//Spacesuit //Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together. // Meaning the the suit is defined directly after the corrisponding helmet. Just like below! /obj/item/clothing/head/helmet/space name = "Space helmet" icon_state = "space" desc = "A special helmet designed for work in a hazardous, low-pressure environment." item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT permeability_coefficient = 0.01 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR body_parts_covered = HEAD|FACE|EYES cold_protection = HEAD min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE siemens_coefficient = 0.9 species_restricted = list("exclude",SPECIES_DIONA) preserve_item = 1 phoronproof = 1 flash_protection = FLASH_PROTECTION_MAJOR valid_accessory_slots = null var/obj/machinery/camera/camera var/list/camera_networks action_button_name = "Toggle Helmet Light" light_overlay = "helmet_light" brightness_on = 4 on = 0 /obj/item/clothing/head/helmet/space/attack_self(mob/user) if(!camera && camera_networks) camera = new /obj/machinery/camera(src) camera.replace_networks(camera_networks) camera.c_tag = user.name user << "User scanned as [camera.c_tag]. Camera activated." user.update_action_buttons() return 1 ..() /obj/item/clothing/head/helmet/space/examine() ..() if(camera_networks && get_dist(usr,src) <= 1) usr << "This helmet has a built-in camera. It's [camera ? "" : "in"]active." /obj/item/clothing/suit/space name = "Space suit" desc = "A suit that protects against low pressure environments." icon_state = "space" w_class = ITEMSIZE_HUGE // So you can't fit this in your bag and be prepared at all times. gas_transfer_coefficient = 0.01 permeability_coefficient = 0.02 item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen,/obj/item/device/suit_cooling_unit) slowdown = 3 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE siemens_coefficient = 0.9 species_restricted = list("exclude",SPECIES_DIONA) preserve_item = 1 phoronproof = 1 var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit. /obj/item/clothing/suit/space/equipped(mob/M) check_limb_support(M) ..() /obj/item/clothing/suit/space/dropped(var/mob/user) check_limb_support(user) ..() // Some space suits are equipped with reactive membranes that support // broken limbs - at the time of writing, only the ninja suit, but // I can see it being useful for other suits as we expand them. ~ Z // The actual splinting occurs in /obj/item/organ/external/proc/fracture() /obj/item/clothing/suit/space/proc/check_limb_support(var/mob/living/carbon/human/user) // If this isn't set, then we don't need to care. if(!istype(user) || isnull(supporting_limbs)) return if(user.wear_suit == src) for(var/obj/item/organ/external/E in user.bad_external_organs) if(E.is_broken() && E.apply_splint(src)) user << "You feel [src] constrict about your [E.name], supporting it." supporting_limbs |= E else // Otherwise, remove the splints. for(var/obj/item/organ/external/E in supporting_limbs) if(E.splinted == src && E.remove_splint(src)) user << "\The [src] stops supporting your [E.name]." supporting_limbs.Cut() /obj/item/clothing/suit/space/proc/handle_fracture(var/mob/living/carbon/human/user, var/obj/item/organ/external/E) if(!istype(user) || isnull(supporting_limbs)) return if(E.is_broken() && E.apply_splint(src)) user << "You feel [src] constrict about your [E.name], supporting it." supporting_limbs |= E