massive burndown (#29894)

This commit is contained in:
Contrabang
2025-07-27 13:52:39 -07:00
committed by GitHub
parent a596fba80d
commit 1504ed98be
1043 changed files with 0 additions and 3598 deletions
@@ -94,7 +94,6 @@
//////SYNDICATE BORG
/obj/item/antag_spawner/nuke_ops/borg_tele
name = "syndicate cyborg teleporter"
desc = "A single-use teleporter designed to quickly reinforce operatives in the field."
var/switch_roles = FALSE
/obj/item/antag_spawner/nuke_ops/borg_tele/assault
@@ -243,7 +242,6 @@
desc = "A magically infused bottle of clown love, distilled from \
countless hugging attacks. Used in funny rituals to attract \
adorable creatures."
icon = 'icons/obj/wizard.dmi'
icon_state = "vialtickles"
veil_msg = "<span class='warning'>You sense an adorable presence \
lurking just beyond the veil...</span>"
@@ -255,11 +253,9 @@
desc = "A magically infused bottle of pure darkness, distilled from \
ground up shadowling bones. Used in dark rituals to attract \
dark creatures."
icon = 'icons/obj/wizard.dmi'
icon_state = "vialshadows"
veil_msg = "<span class='warning'>You sense a dark presence \
lurking in the shadows...</span>"
objective_verb = "Kill"
demon_type = /mob/living/simple_animal/demon/shadow
///////////MORPH
@@ -2,7 +2,6 @@
name = "Absorb DNA"
desc = "Absorb the DNA of our victim. Requires us to strangle them."
button_overlay_icon_state = "absorb_dna"
chemical_cost = 0
power_type = CHANGELING_INNATE_POWER
req_human = TRUE
@@ -3,9 +3,7 @@
desc = "Creates more light sensing rods in our eyes, allowing our vision to penetrate most blocking objects. Protects our vision from flashes while inactive."
helptext = "Grants us x-ray vision or flash protection. We will become a lot more vulnerable to flash-based devices while x-ray vision is active."
button_overlay_icon_state = "augmented_eyesight"
chemical_cost = 0
dna_cost = 4
active = FALSE
power_type = CHANGELING_PURCHASABLE_POWER
category = /datum/changeling_power_category/utility
@@ -127,8 +127,6 @@
item_state = null
flags = ABSTRACT | NODROP | DROPDEL
w_class = WEIGHT_CLASS_HUGE
force = 0
throwforce = 0
throw_range = 0
throw_speed = 0
var/datum/action/changeling/biodegrade/parent_action
@@ -3,7 +3,6 @@
desc = "We shape our vocal glands to sound like a desired voice."
helptext = "Will turn your voice into the name that you enter."
button_overlay_icon_state = "mimic_voice"
chemical_cost = 0
dna_cost = 2
req_human = TRUE
power_type = CHANGELING_PURCHASABLE_POWER
@@ -12,7 +12,6 @@
desc = "Go tell a coder if you see this."
helptext = "Yell at coderbus"
chemical_cost = 1000
power_type = CHANGELING_UNOBTAINABLE_POWER
var/silent = FALSE
var/weapon_type
var/weapon_name_simple
@@ -65,7 +64,6 @@
desc = "Go tell a coder if you see this."
helptext = "Yell at coderbus"
chemical_cost = 1000
power_type = CHANGELING_UNOBTAINABLE_POWER
var/helmet_type = /obj/item
var/suit_type = /obj/item
var/suit_name_simple = " "
@@ -141,7 +139,6 @@
w_class = WEIGHT_CLASS_HUGE
sharp = TRUE
force = 25
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
var/datum/action/changeling/weapon/parent_action
@@ -204,7 +201,6 @@
icon_state = "tentacle"
item_state = "tentacle"
flags = ABSTRACT | NODROP | NOBLUDGEON | DROPDEL
w_class = WEIGHT_CLASS_HUGE
ammo_type = /obj/item/ammo_casing/magic/tentacle
fire_sound = 'sound/effects/splat.ogg'
force = 0
@@ -278,9 +274,7 @@
/obj/item/projectile/tentacle
name = "tentacle"
icon_state = "tentacle_end"
pass_flags = PASSTABLE
damage = 0
damage_type = BRUTE
range = 8
hitsound = 'sound/weapons/thudswoosh.ogg'
reflectability = REFLECTABILITY_NEVER //Let us not reflect this ever. It's not quite a bullet, and a cling should never wrap its tentacle around itself, it controls its body well
@@ -6,7 +6,6 @@
desc = "We evolve the ability to reduce the acid buildup in our muscles, allowing us to move much faster."
helptext = "The strain will use up our chemicals faster over time, and is not sustainable. Can not be used in lesser form."
button_overlay_icon_state = "strained_muscles"
chemical_cost = 0
dna_cost = 2
req_human = TRUE
power_type = CHANGELING_PURCHASABLE_POWER
@@ -1,7 +1,6 @@
/datum/action/changeling/sting
name = "Tiny Prick"
desc = "Stabby stabby."
power_type = CHANGELING_UNOBTAINABLE_POWER
category = /datum/changeling_power_category/stings
var/sting_icon = null
/// A middle click override used to intercept changeling stings performed on a target.
@@ -128,7 +128,6 @@
action_icon_state = "pd_cablehop"
upgrade_info = "Double the health of the barrier by reinforcing it with ICE."
category = FLAYER_CATEGORY_DESTROYER
power_type = FLAYER_UNOBTAINABLE_POWER
base_cost = 100
current_cost = 100
max_level = 2
@@ -182,7 +181,6 @@
icon = 'icons/effects/vampire_effects.dmi'
density = TRUE
anchored = TRUE
opacity = FALSE
alpha = 200
var/upgraded_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50)
@@ -127,7 +127,6 @@
gain_text = "Faraday cage operational."
power_type = FLAYER_PURCHASABLE_POWER
max_level = 2
base_cost = 30
static_upgrade_increase = 30
/datum/mindflayer_passive/emp_resist/on_apply()
@@ -147,7 +146,6 @@
purchase_text = "Become immune to basic shocks."
gain_text = "The outer layer of our chassis gets slightly thicker."
power_type = FLAYER_PURCHASABLE_POWER
max_level = 1
/datum/mindflayer_passive/shock_resist/on_apply()
..()
@@ -245,7 +243,6 @@
name = "Reinforced Joints"
purchase_text = "Prevents your limbs from falling off due to damage."
gain_text = "Artificial skeletal structure reinforced."
max_level = 1
power_type = FLAYER_PURCHASABLE_POWER
base_cost = 50
@@ -260,7 +257,6 @@
name = "Telescopic Eyes"
purchase_text = "Allows you to expand your sight range, as if you were using a scope."
gain_text = "Precise optics control engaged."
max_level = 1
power_type = FLAYER_PURCHASABLE_POWER
base_cost = 40
var/obj/item/organ/internal/eyes/optical_sensor/user_eyes
@@ -283,7 +279,6 @@
name = "Perfect Symbiosis"
purchase_text = "Become a living siphon that drains victim's energy incredibly quickly."
gain_text = "This vessel serves us well."
max_level = 1
power_type = FLAYER_PURCHASABLE_POWER
base_cost = 400
stage = FLAYER_CAPSTONE_STAGE
@@ -9,7 +9,6 @@
action_icon_state = "camera_bug"
base_cost = 50
static_upgrade_increase = 15
stage = 1
max_level = 4
upgrade_info = "Upgrades increase the amount of computers you can hack by 6."
