File standardisation (#13131)

* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
This commit is contained in:
AffectedArc07
2020-03-17 18:08:51 -04:00
committed by GitHub
parent ec19ea3d2d
commit 04ba5c1cc9
1451 changed files with 183694 additions and 183593 deletions
+1 -1
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@@ -542,4 +542,4 @@
/obj/item/stamp/chameleon/broken/Initialize()
. = ..()
chameleon_action.emp_randomise(INFINITY)
chameleon_action.emp_randomise(INFINITY)
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+1 -1
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@@ -25,4 +25,4 @@
var/datum/action/A = X
A.UpdateButtonIcon()
user.update_inv_ears()
user.update_inv_ears()
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+198 -198
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@@ -1,198 +1,198 @@
/obj/item/clothing/glasses/hud
name = "\improper HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
origin_tech = "magnets=3;biotech=2"
var/HUDType = null //Hudtype is defined on glasses.dm
prescription_upgradable = 1
var/list/icon/current = list() //the current hud icons
/obj/item/clothing/glasses/hud/equipped(mob/living/carbon/human/user, slot)
..()
if(HUDType && slot == slot_glasses)
var/datum/atom_hud/H = huds[HUDType]
H.add_hud_to(user)
/obj/item/clothing/glasses/hud/dropped(mob/living/carbon/human/user)
..()
if(HUDType && istype(user) && user.glasses == src)
var/datum/atom_hud/H = huds[HUDType]
H.remove_hud_from(user)
/obj/item/clothing/glasses/hud/emp_act(severity)
if(emagged == 0)
emagged = 1
desc = desc + " The display flickers slightly."
/obj/item/clothing/glasses/hud/health
name = "\improper Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
origin_tech = "magnets=3;biotech=2"
HUDType = DATA_HUD_MEDICAL_ADVANCED
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/health/night
name = "\improper Night Vision Health Scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
icon_state = "healthhudnight"
item_state = "glasses"
origin_tech = "magnets=4;biotech=4;plasmatech=4;engineering=5"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/health/sunglasses
name = "medical HUDSunglasses"
desc = "Sunglasses with a medical HUD."
icon_state = "sunhudmed"
see_in_dark = 1
flash_protect = 1
tint = 1
/obj/item/clothing/glasses/hud/diagnostic
name = "Diagnostic HUD"
desc = "A heads-up display capable of analyzing the integrity and status of robotics and exosuits."
icon_state = "diagnostichud"
origin_tech = "magnets=2;engineering=2"
HUDType = DATA_HUD_DIAGNOSTIC
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/diagnostic/night
name = "Night Vision Diagnostic HUD"
desc = "A robotics diagnostic HUD fitted with a light amplifier."
icon_state = "diagnostichudnight"
item_state = "glasses"
origin_tech = "magnets=4;powerstorage=4;plasmatech=4;engineering=5"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/diagnostic/sunglasses
name = "diagnostic sunglasses"
desc = "Sunglasses with a diagnostic HUD."
icon_state = "sunhuddiag"
item_state = "glasses"
flash_protect = 1
tint = 1
/obj/item/clothing/glasses/hud/security
name = "\improper Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records."
icon_state = "securityhud"
origin_tech = "magnets=3;combat=2"
var/global/list/jobs[0]
HUDType = DATA_HUD_SECURITY_ADVANCED
var/read_only = FALSE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/security/sunglasses/jensenshades
name = "augmented shades"
desc = "Polarized bioneural eyewear, designed to augment your vision."
icon_state = "jensenshades"
item_state = "jensenshades"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
/obj/item/clothing/glasses/hud/security/night
name = "\improper Night Vision Security HUD"
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
icon_state = "securityhudnight"
origin_tech = "magnets=4;combat=4;plasmatech=4;engineering=5"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/security/sunglasses/read_only
read_only = TRUE
/obj/item/clothing/glasses/hud/security/sunglasses
name = "HUDSunglasses"
desc = "Sunglasses with a HUD."
icon_state = "sunhud"
origin_tech = "magnets=3;combat=3;engineering=3"
see_in_dark = 1
flash_protect = 1
tint = 1
prescription_upgradable = 1
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/security/sunglasses/prescription
prescription = 1
/obj/item/clothing/glasses/hud/hydroponic
name = "Hydroponic HUD"
desc = "A heads-up display capable of analyzing the health and status of plants growing in hydro trays and soil."
icon_state = "hydroponichud"
HUDType = DATA_HUD_HYDROPONIC
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/hydroponic/night
name = "Night Vision Hydroponic HUD"
desc = "A hydroponic HUD fitted with a light amplifier."
icon_state = "hydroponichudnight"
item_state = "glasses"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/security/tajblind
name = "sleek veil"
desc = "An Ahdominian made veil that allows the user to see while obscuring their eyes. This one has an in-built security HUD."
icon_state = "tajblind_sec"
item_state = "tajblind_sec"
flags_cover = GLASSESCOVERSEYES
actions_types = list(/datum/action/item_action/toggle)
up = 0
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi'
)
/obj/item/clothing/glasses/hud/security/tajblind/attack_self()
toggle_veil()
/obj/item/clothing/glasses/hud/health/tajblind
name = "lightweight veil"
desc = "An Ahdominian made veil that allows the user to see while obscuring their eyes. This one has an installed medical HUD."
icon_state = "tajblind_med"
item_state = "tajblind_med"
flags_cover = GLASSESCOVERSEYES
actions_types = list(/datum/action/item_action/toggle)
up = 0
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi'
)
/obj/item/clothing/glasses/hud/health/tajblind/attack_self()
toggle_veil()
/obj/item/clothing/glasses/hud
name = "\improper HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
origin_tech = "magnets=3;biotech=2"
var/HUDType = null //Hudtype is defined on glasses.dm
prescription_upgradable = 1
var/list/icon/current = list() //the current hud icons
/obj/item/clothing/glasses/hud/equipped(mob/living/carbon/human/user, slot)
..()
if(HUDType && slot == slot_glasses)
var/datum/atom_hud/H = huds[HUDType]
H.add_hud_to(user)
/obj/item/clothing/glasses/hud/dropped(mob/living/carbon/human/user)
..()
if(HUDType && istype(user) && user.glasses == src)
var/datum/atom_hud/H = huds[HUDType]
H.remove_hud_from(user)
/obj/item/clothing/glasses/hud/emp_act(severity)
if(emagged == 0)
emagged = 1
desc = desc + " The display flickers slightly."
/obj/item/clothing/glasses/hud/health
name = "\improper Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
origin_tech = "magnets=3;biotech=2"
HUDType = DATA_HUD_MEDICAL_ADVANCED
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/health/night
name = "\improper Night Vision Health Scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
icon_state = "healthhudnight"
item_state = "glasses"
origin_tech = "magnets=4;biotech=4;plasmatech=4;engineering=5"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/health/sunglasses
name = "medical HUDSunglasses"
desc = "Sunglasses with a medical HUD."
icon_state = "sunhudmed"
see_in_dark = 1
flash_protect = 1
tint = 1
/obj/item/clothing/glasses/hud/diagnostic
name = "Diagnostic HUD"
desc = "A heads-up display capable of analyzing the integrity and status of robotics and exosuits."
icon_state = "diagnostichud"
origin_tech = "magnets=2;engineering=2"
HUDType = DATA_HUD_DIAGNOSTIC
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/diagnostic/night
name = "Night Vision Diagnostic HUD"
desc = "A robotics diagnostic HUD fitted with a light amplifier."
icon_state = "diagnostichudnight"
item_state = "glasses"
origin_tech = "magnets=4;powerstorage=4;plasmatech=4;engineering=5"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/diagnostic/sunglasses
name = "diagnostic sunglasses"
desc = "Sunglasses with a diagnostic HUD."
icon_state = "sunhuddiag"
item_state = "glasses"
flash_protect = 1
tint = 1
/obj/item/clothing/glasses/hud/security
name = "\improper Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records."
icon_state = "securityhud"
origin_tech = "magnets=3;combat=2"
var/global/list/jobs[0]
HUDType = DATA_HUD_SECURITY_ADVANCED
var/read_only = FALSE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/security/sunglasses/jensenshades
name = "augmented shades"
desc = "Polarized bioneural eyewear, designed to augment your vision."
icon_state = "jensenshades"
item_state = "jensenshades"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
/obj/item/clothing/glasses/hud/security/night
name = "\improper Night Vision Security HUD"
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
icon_state = "securityhudnight"
origin_tech = "magnets=4;combat=4;plasmatech=4;engineering=5"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/security/sunglasses/read_only
read_only = TRUE
/obj/item/clothing/glasses/hud/security/sunglasses
name = "HUDSunglasses"
desc = "Sunglasses with a HUD."
icon_state = "sunhud"
origin_tech = "magnets=3;combat=3;engineering=3"
see_in_dark = 1
flash_protect = 1
tint = 1
prescription_upgradable = 1
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/security/sunglasses/prescription
prescription = 1
/obj/item/clothing/glasses/hud/hydroponic
name = "Hydroponic HUD"
desc = "A heads-up display capable of analyzing the health and status of plants growing in hydro trays and soil."
icon_state = "hydroponichud"
HUDType = DATA_HUD_HYDROPONIC
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi'
)
/obj/item/clothing/glasses/hud/hydroponic/night
name = "Night Vision Hydroponic HUD"
desc = "A hydroponic HUD fitted with a light amplifier."
icon_state = "hydroponichudnight"
item_state = "glasses"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
prescription_upgradable = 0
/obj/item/clothing/glasses/hud/security/tajblind
name = "sleek veil"
desc = "An Ahdominian made veil that allows the user to see while obscuring their eyes. This one has an in-built security HUD."
icon_state = "tajblind_sec"
item_state = "tajblind_sec"
flags_cover = GLASSESCOVERSEYES
actions_types = list(/datum/action/item_action/toggle)
up = 0
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi'
)
/obj/item/clothing/glasses/hud/security/tajblind/attack_self()
toggle_veil()
/obj/item/clothing/glasses/hud/health/tajblind
name = "lightweight veil"
desc = "An Ahdominian made veil that allows the user to see while obscuring their eyes. This one has an installed medical HUD."
icon_state = "tajblind_med"
item_state = "tajblind_med"
flags_cover = GLASSESCOVERSEYES
actions_types = list(/datum/action/item_action/toggle)
up = 0
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi',
"Drask" = 'icons/mob/species/drask/eyes.dmi'
)
/obj/item/clothing/glasses/hud/health/tajblind/attack_self()
toggle_veil()
+19 -19
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@@ -1,19 +1,19 @@
/obj/item/clothing/gloves/boxing
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
put_on_delay = 60
species_exception = list(/datum/species/golem) // now you too can be a golem boxing champion
/obj/item/clothing/gloves/boxing/green
icon_state = "boxinggreen"
item_state = "boxinggreen"
/obj/item/clothing/gloves/boxing/blue
icon_state = "boxingblue"
item_state = "boxingblue"
/obj/item/clothing/gloves/boxing/yellow
icon_state = "boxingyellow"
item_state = "boxingyellow"
/obj/item/clothing/gloves/boxing
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
put_on_delay = 60
species_exception = list(/datum/species/golem) // now you too can be a golem boxing champion
/obj/item/clothing/gloves/boxing/green
icon_state = "boxinggreen"
item_state = "boxinggreen"
/obj/item/clothing/gloves/boxing/blue
icon_state = "boxingblue"
item_state = "boxingblue"
/obj/item/clothing/gloves/boxing/yellow
icon_state = "boxingyellow"
item_state = "boxingyellow"
+240 -240
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@@ -1,240 +1,240 @@
/obj/item/clothing/gloves/color/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
/obj/item/clothing/gloves/color/yellow/power
description_antag = "These are a pair of power gloves, and can be used to fire bolts of electricity while standing over powered power cables."
var/old_mclick_override
var/datum/middleClickOverride/power_gloves/mclick_override = new /datum/middleClickOverride/power_gloves
var/last_shocked = 0
var/shock_delay = 40
var/unlimited_power = FALSE // Does this really need explanation?
/obj/item/clothing/gloves/color/yellow/power/equipped(mob/user, slot)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(slot == slot_gloves)
if(H.middleClickOverride)
old_mclick_override = H.middleClickOverride
H.middleClickOverride = mclick_override
if(!unlimited_power)
to_chat(H, "<span class='notice'>You feel electricity begin to build up in [src].</span>")
else
to_chat(H, "<span class='biggerdanger'>You feel like you have UNLIMITED POWER!!</span>")
/obj/item/clothing/gloves/color/yellow/power/dropped(mob/user, slot)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(slot_gloves) == src && H.middleClickOverride == mclick_override)
if(old_mclick_override)
H.middleClickOverride = old_mclick_override
old_mclick_override = null
else
H.middleClickOverride = null
/obj/item/clothing/gloves/color/yellow/power/unlimited
name = "UNLIMITED POWER gloves"
desc = "These gloves possess UNLIMITED POWER."
shock_delay = 0
unlimited_power = TRUE
/obj/item/clothing/gloves/color/yellow/fake
desc = "These gloves will protect the wearer from electric shock. They don't feel like rubber..."
siemens_coefficient = 1
/obj/item/clothing/gloves/color/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
name = "budget insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
/obj/item/clothing/gloves/color/fyellow/New()
..()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
/obj/item/clothing/gloves/color/fyellow/old
desc = "Old and worn out insulated gloves, hopefully they still work."
name = "worn out insulated gloves"
/obj/item/clothing/gloves/color/fyellow/old/New()
..()
siemens_coefficient = pick(0,0,0,0.5,0.5,0.5,0.75)
/obj/item/clothing/gloves/color/black
desc = "These gloves are fire-resistant."
name = "black gloves"
icon_state = "black"
item_state = "bgloves"
item_color="brown"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/black/hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/thief
pickpocket = 1
/obj/item/clothing/gloves/color/black/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
var/confirm = alert("Do you want to cut off the gloves fingertips? Warning: It might destroy their functionality.","Cut tips?","Yes","No")
if(get_dist(user, src) > 1)
to_chat(user, "You have moved too far away.")
return
if(confirm == "Yes")
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
playsound(user.loc, W.usesound, rand(10,50), 1)
var/obj/item/clothing/gloves/fingerless/F = new/obj/item/clothing/gloves/fingerless(user.loc)
if(pickpocket)
F.pickpocket = FALSE
qdel(src)
return
..()
/obj/item/clothing/gloves/color/orange
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/color/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/color/red/insulated
name = "insulated gloves"
desc = "These gloves will protect the wearer from electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = NONE
/obj/item/clothing/gloves/color/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
/obj/item/clothing/gloves/color/rainbow/clown
item_color = "clown"
/obj/item/clothing/gloves/color/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/color/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/color/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/color/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
/obj/item/clothing/gloves/color/grey/rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/grey/hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/color/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
/obj/item/clothing/gloves/color/brown/cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
desc = "Cheap sterile gloves made from latex."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.30
permeability_coefficient = 0.01
item_color="white"
transfer_prints = TRUE
resistance_flags = NONE
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
desc = "Pricy sterile gloves that are stronger than latex."
icon_state = "nitrile"
item_state = "nitrilegloves"
transfer_prints = FALSE
item_color = "medical"
/obj/item/clothing/gloves/color/white
name = "white gloves"
desc = "These look pretty fancy."
icon_state = "white"
item_state = "wgloves"
item_color="mime"
/obj/item/clothing/gloves/color/white/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
/obj/item/clothing/gloves/color/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)
/obj/item/clothing/gloves/color/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
/obj/item/clothing/gloves/color/yellow/power
description_antag = "These are a pair of power gloves, and can be used to fire bolts of electricity while standing over powered power cables."
var/old_mclick_override
var/datum/middleClickOverride/power_gloves/mclick_override = new /datum/middleClickOverride/power_gloves
var/last_shocked = 0
var/shock_delay = 40
var/unlimited_power = FALSE // Does this really need explanation?
/obj/item/clothing/gloves/color/yellow/power/equipped(mob/user, slot)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(slot == slot_gloves)
if(H.middleClickOverride)
old_mclick_override = H.middleClickOverride
H.middleClickOverride = mclick_override
if(!unlimited_power)
to_chat(H, "<span class='notice'>You feel electricity begin to build up in [src].</span>")
else
to_chat(H, "<span class='biggerdanger'>You feel like you have UNLIMITED POWER!!</span>")
/obj/item/clothing/gloves/color/yellow/power/dropped(mob/user, slot)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(slot_gloves) == src && H.middleClickOverride == mclick_override)
if(old_mclick_override)
H.middleClickOverride = old_mclick_override
old_mclick_override = null
else
H.middleClickOverride = null
/obj/item/clothing/gloves/color/yellow/power/unlimited
name = "UNLIMITED POWER gloves"
desc = "These gloves possess UNLIMITED POWER."
shock_delay = 0
unlimited_power = TRUE
/obj/item/clothing/gloves/color/yellow/fake
desc = "These gloves will protect the wearer from electric shock. They don't feel like rubber..."
siemens_coefficient = 1
/obj/item/clothing/gloves/color/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
name = "budget insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
/obj/item/clothing/gloves/color/fyellow/New()
..()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
/obj/item/clothing/gloves/color/fyellow/old
desc = "Old and worn out insulated gloves, hopefully they still work."
name = "worn out insulated gloves"
/obj/item/clothing/gloves/color/fyellow/old/New()
..()
siemens_coefficient = pick(0,0,0,0.5,0.5,0.5,0.75)
/obj/item/clothing/gloves/color/black
desc = "These gloves are fire-resistant."
name = "black gloves"
icon_state = "black"
item_state = "bgloves"
item_color="brown"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/black/hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/thief
pickpocket = 1
/obj/item/clothing/gloves/color/black/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
var/confirm = alert("Do you want to cut off the gloves fingertips? Warning: It might destroy their functionality.","Cut tips?","Yes","No")
if(get_dist(user, src) > 1)
to_chat(user, "You have moved too far away.")
return
if(confirm == "Yes")
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
playsound(user.loc, W.usesound, rand(10,50), 1)
var/obj/item/clothing/gloves/fingerless/F = new/obj/item/clothing/gloves/fingerless(user.loc)
if(pickpocket)
F.pickpocket = FALSE
qdel(src)
return
..()
/obj/item/clothing/gloves/color/orange
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/color/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/color/red/insulated
name = "insulated gloves"
desc = "These gloves will protect the wearer from electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = NONE
/obj/item/clothing/gloves/color/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
/obj/item/clothing/gloves/color/rainbow/clown
item_color = "clown"
/obj/item/clothing/gloves/color/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/color/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/color/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/color/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
/obj/item/clothing/gloves/color/grey/rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/grey/hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/color/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
/obj/item/clothing/gloves/color/brown/cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
desc = "Cheap sterile gloves made from latex."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.30
permeability_coefficient = 0.01
item_color="white"
transfer_prints = TRUE
resistance_flags = NONE
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
desc = "Pricy sterile gloves that are stronger than latex."
icon_state = "nitrile"
item_state = "nitrilegloves"
transfer_prints = FALSE
item_color = "medical"
/obj/item/clothing/gloves/color/white
name = "white gloves"
desc = "These look pretty fancy."
icon_state = "white"
item_state = "wgloves"
item_color="mime"
/obj/item/clothing/gloves/color/white/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
/obj/item/clothing/gloves/color/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)
+1 -1
View File
@@ -93,4 +93,4 @@
name = "rastacap"
desc = "Perfect for tucking in those dreadlocks."
icon_state = "beanierasta"
item_color = "beanierasta"
item_color = "beanierasta"
+146 -146
View File
@@ -1,146 +1,146 @@
//Hat Station 13
/obj/item/clothing/head/collectable
name = "collectable hat"
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "ultra rare Pete's hat!"
desc = "It smells faintly of plasma"
icon_state = "petehat"
/obj/item/clothing/head/collectable/slime
name = "collectable slime cap!"
desc = "It just latches right in place!"
icon_state = "slime"
/obj/item/clothing/head/collectable/xenom
name = "collectable xenomorph helmet!"
desc = "Hiss hiss hiss!"
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
name = "collectable chef's hat"
desc = "A rare Chef's Hat meant for hat collectors!"
icon_state = "chef"
item_state = "chef"
dog_fashion = /datum/dog_fashion/head/chef
/obj/item/clothing/head/collectable/paper
name = "collectable paper hat"
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
icon_state = "paper"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/tophat
name = "collectable top hat"
desc = "A top hat worn by only the most prestigious hat collectors."
icon_state = "tophat"
item_state = "that"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/captain
name = "collectable captain's hat"
desc = "A Collectable Hat that'll make you look just like a real comdom!"
icon_state = "captain"
item_state = "caphat"
dog_fashion = /datum/dog_fashion/head/captain
/obj/item/clothing/head/collectable/police
name = "collectable police officer's hat"
desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/collectable/beret
name = "collectable beret"
desc = "A Collectable red Beret. It smells faintly of Garlic."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
/obj/item/clothing/head/collectable/welding
name = "collectable welding helmet"
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi'
)
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
desc = "Just like a real Brain Slug!"
icon_state = "headslime"
item_state = "headslime"
/obj/item/clothing/head/collectable/flatcap
name = "collectable flat cap"
desc = "A Collectible farmer's Flat Cap!"
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/collectable/pirate
name = "collectable pirate hat"
desc = "You'd make a great Dread Syndie Roberts!"
icon_state = "pirate"
item_state = "pirate"
dog_fashion = /datum/dog_fashion/head/pirate
/obj/item/clothing/head/collectable/kitty
name = "collectable kitty ears"
desc = "The fur feels.....a bit too realistic."
icon_state = "kitty"
item_state = "kitty"
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/collectable/rabbitears
name = "collectable rabbit ears"
desc = "Not as lucky as the feet!"
icon_state = "bunny"
item_state = "bunny"
dog_fashion = /datum/dog_fashion/head/rabbit
/obj/item/clothing/head/collectable/wizard
name = "collectable wizard's hat"
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
icon_state = "wizard"
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/collectable/hardhat
name = "collectable hard hat"
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/HoS
name = "collectable HoS hat"
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
icon_state = "hoscap"
/obj/item/clothing/head/collectable/HoP
name = "collectable HoP hat"
desc = "It's your turn to demand excessive paperwork, signatures, stamps, and hire more clowns! Papers, please!"
icon_state = "hopcap"
dog_fashion = /datum/dog_fashion/head/hop
/obj/item/clothing/head/collectable/thunderdome
name = "collectable Thunderdome helmet"
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
/obj/item/clothing/head/collectable/swat
name = "collectable SWAT helmet"
desc = "Now you can be in the Deathsquad too!"
icon_state = "swat"
item_state = "swat"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi'
)
//Hat Station 13
/obj/item/clothing/head/collectable
name = "collectable hat"
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "ultra rare Pete's hat!"
desc = "It smells faintly of plasma"
icon_state = "petehat"
/obj/item/clothing/head/collectable/slime
name = "collectable slime cap!"
desc = "It just latches right in place!"
icon_state = "slime"
/obj/item/clothing/head/collectable/xenom
name = "collectable xenomorph helmet!"
desc = "Hiss hiss hiss!"
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
name = "collectable chef's hat"
desc = "A rare Chef's Hat meant for hat collectors!"
icon_state = "chef"
item_state = "chef"
dog_fashion = /datum/dog_fashion/head/chef
/obj/item/clothing/head/collectable/paper
name = "collectable paper hat"
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
icon_state = "paper"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/tophat
name = "collectable top hat"
desc = "A top hat worn by only the most prestigious hat collectors."
icon_state = "tophat"
item_state = "that"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/captain
name = "collectable captain's hat"
desc = "A Collectable Hat that'll make you look just like a real comdom!"
icon_state = "captain"
item_state = "caphat"
dog_fashion = /datum/dog_fashion/head/captain
/obj/item/clothing/head/collectable/police
name = "collectable police officer's hat"
desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/collectable/beret
name = "collectable beret"
desc = "A Collectable red Beret. It smells faintly of Garlic."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
/obj/item/clothing/head/collectable/welding
name = "collectable welding helmet"
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi'
)
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
desc = "Just like a real Brain Slug!"
icon_state = "headslime"
item_state = "headslime"
/obj/item/clothing/head/collectable/flatcap
name = "collectable flat cap"
desc = "A Collectible farmer's Flat Cap!"
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/collectable/pirate
name = "collectable pirate hat"
desc = "You'd make a great Dread Syndie Roberts!"
icon_state = "pirate"
item_state = "pirate"
dog_fashion = /datum/dog_fashion/head/pirate
/obj/item/clothing/head/collectable/kitty
name = "collectable kitty ears"
desc = "The fur feels.....a bit too realistic."
icon_state = "kitty"
item_state = "kitty"
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/collectable/rabbitears
name = "collectable rabbit ears"
desc = "Not as lucky as the feet!"
icon_state = "bunny"
item_state = "bunny"
dog_fashion = /datum/dog_fashion/head/rabbit
/obj/item/clothing/head/collectable/wizard
name = "collectable wizard's hat"
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
icon_state = "wizard"
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/collectable/hardhat
name = "collectable hard hat"
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/HoS
name = "collectable HoS hat"
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
icon_state = "hoscap"
/obj/item/clothing/head/collectable/HoP
name = "collectable HoP hat"
desc = "It's your turn to demand excessive paperwork, signatures, stamps, and hire more clowns! Papers, please!"
icon_state = "hopcap"
dog_fashion = /datum/dog_fashion/head/hop
/obj/item/clothing/head/collectable/thunderdome
name = "collectable Thunderdome helmet"
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
/obj/item/clothing/head/collectable/swat
name = "collectable SWAT helmet"
desc = "Now you can be in the Deathsquad too!"
icon_state = "swat"
item_state = "swat"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi'
)
+1 -1
View File
@@ -101,4 +101,4 @@
dog_fashion = null
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
)
+301 -301
View File
@@ -1,301 +1,301 @@
/obj/item/clothing/head/helmet
name = "helmet"
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmetmaterials"
flags = HEADBANGPROTECT
flags_cover = HEADCOVERSEYES
item_state = "helmetmaterials"
armor = list("melee" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/helmet
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Drask" = 'icons/mob/species/drask/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/helmet/attack_self(mob/user)
if(can_toggle && !user.incapacitated())
if(world.time > cooldown + toggle_cooldown)
cooldown = world.time
up = !up
flags ^= visor_flags
flags_inv ^= visor_flags_inv
icon_state = "[initial(icon_state)][up ? "up" : ""]"
to_chat(user, "[up ? alt_toggle_message : toggle_message] \the [src]")
user.update_inv_head()
if(active_sound)
while(up)
playsound(src.loc, "[active_sound]", 100, 0, 4)
sleep(15)
if(toggle_sound)
playsound(src.loc, "[toggle_sound]", 100, 0, 4)
/obj/item/clothing/head/helmet/visor
name = "visor helmet"
desc = "A helmet with a built-in visor. It doesn't seem to do anything, but it sure looks cool!"
icon_state = "helmetgoggles"
/obj/item/clothing/head/helmet/thermal
name = "thermal visor helmet"
desc = "A helmet with a built-in thermal scanning visor."
icon_state = "helmetthermals"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
/obj/item/clothing/head/helmet/meson
name = "meson visor helmet"
desc = "A helmet with a built-in meson scanning visor."
icon_state = "helmetmesons"
vision_flags = SEE_TURFS
/obj/item/clothing/head/helmet/material
name = "material visor helmet"
desc = "A helmet with a built-in material scanning visor."
icon_state = "helmetmaterials"
vision_flags = SEE_OBJS
/obj/item/clothing/head/helmet/night
name = "night-vision helmet"
desc = "A helmet with a built-in pair of night vision goggles."
icon_state = "helmetNVG"
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
/obj/item/clothing/head/helmet/alt
name = "bulletproof helmet"
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "swat"
item_state = "swat-alt"
armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = null
/obj/item/clothing/head/helmet/riot
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
flags_inv = HIDEEARS
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
dog_fashion = null
/obj/item/clothing/head/helmet/riot/knight
name = "medieval helmet"
desc = "A classic metal helmet."
icon_state = "knight_green"
item_state = "knight_green"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
dog_fashion = null
/obj/item/clothing/head/helmet/justice
name = "helmet of justice"
desc = "WEEEEOOO. WEEEEEOOO. WEEEEOOOO."
icon_state = "justice"
toggle_message = "You turn off the lights on"
alt_toggle_message = "You turn on the lights on"
actions_types = list(/datum/action/item_action/toggle_helmet_light)
can_toggle = 1
toggle_cooldown = 20
active_sound = 'sound/items/weeoo1.ogg'
dog_fashion = null
/obj/item/clothing/head/helmet/justice/escape
name = "alarm helmet"
desc = "WEEEEOOO. WEEEEEOOO. STOP THAT MONKEY. WEEEOOOO."
icon_state = "justice2"
toggle_message = "You turn off the light on"
alt_toggle_message = "You turn on the light on"
/obj/item/clothing/head/helmet/swat
name = "\improper SWAT helmet"
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
item_state = "swat"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 50, "acid" = 50)
flags = null
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
strip_delay = 80
dog_fashion = null
/obj/item/clothing/head/helmet/swat/syndicate
name = "blood-red helmet"
desc = "An extremely robust, space-worthy helmet without a visor to allow for goggle usage underneath. Property of Gorlex Marauders."
icon_state = "helmetsyndi"
item_state = "helmet"
/obj/item/clothing/head/helmet/thunderdome
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
icon_state = "thunderdome"
flags = null
item_state = "thunderdome"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
strip_delay = 80
dog_fashion = null
/obj/item/clothing/head/helmet/roman
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
flags = null
armor = list("melee" = 25, "bullet" = 0, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
strip_delay = 100
dog_fashion = null
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/head/helmet/roman/legionaire
name = "roman legionaire helmet"
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
icon_state = "roman_c"
item_state = "roman_c"
/obj/item/clothing/head/helmet/roman/legionaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = BLOCKHAIR
item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
toggle_message = "You attach the face shield to the"
alt_toggle_message = "You remove the face shield from the"
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
can_toggle = 1
toggle_cooldown = 20
toggle_sound = 'sound/items/zippoclose.ogg'
dog_fashion = null
obj/item/clothing/head/helmet/redtaghelm
name = "red laser tag helmet"
desc = "They have chosen their own end."
icon_state = "redtaghelm"
flags = null
item_state = "redtaghelm"
armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
obj/item/clothing/head/helmet/bluetaghelm
name = "blue laser tag helmet"
desc = "They'll need more men."
icon_state = "bluetaghelm"
flags = null
item_state = "bluetaghelm"
armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
obj/item/clothing/head/blob
name = "blob hat"
desc = "A collectible hat handed out at the latest Blob Family Reunion."
icon_state = "blobhat"
item_state = "blobhat"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi'
)
/obj/item/clothing/head/helmet/riot/knight/blue
icon_state = "knight_blue"
item_state = "knight_blue"
/obj/item/clothing/head/helmet/riot/knight/yellow
icon_state = "knight_yellow"
item_state = "knight_yellow"
/obj/item/clothing/head/helmet/riot/knight/red
icon_state = "knight_red"
item_state = "knight_red"
/obj/item/clothing/head/helmet/riot/knight/templar
name = "crusader helmet"
desc = "Deus Vult."
icon_state = "knight_templar"
item_state = "knight_templar"
armor = list(melee = 20, bullet = 7, laser = 2, energy = 2, bomb = 2, bio = 2, rad = 0, fire = 80, acid = 80)
/obj/item/clothing/head/helmet/skull
name = "skull helmet"
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
/obj/item/clothing/head/helmet/durathread
name = "durathread helmet"
desc = "A helmet made from durathread and leather."
