/obj/item/clothing/suit icon = 'icons/obj/clothing/suits.dmi' name = "suit" var/fire_resist = T0C+100 allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) slot_flags = ITEM_SLOT_OCLOTHING body_parts_covered = CHEST var/blood_overlay_type = "suit" var/togglename = null var/suittoggled = FALSE drop_sound = 'sound/items/handling/cloth_drop.ogg' pickup_sound = 'sound/items/handling/cloth_pickup.ogg' var/adjusted = NORMAL_STYLE mutantrace_variation = MUTANTRACE_VARIATION var/tauric = FALSE //Citadel Add for tauric hardsuits var/taurmode = NOT_TAURIC var/dimension_x = 32 var/dimension_y = 32 var/center = FALSE //Should we center the sprite? /obj/item/clothing/suit/equipped(mob/user, slot) ..() if(ishuman(user)) var/mob/living/carbon/human/H = user if(mutantrace_variation) if(DIGITIGRADE in H.dna.species.species_traits) adjusted = ALT_STYLE H.update_inv_wear_suit() else if(adjusted == ALT_STYLE) adjusted = NORMAL_STYLE if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None")) if(H.dna.features["taur"] in GLOB.noodle_taurs) taurmode = SNEK_TAURIC if(tauric == TRUE) center = TRUE dimension_x = 64 else if(H.dna.features["taur"] in GLOB.paw_taurs) taurmode = PAW_TAURIC if(tauric == TRUE) center = TRUE dimension_x = 64 else taurmode = NOT_TAURIC if(tauric == TRUE) center = FALSE dimension_x = 32 H.update_inv_wear_suit() /obj/item/clothing/suit/worn_overlays(isinhands = FALSE) . = list() if(!isinhands) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") if(blood_DNA) if(tauric && taurmode >= SNEK_TAURIC) . += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color()) else . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color()) var/mob/living/carbon/human/M = loc if(ishuman(M) && M.w_uniform) var/obj/item/clothing/under/U = M.w_uniform if(istype(U) && U.attached_accessory) var/obj/item/clothing/accessory/A = U.attached_accessory if(A.above_suit) . += U.accessory_overlay /obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE) ..() if(ismob(loc)) var/mob/M = loc M.update_inv_wear_suit()