mirror of
https://github.com/Bubberstation/Bubberstation.git
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205 lines
8.2 KiB
Plaintext
205 lines
8.2 KiB
Plaintext
/obj/item/clothing/suit/armor
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
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body_parts_covered = CHEST
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cold_protection = CHEST|GROIN
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min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
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heat_protection = CHEST|GROIN
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max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
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strip_delay = 60
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put_on_delay = 40
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/obj/item/clothing/suit/armor/vest
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name = "armor"
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desc = "A slim armored vest that protects against most types of damage."
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icon_state = "armor"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/vest/alt
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name = "armor"
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desc = "An armored vest that protects against most types of damage. This is a civilian variant."
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icon_state = "armoralt"
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item_state = "armoralt"
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blood_overlay_type = "armor"
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/hos
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name = "armored greatcoat"
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desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
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icon_state = "hos"
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item_state = "greatcoat"
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body_parts_covered = CHEST|GROIN|ARMS|LEGS
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armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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flags_inv = HIDEJUMPSUIT
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cold_protection = CHEST|GROIN|LEGS|ARMS
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heat_protection = CHEST|GROIN|LEGS|ARMS
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strip_delay = 80
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/obj/item/clothing/suit/armor/hos/trenchcoat
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name = "armored trenchoat"
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desc = "A trenchcoat enchanced with a special lightweight kevlar. The epitome of tactical plainclothes."
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icon_state = "hostrench"
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item_state = "hostrench"
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flags_inv = 0
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strip_delay = 80
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/obj/item/clothing/suit/armor/vest/warden
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name = "warden's jacket"
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desc = "A red jacket with silver rank pips and body armor strapped on top."
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icon_state = "warden_jacket"
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item_state = "armor"
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body_parts_covered = CHEST|GROIN|ARMS
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cold_protection = CHEST|GROIN|ARMS|HANDS
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heat_protection = CHEST|GROIN|ARMS|HANDS
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strip_delay = 70
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/obj/item/clothing/suit/armor/vest/warden/alt
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name = "warden's armored jacket"
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desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
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icon_state = "warden_alt"
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/obj/item/clothing/suit/armor/vest/capcarapace
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name = "captain's carapace"
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desc = "An armored vest reinforced with ceramic plates and 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."
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icon_state = "capcarapace"
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item_state = "armor"
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body_parts_covered = CHEST|GROIN
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armor = list(melee = 50, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/riot
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name = "riot suit"
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desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
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icon_state = "riot"
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item_state = "swat_suit"
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slowdown = 1
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
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flags_inv = HIDEJUMPSUIT
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strip_delay = 80
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put_on_delay = 60
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/obj/item/clothing/suit/armor/bulletproof
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name = "bulletproof armor"
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desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
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icon_state = "bulletproof"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list(melee = 25, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
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strip_delay = 70
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put_on_delay = 50
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/obj/item/clothing/suit/armor/laserproof
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name = "ablative armor vest"
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desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them."
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icon_state = "armor_reflec"
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item_state = "armor_reflec"
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blood_overlay_type = "armor"
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armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
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reflect_chance = 40
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/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
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var/hit_reflect_chance = reflect_chance
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if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
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hit_reflect_chance = 0
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if (prob(hit_reflect_chance))
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return 1
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/obj/item/clothing/suit/armor/vest/det_suit
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name = "armor"
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desc = "An armored vest with a detective's badge on it."
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icon_state = "detective-armor"
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allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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//Reactive armor
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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/obj/item/clothing/suit/armor/reactive
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name = "reactive teleport armor"
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desc = "Someone seperated our Research Director from his own head!"
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var/active = 0.0
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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blood_overlay_type = "armor"
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slowdown = 1
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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action_button_name = "Toggle Armor"
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unacidable = 1
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/obj/item/clothing/suit/armor/reactive/IsShield()
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if(active)
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return 1
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return 0
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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user << "<span class='notice'>[src] is now active.</span>"
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src.icon_state = "reactive"
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src.item_state = "reactive"
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else
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user << "<span class='notice'>[src] is now inactive.</span>"
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src.icon_state = "reactiveoff"
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src.item_state = "reactiveoff"
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src.add_fingerprint(user)
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return
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/obj/item/clothing/suit/armor/reactive/emp_act(severity)
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active = 0
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src.icon_state = "reactiveoff"
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src.item_state = "reactiveoff"
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..()
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//All of the armor below is mostly unused
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/obj/item/clothing/suit/armor/centcom
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name = "\improper Centcom armor"
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desc = "A suit that protects against some damage."
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icon_state = "centcom"
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item_state = "centcom"
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w_class = 4//bulky item
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals/emergency_oxygen)
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flags = THICKMATERIAL
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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/obj/item/clothing/suit/armor/heavy
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name = "heavy armor"
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desc = "A heavily armored suit that protects against moderate damage."
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icon_state = "heavy"
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item_state = "swat_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.90
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flags = THICKMATERIAL
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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slowdown = 3
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/tdome
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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flags = THICKMATERIAL
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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/obj/item/clothing/suit/armor/tdome/red
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name = "thunderdome suit"
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desc = "Reddish armor."
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icon_state = "tdred"
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item_state = "tdred"
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/obj/item/clothing/suit/armor/tdome/green
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name = "thunderdome suit"
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desc = "Pukish armor." //classy.
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icon_state = "tdgreen"
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item_state = "tdgreen" |