mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
306 lines
10 KiB
Plaintext
306 lines
10 KiB
Plaintext
// HATS. OH MY WHAT A FINE CHAPEAU, GOOD SIR.
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/obj/item/clothing/head
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name = "head"
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icon = 'hats.dmi'
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body_parts_covered = HEAD
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var/list/allowed = list(/obj/item/weapon/pen)
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/obj/item/clothing/head/radiation
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name = "Radiation Hood"
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icon_state = "rad"
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desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
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/obj/item/clothing/head/bomb_hood
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name = "bomb hood"
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desc = "Use in case of bomb."
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icon_state = "bombsuit"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH
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armor = list(melee = 20, bullet = 5, laser = 10,energy = 5, bomb = 100, bio = 0, rad = 0)
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/obj/item/clothing/head/bomb_hood/security
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icon_state = "bombsuitsec"
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item_state = "bombsuitsec"
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armor = list(melee = 50, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
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/obj/item/clothing/head/bio_hood
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name = "bio hood"
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icon_state = "bio"
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desc = "Keeps the germs from flying on your face."
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permeability_coefficient = 0.01
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
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/obj/item/clothing/head/bio_hood/general
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icon_state = "bio_general"
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/obj/item/clothing/head/bio_hood/virology
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icon_state = "bio_virology"
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/obj/item/clothing/head/bio_hood/security
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icon_state = "bio_security"
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armor = list(melee = 30, bullet = 5, laser = 10,energy = 5, bomb = 20, bio = 100, rad = 20)
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/obj/item/clothing/head/bio_hood/janitor
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icon_state = "bio_janitor"
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/obj/item/clothing/head/bio_hood/scientist
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icon_state = "bio_scientist"
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/obj/item/clothing/head/cakehat
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name = "cakehat"
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desc = "It is a cakehat!"
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icon_state = "cake0"
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var/onfire = 0.0
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var/status = 0
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES
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var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage
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/obj/item/clothing/head/caphat
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name = "Captain's hat"
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icon_state = "captain"
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desc = "It's good being the king."
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flags = FPRINT|TABLEPASS|SUITSPACE
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item_state = "caphat"
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/obj/item/clothing/head/centhat
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name = "Cent. Comm. hat"
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icon_state = "centcom"
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desc = "It's even better to be the emperor."
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flags = FPRINT|TABLEPASS|SUITSPACE
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item_state = "centhat"
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/obj/item/clothing/head/det_hat
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name = "hat"
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desc = "Someone who wears this will look very smart."
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icon_state = "detective"
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allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
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armor = list(melee = 50, bullet = 5, laser = 30,energy = 10, bomb = 20, bio = 0, rad = 0)
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/obj/item/clothing/head/powdered_wig
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name = "powdered wig"
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desc = "A powdered wig."
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icon_state = "pwig"
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item_state = "pwig"
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/obj/item/clothing/head/that
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name = "Top hat"
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desc = "An amish looking hat."
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icon_state = "tophat"
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item_state = "that"
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flags = FPRINT|TABLEPASS|HEADSPACE
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/obj/item/clothing/head/wizard
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name = "wizard hat"
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desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
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icon_state = "wizard"
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//Not given any special protective value since the magic robes are full-body protection --NEO
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/obj/item/clothing/head/wizard/red
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name = "red wizard hat"
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desc = "Strange-looking, red, hat-wear that most certainly belongs to a real magic user."
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icon_state = "redwizard"
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/obj/item/clothing/head/wizard/fake
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name = "wizard hat"
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desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
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icon_state = "wizard-fake"
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/obj/item/clothing/head/wizard/marisa
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name = "Witch Hat"
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desc = "Strange-looking hat-wear, makes you want to cast fireballs."
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icon_state = "marisa"
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/obj/item/clothing/head/chefhat
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name = "Chef's Hat"
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icon_state = "chef"
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item_state = "chef"
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desc = "The commander in chef's head wear."
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flags = FPRINT | TABLEPASS | HEADSPACE
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/obj/item/clothing/head/redcoat
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name = "Redcoat hat"
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icon_state = "redcoat"
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desc = "I guess it's a redhad."
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flags = FPRINT | TABLEPASS | HEADSPACE
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/obj/item/clothing/head/mailman
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name = "Mailman Hat"
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icon_state = "mailman"
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desc = "Right-on-time mail ervice head wear."
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flags = FPRINT | TABLEPASS | HEADSPACE
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/obj/item/clothing/head/plaguedoctorhat
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name = "Plague doctor's hat"
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desc = "Once used by Plague doctors. Now useless."
