mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Removes *COVERSEYES
Removes (HEAD|MASK|GLASSES)COVERSEYES flags, in favour of using body_parts_covered.
This commit is contained in:
@@ -97,14 +97,14 @@ obj/var/contaminated = 0
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if(!wear_mask)
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burn_eyes()
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else
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if(!(wear_mask.flags & MASKCOVERSEYES))
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if(!(wear_mask.body_parts_covered & EYES))
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burn_eyes()
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else
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if(!(head.flags & HEADCOVERSEYES))
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if(!(head.body_parts_covered & EYES))
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if(!wear_mask)
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burn_eyes()
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else
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if(!(wear_mask.flags & MASKCOVERSEYES))
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if(!(wear_mask.body_parts_covered & EYES))
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burn_eyes()
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//Genetic Corruption
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@@ -135,7 +135,7 @@ obj/var/contaminated = 0
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if(vsc.plc.PHORONGUARD_ONLY)
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if(head.flags & PHORONGUARD)
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return 1
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else if(head.flags & HEADCOVERSEYES)
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else if(head.body_parts_covered & EYES)
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return 1
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return 0
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@@ -36,9 +36,6 @@
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#define PROXMOVE 0x200 // Does this object require proximity checking in Enter()?
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//Use these flags to indicate if an item obscures the specified slots from view, whereas body_parts_covered seems to be used to indicate what body parts the item protects.
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#define GLASSESCOVERSEYES 0x200
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#define MASKCOVERSEYES 0x200 // Get rid of some of the other retardation in these flags.
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#define HEADCOVERSEYES 0x200 // Feel free to reallocate these numbers for other purposes.
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#define MASKCOVERSMOUTH 0x400 // On other items, these are just for mask/head.
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#define HEADCOVERSMOUTH 0x400
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@@ -35,8 +35,7 @@
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icon_state = "culthood"
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desc = "A hood worn by the followers of Nar-Sie."
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flags_inv = HIDEFACE
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flags = HEADCOVERSEYES
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body_parts_covered = HEAD|EYES
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body_parts_covered = HEAD
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armor = list(melee = 30, bullet = 10, laser = 5,energy = 5, bomb = 0, bio = 0, rad = 0)
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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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@@ -50,7 +49,7 @@
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icon_state = "magus"
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desc = "A helm worn by the followers of Nar-Sie."
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flags_inv = HIDEFACE
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flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
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flags = HEADCOVERSMOUTH | BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/culthood/alt
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@@ -418,14 +418,12 @@ var/list/global/slot_flags_enumeration = list(
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/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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var/mob/living/carbon/human/H = M
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if(istype(H) && ( \
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(H.head && H.head.flags & HEADCOVERSEYES) || \
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(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
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(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "<span class='warning'>You're going to need to remove the eye covering first.</span>"
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return
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if(istype(H))
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for(var/obj/item/protection in list(H.head, H.wear_mask, H.glasses))
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if(protection && (protection.body_parts_covered & EYES))
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// you can't stab someone in the eyes wearing a mask!
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user << "<span class='warning'>You're going to need to remove the eye covering first.</span>"
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return
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if(!M.has_eyes())
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user << "<span class='warning'>You cannot locate any eyes on [M]!</span>"
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@@ -51,7 +51,7 @@
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var/mob/living/carbon/human/H = M //mob has protective eyewear
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if(istype(H))
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for(var/obj/item/clothing/C in list(H.head,H.wear_mask,H.glasses))
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if(istype(C) && C.flags & (HEADCOVERSEYES|MASKCOVERSEYES|GLASSESCOVERSEYES))
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if(istype(C) && (C.body_parts_covered & EYES))
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user << "<span class='warning'>You're going to need to remove [C.name] first.</span>"
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return
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@@ -73,7 +73,14 @@
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return
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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var/protected = 0
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for(var/slot in list(slot_head, slot_wear_mask, slot_glasses))
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var/obj/item/protection = M.get_equipped_item(slot)
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if(istype(protection) && (protection.body_parts_covered & FACE))
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protected = 1
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break
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if(protected)
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M << "<span class='warning'>You get slammed in the face with the tray, against your mask!</span>"
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if(prob(33))
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src.add_blood(H)
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@@ -170,7 +170,7 @@ BLIND // can't see anything
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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w_class = 2.0
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flags = GLASSESCOVERSEYES
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body_parts_covered = EYES
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slot_flags = SLOT_EYES
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var/vision_flags = 0
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var/darkness_view = 0//Base human is 2
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@@ -3,7 +3,6 @@
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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//w_class = 2.0
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//flags = GLASSESCOVERSEYES
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//slot_flags = SLOT_EYES
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//var/vision_flags = 0
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//var/darkness_view = 0//Base human is 2
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@@ -13,7 +12,6 @@
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var/active = 1
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var/activation_sound = 'sound/items/goggles_charge.ogg'
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var/obj/screen/overlay = null
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body_parts_covered = EYES
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/obj/item/clothing/glasses/attack_self(mob/user)
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if(toggleable)
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@@ -159,14 +157,12 @@
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if(usr.canmove && !usr.stat && !usr.restrained())
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if(src.up)
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src.up = !src.up
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src.flags |= GLASSESCOVERSEYES
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flags_inv |= HIDEEYES
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body_parts_covered |= EYES
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icon_state = initial(icon_state)
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usr << "You flip \the [src] down to protect your eyes."
