mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-28 07:39:13 +01:00
@@ -244,6 +244,7 @@ BLIND // can't see anything
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w_class = 2.0
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var/light_overlay = "helmet_light"
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var/light_applied
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var/brightness_on
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var/on = 0
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@@ -258,32 +259,37 @@ BLIND // can't see anything
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user << "You cannot turn the light on while in this [user.loc]"
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return
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on = !on
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user << "You [on ? "enable" : "disable"] the helmet light."
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update_light(user)
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else
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return ..(user)
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/obj/item/clothing/head/proc/update_light(var/mob/user = null)
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if(on)
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if(on && !light_applied)
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if(loc == user)
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user.SetLuminosity(user.luminosity + brightness_on)
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else if(isturf(loc))
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SetLuminosity(brightness_on)
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else
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SetLuminosity(brightness_on)
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light_applied = 1
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else if(!on && light_applied)
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if(loc == user)
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user.SetLuminosity(user.luminosity - brightness_on)
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else if(isturf(loc))
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SetLuminosity(0)
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update_icon()
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/obj/item/clothing/head/pickup(mob/user)
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if(on)
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user.SetLuminosity(user.luminosity + brightness_on)
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SetLuminosity(0)
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light_applied = 0
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update_icon(user)
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/obj/item/clothing/head/equipped(mob/user)
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..()
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spawn(1)
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if(on && loc == user && !light_applied)
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user.SetLuminosity(user.luminosity + brightness_on)
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light_applied = 1
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/obj/item/clothing/head/dropped(mob/user)
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if(on)
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user.SetLuminosity(user.luminosity - brightness_on)
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SetLuminosity(brightness_on)
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..()
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spawn(1)
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if(on && loc != user && light_applied)
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user.SetLuminosity(user.luminosity - brightness_on)
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light_applied = 0
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/obj/item/clothing/head/update_icon(var/mob/user)
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@@ -4,28 +4,28 @@
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icon_state = "magboots0"
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species_restricted = null
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var/magpulse = 0
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var/icon_base = "magboots"
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icon_action_button = "action_blank"
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action_button_name = "Toggle the magboots"
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// flags = NOSLIP //disabled by default
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attack_self(mob/user)
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if(magpulse)
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flags &= ~NOSLIP
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slowdown = SHOES_SLOWDOWN
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magpulse = 0
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icon_state = "magboots0"
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user << "You disable the mag-pulse traction system."
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else
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flags |= NOSLIP
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slowdown = 2
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magpulse = 1
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icon_state = "magboots1"
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user << "You enable the mag-pulse traction system."
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user.update_inv_shoes() //so our mob-overlays update
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/obj/item/clothing/shoes/magboots/attack_self(mob/user)
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if(magpulse)
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flags &= ~NOSLIP
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slowdown = SHOES_SLOWDOWN
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magpulse = 0
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if(icon_base) icon_state = "[icon_base]0"
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user << "You disable the mag-pulse traction system."
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else
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flags |= NOSLIP
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slowdown = 2
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magpulse = 1
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if(icon_base) icon_state = "[icon_base]1"
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user << "You enable the mag-pulse traction system."
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user.update_inv_shoes() //so our mob-overlays update
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examine(mob/user)
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..(user)
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var/state = "disabled"
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if(src.flags&NOSLIP)
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state = "enabled"
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user << "Its mag-pulse traction system appears to be [state]."
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/obj/item/clothing/shoes/magboots/examine(mob/user)
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..(user)
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var/state = "disabled"
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if(src.flags&NOSLIP)
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state = "enabled"
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user << "Its mag-pulse traction system appears to be [state]."
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@@ -69,7 +69,6 @@
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var/offline_slowdown = 10 // If the suit is deployed and unpowered, it sets slowdown to this.
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var/vision_restriction
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var/offline_vision_restriction = 1 // 0 - none, 1 - welder vision, 2 - blind. Maybe move this to helmets.
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var/list/suit_can_hold
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// Wiring! How exciting.
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var/datum/wires/rig/wires
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@@ -123,10 +122,8 @@
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verbs |= /obj/item/weapon/rig/proc/toggle_boots
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if(chest_type)
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chest = new chest_type(src)
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if(suit_can_hold)
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chest.allowed = suit_can_hold
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else
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chest.allowed = list()
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if(allowed)
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chest.allowed = allowed
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verbs |= /obj/item/weapon/rig/proc/toggle_chest
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for(var/obj/item/piece in list(gloves,helmet,boots,chest))
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@@ -174,7 +171,7 @@
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if(sealing) return
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if(M && !(istype(M) && M.back == src ) && !istype(M,/mob/living/silicon) )
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if(M && !(istype(M) && M.back == src ) && !istype(M,/mob/living/silicon))
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return 0
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if(!check_power_cost(M))
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@@ -27,6 +27,7 @@
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heat_protection = FEET
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species_restricted = null
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gender = PLURAL
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icon_base = null
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/obj/item/clothing/suit/space/rig
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name = "chestpiece"
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@@ -12,6 +12,7 @@
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offline_vision_restriction = 1
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helm_type = /obj/item/clothing/head/helmet/space/rig/combat
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allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
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initial_modules = list(
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/obj/item/rig_module/mounted,
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@@ -28,6 +29,7 @@
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desc = "A blood-red hardsuit featuring some fairly illegal technology."