/// An internal camera bug
@@ -66,7 +65,6 @@
desc = "Allows for the configuration of our vocal modulator to sound like a different person. We can amplify our voice slightly as well."
action_icon = 'icons/obj/clothing/masks.dmi'
action_icon_state = "voice_modulator"
power_type = FLAYER_UNOBTAINABLE_POWER
category = FLAYER_CATEGORY_INTRUDER
base_cooldown = 1 SECONDS
base_cost = 40
@@ -1,7 +1,6 @@
/datum/spell/flayer/self/weapon
name = "Create weapon"
desc = "This really shouldn't be here"
power_type = FLAYER_UNOBTAINABLE_POWER
action_icon = 'icons/mob/robot_items.dmi'
action_icon_state = "lollipop"
base_cooldown = 1 SECONDS // This just handles retracting and deploying the weapon, weapon charge will be fully separate
@@ -154,12 +153,10 @@
name = "Grapple Arm"
range = 10
damage = 15
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
icon_state = "flayer_claw"
chain_icon_state = "flayer_tether"
speed = 3
yank_speed = 2
reflectability = REFLECTABILITY_PHYSICAL // This lowkey makes no sense but it's also kinda funny
/// The ammo this came from
var/obj/item/ammo_casing/magic/grapple_ammo/ammo
@@ -201,9 +198,7 @@
upgrade_info = ""
action_icon = 'icons/obj/device.dmi'
action_icon_state = "hacktool"
base_cooldown = 1 SECONDS
category = FLAYER_CATEGORY_INTRUDER
power_type = FLAYER_UNOBTAINABLE_POWER
weapon_type = /obj/item/door_remote/omni/access_tuner/flayer
/*
@@ -215,7 +210,6 @@
upgrade_info = "Upgrading it allows us to reload the cannon faster. At the third level, we gain an extra magazine slot."
action_icon = 'icons/obj/guns/projectile.dmi'
action_icon_state = "shell_cannon_weapon"
base_cooldown = 1 SECONDS
category = FLAYER_CATEGORY_DESTROYER
power_type = FLAYER_PURCHASABLE_POWER
base_cost = 50
@@ -242,7 +236,6 @@
flags = NODROP | ABSTRACT
inhand_x_dimension = 32
inhand_y_dimension = 32
force = 10
mag_type = /obj/item/ammo_box/magazine/internal/shot/flayer
unique_reskin = FALSE
can_sawoff = FALSE
@@ -2,7 +2,6 @@ RESTRICT_TYPE(/datum/antagonist/rev/head)
/datum/antagonist/rev/head
name = "Head Revolutionary"
roundend_category = "revs"
antag_hud_name = "hudheadrevolutionary"
converted = FALSE
var/should_equip = TRUE
@@ -17,7 +17,6 @@
/obj/item/storage/box/syndie_kit/fulton_kit
name = "fulton extraction kit"
icon_state = "doom_box"
/obj/item/storage/box/syndie_kit/fulton_kit/populate_contents()
new /obj/item/extraction_pack(src)
@@ -6,7 +6,6 @@ RESTRICT_TYPE(/datum/antagonist/traitor)
roundend_category = "traitors"
job_rank = ROLE_TRAITOR
special_role = SPECIAL_ROLE_TRAITOR
give_objectives = TRUE
antag_hud_name = "hudsyndicate"
antag_hud_type = ANTAG_HUD_TRAITOR
clown_gain_text = "Your syndicate training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
@@ -30,7 +30,6 @@ RESTRICT_TYPE(/datum/antagonist/vampire)
/// list of the peoples UIDs that we have drained, and how much blood from each one
var/list/drained_humans = list()
blurb_text_color = COLOR_RED
blurb_text_outline_width = 0
blurb_r = 255
blurb_g = 221
blurb_b = 138
@@ -191,7 +191,6 @@
/obj/effect/temp_visual/demonic_snare
icon = 'icons/effects/vampire_effects.dmi'
icon_state = "immobilized"
duration = 1 SECONDS
/datum/spell/vampire/charge
name = "Charge (30)"
@@ -166,7 +166,6 @@
/obj/effect/temp_visual/blood_tendril
icon = 'icons/effects/vampire_effects.dmi'
icon_state = "blood_tendril"
duration = 1 SECONDS
/obj/effect/temp_visual/blood_tendril/long
duration = 2 SECONDS
@@ -233,7 +232,6 @@
icon = 'icons/effects/vampire_effects.dmi'
density = TRUE
anchored = TRUE
opacity = FALSE
/obj/structure/blood_barrier/Initialize(mapload)
. = ..()
@@ -364,7 +362,6 @@
name = "The Blood Bringers Rite"
desc = "When toggled, everyone around you begins to bleed profusely. You will drain their blood and rejuvenate yourself with it."
gain_desc = "You have gained the ability to rip the very life force out of people and absorb it, healing you."
base_cooldown = 10 SECONDS
action_icon_state = "blood_bringers_rite"
required_blood = 10
@@ -209,7 +209,6 @@
alpha = 120
color = "#545454"
density = TRUE
opacity = FALSE
anchored = TRUE
resistance_flags = INDESTRUCTIBLE
@@ -285,7 +284,6 @@
name = "Eternal Darkness"
desc = "When toggled, you shroud the area around you in darkness and slowly lower the body temperature of people nearby. Energy projectiles will dim in its radius."
gain_desc = "You have gained the ability to shroud the area around you in darkness, only the strongest of lights can pierce your unholy powers."
base_cooldown = 10 SECONDS
action_icon_state = "eternal_darkness"
required_blood = 5
var/shroud_power = -6
@@ -277,15 +277,12 @@
/datum/vampire_passive/vision/advanced
gain_desc = "Your vampiric vision now allows you to see everything in the dark!"
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
see_in_dark = 3
vision_flags = SEE_MOBS
/datum/vampire_passive/vision/full
gain_desc = "Your vampiric vision has reached its full strength!"
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
see_in_dark = 6
vision_flags = SEE_MOBS
/datum/vampire_passive/full
gain_desc = "You have reached your full potential. You are no longer weak to the effects of anything holy."
@@ -293,11 +290,7 @@
/datum/spell/vampire/raise_vampires
name = "Raise Vampires"
desc = "Summons deadly vampires from bluespace."
base_cooldown = 100
clothes_req = FALSE
human_req = TRUE
invocation = "none"
invocation_type = "none"
cooldown_min = 20
action_icon_state = "revive_thrall"
sound = 'sound/magic/wandodeath.ogg'
@@ -4,7 +4,6 @@
roundend_category = "wizards"
job_rank = ROLE_WIZARD
special_role = SPECIAL_ROLE_WIZARD
give_objectives = TRUE
antag_hud_name = "hudwizard"
antag_hud_type = ANTAG_HUD_WIZ
clown_gain_text = "Your new magical powers has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
-2
View File
@@ -78,8 +78,6 @@
singular_name = "prize ticket"
icon = 'icons/obj/arcade.dmi'
icon_state = "tickets_1"
force = 0
throwforce = 0
throw_speed = 1
throw_range = 1
w_class = WEIGHT_CLASS_TINY
-2
View File
@@ -3,8 +3,6 @@ GLOBAL_VAR(claw_game_html)
/obj/machinery/economy/arcade/claw
name = "Claw Game"
desc = "One of the most infuriating ways to win a toy."
icon = 'icons/obj/arcade.dmi'
icon_state = "clawmachine_1_on"
token_price = 5
window_name = "Claw Game"
var/machine_image = "_1"
-1
View File
@@ -10,7 +10,6 @@
throw_speed = 3
throw_range = 10
origin_tech = "magnets=1;engineering=1"
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
-2
View File
@@ -3,8 +3,6 @@
icon = 'icons/obj/tank.dmi'
item_state = "assembly"
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 4
flags = CONDUCT //Copied this from old code, so this may or may not be necessary
var/status = FALSE //FALSE - not readied //TRUE - bomb finished with welder
-1
View File
@@ -211,7 +211,6 @@
var/left = null
var/life_cycles = 0
var/life_cap = 20
anchored = TRUE
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSFENCE
/obj/effect/beam/i_beam/Initialize(mapload)
-1
View File
@@ -3,7 +3,6 @@
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
materials = list(MAT_METAL = 800, MAT_GLASS = 200)
origin_tech = "magnets=1;engineering=1"
secured = FALSE
-1
View File
@@ -7,7 +7,6 @@
var/obj/item/electropack/part2 = null
var/status = FALSE
w_class = WEIGHT_CLASS_HUGE
flags = CONDUCT
/obj/item/assembly/shock_kit/Destroy()
QDEL_NULL(part1)
-1
View File
@@ -8,7 +8,6 @@ GLOBAL_LIST_EMPTY(remote_signalers)
materials = list(MAT_METAL = 400, MAT_GLASS = 120)
origin_tech = "magnets=1;bluespace=1"
wires = ASSEMBLY_WIRE_RECEIVE | ASSEMBLY_WIRE_PULSE | ASSEMBLY_WIRE_RADIO_PULSE | ASSEMBLY_WIRE_RADIO_RECEIVE
secured = TRUE
bomb_name = "remote-control bomb"
/// Are we set to receieve a signal?
var/receiving = FALSE
-1
View File
@@ -3,7 +3,6 @@
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1;engineering=1"
secured = FALSE
-3
View File
@@ -3,7 +3,6 @@
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
origin_tech = "magnets=1;engineering=1"
var/listening = FALSE
var/recorded = null //the activation message
var/recorded_type = 0 // 0 for say, 1 for emote
@@ -63,9 +62,7 @@
/obj/item/assembly/voice/noise
name = "noise sensor"
desc = "A simple noise sensor that triggers on vocalizations other than speech."
icon_state = "voice"
materials = list(MAT_METAL = 210, MAT_GLASS = 50)
origin_tech = "magnets=1;engineering=1"
bomb_name = "noise-activated bomb"
/obj/item/assembly/voice/noise/attack_self__legacy__attackchain(mob/user)
@@ -21,7 +21,6 @@
//This is the icon for fire on turfs.