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icon_state = "plaguedoctor"
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flags = FPRINT | TABLEPASS | HEADSPACE
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permeability_coefficient = 0.01
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/obj/item/clothing/head/beret
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name = "beret"
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desc = "A beret, a mime's favorite headwear."
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icon_state = "beret"
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flags = FPRINT | TABLEPASS | HEADSPACE
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// CHUMP HELMETS: COOKING THEM DESTROYS THE CHUMP HELMET SPAWN.
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/obj/item/clothing/head/helmet
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name = "helmet"
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desc = "Standard Security gear."
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icon_state = "helmet"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
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item_state = "helmet"
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armor = list(melee = 75, bullet = 10, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
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protective_temperature = 500
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heat_transfer_coefficient = 0.10
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/obj/item/clothing/head/helmet/cueball
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name = "cueball helmet"
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desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
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icon_state = "cueball"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH
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item_state="cueball"
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/obj/item/clothing/head/secsoft
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name = "Soft Cap"
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desc = "A baseball hat in tasteful red."
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icon_state = "secsoft"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
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item_state = "helmet"
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/obj/item/clothing/head/syndicatefake
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name = "red space helmet replica"
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icon_state = "syndicate"
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item_state = "syndicate"
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desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
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see_face = 0.0
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/obj/item/clothing/head/helmet/swat
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name = "swat helmet"
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desc = "Used by highly trained Swat Members."
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icon_state = "swat"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES
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item_state = "swat"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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/obj/item/clothing/head/helmet/thunderdome
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name = "Thunderdome helmet"
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desc = "Let the battle commence!"
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icon_state = "thunderdome"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES
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item_state = "thunderdome"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
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/obj/item/clothing/head/helmet/hardhat
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name = "hard hat"
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desc = "A hat which appears to be very hard."
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icon_state = "hardhat0_yellow"
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flags = FPRINT | TABLEPASS | SUITSPACE
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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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/obj/item/clothing/head/helmet/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/helmet/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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/obj/item/clothing/head/helmet/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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/obj/item/clothing/head/helmet/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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/obj/item/clothing/head/helmet/welding
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name = "welding helmet"
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desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
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icon_state = "welding"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
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see_face = 0.0
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item_state = "welding"
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protective_temperature = 1300
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m_amt = 3000
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g_amt = 1000
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var/up = 0
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armor = list(melee = 10, bullet = 5, laser = 10,energy = 5, bomb = 10, bio = 5, rad = 10)
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/obj/item/clothing/head/helmet/HoS
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name = "HoS Hat"
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desc = "The hat of the HoS. Very secure, for he always gets assassinated."
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icon_state = "hoscap"
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desc = "A hat that shows the security grunts who's in charge!"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
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/obj/item/clothing/head/helmet/warden
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name = "Warden Hat"
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desc = "Stop right there, criminal scum!"
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icon_state = "policehelm"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
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armor = list(melee = 70, bullet = 10, laser = 40,energy = 10, bomb = 25, bio = 10, rad = 0)
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/obj/item/clothing/head/helmet/that
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name = "Sturdy Top hat"
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desc = "An amish looking helmet"
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icon_state = "tophat"
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item_state = "that"
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flags = FPRINT|TABLEPASS|HEADSPACE
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armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/head/helmet/greenbandana
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name = "Green Bandana"
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desc = "A green bandana with some fine nanotech lining."
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icon_state = "greenbandana"
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item_state = "greenbandana"
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flags = FPRINT|TABLEPASS|HEADSPACE
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armor = list(melee = 5, bullet = 5, laser = 5,energy = 5, bomb = 15, bio = 15, rad = 15)
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/obj/item/clothing/head/helmet/riot
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name = "Riot Helmet"
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desc = "A helmet specifically designed to protect against close range attacks."
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icon_state = "riot"
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item_state = "helmet"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
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armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
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/obj/item/clothing/head/helmet/cap
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name = "Captain's cap"
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desc = "For irresponsible Captains."
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icon_state = "capcap"
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flags = FPRINT|TABLEPASS|SUITSPACE
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armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/head/chaplain_hood
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name = "Chaplain's hood"
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desc = "A hoodie for the chaplain!!!"
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icon_state = "chaplain_hood"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES
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/obj/item/clothing/head/hasturhood
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name = "Hastur's Hood"
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desc = "This hood is unspeakably stylish"
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icon_state = "hasturhood"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES
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/obj/item/clothing/head/nursehat
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name = "Nurse Hat"
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desc = "Smokin'"
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icon_state = "nursehat"
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flags = FPRINT|TABLEPASS|HEADSPACE |