mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-23 13:18:09 +01:00
Merge pull request #4862 from Anewbe/steals_more_armor
Adds/steals more armor code, inventory changes
This commit is contained in:
@@ -1,12 +1,17 @@
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/obj/item/clothing/proc/can_attach_accessory(obj/item/clothing/accessory/A)
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if(valid_accessory_slots && istype(A) && (A.slot in valid_accessory_slots))
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.=1
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else
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return 0
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if(accessories.len && restricted_accessory_slots && (A.slot in restricted_accessory_slots))
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for(var/obj/item/clothing/accessory/AC in accessories)
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if (AC.slot == A.slot)
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return 0
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return 1
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return 0
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if(accessories.len && restricted_accessory_slots && (A.slot in restricted_accessory_slots))
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for(var/obj/item/clothing/accessory/AC in accessories)
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if (AC.slot == A.slot)
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return 0
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return 1
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/obj/item/clothing/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/clothing/accessory))
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@@ -22,7 +27,7 @@
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return
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else
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user << "<span class='warning'>You cannot attach more accessories of this type to [src].</span>"
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return
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return
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if(accessories.len)
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for(var/obj/item/clothing/accessory/A in accessories)
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@@ -37,6 +42,10 @@
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for(var/obj/item/clothing/accessory/A in accessories)
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A.attack_hand(user)
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return
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if (ishuman(user) && src.loc == user)
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var/mob/living/carbon/human/H = user
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if(src != H.l_store && src != H.r_store && src != H.s_store)
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return
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return ..()
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/obj/item/clothing/MouseDrop(var/obj/over_object)
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@@ -70,10 +79,16 @@
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* user is the user doing the attaching. Can be null, such as when attaching
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* items on spawn
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*/
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/obj/item/clothing/proc/update_accessory_slowdown()
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slowdown = initial(slowdown)
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for(var/obj/item/clothing/accessory/A in accessories)
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slowdown += A.slowdown
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/obj/item/clothing/proc/attach_accessory(mob/user, obj/item/clothing/accessory/A)
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accessories += A
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A.on_attached(src, user)
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src.verbs |= /obj/item/clothing/proc/removetie_verb
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update_accessory_slowdown()
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update_clothing_icon()
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/obj/item/clothing/proc/remove_accessory(mob/user, obj/item/clothing/accessory/A)
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@@ -82,6 +97,7 @@
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A.on_removed(user)
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accessories -= A
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update_accessory_slowdown()
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update_clothing_icon()
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/obj/item/clothing/proc/removetie_verb()
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@@ -28,7 +28,7 @@
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icon_state = "arm_guards_bullet"
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item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
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siemens_coefficient = 0.7
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armor = list(melee = 10, bullet = 80, laser = 10, energy = 50, bomb = 0, bio = 0, rad = 0)
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armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/gloves/arm_guard/riot
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name = "riot arm guards"
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@@ -36,7 +36,7 @@
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icon_state = "arm_guards_riot"
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item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
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siemens_coefficient = 0.5
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armor = list(melee = 80, bullet = 10, laser = 10, energy = 50, bomb = 0, bio = 0, rad = 0)
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armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/gloves/arm_guard/combat
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name = "combat arm guards"
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@@ -2,6 +2,8 @@
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name = "helmet"
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desc = "Standard Security gear. Protects the head from impacts."
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icon_state = "helmet"
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valid_accessory_slots = list(ACCESSORY_SLOT_HELM_C)
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restricted_accessory_slots = list(ACCESSORY_SLOT_HELM_C)
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flags = THICKMATERIAL
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armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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@@ -18,6 +20,7 @@
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desc = "A helmet painted in Peacekeeper blue. Stands out like a sore thumb."