/obj/effect/hotspot
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
icon = 'icons/goonstation/effects/fire.dmi'
icon_state = "1"
@@ -241,7 +241,6 @@
return list(milla_atmos_airtight, milla_superconductivity)
/obj/effect/wind
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
icon = 'icons/effects/tile_effects.dmi'
icon_state = "wind"
@@ -1184,7 +1184,6 @@ Just an object used in constructing air alarms
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
origin_tech = "engineering=2;programming=1"
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
#undef AALARM_PRESET_HUMAN
@@ -11,8 +11,6 @@ Pipelines + Other Objects -> Pipe network
/obj/machinery/atmospherics
anchored = TRUE
resistance_flags = FIRE_PROOF
max_integrity = 200
plane = GAME_PLANE
power_state = NO_POWER_USE
power_channel = PW_CHANNEL_ENVIRONMENT
on_blueprints = TRUE
@@ -1,5 +1,4 @@
/obj/machinery/atmospherics/binary
dir = SOUTH
initialize_directions = SOUTH|NORTH
power_state = IDLE_POWER_USE
@@ -15,7 +14,6 @@
var/datum/pipeline/parent1
var/datum/pipeline/parent2
new_attack_chain = TRUE
/obj/machinery/atmospherics/binary/New()
..()
@@ -3,7 +3,6 @@
desc = "A gas circulator pump and heat exchanger. Its input port is on the south side, and its output port is on the north side."
icon = 'icons/obj/atmospherics/circulator.dmi'
icon_state = "circ8-off"
anchored = TRUE
density = TRUE
can_unwrench = TRUE
@@ -1,5 +1,4 @@
/obj/machinery/atmospherics/trinary
dir = SOUTH
initialize_directions = SOUTH|NORTH|WEST
power_state = IDLE_POWER_USE
@@ -26,7 +26,6 @@
/obj/machinery/atmospherics/trinary/tvalve/flipped/bypass
icon_state = "map_tvalvem1"
flipped = TRUE
state = TVALVE_STATE_SIDE
/obj/machinery/atmospherics/trinary/tvalve/update_icon(animation)
@@ -122,7 +121,6 @@
/obj/machinery/atmospherics/trinary/tvalve/digital/flipped/bypass
icon_state = "map_tvalvem1"
flipped = TRUE
state = TVALVE_STATE_SIDE
/obj/machinery/atmospherics/trinary/tvalve/digital/power_change()
@@ -8,9 +8,7 @@
icon = 'icons/obj/cryogenics.dmi'
icon_state = "pod0"
density = TRUE
anchored = TRUE
layer = ABOVE_WINDOW_LAYER
plane = GAME_PLANE
interact_offline = TRUE
max_integrity = 350
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 30, ACID = 30)
@@ -10,7 +10,6 @@ GLOBAL_LIST_EMPTY(air_injectors)
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF //really helpful in building gas chambers for xenomorphs
can_unwrench = TRUE
can_unwrench_while_on = TRUE
name = "air injector"
desc = "Has a valve and pump attached to it."
@@ -6,8 +6,6 @@
name = "oxygen generator"
desc = ""
dir = SOUTH
initialize_directions = SOUTH
var/oxygen_content = 10
@@ -22,7 +22,6 @@
/obj/machinery/atmospherics/unary/tank/air
name = "Pressure Tank (Air)"
icon_state = "air_map"
/obj/machinery/atmospherics/unary/tank/air/Initialize(mapload)
. = ..()
@@ -11,7 +11,6 @@
layer = OBJ_LAYER
idle_power_consumption = 500
active_power_consumption = 0
var/icon_state_off = "freezer"
var/icon_state_on = "freezer_1"
@@ -218,11 +217,6 @@
investigate_log("was set to [target_temperature] K by [key_name(usr)]", INVESTIGATE_ATMOS)
/obj/machinery/atmospherics/unary/thermomachine/freezer
icon_state = "freezer"
icon_state_off = "freezer"
icon_state_on = "freezer_1"
icon_state_open = "freezer-o"
cooling = TRUE
/obj/machinery/atmospherics/unary/thermomachine/freezer/on
on = TRUE
@@ -1,5 +1,4 @@
/obj/machinery/atmospherics/unary
dir = SOUTH
initialize_directions = SOUTH
layer = TURF_LAYER+0.1
/// The current air contents of this device
@@ -7,10 +7,8 @@ GLOBAL_LIST_EMPTY(gas_meters)
icon_state = "meterX"
layer = GAS_PIPE_VISIBLE_LAYER + GAS_PUMP_OFFSET
layer_offset = GAS_PUMP_OFFSET
anchored = TRUE
max_integrity = 150
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 40, ACID = 0)
power_channel = PW_CHANNEL_ENVIRONMENT
power_state = IDLE_POWER_USE
idle_power_consumption = 2
active_power_consumption = 5
@@ -5,12 +5,10 @@
name = "refill station"
icon = 'icons/obj/atmos.dmi'
icon_state = "filler_oxygen"
anchored = TRUE
density = TRUE
resistance_flags = NONE
idle_power_consumption = 1
active_power_consumption = 5
power_channel = PW_CHANNEL_ENVIRONMENT
/// The desired pressure the refill station should be outputting into a holding tank.
target_pressure = MAX_TARGET_PRESSURE
can_unwrench_while_on = FALSE
@@ -3,11 +3,9 @@
desc = "An endcap for pipes."
icon = 'icons/atmos/pipes.dmi'
icon_state = "cap"
level = 2
volume = 35
dir = SOUTH
initialize_directions = SOUTH
var/obj/machinery/atmospherics/node
@@ -80,9 +78,6 @@
update_icon()
/obj/machinery/atmospherics/pipe/cap/visible
level = 2
icon_state = "cap"
plane = GAME_PLANE
layer = GAS_PIPE_VISIBLE_LAYER
/obj/machinery/atmospherics/pipe/cap/visible/scrubbers
@@ -107,10 +102,8 @@
/obj/machinery/atmospherics/pipe/cap/hidden
level = 1
icon_state = "cap"
alpha = 128
plane = FLOOR_PLANE
layer = GAS_PIPE_HIDDEN_LAYER
/obj/machinery/atmospherics/pipe/cap/hidden/scrubbers
name = "scrubbers pipe endcap"
@@ -6,7 +6,6 @@
volume = 105
dir = SOUTH
initialize_directions = EAST|NORTH|WEST
var/obj/machinery/atmospherics/node1
@@ -150,7 +149,6 @@
/obj/machinery/atmospherics/pipe/manifold/visible
icon_state = "map"
level = 2
plane = GAME_PLANE
layer = GAS_PIPE_VISIBLE_LAYER
/obj/machinery/atmospherics/pipe/manifold/visible/scrubbers
@@ -203,10 +201,8 @@
/obj/machinery/atmospherics/pipe/manifold/hidden
icon_state = "map"
level = 1
alpha = 128 //set for the benefit of mapping - this is reset to opaque when the pipe is spawned in game
plane = FLOOR_PLANE
layer = GAS_PIPE_HIDDEN_LAYER
/obj/machinery/atmospherics/pipe/manifold/hidden/scrubbers
name="Scrubbers pipe manifold"
@@ -6,7 +6,6 @@
volume = 140
dir = SOUTH
initialize_directions = NORTH|SOUTH|EAST|WEST
var/obj/machinery/atmospherics/node1
@@ -160,7 +159,6 @@
/obj/machinery/atmospherics/pipe/manifold4w/visible
icon_state = "map_4way"
level = 2
plane = GAME_PLANE
layer = GAS_PIPE_VISIBLE_LAYER
/obj/machinery/atmospherics/pipe/manifold4w/visible/scrubbers
@@ -207,10 +205,8 @@
/obj/machinery/atmospherics/pipe/manifold4w/hidden
icon_state = "map_4way"
level = 1
alpha = 128 //set for the benefit of mapping - this is reset to opaque when the pipe is spawned in game
plane = FLOOR_PLANE
layer = GAS_PIPE_HIDDEN_LAYER
/obj/machinery/atmospherics/pipe/manifold4w/hidden/scrubbers
name = "4-way scrubbers pipe manifold"
@@ -3,7 +3,6 @@
var/datum/pipeline/parent
var/volume = 0
force = 20
power_state = NO_POWER_USE
can_unwrench = TRUE
damage_deflection = 12
can_be_undertile = TRUE
@@ -11,7 +10,6 @@
//Buckling
can_buckle = TRUE
buckle_requires_restraints = TRUE
buckle_lying = -1
flags_2 = NO_MALF_EFFECT_2
@@ -7,7 +7,6 @@
volume = 70
dir = SOUTH
initialize_directions = SOUTH|NORTH
var/obj/machinery/atmospherics/node1
@@ -3,7 +3,6 @@
icon_state = "intact"
pipe_icon = "hepipe"
level = 2
plane = GAME_PLANE
layer = GAS_PIPE_VISIBLE_LAYER
var/initialize_directions_he
var/surface = 2
@@ -95,9 +94,7 @@
/////////////////////////////////
/obj/machinery/atmospherics/pipe/simple/heat_exchanging/junction
icon = 'icons/atmos/junction.dmi'
icon_state = "intact"
pipe_icon = "hejunction"
level = 2
minimum_temperature_difference = 300
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
@@ -1,10 +1,8 @@
