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Bubberstation/code/modules/clothing/suits/armor.dm
T
xxalpha a9c181bbcc Repath all non jetpack tank types to tank/internals
Repath all portable tanks to tank/internals, except jetpacks

Update ministation
2015-02-01 18:25:39 +00:00

205 lines
8.2 KiB
Plaintext

/obj/item/clothing/suit/armor
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)
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
put_on_delay = 40
/obj/item/clothing/suit/armor/vest
name = "armor"
desc = "A slim armored vest that protects against most types of damage."
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/alt
name = "armor"
desc = "An armored vest that protects against most types of damage. This is a civilian variant."
icon_state = "armoralt"
item_state = "armoralt"
blood_overlay_type = "armor"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/hos
name = "armored greatcoat"
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
icon_state = "hos"
item_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
strip_delay = 80
/obj/item/clothing/suit/armor/hos/trenchcoat
name = "armored trenchoat"
desc = "A trenchcoat enchanced with a special lightweight kevlar. The epitome of tactical plainclothes."
icon_state = "hostrench"
item_state = "hostrench"
flags_inv = 0
strip_delay = 80
/obj/item/clothing/suit/armor/vest/warden
name = "warden's jacket"
desc = "A red jacket with silver rank pips and body armor strapped on top."
icon_state = "warden_jacket"
item_state = "armor"
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS|HANDS
heat_protection = CHEST|GROIN|ARMS|HANDS
strip_delay = 70
/obj/item/clothing/suit/armor/vest/warden/alt
name = "warden's armored jacket"
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
icon_state = "warden_alt"
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
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."
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = CHEST|GROIN
armor = list(melee = 50, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/riot
name = "riot suit"
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
icon_state = "riot"
item_state = "swat_suit"
slowdown = 1
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 = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
strip_delay = 80
put_on_delay = 60
/obj/item/clothing/suit/armor/bulletproof
name = "bulletproof armor"
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 25, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
strip_delay = 70
put_on_delay = 50
/obj/item/clothing/suit/armor/laserproof
name = "ablative armor vest"
desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them."
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
reflect_chance = 40
/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
var/hit_reflect_chance = reflect_chance
if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
hit_reflect_chance = 0
if (prob(hit_reflect_chance))
return 1
/obj/item/clothing/suit/armor/vest/det_suit
name = "armor"
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
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)
//Reactive armor
//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!)
/obj/item/clothing/suit/armor/reactive
name = "reactive teleport armor"
desc = "Someone seperated our Research Director from his own head!"
var/active = 0.0
icon_state = "reactiveoff"
item_state = "reactiveoff"
blood_overlay_type = "armor"
slowdown = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
action_button_name = "Toggle Armor"
unacidable = 1
/obj/item/clothing/suit/armor/reactive/IsShield()
if(active)
return 1
return 0
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "<span class='notice'>[src] is now active.</span>"
src.icon_state = "reactive"
src.item_state = "reactive"
else
user << "<span class='notice'>[src] is now inactive.</span>"
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
src.add_fingerprint(user)
return
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
active = 0
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
..()
//All of the armor below is mostly unused
/obj/item/clothing/suit/armor/centcom
name = "\improper Centcom armor"
desc = "A suit that protects against some damage."
icon_state = "centcom"
item_state = "centcom"
w_class = 4//bulky item
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals/emergency_oxygen)
flags = THICKMATERIAL
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
desc = "A heavily armored suit that protects against moderate damage."
icon_state = "heavy"
item_state = "swat_suit"
w_class = 4//bulky item
gas_transfer_coefficient = 0.90
flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/armor/tdome
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
flags = THICKMATERIAL
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
/obj/item/clothing/suit/armor/tdome/red
name = "thunderdome suit"
desc = "Reddish armor."
icon_state = "tdred"
item_state = "tdred"
/obj/item/clothing/suit/armor/tdome/green
name = "thunderdome suit"
desc = "Pukish armor." //classy.
icon_state = "tdgreen"
item_state = "tdgreen"