//***************** //**Cham Jumpsuit** //***************** /obj/item/clothing/under/chameleon //starts off as black name = "black jumpsuit" icon_state = "black" item_state = "bl_suit" item_color = "black" desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist." origin_tech = "syndicate=3" var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/cloud, /obj/item/clothing/under/golem, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits. for(var/U in typesof(/obj/item/clothing/under)-blocked) var/obj/item/clothing/under/V = new U src.clothing_choices[V.name] = U return emp_act(severity) name = "psychedelic" desc = "Groovy!" icon_state = "psyche" item_color = "psyche" update_icon() update_clothing_icon() verb/change() set name = "Change Jumpsuit Appearance" set category = "Object" set src in usr var/picked = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/clothing/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state item_color = A.item_color body_parts_covered = A.body_parts_covered update_clothing_icon() //so our overlays update. //***************** //**Chameleon Hat** //***************** /obj/item/clothing/head/chameleon name = "grey cap" icon_state = "greysoft" item_state = "greysoft" item_color = "grey" desc = "It looks like a plain hat, but upon closer inspection, there's an advanced holographic array installed inside. It seems to have a small dial inside." origin_tech = "syndicate=3" body_parts_covered = 0 var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/clothing/head/chameleon, /obj/item/clothing/head/space/golem, /obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats. for(var/U in typesof(/obj/item/clothing/head)-blocked) var/obj/item/clothing/head/V = new U src.clothing_choices[V.name] = U return emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown. name = "grey cap" desc = "It's a baseball hat in a tasteful grey colour." icon_state = "greysoft" item_color = "grey" update_icon() update_clothing_icon() verb/change() set name = "Change Hat/Helmet Appearance" set category = "Object" set src in usr var/picked = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/clothing/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state item_color = A.item_color flags_inv = A.flags_inv body_parts_covered = A.body_parts_covered update_clothing_icon() //so our overlays update. //****************** //**Chameleon Suit** //****************** /obj/item/clothing/suit/chameleon name = "armor" icon_state = "armor" item_state = "armor" desc = "It appears to be a vest of standard armor, except this is embedded with a hidden holographic cloaker, allowing it to change it's appearance, but offering no protection.. It seems to have a small dial inside." origin_tech = "syndicate=3" var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/clothing/suit/chameleon, /obj/item/clothing/suit/golem, /obj/item/clothing/suit/cyborg_suit, /obj/item/clothing/suit/justice, /obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits. for(var/U in typesof(/obj/item/clothing/suit)-blocked) var/obj/item/clothing/suit/V = new U src.clothing_choices[V.name] = U return emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown. name = "armor" desc = "An armored vest that protects against some damage." icon_state = "armor" item_color = "armor" update_icon() update_clothing_icon() verb/change() set name = "Change Exosuit Appearance" set category = "Object" set src in usr var/picked = input("Select exosuit to change it to", "Chameleon Exosuit")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/clothing/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state item_color = A.item_color flags_inv = A.flags_inv body_parts_covered = A.body_parts_covered update_clothing_icon() //so our overlays update. //******************* //**Chameleon Shoes** //******************* /obj/item/clothing/shoes/chameleon name = "black shoes" icon_state = "black" item_state = "black" item_color = "black" desc = "They're comfy black shoes, with clever cloaking technology built in. It seems to have a small dial on the back of each shoe." origin_tech = "syndicate=3" var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/clothing/shoes/chameleon, /obj/item/clothing/shoes/golem, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes. for(var/U in typesof(/obj/item/clothing/shoes)-blocked) var/obj/item/clothing/shoes/V = new U src.clothing_choices[V.name] = U return emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown. name = "black shoes" desc = "A pair of black shoes." icon_state = "black" item_state = "black" item_color = "black" update_icon() update_clothing_icon() verb/change() set name = "Change Footwear Appearance" set category = "Object" set src in usr var/picked = input("Select shoes to change it to", "Chameleon Shoes")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/clothing/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state item_color = A.item_color update_clothing_icon() //so our overlays update. //********************** //**Chameleon Backpack** //********************** /obj/item/weapon/storage/backpack/chameleon name = "backpack" icon_state = "backpack" item_state = "backpack" desc = "A backpack outfitted with cloaking tech. It seems to have a small dial inside, kept away from the storage." origin_tech = "syndicate=3" var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet) for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks. var/obj/item/weapon/storage/backpack/V = new U src.clothing_choices[V.name] = U return emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown. name = "backpack" desc = "You wear this on your back and put items into it." icon_state = "backpack" item_state = "backpack" update_icon() if (ismob(src.loc)) var/mob/M = src.loc M.update_inv_back() verb/change() set name = "Change Backpack Appearance" set category = "Object" set src in usr var/picked = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/weapon/storage/backpack/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state item_color = A.item_color //so our overlays update. if (ismob(src.loc)) var/mob/M = src.loc M.update_inv_back() //******************** //**Chameleon Gloves** //******************** /obj/item/clothing/gloves/chameleon name = "black gloves" icon_state = "black" item_state = "bgloves" item_color = "brown" desc = "It looks like a pair of gloves, but it seems to have a small dial inside." origin_tech = "syndicate=3" var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats. for(var/U in typesof(/obj/item/clothing/gloves)-blocked) var/obj/item/clothing/gloves/V = new U src.clothing_choices[V.name] = U return emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown. name = "black gloves" desc = "It looks like a pair of gloves, but it seems to have a small dial inside." icon_state = "black" item_color = "brown" update_icon() update_clothing_icon() verb/change() set name = "Change Gloves Appearance" set category = "Object" set src in usr var/picked = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/clothing/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state item_color = A.item_color flags_inv = A.flags_inv update_clothing_icon() //so our overlays update. //****************** //**Chameleon Mask** //****************** /obj/item/clothing/mask/chameleon name = "gas mask" icon_state = "gas_alt" item_state = "gas_alt" desc = "It looks like a plain gask mask, but on closer inspection, it seems to have a small dial inside." origin_tech = "syndicate=3" var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats. for(var/U in typesof(/obj/item/clothing/mask)-blocked) var/obj/item/clothing/mask/V = new U if(V) src.clothing_choices[V.name] = U return emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown. name = "gas mask" desc = "It's a gas mask." icon_state = "gas_alt" update_icon() update_clothing_icon() verb/change() set name = "Change Mask Appearance" set category = "Object" set src in usr var/picked = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/clothing/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state flags_inv = A.flags_inv body_parts_covered = A.body_parts_covered update_clothing_icon() //so our overlays update. //********************* //**Chameleon Glasses** //********************* /obj/item/clothing/glasses/chameleon name = "Optical Meson Scanner" icon_state = "meson" item_state = "glasses" desc = "It looks like a plain set of mesons, but on closer inspection, it seems to have a small dial inside." origin_tech = "syndicate=3" var/list/clothing_choices = list() New() ..() var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats. for(var/U in typesof(/obj/item/clothing/glasses)-blocked) var/obj/item/clothing/glasses/V = new U src.clothing_choices[V.name] = U return emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown. name = "Optical Meson Scanner" desc = "It's a set of mesons." icon_state = "meson" update_icon() update_clothing_icon() verb/change() set name = "Change Glasses Appearance" set category = "Object" set src in usr var/picked = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices if(!picked || !clothing_choices[picked]) return var/newtype = clothing_choices[picked] var/obj/item/clothing/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state flags_inv = A.flags_inv update_clothing_icon() //so our overlays update. //***************** //**Chameleon Gun** //***************** /obj/item/weapon/gun/projectile/chameleon name = "desert eagle" desc = "A fake Desert Eagle with a dial on the side to change the gun's disguise." icon_state = "deagle" w_class = 3.0 max_shells = 7 caliber = ".45" origin_tech = "combat=2;materials=2;syndicate=8" ammo_type = "/obj/item/ammo_casing/chameleon" matter = list() var/list/gun_choices = list() New() ..() var/blocked = list(/obj/item/weapon/gun/projectile/chameleon) for(var/U in typesof(/obj/item/weapon/gun/)-blocked) var/obj/item/weapon/gun/V = new U src.gun_choices[V.name] = U return emp_act(severity) name = "desert eagle" desc = "It's a desert eagle." icon_state = "deagle" update_icon() if (ismob(src.loc)) var/mob/M = src.loc M.update_inv_r_hand() M.update_inv_l_hand() verb/change() set name = "Change Gun Appearance" set category = "Object" set src in usr var/picked = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices if(!picked || !gun_choices[picked]) return var/newtype = gun_choices[picked] var/obj/item/weapon/gun/A = new newtype desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state flags_inv = A.flags_inv //so our overlays update. if (ismob(src.loc)) var/mob/M = src.loc M.update_inv_r_hand() M.update_inv_l_hand()