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else
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src.up = !src.up
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src.flags &= ~HEADCOVERSEYES
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flags_inv &= ~HIDEEYES
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body_parts_covered &= ~EYES
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icon_state = "[initial(icon_state)]up"
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@@ -1,7 +1,7 @@
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/obj/item/clothing/glasses/hud
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name = "HUD"
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desc = "A heads-up display that provides important info in (almost) real time."
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flags = null //doesn't protect eyes because it's a monocle, duh
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flags = 0 //doesn't protect eyes because it's a monocle, duh
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origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 2)
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var/list/icon/current = list() //the current hud icons
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@@ -6,7 +6,8 @@
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slot_l_hand_str = "helmet",
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slot_r_hand_str = "helmet",
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)
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flags = HEADCOVERSEYES | THICKMATERIAL
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flags = THICKMATERIAL
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body_parts_covered = HEAD
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armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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cold_protection = HEAD
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@@ -20,7 +21,7 @@
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name = "riot helmet"
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desc = "It's a helmet specifically designed to protect against close range attacks."
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icon_state = "riot"
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flags = HEADCOVERSEYES
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body_parts_covered = HEAD|FACE|EYES //face shield
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armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
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flags_inv = HIDEEARS
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siemens_coefficient = 0.7
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@@ -29,7 +30,6 @@
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name = "\improper SWAT helmet"
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desc = "They're often used by highly trained Swat Members."
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icon_state = "swat"
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flags = HEADCOVERSEYES
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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cold_protection = HEAD
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@@ -40,7 +40,6 @@
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name = "\improper Thunderdome helmet"
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desc = "<i>'Let the battle commence!'</i>"
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icon_state = "thunderdome"
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flags = HEADCOVERSEYES
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
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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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@@ -50,15 +49,15 @@
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name = "gladiator helmet"
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desc = "Ave, Imperator, morituri te salutant."
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icon_state = "gladiator"
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flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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body_parts_covered = HEAD|FACE
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siemens_coefficient = 1
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/obj/item/clothing/head/helmet/tactical
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name = "tactical helmet"
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desc = "An armored helmet capable of being fitted with a multitude of attachments."
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icon_state = "swathelm"
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flags = HEADCOVERSEYES
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sprite_sheets = list(
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"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
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"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
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@@ -72,9 +71,9 @@
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name = "Augment Array"
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desc = "A helmet with optical and cranial augments coupled to it."
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icon_state = "v62"
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flags = HEADCOVERSEYES
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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body_parts_covered = HEAD|EYES
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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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@@ -38,15 +38,15 @@
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name = "chaplain's hood"
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desc = "It's hood that covers the head. It keeps you warm during the space winters."
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icon_state = "chaplain_hood"
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flags = HEADCOVERSEYES|BLOCKHAIR
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body_parts_covered = HEAD|EYES
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flags = BLOCKHAIR
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body_parts_covered = HEAD
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//Chaplain
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/obj/item/clothing/head/nun_hood
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name = "nun hood"
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desc = "Maximum piety in this star system."
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icon_state = "nun_hood"
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flags = HEADCOVERSEYES|BLOCKHAIR
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flags = BLOCKHAIR
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body_parts_covered = HEAD
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//Mime
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@@ -56,7 +56,7 @@
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name = "hastur's hood"
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desc = "It's unspeakably stylish"
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icon_state = "hasturhood"
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flags = HEADCOVERSEYES|BLOCKHAIR
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flags = BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/nursehat
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@@ -84,7 +84,7 @@
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desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
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icon_state = "cueball"
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item_state = "cueball"
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flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags_inv = 0
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body_parts_covered = HEAD|FACE|EYES
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@@ -101,7 +101,7 @@
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desc = "A helmet made out of a box."
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icon_state = "cardborg_h"
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item_state = "cardborg_h"
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flags = HEADCOVERSEYES | HEADCOVERSMOUTH
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flags = HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = HEAD|FACE|EYES
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@@ -109,7 +109,8 @@
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name = "justice hat"
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desc = "fight for what's righteous!"
