diff --git a/code/game/gamemodes/nuclear/nuclear.dm b/code/game/gamemodes/nuclear/nuclear.dm
index 78db5e77846..de7bc051054 100644
--- a/code/game/gamemodes/nuclear/nuclear.dm
+++ b/code/game/gamemodes/nuclear/nuclear.dm
@@ -226,7 +226,7 @@ proc/issyndicate(mob/living/M as mob)
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob)
var/radio_freq = SYND_FREQ
- var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(synd_mob)
+ var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt(synd_mob)
R.set_frequency(radio_freq)
synd_mob.equip_to_slot_or_del(R, slot_l_ear)
diff --git a/code/game/jobs/job/security.dm b/code/game/jobs/job/security.dm
index f5b1cac68f6..65b1d1ce2b0 100644
--- a/code/game/jobs/job/security.dm
+++ b/code/game/jobs/job/security.dm
@@ -24,7 +24,7 @@
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
if(4) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
- H.equip_or_collect(new /obj/item/device/radio/headset/heads/hos(H), slot_l_ear)
+ H.equip_or_collect(new /obj/item/device/radio/headset/heads/hos/alt(H), slot_l_ear)
H.equip_or_collect(new /obj/item/clothing/under/rank/head_of_security(H), slot_w_uniform)
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/clothing/suit/armor/hos(H), slot_wear_suit)
@@ -64,7 +64,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
- H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
+ H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
@@ -111,7 +111,7 @@
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
- H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
+ H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
@@ -166,7 +166,7 @@
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
- H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
+ H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
@@ -205,7 +205,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
- H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
+ H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
@@ -242,7 +242,7 @@
minimal_player_age = 7
equip(var/mob/living/carbon/human/H)
if(!H) return 0
- H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
+ H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
diff --git a/code/game/jobs/job/supervisor.dm b/code/game/jobs/job/supervisor.dm
index 1c19e8c7253..d0dd51fb59f 100644
--- a/code/game/jobs/job/supervisor.dm
+++ b/code/game/jobs/job/supervisor.dm
@@ -13,7 +13,7 @@
minimal_player_age = 30
equip(var/mob/living/carbon/human/H)
if(!H) return 0
- H.equip_or_collect(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
+ H.equip_or_collect(new /obj/item/device/radio/headset/heads/captain/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/captain(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_cap(H), slot_back)
diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm
index de3422e168f..fb6ca1b2fa4 100644
--- a/code/game/objects/items/devices/radio/headset.dm
+++ b/code/game/objects/items/devices/radio/headset.dm
@@ -31,6 +31,15 @@
/obj/item/device/radio/headset/syndicate
origin_tech = "syndicate=3"
+
+/obj/item/device/radio/headset/syndicate/alt //undisguised bowman with flash protection
+ name = "syndicate headset"
+ desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs. \nTo access the syndicate channel, use ; before speaking."
+ flags = EARBANGPROTECT
+ origin_tech = "syndicate=3"
+ icon_state = "syndie_headset"
+ item_state = "syndie_headset"
+
/obj/item/device/radio/headset/syndicate/New()
..()
del(keyslot1)
@@ -53,6 +62,13 @@
item_state = "headset"
keyslot1 = new /obj/item/device/encryptionkey/headset_sec
+/obj/item/device/radio/headset/headset_sec/alt
+ name = "security bowman headset"
+ desc = "This is used by your elite security force. Protects ears from flashbangs. \nTo access the security channel, use :s."
+ flags = EARBANGPROTECT
+ icon_state = "sec_headset_alt"
+ item_state = "sec_headset_alt"
+
/obj/item/device/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls. To access the engineering channel, use :e. "
@@ -102,6 +118,13 @@
item_state = "headset"
keyslot1 = new /obj/item/device/encryptionkey/heads/captain
+/obj/item/device/radio/headset/heads/captain/alt
+ name = "\proper the captain's bowman headset"
+ desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
+ flags = EARBANGPROTECT
+ icon_state = "com_headset_alt"
+ item_state = "com_headset_alt"
+
/obj/item/device/radio/headset/heads/rd
name = "Research Director's headset"
desc = "Headset of the researching God. To access the science channel, use :n. For command, use :c."