icon_state = "durathread"
item_state = "durathread"
resistance_flags = FLAMMABLE
armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50)
strip_delay = 60
//Commander
/obj/item/clothing/head/helmet/ert/command
name = "emergency response team commander helmet"
desc = "An in-atmosphere helmet worn by the commander of a Nanotrasen Emergency Response Team. Has blue highlights."
icon_state = "erthelmet_cmd"
//Security
/obj/item/clothing/head/helmet/ert/security
name = "emergency response team security helmet"
desc = "An in-atmosphere helmet worn by security members of the Nanotrasen Emergency Response Team. Has red highlights."
icon_state = "erthelmet_sec"
/obj/item/clothing/head/helmet/ert/security/paranormal
name = "paranormal emergency response team helmet"
desc = "An in-atmosphere helmet worn by paranormal members of the Nanotrasen Emergency Response Team. Has crusader sigils."
icon_state = "knight_templar"
item_state = "knight_templar"
//Engineer
/obj/item/clothing/head/helmet/ert/engineer
name = "emergency response team engineer helmet"
desc = "An in-atmosphere helmet worn by engineering members of the Nanotrasen Emergency Response Team. Has orange highlights."
icon_state = "erthelmet_eng"
//Medical
/obj/item/clothing/head/helmet/ert/medical
name = "emergency response team medical helmet"
desc = "A set of armor worn by medical members of the Nanotrasen Emergency Response Team. Has red and white highlights."
icon_state = "erthelmet_med"
//Janitorial
/obj/item/clothing/head/helmet/ert/janitor
name = "emergency response team janitor helmet"
desc = "A set of armor worn by janitorial members of the Nanotrasen Emergency Response Team. Has red and white highlights."
icon_state = "erthelmet_jan"
/obj/item/clothing/head/helmet
name = "helmet"
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmetmaterials"
flags = HEADBANGPROTECT
flags_cover = HEADCOVERSEYES
item_state = "helmetmaterials"
armor = list("melee" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/helmet
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Drask" = 'icons/mob/species/drask/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/helmet/attack_self(mob/user)
if(can_toggle && !user.incapacitated())
if(world.time > cooldown + toggle_cooldown)
cooldown = world.time
up = !up
flags ^= visor_flags
flags_inv ^= visor_flags_inv
icon_state = "[initial(icon_state)][up ? "up" : ""]"
to_chat(user, "[up ? alt_toggle_message : toggle_message] \the [src]")
user.update_inv_head()
if(active_sound)
while(up)
playsound(src.loc, "[active_sound]", 100, 0, 4)
sleep(15)
if(toggle_sound)
playsound(src.loc, "[toggle_sound]", 100, 0, 4)
/obj/item/clothing/head/helmet/visor
name = "visor helmet"
desc = "A helmet with a built-in visor. It doesn't seem to do anything, but it sure looks cool!"
icon_state = "helmetgoggles"
/obj/item/clothing/head/helmet/thermal
name = "thermal visor helmet"
desc = "A helmet with a built-in thermal scanning visor."
icon_state = "helmetthermals"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
/obj/item/clothing/head/helmet/meson
name = "meson visor helmet"
desc = "A helmet with a built-in meson scanning visor."
icon_state = "helmetmesons"
vision_flags = SEE_TURFS
/obj/item/clothing/head/helmet/material
name = "material visor helmet"
desc = "A helmet with a built-in material scanning visor."
icon_state = "helmetmaterials"
vision_flags = SEE_OBJS
/obj/item/clothing/head/helmet/night
name = "night-vision helmet"
desc = "A helmet with a built-in pair of night vision goggles."
icon_state = "helmetNVG"
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
/obj/item/clothing/head/helmet/alt
name = "bulletproof helmet"
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "swat"
item_state = "swat-alt"
armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = null
/obj/item/clothing/head/helmet/riot
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
flags_inv = HIDEEARS
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
dog_fashion = null
/obj/item/clothing/head/helmet/riot/knight
name = "medieval helmet"
desc = "A classic metal helmet."
icon_state = "knight_green"
item_state = "knight_green"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
dog_fashion = null
/obj/item/clothing/head/helmet/justice
name = "helmet of justice"
desc = "WEEEEOOO. WEEEEEOOO. WEEEEOOOO."
icon_state = "justice"
toggle_message = "You turn off the lights on"
alt_toggle_message = "You turn on the lights on"
actions_types = list(/datum/action/item_action/toggle_helmet_light)
can_toggle = 1
toggle_cooldown = 20
active_sound = 'sound/items/weeoo1.ogg'
dog_fashion = null
/obj/item/clothing/head/helmet/justice/escape
name = "alarm helmet"
desc = "WEEEEOOO. WEEEEEOOO. STOP THAT MONKEY. WEEEOOOO."
icon_state = "justice2"
toggle_message = "You turn off the light on"
alt_toggle_message = "You turn on the light on"
/obj/item/clothing/head/helmet/swat
name = "\improper SWAT helmet"
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
item_state = "swat"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 50, "acid" = 50)
flags = null
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
strip_delay = 80
dog_fashion = null
/obj/item/clothing/head/helmet/swat/syndicate
name = "blood-red helmet"
desc = "An extremely robust, space-worthy helmet without a visor to allow for goggle usage underneath. Property of Gorlex Marauders."
icon_state = "helmetsyndi"
item_state = "helmet"
/obj/item/clothing/head/helmet/thunderdome
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
icon_state = "thunderdome"
flags = null
item_state = "thunderdome"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
strip_delay = 80
dog_fashion = null
/obj/item/clothing/head/helmet/roman
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
flags = null
armor = list("melee" = 25, "bullet" = 0, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
strip_delay = 100
dog_fashion = null
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/head/helmet/roman/legionaire
name = "roman legionaire helmet"
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
icon_state = "roman_c"
item_state = "roman_c"
/obj/item/clothing/head/helmet/roman/legionaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = BLOCKHAIR
item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
toggle_message = "You attach the face shield to the"
alt_toggle_message = "You remove the face shield from the"
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
can_toggle = 1
toggle_cooldown = 20
toggle_sound = 'sound/items/zippoclose.ogg'
dog_fashion = null
obj/item/clothing/head/helmet/redtaghelm
name = "red laser tag helmet"
desc = "They have chosen their own end."
icon_state = "redtaghelm"
flags = null
item_state = "redtaghelm"
armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
obj/item/clothing/head/helmet/bluetaghelm
name = "blue laser tag helmet"
desc = "They'll need more men."
icon_state = "bluetaghelm"
flags = null
item_state = "bluetaghelm"
armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
obj/item/clothing/head/blob
name = "blob hat"
desc = "A collectible hat handed out at the latest Blob Family Reunion."
icon_state = "blobhat"
item_state = "blobhat"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi'
)
/obj/item/clothing/head/helmet/riot/knight/blue
icon_state = "knight_blue"
item_state = "knight_blue"
/obj/item/clothing/head/helmet/riot/knight/yellow
icon_state = "knight_yellow"
item_state = "knight_yellow"
/obj/item/clothing/head/helmet/riot/knight/red
icon_state = "knight_red"
item_state = "knight_red"
/obj/item/clothing/head/helmet/riot/knight/templar
name = "crusader helmet"
desc = "Deus Vult."
icon_state = "knight_templar"
item_state = "knight_templar"
armor = list(melee = 20, bullet = 7, laser = 2, energy = 2, bomb = 2, bio = 2, rad = 0, fire = 80, acid = 80)
/obj/item/clothing/head/helmet/skull
name = "skull helmet"
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
/obj/item/clothing/head/helmet/durathread
name = "durathread helmet"
desc = "A helmet made from durathread and leather."
icon_state = "durathread"
item_state = "durathread"
resistance_flags = FLAMMABLE
armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50)
strip_delay = 60
//Commander
/obj/item/clothing/head/helmet/ert/command
name = "emergency response team commander helmet"
desc = "An in-atmosphere helmet worn by the commander of a Nanotrasen Emergency Response Team. Has blue highlights."
icon_state = "erthelmet_cmd"
//Security
/obj/item/clothing/head/helmet/ert/security
name = "emergency response team security helmet"
desc = "An in-atmosphere helmet worn by security members of the Nanotrasen Emergency Response Team. Has red highlights."
icon_state = "erthelmet_sec"
/obj/item/clothing/head/helmet/ert/security/paranormal
name = "paranormal emergency response team helmet"
desc = "An in-atmosphere helmet worn by paranormal members of the Nanotrasen Emergency Response Team. Has crusader sigils."
icon_state = "knight_templar"
item_state = "knight_templar"
//Engineer
/obj/item/clothing/head/helmet/ert/engineer
name = "emergency response team engineer helmet"
desc = "An in-atmosphere helmet worn by engineering members of the Nanotrasen Emergency Response Team. Has orange highlights."
icon_state = "erthelmet_eng"
//Medical
/obj/item/clothing/head/helmet/ert/medical
name = "emergency response team medical helmet"
desc = "A set of armor worn by medical members of the Nanotrasen Emergency Response Team. Has red and white highlights."
icon_state = "erthelmet_med"
//Janitorial
/obj/item/clothing/head/helmet/ert/janitor
name = "emergency response team janitor helmet"
desc = "A set of armor worn by janitorial members of the Nanotrasen Emergency Response Team. Has red and white highlights."
icon_state = "erthelmet_jan"
+190 -190
View File
@@ -1,190 +1,190 @@
//Bartender
/obj/item/clothing/head/chefhat
name = "chef's hat"
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
icon_state = "chef"
item_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
put_on_delay = 10
dog_fashion = /datum/dog_fashion/head/chef
//Captain
/obj/item/clothing/head/caphat
name = "captain's hat"
icon_state = "captain"
desc = "It's good being the king."
item_state = "caphat"
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
//Captain: no longer space-worthy
/obj/item/clothing/head/caphat/parade
name = "captain's parade cap"
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
dog_fashion = null
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Nanotrasen Representative
/obj/item/clothing/head/ntrep
name = "Nanotrasen Representative hat"
desc = "A cap issued to the Nanotrasen Representative"
icon_state = "ntrep"
//Chaplain
/obj/item/clothing/head/hooded/chaplain_hood
name = "chaplain's hood"
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
//Chaplain
/obj/item/clothing/head/hooded/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
//Chaplain
/obj/item/clothing/head/hooded/monk_hood
name = "monk hood"
desc = "Wooden board not included."
icon_state = "monk_hood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/witchhunter_hat
name = "witchhunter hat"
desc = "This hat saw much use back in the day."
icon_state = "witchhunterhat"
item_state = "witchhunterhat"
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/det_hat
name = "hat"
desc = "Someone who wears this will look very smart."
icon_state = "detective"
allowed = list(/obj/item/reagent_containers/food/snacks/candy/candy_corn, /obj/item/pen)
armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/detective
//Mime
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret, an artists favorite headwear."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
/obj/item/clothing/head/beret/durathread
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 5, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5)
//Security
/obj/item/clothing/head/HoS
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
strip_delay = 80
/obj/item/clothing/head/HoS/beret
name = "head of security beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "beret_hos_black"
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/officer
name = "officer's cap"
desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law."
icon_state = "customshelm"
item_state = "customshelm"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
icon_state = "beret_officer"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/beret/sec/warden
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "beret_warden"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
/obj/item/clothing/head/beret/eng
name = "engineering beret"
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
icon_state = "beret_engineering"
/obj/item/clothing/head/beret/atmos
name = "atmospherics beret"
desc = "A beret for those who have shown immaculate proficienty in piping. Or plumbing."
icon_state = "beret_atmospherics"
/obj/item/clothing/head/beret/ce
name = "chief engineer beret"
desc = "A white beret with the engineering insignia emblazoned on it. Its owner knows what they're doing. Probably."
icon_state = "beret_ce"
/obj/item/clothing/head/beret/sci
name = "science beret"
desc = "A purple beret with the science insignia emblazoned on it. It has that authentic burning plasma smell."
icon_state = "beret_sci"
//Medical
/obj/item/clothing/head/beret/med
name = "medical beret"
desc = "A white beret with a green cross finely threaded into it. It has that sterile smell about it."
icon_state = "beret_med"
/obj/item/clothing/head/surgery
name = "surgical cap"
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs."
icon_state = "surgcap_blue"
flags = BLOCKHEADHAIR
sprite_sheets = list(
"Drask" = 'icons/mob/species/drask/head.dmi'
)
/obj/item/clothing/head/surgery/purple
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is deep purple."
icon_state = "surgcap_purple"
/obj/item/clothing/head/surgery/blue
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is baby blue."
icon_state = "surgcap_blue"
/obj/item/clothing/head/surgery/green
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is dark green."
icon_state = "surgcap_green"
/obj/item/clothing/head/surgery/black
desc = "A cap coroners wear during autopsies. Keeps their hair from falling into the cadavers. It is as dark than the coroner's humor."
icon_state = "surgcap_black"
//Bartender
/obj/item/clothing/head/chefhat
name = "chef's hat"
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
icon_state = "chef"
item_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
put_on_delay = 10
dog_fashion = /datum/dog_fashion/head/chef
//Captain
/obj/item/clothing/head/caphat
name = "captain's hat"
icon_state = "captain"
desc = "It's good being the king."
item_state = "caphat"
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
//Captain: no longer space-worthy
/obj/item/clothing/head/caphat/parade
name = "captain's parade cap"
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
dog_fashion = null
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Nanotrasen Representative
/obj/item/clothing/head/ntrep
name = "Nanotrasen Representative hat"
desc = "A cap issued to the Nanotrasen Representative"
icon_state = "ntrep"
//Chaplain
/obj/item/clothing/head/hooded/chaplain_hood
name = "chaplain's hood"
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
//Chaplain
/obj/item/clothing/head/hooded/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
//Chaplain
/obj/item/clothing/head/hooded/monk_hood
name = "monk hood"
desc = "Wooden board not included."
icon_state = "monk_hood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/witchhunter_hat
name = "witchhunter hat"
desc = "This hat saw much use back in the day."
icon_state = "witchhunterhat"
item_state = "witchhunterhat"
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/det_hat
name = "hat"
desc = "Someone who wears this will look very smart."
icon_state = "detective"
allowed = list(/obj/item/reagent_containers/food/snacks/candy/candy_corn, /obj/item/pen)
armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/detective
//Mime
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret, an artists favorite headwear."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
/obj/item/clothing/head/beret/durathread
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 5, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5)
//Security
/obj/item/clothing/head/HoS
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
strip_delay = 80
/obj/item/clothing/head/HoS/beret
name = "head of security beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "beret_hos_black"
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/officer
name = "officer's cap"
desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law."
icon_state = "customshelm"
item_state = "customshelm"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
icon_state = "beret_officer"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/beret/sec/warden
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "beret_warden"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
/obj/item/clothing/head/beret/eng
name = "engineering beret"
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
icon_state = "beret_engineering"
/obj/item/clothing/head/beret/atmos
name = "atmospherics beret"
desc = "A beret for those who have shown immaculate proficienty in piping. Or plumbing."
icon_state = "beret_atmospherics"
/obj/item/clothing/head/beret/ce
name = "chief engineer beret"
desc = "A white beret with the engineering insignia emblazoned on it. Its owner knows what they're doing. Probably."
icon_state = "beret_ce"
/obj/item/clothing/head/beret/sci
name = "science beret"
desc = "A purple beret with the science insignia emblazoned on it. It has that authentic burning plasma smell."
icon_state = "beret_sci"
//Medical
/obj/item/clothing/head/beret/med
name = "medical beret"
desc = "A white beret with a green cross finely threaded into it. It has that sterile smell about it."
icon_state = "beret_med"
/obj/item/clothing/head/surgery
name = "surgical cap"
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs."
icon_state = "surgcap_blue"
flags = BLOCKHEADHAIR
sprite_sheets = list(
"Drask" = 'icons/mob/species/drask/head.dmi'
)
/obj/item/clothing/head/surgery/purple
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is deep purple."
icon_state = "surgcap_purple"
/obj/item/clothing/head/surgery/blue
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is baby blue."
icon_state = "surgcap_blue"
/obj/item/clothing/head/surgery/green
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is dark green."
icon_state = "surgcap_green"
/obj/item/clothing/head/surgery/black
desc = "A cap coroners wear during autopsies. Keeps their hair from falling into the cadavers. It is as dark than the coroner's humor."
icon_state = "surgcap_black"
+493 -493
View File
@@ -1,493 +1,493 @@
/obj/item/clothing/head/centhat
name = "\improper CentComm. hat"
icon_state = "centcom"
desc = "It's good to be emperor."
item_state = "centhat"
armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 80
/obj/item/clothing/head/hairflower
name = "hair flower pin"
icon_state = "hairflower"
desc = "Smells nice."
item_state = "hairflower"
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
icon_state = "pwig"
item_state = "pwig"
/obj/item/clothing/head/justice_wig
name = "Justice wig"
desc = "A fancy powdered wig given to arbitrators of the law. It looks itchy."
icon_state = "jwig"
item_state = "jwig"
/obj/item/clothing/head/beret/blue
icon_state = "beret_blue"
/obj/item/clothing/head/beret/black
icon_state = "beret_black"
/obj/item/clothing/head/beret/purple_normal
icon_state = "beret_purple_normal"
/obj/item/clothing/head/that
name = "top-hat"
desc = "It's an amish looking hat."
icon_state = "tophat"
item_state = "that"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/redcoat
name = "redcoat's hat"
icon_state = "redcoat"
desc = "<i>'I guess it's a redhead.'</i>"
/obj/item/clothing/head/mailman
name = "mailman's hat"
icon_state = "mailman"
desc = "<i>'Right-on-time'</i> mail service head wear."
/obj/item/clothing/head/plaguedoctorhat
name = "plague doctor's hat"
desc = "These were once used by Plague doctors. They're pretty much useless."
icon_state = "plaguedoctor"
permeability_coefficient = 0.01
/obj/item/clothing/head/hasturhood
name = "hastur's hood"
desc = "It's unspeakably stylish"
icon_state = "hasturhood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/nursehat
name = "nurse's hat"
desc = "It allows quick identification of trained medical personnel."
icon_state = "nursehat"
dog_fashion = /datum/dog_fashion/head/nurse
/obj/item/clothing/head/syndicatefake
name = "black and red space-helmet replica"
icon_state = "syndicate-helm-black-red"
item_state = "syndicate-helm-black-red"
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!"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/cueball
name = "cueball helmet"
desc = "A large, featureless white orb meant to be worn on your head. How do you even see out of this thing?"
icon_state = "cueball"
item_state = "cueball"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/snowman
name = "snowman head"
desc = "A ball of white styrofoam. So festive."
icon_state = "snowman_h"
item_state = "snowman_h"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/that
name = "sturdy top-hat"
desc = "It's an amish looking armored top hat."
icon_state = "tophat"
item_state = "that"
flags_inv = 0
/obj/item/clothing/head/greenbandana
name = "green bandana"
desc = "It's a green bandana with some fine nanotech lining."
icon_state = "greenbandana"
item_state = "greenbandana"
flags_inv = 0
/obj/item/clothing/head/justice
name = "justice hat"
desc = "Fight for what's righteous!"
icon_state = "justicered"
item_state = "justicered"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/justice/blue
icon_state = "justiceblue"
item_state = "justiceblue"
/obj/item/clothing/head/justice/yellow
icon_state = "justiceyellow"
item_state = "justiceyellow"
/obj/item/clothing/head/justice/green
icon_state = "justicegreen"
item_state = "justicegreen"
/obj/item/clothing/head/justice/pink
icon_state = "justicepink"
item_state = "justicepink"
/obj/item/clothing/head/rabbitears
name = "rabbit ears"
desc = "Wearing these makes you look useless, and only good for your sex appeal."
icon_state = "bunny"
dog_fashion = /datum/dog_fashion/head/rabbit
/obj/item/clothing/head/flatcap
name = "flat cap"
desc = "A working man's cap."
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
dog_fashion = /datum/dog_fashion/head/pirate
/obj/item/clothing/head/hgpiratecap
name = "pirate hat"
desc = "Yarr."
icon_state = "hgpiratecap"
item_state = "hgpiratecap"
/obj/item/clothing/head/bandana
name = "pirate bandana"
desc = "Yarr."
icon_state = "bandana"
item_state = "bandana"
//stylish bs12 hats
/obj/item/clothing/head/bowlerhat
name = "bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For that industrial age look."
/obj/item/clothing/head/beaverhat
name = "beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Like a top hat, but made of beavers."
/obj/item/clothing/head/boaterhat
name = "boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "Goes well with celery."
/obj/item/clothing/head/cowboyhat
name = "cowboy hat"
icon_state = "cowboyhat"
item_state = "cowboyhat"
desc = "For the Rancher in us all."
/obj/item/clothing/head/cowboyhat/tan
name = "tan cowboy hat"
icon_state = "cowboyhat_tan"
item_state = "cowboyhat_tan"
desc = "There's a new sheriff in town. Pass the whiskey."
/obj/item/clothing/head/cowboyhat/black
name = "black cowboy hat"
icon_state = "cowboyhat_black"
item_state = "cowboyhat_black"
desc = "This station ain't big enough for the two ah' us."
/obj/item/clothing/head/cowboyhat/white
name = "white cowboy hat"
icon_state = "cowboyhat_white"
item_state = "cowboyhat_white"
desc = "Authentic Marshall hair case. Now ya can protect this here homestead. Navy Model not included."
/obj/item/clothing/head/cowboyhat/pink
name = "cowgirl hat"
icon_state = "cowboyhat_pink"
item_state = "cowboyhat_pink"
desc = "For those buckle bunnies wanta' become a real buckaroo."
/obj/item/clothing/head/fedora
name = "fedora"
icon_state = "fedora"
item_state = "fedora"
desc = "A great hat ruined by being within fifty yards of you."
actions_types = list(/datum/action/item_action/tip_fedora)
/obj/item/clothing/head/fedora/attack_self(mob/user)
tip_fedora(user)
/obj/item/clothing/head/fedora/item_action_slot_check(slot)
if(slot == slot_head)
return 1
/obj/item/clothing/head/fedora/proc/tip_fedora(mob/user)
user.visible_message("[user] tips [user.p_their()] fedora.", "You tip your fedora")
/obj/item/clothing/head/fez
name = "fez"
icon_state = "fez"
item_state = "fez"
desc = "Put it on your monkey, make lots of cash money."
//end bs12 hats
/obj/item/clothing/head/witchwig
name = "witch costume wig"
desc = "Eeeee~heheheheheheh!"
icon_state = "witch"
item_state = "witch"
flags = BLOCKHAIR
/obj/item/clothing/head/chicken
name = "chicken suit head"
desc = "Bkaw!"
icon_state = "chickenhead"
item_state = "chickensuit"
flags = BLOCKHAIR
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/corgi
name = "corgi suit head"
desc = "Woof!"
icon_state = "corgihead"
item_state = "chickensuit"
flags = BLOCKHAIR
/obj/item/clothing/head/corgi/super_hero
name = "super-hero corgi suit head"
desc = "Woof! This one seems to pulse with a strange power"
flags = BLOCKHAIR | NODROP
/obj/item/clothing/head/corgi/super_hero/en
name = "E-N suit head"
icon_state = "enhead"
/obj/item/clothing/head/bearpelt
name = "bear pelt hat"
desc = "Fuzzy."
icon_state = "bearpelt"
item_state = "bearpelt"
flags = BLOCKHAIR
/obj/item/clothing/head/xenos
name = "xenos helmet"
icon_state = "xenos"
item_state = "xenos_helm"
desc = "A helmet made out of chitinous alien hide."
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
/obj/item/clothing/head/fedora
name = "fedora"
desc = "Someone wearing this definitely makes them cool"
icon_state = "fedora"
/obj/item/clothing/head/fedora/whitefedora
name = "white fedora"
icon_state = "wfedora"
/obj/item/clothing/head/fedora/brownfedora
name = "brown fedora"
icon_state = "bfedora"
/obj/item/clothing/head/stalhelm
name = "Clown Stalhelm"
desc = "The typical clown soldier's helmet."
icon_state = "stalhelm"
item_state = "stalhelm"
flags = BLOCKHAIR
flags_inv = HIDEEARS
/obj/item/clothing/head/panzer
name = "Clown HONKMech Cap"
desc = "The softcap worn by HONK Mech pilots."
icon_state = "panzercap"
item_state = "panzercap"
flags = BLOCKHAIR
/obj/item/clothing/head/naziofficer
name = "Clown Officer Cap"
desc = "The peaked clown officer's cap, disturbingly similar to the warden's."
icon_state = "officercap"
item_state = "officercap"
flags = BLOCKHAIR
flags_inv = HIDEEARS
/obj/item/clothing/head/beret/purple
name = "Pierson Family Beret"
desc = " A purple beret, with a small golden crescent moon sewn onto it."
icon_state = "beret_purple"
item_state = "purpleberet"
/obj/item/clothing/head/beret/centcom/officer
name = "officers beret"
desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the Nanotrasen security forces, announcing to the world that the wearer is a defender of Nanotrasen."
icon_state = "beret_centcom_officer"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/centcom/officer/navy
name = "navy blue officers beret"
desc = "A navy blue beret adorned with the shield—a silver kite shield with an engraved sword—of the Nanotrasen security forces, announcing to the world that the wearer is a defender of Nanotrasen."
icon_state = "beret_centcom_officer_navy"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/centcom/captain
name = "captains beret"
desc = "A white beret adorned with the shield—a cobalt kite shield with an engraved sword—of the Nanotrasen security forces, worn only by those captaining a vessel of the Nanotrasen Navy."
icon_state = "beret_centcom_captain"
/obj/item/clothing/head/sombrero
name = "sombrero"
icon_state = "sombrero"
item_state = "sombrero"
desc = "You can practically taste the fiesta."
dog_fashion = /datum/dog_fashion/head/sombrero
/obj/item/clothing/head/sombrero/green
name = "green sombrero"
icon_state = "greensombrero"
item_state = "greensombrero"
desc = "As elegant as a dancing cactus."
dog_fashion = null
/obj/item/clothing/head/sombrero/shamebrero
name = "shamebrero"
icon_state = "shamebrero"
item_state = "shamebrero"
desc = "Once it's on, it never comes off."
flags = NODROP
dog_fashion = null
/obj/item/clothing/head/cone
desc = "This cone is trying to warn you of something!"
name = "warning cone"
icon = 'icons/obj/janitor.dmi'
icon_state = "cone"
item_state = "cone"
force = 1.0
throwforce = 3.0
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("warned", "cautioned", "smashed")
resistance_flags = NONE
/obj/item/clothing/head/jester
name = "jester hat"
desc = "A hat with bells, to add some merryness to the suit."
icon_state = "jester_hat"
/obj/item/clothing/head/rice_hat
name = "rice hat"
desc = "Welcome to the rice fields, motherfucker."
icon_state = "rice_hat"
/obj/item/clothing/head/griffin
name = "griffon head"
desc = "Why not 'eagle head'? Who knows."
icon_state = "griffinhat"
item_state = "griffinhat"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
actions_types = list(/datum/action/item_action/caw)
/obj/item/clothing/head/griffin/attack_self()
caw()
/obj/item/clothing/head/griffin/proc/caw()
if(cooldown < world.time - 20) // A cooldown, to stop people being jerks
playsound(src.loc, 'sound/creatures/caw.ogg', 50, 1)
cooldown = world.time
/obj/item/clothing/head/lordadmiralhat
name = "Lord Admiral's Hat"
desc = "A hat suitable for any man of high and exalted rank."
icon_state = "lordadmiralhat"
item_state = "lordadmiralhat"
/obj/item/clothing/head/human_head
name = "bloated human head"
desc = "A horribly bloated and mismatched human head."
icon_state = "lingspacehelmet"
item_state = "lingspacehelmet"
/obj/item/clothing/head/papersack
name = "paper sack hat"
desc = "A paper sack with crude holes cut out for eyes. Useful for hiding one's identity or ugliness."
icon_state = "papersack"
flags = BLOCKHAIR
flags_inv = HIDEFACE|HIDEEARS
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/papersack/smiley
name = "paper sack hat"
desc = "A paper sack with crude holes cut out for eyes and a sketchy smile drawn on the front. Not creepy at all."
icon_state = "papersack_smile"
flags = BLOCKHAIR
flags_inv = HIDEFACE|HIDEEARS
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/crown
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/crown/fancy
name = "magnificent crown"
desc = "A crown worn by only the highest emperors of the land."
icon_state = "fancycrown"
/obj/item/clothing/head/zepelli
name = "chequered diamond hat"
desc = "Wearing this makes you feel like a real mozzarella cheeseball. "
icon_state = "zepelli"
item_state = "zepelli"
/obj/item/clothing/head/cuban_hat
name = "rhumba hat"
desc = "Now just to find some maracas!"
icon_state = "cuban_hat"
item_state = "cuban_hat"
/obj/item/clothing/head/centhat
name = "\improper CentComm. hat"
icon_state = "centcom"
desc = "It's good to be emperor."
item_state = "centhat"
armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 80
/obj/item/clothing/head/hairflower
name = "hair flower pin"
icon_state = "hairflower"
desc = "Smells nice."
item_state = "hairflower"
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
icon_state = "pwig"
item_state = "pwig"
/obj/item/clothing/head/justice_wig
name = "Justice wig"
desc = "A fancy powdered wig given to arbitrators of the law. It looks itchy."
icon_state = "jwig"
item_state = "jwig"
/obj/item/clothing/head/beret/blue
icon_state = "beret_blue"
/obj/item/clothing/head/beret/black
icon_state = "beret_black"
/obj/item/clothing/head/beret/purple_normal
icon_state = "beret_purple_normal"
/obj/item/clothing/head/that
name = "top-hat"
desc = "It's an amish looking hat."
icon_state = "tophat"
item_state = "that"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/redcoat
name = "redcoat's hat"
icon_state = "redcoat"
desc = "<i>'I guess it's a redhead.'</i>"
/obj/item/clothing/head/mailman
name = "mailman's hat"
icon_state = "mailman"
desc = "<i>'Right-on-time'</i> mail service head wear."
/obj/item/clothing/head/plaguedoctorhat
name = "plague doctor's hat"
desc = "These were once used by Plague doctors. They're pretty much useless."
icon_state = "plaguedoctor"
permeability_coefficient = 0.01
/obj/item/clothing/head/hasturhood
name = "hastur's hood"
desc = "It's unspeakably stylish"
icon_state = "hasturhood"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/nursehat
name = "nurse's hat"
desc = "It allows quick identification of trained medical personnel."
icon_state = "nursehat"
dog_fashion = /datum/dog_fashion/head/nurse
/obj/item/clothing/head/syndicatefake
name = "black and red space-helmet replica"
icon_state = "syndicate-helm-black-red"
item_state = "syndicate-helm-black-red"
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!"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/cueball
name = "cueball helmet"
desc = "A large, featureless white orb meant to be worn on your head. How do you even see out of this thing?"
icon_state = "cueball"
item_state = "cueball"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/snowman
name = "snowman head"
desc = "A ball of white styrofoam. So festive."
icon_state = "snowman_h"
item_state = "snowman_h"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/that
name = "sturdy top-hat"
desc = "It's an amish looking armored top hat."
icon_state = "tophat"
item_state = "that"
flags_inv = 0
/obj/item/clothing/head/greenbandana
name = "green bandana"
desc = "It's a green bandana with some fine nanotech lining."
icon_state = "greenbandana"
item_state = "greenbandana"
flags_inv = 0
/obj/item/clothing/head/justice
name = "justice hat"
desc = "Fight for what's righteous!"
icon_state = "justicered"
item_state = "justicered"
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/justice/blue
icon_state = "justiceblue"
item_state = "justiceblue"
/obj/item/clothing/head/justice/yellow
icon_state = "justiceyellow"
item_state = "justiceyellow"
/obj/item/clothing/head/justice/green
icon_state = "justicegreen"
item_state = "justicegreen"
/obj/item/clothing/head/justice/pink
icon_state = "justicepink"
item_state = "justicepink"
/obj/item/clothing/head/rabbitears
name = "rabbit ears"
desc = "Wearing these makes you look useless, and only good for your sex appeal."
icon_state = "bunny"
dog_fashion = /datum/dog_fashion/head/rabbit
/obj/item/clothing/head/flatcap
name = "flat cap"
desc = "A working man's cap."
