Files
CHOMPStation2/code/modules/clothing/spacesuits/spacesuits.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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