More custom loadout jackets + bandana
Adds custom loadout gear: Searif's brown leather jacket, NT brown leather jacket, and grey hoodie. Also brings back the orange bandana, and adjusts some siemens coefficient values that weren't making sense.
@@ -50,6 +50,12 @@ var/global/list/gear_datums = list()
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cost = 2
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slot = slot_head
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/datum/gear/obandana
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display_name = "bandana, orange"
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path = /obj/item/clothing/head/orangebandana
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cost = 2
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slot = slot_head
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/datum/gear/bandana
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display_name = "bandana, pirate-red"
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path = /obj/item/clothing/head/bandana
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@@ -456,17 +462,35 @@ var/global/list/gear_datums = list()
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slot = slot_wear_suit
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/datum/gear/leather_jacket
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display_name = "leather jacket"
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display_name = "leather jacket, black"
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path = /obj/item/clothing/suit/storage/leather_jacket
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cost = 3
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slot = slot_wear_suit
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/datum/gear/leather_jacket
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display_name = "leather jacket, NanoTrasen"
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/datum/gear/leather_jacket_nt
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display_name = "leather jacket, NanoTrasen, black"
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path = /obj/item/clothing/suit/storage/leather_jacket/nanotrasen
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cost = 3
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slot = slot_wear_suit
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/datum/gear/brown_jacket
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display_name = "leather jacket, brown"
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path = /obj/item/clothing/suit/storage/brown_jacket
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cost = 3
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slot = slot_wear_suit
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/datum/gear/brown_jacket_nt
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display_name = "leather jacket, NanoTrasen, brown"
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path = /obj/item/clothing/suit/storage/brown_jacket/nanotrasen
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cost = 3
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slot = slot_wear_suit
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/datum/gear/hoodie
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display_name = "hoodie, grey"
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path = /obj/item/clothing/suit/hoodie
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cost = 2
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slot = slot_wear_suit
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/datum/gear/unathi_mantle
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display_name = "hide mantle (Unathi)"
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path = /obj/item/clothing/suit/unathi/mantle
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@@ -1,5 +1,6 @@
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/obj/item/clothing
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name = "clothing"
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siemens_coefficient = 0.9
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var/list/species_restricted = null //Only these species can wear this kit.
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/*
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@@ -234,7 +234,7 @@
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icon_state = "chickenhead"
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item_state = "chickensuit"
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flags = FPRINT | TABLEPASS | BLOCKHAIR
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siemens_coefficient = 2.0
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siemens_coefficient = 0.7
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/bearpelt
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@@ -243,7 +243,7 @@
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icon_state = "bearpelt"
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item_state = "bearpelt"
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flags = FPRINT | TABLEPASS | BLOCKHAIR
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siemens_coefficient = 2.0
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siemens_coefficient = 0.7
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/obj/item/clothing/head/xenos
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name = "xenos helmet"
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@@ -261,5 +261,12 @@
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icon_state = "philosopher_wig"
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item_state = "philosopher_wig"
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flags = FPRINT | TABLEPASS | BLOCKHAIR
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siemens_coefficient = 2.0
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siemens_coefficient = 2.0 //why is it so conductive?!
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body_parts_covered = 0
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/obj/item/clothing/head/orangebandana //themij: Taryn Kifer
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name = "orange bandana"
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desc = "An orange piece of cloth, worn on the head."
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icon_state = "orange_bandana"
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item_state = "orange_bandana"
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body_parts_covered = 0
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@@ -397,8 +397,47 @@
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body_parts_covered = UPPER_TORSO|ARMS
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/obj/item/clothing/suit/storage/leather_jacket/nanotrasen
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name = "leather jacket"
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desc = "A black leather coat. The letters NT are proudly displayed on the back."
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icon_state = "leather_jacket_nt"
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item_state = "leather_jacket_nt"
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//This one has buttons for some reason
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/obj/item/clothing/suit/storage/brown_jacket
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name = "leather jacket"
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desc = "A brown leather coat."
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icon_state = "brown_jacket"
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item_state = "brown_jacket"
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var/open_state = "brown_jacket_open"
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body_parts_covered = UPPER_TORSO|ARMS
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/obj/item/clothing/suit/storage/brown_jacket/nanotrasen
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desc = "A brown leather coat. The letters NT are proudly displayed on the back."
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icon_state = "brown_jacket_nt"
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open_state = "brown_jacket_nt_open"
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/obj/item/clothing/suit/storage/brown_jacket/verb/toggle()
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set name = "Toggle Jacket Buttons"
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set category = "Object"
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set src in usr
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if(!usr.canmove || usr.stat || usr.restrained())
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return 0
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//The inhand sprite (the mob sprite that appears when holding the item in your hand)
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//is unchanged, so update only icon_state, not item_state.
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if(icon_state == open_state)
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usr << "You button up the jacket."
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src.icon_state = initial(icon_state)
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else if(icon_state == initial(icon_state))
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usr << "You unbutton the jacket."
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src.icon_state = open_state
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update_clothing_icon() //so our overlays update
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/obj/item/clothing/suit/hoodie
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name = "grey hoodie"
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desc = "A warm, grey sweatshirt."
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icon_state = "grey_hoodie"
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item_state = "grey_hoodie"
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min_cold_protection_temperature = T0C - 20
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cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
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@@ -746,12 +746,9 @@
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "paintedwelding"
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/obj/item/clothing/head/helmet/greenbandana/fluff/taryn_kifer_1 //themij: Taryn Kifer
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/obj/item/clothing/head/orangebandana/fluff/taryn_kifer_1 //themij: Taryn Kifer
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name = "orange bandana"
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desc = "Hey, I think we're missing a hazard vest..."
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "taryn_kifer_1"
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body_parts_covered = 0
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/obj/item/clothing/head/fluff
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body_parts_covered = 0
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@@ -862,7 +862,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_r_hand(var/update_icons=1)
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if(r_hand)
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r_hand.screen_loc = ui_rhand //TODO
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var/t_state = r_hand.item_state
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var/t_state = r_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
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if(!t_state) t_state = r_hand.icon_state
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if(r_hand.icon_override)
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@@ -880,7 +880,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
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if(l_hand)
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l_hand.screen_loc = ui_lhand //TODO
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var/t_state = l_hand.item_state
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var/t_state = l_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
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if(!t_state) t_state = l_hand.icon_state
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if(l_hand.icon_override)
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