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CHOMPStation2/code/modules/clothing/head/misc_special.dm
T
woodratt 6dd5c9d657 1.6.4 Port of Baystation head items.
- Port of baystation head slot items. Some in hand sprites created for a few (soft caps). A couple other sprites adjusted so they fit more hairstyles.

- Sol berets. (Loadout)
- Baseball caps, major bills, sol, fleet, expeditionary (Loadout)
- helmets, merc, tact, sol, nt. (Not Avail)
- Utility, wheelcaps, garrison, drill, dress. (Not Avail)
- Resprites for the detective's fedoras.
- Four custom welding hoods, (Loadout, access restricted).
- Two new cowboy hats, taken from Europa code. (Loadout)
2016-11-26 15:57:15 -08:00

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/*
* Contents:
* Welding mask
* Cakehat
* Ushanka
* Pumpkin head
* Kitty ears
* Holiday hats
*/
/*
* Welding mask
*/
/obj/item/clothing/head/welding
name = "welding helmet"
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
icon_state = "welding"
item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding")
matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
body_parts_covered = HEAD|FACE|EYES
action_button_name = "Flip Welding Mask"
siemens_coefficient = 0.9
w_class = ITEMSIZE_NORMAL
var/base_state
/obj/item/clothing/head/welding/attack_self()
toggle()
/obj/item/clothing/head/welding/verb/toggle()
set category = "Object"
set name = "Adjust welding mask"
set src in usr
if(!base_state)
base_state = icon_state
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
body_parts_covered |= (EYES|FACE)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = base_state
usr << "You flip the [src] down to protect your eyes."
else
src.up = !src.up
body_parts_covered &= ~(EYES|FACE)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[base_state]up"
usr << "You push the [src] up out of your face."
update_clothing_icon() //so our mob-overlays
if (ismob(src.loc)) //should allow masks to update when it is opened/closed
var/mob/M = src.loc
M.update_inv_wear_mask()
usr.update_action_buttons()
/obj/item/clothing/head/welding/demon
name = "demonic welding helmet"
desc = "A painted welding helmet, this one has a demonic face on it."
icon_state = "demonwelding"
item_state_slots = list(
slot_l_hand_str = "demonwelding",
slot_r_hand_str = "demonwelding",
)
/obj/item/clothing/head/welding/knight
name = "knightly welding helmet"
desc = "A painted welding helmet, this one looks like a knights helmet."
icon_state = "knightwelding"
item_state_slots = list(
slot_l_hand_str = "knightwelding",
slot_r_hand_str = "knightwelding",
)
/obj/item/clothing/head/welding/fancy
name = "fancy welding helmet"
desc = "A painted welding helmet, the black and gold make this one look very fancy."
icon_state = "fancywelding"
item_state_slots = list(
slot_l_hand_str = "fancywelding",
slot_r_hand_str = "fancywelding",
)
/obj/item/clothing/head/welding/engie
name = "engineering welding helmet"
desc = "A painted welding helmet, this one has been painted the engineering colours."
icon_state = "engiewelding"
item_state_slots = list(
slot_l_hand_str = "engiewelding",
slot_r_hand_str = "engiewelding",
)
.
/*
* Cakehat
*/
/obj/item/clothing/head/cakehat
name = "cake-hat"
desc = "It's tasty looking!"
icon_state = "cake0"
var/onfire = 0
body_parts_covered = HEAD
/obj/item/clothing/head/cakehat/process()
if(!onfire)
processing_objects.Remove(src)
return
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/living/carbon/human/M = location
if(M.item_is_in_hands(src) || M.head == src)
location = M.loc
if (istype(location, /turf))
location.hotspot_expose(700, 1)
/obj/item/clothing/head/cakehat/attack_self(mob/user as mob)
onfire = !(onfire)
if (onfire)
force = 3
damtype = "fire"
icon_state = "cake1"
processing_objects.Add(src)
else
force = null
damtype = "brute"
icon_state = "cake0"
return
/*
* Ushanka
*/
/obj/item/clothing/head/ushanka
name = "ushanka"
desc = "Perfect for winter in Siberia, da?"
icon_state = "ushankadown"
flags_inv = HIDEEARS
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
if(src.icon_state == "ushankadown")
src.icon_state = "ushankaup"
user << "You raise the ear flaps on the ushanka."
else
src.icon_state = "ushankadown"
user << "You lower the ear flaps on the ushanka."
/*
* Pumpkin head
*/
/obj/item/clothing/head/pumpkinhead
name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
brightness_on = 2
light_overlay = "helmet_light"
w_class = ITEMSIZE_NORMAL
/*
* Kitty ears
*/
/obj/item/clothing/head/kitty
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
body_parts_covered = 0
siemens_coefficient = 1.5
item_icons = list()
update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
var/icon/ears = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty")
ears.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
ears.Blend(earbit, ICON_OVERLAY)
/obj/item/clothing/head/richard
name = "chicken mask"
desc = "You can hear the distant sounds of rhythmic electronica."
icon_state = "richard"
item_state_slots = list(slot_r_hand_str = "chickenhead", slot_l_hand_str = "chickenhead")
body_parts_covered = HEAD|FACE
flags_inv = BLOCKHAIR
/obj/item/clothing/head/santa
name = "santa hat"
desc = "It's a festive christmas hat, in red!"
icon_state = "santahatnorm"
item_state_slots = list(slot_r_hand_str = "santahat", slot_l_hand_str = "santahat")
body_parts_covered = 0
/obj/item/clothing/head/santa/green
name = "green santa hat"
desc = "It's a festive christmas hat, in green!"
icon_state = "santahatgreen"
item_state_slots = list(slot_r_hand_str = "santahatgreen", slot_l_hand_str = "santahatgreen")
body_parts_covered = 0