/obj/machinery/atmospherics/pipe/simple/hidden
icon_state = "intact"
level = 1
alpha = 128 //set for the benefit of mapping - this is reset to opaque when the pipe is spawned in game
// these are inherited, but it's nice to have them explicit here
plane = FLOOR_PLANE
layer = GAS_PIPE_HIDDEN_LAYER
/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers
name = "Scrubbers pipe"
@@ -2,7 +2,6 @@
icon_state = "intact"
level = 2
// these are inherited, but it's nice to have them explicit here
plane = GAME_PLANE
layer = GAS_PIPE_VISIBLE_LAYER
/obj/machinery/atmospherics/pipe/simple/visible/scrubbers
@@ -58,7 +58,6 @@ GLOBAL_DATUM_INIT(canister_icon_container, /datum/canister_icons, new())
density = TRUE
flags = CONDUCT
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 80, ACID = 50)
max_integrity = 250
integrity_failure = 100
cares_about_temperature = TRUE
@@ -76,7 +75,6 @@ GLOBAL_DATUM_INIT(canister_icon_container, /datum/canister_icons, new())
pressure_resistance = 7 * ONE_ATMOSPHERE
var/temperature_resistance = 1000 + T0C
volume = 1000
power_state = NO_POWER_USE
interact_offline = TRUE
var/release_log = ""
var/current_pressure_appearance
@@ -2,7 +2,6 @@
name = "atmoalter"
anchored = FALSE
layer = BELOW_OBJ_LAYER
power_state = NO_POWER_USE
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 60, ACID = 30)
var/datum/gas_mixture/air_contents = new
@@ -1,11 +1,7 @@
/obj/effect/waterfall
name = "waterfall effect"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
opacity = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
density = FALSE
anchored = TRUE
invisibility = 101
var/water_frequency = 15
@@ -29,7 +25,6 @@
/turf/simulated/floor/beach/away
name = "Beach"
icon = 'icons/misc/beach.dmi'
var/water_overlay_image = null
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
@@ -47,10 +42,6 @@
icon_state = "desert"
mouse_opacity = MOUSE_OPACITY_ICON
baseturf = /turf/simulated/floor/beach/away/sand
footstep = FOOTSTEP_SAND
barefootstep = FOOTSTEP_SAND
clawfootstep = FOOTSTEP_SAND
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
/turf/simulated/floor/beach/away/sand/Initialize(mapload)
. = ..() //adds some aesthetic randomness to the beach sand
@@ -118,7 +109,6 @@
oxygen = LAVALAND_OXYGEN
nitrogen = LAVALAND_NITROGEN
temperature = LAVALAND_TEMPERATURE
atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
atmos_environment = ENVIRONMENT_LAVALAND
/// for boundary "walls"
@@ -158,7 +148,6 @@
layer = MOB_LAYER + 0.1
smoothing_flags = SMOOTH_BITMASK
canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
anchored = TRUE
/turf/simulated/floor/beach/away/water/drop/dense
density = TRUE
@@ -2,12 +2,9 @@
/area/awaymission/challenge
name = "Challenge"
icon_state = "away"
report_alerts = FALSE
/area/awaymission/challenge/start
name = "Where Am I?"
icon_state = "away"
/area/awaymission/challenge/main
name = "\improper Danger Room"
@@ -203,7 +203,6 @@
/obj/effect/mob_spawn/human/alive/golem/adamantine
name = "dust-caked free golem shell"
desc = "A humanoid shape, empty, lifeless, and full of potential."
assignedrole = "Free Golem"
can_transfer = FALSE
mob_species = /datum/species/golem/adamantine
@@ -3,8 +3,6 @@
/obj/effect/mob_spawn/human/alive/old
name = "old cryogenics pod"
desc = "A humming cryo pod. You can barely recognise a security uniform underneath the built up ice. The machine is attempting to wake up its occupant."
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper"
description = "Work as a team with your fellow survivors aboard a ruined, ancient space station."
assignedrole = "Ancient Crew"
allow_gender_pick = TRUE
@@ -3,7 +3,6 @@
/mob/living/simple_animal/hostile/megafauna/fleshling
name = "Fleshling"
desc = "A sinister mass of flesh molded into a grotesque shape. Nothing about it looks like the result of natural evolution. It looks agitated and clearly doesn't want you to leave here alive."
health = 1000
icon = 'icons/mob/fleshling.dmi'
icon_state = "fleshling"
icon_living = "fleshling"
@@ -16,12 +15,9 @@
pixel_x = -16
melee_damage_lower = 20
melee_damage_upper = 20
wander = TRUE
move_force = MOVE_FORCE_VERY_STRONG
move_resist = MOVE_FORCE_VERY_STRONG
pull_force = MOVE_FORCE_VERY_STRONG
sentience_type = SENTIENCE_BOSS
a_intent = INTENT_HARM
deathmessage = "collapses into a pile of gibs. From the looks of it this is the deadest it can get... "
butcher_results = list(/obj/item/regen_mesh)
/// Is the boss charging right now?
@@ -246,7 +242,6 @@
/obj/machinery/deepstorage_teleporter
name = "package teleporter"
desc = "It's tuned to maintain one-way teleportation."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "controller"
density = TRUE
anchored = TRUE
@@ -13,7 +13,6 @@
/obj/item/card/id/away/old
name = "A perfectly retrograde identification card"
desc = "A perfectly retrograde identification card. Looks like it could use some flavor."
icon = 'icons/obj/card.dmi'
icon_state = "retro"
access = list(ACCESS_THETA_STATION)
@@ -66,13 +65,9 @@
/obj/item/clothing/head/helmet/space/void/old
name = "Antique Engineering Void Helmet"
desc = "An old helmet meant for EVA engineering work. Any insignia it had has long since worn away. While old and dusty, it still gets the job done."
icon_state = "void-red"
item_state = "void"
/obj/item/clothing/suit/space/void/old
name = "Antique Engineering Void Suit"
icon_state = "void-red"
item_state = "void"
desc = "An old softsuit meant for engineering work. Any insignia it had has long since worn away. Age has degraded the suit making it difficult to move around in."
slowdown = 4
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
@@ -85,28 +80,21 @@
/obj/item/clothing/suit/armor/vest/old
name = "degrading armor vest"
desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in."
icon_state = "armor"
item_state = "armor"
slowdown = 1
/obj/item/gun/energy/laser/retro/old
name = "degrading L-1 laser gun"
icon_state = "retro"
desc = "A first-generation lasergun developed by Maiman Photonics. It has a unique rechargable internal cell that cannot be removed. \
Due to degredation over time, the battery cannot hold as much charge as it used to. You really hope someone has developed a better laser gun while you were in cryo."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
ammo_x_offset = 3
/obj/item/ammo_casing/energy/lasergun/old
projectile_type = /obj/item/projectile/beam/laser
e_cost = 200
select_name = "kill"
/obj/item/gun/energy/e_gun/old
name = "\improper NT-EW-P:01 prototype energy gun"
desc = "A long-lost prototype energy gun developed by Nanotrasen's Theta R&D team. The fire selector has two settings: 'stun', and 'kill'."
icon_state = "protolaser"
ammo_x_offset = 2
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old)
/obj/item/gun/energy/e_gun/old/examine(mob/user)
@@ -434,7 +422,6 @@
// MARK: ENGINES
//////////////////////////////
/obj/structure/shuttle/engine/large
name = "engine"
opacity = TRUE
icon = 'icons/obj/2x2.dmi'
icon_state = "large_engine"
@@ -444,7 +431,6 @@
appearance_flags = LONG_GLIDE
/obj/structure/shuttle/engine/huge
name = "engine"
icon = 'icons/obj/3x3.dmi'
icon_state = "huge_engine"
desc = "An extremely large bluespace engine used to propel extremely large ships."