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
dog_fashion = /datum/dog_fashion/head/pirate
/obj/item/clothing/head/hgpiratecap
name = "pirate hat"
desc = "Yarr."
icon_state = "hgpiratecap"
item_state = "hgpiratecap"
/obj/item/clothing/head/bandana
name = "pirate bandana"
desc = "Yarr."
icon_state = "bandana"
item_state = "bandana"
//stylish bs12 hats
/obj/item/clothing/head/bowlerhat
name = "bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For that industrial age look."
/obj/item/clothing/head/beaverhat
name = "beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Like a top hat, but made of beavers."
/obj/item/clothing/head/boaterhat
name = "boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "Goes well with celery."
/obj/item/clothing/head/cowboyhat
name = "cowboy hat"
icon_state = "cowboyhat"
item_state = "cowboyhat"
desc = "For the Rancher in us all."
/obj/item/clothing/head/cowboyhat/tan
name = "tan cowboy hat"
icon_state = "cowboyhat_tan"
item_state = "cowboyhat_tan"
desc = "There's a new sheriff in town. Pass the whiskey."
/obj/item/clothing/head/cowboyhat/black
name = "black cowboy hat"
icon_state = "cowboyhat_black"
item_state = "cowboyhat_black"
desc = "This station ain't big enough for the two ah' us."
/obj/item/clothing/head/cowboyhat/white
name = "white cowboy hat"
icon_state = "cowboyhat_white"
item_state = "cowboyhat_white"
desc = "Authentic Marshall hair case. Now ya can protect this here homestead. Navy Model not included."
/obj/item/clothing/head/cowboyhat/pink
name = "cowgirl hat"
icon_state = "cowboyhat_pink"
item_state = "cowboyhat_pink"
desc = "For those buckle bunnies wanta' become a real buckaroo."
/obj/item/clothing/head/fedora
name = "fedora"
icon_state = "fedora"
item_state = "fedora"
desc = "A great hat ruined by being within fifty yards of you."
actions_types = list(/datum/action/item_action/tip_fedora)
/obj/item/clothing/head/fedora/attack_self(mob/user)
tip_fedora(user)
/obj/item/clothing/head/fedora/item_action_slot_check(slot)
if(slot == slot_head)
return 1
/obj/item/clothing/head/fedora/proc/tip_fedora(mob/user)
user.visible_message("[user] tips [user.p_their()] fedora.", "You tip your fedora")
/obj/item/clothing/head/fez
name = "fez"
icon_state = "fez"
item_state = "fez"
desc = "Put it on your monkey, make lots of cash money."
//end bs12 hats
/obj/item/clothing/head/witchwig
name = "witch costume wig"
desc = "Eeeee~heheheheheheh!"
icon_state = "witch"
item_state = "witch"
flags = BLOCKHAIR
/obj/item/clothing/head/chicken
name = "chicken suit head"
desc = "Bkaw!"
icon_state = "chickenhead"
item_state = "chickensuit"
flags = BLOCKHAIR
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/corgi
name = "corgi suit head"
desc = "Woof!"
icon_state = "corgihead"
item_state = "chickensuit"
flags = BLOCKHAIR
/obj/item/clothing/head/corgi/super_hero
name = "super-hero corgi suit head"
desc = "Woof! This one seems to pulse with a strange power"
flags = BLOCKHAIR | NODROP
/obj/item/clothing/head/corgi/super_hero/en
name = "E-N suit head"
icon_state = "enhead"
/obj/item/clothing/head/bearpelt
name = "bear pelt hat"
desc = "Fuzzy."
icon_state = "bearpelt"
item_state = "bearpelt"
flags = BLOCKHAIR
/obj/item/clothing/head/xenos
name = "xenos helmet"
icon_state = "xenos"
item_state = "xenos_helm"
desc = "A helmet made out of chitinous alien hide."
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
/obj/item/clothing/head/fedora
name = "fedora"
desc = "Someone wearing this definitely makes them cool"
icon_state = "fedora"
/obj/item/clothing/head/fedora/whitefedora
name = "white fedora"
icon_state = "wfedora"
/obj/item/clothing/head/fedora/brownfedora
name = "brown fedora"
icon_state = "bfedora"
/obj/item/clothing/head/stalhelm
name = "Clown Stalhelm"
desc = "The typical clown soldier's helmet."
icon_state = "stalhelm"
item_state = "stalhelm"
flags = BLOCKHAIR
flags_inv = HIDEEARS
/obj/item/clothing/head/panzer
name = "Clown HONKMech Cap"
desc = "The softcap worn by HONK Mech pilots."
icon_state = "panzercap"
item_state = "panzercap"
flags = BLOCKHAIR
/obj/item/clothing/head/naziofficer
name = "Clown Officer Cap"
desc = "The peaked clown officer's cap, disturbingly similar to the warden's."
icon_state = "officercap"
item_state = "officercap"
flags = BLOCKHAIR
flags_inv = HIDEEARS
/obj/item/clothing/head/beret/purple
name = "Pierson Family Beret"
desc = " A purple beret, with a small golden crescent moon sewn onto it."
icon_state = "beret_purple"
item_state = "purpleberet"
/obj/item/clothing/head/beret/centcom/officer
name = "officers beret"
desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the Nanotrasen security forces, announcing to the world that the wearer is a defender of Nanotrasen."
icon_state = "beret_centcom_officer"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/centcom/officer/navy
name = "navy blue officers beret"
desc = "A navy blue beret adorned with the shield—a silver kite shield with an engraved sword—of the Nanotrasen security forces, announcing to the world that the wearer is a defender of Nanotrasen."
icon_state = "beret_centcom_officer_navy"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/centcom/captain
name = "captains beret"
desc = "A white beret adorned with the shield—a cobalt kite shield with an engraved sword—of the Nanotrasen security forces, worn only by those captaining a vessel of the Nanotrasen Navy."
icon_state = "beret_centcom_captain"
/obj/item/clothing/head/sombrero
name = "sombrero"
icon_state = "sombrero"
item_state = "sombrero"
desc = "You can practically taste the fiesta."
dog_fashion = /datum/dog_fashion/head/sombrero
/obj/item/clothing/head/sombrero/green
name = "green sombrero"
icon_state = "greensombrero"
item_state = "greensombrero"
desc = "As elegant as a dancing cactus."
dog_fashion = null
/obj/item/clothing/head/sombrero/shamebrero
name = "shamebrero"
icon_state = "shamebrero"
item_state = "shamebrero"
desc = "Once it's on, it never comes off."
flags = NODROP
dog_fashion = null
/obj/item/clothing/head/cone
desc = "This cone is trying to warn you of something!"
name = "warning cone"
icon = 'icons/obj/janitor.dmi'
icon_state = "cone"
item_state = "cone"
force = 1.0
throwforce = 3.0
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("warned", "cautioned", "smashed")
resistance_flags = NONE
/obj/item/clothing/head/jester
name = "jester hat"
desc = "A hat with bells, to add some merryness to the suit."
icon_state = "jester_hat"
/obj/item/clothing/head/rice_hat
name = "rice hat"
desc = "Welcome to the rice fields, motherfucker."
icon_state = "rice_hat"
/obj/item/clothing/head/griffin
name = "griffon head"
desc = "Why not 'eagle head'? Who knows."
icon_state = "griffinhat"
item_state = "griffinhat"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
actions_types = list(/datum/action/item_action/caw)
/obj/item/clothing/head/griffin/attack_self()
caw()
/obj/item/clothing/head/griffin/proc/caw()
if(cooldown < world.time - 20) // A cooldown, to stop people being jerks
playsound(src.loc, 'sound/creatures/caw.ogg', 50, 1)
cooldown = world.time
/obj/item/clothing/head/lordadmiralhat
name = "Lord Admiral's Hat"
desc = "A hat suitable for any man of high and exalted rank."
icon_state = "lordadmiralhat"
item_state = "lordadmiralhat"
/obj/item/clothing/head/human_head
name = "bloated human head"
desc = "A horribly bloated and mismatched human head."
icon_state = "lingspacehelmet"
item_state = "lingspacehelmet"
/obj/item/clothing/head/papersack
name = "paper sack hat"
desc = "A paper sack with crude holes cut out for eyes. Useful for hiding one's identity or ugliness."
icon_state = "papersack"
flags = BLOCKHAIR
flags_inv = HIDEFACE|HIDEEARS
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/papersack/smiley
name = "paper sack hat"
desc = "A paper sack with crude holes cut out for eyes and a sketchy smile drawn on the front. Not creepy at all."
icon_state = "papersack_smile"
flags = BLOCKHAIR
flags_inv = HIDEFACE|HIDEEARS
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/crown
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/crown/fancy
name = "magnificent crown"
desc = "A crown worn by only the highest emperors of the land."
icon_state = "fancycrown"
/obj/item/clothing/head/zepelli
name = "chequered diamond hat"
desc = "Wearing this makes you feel like a real mozzarella cheeseball. "
icon_state = "zepelli"
item_state = "zepelli"
/obj/item/clothing/head/cuban_hat
name = "rhumba hat"
desc = "Now just to find some maracas!"
icon_state = "cuban_hat"
item_state = "cuban_hat"
+273 -273
View File
@@ -1,273 +1,273 @@
/*
* Contents:
* Welding mask
* Cakehat
* Ushanka
* Pumpkin head
* Kitty ears
* Cardborg Disguise
* Head Mirror
*/
/*
* 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"
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "welding"
materials = list(MAT_METAL=1750, MAT_GLASS=400)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
resistance_flags = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/head/welding/flamedecal
name = "flame decal welding helmet"
desc = "A welding helmet adorned with flame decals, and several cryptic slogans of varying degrees of legibility."
icon_state = "welding_redflame"
/obj/item/clothing/head/welding/flamedecal/blue
name = "blue flame decal welding helmet"
desc = "A welding helmet with blue flame decals on it."
icon_state = "welding_blueflame"
/obj/item/clothing/head/welding/white
name = "white decal welding helmet"
desc = "A white welding helmet with a character written across it."
icon_state = "welding_white"
/obj/item/clothing/head/welding/attack_self()
toggle()
/obj/item/clothing/head/welding/proc/toggle()
if(up)
up = !up
flags_cover |= (HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = initial(icon_state)
to_chat(usr, "You flip the [src] down to protect your eyes.")
flash_protect = 2
tint = 2
else
up = !up
flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[initial(icon_state)]up"
to_chat(usr, "You push the [src] up out of your face.")
flash_protect = 0
tint = 0
var/mob/living/carbon/user = usr
user.update_tint()
user.update_inv_head() //so our mob-overlays update
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/*
* Cakehat
*/
/obj/item/clothing/head/cakehat
name = "cake-hat"
desc = "It's tasty looking!"
icon_state = "cake0"
flags_cover = HEADCOVERSEYES
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/onfire = 0.0
var/status = 0
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
var/processing = 0 //I dont think this is used anywhere.
/obj/item/clothing/head/cakehat/process()
if(!onfire)
STOP_PROCESSING(SSobj, src)
return
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/living/carbon/human/M = location
if(M.l_hand == src || M.r_hand == 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)
if(status > 1) return
src.onfire = !( src.onfire )
if(src.onfire)
src.force = 3
src.damtype = "fire"
src.icon_state = "cake1"
START_PROCESSING(SSobj, src)
else
src.force = null
src.damtype = "brute"
src.icon_state = "cake0"
return
/*
* Ushanka
*/
/obj/item/clothing/head/ushanka
name = "ushanka"
desc = "Perfect for winter in Siberia, da?"
icon_state = "ushankadown"
item_state = "ushankadown"
flags_inv = HIDEEARS
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
dog_fashion = /datum/dog_fashion/head/ushanka
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
if(src.icon_state == "ushankadown")
src.icon_state = "ushankaup"
src.item_state = "ushankaup"
to_chat(user, "You raise the ear flaps on the ushanka.")
else
src.icon_state = "ushankadown"
src.item_state = "ushankadown"
to_chat(user, "You lower the ear flaps on the ushanka.")
/*
* Pumpkin head
*/
/obj/item/clothing/head/hardhat/pumpkinhead
name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 2 //luminosity when on
/obj/item/clothing/head/hardhat/reindeer
name = "novelty reindeer hat"
desc = "Some fake antlers and a very fake red nose."
icon_state = "hardhat0_reindeer"
item_state = "hardhat0_reindeer"
item_color = "reindeer"
flags_inv = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 1 //luminosity when on
dog_fashion = /datum/dog_fashion/head/reindeer
/*
* Kitty ears
*/
/obj/item/clothing/head/kitty
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
var/icon/mob
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/kitty/update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
var/obj/item/organ/external/head/head_organ = user.get_organ("head")
mob = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty")
mob.Blend(head_organ.hair_colour, ICON_ADD)
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
mob.Blend(earbit, ICON_OVERLAY)
icon_override = mob
/obj/item/clothing/head/kitty/equipped(var/mob/M, slot)
. = ..()
if(ishuman(M) && slot == slot_head)
update_icon(M)
/obj/item/clothing/head/kitty/mouse
name = "mouse ears"
desc = "A pair of mouse ears. Squeak!"
icon_state = "mousey"
/obj/item/clothing/head/kitty/mouse/update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
var/obj/item/organ/external/head/head_organ = user.get_organ("head")
mob = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "mousey")
mob.Blend(head_organ.hair_colour, ICON_ADD)
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "mouseyinner")
mob.Blend(earbit, ICON_OVERLAY)
icon_override = mob
/obj/item/clothing/head/cardborg
name = "cardborg helmet"
desc = "A helmet made out of a box."
icon_state = "cardborg_h"
item_state = "cardborg_h"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
species_disguise = "High-tech robot"
dog_fashion = /datum/dog_fashion/head/cardborg
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/cardborg/equipped(mob/living/user, slot)
..()
if(ishuman(user) && slot == slot_head)
var/mob/living/carbon/human/H = user
if(istype(H.wear_suit, /obj/item/clothing/suit/cardborg))
var/obj/item/clothing/suit/cardborg/CB = H.wear_suit
CB.disguise(user, src)
/obj/item/clothing/head/cardborg/dropped(mob/living/user)
..()
user.remove_alt_appearance("standard_borg_disguise")
/*
* Head Mirror
*/
/obj/item/clothing/head/headmirror
name = "head mirror"
desc = "A band of rubber with a very reflective looking mirror attached to the front of it. One of the early signs of medical budget cuts."
icon_state = "head_mirror"
item_state = "head_mirror"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Drask" = 'icons/mob/species/drask/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/*
* Contents:
* Welding mask
* Cakehat
* Ushanka
* Pumpkin head
* Kitty ears
* Cardborg Disguise
* Head Mirror
*/
/*
* 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"
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "welding"
materials = list(MAT_METAL=1750, MAT_GLASS=400)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
resistance_flags = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/head/welding/flamedecal
name = "flame decal welding helmet"
desc = "A welding helmet adorned with flame decals, and several cryptic slogans of varying degrees of legibility."
icon_state = "welding_redflame"
/obj/item/clothing/head/welding/flamedecal/blue
name = "blue flame decal welding helmet"
desc = "A welding helmet with blue flame decals on it."
icon_state = "welding_blueflame"
/obj/item/clothing/head/welding/white
name = "white decal welding helmet"
desc = "A white welding helmet with a character written across it."
icon_state = "welding_white"
/obj/item/clothing/head/welding/attack_self()
toggle()
/obj/item/clothing/head/welding/proc/toggle()
if(up)
up = !up
flags_cover |= (HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = initial(icon_state)
to_chat(usr, "You flip the [src] down to protect your eyes.")
flash_protect = 2
tint = 2
else
up = !up
flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[initial(icon_state)]up"
to_chat(usr, "You push the [src] up out of your face.")
flash_protect = 0
tint = 0
var/mob/living/carbon/user = usr
user.update_tint()
user.update_inv_head() //so our mob-overlays update
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/*
* Cakehat
*/
/obj/item/clothing/head/cakehat
name = "cake-hat"
desc = "It's tasty looking!"
icon_state = "cake0"
flags_cover = HEADCOVERSEYES
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/onfire = 0.0
var/status = 0
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
var/processing = 0 //I dont think this is used anywhere.
/obj/item/clothing/head/cakehat/process()
if(!onfire)
STOP_PROCESSING(SSobj, src)
return
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/living/carbon/human/M = location
if(M.l_hand == src || M.r_hand == 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)
if(status > 1) return
src.onfire = !( src.onfire )
if(src.onfire)
src.force = 3
src.damtype = "fire"
src.icon_state = "cake1"
START_PROCESSING(SSobj, src)
else
src.force = null
src.damtype = "brute"
src.icon_state = "cake0"
return
/*
* Ushanka
*/
/obj/item/clothing/head/ushanka
name = "ushanka"
desc = "Perfect for winter in Siberia, da?"
icon_state = "ushankadown"
item_state = "ushankadown"
flags_inv = HIDEEARS
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
dog_fashion = /datum/dog_fashion/head/ushanka
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
if(src.icon_state == "ushankadown")
src.icon_state = "ushankaup"
src.item_state = "ushankaup"
to_chat(user, "You raise the ear flaps on the ushanka.")
else
src.icon_state = "ushankadown"
src.item_state = "ushankadown"
to_chat(user, "You lower the ear flaps on the ushanka.")
/*
* Pumpkin head
*/
/obj/item/clothing/head/hardhat/pumpkinhead
name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 2 //luminosity when on
/obj/item/clothing/head/hardhat/reindeer
name = "novelty reindeer hat"
desc = "Some fake antlers and a very fake red nose."
icon_state = "hardhat0_reindeer"
item_state = "hardhat0_reindeer"
item_color = "reindeer"
flags_inv = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 1 //luminosity when on
dog_fashion = /datum/dog_fashion/head/reindeer
/*
* Kitty ears
*/
/obj/item/clothing/head/kitty
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
var/icon/mob
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/kitty/update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
var/obj/item/organ/external/head/head_organ = user.get_organ("head")
mob = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty")
mob.Blend(head_organ.hair_colour, ICON_ADD)
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
mob.Blend(earbit, ICON_OVERLAY)
icon_override = mob
/obj/item/clothing/head/kitty/equipped(var/mob/M, slot)
. = ..()
if(ishuman(M) && slot == slot_head)
update_icon(M)
/obj/item/clothing/head/kitty/mouse
name = "mouse ears"
desc = "A pair of mouse ears. Squeak!"
icon_state = "mousey"
/obj/item/clothing/head/kitty/mouse/update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
var/obj/item/organ/external/head/head_organ = user.get_organ("head")
mob = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "mousey")
mob.Blend(head_organ.hair_colour, ICON_ADD)
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "mouseyinner")
mob.Blend(earbit, ICON_OVERLAY)
icon_override = mob
/obj/item/clothing/head/cardborg
name = "cardborg helmet"
desc = "A helmet made out of a box."
icon_state = "cardborg_h"
item_state = "cardborg_h"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
species_disguise = "High-tech robot"
dog_fashion = /datum/dog_fashion/head/cardborg
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/head/cardborg/equipped(mob/living/user, slot)
..()
if(ishuman(user) && slot == slot_head)
var/mob/living/carbon/human/H = user
if(istype(H.wear_suit, /obj/item/clothing/suit/cardborg))
var/obj/item/clothing/suit/cardborg/CB = H.wear_suit
CB.disguise(user, src)
/obj/item/clothing/head/cardborg/dropped(mob/living/user)
..()
user.remove_alt_appearance("standard_borg_disguise")
/*
* Head Mirror
*/
/obj/item/clothing/head/headmirror
name = "head mirror"
desc = "A band of rubber with a very reflective looking mirror attached to the front of it. One of the early signs of medical budget cuts."
icon_state = "head_mirror"
item_state = "head_mirror"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Drask" = 'icons/mob/species/drask/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
+132 -132
View File
@@ -1,132 +1,132 @@
/obj/item/clothing/head/soft
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
item_state = "helmet"
item_color = "cargo"
var/flipped = 0
actions_types = list(/datum/action/item_action/flip_cap)
dog_fashion = /datum/dog_fashion/head/cargo_tech
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi'
)
/obj/item/clothing/head/soft/dropped()
icon_state = "[item_color]soft"
flipped = 0
..()
/obj/item/clothing/head/soft/attack_self(mob/user)
flip(user)
/obj/item/clothing/head/soft/proc/flip(mob/user)
flipped = !flipped
if(flipped)
icon_state = "[item_color]soft_flipped"
to_chat(usr, "You flip the hat backwards.")
else
icon_state = "[item_color]soft"
to_chat(user, "You flip the hat back in normal position.")
user.update_inv_head() //so our mob-overlays update
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/soft/red
name = "red cap"
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
item_color = "red"
dog_fashion = null
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue colour."
icon_state = "bluesoft"
item_color = "blue"
dog_fashion = null
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green colour."
icon_state = "greensoft"
item_color = "green"
dog_fashion = null
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "yellowsoft"
item_color = "yellow"
dog_fashion = null
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
dog_fashion = null
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange colour."
icon_state = "orangesoft"
item_color = "orange"
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "mimesoft"
item_color = "mime"
dog_fashion = null
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple colour."
icon_state = "purplesoft"
item_color = "purple"
dog_fashion = null
/obj/item/clothing/head/soft/black
name = "black cap"
desc = "It's a baseball hat in a tasteless black colour."
icon_state = "blacksoft"
item_color = "black"
dog_fashion = null
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
dog_fashion = null
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/soft/sec/corp
name = "corporate security cap"
desc = "It's baseball hat in corpotate colours."
icon_state = "corpsoft"
item_color = "corp"
/obj/item/clothing/head/soft/solgov
name = "Sol Federation marine cap"
desc = "A soft cap worn by marines of the Sol Federation."
icon_state = "solgovsoft"
item_color = "solgov"
dog_fashion = null
/obj/item/clothing/head/soft/solgov/command
name = "Sol Federation Lieutenant's cap"
desc = "A soft cap worn by marines of the Sol Federation. The insignia signifies the wearer bears the rank of a Lieutenant."
icon_state = "solgovcsoft"
item_color = "solgovc"
dog_fashion = null
/obj/item/clothing/head/soft
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
item_state = "helmet"
item_color = "cargo"
var/flipped = 0
actions_types = list(/datum/action/item_action/flip_cap)
dog_fashion = /datum/dog_fashion/head/cargo_tech
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi'
)
/obj/item/clothing/head/soft/dropped()
icon_state = "[item_color]soft"
flipped = 0
..()
/obj/item/clothing/head/soft/attack_self(mob/user)
flip(user)
/obj/item/clothing/head/soft/proc/flip(mob/user)
flipped = !flipped
if(flipped)
icon_state = "[item_color]soft_flipped"
to_chat(usr, "You flip the hat backwards.")
else
icon_state = "[item_color]soft"
to_chat(user, "You flip the hat back in normal position.")
user.update_inv_head() //so our mob-overlays update
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/soft/red
name = "red cap"
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
item_color = "red"
dog_fashion = null
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue colour."
icon_state = "bluesoft"
item_color = "blue"
dog_fashion = null
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green colour."
icon_state = "greensoft"
item_color = "green"
dog_fashion = null
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "yellowsoft"
item_color = "yellow"
dog_fashion = null
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
dog_fashion = null
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange colour."
icon_state = "orangesoft"
item_color = "orange"
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "mimesoft"
item_color = "mime"
dog_fashion = null
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple colour."
icon_state = "purplesoft"
item_color = "purple"
dog_fashion = null
/obj/item/clothing/head/soft/black
name = "black cap"
desc = "It's a baseball hat in a tasteless black colour."
icon_state = "blacksoft"
item_color = "black"
dog_fashion = null
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
dog_fashion = null
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/soft/sec/corp
name = "corporate security cap"
desc = "It's baseball hat in corpotate colours."
icon_state = "corpsoft"
item_color = "corp"
/obj/item/clothing/head/soft/solgov
name = "Sol Federation marine cap"
desc = "A soft cap worn by marines of the Sol Federation."
icon_state = "solgovsoft"
item_color = "solgov"
dog_fashion = null
/obj/item/clothing/head/soft/solgov/command
name = "Sol Federation Lieutenant's cap"
desc = "A soft cap worn by marines of the Sol Federation. The insignia signifies the wearer bears the rank of a Lieutenant."
icon_state = "solgovcsoft"
item_color = "solgovc"
dog_fashion = null
+52 -52
View File
@@ -1,52 +1,52 @@
/obj/item/clothing/mask/balaclava
name = "balaclava"
desc = "LOADSAMONEY"
icon_state = "balaclava"
item_state = "balaclava"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
actions_types = list(/datum/action/item_action/adjust)
adjusted_flags = SLOT_HEAD
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi'
)
/obj/item/clothing/mask/balaclava/attack_self(var/mob/user)
adjustmask(user)
/obj/item/clothing/mask/luchador
name = "Luchador Mask"
desc = "Worn by robust fighters, flying high to defeat their foes!"
icon_state = "luchag"
item_state = "luchag"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi'
)
/obj/item/clothing/mask/luchador/tecnicos
name = "Tecnicos Mask"
desc = "Worn by robust fighters who uphold justice and fight honorably."
icon_state = "luchador"
item_state = "luchador"
/obj/item/clothing/mask/luchador/rudos
name = "Rudos Mask"
desc = "Worn by robust fighters who are willing to do anything to win."
icon_state = "luchar"
item_state = "luchar"
/obj/item/clothing/mask/balaclava
name = "balaclava"
desc = "LOADSAMONEY"
icon_state = "balaclava"
item_state = "balaclava"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
actions_types = list(/datum/action/item_action/adjust)
adjusted_flags = SLOT_HEAD
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi'
)
/obj/item/clothing/mask/balaclava/attack_self(var/mob/user)
adjustmask(user)
/obj/item/clothing/mask/luchador
name = "Luchador Mask"
desc = "Worn by robust fighters, flying high to defeat their foes!"
icon_state = "luchag"
item_state = "luchag"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi'
)
/obj/item/clothing/mask/luchador/tecnicos
name = "Tecnicos Mask"
desc = "Worn by robust fighters who uphold justice and fight honorably."
icon_state = "luchador"
item_state = "luchador"
/obj/item/clothing/mask/luchador/rudos
name = "Rudos Mask"
desc = "Worn by robust fighters who are willing to do anything to win."
icon_state = "luchar"
item_state = "luchar"
+54 -54
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@@ -1,54 +1,54 @@
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "breath mask"
icon_state = "breath"
item_state = "breath"
flags = AIRTIGHT
flags_cover = MASKCOVERSMOUTH
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
actions_types = list(/datum/action/item_action/adjust)
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi',
"Plasmaman" = 'icons/mob/species/plasmaman/mask.dmi'
)
/obj/item/clothing/mask/breath/attack_self(var/mob/user)
adjustmask(user)
/obj/item/clothing/mask/breath/AltClick(mob/user)
..()
if( (!in_range(src, user)) || user.stat || user.restrained() )
return
adjustmask(user)
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "medical mask"
icon_state = "medical"
item_state = "medical"
permeability_coefficient = 0.01
put_on_delay = 10
/obj/item/clothing/mask/breath/vox
desc = "A weirdly-shaped breath mask."
name = "vox breath mask"
icon_state = "voxmask"
item_state = "voxmask"
permeability_coefficient = 0.01
species_restricted = list("Vox", "Vox Armalis") //These should fit the "Mega Vox" just fine.
actions_types = list()
/obj/item/clothing/mask/breath/vox/attack_self(var/mob/user)
return
/obj/item/clothing/mask/breath/vox/AltClick(mob/user)
return
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "breath mask"
icon_state = "breath"
item_state = "breath"
flags = AIRTIGHT
flags_cover = MASKCOVERSMOUTH
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
actions_types = list(/datum/action/item_action/adjust)
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi',
"Plasmaman" = 'icons/mob/species/plasmaman/mask.dmi'
)
/obj/item/clothing/mask/breath/attack_self(var/mob/user)
adjustmask(user)
/obj/item/clothing/mask/breath/AltClick(mob/user)
..()
if( (!in_range(src, user)) || user.stat || user.restrained() )
return
adjustmask(user)
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "medical mask"
icon_state = "medical"
item_state = "medical"
permeability_coefficient = 0.01
put_on_delay = 10
/obj/item/clothing/mask/breath/vox
desc = "A weirdly-shaped breath mask."
name = "vox breath mask"
icon_state = "voxmask"
item_state = "voxmask"
permeability_coefficient = 0.01
species_restricted = list("Vox", "Vox Armalis") //These should fit the "Mega Vox" just fine.
actions_types = list()
/obj/item/clothing/mask/breath/vox/attack_self(var/mob/user)
return
/obj/item/clothing/mask/breath/vox/AltClick(mob/user)
return
+365 -365
View File
@@ -1,365 +1,365 @@
/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply."
icon_state = "gas_alt"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSMOUTH | MASKCOVERSEYES
w_class = WEIGHT_CLASS_NORMAL
item_state = "gas_alt"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Plasmaman" = 'icons/mob/species/plasmaman/mask.dmi'
)
// **** Welding gas mask ****
/obj/item/clothing/mask/gas/welding
name = "welding mask"
desc = "A gas mask with built in welding goggles and face shield. Looks like a skull, clearly designed by a nerd."
icon_state = "weldingmask"
item_state = "weldingmask"
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
origin_tech = "materials=2;engineering=3"
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSEYES
visor_flags_inv = HIDEEYES
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "gas_mining"
actions_types = list(/datum/action/item_action/adjust)
armor = list("melee" = 10, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40)
resistance_flags = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi'
)
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/gas/explorer/adjustmask(user)
..()
w_class = mask_adjusted ? WEIGHT_CLASS_SMALL : WEIGHT_CLASS_NORMAL
/obj/item/clothing/mask/gas/explorer/folded/Initialize()
. = ..()
adjustmask()
//Bane gas mask
/obj/item/clothing/mask/banemask
name = "bane mask"
desc = "Only when the station is in flames, do you have my permission to robust."
icon_state = "bane_mask"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSMOUTH | MASKCOVERSEYES
w_class = WEIGHT_CLASS_NORMAL
item_state = "bane_mask"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
//Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor
name = "plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list("melee" = 0, "bullet" = 0, "laser" = 2, "energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/mask/gas/swat
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
strip_delay = 60
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
icon_state = "clown"
item_state = "clown_hat"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | BLOCKHAIR
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/clown
/obj/item/clothing/mask/gas/clown_hat/attack_self(mob/user)
var/mob/M = usr
var/list/options = list()
options["True Form"] = "clown"
options["The Feminist"] = "sexyclown"
options["The Madman"] = "joker"
options["The Rainbow Color"] ="rainbow"
var/choice = input(M,"To what form do you wish to Morph this mask?","Morph Mask") in options
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
to_chat(M, "Your Clown Mask has now morphed into [choice], all praise the Honk Mother!")
return 1
/obj/item/clothing/mask/gas/clown_hat/sexy
name = "sexy-clown wig and mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
icon_state = "sexyclown"
item_state = "sexyclown"
/obj/item/clothing/mask/gas/clownwiz
name = "wizard clown wig and mask"
desc = "Some pranksters are truly magical."
icon_state = "wizzclown"
item_state = "wizzclown"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | BLOCKHAIR
flags_inv = HIDEEARS | HIDEEYES
magical = TRUE
/obj/item/clothing/mask/gas/clown_hat/nodrop
flags = NODROP
/obj/item/clothing/mask/gas/mime
name = "mime mask"
desc = "The traditional mime's mask. It has an eerie facial posture."
icon_state = "mime"
item_state = "mime"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/mime/nodrop
flags = NODROP
/obj/item/clothing/mask/gas/monkeymask
name = "monkey mask"
desc = "A mask used when acting as a monkey."
icon_state = "monkeymask"
item_state = "monkeymask"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
desc = "A traditional female mime's mask."
icon_state = "sexymime"
item_state = "sexymime"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
desc = "Beep boop"
icon_state = "death"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/owl_mask
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/hoot)
/obj/item/clothing/mask/gas/owl_mask/super_hero
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | NODROP
/obj/item/clothing/mask/gas/owl_mask/attack_self()
hoot()
/obj/item/clothing/mask/gas/owl_mask/proc/hoot()
if(cooldown < world.time - 35) // A cooldown, to stop people being jerks
playsound(src.loc, 'sound/creatures/hoot.ogg', 50, 1)
cooldown = world.time
// ********************************************************************
// **** Security gas mask ****
/obj/item/clothing/mask/gas/sechailer
name = "security gas mask"
desc = "A standard issue Security gas mask with integrated 'Compli-o-nator 3000' device, plays over a dozen pre-recorded compliance phrases designed to get scumbags to stand still whilst you taze them. Do not tamper with the device."
icon_state = "sechailer"
item_state = "sechailer"
var/phrase = 1
var/aggressiveness = 1
var/safety = 1
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/adjust, /datum/action/item_action/selectphrase)
var/phrase_list = list(
"halt" = "HALT! HALT! HALT! HALT!",
"bobby" = "Stop in the name of the Law.",
"compliance" = "Compliance is in your best interest.",
"justice" = "Prepare for justice!",
"running" = "Running will only increase your sentence.",
"dontmove" = "Don't move, Creep!",
"floor" = "Down on the floor, Creep!",
"robocop" = "Dead or alive you're coming with me.",
"god" = "God made today for the crooks we could not catch yesterday.",
"freeze" = "Freeze, Scum Bag!",
"imperial" = "Stop right there, criminal scum!",
"bash" = "Stop or I'll bash you.",
"harry" = "Go ahead, make my day.",
"asshole" = "Stop breaking the law, asshole.",
"stfu" = "You have the right to shut the fuck up",
"shutup" = "Shut up crime!",
"super" = "Face the wrath of the golden bolt.",
"dredd" = "I am, the LAW!"