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icon_state = "helmet_sol"
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armor = list(melee = 50, bullet = 50, laser = 50,energy = 25, bomb = 30, bio = 0, rad = 0)
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/solgov/command
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name = "command helmet"
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@@ -61,6 +64,7 @@
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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 = HIDEEARS
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siemens_coefficient = 0.7
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valid_accessory_slots = null
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action_button_name = "Toggle Visor"
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/obj/item/clothing/head/helmet/riot/attack_self(mob/user as mob)
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@@ -80,6 +84,7 @@
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armor = list(melee = 10, bullet = 10, laser = 80 ,energy = 50, bomb = 0, bio = 0, rad = 0)
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flags_inv = HIDEEARS
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siemens_coefficient = 0.1
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/bulletproof
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name = "bullet-resistant helmet"
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@@ -89,6 +94,7 @@
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armor = list(melee = 10, bullet = 80, laser = 10 ,energy = 10, bomb = 0, bio = 0, rad = 0)
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flags_inv = HIDEEARS
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siemens_coefficient = 0.7
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/combat
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name = "combat helmet"
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@@ -98,6 +104,7 @@
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armor = list(melee = 50, bullet = 50, laser = 50 ,energy = 30, bomb = 30, bio = 0, rad = 0)
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flags_inv = HIDEEARS
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siemens_coefficient = 0.6
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/swat
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name = "\improper SWAT helmet"
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@@ -115,6 +122,7 @@
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icon_state = "alienhelmet"
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siemens_coefficient = 0.4
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 0, rad = 40)
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/alien/tank
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name = "alien warhelm"
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@@ -137,6 +145,7 @@
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flags = BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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siemens_coefficient = 1
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/tactical
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name = "tactical helmet"
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@@ -151,6 +160,7 @@
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
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flags_inv = HIDEEARS
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siemens_coefficient = 0.7
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/augment
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name = "Augment Array"
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@@ -162,6 +172,7 @@
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.5
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valid_accessory_slots = null
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//Non-hardsuit ERT helmets.
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/obj/item/clothing/head/helmet/ert
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@@ -170,6 +181,7 @@
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icon_state = "erthelmet_cmd"
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item_state_slots = list(slot_r_hand_str = "syndicate-helm-green", slot_l_hand_str = "syndicate-helm-green")
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armor = list(melee = 62, bullet = 50, laser = 50,energy = 35, bomb = 10, bio = 2, rad = 0)
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valid_accessory_slots = null
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//Commander
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/obj/item/clothing/head/helmet/ert/command
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@@ -103,23 +103,33 @@
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icon_state = "beret_corporate_warden"
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item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
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/obj/item/clothing/head/helmet/warden //should these be helmets?
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/obj/item/clothing/head/helmet/warden
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name = "warden's helmet"
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desc = "Standard Warden gear. Protects the head from impacts."
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/obj/item/clothing/head/helmet/warden/hat
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name = "warden's hat"
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desc = "It's a special helmet issued to the Warden of a securiy force."
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desc = "It's a special hat issued to the Warden of a securiy force."
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icon_state = "policehelm"
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body_parts_covered = 0
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/HoS
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name = "Head of Security helmet"
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desc = "Standard Head of Security gear. Protects the head from impacts."
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/obj/item/clothing/head/helmet/HoS/hat
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name = "Head of Security Hat"
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desc = "The hat of the Head of Security. For showing the officers who's in charge."
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icon_state = "hoscap"
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body_parts_covered = 0
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/HoS/dermal
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/obj/item/clothing/head/helmet/dermal
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name = "Dermal Armour Patch"
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desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
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icon_state = "dermal"
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item_state_slots = list(slot_r_hand_str = "", slot_l_hand_str = "")
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valid_accessory_slots = null
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show_examine = FALSE
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/obj/item/clothing/head/det
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name = "fedora"
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@@ -128,14 +138,14 @@
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allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
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armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.9
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body_parts_covered = 0
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valid_accessory_slots = null
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show_examine = FALSE
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/obj/item/clothing/head/det/grey
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icon_state = "detective2"
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item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
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desc = "A grey fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
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/obj/item/clothing/head/beret/engineering
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name = "engineering beret"
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desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
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@@ -18,6 +18,7 @@
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preserve_item = 1
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phoronproof = 1
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flash_protection = FLASH_PROTECTION_MAJOR
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valid_accessory_slots = null
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var/obj/machinery/camera/camera
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var/list/camera_networks
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@@ -498,28 +498,28 @@
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blood_overlay_type = "armor"
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/obj/item/clothing/suit/armor/pcarrier/light
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starting_accessories = list(/obj/item/clothing/accessory/armorplate)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate)
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/obj/item/clothing/suit/armor/pcarrier/light/sol
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starting_accessories = list(/obj/item/clothing/accessory/armorplate, /obj/item/clothing/accessory/armor/tag)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate, /obj/item/clothing/accessory/armor/tag)
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/obj/item/clothing/suit/armor/pcarrier/light/nt
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starting_accessories = list(/obj/item/clothing/accessory/armorplate, /obj/item/clothing/accessory/armor/tag/nt)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate, /obj/item/clothing/accessory/armor/tag/nt)
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/obj/item/clothing/suit/armor/pcarrier/medium
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/medium, /obj/item/clothing/accessory/storage/pouches)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/medium, /obj/item/clothing/accessory/storage/pouches)
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/obj/item/clothing/suit/armor/pcarrier/medium/sol
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag)
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/obj/item/clothing/suit/armor/pcarrier/medium/security
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag/sec)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag/sec)
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/obj/item/clothing/suit/armor/pcarrier/medium/command
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag/com)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag/com)
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/obj/item/clothing/suit/armor/pcarrier/medium/nt
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag/nt)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/medium, /obj/item/clothing/accessory/storage/pouches, /obj/item/clothing/accessory/armor/tag/nt)
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/obj/item/clothing/suit/armor/pcarrier/blue
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name = "blue plate carrier"
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@@ -529,7 +529,7 @@
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/obj/item/clothing/suit/armor/pcarrier/blue/sol
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name = "peacekeeper plate carrier"
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desc = "A lightweight plate carrier vest in SCG Peacekeeper colors. It can be equipped with armor plates, but provides no protection of its own."
