComponent(/datum/component/toggle_icon)