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New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc. HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'. Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you. Icon adjustments.
66 lines
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
/obj/item/clothing/head/hardhat
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name = "hard hat"
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
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icon_state = "hardhat0_yellow"
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flags = FPRINT | TABLEPASS
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item_state = "hardhat0_yellow"
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var/brightness_on = 4 //luminosity when on
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var/on = 0
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color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
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armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
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flags_inv = 0
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icon_action_button = "action_hardhat"
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siemens_coefficient = 0.9
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attack_self(mob/user)
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if(!isturf(user.loc))
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user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
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return
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on = !on
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icon_state = "hardhat[on]_[color]"
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item_state = "hardhat[on]_[color]"
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if(on) user.SetLuminosity(user.luminosity + brightness_on)
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else user.SetLuminosity(user.luminosity - brightness_on)
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pickup(mob/user)
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if(on)
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user.SetLuminosity(user.luminosity + brightness_on)
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// user.UpdateLuminosity() //TODO: Carn
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SetLuminosity(0)
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dropped(mob/user)
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if(on)
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user.SetLuminosity(user.luminosity - brightness_on)
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// user.UpdateLuminosity()
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SetLuminosity(brightness_on)
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/obj/item/clothing/head/hardhat/orange
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icon_state = "hardhat0_orange"
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item_state = "hardhat0_orange"
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color = "orange"
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/obj/item/clothing/head/hardhat/red
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icon_state = "hardhat0_red"
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item_state = "hardhat0_red"
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color = "red"
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name = "firefighter helmet"
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
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/obj/item/clothing/head/hardhat/white
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icon_state = "hardhat0_white"
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item_state = "hardhat0_white"
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color = "white"
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
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/obj/item/clothing/head/hardhat/dblue
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icon_state = "hardhat0_dblue"
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item_state = "hardhat0_dblue"
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color = "dblue"
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