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/medium, /obj/item/clothing/accessory/storage/pouches/blue, /obj/item/clothing/accessory/armguards/blue, /obj/item/clothing/accessory/armor/tag)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/medium, /obj/item/clothing/accessory/storage/pouches/blue, /obj/item/clothing/accessory/armor/armguards/blue, /obj/item/clothing/accessory/armor/tag)
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/obj/item/clothing/suit/armor/pcarrier/green
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name = "green plate carrier"
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@@ -548,8 +548,8 @@
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/obj/item/clothing/suit/armor/pcarrier/tan/tactical
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name = "tactical plate carrier"
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/tactical, /obj/item/clothing/accessory/storage/pouches/large/tan)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/tactical, /obj/item/clothing/accessory/storage/pouches/large/tan)
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/obj/item/clothing/suit/armor/pcarrier/merc
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starting_accessories = list(/obj/item/clothing/accessory/armorplate/merc, /obj/item/clothing/accessory/armguards/merc, /obj/item/clothing/accessory/legguards/merc, /obj/item/clothing/accessory/storage/pouches/large)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/merc, /obj/item/clothing/accessory/armor/armguards/merc, /obj/item/clothing/accessory/armor/legguards/merc, /obj/item/clothing/accessory/storage/pouches/large)
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@@ -1,11 +1,25 @@
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/*
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// This file holds all of the accessories used as part of the modular armor system. At some point it might be wise to split this into multiple files.
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*/
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/obj/item/clothing/accessory/armor
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name = "armor accessory"
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desc = "You should never see this description. Ahelp this, please."
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icon_override = 'icons/mob/modular_armor.dmi'
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_state = "pouches"
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w_class = ITEMSIZE_NORMAL
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///////////
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//Pouches
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///////////
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/obj/item/clothing/accessory/storage/pouches
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name = "storage pouches"
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desc = "A collection of black pouches that can be attached to a plate carrier. Carries up to two items."
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icon_override = 'icons/mob/modular_armor.dmi'
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icon = 'icons/obj/clothing/modular_armor.dmi'
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// accessory_icons = list(slot_tie_str = 'icons/mob/modular_armor.dmi', slot_wear_suit_str = 'icons/mob/modular_armor.dmi')
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icon_state = "pouches"
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w_class = ITEMSIZE_NORMAL
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gender = PLURAL
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slot = ACCESSORY_SLOT_ARMOR_S
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slots = 2
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@@ -31,6 +45,7 @@
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desc = "A collection of black pouches that can be attached to a plate carrier. Carries up to four items."
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icon_state = "lpouches"
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slots = 4
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slowdown = 0.25
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/obj/item/clothing/accessory/storage/pouches/large/blue
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desc = "A collection of blue pouches that can be attached to a plate carrier. Carries up to four items."
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@@ -48,40 +63,41 @@
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desc = "A collection of tan pouches that can be attached to a plate carrier. Carries up to four items."
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icon_state = "lpouches_tan"
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////////////////
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//Armor plates
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/obj/item/clothing/accessory/armorplate
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////////////////
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/obj/item/clothing/accessory/armor/armorplate
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name = "light armor plate"
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desc = "A basic armor plate made of steel-reinforced synthetic fibers. Attaches to a plate carrier."
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_state = "armor_light"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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armor = list(melee = 30, bullet = 15, laser = 40, energy = 10, bomb = 25, bio = 0, rad = 0)
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slot = ACCESSORY_SLOT_ARMOR_C
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/obj/item/clothing/accessory/armorplate/medium
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/obj/item/clothing/accessory/armor/armorplate/medium
|
||||
name = "medium armor plate"
|
||||
desc = "A plasteel-reinforced synthetic armor plate, providing good protection. Attaches to a plate carrier."
|
||||
icon_state = "armor_medium"
|
||||
armor = list(melee = 40, bullet = 40, laser = 40, energy = 25, bomb = 30, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armorplate/tactical
|
||||
/obj/item/clothing/accessory/armor/armorplate/tactical
|
||||
name = "tactical armor plate"
|
||||
desc = "A medium armor plate with additional ablative coating. Attaches to a plate carrier."