)
/obj/item/clothing/mask/gas/sechailer/hos
name = "\improper HOS SWAT mask"
desc = "A close-fitting tactical mask with an especially aggressive Compli-o-nator 3000. It has a tan stripe."
icon_state = "hosmask"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/warden
name = "\improper Warden SWAT mask"
desc = "A close-fitting tactical mask with an especially aggressive Compli-o-nator 3000. It has a blue stripe."
icon_state = "wardenmask"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/swat
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask with an especially aggressive Compli-o-nator 3000."
icon_state = "officermask"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/blue
name = "\improper blue SWAT mask"
desc = "A neon blue swat mask, used for demoralizing Greytide in the wild."
icon_state = "blue_sechailer"
item_state = "blue_sechailer"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/cyborg
name = "security hailer"
desc = "A set of recognizable pre-recorded messages for cyborgs to use when apprehending criminals."
icon = 'icons/obj/device.dmi'
icon_state = "taperecorder_idle"
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, actiontype)
if(actiontype == /datum/action/item_action/halt)
halt()
else if(actiontype == /datum/action/item_action/adjust)
adjustmask(user)
else if(actiontype == /datum/action/item_action/selectphrase)
var/key = phrase_list[phrase]
var/message = phrase_list[key]
if (!safety)
to_chat(user, "<span class='notice'>You set the restrictor to: FUCK YOUR CUNT YOU SHIT EATING COCKSUCKER MAN EAT A DONG FUCKING ASS RAMMING SHIT FUCK EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS OF FUCK AND DO SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FUCK ASS WANKER FROM THE DEPTHS OF SHIT.</span>")
return
switch(aggressiveness)
if(1)
phrase = (phrase < 6) ? (phrase + 1) : 1
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
if(2)
phrase = (phrase < 11 && phrase >= 7) ? (phrase + 1) : 7
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
if(3)
phrase = (phrase < 18 && phrase >= 12 ) ? (phrase + 1) : 12
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
if(4)
phrase = (phrase < 18 && phrase >= 1 ) ? (phrase + 1) : 1
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
else
to_chat(user, "<span class='notice'>It's broken.</span>")
/obj/item/clothing/mask/gas/sechailer/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/screwdriver))
switch(aggressiveness)
if(1)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the second position.</span>")
aggressiveness = 2
phrase = 7
if(2)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the third position.</span>")
aggressiveness = 3
phrase = 13
if(3)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the fourth position.</span>")
aggressiveness = 4
phrase = 1
if(4)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the first position.</span>")
aggressiveness = 1
phrase = 1
if(5)
to_chat(user, "<span class='warning'>You adjust the restrictor but nothing happens, probably because its broken.</span>")
else if(istype(W, /obj/item/wirecutters))
if(aggressiveness != 5)
to_chat(user, "<span class='warning'>You broke it!</span>")
aggressiveness = 5
else
..()
/obj/item/clothing/mask/gas/sechailer/attack_self()
halt()
/obj/item/clothing/mask/gas/sechailer/emag_act(mob/user as mob)
if(safety)
safety = 0
to_chat(user, "<span class='warning'>You silently fry [src]'s vocal circuit with the cryptographic sequencer.")
else
return
/obj/item/clothing/mask/gas/sechailer/proc/halt()
var/key = phrase_list[phrase]
var/message = phrase_list[key]
if(cooldown < world.time - 35) // A cooldown, to stop people being jerks
if(!safety)
message = "FUCK YOUR CUNT YOU SHIT EATING COCKSUCKER MAN EAT A DONG FUCKING ASS RAMMING SHIT FUCK EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS OF FUCK AND DO SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FUCK ASS WANKER FROM THE DEPTHS OF SHIT."
usr.visible_message("[usr]'s Compli-o-Nator: <font color='red' size='4'><b>[message]</b></font>")
playsound(src.loc, 'sound/voice/binsult.ogg', 100, 0, 4)
cooldown = world.time
return
usr.visible_message("[usr]'s Compli-o-Nator: <font color='red' size='4'><b>[message]</b></font>")
playsound(src.loc, "sound/voice/complionator/[key].ogg", 100, 0, 4)
cooldown = world.time
// ********************************************************************
/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply."
icon_state = "gas_alt"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSMOUTH | MASKCOVERSEYES
w_class = WEIGHT_CLASS_NORMAL
item_state = "gas_alt"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi',
"Plasmaman" = 'icons/mob/species/plasmaman/mask.dmi'
)
// **** Welding gas mask ****
/obj/item/clothing/mask/gas/welding
name = "welding mask"
desc = "A gas mask with built in welding goggles and face shield. Looks like a skull, clearly designed by a nerd."
icon_state = "weldingmask"
item_state = "weldingmask"
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
origin_tech = "materials=2;engineering=3"
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSEYES
visor_flags_inv = HIDEEYES
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "gas_mining"
actions_types = list(/datum/action/item_action/adjust)
armor = list("melee" = 10, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40)
resistance_flags = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi',
"Unathi" = 'icons/mob/species/unathi/mask.dmi',
"Tajaran" = 'icons/mob/species/tajaran/mask.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/mask.dmi',
"Drask" = 'icons/mob/species/drask/mask.dmi',
"Grey" = 'icons/mob/species/grey/mask.dmi'
)
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/gas/explorer/adjustmask(user)
..()
w_class = mask_adjusted ? WEIGHT_CLASS_SMALL : WEIGHT_CLASS_NORMAL
/obj/item/clothing/mask/gas/explorer/folded/Initialize()
. = ..()
adjustmask()
//Bane gas mask
/obj/item/clothing/mask/banemask
name = "bane mask"
desc = "Only when the station is in flames, do you have my permission to robust."
icon_state = "bane_mask"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSMOUTH | MASKCOVERSEYES
w_class = WEIGHT_CLASS_NORMAL
item_state = "bane_mask"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
//Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor
name = "plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list("melee" = 0, "bullet" = 0, "laser" = 2, "energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/mask/gas/swat
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
strip_delay = 60
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
icon_state = "clown"
item_state = "clown_hat"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | BLOCKHAIR
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/clown
/obj/item/clothing/mask/gas/clown_hat/attack_self(mob/user)
var/mob/M = usr
var/list/options = list()
options["True Form"] = "clown"
options["The Feminist"] = "sexyclown"
options["The Madman"] = "joker"
options["The Rainbow Color"] ="rainbow"
var/choice = input(M,"To what form do you wish to Morph this mask?","Morph Mask") in options
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
to_chat(M, "Your Clown Mask has now morphed into [choice], all praise the Honk Mother!")
return 1
/obj/item/clothing/mask/gas/clown_hat/sexy
name = "sexy-clown wig and mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
icon_state = "sexyclown"
item_state = "sexyclown"
/obj/item/clothing/mask/gas/clownwiz
name = "wizard clown wig and mask"
desc = "Some pranksters are truly magical."
icon_state = "wizzclown"
item_state = "wizzclown"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | BLOCKHAIR
flags_inv = HIDEEARS | HIDEEYES
magical = TRUE
/obj/item/clothing/mask/gas/clown_hat/nodrop
flags = NODROP
/obj/item/clothing/mask/gas/mime
name = "mime mask"
desc = "The traditional mime's mask. It has an eerie facial posture."
icon_state = "mime"
item_state = "mime"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/mime/nodrop
flags = NODROP
/obj/item/clothing/mask/gas/monkeymask
name = "monkey mask"
desc = "A mask used when acting as a monkey."
icon_state = "monkeymask"
item_state = "monkeymask"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
desc = "A traditional female mime's mask."
icon_state = "sexymime"
item_state = "sexymime"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
desc = "Beep boop"
icon_state = "death"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/owl_mask
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/hoot)
/obj/item/clothing/mask/gas/owl_mask/super_hero
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | NODROP
/obj/item/clothing/mask/gas/owl_mask/attack_self()
hoot()
/obj/item/clothing/mask/gas/owl_mask/proc/hoot()
if(cooldown < world.time - 35) // A cooldown, to stop people being jerks
playsound(src.loc, 'sound/creatures/hoot.ogg', 50, 1)
cooldown = world.time
// ********************************************************************
// **** Security gas mask ****
/obj/item/clothing/mask/gas/sechailer
name = "security gas mask"
desc = "A standard issue Security gas mask with integrated 'Compli-o-nator 3000' device, plays over a dozen pre-recorded compliance phrases designed to get scumbags to stand still whilst you taze them. Do not tamper with the device."
icon_state = "sechailer"
item_state = "sechailer"
var/phrase = 1
var/aggressiveness = 1
var/safety = 1
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/adjust, /datum/action/item_action/selectphrase)
var/phrase_list = list(
"halt" = "HALT! HALT! HALT! HALT!",
"bobby" = "Stop in the name of the Law.",
"compliance" = "Compliance is in your best interest.",
"justice" = "Prepare for justice!",
"running" = "Running will only increase your sentence.",
"dontmove" = "Don't move, Creep!",
"floor" = "Down on the floor, Creep!",
"robocop" = "Dead or alive you're coming with me.",
"god" = "God made today for the crooks we could not catch yesterday.",
"freeze" = "Freeze, Scum Bag!",
"imperial" = "Stop right there, criminal scum!",
"bash" = "Stop or I'll bash you.",
"harry" = "Go ahead, make my day.",
"asshole" = "Stop breaking the law, asshole.",
"stfu" = "You have the right to shut the fuck up",
"shutup" = "Shut up crime!",
"super" = "Face the wrath of the golden bolt.",
"dredd" = "I am, the LAW!"
)
/obj/item/clothing/mask/gas/sechailer/hos
name = "\improper HOS SWAT mask"
desc = "A close-fitting tactical mask with an especially aggressive Compli-o-nator 3000. It has a tan stripe."
icon_state = "hosmask"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/warden
name = "\improper Warden SWAT mask"
desc = "A close-fitting tactical mask with an especially aggressive Compli-o-nator 3000. It has a blue stripe."
icon_state = "wardenmask"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/swat
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask with an especially aggressive Compli-o-nator 3000."
icon_state = "officermask"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/blue
name = "\improper blue SWAT mask"
desc = "A neon blue swat mask, used for demoralizing Greytide in the wild."
icon_state = "blue_sechailer"
item_state = "blue_sechailer"
aggressiveness = 3
phrase = 12
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/cyborg
name = "security hailer"
desc = "A set of recognizable pre-recorded messages for cyborgs to use when apprehending criminals."
icon = 'icons/obj/device.dmi'
icon_state = "taperecorder_idle"
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/selectphrase)
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, actiontype)
if(actiontype == /datum/action/item_action/halt)
halt()
else if(actiontype == /datum/action/item_action/adjust)
adjustmask(user)
else if(actiontype == /datum/action/item_action/selectphrase)
var/key = phrase_list[phrase]
var/message = phrase_list[key]
if (!safety)
to_chat(user, "<span class='notice'>You set the restrictor to: FUCK YOUR CUNT YOU SHIT EATING COCKSUCKER MAN EAT A DONG FUCKING ASS RAMMING SHIT FUCK EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS OF FUCK AND DO SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FUCK ASS WANKER FROM THE DEPTHS OF SHIT.</span>")
return
switch(aggressiveness)
if(1)
phrase = (phrase < 6) ? (phrase + 1) : 1
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
if(2)
phrase = (phrase < 11 && phrase >= 7) ? (phrase + 1) : 7
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
if(3)
phrase = (phrase < 18 && phrase >= 12 ) ? (phrase + 1) : 12
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
if(4)
phrase = (phrase < 18 && phrase >= 1 ) ? (phrase + 1) : 1
key = phrase_list[phrase]
message = phrase_list[key]
to_chat(user,"<span class='notice'>You set the restrictor to: [message]</span>")
else
to_chat(user, "<span class='notice'>It's broken.</span>")
/obj/item/clothing/mask/gas/sechailer/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/screwdriver))
switch(aggressiveness)
if(1)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the second position.</span>")
aggressiveness = 2
phrase = 7
if(2)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the third position.</span>")
aggressiveness = 3
phrase = 13
if(3)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the fourth position.</span>")
aggressiveness = 4
phrase = 1
if(4)
to_chat(user, "<span class='notice'>You set the aggressiveness restrictor to the first position.</span>")
aggressiveness = 1
phrase = 1
if(5)
to_chat(user, "<span class='warning'>You adjust the restrictor but nothing happens, probably because its broken.</span>")
else if(istype(W, /obj/item/wirecutters))
if(aggressiveness != 5)
to_chat(user, "<span class='warning'>You broke it!</span>")
aggressiveness = 5
else
..()
/obj/item/clothing/mask/gas/sechailer/attack_self()
halt()
/obj/item/clothing/mask/gas/sechailer/emag_act(mob/user as mob)
if(safety)
safety = 0
to_chat(user, "<span class='warning'>You silently fry [src]'s vocal circuit with the cryptographic sequencer.")
else
return
/obj/item/clothing/mask/gas/sechailer/proc/halt()
var/key = phrase_list[phrase]
var/message = phrase_list[key]
if(cooldown < world.time - 35) // A cooldown, to stop people being jerks
if(!safety)
message = "FUCK YOUR CUNT YOU SHIT EATING COCKSUCKER MAN EAT A DONG FUCKING ASS RAMMING SHIT FUCK EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS OF FUCK AND DO SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FUCK ASS WANKER FROM THE DEPTHS OF SHIT."
usr.visible_message("[usr]'s Compli-o-Nator: <font color='red' size='4'><b>[message]</b></font>")
playsound(src.loc, 'sound/voice/binsult.ogg', 100, 0, 4)
cooldown = world.time
return
usr.visible_message("[usr]'s Compli-o-Nator: <font color='red' size='4'><b>[message]</b></font>")
playsound(src.loc, "sound/voice/complionator/[key].ogg", 100, 0, 4)
cooldown = world.time
// ********************************************************************
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -18,4 +18,4 @@
name = "Spiky Green-tinted Shades"
desc = "Fight the power!"
icon_state = "garm"
item_state = "garm"
item_state = "garm"
+1 -1
View File
@@ -60,4 +60,4 @@
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi'
)
)
+106 -106
View File
@@ -1,106 +1,106 @@
/obj/item/clothing/shoes/black
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/black/greytide
flags = NODROP
/obj/item/clothing/shoes/brown
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
captain
item_color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
hop
item_color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
ce
item_color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
rd
item_color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
item_color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
item_color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "blue shoes"
icon_state = "blue"
item_color = "blue"
/obj/item/clothing/shoes/green
name = "green shoes"
icon_state = "green"
item_color = "green"
/obj/item/clothing/shoes/yellow
name = "yellow shoes"
icon_state = "yellow"
item_color = "yellow"
/obj/item/clothing/shoes/purple
name = "purple shoes"
icon_state = "purple"
item_color = "purple"
/obj/item/clothing/shoes/brown
name = "brown shoes"
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/shoes/red
name = "red shoes"
desc = "Stylish red shoes."
icon_state = "red"
item_color = "red"
/obj/item/clothing/shoes/white
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.01
item_color = "white"
/obj/item/clothing/shoes/leather
name = "leather shoes"
desc = "A sturdy pair of leather shoes."
icon_state = "leather"
item_color = "leather"
/obj/item/clothing/shoes/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
icon_state = "rain_bow"
item_color = "rainbow"
/obj/item/clothing/shoes/orange
name = "orange shoes"
icon_state = "orange"
item_color = "orange"
/obj/item/clothing/shoes/orange/attack_self(mob/user as mob)
if(src.chained)
src.chained = null
src.slowdown = SHOES_SLOWDOWN
new /obj/item/restraints/handcuffs( user.loc )
src.icon_state = "orange"
return
/obj/item/clothing/shoes/orange/attackby(obj/H, loc, params)
..()
if(istype(H, /obj/item/restraints/handcuffs) && !chained && !(H.flags & NODROP))
if(src.icon_state != "orange") return
qdel(H)
src.chained = 1
src.slowdown = 15
src.icon_state = "orange1"
return
/obj/item/clothing/shoes/black
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/black/greytide
flags = NODROP
/obj/item/clothing/shoes/brown
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
captain
item_color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
hop
item_color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
ce
item_color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
rd
item_color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
item_color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
item_color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "blue shoes"
icon_state = "blue"
item_color = "blue"
/obj/item/clothing/shoes/green
name = "green shoes"
icon_state = "green"
item_color = "green"
/obj/item/clothing/shoes/yellow
name = "yellow shoes"
icon_state = "yellow"
item_color = "yellow"
/obj/item/clothing/shoes/purple
name = "purple shoes"
icon_state = "purple"
item_color = "purple"
/obj/item/clothing/shoes/brown
name = "brown shoes"
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/shoes/red
name = "red shoes"
desc = "Stylish red shoes."
icon_state = "red"
item_color = "red"
/obj/item/clothing/shoes/white
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.01
item_color = "white"
/obj/item/clothing/shoes/leather
name = "leather shoes"
desc = "A sturdy pair of leather shoes."
icon_state = "leather"
item_color = "leather"
/obj/item/clothing/shoes/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
icon_state = "rain_bow"
item_color = "rainbow"
/obj/item/clothing/shoes/orange
name = "orange shoes"
icon_state = "orange"
item_color = "orange"
/obj/item/clothing/shoes/orange/attack_self(mob/user as mob)
if(src.chained)
src.chained = null
src.slowdown = SHOES_SLOWDOWN
new /obj/item/restraints/handcuffs( user.loc )
src.icon_state = "orange"
return
/obj/item/clothing/shoes/orange/attackby(obj/H, loc, params)
..()
if(istype(H, /obj/item/restraints/handcuffs) && !chained && !(H.flags & NODROP))
if(src.icon_state != "orange") return
qdel(H)
src.chained = 1
src.slowdown = 15
src.icon_state = "orange1"
return
+118 -118
View File
@@ -1,118 +1,118 @@
/obj/item/clothing/shoes/magboots
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
name = "magboots"
icon_state = "magboots0"
origin_tech = "materials=3;magnets=4;engineering=4"
var/magboot_state = "magboots"
var/magpulse = 0
var/slowdown_active = 2
var/slowdown_passive = SHOES_SLOWDOWN
var/magpulse_name = "mag-pulse traction system"
actions_types = list(/datum/action/item_action/toggle)
strip_delay = 70
put_on_delay = 70
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/magboots/attack_self(mob/user)
if(magpulse)
flags &= ~NOSLIP
slowdown = slowdown_passive
else
flags |= NOSLIP
slowdown = slowdown_active
magpulse = !magpulse
icon_state = "[magboot_state][magpulse]"
to_chat(user, "You [magpulse ? "enable" : "disable"] the [magpulse_name].")
user.update_inv_shoes() //so our mob-overlays update
user.update_gravity(user.mob_has_gravity())
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/shoes/magboots/negates_gravity()
return flags & NOSLIP
/obj/item/clothing/shoes/magboots/examine(mob/user)
. = ..()
. += "Its [magpulse_name] appears to be [magpulse ? "enabled" : "disabled"]."
/obj/item/clothing/shoes/magboots/advance
desc = "Advanced magnetic boots that have a lighter magnetic pull, placing less burden on the wearer."
name = "advanced magboots"
icon_state = "advmag0"
magboot_state = "advmag"
slowdown_active = SHOES_SLOWDOWN
origin_tech = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/magboots/syndie
desc = "Reverse-engineered magnetic boots that have a heavy magnetic pull. Property of Gorlex Marauders."
name = "blood-red magboots"
icon_state = "syndiemag0"
magboot_state = "syndiemag"
origin_tech = "magnets=4;syndicate=2"
obj/item/clothing/shoes/magboots/syndie/advance //For the Syndicate Strike Team
desc = "Reverse-engineered magboots that appear to be based on an advanced model, as they have a lighter magnetic pull. Property of Gorlex Marauders."
name = "advanced blood-red magboots"
slowdown_active = SHOES_SLOWDOWN
/obj/item/clothing/shoes/magboots/clown
desc = "The prankster's standard-issue clowning shoes. Damn they're huge! There's a red light on the side."
name = "clown shoes"
icon_state = "clownmag0"
magboot_state = "clownmag"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
slowdown_active = SHOES_SLOWDOWN+1
slowdown_passive = SHOES_SLOWDOWN+1
magpulse_name = "honk-powered traction system"
item_color = "clown"
silence_steps = 1
shoe_sound = "clownstep"
origin_tech = "magnets=4;syndicate=2"
var/enabled_waddle = TRUE
var/datum/component/waddle
/obj/item/clothing/shoes/magboots/clown/equipped(mob/user, slot)
. = ..()
if(slot == slot_shoes && enabled_waddle)
waddle = user.AddComponent(/datum/component/waddling)
/obj/item/clothing/shoes/magboots/clown/dropped(mob/user)
. = ..()
QDEL_NULL(waddle)
/obj/item/clothing/shoes/magboots/clown/CtrlClick(mob/living/user)
if(!isliving(user))
return
if(user.get_active_hand() != src)
to_chat(user, "You must hold [src] in your hand to do this.")
return
if(!enabled_waddle)
to_chat(user, "<span class='notice'>You switch off the waddle dampeners!</span>")
enabled_waddle = TRUE
else
to_chat(user, "<span class='notice'>You switch on the waddle dampeners!</span>")
enabled_waddle = FALSE
/obj/item/clothing/shoes/magboots/wizard //bundled with the wiz hardsuit
name = "boots of gripping"
desc = "These magical boots, once activated, will stay gripped to any surface without slowing you down."
icon_state = "wizmag0"
magboot_state = "wizmag"
slowdown_active = SHOES_SLOWDOWN //wiz hardsuit already slows you down, no need to double it
magpulse_name = "gripping ability"
magical = TRUE
/obj/item/clothing/shoes/magboots/wizard/attack_self(mob/user)
if(user)
if(user.mind in SSticker.mode.wizards)
if(magpulse) //faint blue light when shoes are turned on gives a reason to turn them off when not needed in maint
set_light(0)
else
set_light(2, 1, LIGHT_COLOR_LIGHTBLUE)
..()
else
to_chat(user, "<span class='notice'>You poke the gem on [src]. Nothing happens.</span>")
/obj/item/clothing/shoes/magboots
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
name = "magboots"
icon_state = "magboots0"
origin_tech = "materials=3;magnets=4;engineering=4"
var/magboot_state = "magboots"
var/magpulse = 0
var/slowdown_active = 2
var/slowdown_passive = SHOES_SLOWDOWN
var/magpulse_name = "mag-pulse traction system"
actions_types = list(/datum/action/item_action/toggle)
strip_delay = 70
put_on_delay = 70
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/magboots/attack_self(mob/user)
if(magpulse)
flags &= ~NOSLIP
slowdown = slowdown_passive
else
flags |= NOSLIP
slowdown = slowdown_active
magpulse = !magpulse
icon_state = "[magboot_state][magpulse]"
to_chat(user, "You [magpulse ? "enable" : "disable"] the [magpulse_name].")
user.update_inv_shoes() //so our mob-overlays update
user.update_gravity(user.mob_has_gravity())
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/shoes/magboots/negates_gravity()
return flags & NOSLIP
/obj/item/clothing/shoes/magboots/examine(mob/user)
. = ..()
. += "Its [magpulse_name] appears to be [magpulse ? "enabled" : "disabled"]."
/obj/item/clothing/shoes/magboots/advance
desc = "Advanced magnetic boots that have a lighter magnetic pull, placing less burden on the wearer."
name = "advanced magboots"
icon_state = "advmag0"
magboot_state = "advmag"
slowdown_active = SHOES_SLOWDOWN
origin_tech = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/magboots/syndie
desc = "Reverse-engineered magnetic boots that have a heavy magnetic pull. Property of Gorlex Marauders."
name = "blood-red magboots"
icon_state = "syndiemag0"
magboot_state = "syndiemag"
origin_tech = "magnets=4;syndicate=2"
obj/item/clothing/shoes/magboots/syndie/advance //For the Syndicate Strike Team
desc = "Reverse-engineered magboots that appear to be based on an advanced model, as they have a lighter magnetic pull. Property of Gorlex Marauders."
name = "advanced blood-red magboots"
slowdown_active = SHOES_SLOWDOWN
/obj/item/clothing/shoes/magboots/clown
desc = "The prankster's standard-issue clowning shoes. Damn they're huge! There's a red light on the side."
name = "clown shoes"
icon_state = "clownmag0"
magboot_state = "clownmag"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
slowdown_active = SHOES_SLOWDOWN+1
slowdown_passive = SHOES_SLOWDOWN+1
magpulse_name = "honk-powered traction system"
item_color = "clown"
silence_steps = 1
shoe_sound = "clownstep"
origin_tech = "magnets=4;syndicate=2"
var/enabled_waddle = TRUE
var/datum/component/waddle
/obj/item/clothing/shoes/magboots/clown/equipped(mob/user, slot)
. = ..()
if(slot == slot_shoes && enabled_waddle)
waddle = user.AddComponent(/datum/component/waddling)
/obj/item/clothing/shoes/magboots/clown/dropped(mob/user)
. = ..()
QDEL_NULL(waddle)
/obj/item/clothing/shoes/magboots/clown/CtrlClick(mob/living/user)
if(!isliving(user))
return
if(user.get_active_hand() != src)
to_chat(user, "You must hold [src] in your hand to do this.")
return
if(!enabled_waddle)
to_chat(user, "<span class='notice'>You switch off the waddle dampeners!</span>")
enabled_waddle = TRUE
else
to_chat(user, "<span class='notice'>You switch on the waddle dampeners!</span>")
enabled_waddle = FALSE
/obj/item/clothing/shoes/magboots/wizard //bundled with the wiz hardsuit
name = "boots of gripping"
desc = "These magical boots, once activated, will stay gripped to any surface without slowing you down."
icon_state = "wizmag0"
magboot_state = "wizmag"
slowdown_active = SHOES_SLOWDOWN //wiz hardsuit already slows you down, no need to double it
magpulse_name = "gripping ability"
magical = TRUE
/obj/item/clothing/shoes/magboots/wizard/attack_self(mob/user)
if(user)
if(user.mind in SSticker.mode.wizards)
if(magpulse) //faint blue light when shoes are turned on gives a reason to turn them off when not needed in maint
set_light(0)
else
set_light(2, 1, LIGHT_COLOR_LIGHTBLUE)
..()
else
to_chat(user, "<span class='notice'>You poke the gem on [src]. Nothing happens.</span>")
+346 -346
View File
@@ -1,346 +1,346 @@
/obj/item/clothing/shoes/mime
name = "mime shoes"
icon_state = "mime"
item_color = "mime"
/obj/item/clothing/shoes/combat //basic syndicate combat boots for nuke ops and mob corpses
name = "combat boots"
desc = "High speed, low drag combat boots."
can_cut_open = 1
icon_state = "jackboots"
item_state = "jackboots"
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
strip_delay = 70
resistance_flags = NONE
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT shoes"
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50)
flags = NOSLIP
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
icon_state = "wizard"
strip_delay = 50
put_on_delay = 50
magical = TRUE
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "magic shoes"
icon_state = "black"
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/sandal/magic
name = "magical sandals"
desc = "A pair of sandals imbued with magic."
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/galoshes
desc = "A pair of yellow rubber boots, designed to prevent slipping on wet surfaces."