@@ -460,13 +446,11 @@
/area/ruin/ancientstation
name = "Charlie Station Main Corridor"
icon_state = "green"
has_gravity = TRUE
/area/ruin/ancientstation/powered
name = "Powered Tile"
icon_state = "teleporter"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
/area/ruin/ancientstation/atmo
name = "Beta Station Atmospherics"
@@ -501,7 +485,6 @@
/area/ruin/ancientstation/thetacorridor
name = "Theta Station Main Corridor"
icon_state = "green"
/area/ruin/ancientstation/proto
name = "Theta Station Prototype Lab"
@@ -51,7 +51,6 @@
health = 750
maxHealth = 750
rapid_melee = 3
wander = FALSE
move_force = MOVE_FORCE_DEFAULT
loot = list(/obj/item/organ/internal/cyberimp/arm/razorwire/harbinger)
death_simplemob_representation = /obj/effect/temp_visual/dir_setting/syndicate_harbinger_death
@@ -165,7 +164,6 @@ GLOBAL_LIST_INIT(ruin_sieged_lab_research_loot, list(
/obj/effect/spawner/random/mine
name = "50pc landmine"
icon = 'icons/effects/random_spawners.dmi'
icon_state = "mine"
loot = list(/obj/effect/mine/sieged_lab)
spawn_loot_chance = 50
@@ -302,7 +302,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
desc = "Looks like the cover to a turret. Not deploying, however?"
icon = 'icons/obj/turrets.dmi'
icon_state = "turret_cover"
layer = /obj/machinery/shieldgen/telecomms::layer + 0.1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
anchored = TRUE
/// Trap we create on activation
@@ -333,7 +332,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
health = 200
maxHealth = 200
faction = list("malf_drone")
ranged = TRUE
rapid = 2
speed = 0.5
projectiletype = /obj/item/projectile/beam/disabler/weak
@@ -432,7 +430,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
/obj/effect/spawner/random/telecomms_core_table
name = "telecomms core table spawner"
spawn_loot_count = 1
loot = list(
/obj/item/rcd/combat,
/obj/item/gun/medbeam,
@@ -478,7 +475,6 @@ GLOBAL_LIST_EMPTY(telecomms_trap_tank)
anchored = TRUE
layer = HOLOPAD_LAYER
plane = FLOOR_PLANE
max_integrity = 300
/// Have we been activated? If we have, we do not activate again.
var/activated = FALSE
/// Tied effect to kill when we die.
@@ -1,5 +1,4 @@
/obj/machinery/atmospherics/unary/passive_vent/high_volume/shadow
on = FALSE
/obj/machinery/atmospherics/unary/passive_vent/high_volume/shadow/process_atmos()
if(!on)
@@ -15,7 +14,6 @@
name = "gas filter (Co2 Outlet)"
dir = 1
filter_type = 3
on = FALSE
target_pressure = 99999
/obj/machinery/atmospherics/trinary/filter/shadow/on_changed_z_level(turf/old_turf, turf/new_turf)
-4
View File
@@ -9,7 +9,6 @@
/obj/effect/mob_spawn
name = "Unknown"
density = TRUE
anchored = TRUE
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
var/mob_type
@@ -670,13 +669,10 @@
outfit = /datum/outfit/job/mining/suit
/datum/outfit/job/mining/suit
name = "Shaft Miner"
back = /obj/item/mod/control/pre_equipped/mining/asteroid
uniform = /obj/item/clothing/under/rank/cargo/miner
gloves = /obj/item/clothing/gloves/fingerless
shoes = /obj/item/clothing/shoes/workboots
l_ear = /obj/item/radio/headset/headset_cargo/mining
id = /obj/item/card/id/shaftminer
l_pocket = /obj/item/reagent_containers/patch/styptic
r_pocket = /obj/item/flashlight/seclite
@@ -80,14 +80,12 @@
display_name = "Blue flame decal welding helmet"
path = /obj/item/clothing/head/welding/flamedecal/blue
allowed_roles = list("Chief Engineer", "Station Engineer", "Life Support Specialist", "Roboticist")
donator_tier = 2
cost = 2
/datum/gear/donor/welding_white
display_name = "White decal welding helmet"
path = /obj/item/clothing/head/welding/white
allowed_roles = list("Chief Engineer", "Station Engineer", "Life Support Specialist", "Roboticist")
donator_tier = 2
cost = 2
/datum/gear/donor/fawkes
@@ -214,7 +214,6 @@
/datum/gear/mug/department
main_typepath = /datum/gear/mug/department
sort_category = "Mugs"
subtype_selection_cost = FALSE
/datum/gear/mug/department/eng
@@ -14,7 +14,6 @@
/datum/gear/racial
sort_category = "Racial"
main_typepath = /datum/gear/racial
cost = 1
/datum/gear/racial/taj
display_name = "Tajaran veil"
-15
View File
@@ -237,7 +237,6 @@
item_state = "bl_suit"
item_color = "black"
desc = "It's a plain jumpsuit. It has a small dial on the wrist."
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
@@ -330,7 +329,6 @@
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition."
icon_state = "meson"
item_state = "meson"
resistance_flags = NONE
prescription_upgradable = TRUE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
@@ -367,12 +365,10 @@
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
flash_protect = FLASH_PROTECTION_SENSITIVE
prescription_upgradable = TRUE
/obj/item/clothing/glasses/chameleon/night
origin_tech = "magnets=3;syndicate=1"
see_in_dark = 8
prescription_upgradable = TRUE
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
/obj/item/clothing/glasses/hud/security/chameleon
@@ -462,7 +458,6 @@
icon_override = 'icons/mob/clothing/head/softcap.dmi'
icon_state = "greysoft"
item_color = "grey"
dyeable = FALSE
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
@@ -505,7 +500,6 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
dyeable = FALSE
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/mask.dmi',
@@ -540,8 +534,6 @@
chameleon_action.emp_randomise(INFINITY)
/obj/item/clothing/mask/chameleon/voice_change
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply. While good for concealing your identity, it isn't good for blocking gas flow."
icon_state = "swat"
item_state = "swat"
@@ -585,10 +577,6 @@
chameleon_action.emp_randomise()
/obj/item/clothing/shoes/chameleon/noslip
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
no_slip = TRUE
/obj/item/clothing/shoes/chameleon/noslip/broken/Initialize(mapload)
@@ -596,7 +584,6 @@
chameleon_action.emp_randomise(INFINITY)
/obj/item/storage/backpack/chameleon
name = "backpack"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/back.dmi'
@@ -649,7 +636,6 @@
chameleon_action.emp_randomise(INFINITY)
/obj/item/radio/headset/chameleon
name = "radio headset"
var/datum/action/item_action/chameleon_change/chameleon_action
/obj/item/radio/headset/chameleon/Initialize(mapload)
@@ -717,7 +703,6 @@
/obj/item/clothing/neck/chameleon
name = "black tie"
desc = "A neosilk clip-on tie."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "blacktie"
resistance_flags = NONE
-11
View File
@@ -1,6 +1,5 @@
/obj/item/clothing
name = "clothing"
max_integrity = 200
integrity_failure = 80
resistance_flags = FLAMMABLE
/// Only these species can wear this kit.
@@ -176,7 +175,6 @@
w_class = WEIGHT_CLASS_HUGE
icon = 'icons/mob/screen_gen.dmi'
icon_state = "block"
slot_flags = ITEM_SLOT_BOTH_EARS
/obj/item/clothing/ears/offear/New(obj/O)
. = ..()
@@ -192,7 +190,6 @@
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_cover = GLASSESCOVERSEYES
slot_flags = ITEM_SLOT_EYES
materials = list(MAT_GLASS = 250)
@@ -245,7 +242,6 @@
name = "gloves"
///Carn: for grammarically correct text-parsing
gender = PLURAL
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.50
body_parts_covered = HANDS
@@ -541,9 +537,7 @@
icon = 'icons/obj/clothing/masks.dmi'
body_parts_covered = HEAD
slot_flags = ITEM_SLOT_MASK
strip_delay = 4 SECONDS
put_on_delay = 4 SECONDS
dyeable = FALSE
var/adjusted_flags = null
@@ -627,7 +621,6 @@
dyeing_key = DYE_REGISTRY_SHOES
permeability_coefficient = 0.50
slowdown = SHOES_SLOWDOWN
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/shoes.dmi',
@@ -755,7 +748,6 @@
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
slot_flags = ITEM_SLOT_OUTER_SUIT
dyeable = FALSE
var/fire_resist = T0C + 100
var/blood_overlay_type = "suit"
@@ -959,16 +951,13 @@
name = "space helmet"
icon_state = "space"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
w_class = WEIGHT_CLASS_NORMAL
flags = BLOCKHAIR | STOPSPRESSUREDMAGE | THICKMATERIAL
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "s_helmet"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
flash_protect = FLASH_PROTECTION_WELDER
strip_delay = 50
-6
View File
@@ -180,7 +180,6 @@
name = "night vision science goggles"
desc = "Now you can science in darkness."
icon_state = "nvpurple"
item_state = "glasses"
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
@@ -292,7 +291,6 @@
)
/obj/item/clothing/glasses/regular/hipster
name = "prescription glasses"
desc = "Made by Uncool. Co."