|
||||
icon_state = "armor_tactical"
|
||||
armor = list(melee = 40, bullet = 40, laser = 60, energy = 35, bomb = 30, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armorplate/merc
|
||||
/obj/item/clothing/accessory/armor/armorplate/merc
|
||||
name = "heavy armor plate"
|
||||
desc = "A ceramics-reinforced synthetic armor plate, providing state of of the art protection. Attaches to a plate carrier."
|
||||
icon_state = "armor_heavy"
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
|
||||
//////////////
|
||||
//Arm guards
|
||||
/obj/item/clothing/accessory/armguards
|
||||
//////////////
|
||||
/obj/item/clothing/accessory/armor/armguards
|
||||
name = "arm guards"
|
||||
desc = "A pair of black arm pads reinforced with armor plating. Attaches to a plate carrier."
|
||||
icon_override = 'icons/mob/modular_armor.dmi'
|
||||
icon = 'icons/obj/clothing/modular_armor.dmi'
|
||||
// accessory_icons = list(slot_tie_str = 'icons/mob/modular_armor.dmi', slot_wear_suit_str = 'icons/mob/modular_armor.dmi')
|
||||
icon_state = "armguards"
|
||||
gender = PLURAL
|
||||
@@ -89,34 +105,58 @@
|
||||
armor = list(melee = 40, bullet = 40, laser = 40, energy = 25, bomb = 30, bio = 0, rad = 0)
|
||||
slot = ACCESSORY_SLOT_ARMOR_A
|
||||
|
||||
/obj/item/clothing/accessory/armguards/blue
|
||||
/obj/item/clothing/accessory/armor/armguards/blue
|
||||
desc = "A pair of blue arm pads reinforced with armor plating. Attaches to a plate carrier."
|
||||
icon_state = "armguards_blue"
|
||||
|
||||
/obj/item/clothing/accessory/armguards/navy
|
||||
/obj/item/clothing/accessory/armor/armguards/navy
|
||||
desc = "A pair of navy blue arm pads reinforced with armor plating. Attaches to a plate carrier."
|
||||
icon_state = "armguards_navy"
|
||||
|
||||
/obj/item/clothing/accessory/armguards/green
|
||||
/obj/item/clothing/accessory/armor/armguards/green
|
||||
desc = "A pair of green arm pads reinforced with armor plating. Attaches to a plate carrier."
|
||||
icon_state = "armguards_green"
|
||||
|
||||
/obj/item/clothing/accessory/armguards/tan
|
||||
/obj/item/clothing/accessory/armor/armguards/tan
|
||||
desc = "A pair of tan arm pads reinforced with armor plating. Attaches to a plate carrier."
|
||||
icon_state = "armguards_tan"
|
||||
|
||||
/obj/item/clothing/accessory/armguards/merc
|
||||
/obj/item/clothing/accessory/armor/armguards/merc
|
||||
name = "heavy arm guards"
|
||||
desc = "A pair of red-trimmed black arm pads reinforced with heavy armor plating. Attaches to a plate carrier."
|
||||
icon_state = "armguards_merc"
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armor/armguards/laserproof
|
||||
name = "ablative arm guards"
|
||||
desc = "These arm guards will protect your arms from energy weapons."
|
||||
icon_state = "armguards_laser"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.4 //This is worse than the other ablative pieces, to avoid this from becoming the poor warden's insulated gloves.
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armor/armguards/bulletproof
|
||||
name = "bullet resistant arm guards"
|
||||
desc = "These arm guards will protect your arms from ballistic weapons."
|
||||
icon_state = "armguards_bullet"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.7
|
||||
armor = list(melee = 10, bullet = 80, laser = 10, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armor/armguards/riot
|
||||
name = "riot arm guards"
|
||||
desc = "These arm guards will protect your arms from close combat weapons."
|
||||
icon_state = "armguards_riot"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.5
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
//////////////
|
||||
//Leg guards
|
||||
/obj/item/clothing/accessory/legguards
|
||||
//////////////
|
||||
/obj/item/clothing/accessory/armor/legguards
|
||||
name = "leg guards"
|
||||
desc = "A pair of armored leg pads in black. Attaches to a plate carrier."