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
strip_delay = 50
put_on_delay = 50
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 75)
/obj/item/clothing/shoes/galoshes/dry
name = "absorbent galoshes"
desc = "A pair of purple rubber boots, designed to prevent slipping on wet surfaces while also drying them."
icon_state = "galoshes_dry"
/obj/item/clothing/shoes/galoshes/dry/step_action()
var/turf/simulated/t_loc = get_turf(src)
if(istype(t_loc) && t_loc.wet)
t_loc.MakeDry(TURF_WET_WATER)
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn they're huge! Ctrl-click to toggle the waddle dampeners!"
name = "clown shoes"
icon_state = "clown"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
item_color = "clown"
var/footstep = 1 //used for squeeks whilst walking
shoe_sound = "clownstep"
var/enabled_waddle = TRUE
var/datum/component/waddle
/obj/item/clothing/shoes/clown_shoes/equipped(mob/user, slot)
. = ..()
if(slot == slot_shoes && enabled_waddle)
waddle = user.AddComponent(/datum/component/waddling)
/obj/item/clothing/shoes/clown_shoes/dropped(mob/user)
. = ..()
QDEL_NULL(waddle)
/obj/item/clothing/shoes/clown_shoes/CtrlClick(mob/living/user)
if(!isliving(user))
return
if(user.get_active_hand() != src)
to_chat(user, "You must hold [src] in your hand to do this.")
return
if(!enabled_waddle)
to_chat(user, "<span class='notice'>You switch off the waddle dampeners!</span>")
enabled_waddle = TRUE
else
to_chat(user, "<span class='notice'>You switch on the waddle dampeners!</span>")
enabled_waddle = FALSE
/obj/item/clothing/shoes/clown_shoes/nodrop
flags = NODROP
/obj/item/clothing/shoes/clown_shoes/magical
name = "magical clown shoes"
desc = "Standard-issue shoes of the wizarding class clown. Damn they're huge! And powerful! Somehow."
magical = TRUE
/obj/item/clothing/shoes/jackboots
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
can_cut_open = 1
icon_state = "jackboots"
item_state = "jackboots"
item_color = "hosred"
strip_delay = 50
put_on_delay = 50
resistance_flags = NONE
var/footstep = 1
shoe_sound = "jackboot"
/obj/item/clothing/shoes/jackboots/jacksandals
name = "jacksandals"
desc = "Nanotrasen-issue Security combat sandals for combat scenarios. They're jacksandals, however that works."
can_cut_open = 0
icon_state = "jacksandal"
item_color = "jacksandal"
/obj/item/clothing/shoes/workboots
name = "work boots"
desc = "Thick-soled boots for industrial work environments."
can_cut_open = 1
icon_state = "workboots"
/obj/item/clothing/shoes/workboots/mining
name = "mining boots"
desc = "Steel-toed mining boots for mining in hazardous environments. Very good at keeping toes uncrushed."
icon_state = "explorer"
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/winterboots
name = "winter boots"
desc = "Boots lined with 'synthetic' animal fur."
can_cut_open = 1
icon_state = "winterboots"
cold_protection = FEET|LEGS
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET|LEGS
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/cult
name = "boots"
desc = "A pair of boots worn by the followers of Nar-Sie."
icon_state = "cult"
item_state = "cult"
item_color = "cult"
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume"
icon_state = "boots"
/obj/item/clothing/shoes/slippers
name = "bunny slippers"
desc = "Fluffy!"
icon_state = "slippers"
item_state = "slippers"
/obj/item/clothing/shoes/slippers_worn
name = "worn bunny slippers"
desc = "Fluffy..."
icon_state = "slippers_worn"
item_state = "slippers_worn"
/obj/item/clothing/shoes/laceup
name = "laceup shoes"
desc = "The height of fashion, and they're pre-polished!"
icon_state = "laceups"
put_on_delay = 50
/obj/item/clothing/shoes/roman
name = "roman sandals"
desc = "Sandals with buckled leather straps on it."
icon_state = "roman"
item_state = "roman"
strip_delay = 100
put_on_delay = 100
/obj/item/clothing/shoes/centcom
name = "dress shoes"
desc = "They appear impeccably polished."
icon_state = "laceups"
/obj/item/clothing/shoes/griffin
name = "griffon boots"
desc = "A pair of costume boots fashioned after bird talons."
icon_state = "griffinboots"
item_state = "griffinboots"
/obj/item/clothing/shoes/fluff/noble_boot
name = "noble boots"
desc = "The boots are economically designed to balance function and comfort, so that you can step on peasants without having to worry about blisters. The leather also resists unwanted blood stains."
icon_state = "noble_boot"
item_color = "noble_boot"
item_state = "noble_boot"
/obj/item/clothing/shoes/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/tape_roll) && !silence_steps)
var/obj/item/stack/tape_roll/TR = I
if((!silence_steps || shoe_sound) && TR.use(4))
silence_steps = TRUE
shoe_sound = null
to_chat(user, "You tape the soles of [src] to silence your footsteps.")
else
return ..()
/obj/item/clothing/shoes/sandal/white
name = "White Sandals"
desc = "Medical sandals that nerds wear."
icon_state = "medsandal"
item_color = "medsandal"
/obj/item/clothing/shoes/sandal/fancy
name = "Fancy Sandals"
desc = "FANCY!!."
icon_state = "fancysandal"
item_color = "fancysandal"
/obj/item/clothing/shoes/cursedclown
name = "cursed clown shoes"
desc = "Moldering clown flip flops. They're neon green for some reason."
icon = 'icons/goonstation/objects/clothing/feet.dmi'
icon_state = "cursedclown"
item_state = "cclown_shoes"
icon_override = 'icons/goonstation/mob/clothing/feet.dmi'
lefthand_file = 'icons/goonstation/mob/inhands/clothing_lefthand.dmi'
righthand_file = 'icons/goonstation/mob/inhands/clothing_righthand.dmi'
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
flags = NODROP
shoe_sound = "clownstep"
/obj/item/clothing/shoes/singery
name = "yellow performer's boots"
desc = "These boots were made for dancing."
icon_state = "ysing"
put_on_delay = 50
/obj/item/clothing/shoes/singerb
name = "blue performer's boots"
desc = "These boots were made for dancing."
icon_state = "bsing"
put_on_delay = 50
/obj/item/clothing/shoes/cowboy
name = "cowboy boots"
desc = "A pair a' brown boots."
icon_state = "cowboy_brown"
item_color = "cowboy_brown"
/obj/item/clothing/shoes/cowboy/black
name = "black cowboy boots"
desc = "A pair a' black rustlers' boots"
icon_state = "cowboy_black"
item_color = "cowboy_black"
/obj/item/clothing/shoes/cowboy/white
name = "white cowboy boots"
desc = "For the rancher in us all."
icon_state = "cowboy_white"
item_color = "cowboy_white"
/obj/item/clothing/shoes/cowboy/fancy
name = "bilton wrangler boots"
desc = "A pair of authentic haute couture boots from Japanifornia. You doubt they have ever been close to cattle."
icon_state = "cowboy_fancy"
item_color = "cowboy_fancy"
/obj/item/clothing/shoes/cowboy/pink
name = "pink cowgirl boots"
desc = "For a Rustlin' tustlin' cowgirl."
icon_state = "cowboyboots_pink"
item_color = "cowboyboots_pink"
/obj/item/clothing/shoes/cowboy/lizard
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizardmasterwork
name = "\improper Hugs-The-Feet lizard skin boots"
desc = "A pair of masterfully crafted lizard skin boots. Finally a good application for the station's most bothersome inhabitants."
icon_state = "lizardboots_blue"
/obj/effect/spawner/lootdrop/lizardboots
name = "random lizard boot quality"
desc = "Which ever gets picked, the lizard race loses"
icon = 'icons/obj/clothing/shoes.dmi'
icon_state = "lizardboots_green"
loot = list(
/obj/item/clothing/shoes/cowboy/lizard = 7,
/obj/item/clothing/shoes/cowboy/lizardmasterwork = 1)
/obj/item/clothing/shoes/footwraps
name = "cloth footwraps"
desc = "A roll of treated canvas used for wrapping claws or paws."
icon_state = "clothwrap"
item_state = "clothwrap"
force = 0
silence_steps = TRUE
w_class = WEIGHT_CLASS_SMALL
/obj/item/clothing/shoes/bhop
name = "jump boots"
desc = "A specialized pair of combat boots with a built-in propulsion system for rapid foward movement."
icon_state = "jetboots"
item_state = "jetboots"
item_color = "hosred"
resistance_flags = FIRE_PROOF
actions_types = list(/datum/action/item_action/bhop)
permeability_coefficient = 0.05
can_cut_open = FALSE
var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles
var/jumpspeed = 3
var/recharging_rate = 60 //default 6 seconds between each dash
var/recharging_time = 0 //time until next dash
/obj/item/clothing/shoes/bhop/ui_action_click(mob/user, action)
if(!isliving(user))
return
if(recharging_time > world.time)
to_chat(user, "<span class='warning'>The boot's internal propulsion needs to recharge still!</span>")
return
var/atom/target = get_edge_target_turf(user, user.dir) //gets the user's direction
if (user.throw_at(target, jumpdistance, jumpspeed, spin = FALSE, diagonals_first = TRUE))
playsound(src, 'sound/effects/stealthoff.ogg', 50, 1, 1)
user.visible_message("<span class='warning'>[usr] dashes forward into the air!</span>")
recharging_time = world.time + recharging_rate
else
to_chat(user, "<span class='warning'>Something prevents you from dashing forward!</span>")
/obj/item/clothing/shoes/mime
name = "mime shoes"
icon_state = "mime"
item_color = "mime"
/obj/item/clothing/shoes/combat //basic syndicate combat boots for nuke ops and mob corpses
name = "combat boots"
desc = "High speed, low drag combat boots."
can_cut_open = 1
icon_state = "jackboots"
item_state = "jackboots"
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
strip_delay = 70
resistance_flags = NONE
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT shoes"
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50)
flags = NOSLIP
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
icon_state = "wizard"
strip_delay = 50
put_on_delay = 50
magical = TRUE
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "magic shoes"
icon_state = "black"
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/sandal/magic
name = "magical sandals"
desc = "A pair of sandals imbued with magic."
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/galoshes
desc = "A pair of yellow rubber boots, designed to prevent slipping on wet surfaces."
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
strip_delay = 50
put_on_delay = 50
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 75)
/obj/item/clothing/shoes/galoshes/dry
name = "absorbent galoshes"
desc = "A pair of purple rubber boots, designed to prevent slipping on wet surfaces while also drying them."
icon_state = "galoshes_dry"
/obj/item/clothing/shoes/galoshes/dry/step_action()
var/turf/simulated/t_loc = get_turf(src)
if(istype(t_loc) && t_loc.wet)
t_loc.MakeDry(TURF_WET_WATER)
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn they're huge! Ctrl-click to toggle the waddle dampeners!"
name = "clown shoes"
icon_state = "clown"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
item_color = "clown"
var/footstep = 1 //used for squeeks whilst walking
shoe_sound = "clownstep"
var/enabled_waddle = TRUE
var/datum/component/waddle
/obj/item/clothing/shoes/clown_shoes/equipped(mob/user, slot)
. = ..()
if(slot == slot_shoes && enabled_waddle)
waddle = user.AddComponent(/datum/component/waddling)
/obj/item/clothing/shoes/clown_shoes/dropped(mob/user)
. = ..()
QDEL_NULL(waddle)
/obj/item/clothing/shoes/clown_shoes/CtrlClick(mob/living/user)
if(!isliving(user))
return
if(user.get_active_hand() != src)
to_chat(user, "You must hold [src] in your hand to do this.")
return
if(!enabled_waddle)
to_chat(user, "<span class='notice'>You switch off the waddle dampeners!</span>")
enabled_waddle = TRUE
else
to_chat(user, "<span class='notice'>You switch on the waddle dampeners!</span>")
enabled_waddle = FALSE
/obj/item/clothing/shoes/clown_shoes/nodrop
flags = NODROP
/obj/item/clothing/shoes/clown_shoes/magical
name = "magical clown shoes"
desc = "Standard-issue shoes of the wizarding class clown. Damn they're huge! And powerful! Somehow."
magical = TRUE
/obj/item/clothing/shoes/jackboots
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
can_cut_open = 1
icon_state = "jackboots"
item_state = "jackboots"
item_color = "hosred"
strip_delay = 50
put_on_delay = 50
resistance_flags = NONE
var/footstep = 1
shoe_sound = "jackboot"
/obj/item/clothing/shoes/jackboots/jacksandals
name = "jacksandals"
desc = "Nanotrasen-issue Security combat sandals for combat scenarios. They're jacksandals, however that works."
can_cut_open = 0
icon_state = "jacksandal"
item_color = "jacksandal"
/obj/item/clothing/shoes/workboots
name = "work boots"
desc = "Thick-soled boots for industrial work environments."
can_cut_open = 1
icon_state = "workboots"
/obj/item/clothing/shoes/workboots/mining
name = "mining boots"
desc = "Steel-toed mining boots for mining in hazardous environments. Very good at keeping toes uncrushed."
icon_state = "explorer"
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/winterboots
name = "winter boots"
desc = "Boots lined with 'synthetic' animal fur."
can_cut_open = 1
icon_state = "winterboots"
cold_protection = FEET|LEGS
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET|LEGS
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/cult
name = "boots"
desc = "A pair of boots worn by the followers of Nar-Sie."
icon_state = "cult"
item_state = "cult"
item_color = "cult"
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume"
icon_state = "boots"
/obj/item/clothing/shoes/slippers
name = "bunny slippers"
desc = "Fluffy!"
icon_state = "slippers"
item_state = "slippers"
/obj/item/clothing/shoes/slippers_worn
name = "worn bunny slippers"
desc = "Fluffy..."
icon_state = "slippers_worn"
item_state = "slippers_worn"
/obj/item/clothing/shoes/laceup
name = "laceup shoes"
desc = "The height of fashion, and they're pre-polished!"
icon_state = "laceups"
put_on_delay = 50
/obj/item/clothing/shoes/roman
name = "roman sandals"
desc = "Sandals with buckled leather straps on it."
icon_state = "roman"
item_state = "roman"
strip_delay = 100
put_on_delay = 100
/obj/item/clothing/shoes/centcom
name = "dress shoes"
desc = "They appear impeccably polished."
icon_state = "laceups"
/obj/item/clothing/shoes/griffin
name = "griffon boots"
desc = "A pair of costume boots fashioned after bird talons."
icon_state = "griffinboots"
item_state = "griffinboots"
/obj/item/clothing/shoes/fluff/noble_boot
name = "noble boots"
desc = "The boots are economically designed to balance function and comfort, so that you can step on peasants without having to worry about blisters. The leather also resists unwanted blood stains."
icon_state = "noble_boot"
item_color = "noble_boot"
item_state = "noble_boot"
/obj/item/clothing/shoes/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/tape_roll) && !silence_steps)
var/obj/item/stack/tape_roll/TR = I
if((!silence_steps || shoe_sound) && TR.use(4))
silence_steps = TRUE
shoe_sound = null
to_chat(user, "You tape the soles of [src] to silence your footsteps.")
else
return ..()
/obj/item/clothing/shoes/sandal/white
name = "White Sandals"
desc = "Medical sandals that nerds wear."
icon_state = "medsandal"
item_color = "medsandal"
/obj/item/clothing/shoes/sandal/fancy
name = "Fancy Sandals"
desc = "FANCY!!."
icon_state = "fancysandal"
item_color = "fancysandal"
/obj/item/clothing/shoes/cursedclown
name = "cursed clown shoes"
desc = "Moldering clown flip flops. They're neon green for some reason."
icon = 'icons/goonstation/objects/clothing/feet.dmi'
icon_state = "cursedclown"
item_state = "cclown_shoes"
icon_override = 'icons/goonstation/mob/clothing/feet.dmi'
lefthand_file = 'icons/goonstation/mob/inhands/clothing_lefthand.dmi'
righthand_file = 'icons/goonstation/mob/inhands/clothing_righthand.dmi'
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
flags = NODROP
shoe_sound = "clownstep"
/obj/item/clothing/shoes/singery
name = "yellow performer's boots"
desc = "These boots were made for dancing."
icon_state = "ysing"
put_on_delay = 50
/obj/item/clothing/shoes/singerb
name = "blue performer's boots"
desc = "These boots were made for dancing."
icon_state = "bsing"
put_on_delay = 50
/obj/item/clothing/shoes/cowboy
name = "cowboy boots"
desc = "A pair a' brown boots."
icon_state = "cowboy_brown"
item_color = "cowboy_brown"
/obj/item/clothing/shoes/cowboy/black
name = "black cowboy boots"
desc = "A pair a' black rustlers' boots"
icon_state = "cowboy_black"
item_color = "cowboy_black"
/obj/item/clothing/shoes/cowboy/white
name = "white cowboy boots"
desc = "For the rancher in us all."
icon_state = "cowboy_white"
item_color = "cowboy_white"
/obj/item/clothing/shoes/cowboy/fancy
name = "bilton wrangler boots"
desc = "A pair of authentic haute couture boots from Japanifornia. You doubt they have ever been close to cattle."
icon_state = "cowboy_fancy"
item_color = "cowboy_fancy"
/obj/item/clothing/shoes/cowboy/pink
name = "pink cowgirl boots"
desc = "For a Rustlin' tustlin' cowgirl."
icon_state = "cowboyboots_pink"
item_color = "cowboyboots_pink"
/obj/item/clothing/shoes/cowboy/lizard
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizardmasterwork
name = "\improper Hugs-The-Feet lizard skin boots"
desc = "A pair of masterfully crafted lizard skin boots. Finally a good application for the station's most bothersome inhabitants."
icon_state = "lizardboots_blue"
/obj/effect/spawner/lootdrop/lizardboots
name = "random lizard boot quality"
desc = "Which ever gets picked, the lizard race loses"
icon = 'icons/obj/clothing/shoes.dmi'
icon_state = "lizardboots_green"
loot = list(
/obj/item/clothing/shoes/cowboy/lizard = 7,
/obj/item/clothing/shoes/cowboy/lizardmasterwork = 1)
/obj/item/clothing/shoes/footwraps
name = "cloth footwraps"
desc = "A roll of treated canvas used for wrapping claws or paws."
icon_state = "clothwrap"
item_state = "clothwrap"
force = 0
silence_steps = TRUE
w_class = WEIGHT_CLASS_SMALL
/obj/item/clothing/shoes/bhop
name = "jump boots"
desc = "A specialized pair of combat boots with a built-in propulsion system for rapid foward movement."
icon_state = "jetboots"
item_state = "jetboots"
item_color = "hosred"
resistance_flags = FIRE_PROOF
actions_types = list(/datum/action/item_action/bhop)
permeability_coefficient = 0.05
can_cut_open = FALSE
var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles
var/jumpspeed = 3
var/recharging_rate = 60 //default 6 seconds between each dash
var/recharging_time = 0 //time until next dash
/obj/item/clothing/shoes/bhop/ui_action_click(mob/user, action)
if(!isliving(user))
return
if(recharging_time > world.time)
to_chat(user, "<span class='warning'>The boot's internal propulsion needs to recharge still!</span>")
return
var/atom/target = get_edge_target_turf(user, user.dir) //gets the user's direction
if (user.throw_at(target, jumpdistance, jumpspeed, spin = FALSE, diagonals_first = TRUE))
playsound(src, 'sound/effects/stealthoff.ogg', 50, 1, 1)
user.visible_message("<span class='warning'>[usr] dashes forward into the air!</span>")
recharging_time = world.time + recharging_rate
else
to_chat(user, "<span class='warning'>Something prevents you from dashing forward!</span>")
+1 -1
View File
@@ -246,4 +246,4 @@
icon_state = "hardsuit-berserker"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/berserker
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
slowdown = 0
slowdown = 0
File diff suppressed because it is too large Load Diff
+287 -287
View File
@@ -1,287 +1,287 @@
//Captain's space suit, not hardsuits because no flashlight!
/obj/item/clothing/head/helmet/space/capspace
name = "captain's space helmet"
icon_state = "capspace"
item_state = "capspacehelmet"
desc = "A special helmet designed for only the most fashionable of military figureheads."
flags_inv = HIDEFACE
permeability_coefficient = 0.01
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/helmet/space/capspace/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == slot_head)
if(isvox(user))
if(flags & BLOCKHAIR)
flags &= ~BLOCKHAIR
else
if((initial(flags) & BLOCKHAIR) && !(flags & BLOCKHAIR))
flags |= BLOCKHAIR
/obj/item/clothing/suit/space/captain
name = "captain's space suit"
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
icon_state = "caparmor"
item_state = "capspacesuit"
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tank, /obj/item/flashlight,/obj/item/gun/energy, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton,/obj/item/restraints/handcuffs)
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Deathsquad space suit, not hardsuits because no flashlight!
/obj/item/clothing/head/helmet/space/deathsquad
name = "deathsquad helmet"
desc = "That's not red paint. That's real blood."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
see_in_dark = 8
HUDType = MEDHUD
strip_delay = 130
/obj/item/clothing/suit/space/deathsquad
name = "deathsquad suit"
desc = "A heavily armored, advanced space suit that protects against most forms of damage."
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank,/obj/item/kitchen/knife/combat)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 130
dog_fashion = /datum/dog_fashion/back/deathsquad
//NEW SWAT suit
/obj/item/clothing/suit/space/swat
name = "SWAT armor"
desc = "Space-proof tactical SWAT armor."
icon_state = "heavy"
item_state = "swat_suit"
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank,/obj/item/kitchen/knife/combat)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/head/helmet/space/deathsquad/beret
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_officer"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
/obj/item/clothing/suit/space/deathsquad/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
slowdown = 0
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
w_class = WEIGHT_CLASS_NORMAL
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
sprite_sheets = list(
"Grey" = 'icons/mob/species/Grey/head.dmi',
"Drask" = 'icons/mob/species/Drask/helmet.dmi'
)
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
flags_cover = HEADCOVERSEYES
dog_fashion = /datum/dog_fashion/head/santa
/obj/item/clothing/head/helmet/space/santahat/attack_self(mob/user as mob)
if(src.icon_state == "santahat")
src.icon_state = "santahat_beard"
src.item_state = "santahat_beard"
to_chat(user, "Santa's beard expands out from the hat!")
else
src.icon_state = "santahat"
src.item_state = "santahat"
to_chat(user, "The beard slinks back into the hat...")
/obj/item/clothing/suit/space/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = STOPSPRESSUREDMAGE
flags_size = ONESIZEFITSALL
allowed = list(/obj/item) //for stuffing extra special presents
//Space pirate outfit
/obj/item/clothing/head/helmet/space/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
flags_cover = HEADCOVERSEYES
strip_delay = 40
put_on_delay = 20
/obj/item/clothing/suit/space/pirate
name = "pirate coat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank)
slowdown = 0
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
strip_delay = 40
put_on_delay = 20
//Paramedic EVA suit
/obj/item/clothing/head/helmet/space/eva/paramedic
name = "Paramedic EVA helmet"
desc = "A brand new paramedic EVA helmet. It seems to mold to your head shape. Used for retrieving bodies in space."
icon_state = "paramedic-eva-helmet"
item_state = "paramedic-eva-helmet"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi',
"Skrell" = 'icons/mob/species/skrell/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Drask" = 'icons/mob/species/drask/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
)
sprite_sheets_obj = list(
"Vox" = 'icons/obj/clothing/species/vox/hats.dmi'
)
/obj/item/clothing/suit/space/eva/paramedic
name = "Paramedic EVA suit"
icon_state = "paramedic-eva"
item_state = "paramedic-eva"
desc = "A brand new paramedic EVA suit. The nitrile seems a bit too thin to be space proof. Used for retrieving bodies in space."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi',
"Skrell" = 'icons/mob/species/skrell/suit.dmi',
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Drask" = 'icons/mob/species/drask/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
)
sprite_sheets_obj = list(
"Vox" = 'icons/obj/clothing/species/vox/suits.dmi'
)
/obj/item/clothing/suit/space/eva
name = "EVA suit"
icon_state = "spacenew"
item_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
)
sprite_sheets_obj = list(
"Tajaran" = 'icons/obj/clothing/species/tajaran/suits.dmi',
"Unathi" = 'icons/obj/clothing/species/unathi/suits.dmi',
"Vox" = 'icons/obj/clothing/species/vox/suits.dmi',
"Vulpkanin" = 'icons/obj/clothing/species/vulpkanin/suits.dmi'
)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
icon_state = "spacenew"
item_state = "s_helmet"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
flash_protect = 0
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
sprite_sheets_obj = list(
"Vox" = 'icons/obj/clothing/species/vox/hats.dmi',
"Vulpkanin" = 'icons/obj/clothing/species/vulpkanin/hats.dmi'
)
//Mime's Hardsuit
/obj/item/clothing/head/helmet/space/eva/mime
name = "mime eva helmet"
// icon = 'spaceciv.dmi'
desc = ". . ."
icon_state = "spacemimehelmet"
item_state = "spacemimehelmet"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi')
sprite_sheets_obj = null
/obj/item/clothing/suit/space/eva/mime
name = "mime eva suit"
// icon = 'spaceciv.dmi'
desc = ". . ."
icon_state = "spacemime_suit"
item_state = "spacemime_items"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi')
sprite_sheets_obj = null
/obj/item/clothing/head/helmet/space/eva/clown
name = "clown eva helmet"
// icon = 'spaceciv.dmi'
desc = "An EVA helmet specifically designed for the clown. SPESSHONK!"
icon_state = "clownhelmet"
item_state = "clownhelmet"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi')
sprite_sheets_obj = null
/obj/item/clothing/suit/space/eva/clown
name = "clown eva suit"
// icon = 'spaceciv.dmi'
desc = "An EVA suit specifically designed for the clown. SPESSHONK!"
icon_state = "spaceclown_suit"
item_state = "spaceclown_items"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi')
sprite_sheets_obj = null
//Captain's space suit, not hardsuits because no flashlight!
/obj/item/clothing/head/helmet/space/capspace
name = "captain's space helmet"
icon_state = "capspace"
item_state = "capspacehelmet"
desc = "A special helmet designed for only the most fashionable of military figureheads."
flags_inv = HIDEFACE
permeability_coefficient = 0.01
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
/obj/item/clothing/head/helmet/space/capspace/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == slot_head)
if(isvox(user))
if(flags & BLOCKHAIR)
flags &= ~BLOCKHAIR
else
if((initial(flags) & BLOCKHAIR) && !(flags & BLOCKHAIR))
flags |= BLOCKHAIR
/obj/item/clothing/suit/space/captain
name = "captain's space suit"
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
icon_state = "caparmor"
item_state = "capspacesuit"
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tank, /obj/item/flashlight,/obj/item/gun/energy, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton,/obj/item/restraints/handcuffs)
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Deathsquad space suit, not hardsuits because no flashlight!
/obj/item/clothing/head/helmet/space/deathsquad
name = "deathsquad helmet"
desc = "That's not red paint. That's real blood."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
see_in_dark = 8
HUDType = MEDHUD
strip_delay = 130
/obj/item/clothing/suit/space/deathsquad
name = "deathsquad suit"
desc = "A heavily armored, advanced space suit that protects against most forms of damage."
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank,/obj/item/kitchen/knife/combat)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 130
dog_fashion = /datum/dog_fashion/back/deathsquad
//NEW SWAT suit
/obj/item/clothing/suit/space/swat
name = "SWAT armor"
desc = "Space-proof tactical SWAT armor."
icon_state = "heavy"
item_state = "swat_suit"
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank,/obj/item/kitchen/knife/combat)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/head/helmet/space/deathsquad/beret
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_officer"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
/obj/item/clothing/suit/space/deathsquad/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
slowdown = 0
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
w_class = WEIGHT_CLASS_NORMAL
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
sprite_sheets = list(
"Grey" = 'icons/mob/species/Grey/head.dmi',
"Drask" = 'icons/mob/species/Drask/helmet.dmi'
)
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
flags_cover = HEADCOVERSEYES
dog_fashion = /datum/dog_fashion/head/santa
/obj/item/clothing/head/helmet/space/santahat/attack_self(mob/user as mob)
if(src.icon_state == "santahat")
src.icon_state = "santahat_beard"
src.item_state = "santahat_beard"
to_chat(user, "Santa's beard expands out from the hat!")
else
src.icon_state = "santahat"
src.item_state = "santahat"
to_chat(user, "The beard slinks back into the hat...")
/obj/item/clothing/suit/space/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = STOPSPRESSUREDMAGE
flags_size = ONESIZEFITSALL
allowed = list(/obj/item) //for stuffing extra special presents
//Space pirate outfit
/obj/item/clothing/head/helmet/space/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
flags_cover = HEADCOVERSEYES
strip_delay = 40
put_on_delay = 20
/obj/item/clothing/suit/space/pirate
name = "pirate coat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank)
slowdown = 0
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
strip_delay = 40
put_on_delay = 20
//Paramedic EVA suit
/obj/item/clothing/head/helmet/space/eva/paramedic
name = "Paramedic EVA helmet"
desc = "A brand new paramedic EVA helmet. It seems to mold to your head shape. Used for retrieving bodies in space."
icon_state = "paramedic-eva-helmet"
item_state = "paramedic-eva-helmet"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi',
"Skrell" = 'icons/mob/species/skrell/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Drask" = 'icons/mob/species/drask/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
)
sprite_sheets_obj = list(
"Vox" = 'icons/obj/clothing/species/vox/hats.dmi'
)
/obj/item/clothing/suit/space/eva/paramedic
name = "Paramedic EVA suit"
icon_state = "paramedic-eva"
item_state = "paramedic-eva"
desc = "A brand new paramedic EVA suit. The nitrile seems a bit too thin to be space proof. Used for retrieving bodies in space."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi',
"Skrell" = 'icons/mob/species/skrell/suit.dmi',
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Drask" = 'icons/mob/species/drask/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
)
sprite_sheets_obj = list(
"Vox" = 'icons/obj/clothing/species/vox/suits.dmi'
)
/obj/item/clothing/suit/space/eva
name = "EVA suit"
icon_state = "spacenew"
item_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
)
sprite_sheets_obj = list(
"Tajaran" = 'icons/obj/clothing/species/tajaran/suits.dmi',
"Unathi" = 'icons/obj/clothing/species/unathi/suits.dmi',
"Vox" = 'icons/obj/clothing/species/vox/suits.dmi',
"Vulpkanin" = 'icons/obj/clothing/species/vulpkanin/suits.dmi'
)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
icon_state = "spacenew"
item_state = "s_helmet"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
flash_protect = 0
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
sprite_sheets_obj = list(
"Vox" = 'icons/obj/clothing/species/vox/hats.dmi',
"Vulpkanin" = 'icons/obj/clothing/species/vulpkanin/hats.dmi'
)
//Mime's Hardsuit
/obj/item/clothing/head/helmet/space/eva/mime
name = "mime eva helmet"
// icon = 'spaceciv.dmi'
desc = ". . ."
icon_state = "spacemimehelmet"
item_state = "spacemimehelmet"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi')
sprite_sheets_obj = null
/obj/item/clothing/suit/space/eva/mime
name = "mime eva suit"
// icon = 'spaceciv.dmi'
desc = ". . ."
icon_state = "spacemime_suit"
item_state = "spacemime_items"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi')
sprite_sheets_obj = null
/obj/item/clothing/head/helmet/space/eva/clown
name = "clown eva helmet"
// icon = 'spaceciv.dmi'
desc = "An EVA helmet specifically designed for the clown. SPESSHONK!"
icon_state = "clownhelmet"
item_state = "clownhelmet"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi')
sprite_sheets_obj = null
/obj/item/clothing/suit/space/eva/clown
name = "clown eva suit"
// icon = 'spaceciv.dmi'
desc = "An EVA suit specifically designed for the clown. SPESSHONK!"
icon_state = "spaceclown_suit"
item_state = "spaceclown_items"
species_restricted = list("exclude","Wryn")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi')
sprite_sheets_obj = null
@@ -258,4 +258,4 @@
name = "blueshield envirosuit helmet"
desc = "A plasmaman envirohelm designed for the blueshield."
icon_state = "bs_envirohelm"
item_state = "bs_envirohelm"
item_state = "bs_envirohelm"
@@ -188,4 +188,4 @@
if(!vision) vision = vision_datum
processed_vision += vision_datum
vision_modes = processed_vision
vision_modes = processed_vision
@@ -332,4 +332,4 @@
return
to_chat(usr, "<font color='blue'><b>You attempt to engage the [module.interface_name].</b></font>")
module.engage()
module.engage()
@@ -78,4 +78,4 @@
/obj/item/rig_module/device/plasmacutter,
// /obj/item/rig_module/device/rcd,
/obj/item/rig_module/datajack
)
)
+188 -188
View File
@@ -1,188 +1,188 @@
//Regular syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate
name = "red space helmet"
desc = "Top secret Spess Helmet."