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icon_state = "justicered"
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flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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body_parts_covered = HEAD|EYES
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/obj/item/clothing/head/justice/blue
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icon_state = "justiceblue"
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@@ -19,7 +19,7 @@
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slot_l_hand_str = "welding",
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slot_r_hand_str = "welding",
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)
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flags = HEADCOVERSEYES | HEADCOVERSMOUTH
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flags = HEADCOVERSMOUTH
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matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
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var/up = 0
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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@@ -44,14 +44,16 @@
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if(usr.canmove && !usr.stat && !usr.restrained())
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if(src.up)
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src.up = !src.up
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src.flags |= (HEADCOVERSEYES | HEADCOVERSMOUTH)
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src.flags |= (HEADCOVERSMOUTH)
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flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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body_parts_covered |= (EYES|FACE)
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icon_state = base_state
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usr << "You flip the [src] down to protect your eyes."
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else
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src.up = !src.up
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src.flags &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
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src.flags &= ~(HEADCOVERSMOUTH)
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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body_parts_covered &= ~(EYES|FACE)
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icon_state = "[base_state]up"
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usr << "You push the [src] up out of your face."
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update_clothing_icon() //so our mob-overlays
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@@ -66,9 +68,8 @@
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desc = "It's tasty looking!"
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icon_state = "cake0"
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item_state = "cake0"
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flags = HEADCOVERSEYES
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var/onfire = 0
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body_parts_covered = HEAD|EYES
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body_parts_covered = HEAD
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/obj/item/clothing/head/cakehat/process()
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if(!onfire)
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@@ -124,9 +125,9 @@
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name = "carved pumpkin"
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desc = "A jack o' lantern! Believed to ward off evil spirits."
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icon_state = "hardhat0_pumpkin"//Could stand to be renamed
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flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
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flags = HEADCOVERSMOUTH | BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = HEAD|EYES
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body_parts_covered = HEAD|FACE|EYES
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brightness_on = 2
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light_overlay = "helmet_light"
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w_class = 3
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@@ -155,4 +156,4 @@
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desc = "You can hear the distant sounds of rhythmic electronica."
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icon_state = "richard"
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body_parts_covered = HEAD|FACE
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flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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@@ -2,7 +2,7 @@
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name = "gas mask"
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desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
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icon_state = "gas_alt"
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flags = MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
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flags = MASKCOVERSMOUTH | BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = FACE|EYES
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w_class = 3.0
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@@ -45,7 +45,7 @@
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/obj/item/clothing/head/helmet/space/vox
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armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
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siemens_coefficient = 0.6
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flags = HEADCOVERSEYES|STOPPRESSUREDAMAGE
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flags = STOPPRESSUREDAMAGE
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species_restricted = list("Vox")
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
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@@ -4,7 +4,7 @@
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icon_state = "capspace"
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item_state = "capspace"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
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flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
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flags = BLOCKHAIR | STOPPRESSUREDAMAGE
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flags_inv = HIDEFACE
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permeability_coefficient = 0.01
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armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
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@@ -37,7 +37,7 @@
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slot_r_hand_str = "syndicate-helm-black-red",
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)
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
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flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
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flags = BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
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siemens_coefficient = 0.6
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//how is this a space helmet?
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@@ -46,7 +46,7 @@
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desc = "An armored beret commonly used by special operations officers."
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icon_state = "beret_badge"
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
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flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
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flags = BLOCKHAIR | STOPPRESSUREDAMAGE
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siemens_coefficient = 0.9
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//Space santa outfit suit
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@@ -55,7 +55,7 @@
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desc = "Ho ho ho. Merrry X-mas!"
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icon_state = "santahat"
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item_state = "santahat"
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flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
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flags = BLOCKHAIR | STOPPRESSUREDAMAGE
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body_parts_covered = HEAD
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/obj/item/clothing/suit/space/santa
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@@ -74,7 +74,7 @@
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||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
|
||||
flags = BLOCKHAIR | STOPPRESSUREDAMAGE
|
||||
body_parts_covered = 0
|
||||
siemens_coefficient = 0.9
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig
|
||||
name = "helmet"
|
||||
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL
|
||||
flags = BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
heat_protection = HEAD|FACE|EYES
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
name = "Space helmet"
|
||||
icon_state = "space"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
|
||||
flags = BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "s_helmet",
|
||||
slot_r_hand_str = "s_helmet",
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
)
|
||||
desc = "A hood that protects the head and face from biological comtaminants."