|
||||
icon_override = 'icons/mob/modular_armor.dmi'
|
||||
icon = 'icons/obj/clothing/modular_armor.dmi'
|
||||
// accessory_icons = list(slot_tie_str = 'icons/mob/modular_armor.dmi', slot_wear_suit_str = 'icons/mob/modular_armor.dmi')
|
||||
icon_state = "legguards"
|
||||
gender = PLURAL
|
||||
@@ -124,38 +164,62 @@
|
||||
armor = list(melee = 40, bullet = 40, laser = 40, energy = 25, bomb = 30, bio = 0, rad = 0)
|
||||
slot = ACCESSORY_SLOT_ARMOR_L
|
||||
|
||||
/obj/item/clothing/accessory/legguards/blue
|
||||
/obj/item/clothing/accessory/armor/legguards/blue
|
||||
desc = "A pair of armored leg pads in blue. Attaches to a plate carrier."
|
||||
icon_state = "legguards_blue"
|
||||
|
||||
/obj/item/clothing/accessory/legguards/navy
|
||||
/obj/item/clothing/accessory/armor/legguards/navy
|
||||
desc = "A pair of armored leg pads in navy blue. Attaches to a plate carrier."
|
||||
icon_state = "legguards_navy"
|
||||
|
||||
/obj/item/clothing/accessory/legguards/green
|
||||
/obj/item/clothing/accessory/armor/legguards/green
|
||||
desc = "A pair of armored leg pads in green. Attaches to a plate carrier."
|
||||
icon_state = "legguards_green"
|
||||
|
||||
/obj/item/clothing/accessory/legguards/tan
|
||||
/obj/item/clothing/accessory/armor/legguards/tan
|
||||
desc = "A pair of armored leg pads in tan. Attaches to a plate carrier."
|
||||
icon_state = "legguards_tan"
|
||||
|
||||
/obj/item/clothing/accessory/legguards/merc
|
||||
/obj/item/clothing/accessory/armor/legguards/merc
|
||||
name = "heavy leg guards"
|
||||
desc = "A pair of heavily armored leg pads in red-trimmed black. Attaches to a plate carrier."
|
||||
icon_state = "legguards_merc"
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armor/legguards/laserproof
|
||||
name = "ablative leg guards"
|
||||
desc = "These will protect your legs from energy weapons."
|
||||
icon_state = "legguards_laser"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
siemens_coefficient = 0.1
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armor/legguards/bulletproof
|
||||
name = "bullet resistant leg guards"
|
||||
desc = "These will protect your legs from ballistic weapons."
|
||||
icon_state = "legguards_bullet"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
siemens_coefficient = 0.7
|
||||
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/accessory/armor/legguards/riot
|
||||
name = "riot leg guards"
|
||||
desc = "These will protect your legs from close combat weapons."
|
||||
icon_state = "legguards_riot"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
siemens_coefficient = 0.5
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
//////////////////////////
|
||||
//Decorative attachments
|
||||
//////////////////////////
|
||||
/obj/item/clothing/accessory/armor/tag
|
||||
name = "\improper SCG Flag"
|
||||
desc = "An emblem depicting the Solar Confederate Government's flag."
|
||||
icon_override = 'icons/mob/modular_armor.dmi'
|
||||
icon = 'icons/obj/clothing/modular_armor.dmi'
|
||||
// accessory_icons = list(slot_tie_str = 'icons/mob/modular_armor.dmi', slot_wear_suit_str = 'icons/mob/modular_armor.dmi')
|
||||
icon_state = "solflag"
|
||||
slot = ACCESSORY_SLOT_ARMOR_M
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
/obj/item/clothing/accessory/armor/tag/sifguard
|
||||
name = "\improper Sif Defense Force crest"
|
||||
@@ -226,3 +290,50 @@
|
||||
name = "\improper AB- blood patch"
|
||||
desc = "An embroidered patch indicating the wearer's blood type as AB NEGATIVE."
|
||||
icon_state = "abnegtag"
|
||||
|
||||
/////////////////
|
||||
// Helmet Covers
|
||||
/////////////////
|
||||
|
||||
obj/item/clothing/accessory/armor/helmcover
|
||||
name = "helmet cover"
|
||||
desc = "A fabric cover for armored helmets."
|
||||
icon_override = 'icons/mob/ties.dmi'
|
||||
icon = 'icons/obj/clothing/modular_armor.dmi'
|
||||
icon_state = "helmcover_blue"
|
||||
slot = ACCESSORY_SLOT_HELM_C
|
||||
|
||||
/obj/item/clothing/accessory/armor/helmcover/blue
|
||||
name = "blue helmet cover"
|
||||
desc = "A fabric cover for armored helmets in a bright blue color."
|
||||
icon_state = "helmcover_blue"
|
||||
|
||||
/obj/item/clothing/accessory/armor/helmcover/navy
|
||||
name = "navy blue helmet cover"
|
||||
desc = "A fabric cover for armored helmets. This one is colored navy blue."