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icon_state = "merc_rig"
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suit_type = "crimson hardsuit"
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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initial_modules = list(
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/obj/item/rig_module/mounted,
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@@ -53,7 +53,6 @@
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suit_type = "ominous"
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
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icon_state = "ninja_rig"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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slowdown = 0
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@@ -8,6 +8,8 @@
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offline_slowdown = 10
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offline_vision_restriction = 2
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
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req_access = null
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req_one_access = null
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@@ -31,6 +33,8 @@
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offline_slowdown = 0
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offline_vision_restriction = 0
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
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req_access = list(access_ce)
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initial_modules = list(
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@@ -55,6 +59,9 @@
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offline_slowdown = 3
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offline_vision_restriction = 1
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//Todo: add xenoarch gear.
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
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req_access = list(access_rd)
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initial_modules = list(
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@@ -49,4 +49,134 @@
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//Breach thresholds, should ideally be inherited by most (if not all) voidsuits.
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breach_threshold = 18
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can_breach = 1
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can_breach = 1
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//Inbuilt devices.
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var/obj/item/clothing/shoes/magboots/boots = null // Deployable boots, if any.
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var/obj/item/clothing/head/helmet/helmet = null // Deployable helmet, if any.
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/obj/item/clothing/suit/space/void/equipped(mob/M)
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..()
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var/mob/living/carbon/human/H = M
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if(!istype(H)) return
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if(H.wear_suit != src)
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return
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if(helmet)
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if(H.head)
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M << "You are unable to deploy your suit's helmet as \the [H.head] is in the way."
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else
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M << "Your suit's helmet deploys with a hiss."
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//TODO: Species check, skull damage for forcing an unfitting helmet on?
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helmet.loc = H
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H.equip_to_slot(helmet, slot_head)
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helmet.canremove = 0
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if(boots)
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if(H.shoes)
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M << "You are unable to deploy your suit's magboots as \the [H.shoes] are in the way."
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else
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M << "Your suit's boots deploy with a hiss."
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boots.loc = H
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H.equip_to_slot(boots, slot_shoes)
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boots.canremove = 0
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/obj/item/clothing/suit/space/void/dropped()
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..()
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var/mob/living/carbon/human/H
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if(helmet)
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H = helmet.loc
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if(istype(H))
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if(helmet && H.head == helmet)
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helmet.canremove = 1
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H.drop_from_inventory(helmet)
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helmet.loc = src
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if(boots)
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H = boots.loc
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if(istype(H))
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if(boots && H.shoes == boots)
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boots.canremove = 1
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H.drop_from_inventory(boots)
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boots.loc = src
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/obj/item/clothing/suit/space/void/verb/toggle_helmet()
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set name = "Toggle Helmet"
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set category = "Object"
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set src in usr
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if(!istype(src.loc,/mob/living)) return
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if(!helmet)
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usr << "There is no helmet installed."
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return
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var/mob/living/carbon/human/H = usr
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if(!istype(H)) return
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if(H.stat) return
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if(H.wear_suit != src) return
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if(H.head == helmet)
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H << "\blue You retract your suit helmet."
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helmet.canremove = 1
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H.drop_from_inventory(helmet)
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helmet.loc = src
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else
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if(H.head)
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H << "\red You cannot deploy your helmet while wearing another helmet."
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return
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//TODO: Species check, skull damage for forcing an unfitting helmet on?
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helmet.loc = H
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helmet.pickup(H)
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H.equip_to_slot(helmet, slot_head)
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helmet.canremove = 0
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H << "\blue You deploy your suit helmet, sealing you off from the world."
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helmet.update_light(H)
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/obj/item/clothing/suit/space/void/attackby(obj/item/W as obj, mob/user as mob)
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if(!istype(user,/mob/living)) return
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if(istype(src.loc,/mob/living))
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user << "How do you propose to modify a hardsuit while it is being worn?"
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return
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if(istype(W,/obj/item/weapon/screwdriver))
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if(helmet)
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user << "You detatch \the [helmet] from \the [src]'s helmet mount."
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helmet.loc = get_turf(src)
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src.helmet = null
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else if (boots)
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user << "You detatch \the [helmet] from \the [src]'s helmet mount."
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helmet.loc = get_turf(src)
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src.helmet = null
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else
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user << "\The [src] does not have anything installed."
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return
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else if(istype(W,/obj/item/clothing/head/helmet/space))
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if(helmet)
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user << "\The [src] already has a helmet installed."
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else
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user << "You attach \the [W] to \the [src]'s helmet mount."
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user.drop_item()
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W.loc = src
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src.helmet = W
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return
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else if(istype(W,/obj/item/clothing/shoes/magboots))
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if(boots)
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user << "\The [src] already has magboots installed."
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else
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user << "You attach \the [W] to \the [src]'s boot mounts."
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user.drop_item()
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W.loc = src
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boots = W
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return
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..()
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Reference in New Issue
Block a user