/obj/item/clothing/head/hardhat name = "hard hat" desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight." icon_state = "hardhat0_yellow" flags = FPRINT | TABLEPASS item_state = "hardhat0_yellow" var/brightness_on = 4 //luminosity when on var/on = 0 item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite) armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20) flags_inv = 0 icon_action_button = "action_hardhat" siemens_coefficient = 0.9 attack_self(mob/user) if(!isturf(user.loc)) user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities. return on = !on icon_state = "hardhat[on]_[item_color]" item_state = "hardhat[on]_[item_color]" if(on) user.SetLuminosity(user.luminosity + brightness_on) else user.SetLuminosity(user.luminosity - brightness_on) pickup(mob/user) if(on) user.SetLuminosity(user.luminosity + brightness_on) // user.UpdateLuminosity() //TODO: Carn SetLuminosity(0) dropped(mob/user) if(on) user.SetLuminosity(user.luminosity - brightness_on) // user.UpdateLuminosity() SetLuminosity(brightness_on) /obj/item/clothing/head/hardhat/orange icon_state = "hardhat0_orange" item_state = "hardhat0_orange" item_color = "orange" /obj/item/clothing/head/hardhat/red icon_state = "hardhat0_red" item_state = "hardhat0_red" item_color = "red" name = "firefighter helmet" flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE heat_protection = HEAD max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE /obj/item/clothing/head/hardhat/white icon_state = "hardhat0_white" item_state = "hardhat0_white" item_color = "white" flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE heat_protection = HEAD max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE /obj/item/clothing/head/hardhat/dblue icon_state = "hardhat0_dblue" item_state = "hardhat0_dblue" item_color = "dblue"