// // Because of our custom change in update_icons, we cannot rely upon the normal // method of switching sprites when refitting (which is to have the referitter // set the value of icon_override). Therefore we use the sprite sheets method // instead. // /obj/item/clothing/head/helmet/space/void species_restricted = list(SPECIES_HUMAN, SPECIES_RAPALA, SPECIES_VASILISSAN, SPECIES_ALRAUNE, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA) /obj/item/clothing/suit/space/void species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_RAPALA, SPECIES_VASILISSAN, SPECIES_ALRAUNE, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA) /obj/item/clothing/head/helmet/space/void/heck name = "\improper H.E.C.K. helmet" desc = "Hostile Environiment Cross-Kinetic Helmet: A helmet designed to withstand the wide variety of hazards from \[REDACTED\]. It wasn't enough for its last owner." icon_state = "hostile_env" item_state = "hostile_env" armor = list(melee = 60, bullet = 35, laser = 35, energy = 15, bomb = 55, bio = 100, rad = 20) /obj/item/clothing/head/helmet/space/void/heck/Initialize(mapload) . = ..() var/mutable_appearance/glass_overlay = mutable_appearance(icon, "hostile_env_glass") glass_overlay.appearance_flags = RESET_COLOR add_overlay(glass_overlay) /obj/item/clothing/head/helmet/space/void/heck/apply_accessories(image/standing) . = ..() var/mutable_appearance/glass_overlay = mutable_appearance(icon_override, "hostile_env_glass") glass_overlay.appearance_flags = KEEP_APART|RESET_COLOR standing.add_overlay(glass_overlay) return standing /obj/item/clothing/suit/space/void/heck name = "\improper H.E.C.K. suit" desc = "Hostile Environment Cross-Kinetic Suit: A suit designed to withstand the wide variety of hazards from \[REDACTED\]. It wasn't enough for its last owner." icon_state = "hostile_env" item_state = "hostile_env" slowdown = 1.5 armor = list(melee = 60, bullet = 35, laser = 35, energy = 15, bomb = 55, bio = 100, rad = 20) /obj/item/clothing/head/helmet/space/void/syndicate_contract name = "syndicate contract helmet" desc = "A free helmet, gifted you by your new not-quite-corporate master!" icon_state = "syndicate-contract" item_state = "syndicate-contract" armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60) siemens_coefficient = 0.6 camera_networks = list(NETWORK_MERCENARY) /obj/item/clothing/suit/space/void/syndicate_contract name = "syndicate contract suit" desc = "A free suit, gifted you by your new not-quite-corporate master!" icon_state = "syndicate-contract" item_state = "syndicate-contract" armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60) siemens_coefficient = 0.6 /obj/item/clothing/head/helmet/space/void/chrono name = "chrono-helmet" desc = "From out of space and time, this helmet will protect you while you perform your duties." icon_state = "chronohelmet" item_state = "chronohelmet" /obj/item/clothing/suit/space/void/chrono name = "chrono-suit" desc = "From out of space and time, this helmet will protect you while you perform your duties." icon_state = "chronosuit" item_state = "chronosuit" /obj/item/clothing/suit/space/void/autolok name = "AutoLok pressure suit" desc = "A high-tech snug-fitting pressure suit. Fits any species. It offers very little physical protection, but is equipped with sensors that will automatically deploy the integral helmet to protect the wearer." icon_state = "autoloksuit" item_state = "autoloksuit" item_state_slots = list(slot_r_hand_str = "space_suit_syndicate", slot_l_hand_str = "space_suit_syndicate") armor = list(melee = 15, bullet = 5, laser = 5,energy = 5, bomb = 5, bio = 100, rad = 80) slowdown = 0.5 siemens_coefficient = 1 species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX) //this thing can autoadapt breach_threshold = 6 //this thing is basically tissue paper w_class = ITEMSIZE_NORMAL //if it's snug, high-tech, and made of relatively soft materials, it should be much easier to store! default_worn_icon = 'icons/inventory/suit/mob.dmi' sprite_sheets = ALL_SPRITE_SHEETS_SUIT_MOB sprite_sheets_obj = null /obj/item/clothing/suit/space/void/autolok/Initialize(mapload) . = ..() hood = new /obj/item/clothing/head/helmet/space/void/autolok //autoinstall the helmet //override the attackby screwdriver proc so that people can't remove the helmet /obj/item/clothing/suit/space/void/autolok/attackby(obj/item/W, mob/user) if(!isliving(user)) return if(istype(W, /obj/item/clothing/accessory) || istype(W, /obj/item/hand_labeler)) return ..() if(user.get_inventory_slot(src) == slot_wear_suit) to_chat(user, span_warning("You cannot modify \the [src] while it is being worn.")) return if(W.has_tool_quality(TOOL_SCREWDRIVER)) if(boots || tank || cooler) var/choice = tgui_input_list(user, "What component would you like to remove?", "Remove Component", list(boots,tank,cooler)) if(!choice) return if(choice == tank) //No, a switch doesn't work here. Sorry. ~Techhead to_chat(user, "You pop \the [tank] out of \the [src]'s storage compartment.") tank.forceMove(get_turf(src)) playsound(src, W.usesound, 50, 1) src.tank = null else if(choice == cooler) to_chat(user, "You pop \the [cooler] out of \the [src]'s storage compartment.") cooler.forceMove(get_turf(src)) playsound(src, W.usesound, 50, 1) src.cooler = null else if(choice == boots) to_chat(user, "You detach \the [boots] from \the [src]'s boot mounts.") boots.forceMove(get_turf(src)) playsound(src, W.usesound, 50, 1) src.boots = null else to_chat(user, "\The [src] does not have anything installed.") return ..() /obj/item/clothing/head/helmet/space/void/autolok name = "AutoLok pressure helmet" desc = "A rather close-fitting helmet designed to protect the wearer from hazardous conditions. Automatically deploys when the suit's sensors detect an environment that is hazardous to the wearer." icon_state = "autolokhelmet" item_state = "autolokhelmet" species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX) //this thing can autoadapt too flags_inv = HIDEEARS|BLOCKHAIR //removed HIDEFACE/MASK/EYES flags so sunglasses or facemasks don't disappear. still gotta have BLOCKHAIR or it'll clip out tho. sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB sprite_sheets_obj = null