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
@@ -361,9 +359,6 @@
desc = "Cheap, plastic sunglasses. They don't even have UV protection."
icon_state = "sun"
item_state = "sunglasses"
see_in_dark = 0
flash_protect = FLASH_PROTECTION_NONE
tint = FLASH_PROTECTION_NONE
prescription_upgradable = TRUE
sprite_sheets = list(
@@ -471,7 +466,6 @@
desc = "Welding goggles made from more expensive materials, strangely smells like potatoes."
icon_state = "rwelding-g"
item_state = "rwelding-g"
flash_protect = FLASH_PROTECTION_WELDER
tint = FLASH_PROTECTION_NONE
/obj/item/clothing/glasses/sunglasses/blindfold
@@ -41,7 +41,6 @@
name = "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"
hud_types = DATA_HUD_MEDICAL_ADVANCED
sprite_sheets = list(
@@ -140,7 +139,6 @@
see_in_dark = 1
flash_protect = FLASH_PROTECTION_FLASH
tint = FLASH_PROTECTION_FLASH
prescription_upgradable = TRUE
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/eyes.dmi',
@@ -195,7 +193,6 @@
see_in_dark = 1 // None of these three can be converted to booleans. Do not try it.
flash_protect = FLASH_PROTECTION_FLASH
tint = FLASH_PROTECTION_FLASH
prescription_upgradable = TRUE
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/eyes.dmi',
"Grey" = 'icons/mob/clothing/species/grey/eyes.dmi',
@@ -10,7 +10,6 @@
permeability_coefficient = 0.05
item_color = "yellow"
resistance_flags = NONE
dyeable = TRUE
/obj/item/clothing/gloves/color/yellow/fake
siemens_coefficient = 1
@@ -214,4 +213,3 @@
icon_state = "furglovesico"
item_state = "furgloves"
transfer_prints = TRUE
dyeable = FALSE
-8
View File
@@ -17,42 +17,34 @@
/obj/item/clothing/head/beanie/black
name = "black beanie"
icon_state = "beanie"
color = "#4A4A4B" //Grey but it looks black
/obj/item/clothing/head/beanie/red
name = "red beanie"
icon_state = "beanie"
color = "#D91414" //Red
/obj/item/clothing/head/beanie/green
name = "green beanie"
icon_state = "beanie"
color = "#5C9E54" //Green
/obj/item/clothing/head/beanie/darkblue
name = "dark blue beanie"
icon_state = "beanie"
color = "#1E85BC" //Blue
/obj/item/clothing/head/beanie/purple
name = "purple beanie"
icon_state = "beanie"
color = "#9557C5" //purple
/obj/item/clothing/head/beanie/yellow
name = "yellow beanie"
icon_state = "beanie"
color = "#E0C14F" //Yellow
/obj/item/clothing/head/beanie/orange
name = "orange beanie"
icon_state = "beanie"
color = "#C67A4B" //orange
/obj/item/clothing/head/beanie/cyan
name = "cyan beanie"
icon_state = "beanie"
color = "#54A3CE" //Cyan (Or close to it)
//Striped Beanies have unique sprites
-35
View File
@@ -14,7 +14,6 @@
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/helmet
dyeable = FALSE
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/helmet.dmi',
"Drask" = 'icons/mob/clothing/species/drask/helmet.dmi',
@@ -69,7 +68,6 @@
/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
@@ -135,10 +133,7 @@
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, RAD = 10, FIRE = 50, ACID = 50)
flags = BLOCKHAIR
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
@@ -157,9 +152,7 @@
item_state = "thunderdome"
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450)
flags_2 = RAD_PROTECT_CONTENTS_2
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
@@ -212,7 +205,6 @@
item_state = "redtaghelm"
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, 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
@@ -223,7 +215,6 @@
item_state = "bluetaghelm"
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, 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
@@ -261,7 +252,6 @@
name = "skull helmet"
desc = "An intimidating tribal helmet, it looks sick as hell."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
icon_state = "skull"
item_state = "skull"
@@ -275,9 +265,7 @@
desc = "A helmet made from durathread and leather."
icon_state = "durathread"
item_state = "durathread"
resistance_flags = FLAMMABLE
armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 35, ACID = 50)
strip_delay = 60
/obj/item/clothing/head/helmet/street_judge
name = "judge's helmet"
@@ -354,10 +342,7 @@
)
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
@@ -368,8 +353,6 @@
/obj/item/clothing/head/helmet/federation/marine/export
name = "\improper Federation marine combat helmet (E)"
desc = "An export-grade combat helmet commonly given or sold to allies of the Trans-Solar Federation. The OCULUS system has been removed, and its protection is generally inferior to its in-service counterpart."
icon_state = "fedhelmet_marine"
item_state = "fedhelmet_marine"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/head.dmi',
"Drask" = 'icons/mob/clothing/species/drask/head.dmi',
@@ -380,17 +363,10 @@
"Unathi" = 'icons/mob/clothing/species/unathi/head.dmi'
)
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
see_in_dark = 0
lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
flash_protect = FLASH_PROTECTION_NONE
armor = list(MELEE = 30, BULLET = 35, LASER = 35, ENERGY = 30, BOMB = 50, RAD = 0, FIRE = 100, ACID = 50)
strip_delay = 130
/obj/item/clothing/head/helmet/federation/marine/officer
name = "\improper Federation marine officer's combat helmet"
@@ -406,16 +382,5 @@
"Vulpkanin" = 'icons/mob/clothing/species/vulpkanin/head.dmi',
"Unathi" = 'icons/mob/clothing/species/unathi/head.dmi'
)
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
see_in_dark = 8
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
flash_protect = FLASH_PROTECTION_WELDER
armor = list(MELEE = 40, BULLET = 45, LASER = 45, ENERGY = 40, BOMB = 100, RAD = 25, FIRE = INFINITY, ACID = 100)
strip_delay = 130
-2
View File
@@ -206,9 +206,7 @@
dog_fashion = /datum/dog_fashion/head/surgery
/obj/item/clothing/head/surgery/blue
name = "blue surgical cap"
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is baby blue."
icon_state = "surgcap_blue"
dog_fashion = /datum/dog_fashion/head/surgery
/obj/item/clothing/head/surgery/green
-5
View File
@@ -450,9 +450,7 @@
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
dog_fashion = /datum/dog_fashion/head/cone
@@ -521,11 +519,8 @@
)
/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/clothing/species/grey/head.dmi'
@@ -169,7 +169,6 @@
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, RAD = 0, FIRE = 0, ACID = 0)
brightness_on = 1 //luminosity when on
dog_fashion = /datum/dog_fashion/head/reindeer
-11
View File
@@ -40,28 +40,24 @@
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
item_color = "red"
dog_fashion = /datum/dog_fashion/head/softcap
/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 = /datum/dog_fashion/head/softcap
/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 = /datum/dog_fashion/head/softcap
/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 = /datum/dog_fashion/head/softcap
/obj/item/clothing/head/soft/orange
name = "orange cap"
@@ -74,28 +70,24 @@
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "whitesoft"
item_color = "white"
dog_fashion = /datum/dog_fashion/head/softcap
/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 = /datum/dog_fashion/head/softcap
/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 = /datum/dog_fashion/head/softcap
/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 = /datum/dog_fashion/head/softcap
/obj/item/clothing/head/soft/cargo
name = "cargo cap"
@@ -130,14 +122,12 @@
desc = "It's a grey baseball hat with a purple custodial shield."
icon_state = "janitorgreysoft"
item_color = "janitorgrey"
dog_fashion = /datum/dog_fashion/head/softcap
/obj/item/clothing/head/soft/janitorpurple
name = "purple janitor's cap"
desc = "It's a purple baseball hat with a mint service shield."
icon_state = "janitorpurplesoft"
item_color = "janitorpurple"
dog_fashion = /datum/dog_fashion/head/softcap
/obj/item/clothing/head/soft/paramedic
name = "\improper EMT cap"
@@ -153,7 +143,6 @@
item_color = "sec"
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/softcap
/obj/item/clothing/head/soft/sec/corp
name = "corporate security cap"
-2
View File
@@ -5,7 +5,6 @@
item_state = "balaclava"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
can_toggle = TRUE
actions_types = list(/datum/action/item_action/adjust)
adjusted_flags = ITEM_SLOT_HEAD
@@ -29,7 +28,6 @@
item_state = "luchag"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/mask.dmi',
-1
View File
@@ -6,7 +6,6 @@
flags = AIRTIGHT
flags_cover = MASKCOVERSMOUTH
can_toggle = TRUE
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
actions_types = list(/datum/action/item_action/adjust)
@@ -4,7 +4,6 @@
icon_state = "muzzle"
item_state = "muzzle"
flags_cover = MASKCOVERSMOUTH
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.90
put_on_delay = 2 SECONDS
/// How long you need to gnaw to get rid of the gag, 0 to make it impossible to remove
@@ -91,10 +90,8 @@
desc = "A muzzle designed to prevent biting."
