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