icon_state = "syndicate"
item_state = "syndicate"
desc = "Has a tag on it: Totally not property of a hostile corporation, honest!"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Vox" = 'icons/mob/species/vox/helmet.dmi')
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
icon_state = "syndicate"
item_state = "space_suit_syndicate"
desc = "Has a tag on it: Totally not property of a hostile corporation, honest!"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank)
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi')
//Green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green
name = "Green Space Helmet"
icon_state = "syndicate-helm-green"
item_state = "syndicate-helm-green"
/obj/item/clothing/suit/space/syndicate/green
name = "Green Space Suit"
icon_state = "syndicate-green"
item_state = "syndicate-green"
//Dark green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green/dark
name = "Dark Green Space Helmet"
icon_state = "syndicate-helm-green-dark"
item_state = "syndicate-helm-green-dark"
/obj/item/clothing/suit/space/syndicate/green/dark
name = "Dark Green Space Suit"
icon_state = "syndicate-green-dark"
item_state = "syndicate-green-dark"
//Orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/orange
name = "Orange Space Helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/suit/space/syndicate/orange
name = "Orange Space Suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
//Blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/blue
name = "Blue Space Helmet"
icon_state = "syndicate-helm-blue"
item_state = "syndicate-helm-blue"
/obj/item/clothing/suit/space/syndicate/blue
name = "Blue Space Suit"
icon_state = "syndicate-blue"
item_state = "syndicate-blue"
//Black syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black
name = "Black Space Helmet"
icon_state = "syndicate-helm-black"
item_state = "syndicate-helm-black"
obj/item/clothing/head/helmet/space/syndicate/black/strike
name = "Syndicate Strike Team commando helmet"
desc = "A heavily armored black helmet that is only given to high-ranking Syndicate operatives."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
/obj/item/clothing/suit/space/syndicate/black
name = "Black Space Suit"
icon_state = "syndicate-black"
item_state = "syndicate-black"
obj/item/clothing/suit/space/syndicate/black/strike
name = "Syndicate Strike Team commando space suit"
desc = "A heavily armored, black space suit that is only given to high-ranking Syndicate operatives."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
//Black-green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/green
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-green"
item_state = "syndicate-helm-black-green"
/obj/item/clothing/suit/space/syndicate/black/green
name = "Black and Green Space Suit"
icon_state = "syndicate-black-green"
item_state = "syndicate-black-green"
//Black-blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/blue
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-blue"
item_state = "syndicate-helm-black-blue"
/obj/item/clothing/suit/space/syndicate/black/blue
name = "Black and Blue Space Suit"
icon_state = "syndicate-black-blue"
item_state = "syndicate-black-blue"
//Black medical syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/med
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-med"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/med
name = "Green Space Suit"
icon_state = "syndicate-black-med"
item_state = "syndicate-black"
//Black-orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/orange
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-orange"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/orange
name = "Black and Orange Space Suit"
icon_state = "syndicate-black-orange"
item_state = "syndicate-black"
//Black-red syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/red
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-red"
item_state = "syndicate-helm-black-red"
obj/item/clothing/head/helmet/space/syndicate/black/red/strike
name = "Syndicate Strike Team leader helmet"
desc = "A heavily armored, black and red space helmet that is only given to elite Syndicate operatives, it looks particularly menacing."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
/obj/item/clothing/suit/space/syndicate/black/red
name = "Black and Red Space Suit"
icon_state = "syndicate-black-red"
item_state = "syndicate-black-red"
obj/item/clothing/suit/space/syndicate/black/red/strike
name = "Syndicate Strike Team leader space suit"
desc = "A heavily armored, black and red space suit that is only given to elite Syndicate operatives, it looks particularly menacing."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
//Black with yellow/red engineering syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/engie
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-engie"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/engie
name = "Black Engineering Space Suit"
icon_state = "syndicate-black-engie"
item_state = "syndicate-black"
//Regular syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate
name = "red space helmet"
desc = "Top secret Spess Helmet."
icon_state = "syndicate"
item_state = "syndicate"
desc = "Has a tag on it: Totally not property of a hostile corporation, honest!"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Vox" = 'icons/mob/species/vox/helmet.dmi')
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
icon_state = "syndicate"
item_state = "space_suit_syndicate"
desc = "Has a tag on it: Totally not property of a hostile corporation, honest!"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank)
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi')
//Green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green
name = "Green Space Helmet"
icon_state = "syndicate-helm-green"
item_state = "syndicate-helm-green"
/obj/item/clothing/suit/space/syndicate/green
name = "Green Space Suit"
icon_state = "syndicate-green"
item_state = "syndicate-green"
//Dark green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green/dark
name = "Dark Green Space Helmet"
icon_state = "syndicate-helm-green-dark"
item_state = "syndicate-helm-green-dark"
/obj/item/clothing/suit/space/syndicate/green/dark
name = "Dark Green Space Suit"
icon_state = "syndicate-green-dark"
item_state = "syndicate-green-dark"
//Orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/orange
name = "Orange Space Helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/suit/space/syndicate/orange
name = "Orange Space Suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
//Blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/blue
name = "Blue Space Helmet"
icon_state = "syndicate-helm-blue"
item_state = "syndicate-helm-blue"
/obj/item/clothing/suit/space/syndicate/blue
name = "Blue Space Suit"
icon_state = "syndicate-blue"
item_state = "syndicate-blue"
//Black syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black
name = "Black Space Helmet"
icon_state = "syndicate-helm-black"
item_state = "syndicate-helm-black"
obj/item/clothing/head/helmet/space/syndicate/black/strike
name = "Syndicate Strike Team commando helmet"
desc = "A heavily armored black helmet that is only given to high-ranking Syndicate operatives."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
/obj/item/clothing/suit/space/syndicate/black
name = "Black Space Suit"
icon_state = "syndicate-black"
item_state = "syndicate-black"
obj/item/clothing/suit/space/syndicate/black/strike
name = "Syndicate Strike Team commando space suit"
desc = "A heavily armored, black space suit that is only given to high-ranking Syndicate operatives."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
//Black-green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/green
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-green"
item_state = "syndicate-helm-black-green"
/obj/item/clothing/suit/space/syndicate/black/green
name = "Black and Green Space Suit"
icon_state = "syndicate-black-green"
item_state = "syndicate-black-green"
//Black-blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/blue
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-blue"
item_state = "syndicate-helm-black-blue"
/obj/item/clothing/suit/space/syndicate/black/blue
name = "Black and Blue Space Suit"
icon_state = "syndicate-black-blue"
item_state = "syndicate-black-blue"
//Black medical syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/med
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-med"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/med
name = "Green Space Suit"
icon_state = "syndicate-black-med"
item_state = "syndicate-black"
//Black-orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/orange
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-orange"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/orange
name = "Black and Orange Space Suit"
icon_state = "syndicate-black-orange"
item_state = "syndicate-black"
//Black-red syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/red
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-red"
item_state = "syndicate-helm-black-red"
obj/item/clothing/head/helmet/space/syndicate/black/red/strike
name = "Syndicate Strike Team leader helmet"
desc = "A heavily armored, black and red space helmet that is only given to elite Syndicate operatives, it looks particularly menacing."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
/obj/item/clothing/suit/space/syndicate/black/red
name = "Black and Red Space Suit"
icon_state = "syndicate-black-red"
item_state = "syndicate-black-red"
obj/item/clothing/suit/space/syndicate/black/red/strike
name = "Syndicate Strike Team leader space suit"
desc = "A heavily armored, black and red space suit that is only given to elite Syndicate operatives, it looks particularly menacing."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF
//Black with yellow/red engineering syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/engie
name = "Black Space Helmet"
icon_state = "syndicate-helm-black-engie"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/engie
name = "Black Engineering Space Suit"
icon_state = "syndicate-black-engie"
item_state = "syndicate-black"
+124 -124
View File
@@ -1,124 +1,124 @@
//Voidsuits
/obj/item/clothing/head/helmet/space/nasavoid
name = "NASA Void Helmet"
desc = "A high tech, NASA Centcom branch designed space suit helmet. Used for AI satellite maintenance."
icon_state = "void-red"
item_state = "void"
flags_inv = HIDEMASK|HIDEEARS
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Vox" = 'icons/mob/species/vox/helmet.dmi')
/obj/item/clothing/suit/space/nasavoid
name = "NASA Void Suit"
icon_state = "void-red"
item_state = "void"
desc = "A high tech, NASA Centcom branch designed space suit. Used for AI satellite maintenance."
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/multitool)
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi')
//Colors!!!
/obj/item/clothing/head/helmet/space/nasavoid/green
icon_state = "void-green"
/obj/item/clothing/suit/space/nasavoid/green
icon_state = "void-green"
/obj/item/clothing/head/helmet/space/nasavoid/ntblue
icon_state = "void-ntblue"
/obj/item/clothing/suit/space/nasavoid/ntblue
icon_state = "void-ntblue"
/obj/item/clothing/head/helmet/space/nasavoid/purple
icon_state = "void-purple"
/obj/item/clothing/suit/space/nasavoid/purple
icon_state = "void-purple"
/obj/item/clothing/head/helmet/space/nasavoid/yellow
icon_state = "void-yellow"
/obj/item/clothing/suit/space/nasavoid/yellow
icon_state = "void-yellow"
/obj/item/clothing/head/helmet/space/nasavoid/ltblue
icon_state = "void-light_blue"
/obj/item/clothing/suit/space/nasavoid/ltblue
icon_state = "void-light_blue"
//Captian's Suit, like the other captian's suit, but looks better, at the cost of armor
/obj/item/clothing/head/helmet/space/nasavoid/captain
name = "Fancy Retro Void Helmet"
icon_state = "void-captian"
desc = "A high tech, NASA Centcom branch designed space suit helmet. Used for AI satellite maintenance. This one is fit for a captain."
/obj/item/clothing/suit/space/nasavoid/captain
name = "Fancy NASA Void Suit"
icon_state = "void-captian"
desc = "A high tech, NASA Centcom branch designed space suit. Used for AI satellite maintenance. This one is fit for a captain."
//Syndi's suit, on par with a blood red softsuit
/obj/item/clothing/head/helmet/space/nasavoid/syndi
name = "Blood Red Retro Void Helmet"
icon_state = "void-syndi"
desc = "A high tech, NASA Centcom branch designed space suit helmet. This one looks rather suspicious."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
/obj/item/clothing/suit/space/nasavoid/syndi
name = "Blood Red NASA Void Suit"
icon_state = "void-syndi"
desc = "A high tech, NASA Centcom branch designed space suit. This one looks rather suspicious."
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank)
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
//random spawner
/obj/effect/nasavoidsuitspawner
name = "NASA Void Suit Spawner"
icon = 'icons/obj/clothing/suits.dmi'
icon_state = "void-red"
desc = "You shouldn't see this, a spawner for NASA Void Suits."
var/suits = list("red", "green", "ntblue", "purple", "yellow", "ltblue")
/obj/effect/nasavoidsuitspawner/New()
var/obj/item/clothing/head/helmet/space/nasavoid/H
var/obj/item/clothing/suit/space/nasavoid/S
switch(pick(suits))
if("red")
H = new /obj/item/clothing/head/helmet/space/nasavoid
S = new /obj/item/clothing/suit/space/nasavoid
if("green")
H = new /obj/item/clothing/head/helmet/space/nasavoid/green
S = new /obj/item/clothing/suit/space/nasavoid/green
if("ntblue")
H = new /obj/item/clothing/head/helmet/space/nasavoid/ntblue
S = new /obj/item/clothing/suit/space/nasavoid/ntblue
if("purple")
H = new /obj/item/clothing/head/helmet/space/nasavoid/purple
S = new /obj/item/clothing/suit/space/nasavoid/purple
if("yellow")
H = new /obj/item/clothing/head/helmet/space/nasavoid/yellow
S = new /obj/item/clothing/suit/space/nasavoid/yellow
if("ltblue")
H = new /obj/item/clothing/head/helmet/space/nasavoid/ltblue
S = new /obj/item/clothing/suit/space/nasavoid/ltblue
var/turf/T = get_turf(src)
if(H)
H.forceMove(T)
if(S)
S.forceMove(T)
qdel(src)
//Voidsuits
/obj/item/clothing/head/helmet/space/nasavoid
name = "NASA Void Helmet"
desc = "A high tech, NASA Centcom branch designed space suit helmet. Used for AI satellite maintenance."
icon_state = "void-red"
item_state = "void"
flags_inv = HIDEMASK|HIDEEARS
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi',
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/helmet.dmi',
"Vox" = 'icons/mob/species/vox/helmet.dmi')
/obj/item/clothing/suit/space/nasavoid
name = "NASA Void Suit"
icon_state = "void-red"
item_state = "void"
desc = "A high tech, NASA Centcom branch designed space suit. Used for AI satellite maintenance."
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/multitool)
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi')
//Colors!!!
/obj/item/clothing/head/helmet/space/nasavoid/green
icon_state = "void-green"
/obj/item/clothing/suit/space/nasavoid/green
icon_state = "void-green"
/obj/item/clothing/head/helmet/space/nasavoid/ntblue
icon_state = "void-ntblue"
/obj/item/clothing/suit/space/nasavoid/ntblue
icon_state = "void-ntblue"
/obj/item/clothing/head/helmet/space/nasavoid/purple
icon_state = "void-purple"
/obj/item/clothing/suit/space/nasavoid/purple
icon_state = "void-purple"
/obj/item/clothing/head/helmet/space/nasavoid/yellow
icon_state = "void-yellow"
/obj/item/clothing/suit/space/nasavoid/yellow
icon_state = "void-yellow"
/obj/item/clothing/head/helmet/space/nasavoid/ltblue
icon_state = "void-light_blue"
/obj/item/clothing/suit/space/nasavoid/ltblue
icon_state = "void-light_blue"
//Captian's Suit, like the other captian's suit, but looks better, at the cost of armor
/obj/item/clothing/head/helmet/space/nasavoid/captain
name = "Fancy Retro Void Helmet"
icon_state = "void-captian"
desc = "A high tech, NASA Centcom branch designed space suit helmet. Used for AI satellite maintenance. This one is fit for a captain."
/obj/item/clothing/suit/space/nasavoid/captain
name = "Fancy NASA Void Suit"
icon_state = "void-captian"
desc = "A high tech, NASA Centcom branch designed space suit. Used for AI satellite maintenance. This one is fit for a captain."
//Syndi's suit, on par with a blood red softsuit
/obj/item/clothing/head/helmet/space/nasavoid/syndi
name = "Blood Red Retro Void Helmet"
icon_state = "void-syndi"
desc = "A high tech, NASA Centcom branch designed space suit helmet. This one looks rather suspicious."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
/obj/item/clothing/suit/space/nasavoid/syndi
name = "Blood Red NASA Void Suit"
icon_state = "void-syndi"
desc = "A high tech, NASA Centcom branch designed space suit. This one looks rather suspicious."
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank)
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
//random spawner
/obj/effect/nasavoidsuitspawner
name = "NASA Void Suit Spawner"
icon = 'icons/obj/clothing/suits.dmi'
icon_state = "void-red"
desc = "You shouldn't see this, a spawner for NASA Void Suits."
var/suits = list("red", "green", "ntblue", "purple", "yellow", "ltblue")
/obj/effect/nasavoidsuitspawner/New()
var/obj/item/clothing/head/helmet/space/nasavoid/H
var/obj/item/clothing/suit/space/nasavoid/S
switch(pick(suits))
if("red")
H = new /obj/item/clothing/head/helmet/space/nasavoid
S = new /obj/item/clothing/suit/space/nasavoid
if("green")
H = new /obj/item/clothing/head/helmet/space/nasavoid/green
S = new /obj/item/clothing/suit/space/nasavoid/green
if("ntblue")
H = new /obj/item/clothing/head/helmet/space/nasavoid/ntblue
S = new /obj/item/clothing/suit/space/nasavoid/ntblue
if("purple")
H = new /obj/item/clothing/head/helmet/space/nasavoid/purple
S = new /obj/item/clothing/suit/space/nasavoid/purple
if("yellow")
H = new /obj/item/clothing/head/helmet/space/nasavoid/yellow
S = new /obj/item/clothing/suit/space/nasavoid/yellow
if("ltblue")
H = new /obj/item/clothing/head/helmet/space/nasavoid/ltblue
S = new /obj/item/clothing/suit/space/nasavoid/ltblue
var/turf/T = get_turf(src)
if(H)
H.forceMove(T)
if(S)
S.forceMove(T)
qdel(src)
+1 -1
View File
@@ -16,4 +16,4 @@
desc = "A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle."
icon_state = "mantle-unathi"
item_state = "mantle-unathi"
body_parts_covered = UPPER_TORSO
body_parts_covered = UPPER_TORSO
File diff suppressed because it is too large Load Diff
+111 -111
View File
@@ -1,111 +1,111 @@
//Biosuit complete with shoes (in the item sprite)
/obj/item/clothing/head/bio_hood
name = "bio hood"
icon_state = "bio"
desc = "A hood that protects the head and face from biological comtaminants."
permeability_coefficient = 0.01
flags = BLOCKHAIR | THICKMATERIAL
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
resistance_flags = ACID_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/head.dmi',
"Tajaran" = 'icons/mob/species/tajaran/head.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/suit/bio_suit
name = "bio suit"
desc = "A suit that protects against biological contamination."
icon_state = "bio"
item_state = "bio_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = THICKMATERIAL
flags_size = ONESIZEFITSALL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 1
allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
strip_delay = 70
put_on_delay = 70
resistance_flags = ACID_PROOF
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Standard biosuit, orange stripe
/obj/item/clothing/head/bio_hood/general
icon_state = "bio_general"
/obj/item/clothing/suit/bio_suit/general
icon_state = "bio_general"
//Virology biosuit, green stripe
/obj/item/clothing/head/bio_hood/virology
icon_state = "bio_virology"
/obj/item/clothing/suit/bio_suit/virology
icon_state = "bio_virology"
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/head/bio_hood/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
//Janitor's biosuit, grey with purple arms
/obj/item/clothing/head/bio_hood/janitor
icon_state = "bio_janitor"
/obj/item/clothing/suit/bio_suit/janitor
icon_state = "bio_janitor"
//Scientist's biosuit, white with a pink-ish hue
/obj/item/clothing/head/bio_hood/scientist
icon_state = "bio_scientist"
/obj/item/clothing/suit/bio_suit/scientist
icon_state = "bio_scientist"
//CMO's biosuit, blue stripe
/obj/item/clothing/suit/bio_suit/cmo
icon_state = "bio_cmo"
/obj/item/clothing/head/bio_hood/cmo
icon_state = "bio_cmo"
//Plague Dr mask can be found in clothing/masks/gasmask.dm
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
name = "Plague doctor suit"
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
icon_state = "plaguedoctor"
item_state = "bio_suit"
strip_delay = 40
put_on_delay = 20
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
)
hide_tail_by_species = list("Unathi, Tajaran, Vulpkanin")
//Biosuit complete with shoes (in the item sprite)
/obj/item/clothing/head/bio_hood
name = "bio hood"
icon_state = "bio"
desc = "A hood that protects the head and face from biological comtaminants."
permeability_coefficient = 0.01
flags = BLOCKHAIR | THICKMATERIAL
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
resistance_flags = ACID_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/head.dmi',
"Tajaran" = 'icons/mob/species/tajaran/head.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/suit/bio_suit
name = "bio suit"
desc = "A suit that protects against biological contamination."
icon_state = "bio"
item_state = "bio_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = THICKMATERIAL
flags_size = ONESIZEFITSALL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 1
allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
strip_delay = 70
put_on_delay = 70
resistance_flags = ACID_PROOF
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Standard biosuit, orange stripe
/obj/item/clothing/head/bio_hood/general
icon_state = "bio_general"
/obj/item/clothing/suit/bio_suit/general
icon_state = "bio_general"
//Virology biosuit, green stripe
/obj/item/clothing/head/bio_hood/virology
icon_state = "bio_virology"
/obj/item/clothing/suit/bio_suit/virology
icon_state = "bio_virology"
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/head/bio_hood/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
//Janitor's biosuit, grey with purple arms
/obj/item/clothing/head/bio_hood/janitor
icon_state = "bio_janitor"
/obj/item/clothing/suit/bio_suit/janitor
icon_state = "bio_janitor"
//Scientist's biosuit, white with a pink-ish hue
/obj/item/clothing/head/bio_hood/scientist
icon_state = "bio_scientist"
/obj/item/clothing/suit/bio_suit/scientist
icon_state = "bio_scientist"
//CMO's biosuit, blue stripe
/obj/item/clothing/suit/bio_suit/cmo
icon_state = "bio_cmo"
/obj/item/clothing/head/bio_hood/cmo
icon_state = "bio_cmo"
//Plague Dr mask can be found in clothing/masks/gasmask.dm
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
name = "Plague doctor suit"
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
icon_state = "plaguedoctor"
item_state = "bio_suit"
strip_delay = 40
put_on_delay = 20
sprite_sheets = list(
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi',
)
hide_tail_by_species = list("Unathi, Tajaran, Vulpkanin")
+385 -385
View File
@@ -1,385 +1,385 @@
/*
* Job related
*/
//Paramedic
/obj/item/clothing/suit/storage/paramedic
name = "paramedic vest"
desc = "A hazard vest used in the recovery of bodies."
icon_state = "paramedic-vest"
item_state = "paramedic-vest"
allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, \
/obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/emergency_oxygen,/obj/item/rad_laser)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 10, fire = 50, acid = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Brig Physician
/obj/item/clothing/suit/storage/brigdoc
name = "brig physician vest"
desc = "A vest often worn by doctors caring for inmates."
icon_state = "brigphysician-vest"
item_state = "brigphysician-vest"
allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, \
/obj/item/healthanalyzer, /obj/item/flashlight, \
/obj/item/radio, /obj/item/tank/emergency_oxygen,/obj/item/rad_laser)
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0, fire = 50, acid = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Botanist
/obj/item/clothing/suit/apron
name = "apron"
desc = "A basic blue apron."
icon_state = "apron"
item_state = "apron"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/reagent_containers/spray/plantbgone,/obj/item/plant_analyzer,/obj/item/seeds,/obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/cultivator,/obj/item/reagent_containers/spray/pestspray,/obj/item/hatchet,/obj/item/storage/bag/plants)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Captain
/obj/item/clothing/suit/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
icon_state = "captunic"
item_state = "bio_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
flags_size = ONESIZEFITSALL
allowed = list(/obj/item/disk, /obj/item/stamp, /obj/item/reagent_containers/food/drinks/flask, /obj/item/melee, /obj/item/storage/lockbox/medal, /obj/item/flash, /obj/item/storage/box/matches, /obj/item/lighter, /obj/item/clothing/mask/cigarette, /obj/item/storage/fancy/cigarettes, /obj/item/tank/emergency_oxygen)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/captunic/capjacket
name = "captain's uniform jacket"
desc = "A less formal jacket for everyday captain use."
icon_state = "capjacket"
item_state = "bio_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/mantle/armor/captain
name = "captain's cloak"
desc = "An armor-plated piece of fashion for the ruling elite. Protect your upper half in style."
icon_state = "capmantle"
item_state = "capmantle"
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
//Chaplain
/obj/item/clothing/suit/hooded/chaplain_hoodie
name = "chaplain hoodie"
desc = "This suit says to you 'hush'!"
icon_state = "chaplain_hoodie"
item_state = "chaplain_hoodie"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/chaplain_hood
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Chaplain
/obj/item/clothing/suit/hooded/nun
name = "nun robe"
desc = "Maximum piety in this star system."
icon_state = "nun"
item_state = "nun"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/hooded/nun_hood
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Chaplain
/obj/item/clothing/suit/hooded/monk
name = "monk robe"
desc = "Wooden board not included."
icon_state = "monkrobe"
item_state = "monkrobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/hooded/monk_hood
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
/obj/item/clothing/suit/witchhunter
name = "witchhunter garb"
desc = "Dosen't weigh the same a a duck."
icon_state = "witchhunter"
item_state = "witchhunter"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
//Chef
/obj/item/clothing/suit/toggle/chef
name = "chef's apron"
//Chef
/obj/item/clothing/suit/chef
name = "chef's apron"
desc = "An apron used by a high class chef."
icon_state = "chef"
item_state = "chef"
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list (/obj/item/kitchen/knife)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Chef
/obj/item/clothing/suit/chef/classic
name = "classic chef's apron"
desc = "A basic, dull, white chef's apron."
icon_state = "apronchef"
item_state = "apronchef"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/kitchen/knife)
//Chief Engineer
/obj/item/clothing/suit/mantle/chief_engineer
name = "chief engineer's mantle"
desc = "A slick, authoritative cloak designed for the Chief Engineer."
icon_state = "cemantle"
item_state = "cemantle"
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/t_scanner, /obj/item/rcd)
//Chief Medical Officer
/obj/item/clothing/suit/mantle/labcoat/chief_medical_officer
name = "chief medical officer's mantle"
desc = "An absorbent, clean cover found on the shoulders of the Chief Medical Officer."
icon_state = "cmomantle"
item_state = "cmomantle"
//Detective
/obj/item/clothing/suit/storage/det_suit
name = "coat"
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tank/emergency_oxygen, /obj/item/reagent_containers/spray/pepper, /obj/item/flashlight, /obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/detective_scanner, /obj/item/taperecorder)
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_size = ONESIZEFITSALL
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Forensics
/obj/item/clothing/suit/storage/det_suit/forensics
name = "jacket"
desc = "A forensics technician jacket."
item_state = "det_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/storage/det_suit/forensics/red
name = "red jacket"
desc = "A red forensics technician jacket."
icon_state = "forensics_red"
/obj/item/clothing/suit/storage/det_suit/forensics/blue
name = "blue jacket"
desc = "A blue forensics technician jacket."
icon_state = "forensics_blue"
//Blueshield
/obj/item/clothing/suit/storage/blueshield
name = "blueshield coat"
desc = "NT deluxe ripoff. You finally have your own coat."
icon_state = "blueshieldcoat"
item_state = "blueshieldcoat"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 45)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_size = ONESIZEFITSALL
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Engineering
/obj/item/clothing/suit/storage/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list (/obj/item/flashlight, /obj/item/t_scanner, /obj/item/tank/emergency_oxygen)
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Lawyer
/obj/item/clothing/suit/storage/lawyer
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/lawyer/blackjacket
name = "black suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_black_open"
item_state = "suitjacket_black_open"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
/obj/item/clothing/suit/storage/lawyer/bluejacket
name = "blue suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_blue_open"
item_state = "suitjacket_blue_open"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
/obj/item/clothing/suit/storage/lawyer/purpjacket
name = "purple suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_purp"
item_state = "suitjacket_purp"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
//Head of Security
/obj/item/clothing/suit/mantle/armor
name = "armored shawl"
desc = "A reinforced shawl, worn by the Head of Security. Do you dare take up their mantle?"
icon_state = "hosmantle"
item_state = "hosmantle"
allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO|ARMS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 40
resistance_flags = NONE
//Head of Personnel
/obj/item/clothing/suit/mantle/armor/head_of_personnel
name = "head of personnel's shawl"
desc = "An armored shawl for the head of personnel. It's remarkably well kept."
icon_state = "hopmantle"
item_state = "hopmantle"
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
//Internal Affairs
/obj/item/clothing/suit/storage/internalaffairs
name = "\improper Internal Affairs jacket"
desc = "A smooth black jacket."
icon_state = "ia_jacket_open"
item_state = "ia_jacket_open"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/ntrep
name = "\improper Nanotrasen Representative jacket"
desc = "A fancy black jacket; standard issue to Nanotrasen Representatives."
icon_state = "ntrep"
item_state = "ntrep"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Medical
/obj/item/clothing/suit/storage/fr_jacket
name = "first responder jacket"
desc = "A high-visibility jacket worn by medical first responders."
icon_state = "fr_jacket_open"
item_state = "fr_jacket_open"
blood_overlay_type = "armor"
allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, \
/obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/emergency_oxygen,/obj/item/rad_laser)
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/suspenders/nodrop
flags = NODROP
// Surgeon
/obj/item/clothing/suit/apron/surgical
name = "surgical apron"
desc = "A sterile blue surgical apron."
icon_state = "surgical"
item_state = "surgical"
allowed = list(/obj/item/scalpel, /obj/item/surgical_drapes, /obj/item/cautery, /obj/item/hemostat, /obj/item/retractor)
//Research Director
/obj/item/clothing/suit/mantle/labcoat
name = "research director's mantle"
desc = "A tweed mantle, worn by the Research Director. Smells like science."
icon_state = "rdmantle"
item_state = "rdmantle"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/food/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/rad_laser)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 0, fire = 50, acid = 50)
/*
* Job related
*/
//Paramedic
/obj/item/clothing/suit/storage/paramedic
name = "paramedic vest"
desc = "A hazard vest used in the recovery of bodies."
icon_state = "paramedic-vest"
item_state = "paramedic-vest"
allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, \
/obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/emergency_oxygen,/obj/item/rad_laser)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 10, fire = 50, acid = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Brig Physician
/obj/item/clothing/suit/storage/brigdoc
name = "brig physician vest"
desc = "A vest often worn by doctors caring for inmates."
icon_state = "brigphysician-vest"
item_state = "brigphysician-vest"
allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, \
/obj/item/healthanalyzer, /obj/item/flashlight, \
/obj/item/radio, /obj/item/tank/emergency_oxygen,/obj/item/rad_laser)
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0, fire = 50, acid = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Botanist
/obj/item/clothing/suit/apron
name = "apron"
desc = "A basic blue apron."
icon_state = "apron"
item_state = "apron"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/reagent_containers/spray/plantbgone,/obj/item/plant_analyzer,/obj/item/seeds,/obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/cultivator,/obj/item/reagent_containers/spray/pestspray,/obj/item/hatchet,/obj/item/storage/bag/plants)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Captain
/obj/item/clothing/suit/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
icon_state = "captunic"
item_state = "bio_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
flags_size = ONESIZEFITSALL
allowed = list(/obj/item/disk, /obj/item/stamp, /obj/item/reagent_containers/food/drinks/flask, /obj/item/melee, /obj/item/storage/lockbox/medal, /obj/item/flash, /obj/item/storage/box/matches, /obj/item/lighter, /obj/item/clothing/mask/cigarette, /obj/item/storage/fancy/cigarettes, /obj/item/tank/emergency_oxygen)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/captunic/capjacket
name = "captain's uniform jacket"
desc = "A less formal jacket for everyday captain use."
icon_state = "capjacket"
item_state = "bio_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/mantle/armor/captain
name = "captain's cloak"
desc = "An armor-plated piece of fashion for the ruling elite. Protect your upper half in style."
icon_state = "capmantle"
item_state = "capmantle"
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
//Chaplain
/obj/item/clothing/suit/hooded/chaplain_hoodie
name = "chaplain hoodie"
desc = "This suit says to you 'hush'!"
icon_state = "chaplain_hoodie"
item_state = "chaplain_hoodie"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/chaplain_hood
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Chaplain
/obj/item/clothing/suit/hooded/nun
name = "nun robe"
desc = "Maximum piety in this star system."
icon_state = "nun"
item_state = "nun"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/hooded/nun_hood
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Chaplain
/obj/item/clothing/suit/hooded/monk
name = "monk robe"
desc = "Wooden board not included."
icon_state = "monkrobe"
item_state = "monkrobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/hooded/monk_hood
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
/obj/item/clothing/suit/witchhunter
name = "witchhunter garb"
desc = "Dosen't weigh the same a a duck."
icon_state = "witchhunter"
item_state = "witchhunter"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen)
//Chef
/obj/item/clothing/suit/toggle/chef
name = "chef's apron"
//Chef
/obj/item/clothing/suit/chef
name = "chef's apron"
desc = "An apron used by a high class chef."
icon_state = "chef"
item_state = "chef"
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list (/obj/item/kitchen/knife)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Chef
/obj/item/clothing/suit/chef/classic
name = "classic chef's apron"
desc = "A basic, dull, white chef's apron."
icon_state = "apronchef"
item_state = "apronchef"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/kitchen/knife)
//Chief Engineer
/obj/item/clothing/suit/mantle/chief_engineer
name = "chief engineer's mantle"
desc = "A slick, authoritative cloak designed for the Chief Engineer."
icon_state = "cemantle"
item_state = "cemantle"
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/t_scanner, /obj/item/rcd)
//Chief Medical Officer
/obj/item/clothing/suit/mantle/labcoat/chief_medical_officer
name = "chief medical officer's mantle"
desc = "An absorbent, clean cover found on the shoulders of the Chief Medical Officer."
icon_state = "cmomantle"
item_state = "cmomantle"
//Detective
/obj/item/clothing/suit/storage/det_suit
name = "coat"
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tank/emergency_oxygen, /obj/item/reagent_containers/spray/pepper, /obj/item/flashlight, /obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/detective_scanner, /obj/item/taperecorder)
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_size = ONESIZEFITSALL
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Forensics
/obj/item/clothing/suit/storage/det_suit/forensics
name = "jacket"
desc = "A forensics technician jacket."