|
||||
icon_state = "helmcover_navy"
|
||||
|
||||
/obj/item/clothing/accessory/armor/helmcover/green
|
||||
name = "green helmet cover"
|
||||
desc = "A fabric cover for armored helmets. This one has a woodland camouflage pattern."
|
||||
icon_state = "helmcover_green"
|
||||
|
||||
/obj/item/clothing/accessory/armor/helmcover/tan
|
||||
name = "tan helmet cover"
|
||||
desc = "A fabric cover for armored helmets. This one has a desert camouflage pattern."
|
||||
icon_state = "helmcover_tan"
|
||||
|
||||
/obj/item/clothing/accessory/armor/helmcover/nt
|
||||
name = "\improper NanoTrasen helmet cover"
|
||||
desc = "A fabric cover for armored helmets. This one has NanoTrasen's colors."
|
||||
icon_state = "helmcover_nt"
|
||||
|
||||
/obj/item/clothing/accessory/armor/helmcover/pcrc
|
||||
name = "\improper PCRC helmet cover"
|
||||
desc = "A fabric cover for armored helmets. This one is colored navy blue and has a tag in the back with the words PROXIMA CENTAURI RISK CONTROL printed in cyan lettering on it."
|
||||
icon_state = "helmcover_pcrc"
|
||||
|
||||
/obj/item/clothing/accessory/armor/helmcover/saare
|
||||
name = "\improper SAARE helmet cover"
|
||||
desc = "A fabric cover for armored helmets. This one has SAARE's colors."
|
||||
icon_state = "helmcover_saare"
|
||||
@@ -133,7 +133,7 @@
|
||||
msg += "<br>"
|
||||
|
||||
//uniform
|
||||
if(w_uniform && !skipjumpsuit)
|
||||
if(w_uniform && !skipjumpsuit && w_uniform.show_examine)
|
||||
//Ties
|
||||
var/tie_msg
|
||||
if(istype(w_uniform,/obj/item/clothing/under) && !skiptie)
|
||||
@@ -142,7 +142,7 @@
|
||||
if(skipholster)
|
||||
var/list/accessories_visible = new/list() //please let this fix the stupid fucking runtimes
|
||||
for(var/obj/item/clothing/accessory/A in U.accessories)
|
||||
if(A.concealed_holster == 0)
|
||||
if(A.concealed_holster == 0 && A.show_examine)
|
||||
accessories_visible.Add(A)
|
||||
if(accessories_visible.len)
|
||||
tie_msg += ". Attached to it is [lowertext(english_list(accessories_visible))]"
|
||||
@@ -154,7 +154,7 @@
|
||||
msg += "[T.He] [T.is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
|
||||
|
||||
//head
|
||||
if(head)
|
||||
if(head && head.show_examine)
|
||||
if(head.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [head.name] on [T.his] head!</span>\n"
|
||||
else
|
||||
@@ -174,35 +174,35 @@
|
||||
msg += "[T.He] [T.is] wearing \icon[wear_suit] \a [wear_suit][tie_msg].\n"
|
||||
|
||||
//suit/armour storage
|
||||
if(s_store && !skipsuitstorage)
|
||||
if(s_store && !skipsuitstorage && s_store.show_examine)
|
||||
if(s_store.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [s_store.name] on [T.his] [wear_suit.name]!</span>\n"
|
||||
else
|
||||
msg += "[T.He] [T.is] carrying \icon[s_store] \a [s_store] on [T.his] [wear_suit.name].\n"
|
||||
|
||||
//back
|
||||
if(back)
|
||||
if(back && back.show_examine)
|
||||
if(back.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [back] on [T.his] back.</span>\n"
|
||||
else
|
||||
msg += "[T.He] [T.has] \icon[back] \a [back] on [T.his] back.\n"
|
||||
|
||||
//left hand
|
||||
if(l_hand)
|
||||
if(l_hand && l_hand.show_examine)
|
||||
if(l_hand.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [l_hand.name] in [T.his] left hand!</span>\n"
|
||||
else
|
||||
msg += "[T.He] [T.is] holding \icon[l_hand] \a [l_hand] in [T.his] left hand.\n"
|
||||
|
||||
//right hand
|
||||
if(r_hand)
|
||||
if(r_hand && r_hand.show_examine)
|
||||
if(r_hand.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [r_hand.name] in [T.his] right hand!</span>\n"
|
||||
else
|
||||
msg += "[T.He] [T.is] holding \icon[r_hand] \a [r_hand] in [T.his] right hand.\n"
|
||||
|
||||
//gloves
|
||||
if(gloves && !skipgloves)
|
||||
if(gloves && !skipgloves && gloves.show_examine)
|
||||
if(gloves.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [gloves.name] on [T.his] hands!</span>\n"
|
||||
else
|
||||
@@ -211,7 +211,7 @@
|
||||
msg += "<span class='warning'>[T.He] [T.has] [(hand_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained hands!</span>\n"
|
||||
|
||||
//handcuffed?