icon_state = "muzzle_secure"
item_state = "muzzle_secure"
resist_time = 0 SECONDS
mute = MUZZLE_MUTE_NONE
security_lock = TRUE
locked = FALSE
materials = list(MAT_METAL=500, MAT_GLASS=50)
sprite_sheets = list(
@@ -235,7 +232,6 @@
item_state = "pig"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
/obj/item/clothing/mask/horsehead
@@ -245,7 +241,6 @@
item_state = "horsehead"
flags = BLOCKHAIR
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
var/voicechange = FALSE
var/temporaryname = " the Horse"
var/originalname = ""
@@ -343,7 +338,6 @@
icon_state = "fawkes"
item_state = "fawkes"
flags_inv = HIDEFACE
w_class = WEIGHT_CLASS_SMALL
/obj/item/clothing/mask/gas/clown_hat/pennywise
name = "\improper Pennywise mask"
@@ -351,7 +345,6 @@
icon_state = "pennywise_mask"
item_state = "pennywise_mask"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | BLOCKHAIR
// Bandanas
/obj/item/clothing/mask/bandana
@@ -360,7 +353,6 @@
flags_inv = HIDEFACE
flags_cover = MASKCOVERSMOUTH
w_class = WEIGHT_CLASS_TINY
slot_flags = ITEM_SLOT_MASK
adjusted_flags = ITEM_SLOT_HEAD
icon_state = "bandbotany"
dyeable = TRUE
@@ -483,7 +475,6 @@
/obj/item/clothing/mask/bandana/botany
name = "botany bandana"
desc = "It's a green bandana with some fine nanotech lining."
icon_state = "bandbotany"
/obj/item/clothing/mask/bandana/skull
name = "skull bandana"
-1
View File
@@ -4,7 +4,6 @@
name = "grey cloak"
desc = "It's a cloak that can be worn around your neck in a pretty dull color."
icon_state = "cloak"
w_class = WEIGHT_CLASS_SMALL
body_parts_covered = UPPER_TORSO | ARMS
/obj/item/clothing/neck/cloak/head_of_security
-1
View File
@@ -1,7 +1,6 @@
/obj/item/clothing/neck/tie
name = "tie"
desc = "A neosilk clip-on tie."
w_class = WEIGHT_CLASS_SMALL
var/under_suit = FALSE
/obj/item/clothing/neck/tie/blue
-2
View File
@@ -1,10 +1,8 @@
/obj/item/clothing/neck/necklace
name = "necklace"
desc = "A simple necklace."
icon_state = "necklace"
item_state = "necklace"
item_color = "necklace"
w_class = WEIGHT_CLASS_SMALL
/obj/item/clothing/neck/necklace/long
name = "large necklace"
-1
View File
@@ -1,7 +1,6 @@
/obj/item/clothing/neck/scarf
name = "scarf"
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
w_class = WEIGHT_CLASS_SMALL
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/neck/scarf/red
-1
View File
@@ -8,7 +8,6 @@
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
dyeable = TRUE
/obj/item/clothing/shoes/black/greytide
flags = NODROP
-1
View File
@@ -8,7 +8,6 @@
strip_delay = 7 SECONDS
put_on_delay = 7 SECONDS
resistance_flags = FIRE_PROOF
no_slip = FALSE
var/magboot_state = "magboots"
var/magpulse = FALSE
var/slowdown_active = 2
-11
View File
@@ -2,7 +2,6 @@
name = "mime shoes"
icon_state = "mime"
item_color = "mime"
dyeable = TRUE
/// basic syndicate combat boots for nuke ops and mob corpses
/obj/item/clothing/shoes/combat
@@ -40,13 +39,11 @@
desc = "A pair of magic, black shoes."
icon_state = "black"
resistance_flags = FIRE_PROOF | ACID_PROOF
dyeable = FALSE
/obj/item/clothing/shoes/sandal/magic
name = "magical sandals"
desc = "A pair of sandals imbued with magic."
resistance_flags = FIRE_PROOF | ACID_PROOF
dyeable = FALSE
/obj/item/clothing/shoes/galoshes
name = "galoshes"
@@ -93,7 +90,6 @@
// "Dyeable" in this case is a bit of an understatement, washing these
// with a crayon will give them the appearance and name of normal
// shoes, but the functionality of clown shoes.
dyeable = TRUE
var/enabled_waddle = TRUE
@@ -208,12 +204,10 @@
can_cut_open = 0
icon_state = "jacksandal"
item_color = "jacksandal"
dyeable = FALSE
/obj/item/clothing/shoes/jackboots/noisy
name = "heavy jackboots"
desc = "Outdated heavier versions of the standard Nanotrasen-issue Security combat boots. Pick up that can."
dyeable = FALSE
/obj/item/clothing/shoes/jackboots/noisy/Initialize(mapload)
. = ..()
@@ -236,7 +230,6 @@
heat_protection = FEET|LEGS
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
knife_slot = TRUE
dyeable = FALSE
/obj/item/clothing/shoes/workboots/smithing
name = "smithing boots"
@@ -247,7 +240,6 @@
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET|LEGS
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
dyeable = FALSE
/obj/item/clothing/shoes/winterboots
name = "winter boots"
@@ -448,8 +440,6 @@
desc = "A roll of treated canvas used for wrapping claws or paws."
icon_state = "clothwrap"
item_state = "clothwrap"
force = 0
w_class = WEIGHT_CLASS_SMALL
dyeable = FALSE
/obj/item/clothing/shoes/bhop
@@ -461,7 +451,6 @@
resistance_flags = FIRE_PROOF
actions_types = list(/datum/action/item_action/bhop)
permeability_coefficient = 0.05
can_cut_open = FALSE
knife_slot = TRUE
dyeable = FALSE
@@ -79,9 +79,6 @@
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/internals)
armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
dyeable = FALSE
icon = 'icons/obj/clothing/species/vox/suits.dmi'
icon_state = null
species_restricted = list("Vox")
@@ -195,8 +192,6 @@
desc = "These bizarre gauntlets seem to be fitted for... bird claws?"
icon_state = "gloves-vox"
item_state = "gloves-vox"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color = "gloves-vox"
icon = 'icons/obj/clothing/species/vox/gloves.dmi'
species_restricted = list("Vox")
@@ -26,7 +26,6 @@
actions_types = list(/datum/action/item_action/toggle)
armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, RAD = 90, FIRE = INFINITY, ACID = INFINITY)
resistance_flags = FIRE_PROOF | ACID_PROOF
dyeable = FALSE
var/obj/item/clothing/head/helmet/space/chronos/helmet = null
var/obj/effect/chronos_cam/camera = null
@@ -181,10 +180,7 @@
/obj/effect/chronos_cam
name = "chronosuit view"
density = FALSE
anchored = TRUE
invisibility = 101
opacity = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/mob/holder = null
@@ -78,15 +78,10 @@
/obj/item/clothing/head/helmet/space/hardsuit/ert/commander
name = "emergency response team commander helmet"
desc = "An environmentally sealed combat helmet with a wide plexiglass visor for maximum visibility. This one has blue Command stripes."
icon_state = "hardsuit0-ert_commander"
item_state = "helm-command"
item_color = "ert_commander"
/obj/item/clothing/suit/space/hardsuit/ert/commander
name = "emergency response team commander suit"
desc = "A powered combat hardsuit produced by Citadel Armories. Decently armored, environmentally sealed, and fire-resistant. This one is covered in blue Command livery."