item_state = "det_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/storage/det_suit/forensics/red
name = "red jacket"
desc = "A red forensics technician jacket."
icon_state = "forensics_red"
/obj/item/clothing/suit/storage/det_suit/forensics/blue
name = "blue jacket"
desc = "A blue forensics technician jacket."
icon_state = "forensics_blue"
//Blueshield
/obj/item/clothing/suit/storage/blueshield
name = "blueshield coat"
desc = "NT deluxe ripoff. You finally have your own coat."
icon_state = "blueshieldcoat"
item_state = "blueshieldcoat"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 45)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_size = ONESIZEFITSALL
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Engineering
/obj/item/clothing/suit/storage/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list (/obj/item/flashlight, /obj/item/t_scanner, /obj/item/tank/emergency_oxygen)
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Lawyer
/obj/item/clothing/suit/storage/lawyer
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/lawyer/blackjacket
name = "black suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_black_open"
item_state = "suitjacket_black_open"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
/obj/item/clothing/suit/storage/lawyer/bluejacket
name = "blue suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_blue_open"
item_state = "suitjacket_blue_open"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
/obj/item/clothing/suit/storage/lawyer/purpjacket
name = "purple suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_purp"
item_state = "suitjacket_purp"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
//Head of Security
/obj/item/clothing/suit/mantle/armor
name = "armored shawl"
desc = "A reinforced shawl, worn by the Head of Security. Do you dare take up their mantle?"
icon_state = "hosmantle"
item_state = "hosmantle"
allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO|ARMS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 40
resistance_flags = NONE
//Head of Personnel
/obj/item/clothing/suit/mantle/armor/head_of_personnel
name = "head of personnel's shawl"
desc = "An armored shawl for the head of personnel. It's remarkably well kept."
icon_state = "hopmantle"
item_state = "hopmantle"
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
//Internal Affairs
/obj/item/clothing/suit/storage/internalaffairs
name = "\improper Internal Affairs jacket"
desc = "A smooth black jacket."
icon_state = "ia_jacket_open"
item_state = "ia_jacket_open"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/storage/ntrep
name = "\improper Nanotrasen Representative jacket"
desc = "A fancy black jacket; standard issue to Nanotrasen Representatives."
icon_state = "ntrep"
item_state = "ntrep"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
ignore_suitadjust = 0
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Medical
/obj/item/clothing/suit/storage/fr_jacket
name = "first responder jacket"
desc = "A high-visibility jacket worn by medical first responders."
icon_state = "fr_jacket_open"
item_state = "fr_jacket_open"
blood_overlay_type = "armor"
allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, \
/obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/emergency_oxygen,/obj/item/rad_laser)
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/suspenders/nodrop
flags = NODROP
// Surgeon
/obj/item/clothing/suit/apron/surgical
name = "surgical apron"
desc = "A sterile blue surgical apron."
icon_state = "surgical"
item_state = "surgical"
allowed = list(/obj/item/scalpel, /obj/item/surgical_drapes, /obj/item/cautery, /obj/item/hemostat, /obj/item/retractor)
//Research Director
/obj/item/clothing/suit/mantle/labcoat
name = "research director's mantle"
desc = "A tweed mantle, worn by the Research Director. Smells like science."
icon_state = "rdmantle"
item_state = "rdmantle"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/food/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/rad_laser)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 0, fire = 50, acid = 50)
+65 -65
View File
@@ -1,65 +1,65 @@
/obj/item/clothing/suit/storage/labcoat
name = "labcoat"
desc = "A suit that protects against minor chemical spills."
icon_state = "labcoat_open"
item_state = "labcoat_open"
ignore_suitadjust = 0
suit_adjusted = 1
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list(/obj/item/analyzer,/obj/item/stack/medical,/obj/item/dnainjector,/obj/item/reagent_containers/dropper,/obj/item/reagent_containers/syringe,/obj/item/reagent_containers/hypospray,/obj/item/healthanalyzer,/obj/item/flashlight/pen,/obj/item/reagent_containers/glass/bottle,/obj/item/reagent_containers/glass/beaker,/obj/item/reagent_containers/food/pill,/obj/item/storage/pill_bottle,/obj/item/paper,/obj/item/rad_laser)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 50, "acid" = 50)
species_exception = list(/datum/species/golem)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi',
"Grey" = 'icons/mob/species/grey/suit.dmi'
)
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
/obj/item/clothing/suit/storage/labcoat/cmo
name = "chief medical officer's labcoat"
desc = "Bluer than the standard model."
icon_state = "labcoat_cmo_open"
item_state = "labcoat_cmo_open"
/obj/item/clothing/suit/storage/labcoat/mad
name = "mad scientist's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "labcoat_green_open"
item_state = "labcoat_green_open"
/obj/item/clothing/suit/storage/labcoat/genetics
name = "geneticist labcoat"
desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder."
icon_state = "labcoat_gen_open"
item_state = "labcoat_gen_open"
/obj/item/clothing/suit/storage/labcoat/chemist
name = "chemist labcoat"
desc = "A suit that protects against minor chemical spills. Has an orange stripe on the shoulder."
icon_state = "labcoat_chem_open"
item_state = "labcoat_chem_open"
/obj/item/clothing/suit/storage/labcoat/virologist
name = "virologist labcoat"
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has a green stripe on the shoulder."
icon_state = "labcoat_vir_open"
/obj/item/clothing/suit/storage/labcoat/science
name = "scientist labcoat"
desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder."
icon_state = "labcoat_tox_open"
item_state = "labcoat_tox_open"
/obj/item/clothing/suit/storage/labcoat/mortician
name = "coroner labcoat"
desc = "A suit that protects against minor chemical spills. Has a black stripe on the shoulder."
icon_state = "labcoat_mort_open"
item_state = "labcoat_mort_open"
/obj/item/clothing/suit/storage/labcoat/emt
name = "EMT labcoat"
desc = "A comfortable suit for paramedics. Has dark colours."
icon_state = "labcoat_emt_open"
item_state = "labcoat_emt_open"
/obj/item/clothing/suit/storage/labcoat
name = "labcoat"
desc = "A suit that protects against minor chemical spills."
icon_state = "labcoat_open"
item_state = "labcoat_open"
ignore_suitadjust = 0
suit_adjusted = 1
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list(/obj/item/analyzer,/obj/item/stack/medical,/obj/item/dnainjector,/obj/item/reagent_containers/dropper,/obj/item/reagent_containers/syringe,/obj/item/reagent_containers/hypospray,/obj/item/healthanalyzer,/obj/item/flashlight/pen,/obj/item/reagent_containers/glass/bottle,/obj/item/reagent_containers/glass/beaker,/obj/item/reagent_containers/food/pill,/obj/item/storage/pill_bottle,/obj/item/paper,/obj/item/rad_laser)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 50, "acid" = 50)
species_exception = list(/datum/species/golem)
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi',
"Grey" = 'icons/mob/species/grey/suit.dmi'
)
actions_types = list(/datum/action/item_action/button)
adjust_flavour = "unbutton"
/obj/item/clothing/suit/storage/labcoat/cmo
name = "chief medical officer's labcoat"
desc = "Bluer than the standard model."
icon_state = "labcoat_cmo_open"
item_state = "labcoat_cmo_open"
/obj/item/clothing/suit/storage/labcoat/mad
name = "mad scientist's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "labcoat_green_open"
item_state = "labcoat_green_open"
/obj/item/clothing/suit/storage/labcoat/genetics
name = "geneticist labcoat"
desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder."
icon_state = "labcoat_gen_open"
item_state = "labcoat_gen_open"
/obj/item/clothing/suit/storage/labcoat/chemist
name = "chemist labcoat"
desc = "A suit that protects against minor chemical spills. Has an orange stripe on the shoulder."
icon_state = "labcoat_chem_open"
item_state = "labcoat_chem_open"
/obj/item/clothing/suit/storage/labcoat/virologist
name = "virologist labcoat"
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has a green stripe on the shoulder."
icon_state = "labcoat_vir_open"
/obj/item/clothing/suit/storage/labcoat/science
name = "scientist labcoat"
desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder."
icon_state = "labcoat_tox_open"
item_state = "labcoat_tox_open"
/obj/item/clothing/suit/storage/labcoat/mortician
name = "coroner labcoat"
desc = "A suit that protects against minor chemical spills. Has a black stripe on the shoulder."
icon_state = "labcoat_mort_open"
item_state = "labcoat_mort_open"
/obj/item/clothing/suit/storage/labcoat/emt
name = "EMT labcoat"
desc = "A comfortable suit for paramedics. Has dark colours."
icon_state = "labcoat_emt_open"
item_state = "labcoat_emt_open"
+1 -1
View File
@@ -74,4 +74,4 @@
H.update_inv_wear_suit()
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
else
RemoveHelmet()
RemoveHelmet()
+159 -159
View File
@@ -1,159 +1,159 @@
/*
* Contains:
* Fire protection
* Bomb protection
* Radiation protection
*/
/*
* Fire protection
*/
/obj/item/clothing/suit/fire
name = "emergency firesuit"
desc = "A suit that protects against fire and heat."
icon_state = "fire"
item_state = "fire_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/extinguisher)
slowdown = 1
armor = list("melee" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
strip_delay = 60
put_on_delay = 60
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/fire/firefighter
icon_state = "firesuit"
item_state = "firefighter"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/fire/heavy
name = "firesuit"
desc = "A suit that protects against extreme fire and heat."
//icon_state = "thermal"
item_state = "ro_suit"
w_class = WEIGHT_CLASS_BULKY
slowdown = 1.5
/obj/item/clothing/suit/fire/atmos
name = "firesuit"
desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
icon_state = "atmos_firesuit"
item_state = "firesuit_atmos"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/*
* Bomb protection
*/
/obj/item/clothing/head/bomb_hood
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
flags = BLOCKHAIR | THICKMATERIAL
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 70
put_on_delay = 70
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
desc = "A suit designed for safety when handling explosives."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
flags_inv = HIDEJUMPSUIT|HIDETAIL
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
strip_delay = 70
put_on_delay = 70
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuitsec"
item_state = "bombsuitsec"
/obj/item/clothing/suit/bomb_suit/security
icon_state = "bombsuitsec"
item_state = "bombsuitsec"
allowed = list(/obj/item/gun/energy,/obj/item/melee/baton,/obj/item/restraints/handcuffs)
/*
* Radiation protection
*/
/obj/item/clothing/head/radiation
name = "Radiation Hood"
icon_state = "rad"
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
flags = BLOCKHAIR|THICKMATERIAL
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
strip_delay = 60
put_on_delay = 60
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/suit/radiation
name = "Radiation suit"
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
icon_state = "rad"
item_state = "rad_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
flags = THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen)
slowdown = 1.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
flags_inv = HIDEJUMPSUIT|HIDETAIL
strip_delay = 60
put_on_delay = 60
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/*
* Contains:
* Fire protection
* Bomb protection
* Radiation protection
*/
/*
* Fire protection
*/
/obj/item/clothing/suit/fire
name = "emergency firesuit"
desc = "A suit that protects against fire and heat."
icon_state = "fire"
item_state = "fire_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/extinguisher)
slowdown = 1
armor = list("melee" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
strip_delay = 60
put_on_delay = 60
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/fire/firefighter
icon_state = "firesuit"
item_state = "firefighter"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/fire/heavy
name = "firesuit"
desc = "A suit that protects against extreme fire and heat."
//icon_state = "thermal"
item_state = "ro_suit"
w_class = WEIGHT_CLASS_BULKY
slowdown = 1.5
/obj/item/clothing/suit/fire/atmos
name = "firesuit"
desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
icon_state = "atmos_firesuit"
item_state = "firesuit_atmos"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/*
* Bomb protection
*/
/obj/item/clothing/head/bomb_hood
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
flags = BLOCKHAIR | THICKMATERIAL
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 70
put_on_delay = 70
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/helmet.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
desc = "A suit designed for safety when handling explosives."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
flags_inv = HIDEJUMPSUIT|HIDETAIL
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
strip_delay = 70
put_on_delay = 70
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuitsec"
item_state = "bombsuitsec"
/obj/item/clothing/suit/bomb_suit/security
icon_state = "bombsuitsec"
item_state = "bombsuitsec"
allowed = list(/obj/item/gun/energy,/obj/item/melee/baton,/obj/item/restraints/handcuffs)
/*
* Radiation protection
*/
/obj/item/clothing/head/radiation
name = "Radiation Hood"
icon_state = "rad"
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
flags = BLOCKHAIR|THICKMATERIAL
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
strip_delay = 60
put_on_delay = 60
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
/obj/item/clothing/suit/radiation
name = "Radiation suit"
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
icon_state = "rad"
item_state = "rad_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
flags = THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen)
slowdown = 1.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
flags_inv = HIDEJUMPSUIT|HIDETAIL
strip_delay = 60
put_on_delay = 60
resistance_flags = NONE
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
+204 -204
View File
@@ -1,204 +1,204 @@
/obj/item/clothing/head/wizard
name = "wizard hat"
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
//Not given any special protective value since the magic robes are full-body protection --NEO
strip_delay = 50
put_on_delay = 50
magical = TRUE
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/red
name = "red wizard hat"
desc = "Strange-looking, red, hat-wear that most certainly belongs to a real magic user."
icon_state = "redwizard"
dog_fashion = /datum/dog_fashion/head/red_wizard
/obj/item/clothing/head/wizard/black
name = "black wizard hat"
desc = "Strange-looking black hat-wear that most certainly belongs to a real skeleton. Spooky."
icon_state = "blackwizard"
dog_fashion = null
/obj/item/clothing/head/wizard/clown
name = "purple wizard hat"
desc = "Strange-looking purple hat-wear that most certainly belongs to a real magic user."
icon_state = "wizhatclown"
item_state = "wizhatclown" // cheating
dog_fashion = null
/obj/item/clothing/head/wizard/fake
name = "wizard hat"
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
icon_state = "wizard-fake"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
magical = FALSE
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/marisa
name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
dog_fashion = null
/obj/item/clothing/head/wizard/magus
name = "Magus Helm"
desc = "A mysterious helmet that hums with an unearthly power"
icon_state = "magus"
item_state = "magus"
dog_fashion = null
/obj/item/clothing/head/wizard/amp
name = "psychic amplifier"
desc = "A crown-of-thorns psychic amplifier. Kind of looks like a tiara having sex with an industrial robot."
icon_state = "amp"
dog_fashion = null
/obj/item/clothing/suit/wizrobe
name = "wizard robe"
desc = "A magnificant, gem-lined robe that seems to radiate power."
icon_state = "wizard"
item_state = "wizrobe"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
put_on_delay = 50
resistance_flags = FIRE_PROOF | ACID_PROOF
magical = TRUE
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
desc = "A magnificant, red, gem-lined robe that seems to radiate power."
icon_state = "redwizard"
item_state = "redwizrobe"
/obj/item/clothing/suit/wizrobe/black
name = "black wizard robe"
desc = "An unnerving black gem-lined robe that reeks of death and decay."
icon_state = "blackwizard"
item_state = "blackwizrobe"
/obj/item/clothing/suit/wizrobe/clown
name = "Clown Robe"
desc = "A set of armoured robes that seem to radiate a dark power. That, and bad fashion decisions."
icon_state = "wizzclown"
item_state = "wizzclown"
/obj/item/clothing/suit/wizrobe/marisa
name = "Witch Robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
/obj/item/clothing/suit/wizrobe/magusblue
name = "Magus Robe"
desc = "A set of armoured robes that seem to radiate a dark power"
icon_state = "magusblue"
item_state = "magusblue"
/obj/item/clothing/suit/wizrobe/magusred
name = "Magus Robe"
desc = "A set of armoured robes that seem to radiate a dark power"
icon_state = "magusred"
item_state = "magusred"
/obj/item/clothing/suit/wizrobe/psypurple
name = "purple robes"
desc = "Heavy, royal purple robes threaded with psychic amplifiers and weird, bulbous lenses. Do not machine wash."
icon_state = "psyamp"
item_state = "psyamp"
/obj/item/clothing/suit/wizrobe/fake
name = "wizard robe"
desc = "A rather dull, blue robe meant to mimick real wizard robes."
icon_state = "wizard-fake"
item_state = "wizrobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
magical = FALSE
/obj/item/clothing/head/wizard/marisa/fake
name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
magical = FALSE
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "Witch Robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
magical = FALSE
//Shielded Armour
/obj/item/clothing/suit/space/hardsuit/shielded/wizard
name = "battlemage armour"
desc = "Not all wizards are afraid of getting up close and personal."
icon_state = "hardsuit-wiz"
item_state = "wiz_hardsuit"
recharge_rate = 0
current_charges = 15
recharge_cooldown = INFINITY
shield_state = "shield-red"
shield_on = "shield-red"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
slowdown = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
magical = TRUE
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
name = "battlemage helmet"
desc = "A suitably impressive helmet."
icon_state = "hardsuit0-wiz"
item_state = "wiz_helm"
item_color = "wiz"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
actions_types = list() //No inbuilt light
resistance_flags = FIRE_PROOF | ACID_PROOF
magical = TRUE
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/attack_self(mob/user)
return
/obj/item/wizard_armour_charge
name = "battlemage shield charges"
desc = "A powerful rune that will increase the number of hits a suit of battlemage armour can take before failing.."
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
/obj/item/wizard_armour_charge/afterattack(obj/item/clothing/suit/space/hardsuit/shielded/wizard/W, mob/user)
. = ..()
if(!istype(W))
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
return
W.current_charges += 8
to_chat(user, "<span class='notice'>You charge [W]. It can now absorb [W.current_charges] hits.</span>")
qdel(src)
/obj/item/clothing/head/wizard
name = "wizard hat"
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
//Not given any special protective value since the magic robes are full-body protection --NEO
strip_delay = 50
put_on_delay = 50
magical = TRUE
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/red
name = "red wizard hat"
desc = "Strange-looking, red, hat-wear that most certainly belongs to a real magic user."
icon_state = "redwizard"
dog_fashion = /datum/dog_fashion/head/red_wizard
/obj/item/clothing/head/wizard/black
name = "black wizard hat"
desc = "Strange-looking black hat-wear that most certainly belongs to a real skeleton. Spooky."
icon_state = "blackwizard"
dog_fashion = null
/obj/item/clothing/head/wizard/clown
name = "purple wizard hat"
desc = "Strange-looking purple hat-wear that most certainly belongs to a real magic user."
icon_state = "wizhatclown"
item_state = "wizhatclown" // cheating
dog_fashion = null
/obj/item/clothing/head/wizard/fake
name = "wizard hat"
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
icon_state = "wizard-fake"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
magical = FALSE
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/marisa
name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
dog_fashion = null
/obj/item/clothing/head/wizard/magus
name = "Magus Helm"
desc = "A mysterious helmet that hums with an unearthly power"
icon_state = "magus"
item_state = "magus"
dog_fashion = null
/obj/item/clothing/head/wizard/amp
name = "psychic amplifier"
desc = "A crown-of-thorns psychic amplifier. Kind of looks like a tiara having sex with an industrial robot."
icon_state = "amp"
dog_fashion = null
/obj/item/clothing/suit/wizrobe
name = "wizard robe"
desc = "A magnificant, gem-lined robe that seems to radiate power."
icon_state = "wizard"
item_state = "wizrobe"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
put_on_delay = 50
resistance_flags = FIRE_PROOF | ACID_PROOF
magical = TRUE
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
desc = "A magnificant, red, gem-lined robe that seems to radiate power."
icon_state = "redwizard"
item_state = "redwizrobe"
/obj/item/clothing/suit/wizrobe/black
name = "black wizard robe"
desc = "An unnerving black gem-lined robe that reeks of death and decay."
icon_state = "blackwizard"
item_state = "blackwizrobe"
/obj/item/clothing/suit/wizrobe/clown
name = "Clown Robe"
desc = "A set of armoured robes that seem to radiate a dark power. That, and bad fashion decisions."
icon_state = "wizzclown"
item_state = "wizzclown"
/obj/item/clothing/suit/wizrobe/marisa
name = "Witch Robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
/obj/item/clothing/suit/wizrobe/magusblue
name = "Magus Robe"
desc = "A set of armoured robes that seem to radiate a dark power"
icon_state = "magusblue"
item_state = "magusblue"
/obj/item/clothing/suit/wizrobe/magusred
name = "Magus Robe"
desc = "A set of armoured robes that seem to radiate a dark power"
icon_state = "magusred"
item_state = "magusred"
/obj/item/clothing/suit/wizrobe/psypurple
name = "purple robes"
desc = "Heavy, royal purple robes threaded with psychic amplifiers and weird, bulbous lenses. Do not machine wash."
icon_state = "psyamp"
item_state = "psyamp"
/obj/item/clothing/suit/wizrobe/fake
name = "wizard robe"
desc = "A rather dull, blue robe meant to mimick real wizard robes."
icon_state = "wizard-fake"
item_state = "wizrobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
magical = FALSE
/obj/item/clothing/head/wizard/marisa/fake
name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
magical = FALSE
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "Witch Robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
magical = FALSE
//Shielded Armour
/obj/item/clothing/suit/space/hardsuit/shielded/wizard
name = "battlemage armour"
desc = "Not all wizards are afraid of getting up close and personal."
icon_state = "hardsuit-wiz"
item_state = "wiz_hardsuit"
recharge_rate = 0
current_charges = 15
recharge_cooldown = INFINITY
shield_state = "shield-red"
shield_on = "shield-red"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
slowdown = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
magical = TRUE
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
name = "battlemage helmet"
desc = "A suitably impressive helmet."
icon_state = "hardsuit0-wiz"
item_state = "wiz_helm"
item_color = "wiz"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100)
actions_types = list() //No inbuilt light
resistance_flags = FIRE_PROOF | ACID_PROOF
magical = TRUE
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/attack_self(mob/user)
return
/obj/item/wizard_armour_charge
name = "battlemage shield charges"
desc = "A powerful rune that will increase the number of hits a suit of battlemage armour can take before failing.."
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
/obj/item/wizard_armour_charge/afterattack(obj/item/clothing/suit/space/hardsuit/shielded/wizard/W, mob/user)
. = ..()
if(!istype(W))
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
return
W.current_charges += 8
to_chat(user, "<span class='notice'>You charge [W]. It can now absorb [W.current_charges] hits.</span>")
qdel(src)
+207 -207
View File
@@ -1,207 +1,207 @@
/obj/item/clothing/under/color
desc = "A standard issue colored jumpsuit. Variety is the spice of life!"
/obj/item/clothing/under/color/random/New()
..()
var/list/excluded = list(/obj/item/clothing/under/color/random, /obj/item/clothing/under/color/blackf, /obj/item/clothing/under/color/blue/dodgeball, /obj/item/clothing/under/color/orange/prison, /obj/item/clothing/under/color/red/dodgeball, /obj/item/clothing/under/color/red/jersey, /obj/item/clothing/under/color/blue/jersey)
var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - excluded)
name = initial(C.name)
icon_state = initial(C.icon_state)
item_state = initial(C.item_state)
item_color = initial(C.item_color)
/obj/item/clothing/under/color/black
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/color/blackf
name = "feminine black jumpsuit"
desc = "It's very smart and in a ladies-size!"
icon_state = "black"
item_state = "bl_suit"
item_color = "blackf"
/obj/item/clothing/under/color/blue
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
item_color = "blue"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/blue/dodgeball
flags = NODROP
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
item_color = "green"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
desc = "A tasteful grey jumpsuit that reminds you of the good old days."
icon_state = "grey"
item_state = "gy_suit"
item_color = "grey"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/grey/greytide
flags = NODROP
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/grey/glorf
name = "ancient jumpsuit"
desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
/obj/item/clothing/under/color/grey/glorf/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
owner.forcesay(GLOB.hit_appends)
return 0
/obj/item/clothing/under/color/orange
name = "orange jumpsuit"
desc = "Don't wear this near paranoid security officers"
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/orange/prison
name = "orange jumpsuit"
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
has_sensor = 2
sensor_mode = 3
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/pink
name = "pink jumpsuit"
desc = "Just looking at this makes you feel <i>fabulous</i>."
icon_state = "pink"
item_state = "p_suit"
item_color = "pink"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
item_color = "red"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/red/dodgeball
flags = NODROP
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
item_color = "white"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
item_color = "yellow"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/psyche
name = "psychedelic jumpsuit"
desc = "Groovy!"
icon_state = "psyche"
item_color = "psyche"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/uniform.dmi'
)
/obj/item/clothing/under/color/lightblue
name = "light blue jumpsuit"
icon_state = "lightblue"
item_color = "lightblue"
/obj/item/clothing/under/color/aqua
name = "aqua jumpsuit"
icon_state = "aqua"
item_color = "aqua"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/purple
name = "purple jumpsuit"
icon_state = "purple"
item_state = "p_suit"
item_color = "purple"
/obj/item/clothing/under/color/lightpurple
name = "light purple jumpsuit"
icon_state = "lightpurple"
item_color = "lightpurple"
/obj/item/clothing/under/color/lightgreen
name = "light green jumpsuit"
icon_state = "lightgreen"
item_color = "lightgreen"
/obj/item/clothing/under/color/lightblue
name = "light blue jumpsuit"
icon_state = "lightblue"
item_color = "lightblue"
/obj/item/clothing/under/color/lightbrown
name = "light brown jumpsuit"
icon_state = "lightbrown"
item_color = "lightbrown"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/brown
name = "brown jumpsuit"
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/under/color/yellowgreen
name = "yellow green jumpsuit"
icon_state = "yellowgreen"
item_color = "yellowgreen"
/obj/item/clothing/under/color/darkblue
name = "dark blue jumpsuit"
icon_state = "darkblue"
item_color = "darkblue"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/lightred
name = "light red jumpsuit"
icon_state = "lightred"
item_color = "lightred"
/obj/item/clothing/under/color/darkred
name = "dark red jumpsuit"
icon_state = "darkred"
item_color = "darkred"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/red/jersey
name = "red team jersey"
desc = "The jersey of the Nanotrasen Phi-ghters!"
icon_state = "redjersey"
item_state = "r_suit"
item_color = "redjersey"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/blue/jersey
name = "blue team jersey"
desc = "The jersey of the Nanotrasen Pi-rates!"
icon_state = "bluejersey"
item_state = "b_suit"
item_color = "bluejersey"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color
desc = "A standard issue colored jumpsuit. Variety is the spice of life!"
/obj/item/clothing/under/color/random/New()
..()
var/list/excluded = list(/obj/item/clothing/under/color/random, /obj/item/clothing/under/color/blackf, /obj/item/clothing/under/color/blue/dodgeball, /obj/item/clothing/under/color/orange/prison, /obj/item/clothing/under/color/red/dodgeball, /obj/item/clothing/under/color/red/jersey, /obj/item/clothing/under/color/blue/jersey)
var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - excluded)
name = initial(C.name)
icon_state = initial(C.icon_state)
item_state = initial(C.item_state)
item_color = initial(C.item_color)
/obj/item/clothing/under/color/black
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/color/blackf
name = "feminine black jumpsuit"
desc = "It's very smart and in a ladies-size!"
icon_state = "black"
item_state = "bl_suit"
item_color = "blackf"
/obj/item/clothing/under/color/blue
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
item_color = "blue"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/blue/dodgeball
flags = NODROP
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
item_color = "green"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
desc = "A tasteful grey jumpsuit that reminds you of the good old days."
icon_state = "grey"
item_state = "gy_suit"
item_color = "grey"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/grey/greytide
flags = NODROP
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/grey/glorf
name = "ancient jumpsuit"
desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
/obj/item/clothing/under/color/grey/glorf/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
owner.forcesay(GLOB.hit_appends)
return 0
/obj/item/clothing/under/color/orange
name = "orange jumpsuit"
desc = "Don't wear this near paranoid security officers"
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/orange/prison
name = "orange jumpsuit"
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
has_sensor = 2
sensor_mode = 3
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/pink
name = "pink jumpsuit"
desc = "Just looking at this makes you feel <i>fabulous</i>."
icon_state = "pink"
item_state = "p_suit"
item_color = "pink"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
item_color = "red"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/red/dodgeball
flags = NODROP
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
item_color = "white"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
item_color = "yellow"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/psyche
name = "psychedelic jumpsuit"
desc = "Groovy!"
icon_state = "psyche"
item_color = "psyche"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/uniform.dmi'
)
/obj/item/clothing/under/color/lightblue
name = "light blue jumpsuit"
icon_state = "lightblue"
item_color = "lightblue"
/obj/item/clothing/under/color/aqua
name = "aqua jumpsuit"
icon_state = "aqua"
item_color = "aqua"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/purple
name = "purple jumpsuit"
icon_state = "purple"
item_state = "p_suit"
item_color = "purple"
/obj/item/clothing/under/color/lightpurple
name = "light purple jumpsuit"
icon_state = "lightpurple"
item_color = "lightpurple"
/obj/item/clothing/under/color/lightgreen
name = "light green jumpsuit"
icon_state = "lightgreen"
item_color = "lightgreen"
/obj/item/clothing/under/color/lightblue
name = "light blue jumpsuit"
icon_state = "lightblue"
item_color = "lightblue"
/obj/item/clothing/under/color/lightbrown
name = "light brown jumpsuit"
icon_state = "lightbrown"
item_color = "lightbrown"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/brown
name = "brown jumpsuit"
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/under/color/yellowgreen
name = "yellow green jumpsuit"
icon_state = "yellowgreen"
item_color = "yellowgreen"
/obj/item/clothing/under/color/darkblue
name = "dark blue jumpsuit"
icon_state = "darkblue"
item_color = "darkblue"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/lightred
name = "light red jumpsuit"
icon_state = "lightred"
item_color = "lightred"
/obj/item/clothing/under/color/darkred
name = "dark red jumpsuit"
icon_state = "darkred"
item_color = "darkred"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/red/jersey
name = "red team jersey"
desc = "The jersey of the Nanotrasen Phi-ghters!"
icon_state = "redjersey"
item_state = "r_suit"
item_color = "redjersey"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/color/blue/jersey
name = "blue team jersey"
desc = "The jersey of the Nanotrasen Pi-rates!"
icon_state = "bluejersey"
item_state = "b_suit"
item_color = "bluejersey"
flags_size = ONESIZEFITSALL
+239 -239
View File
@@ -1,239 +1,239 @@
//Alphabetical order of support jobs.
/obj/item/clothing/under/rank/bartender
desc = "It looks like it could use some more flair."
name = "bartender's uniform"
icon_state = "ba_suit"
item_state = "ba_suit"
item_color = "ba_suit"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "caparmor"
item_color = "captain"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/cargo
name = "quartermaster's jumpsuit"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm"
item_state = "lb_suit"
item_color = "qm"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/cargo/skirt
name = "quartermaster's jumpskirt"
desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qmf"
item_color = "qmf"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/cargotech
name = "cargo technician's jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "lb_suit"
item_color = "cargo"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/cargotech/skirt
name = "cargo technician's jumpskirt"
desc = "Skirrrrrts! They're comfy and easy to wear!"
icon_state = "cargof"
item_color = "cargof"
flags_size = null
/obj/item/clothing/under/rank/chaplain
desc = "It's a black jumpsuit, often worn by religious folk."