|
||||
if(handcuffed)
|
||||
if(handcuffed && handcuffed.show_examine)
|
||||
if(istype(handcuffed, /obj/item/weapon/handcuffs/cable))
|
||||
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] restrained with cable!</span>\n"
|
||||
else
|
||||
@@ -222,14 +222,14 @@
|
||||
msg += "<span class='warning'>[T.He] [T.is] \icon[buckled] buckled to [buckled]!</span>\n"
|
||||
|
||||
//belt
|
||||
if(belt)
|
||||
if(belt && belt.show_examine)
|
||||
if(belt.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [belt.name] about [T.his] waist!</span>\n"
|
||||
else
|
||||
msg += "[T.He] [T.has] \icon[belt] \a [belt] about [T.his] waist.\n"
|
||||
|
||||
//shoes
|
||||
if(shoes && !skipshoes)
|
||||
if(shoes && !skipshoes && shoes.show_examine)
|
||||
if(shoes.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [shoes.name] on [T.his] feet!</span>\n"
|
||||
else
|
||||
@@ -238,7 +238,7 @@
|
||||
msg += "<span class='warning'>[T.He] [T.has] [(feet_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained feet!</span>\n"
|
||||
|
||||
//mask
|
||||
if(wear_mask && !skipmask)
|
||||
if(wear_mask && !skipmask && wear_mask.show_examine)
|
||||
var/descriptor = "on [T.his] face"
|
||||
if(istype(wear_mask, /obj/item/weapon/grenade) && check_has_mouth())
|
||||
descriptor = "in [T.his] mouth"
|
||||
@@ -249,22 +249,22 @@
|
||||
msg += "[T.He] [T.has] \icon[wear_mask] \a [wear_mask] [descriptor].\n"
|
||||
|
||||
//eyes
|
||||
if(glasses && !skipeyes)
|
||||
if(glasses && !skipeyes && glasses.show_examine)
|
||||
if(glasses.blood_DNA)
|
||||
msg += "<span class='warning'>[T.He] [T.has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [glasses] covering [T.his] eyes!</span>\n"
|
||||
else
|
||||
msg += "[T.He] [T.has] \icon[glasses] \a [glasses] covering [T.his] eyes.\n"
|
||||
|
||||
//left ear
|
||||
if(l_ear && !skipears)
|
||||
if(l_ear && !skipears && l_ear.show_examine)
|
||||
msg += "[T.He] [T.has] \icon[l_ear] \a [l_ear] on [T.his] left ear.\n"
|
||||
|
||||
//right ear
|
||||
if(r_ear && !skipears)
|
||||
if(r_ear && !skipears && r_ear.show_examine)
|
||||
msg += "[T.He] [T.has] \icon[r_ear] \a [r_ear] on [T.his] right ear.\n"
|
||||
|
||||
//ID
|
||||
if(wear_id)
|
||||
if(wear_id && wear_id.show_examine)
|
||||
/*var/id
|
||||
if(istype(wear_id, /obj/item/device/pda))
|
||||
var/obj/item/device/pda/pda = wear_id
|
||||
|
||||
@@ -3,6 +3,9 @@ Add fingerprints to items when we put them in our hands.
|
||||
This saves us from having to call add_fingerprint() any time something is put in a human's hands programmatically.
|
||||
*/
|
||||
|
||||
/mob/living/carbon/human
|
||||
var/list/worn_clothing = list() //Contains all CLOTHING items worn
|
||||
|
||||
/mob/living/carbon/human/verb/quick_equip()
|
||||
set name = "quick-equip"
|
||||
set hidden = 1
|
||||
@@ -86,6 +89,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if (W == wear_suit)
|
||||
if(s_store)
|
||||
drop_from_inventory(s_store)
|
||||
worn_clothing -= wear_suit
|
||||
wear_suit = null
|
||||
update_inv_wear_suit()
|
||||
else if (W == w_uniform)
|
||||
@@ -96,16 +100,21 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if (wear_id)
|
||||
drop_from_inventory(wear_id)
|
||||
if (belt)
|
||||
worn_clothing -= belt
|
||||
drop_from_inventory(belt)
|
||||
worn_clothing -= w_uniform
|
||||
w_uniform = null
|
||||
update_inv_w_uniform()
|
||||
else if (W == gloves)
|
||||
worn_clothing -= gloves
|
||||
gloves = null
|
||||
update_inv_gloves()
|
||||
else if (W == glasses)
|
||||
worn_clothing -= glasses
|
||||
glasses = null
|
||||
update_inv_glasses()
|
||||
else if (W == head)
|
||||
worn_clothing -= head
|
||||
head = null
|
||||
if(istype(W, /obj/item))
|
||||
var/obj/item/I = W
|
||||
@@ -121,12 +130,15 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
r_ear = null
|
||||
update_inv_ears()
|
||||
else if (W == shoes)
|
||||
worn_clothing -= shoes
|
||||
shoes = null
|
||||
update_inv_shoes()
|
||||
else if (W == belt)
|
||||
worn_clothing -= belt
|
||||
belt = null
|
||||
update_inv_belt()
|
||||
else if (W == wear_mask)
|
||||
worn_clothing -= wear_mask
|
||||
wear_mask = null
|
||||
if(istype(W, /obj/item))
|
||||
var/obj/item/I = W
|
||||
@@ -187,15 +199,21 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
//set redraw_mob to 0 if you don't wish the hud to be updated - if you're doing it manually in your own proc.