icon_state = "ert_commander"
item_state = "suit-command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/commander
//Security
@@ -141,7 +136,6 @@
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = 200, ACID = 200)
flags_2 = RAD_PROTECT_CONTENTS_2
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engineer/gamma
slowdown = 0
//Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/medical
@@ -181,7 +175,6 @@
icon_state = "hardsuit0-ert_paranormal"
item_color = "ert_paranormal"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
sprite_sheets = list(
"Grey" = 'icons/mob/clothing/species/grey/helmet.dmi',
"Tajaran" = 'icons/mob/clothing/species/tajaran/helmet.dmi',
@@ -196,7 +189,6 @@
icon_state = "hardsuit-paranormal"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
resistance_flags = FIRE_PROOF
sprite_sheets = list(
"Tajaran" = 'icons/mob/clothing/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/clothing/species/unathi/suit.dmi',
@@ -227,7 +219,6 @@
icon_state = "ert_solgov_marine"
item_state = "ert_solgov_marine"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/solgov
slowdown = 0
armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
/obj/item/clothing/head/helmet/space/hardsuit/ert/solgov/command
@@ -1,7 +1,6 @@
//Baseline hardsuits
/obj/item/clothing/head/helmet/space/hardsuit
name = "hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
icon_state = null
item_state = "eng_helm"
max_integrity = 300
@@ -145,7 +144,6 @@
allowed = list(/obj/item/flashlight,/obj/item/tank/internals,/obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd)
siemens_coefficient = 0
actions_types = list(/datum/action/item_action/toggle_helmet)
dyeable = FALSE
hide_tail_by_species = list("Vox" , "Vulpkanin" , "Unathi" , "Tajaran")
sprite_sheets = list(
@@ -354,7 +352,6 @@
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, RAD = 115, FIRE = INFINITY, ACID = INFINITY)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -365,7 +362,6 @@
item_color = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, RAD = 115, FIRE = INFINITY, ACID = INFINITY)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -5,7 +5,6 @@
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 = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
sprite_sheets = list(
@@ -27,7 +26,6 @@
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/internals, /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 = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
@@ -64,7 +62,6 @@
flags_2 = RAD_PROTECT_CONTENTS_2
strip_delay = 130
dog_fashion = /datum/dog_fashion/back/deathsquad
dyeable = FALSE
/obj/item/clothing/suit/space/deathsquad/Initialize(mapload)
. = ..()
@@ -99,8 +96,6 @@
flags_inv = 0
slowdown = 0
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_2 = RAD_PROTECT_CONTENTS_2
w_class = WEIGHT_CLASS_NORMAL
/obj/item/clothing/suit/space/deathsquad/officer/solgov
@@ -210,7 +205,6 @@
/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, RAD = 10, FIRE = 50, ACID = 95)
@@ -230,7 +224,6 @@
/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, RAD = 10, FIRE = 50, ACID = 95)
@@ -6,7 +6,6 @@
item_state = "plasmaman-helm"
base_icon_state = "plasmaman-helm"
strip_delay = 80
flash_protect = FLASH_PROTECTION_WELDER
tint = FLASH_PROTECTION_WELDER
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 150)
resistance_flags = FIRE_PROOF
@@ -21,8 +20,6 @@
dyeing_key = DYE_REGISTRY_PLASMAMEN_HELMET
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen/plasmaman)
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSMOUTH|HEADCOVERSEYES
visor_flags_inv = HIDEEYES|HIDEFACE
icon = 'icons/obj/clothing/species/plasmaman/hats.dmi'
species_restricted = list("Plasmaman")
@@ -106,7 +103,6 @@
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 150)
/obj/item/clothing/head/helmet/space/plasmaman/security/hos
name = "security plasma envirosuit helmet"
desc = "A plasmaman containment helmet designed for the head of security."
icon_state = "hos_envirohelm"
item_state = "hos_envirohelm"
@@ -281,7 +277,6 @@
icon_state = "wizard_envirohelm"
item_state = "wizard_envirohelm"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
resistance_flags = FIRE_PROOF | ACID_PROOF
magical = TRUE
-13
View File
@@ -109,7 +109,6 @@
//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"
@@ -121,7 +120,6 @@
//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"
@@ -133,31 +131,24 @@
//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"
@@ -185,14 +176,11 @@
//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"
/obj/item/clothing/head/helmet/space/syndicate/contractor
name = "contractor helmet"
@@ -204,7 +192,6 @@
/obj/item/clothing/suit/space/syndicate/contractor
name = "contractor space suit"
desc = "A specialised black and gold space suit that's easier to move around in than its standard Syndicate counterpart. It is made of an exotic military-grade fabric for added protection, and can be ultra-compressed into even the tightest of spaces."
slowdown = 1
w_class = WEIGHT_CLASS_SMALL
icon_state = "syndicate-contractor"
item_state = "syndicate-contractor"
@@ -39,7 +39,6 @@
desc = "A soft armor vest suitable for stopping minor impacts."
icon_state = "armor-combat"
item_state = "bulletproof"
blood_overlay_type = "armor"
/obj/item/clothing/suit/armor/vest/security
name = "security armor"
@@ -48,8 +47,6 @@
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi'
)
icon_state = "armor"
item_state = "armor"
var/obj/item/clothing/accessory/holobadge/attached_badge
/obj/item/clothing/suit/armor/vest/security/attackby__legacy__attackchain(obj/item/I, mob/user, params)
@@ -114,7 +111,6 @@
name = "press vest"
desc = "A sturdy vest that should keep you protected from the dangers of the station."
icon_state = "press_vest"
item_state = "armor"
/obj/item/clothing/suit/armor/secjacket
name = "security jacket"
@@ -192,7 +188,6 @@
name = "warden's armored jacket"
desc = "A comfortable armored jacket fitted with Level II plate inserts for moderate protection. This one has silver livery on the shoulders to denote rank."
icon_state = "warden_jacket"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|HANDS
heat_protection = UPPER_TORSO|LOWER_TORSO|HANDS
@@ -215,8 +210,6 @@
name = "captain's carapace"
desc = "A fancy blue & gold dragonscale armor vest fitted with Level III and IV armor panelling. Offers excellent protection against melee attacks, kinetic impacts, and laser discharges. "
icon_state = "captain_carapace"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 450)
dog_fashion = null
resistance_flags = FIRE_PROOF
@@ -282,7 +275,6 @@
name = "security riot suit"
desc = "A full-body suit of riot gear that provides excellent protection against blunt force trauma, fire, and corrosive substances, but little protection otherwise. This suit is covered in red Security stripes."
icon_state = "riot-sec"
item_state = "swat_suit"
/obj/item/clothing/suit/armor/riot/knight
name = "plate armour"
@@ -318,7 +310,6 @@
desc = "A comfortable and low-profile vest made of durathread, reinforced with panels of tanned leather. Offers decent protection against laser discharges, but won't be stopping a bullet any time soon."
icon_state = "durathread"
item_state = "durathread"
strip_delay = 60
max_integrity = 200
resistance_flags = FLAMMABLE
armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 35, ACID = 50)
@@ -345,8 +336,6 @@
name = "security bulletproof armor"
desc = "A full-body suit of armor fitted with Level IV ballistic inserts and panelling. Will stop most low-caliber kinetic rounds and resist the concussive force of explosions somewhat, but it does little against melee and energy attacks. This suit is covered in red Security stripes."
icon_state = "bulletproof-sec"
item_state = "armor"
blood_overlay_type = "armor"
/obj/item/clothing/suit/armor/swat
name = "SWAT armor"
@@ -393,8 +382,6 @@
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi'
)
icon_state = "detective-armor"
item_state = "armor"
blood_overlay_type = "armor"
allowed = list(/obj/item/tank/internals/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)
resistance_flags = FLAMMABLE
dog_fashion = null
@@ -770,15 +757,12 @@
w_class = WEIGHT_CLASS_BULKY
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/rcd, /obj/item/crowbar, \
/obj/item/screwdriver, /obj/item/weldingtool, /obj/item/wirecutters, /obj/item/wrench, /obj/item/multitool, \
/obj/item/radio, /obj/item/analyzer, /obj/item/gun, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, \
/obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs)
flags = THICKMATERIAL | STOPSPRESSUREDMAGE
slowdown = 0
strip_delay = 12 SECONDS
/obj/item/clothing/suit/armor/federation/marine/officer
@@ -796,8 +780,6 @@
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
)
icon_state = "fedarmor_marine"
item_state = "fedarmor_marine"
armor = list(MELEE = 30, BULLET = 35, LASER = 35, ENERGY = 30, BOMB = 50, RAD = 0, FIRE = 100, ACID = 50)
@@ -806,7 +788,6 @@
name = "emergency response team armor"
desc = "A mid-quality protective vest produced by Citadel Armories. Additional polymer paneling over the chest and shoulders offers moderately improved energy protection compared to standard kevlar vests."
icon_state = "ertarmor_cmd"
item_state = "armor"
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 50, ACID = 50)
//Commander
@@ -903,7 +884,6 @@
armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 75, ACID = 75)
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
body_parts_covered = HEAD
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
-1
View File
@@ -102,7 +102,6 @@
name = "screened niqab"
desc = "A niqab with an eye mesh for additional concealment. The wearer can see you, but you can't see them."
icon_state = "abaya_hood"
body_parts_covered = HEAD
cold_protection = HEAD
flags = BLOCKHAIR
flags_inv = HIDEEARS | HIDEMASK | HIDEFACE | HIDEEYES

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