Files
CHOMPStation2/code/modules/clothing/suits/armor.dm
2014-08-19 21:46:27 -05:00

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/obj/item/clothing/suit/armor
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
body_parts_covered = UPPER_TORSO|LOWER_TORSO
flags = FPRINT | TABLEPASS | THICKMATERIAL
cold_protection = UPPER_TORSO|LOWER_TORSO
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0.6
/obj/item/clothing/suit/armor/vest
name = "armor"
desc = "An armored vest that protects against some damage."
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/security
name = "security armor"
desc = "An armored vest that protects against some damage. This one has NanoTrasen corporate badge."
icon_state = "armorsec"
item_state = "armor"
/obj/item/clothing/suit/armor/vest/warden
name = "Warden's jacket"
desc = "An armoured jacket with silver rank pips and livery."
icon_state = "warden_jacket"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/armor/riot
name = "Riot Suit"
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
icon_state = "riot"
item_state = "swat_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
slowdown = 1
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.5
/obj/item/clothing/suit/armor/bulletproof
name = "Bulletproof Vest"
desc = "A vest that excels in protecting the wearer against high-velocity solid projectiles."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0.7
/obj/item/clothing/suit/armor/laserproof
name = "Ablative Armor Vest"
desc = "A vest that excels in protecting the wearer against energy projectiles."
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0
/obj/item/clothing/suit/armor/swat
name = "swat suit"
desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
icon_state = "deathsquad"
item_state = "swat_suit"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 1
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 0, rad = 0)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/suit/armor/swat/officer
name = "officer jacket"
desc = "An armored jacket used in special operations."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
flags_inv = 0
body_parts_covered = UPPER_TORSO|ARMS
/obj/item/clothing/suit/armor/det_suit
name = "armor"
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
item_state = "armor"
blood_overlay_type = "armor"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
//Reactive armor
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
/obj/item/clothing/suit/armor/reactive
name = "Reactive Teleport Armor"
desc = "Someone seperated our Research Director from his own head!"
var/active = 0.0
icon_state = "reactiveoff"
item_state = "reactiveoff"
blood_overlay_type = "armor"
slowdown = 1
flags = FPRINT | TABLEPASS
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/reactive/IsShield()
if(active)
return 1
return 0
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The reactive armor is now active."
src.icon_state = "reactive"
src.item_state = "reactive"
else
user << "\blue The reactive armor is now inactive."
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
src.add_fingerprint(user)
return
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
active = 0
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
..()
//All of the armor below is mostly unused
/obj/item/clothing/suit/armor/centcomm
name = "Cent. Com. armor"
desc = "A suit that protects against some damage."
icon_state = "centcom"
item_state = "centcom"
w_class = 4//bulky item
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
desc = "A heavily armored suit that protects against moderate damage."
icon_state = "heavy"
item_state = "swat_suit"
w_class = 4//bulky item
gas_transfer_coefficient = 0.90
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 0
/obj/item/clothing/suit/armor/tdome
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/armor/tdome/red
name = "Thunderdome suit (red)"
desc = "Reddish armor."
icon_state = "tdred"
item_state = "tdred"
siemens_coefficient = 1
/obj/item/clothing/suit/armor/tdome/green
name = "Thunderdome suit (green)"
desc = "Pukish armor."
icon_state = "tdgreen"
item_state = "tdgreen"
siemens_coefficient = 1
/obj/item/clothing/suit/armor/tactical
name = "tactical armor"
desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards."
icon_state = "swatarmor"
item_state = "armor"
var/obj/item/weapon/gun/holstered = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
slowdown = 1
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
siemens_coefficient = 0.7
/obj/item/clothing/suit/armor/tactical/verb/holster()
set name = "Holster"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if(!holstered)
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
usr << "\blue You need your gun equiped to holster it."
return
var/obj/item/weapon/gun/W = usr.get_active_hand()
if (!W.isHandgun())
usr << "\red This gun won't fit in \the belt!"
return
holstered = usr.get_active_hand()
usr.drop_item()
holstered.loc = src
usr.visible_message("\blue \The [usr] holsters \the [holstered].", "You holster \the [holstered].")
else
if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
usr << "\red You need an empty hand to draw the gun!"
else
if(usr.a_intent == "hurt")
usr.visible_message("\red \The [usr] draws \the [holstered], ready to shoot!", \
"\red You draw \the [holstered], ready to shoot!")
else
usr.visible_message("\blue \The [usr] draws \the [holstered], pointing it at the ground.", \
"\blue You draw \the [holstered], pointing it at the ground.")
usr.put_in_hands(holstered)
holstered = null
//Non-hardsuit ERT armor.
/obj/item/clothing/suit/armor/vest/ert
name = "emergency response team armor"
desc = "A set of armor worn by members of the NanoTrasen Emergency Response Team."
icon_state = "ertarmor_cmd"
item_state = "armor"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
//Commander
/obj/item/clothing/suit/armor/vest/ert/command
name = "emergency response team commander armor"
desc = "A set of armor worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights."
//Security
/obj/item/clothing/suit/armor/vest/ert/security
name = "emergency response team security armor"
desc = "A set of armor worn by security members of the NanoTrasen Emergency Response Team. Has red highlights."
icon_state = "ertarmor_sec"
//Engineer
/obj/item/clothing/suit/armor/vest/ert/engineer
name = "emergency response team engineer armor"
desc = "A set of armor worn by engineering members of the NanoTrasen Emergency Response Team. Has orange highlights."
icon_state = "ertarmor_eng"
//Medical
/obj/item/clothing/suit/armor/vest/ert/medical
name = "emergency response team medical armor"
desc = "A set of armor worn by medical members of the NanoTrasen Emergency Response Team. Has red and white highlights."
icon_state = "ertarmor_med"