|
||||
/mob/living/carbon/human/equip_to_slot(obj/item/W as obj, slot, redraw_mob = 1)
|
||||
|
||||
if(!slot) return
|
||||
if(!istype(W)) return
|
||||
if(!has_organ_for_slot(slot)) return
|
||||
if(!species || !species.hud || !(slot in species.hud.equip_slots)) return
|
||||
if(!slot)
|
||||
return
|
||||
if(!istype(W))
|
||||
return
|
||||
if(!has_organ_for_slot(slot))
|
||||
return
|
||||
if(!species || !species.hud || !(slot in species.hud.equip_slots))
|
||||
return
|
||||
|
||||
W.loc = src
|
||||
switch(slot)
|
||||
if(slot_back)
|
||||
src.back = W
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += back
|
||||
update_inv_back(redraw_mob)
|
||||
if(slot_wear_mask)
|
||||
src.wear_mask = W
|
||||
@@ -203,6 +221,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
update_hair(redraw_mob) //rebuild hair
|
||||
update_inv_ears(0)
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += wear_mask
|
||||
update_inv_wear_mask(redraw_mob)
|
||||
if(slot_handcuffed)
|
||||
src.handcuffed = W
|
||||
@@ -222,6 +241,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if(slot_belt)
|
||||
src.belt = W
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += belt
|
||||
update_inv_belt(redraw_mob)
|
||||
if(slot_wear_id)
|
||||
src.wear_id = W
|
||||
@@ -252,6 +272,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if(slot_gloves)
|
||||
src.gloves = W
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += glasses
|
||||
update_inv_gloves(redraw_mob)
|
||||
if(slot_head)
|
||||
src.head = W
|
||||
@@ -262,18 +283,22 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
if(istype(W,/obj/item/clothing/head/kitty))
|
||||
W.update_icon(src)
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += head
|
||||
update_inv_head(redraw_mob)
|
||||
if(slot_shoes)
|
||||
src.shoes = W
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += shoes
|
||||
update_inv_shoes(redraw_mob)
|
||||
if(slot_wear_suit)
|
||||
src.wear_suit = W
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += wear_suit
|
||||
update_inv_wear_suit(redraw_mob)
|
||||
if(slot_w_uniform)
|
||||
src.w_uniform = W
|
||||
W.equipped(src, slot)
|
||||
worn_clothing += w_uniform
|
||||
update_inv_w_uniform(redraw_mob)
|
||||
if(slot_l_store)
|
||||
src.l_store = W
|
||||
@@ -292,8 +317,8 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
src.remove_from_mob(W)
|
||||
W.loc = src.back
|
||||
if(slot_tie)
|
||||
var/obj/item/clothing/under/uniform = src.w_uniform
|
||||
uniform.attackby(W,src)
|
||||
for(var/obj/item/clothing/C in worn_clothing)
|
||||
C.attackby(W, usr)
|
||||
else
|
||||
src << "<font color='red'>You are trying to eqip this item to an unsupported inventory slot. How the heck did you manage that? Stop it...</font>"
|
||||
return
|
||||
|
||||
@@ -1006,6 +1006,13 @@ var/global/list/damage_icon_parts = list()
|
||||
standing = image(base)
|
||||
else
|
||||
standing.color = head.color
|
||||
|
||||
// Accessories - copied from uniform, BOILERPLATE because fuck this system.
|
||||
var/obj/item/clothing/head/hat = head
|
||||
if(istype(hat) && hat.accessories.len)
|
||||
for(var/obj/item/clothing/accessory/A in hat.accessories)
|
||||
standing.overlays |= A.get_mob_overlay()
|
||||
|
||||
overlays_standing[HEAD_LAYER] = standing
|
||||
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user