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
item_color = "chapblack"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chef
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
name = "chef's uniform"
icon_state = "chef"
item_color = "chef"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/clown
name = "clown suit"
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
item_color = "clown"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/clown/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg' = 1), 50)
/obj/item/clothing/under/rank/clown/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.mind && H.mind.assigned_role == "Clown")
score_clownabuse++
return ..()
/obj/item/clothing/under/rank/clown/sexy
name = "sexy-clown suit"
desc = "It makes you look HONKable!"
icon_state = "sexyclown"
item_state = "sexyclown"
item_color = "sexyclown"
/obj/item/clothing/under/rank/clown/nodrop
flags = NODROP
/obj/item/clothing/under/rank/head_of_personnel
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
item_color = "hop"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/head_of_personnel_whimsy
desc = "A blue jacket and red tie, with matching red cuffs! Snazzy. Wearing this makes you feel more important than your job title does."
name = "head of personnel's suit"
icon_state = "hopwhimsy"
item_state = "hopwhimsy"
item_color = "hopwhimsy"
/obj/item/clothing/under/rank/hydroponics
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
item_color = "hydroponics"
permeability_coefficient = 0.50
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/internalaffairs
desc = "The plain, professional attire of an Internal Affairs Agent. The collar is <i>immaculately</i> starched."
name = "Internal Affairs uniform"
icon_state = "internalaffairs"
item_state = "internalaffairs"
item_color = "internalaffairs"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/ntrep
desc = "A well-ironed dress shirt and matching set of black pants."
name = "dress shirt"
icon_state = "internalaffairs"
item_state = "internalaffairs"
item_color = "internalaffairs"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/ntrep/skirt
desc = "A silky smooth black and gold representative uniform with blue markings."
name = "representative skirt"
icon_state = "ntrepf"
item_state = "ntrepf"
item_color = "ntrepf"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/janitor
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
item_color = "janitor"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/lawyer
desc = "Slick threads."
name = "Lawyer suit"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/lawyer/black
icon_state = "lawyer_black"
item_state = "lawyer_black"
item_color = "lawyer_black"
/obj/item/clothing/under/lawyer/female
icon_state = "black_suit_fem"
item_state = "black_suit_fem"
item_color = "black_suit_fem"
/obj/item/clothing/under/lawyer/red
icon_state = "lawyer_red"
item_state = "lawyer_red"
item_color = "lawyer_red"
/obj/item/clothing/under/lawyer/blue
icon_state = "lawyer_blue"
item_state = "lawyer_blue"
item_color = "lawyer_blue"
/obj/item/clothing/under/lawyer/bluesuit
name = "Blue Suit"
desc = "A classy suit and tie"
icon_state = "bluesuit"
item_state = "bluesuit"
item_color = "bluesuit"
/obj/item/clothing/under/lawyer/purpsuit
name = "Purple Suit"
icon_state = "lawyer_purp"
item_state = "lawyer_purp"
item_color = "lawyer_purp"
/obj/item/clothing/under/lawyer/oldman
name = "Old Man's Suit"
desc = "A classic suit for the older gentleman with built in back support."
icon_state = "oldman"
item_state = "oldman"
item_color = "oldman"
/obj/item/clothing/under/librarian
name = "sensible suit"
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
item_color = "red_suit"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/mime
name = "mime's outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
item_color = "mime"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/mime/nodrop
flags = NODROP
/obj/item/clothing/under/rank/miner
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
item_color = "miner"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/miner/lavaland
desc = "A green uniform for operating in hazardous environments."
name = "shaft miner's jumpsuit"
icon_state = "explorer"
item_state = "explorer"
item_color = "explorer"
sprite_sheets = list()
/obj/item/clothing/under/barber
desc = "It's a barber's uniform."
name = "barber's uniform"
icon_state = "barber"
item_state = "barber"
item_color = "barber"
//Alphabetical order of support jobs.
/obj/item/clothing/under/rank/bartender
desc = "It looks like it could use some more flair."
name = "bartender's uniform"
icon_state = "ba_suit"
item_state = "ba_suit"
item_color = "ba_suit"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "caparmor"
item_color = "captain"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/cargo
name = "quartermaster's jumpsuit"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm"
item_state = "lb_suit"
item_color = "qm"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/cargo/skirt
name = "quartermaster's jumpskirt"
desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qmf"
item_color = "qmf"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/cargotech
name = "cargo technician's jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "lb_suit"
item_color = "cargo"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/cargotech/skirt
name = "cargo technician's jumpskirt"
desc = "Skirrrrrts! They're comfy and easy to wear!"
icon_state = "cargof"
item_color = "cargof"
flags_size = null
/obj/item/clothing/under/rank/chaplain
desc = "It's a black jumpsuit, often worn by religious folk."
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
item_color = "chapblack"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chef
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
name = "chef's uniform"
icon_state = "chef"
item_color = "chef"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/clown
name = "clown suit"
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
item_color = "clown"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/clown/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg' = 1), 50)
/obj/item/clothing/under/rank/clown/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.mind && H.mind.assigned_role == "Clown")
score_clownabuse++
return ..()
/obj/item/clothing/under/rank/clown/sexy
name = "sexy-clown suit"
desc = "It makes you look HONKable!"
icon_state = "sexyclown"
item_state = "sexyclown"
item_color = "sexyclown"
/obj/item/clothing/under/rank/clown/nodrop
flags = NODROP
/obj/item/clothing/under/rank/head_of_personnel
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
item_color = "hop"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/head_of_personnel_whimsy
desc = "A blue jacket and red tie, with matching red cuffs! Snazzy. Wearing this makes you feel more important than your job title does."
name = "head of personnel's suit"
icon_state = "hopwhimsy"
item_state = "hopwhimsy"
item_color = "hopwhimsy"
/obj/item/clothing/under/rank/hydroponics
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
item_color = "hydroponics"
permeability_coefficient = 0.50
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/internalaffairs
desc = "The plain, professional attire of an Internal Affairs Agent. The collar is <i>immaculately</i> starched."
name = "Internal Affairs uniform"
icon_state = "internalaffairs"
item_state = "internalaffairs"
item_color = "internalaffairs"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/ntrep
desc = "A well-ironed dress shirt and matching set of black pants."
name = "dress shirt"
icon_state = "internalaffairs"
item_state = "internalaffairs"
item_color = "internalaffairs"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/ntrep/skirt
desc = "A silky smooth black and gold representative uniform with blue markings."
name = "representative skirt"
icon_state = "ntrepf"
item_state = "ntrepf"
item_color = "ntrepf"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/janitor
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
item_color = "janitor"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/lawyer
desc = "Slick threads."
name = "Lawyer suit"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/lawyer/black
icon_state = "lawyer_black"
item_state = "lawyer_black"
item_color = "lawyer_black"
/obj/item/clothing/under/lawyer/female
icon_state = "black_suit_fem"
item_state = "black_suit_fem"
item_color = "black_suit_fem"
/obj/item/clothing/under/lawyer/red
icon_state = "lawyer_red"
item_state = "lawyer_red"
item_color = "lawyer_red"
/obj/item/clothing/under/lawyer/blue
icon_state = "lawyer_blue"
item_state = "lawyer_blue"
item_color = "lawyer_blue"
/obj/item/clothing/under/lawyer/bluesuit
name = "Blue Suit"
desc = "A classy suit and tie"
icon_state = "bluesuit"
item_state = "bluesuit"
item_color = "bluesuit"
/obj/item/clothing/under/lawyer/purpsuit
name = "Purple Suit"
icon_state = "lawyer_purp"
item_state = "lawyer_purp"
item_color = "lawyer_purp"
/obj/item/clothing/under/lawyer/oldman
name = "Old Man's Suit"
desc = "A classic suit for the older gentleman with built in back support."
icon_state = "oldman"
item_state = "oldman"
item_color = "oldman"
/obj/item/clothing/under/librarian
name = "sensible suit"
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
item_color = "red_suit"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/mime
name = "mime's outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
item_color = "mime"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/mime/nodrop
flags = NODROP
/obj/item/clothing/under/rank/miner
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
item_color = "miner"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/miner/lavaland
desc = "A green uniform for operating in hazardous environments."
name = "shaft miner's jumpsuit"
icon_state = "explorer"
item_state = "explorer"
item_color = "explorer"
sprite_sheets = list()
/obj/item/clothing/under/barber
desc = "It's a barber's uniform."
name = "barber's uniform"
icon_state = "barber"
item_state = "barber"
item_color = "barber"
+77 -77
View File
@@ -1,77 +1,77 @@
//Contains: Engineering department jumpsuits
/obj/item/clothing/under/rank/chief_engineer
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "chief"
item_color = "chief"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40)
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/chief_engineer/skirt
desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
name = "chief engineer's jumpskirt"
icon_state = "chieff"
item_color = "chieff"
flags_size = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/rank/atmospheric_technician
desc = "It's a jumpsuit worn by atmospheric technicians."
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
item_color = "atmos"
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/atmospheric_technician/skirt
desc = "It's a jumpskirt worn by atmospheric technicians."
name = "atmospheric technician's jumpskirt"
icon_state = "atmosf"
item_color = "atmosf"
flags_size = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/rank/engineer
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20)
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/engineer/skirt
desc = "It's an orange high visibility jumpskirt worn by engineers. It has minor radiation shielding."
name = "engineer's jumpskirt"
icon_state = "enginef"
item_color = "enginef"
flags_size = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/rank/roboticist
desc = "It's a slimming black with reinforced seams; great for industrial work."
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
item_color = "robotics"
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/roboticist/skirt
desc = "It's a slimming black jumpskirt with reinforced seams; great for industrial work."
name = "roboticist's jumpskirt"
icon_state = "roboticsf"
item_color = "roboticsf"
flags_size = null
/obj/item/clothing/under/rank/mechanic
desc = "It's a pair of overalls worn by mechanics."
name = "mechanic's overalls"
icon_state = "mechanic"
item_state = "mechanic"
item_color = "mechanic"
//Contains: Engineering department jumpsuits
/obj/item/clothing/under/rank/chief_engineer
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "chief"
item_color = "chief"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40)
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/chief_engineer/skirt
desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
name = "chief engineer's jumpskirt"
icon_state = "chieff"
item_color = "chieff"
flags_size = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/rank/atmospheric_technician
desc = "It's a jumpsuit worn by atmospheric technicians."
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
item_color = "atmos"
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/atmospheric_technician/skirt
desc = "It's a jumpskirt worn by atmospheric technicians."
name = "atmospheric technician's jumpskirt"
icon_state = "atmosf"
item_color = "atmosf"
flags_size = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/rank/engineer
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20)
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/engineer/skirt
desc = "It's an orange high visibility jumpskirt worn by engineers. It has minor radiation shielding."
name = "engineer's jumpskirt"
icon_state = "enginef"
item_color = "enginef"
flags_size = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/rank/roboticist
desc = "It's a slimming black with reinforced seams; great for industrial work."
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
item_color = "robotics"
flags_size = ONESIZEFITSALL
resistance_flags = NONE
/obj/item/clothing/under/rank/roboticist/skirt
desc = "It's a slimming black jumpskirt with reinforced seams; great for industrial work."
name = "roboticist's jumpskirt"
icon_state = "roboticsf"
item_color = "roboticsf"
flags_size = null
/obj/item/clothing/under/rank/mechanic
desc = "It's a pair of overalls worn by mechanics."
name = "mechanic's overalls"
icon_state = "mechanic"
item_state = "mechanic"
item_color = "mechanic"
+246 -246
View File
@@ -1,246 +1,246 @@
/*
* Science
*/
/obj/item/clothing/under/rank/research_director
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
name = "research director's jumpsuit"
icon_state = "director"
item_state = "g_suit"
item_color = "director"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/scientist
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
item_color = "toxinswhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/scientist/skirt
name = "scientist's jumpskirt"
icon_state = "sciencewhitef"
item_color = "sciencewhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/chemist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
item_color = "chemistrywhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chemist/skirt
name = "chemist's jumpskirt"
icon_state = "chemistrywhitef"
item_color = "chemistrywhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/*
* Medical
*/
/obj/item/clothing/under/rank/chief_medical_officer
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpsuit"
icon_state = "cmo"
item_state = "w_suit"
item_color = "cmo"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chief_medical_officer/skirt
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpskirt"
icon_state = "cmof"
item_color = "cmof"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/geneticist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
item_color = "geneticswhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/geneticist/skirt
name = "geneticist's jumpskirt"
icon_state = "geneticswhitef"
item_color = "geneticswhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/virologist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
item_color = "virologywhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/virologist/skirt
name = "virologist's jumpskirt"
icon_state = "virologywhitef"
item_color = "virologywhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/nursesuit
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "nursesuit"
item_color = "nursesuit"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/nurse
desc = "A dress commonly worn by the nursing staff in the medical department."
name = "nurse's dress"
icon_state = "nurse"
item_state = "nurse"
item_color = "nurse"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/orderly
desc = "A white suit to be worn by orderly people who love orderly things."
name = "orderly's uniform"
icon_state = "orderly"
item_state = "orderly"
item_color = "orderly"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
item_color = "medical"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/skirt
name = "medical doctor's jumpskirt"
icon_state = "medicalf"
item_color = "medicalf"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
item_color = "scrubsblue"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/green
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
item_color = "scrubsgreen"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/purple
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
item_color = "scrubspurple"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/mortician
name = "coroner's scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is as dark as an emo's poetry."
icon_state = "scrubsblack"
item_color = "scrubsblack"
flags_size = ONESIZEFITSALL
//paramedic
/obj/item/clothing/under/rank/medical/paramedic
desc = "It's made of a special fiber that provides minor protection against biohazards and radiation. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "paramedic's jumpsuit"
icon_state = "paramedic"
item_state = "paramedic"
item_color = "paramedic"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 10, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/psych
desc = "A basic white jumpsuit. It has turqouise markings that denote the wearer as a psychiatrist."
name = "psychiatrist's jumpsuit"
icon_state = "psych"
item_state = "w_suit"
item_color = "psych"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/psych/turtleneck
desc = "A turqouise turtleneck and a pair of dark blue slacks, belonging to a psychologist."
name = "psychologist's turtleneck"
icon_state = "psychturtle"
item_state = "b_suit"
item_color = "psychturtle"
flags_size = ONESIZEFITSALL
/*
* Medsci, unused (i think) stuff
*/
/obj/item/clothing/under/rank/geneticist_new
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "geneticist's jumpsuit"
icon_state = "genetics_new"
item_state = "w_suit"
item_color = "genetics_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chemist_new
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "chemist's jumpsuit"
icon_state = "chemist_new"
item_state = "w_suit"
item_color = "chemist_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/scientist_new
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
name = "scientist's jumpsuit"
icon_state = "scientist_new"
item_state = "w_suit"
item_color = "scientist_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/virologist_new
desc = "Made of a special fiber that gives increased protection against biohazards."
name = "virologist's jumpsuit"
icon_state = "virologist_new"
item_state = "w_suit"
item_color = "virologist_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/*
* Science
*/
/obj/item/clothing/under/rank/research_director
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
name = "research director's jumpsuit"
icon_state = "director"
item_state = "g_suit"
item_color = "director"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/scientist
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
item_color = "toxinswhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/scientist/skirt
name = "scientist's jumpskirt"
icon_state = "sciencewhitef"
item_color = "sciencewhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/chemist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
item_color = "chemistrywhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chemist/skirt
name = "chemist's jumpskirt"
icon_state = "chemistrywhitef"
item_color = "chemistrywhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/*
* Medical
*/
/obj/item/clothing/under/rank/chief_medical_officer
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpsuit"
icon_state = "cmo"
item_state = "w_suit"
item_color = "cmo"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chief_medical_officer/skirt
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpskirt"
icon_state = "cmof"
item_color = "cmof"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/geneticist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
item_color = "geneticswhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/geneticist/skirt
name = "geneticist's jumpskirt"
icon_state = "geneticswhitef"
item_color = "geneticswhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/virologist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
item_color = "virologywhite"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/virologist/skirt
name = "virologist's jumpskirt"
icon_state = "virologywhitef"
item_color = "virologywhitef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/nursesuit
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "nursesuit"
item_color = "nursesuit"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/nurse
desc = "A dress commonly worn by the nursing staff in the medical department."
name = "nurse's dress"
icon_state = "nurse"
item_state = "nurse"
item_color = "nurse"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/orderly
desc = "A white suit to be worn by orderly people who love orderly things."
name = "orderly's uniform"
icon_state = "orderly"
item_state = "orderly"
item_color = "orderly"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
item_color = "medical"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/skirt
name = "medical doctor's jumpskirt"
icon_state = "medicalf"
item_color = "medicalf"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
flags_size = null
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
item_color = "scrubsblue"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/green
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
item_color = "scrubsgreen"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/purple
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
item_color = "scrubspurple"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/medical/mortician
name = "coroner's scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is as dark as an emo's poetry."
icon_state = "scrubsblack"
item_color = "scrubsblack"
flags_size = ONESIZEFITSALL
//paramedic
/obj/item/clothing/under/rank/medical/paramedic
desc = "It's made of a special fiber that provides minor protection against biohazards and radiation. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "paramedic's jumpsuit"
icon_state = "paramedic"
item_state = "paramedic"
item_color = "paramedic"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 10, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/psych
desc = "A basic white jumpsuit. It has turqouise markings that denote the wearer as a psychiatrist."
name = "psychiatrist's jumpsuit"
icon_state = "psych"
item_state = "w_suit"
item_color = "psych"
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/psych/turtleneck
desc = "A turqouise turtleneck and a pair of dark blue slacks, belonging to a psychologist."
name = "psychologist's turtleneck"
icon_state = "psychturtle"
item_state = "b_suit"
item_color = "psychturtle"
flags_size = ONESIZEFITSALL
/*
* Medsci, unused (i think) stuff
*/
/obj/item/clothing/under/rank/geneticist_new
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "geneticist's jumpsuit"
icon_state = "genetics_new"
item_state = "w_suit"
item_color = "genetics_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/chemist_new
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "chemist's jumpsuit"
icon_state = "chemist_new"
item_state = "w_suit"
item_color = "chemist_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/scientist_new
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
name = "scientist's jumpsuit"
icon_state = "scientist_new"
item_state = "w_suit"
item_color = "scientist_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/virologist_new
desc = "Made of a special fiber that gives increased protection against biohazards."
name = "virologist's jumpsuit"
icon_state = "virologist_new"
item_state = "w_suit"
item_color = "virologist_new"
permeability_coefficient = 0.50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
flags_size = ONESIZEFITSALL
@@ -52,4 +52,4 @@
name = "envirosuit extinguisher cartridge"
desc = "A cartridge loaded with a compressed extinguisher mix, used to refill the automatic extinguisher on plasma envirosuits."
icon_state = "plasmarefill"
icon = 'icons/obj/device.dmi'
icon = 'icons/obj/device.dmi'
@@ -104,4 +104,4 @@
desc = "An envirosuit designed for plasmamen employed as the blueshield."
icon_state = "bs_envirosuit"
item_state = "bs_envirosuit"
item_color = "bs_envirosuit"
item_color = "bs_envirosuit"
@@ -18,4 +18,4 @@
desc = "A plasmaman containment suit designed for the head of security."
icon_state = "hos_envirosuit"
item_state = "hos_envirosuit"
item_color = "hos_envirosuit"
item_color = "hos_envirosuit"
+200 -200
View File
@@ -1,200 +1,200 @@
/*
* Contains:
* Security
* Detective
* Head of Security
*/
/*
* Security
*/
/obj/item/clothing/under/rank/warden
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
name = "warden's jumpsuit"
icon_state = "warden"
item_state = "r_suit"
item_color = "warden"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
strip_delay = 50
/obj/item/clothing/under/rank/warden/skirt
desc = "Standard feminine fashion for a Warden. It is made of sturdier material than standard jumpskirts. It has the word \"Warden\" written on the shoulders."
name = "warden's jumpskirt"
icon_state = "wardenf"
item_state = "r_suit"
item_color = "wardenf"
flags_size = null
/obj/item/clothing/under/rank/security
name = "security officer's jumpsuit"
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
icon_state = "security"
item_state = "r_suit"
item_color = "secred"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
strip_delay = 50
/obj/item/clothing/under/rank/security/skirt
name = "security officer's jumpskirt"
desc = "Standard feminine fashion for Security Officers. It's made of sturdier material than the standard jumpskirts."
icon_state = "secredf"
item_state = "r_suit"
item_color = "secredf"
flags_size = null
/obj/item/clothing/under/rank/dispatch
name = "dispatcher's uniform"
desc = "A dress shirt and khakis with a security patch sewn on."
icon_state = "dispatch"
item_state = "dispatch"
item_color = "dispatch"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/security2
name = "security officer's uniform"
desc = "It's made of a slightly sturdier material, to allow for robust protection."
icon_state = "redshirt2"
item_state = "r_suit"
item_color = "redshirt2"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/security/corp
icon_state = "sec_corporate"
item_state = "sec_corporate"
item_color = "sec_corporate"
/obj/item/clothing/under/rank/warden/corp
icon_state = "warden_corporate"
item_state = "warden_corporate"
item_color = "warden_corporate"
/*
* Detective
*/
/obj/item/clothing/under/det
name = "hard-worn suit"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
item_color = "detective"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
strip_delay = 50
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/uniform.dmi'
)
/*
* Head of Security
*/
/obj/item/clothing/under/rank/head_of_security
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
name = "head of security's jumpsuit"
icon_state = "hos"
item_state = "r_suit"
item_color = "hosred"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_size = ONESIZEFITSALL
strip_delay = 60
/obj/item/clothing/under/rank/head_of_security/skirt
desc = "It's a fashionable jumpskirt worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
name = "head of security's jumpskirt"
icon_state = "hosredf"
item_state = "r_suit"
item_color = "hosredf"
flags_size = null
/obj/item/clothing/under/rank/head_of_security/corp
icon_state = "hos_corporate"
item_state = "hos_corporate"
item_color = "hos_corporate"
//Jensen cosplay gear
/obj/item/clothing/under/rank/head_of_security/jensen
desc = "You never asked for anything that stylish."
name = "head of security's jumpsuit"
icon_state = "jensen"
item_state = "jensen"
item_color = "jensen"
flags_size = ONESIZEFITSALL
//Paradise Station
/obj/item/clothing/suit/armor/hos/hosnavyjacket
name = "head of security navy jacket"
icon_state = "hosdnavyjacket"
item_state = "hosdnavyjacket"
/obj/item/clothing/suit/armor/hos/hosbluejacket
name = "head of security blue jacket"
icon_state = "hosbluejacket"
item_state = "hosbluejacket"
/obj/item/clothing/suit/armor/hos/officernavyjacket
name = "officer's navy jacket"
icon_state = "officernavyjacket"
item_state = "officernavyjacket"
/obj/item/clothing/suit/armor/hos/officerbluejacket
name = "officer's blue jacket"
icon_state = "officerbluejacket"
item_state = "officerbluejacket"
//TG Station
/obj/item/clothing/under/rank/security/formal
name = "security suit"
desc = "A formal security suit for officers complete with nanotrasen belt buckle."
icon_state = "security_formal"
item_state = "gy_suit"
item_color = "security_formal"
/obj/item/clothing/under/rank/warden/formal
name = "warden's suit"
desc = "A formal security suit for the warden with blue desginations and '/Warden/' stiched into the shoulders."
icon_state = "warden_formal"
item_state = "gy_suit"
item_color = "warden_formal"
/obj/item/clothing/under/rank/head_of_security/formal
name = "head of security's suit"
desc = "A security suit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "hos_formal"
item_state = "gy_suit"
item_color = "hos_formal"
//Brig Physician
/obj/item/clothing/under/rank/security/brigphys
desc = "Jumpsuit for Brig Physician it has both medical and security protection."
name = "brig physician's jumpsuit"
icon_state = "brig_phys"
item_state = "brig_phys"
item_color = "brig_phys"
permeability_coefficient = 0.50
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0, fire = 30, acid = 30)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/security/brigphys/skirt
desc = "A skirted Brig Physician uniform. It has both security and medical protection."
name = "brig physician's jumpskirt"
icon_state = "brig_physf"
item_state = "brig_physf"
item_color = "brig_physf"
permeability_coefficient = 0.50
flags_size = ONESIZEFITSALL
//Pod Pilot
/obj/item/clothing/under/rank/security/pod_pilot
desc = "Suit for your regular pod pilot."
name = "pod pilot's jumpsuit"
icon_state = "pod_pilot"
item_state = "pod_pilot"
item_color = "pod_pilot"
/*
* Contains:
* Security
* Detective
* Head of Security
*/
/*
* Security
*/
/obj/item/clothing/under/rank/warden
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
name = "warden's jumpsuit"
icon_state = "warden"
item_state = "r_suit"
item_color = "warden"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
strip_delay = 50
/obj/item/clothing/under/rank/warden/skirt
desc = "Standard feminine fashion for a Warden. It is made of sturdier material than standard jumpskirts. It has the word \"Warden\" written on the shoulders."
name = "warden's jumpskirt"
icon_state = "wardenf"
item_state = "r_suit"
item_color = "wardenf"
flags_size = null
/obj/item/clothing/under/rank/security
name = "security officer's jumpsuit"
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
icon_state = "security"
item_state = "r_suit"
item_color = "secred"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
strip_delay = 50
/obj/item/clothing/under/rank/security/skirt
name = "security officer's jumpskirt"
desc = "Standard feminine fashion for Security Officers. It's made of sturdier material than the standard jumpskirts."
icon_state = "secredf"
item_state = "r_suit"
item_color = "secredf"
flags_size = null
/obj/item/clothing/under/rank/dispatch
name = "dispatcher's uniform"
desc = "A dress shirt and khakis with a security patch sewn on."
icon_state = "dispatch"
item_state = "dispatch"
item_color = "dispatch"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/security2
name = "security officer's uniform"
desc = "It's made of a slightly sturdier material, to allow for robust protection."
icon_state = "redshirt2"
item_state = "r_suit"
item_color = "redshirt2"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/security/corp
icon_state = "sec_corporate"
item_state = "sec_corporate"
item_color = "sec_corporate"
/obj/item/clothing/under/rank/warden/corp
icon_state = "warden_corporate"
item_state = "warden_corporate"
item_color = "warden_corporate"
/*
* Detective
*/
/obj/item/clothing/under/det
name = "hard-worn suit"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
item_color = "detective"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
flags_size = ONESIZEFITSALL
strip_delay = 50
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/uniform.dmi'
)
/*
* Head of Security
*/
/obj/item/clothing/under/rank/head_of_security
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
name = "head of security's jumpsuit"
icon_state = "hos"
item_state = "r_suit"
item_color = "hosred"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_size = ONESIZEFITSALL
strip_delay = 60
/obj/item/clothing/under/rank/head_of_security/skirt
desc = "It's a fashionable jumpskirt worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
name = "head of security's jumpskirt"
icon_state = "hosredf"
item_state = "r_suit"
item_color = "hosredf"
flags_size = null
/obj/item/clothing/under/rank/head_of_security/corp
icon_state = "hos_corporate"
item_state = "hos_corporate"
item_color = "hos_corporate"
//Jensen cosplay gear
/obj/item/clothing/under/rank/head_of_security/jensen
desc = "You never asked for anything that stylish."
name = "head of security's jumpsuit"
icon_state = "jensen"
item_state = "jensen"
item_color = "jensen"
flags_size = ONESIZEFITSALL
//Paradise Station
/obj/item/clothing/suit/armor/hos/hosnavyjacket
name = "head of security navy jacket"
icon_state = "hosdnavyjacket"
item_state = "hosdnavyjacket"
/obj/item/clothing/suit/armor/hos/hosbluejacket
name = "head of security blue jacket"
icon_state = "hosbluejacket"
item_state = "hosbluejacket"
/obj/item/clothing/suit/armor/hos/officernavyjacket
name = "officer's navy jacket"
icon_state = "officernavyjacket"
item_state = "officernavyjacket"
/obj/item/clothing/suit/armor/hos/officerbluejacket
name = "officer's blue jacket"
icon_state = "officerbluejacket"
item_state = "officerbluejacket"
//TG Station
/obj/item/clothing/under/rank/security/formal
name = "security suit"
desc = "A formal security suit for officers complete with nanotrasen belt buckle."
icon_state = "security_formal"
item_state = "gy_suit"
item_color = "security_formal"
/obj/item/clothing/under/rank/warden/formal
name = "warden's suit"
desc = "A formal security suit for the warden with blue desginations and '/Warden/' stiched into the shoulders."
icon_state = "warden_formal"
item_state = "gy_suit"
item_color = "warden_formal"
/obj/item/clothing/under/rank/head_of_security/formal
name = "head of security's suit"
desc = "A security suit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "hos_formal"
item_state = "gy_suit"
item_color = "hos_formal"
//Brig Physician
/obj/item/clothing/under/rank/security/brigphys
desc = "Jumpsuit for Brig Physician it has both medical and security protection."
name = "brig physician's jumpsuit"
icon_state = "brig_phys"
item_state = "brig_phys"
item_color = "brig_phys"
permeability_coefficient = 0.50
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0, fire = 30, acid = 30)
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/security/brigphys/skirt
desc = "A skirted Brig Physician uniform. It has both security and medical protection."
name = "brig physician's jumpskirt"
icon_state = "brig_physf"
item_state = "brig_physf"
item_color = "brig_physf"
permeability_coefficient = 0.50
flags_size = ONESIZEFITSALL
//Pod Pilot
/obj/item/clothing/under/rank/security/pod_pilot
desc = "Suit for your regular pod pilot."
name = "pod pilot's jumpsuit"
icon_state = "pod_pilot"
item_state = "pod_pilot"
item_color = "pod_pilot"
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+1 -1
View File
@@ -89,4 +89,4 @@
name = "camo pants"
desc = "A pair of woodland camouflage pants. Probably not the best choice for a space station."
icon_state = "camopants"
item_color = "camopants"
item_color = "camopants"
+26 -26
View File
@@ -1,26 +1,26 @@
/obj/item/clothing/under/shorts
name = "athletic shorts"
desc = "95% Polyester, 5% Spandex!"
gender = PLURAL
body_parts_covered = LOWER_TORSO
displays_id = 0
/obj/item/clothing/under/shorts/red
icon_state = "redshorts"
item_color = "redshorts"
/obj/item/clothing/under/shorts/green
icon_state = "greenshorts"
item_color = "greenshorts"
/obj/item/clothing/under/shorts/blue
icon_state = "blueshorts"
item_color = "blueshorts"
/obj/item/clothing/under/shorts/black
icon_state = "blackshorts"
item_color = "blackshorts"
/obj/item/clothing/under/shorts/grey
icon_state = "greyshorts"
item_color = "greyshorts"
/obj/item/clothing/under/shorts
name = "athletic shorts"
desc = "95% Polyester, 5% Spandex!"
gender = PLURAL
body_parts_covered = LOWER_TORSO
displays_id = 0
/obj/item/clothing/under/shorts/red
icon_state = "redshorts"
item_color = "redshorts"
/obj/item/clothing/under/shorts/green
icon_state = "greenshorts"
item_color = "greenshorts"
/obj/item/clothing/under/shorts/blue
icon_state = "blueshorts"
item_color = "blueshorts"
/obj/item/clothing/under/shorts/black
icon_state = "blackshorts"
item_color = "blackshorts"
/obj/item/clothing/under/shorts/grey
icon_state = "greyshorts"
item_color = "greyshorts"
+26 -26
View File
@@ -1,26 +1,26 @@
/obj/item/clothing/under/syndicate
name = "tactical turtleneck"
desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants."
icon_state = "syndicate"
item_state = "bl_suit"
item_color = "syndicate"
has_sensor = 0
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/combat
name = "combat turtleneck"
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
item_color = "tactifool"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/sniper
name = "Tactical turtleneck suit"
desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "black_suit"
/obj/item/clothing/under/syndicate
name = "tactical turtleneck"
desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants."
icon_state = "syndicate"
item_state = "bl_suit"
item_color = "syndicate"
has_sensor = 0
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/combat
name = "combat turtleneck"
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
item_color = "tactifool"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/sniper
name = "Tactical turtleneck suit"
desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "black_suit"