|
||||
permeability_coefficient = 0.01
|
||||
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
flags = HEADCOVERSMOUTH|BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
name = "bomb hood"
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
flags = HEADCOVERSMOUTH|BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
@@ -86,7 +86,7 @@
|
||||
name = "Radiation Hood"
|
||||
icon_state = "rad"
|
||||
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
||||
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
flags = HEADCOVERSMOUTH|BLOCKHAIR
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
|
||||
|
||||
@@ -328,17 +328,16 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
switch(slot)
|
||||
if(slot_wear_mask)
|
||||
covering = src.head
|
||||
check_flags = HEADCOVERSMOUTH
|
||||
check_flags = FACE
|
||||
if(slot_glasses)
|
||||
covering = src.head
|
||||
check_flags = HEADCOVERSEYES
|
||||
check_flags = EYES
|
||||
if(slot_gloves, slot_w_uniform)
|
||||
covering = src.wear_suit
|
||||
|
||||
if(covering)
|
||||
if((covering.body_parts_covered & I.body_parts_covered) || (covering.flags & check_flags))
|
||||
user << "<span class='warning'>\The [covering] is in the way.</span>"
|
||||
return 0
|
||||
if(covering && (covering.body_parts_covered & (I.body_parts_covered|check_flags)))
|
||||
user << "<span class='warning'>\The [covering] is in the way.</span>"
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/get_equipped_item(var/slot)
|
||||
|
||||
@@ -15,7 +15,7 @@ var/const/MAX_ACTIVE_TIME = 400
|
||||
icon_state = "facehugger"
|
||||
item_state = "facehugger"
|
||||
w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4
|
||||
flags = MASKCOVERSMOUTH | MASKCOVERSEYES | AIRTIGHT | PROXMOVE
|
||||
flags = MASKCOVERSMOUTH | AIRTIGHT | PROXMOVE
|
||||
body_parts_covered = FACE|EYES
|
||||
throw_range = 5
|
||||
|
||||
|
||||
@@ -359,11 +359,11 @@
|
||||
if(state < GRAB_NECK)
|
||||
assailant << "<span class='warning'>You require a better grab to do this.</span>"
|
||||
return
|
||||
if((affecting:head && affecting:head.flags & HEADCOVERSEYES) || \
|
||||
(affecting:wear_mask && affecting:wear_mask.flags & MASKCOVERSEYES) || \
|
||||
(affecting:glasses && affecting:glasses.flags & GLASSESCOVERSEYES))
|
||||
assailant << "<span class='danger'>You're going to need to remove the eye covering first.</span>"
|
||||
return
|
||||
for(var/slot in list(slot_wear_mask, slot_head, slot_glasses))
|
||||
var/obj/item/protection = affecting.get_equipped_item(slot)
|
||||
if(istype(protection) && (protection.body_parts_covered & EYES))
|
||||
assailant << "<span class='danger'>You're going to need to remove the eye covering first.</span>"
|
||||
return
|
||||
if(!affecting.has_eyes())
|
||||
assailant << "<span class='danger'>You cannot locate any eyes on [affecting]!</span>"
|
||||
return
|
||||
|
||||
@@ -271,20 +271,20 @@
|
||||
if(H.species && (H.species.flags & NO_PAIN))
|
||||
return
|
||||
if(H.head)
|
||||
if(H.head.flags & MASKCOVERSEYES)
|
||||
if(H.head.body_parts_covered & EYES)
|
||||
eyes_covered = 1
|
||||
safe_thing = H.head
|
||||
if(H.head.flags & MASKCOVERSMOUTH)
|
||||
mouth_covered = 1
|
||||
safe_thing = H.head
|
||||
if(H.wear_mask)
|
||||
if(!eyes_covered && H.wear_mask.flags & MASKCOVERSEYES)
|
||||
if(!eyes_covered && H.wear_mask.body_parts_covered & EYES)
|
||||
eyes_covered = 1
|
||||
safe_thing = H.wear_mask
|
||||
if(!mouth_covered && H.wear_mask.flags & MASKCOVERSMOUTH)
|
||||
mouth_covered = 1
|
||||
safe_thing = H.wear_mask
|
||||
if(H.glasses)
|
||||
if(H.glasses && H.glasses.body_parts_covered & EYES)
|
||||
if(!eyes_covered)
|
||||
eyes_covered = 1
|
||||
if(!safe_thing)
|
||||
|
||||
@@ -40,10 +40,10 @@
|
||||
|
||||
var/obj/item/safe_thing = null
|
||||
if(victim.wear_mask)
|
||||
if (victim.wear_mask.flags & MASKCOVERSEYES)
|
||||
if (victim.wear_mask.body_parts_covered & EYES)
|
||||
safe_thing = victim.wear_mask
|
||||
if(victim.head)
|
||||
if (victim.head.flags & MASKCOVERSEYES)
|
||||
if (victim.head.body_parts_covered & EYES)
|
||||
safe_thing = victim.head
|
||||
if(victim.glasses)
|
||||
if (!safe_thing)
|
||||
|
||||
Reference in New Issue
Block a user