@@ -116,6 +139,13 @@
item_state = "headset"
keyslot1 = new /obj/item/device/encryptionkey/heads/hos
+/obj/item/device/radio/headset/heads/hos/alt
+ name = "\proper the head of security's bowman headset"
+ desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs. \nTo access the security channel, use :s. For command, use :c."
+ flags = EARBANGPROTECT
+ icon_state = "com_headset_alt"
+ item_state = "com_headset_alt"
+
/obj/item/device/radio/headset/heads/ce
name = "chief engineer's headset"
desc = "The headset of the guy who is in charge of morons. To access the engineering channel, use :e. For command, use :c."
diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm
index a6f18c378e7..b1d0e0783fe 100644
--- a/code/game/objects/items/toys.dm
+++ b/code/game/objects/items/toys.dm
@@ -436,6 +436,7 @@
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
+ slot_flags = SLOT_EARS
w_class = 1.0
attack_verb = list("attacked", "coloured")
var/colour = "#FF0000" //RGB
diff --git a/code/game/objects/items/weapons/cigs_lighters.dm b/code/game/objects/items/weapons/cigs_lighters.dm
index fe457888911..2229c5bc00f 100644
--- a/code/game/objects/items/weapons/cigs_lighters.dm
+++ b/code/game/objects/items/weapons/cigs_lighters.dm
@@ -57,6 +57,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon_state = "cigoff"
throw_speed = 0.5
item_state = "cigoff"
+ slot_flags = SLOT_EARS
w_class = 1
body_parts_covered = null
attack_verb = list("burnt", "singed")
diff --git a/code/game/objects/items/weapons/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm
index 26372ce5700..601e4d5a8f7 100644
--- a/code/game/objects/items/weapons/grenades/flashbang.dm
+++ b/code/game/objects/items/weapons/grenades/flashbang.dm
@@ -5,109 +5,68 @@
origin_tech = "materials=2;combat=1"
var/banglet = 0
- prime()
- ..()
- for(var/obj/structure/closet/L in hear(7, get_turf(src)))
- if(locate(/mob/living/carbon/, L))
- for(var/mob/living/carbon/M in L)
- bang(get_turf(src), M)
-
-
- for(var/mob/living/carbon/M in hear(7, get_turf(src)))
- bang(get_turf(src), M)
-
- for(var/obj/effect/blob/B in hear(8,get_turf(src))) //Blob damage here
- var/damage = round(30/(get_dist(B,get_turf(src))+1))
- B.health -= damage
- B.update_icon()
-
- new/obj/effect/effect/smoke/flashbang(src.loc)
- del(src)
+/obj/item/weapon/grenade/flashbang/prime()
+ update_mob()
+ var/flashbang_turf = get_turf(src)
+ if(!flashbang_turf)
return
+ for(var/mob/living/M in hearers(7, flashbang_turf))
+ bang(get_turf(M), M)
- proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
- if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
- for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
- S.active = 0 // -- Polymorph
- S.icon_state = "shield0"
+ for(var/obj/effect/blob/B in hear(8,flashbang_turf)) //Blob damage here
+ var/damage = round(30/(get_dist(B,get_turf(src))+1))
+ B.health -= damage
+ B.update_icon()
+ del(src)
- M << "\red BANG"
- playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
+/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/M)
+ M.show_message("BANG", 2)
+ playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
//Checking for protections
- var/eye_safety = 0
- var/ear_safety = 0
- if(iscarbon(M))
- eye_safety = M.eyecheck()
- if(ishuman(M))
- if(istype(M:l_ear, /obj/item/clothing/ears/earmuffs) || istype(M:r_ear, /obj/item/clothing/ears/earmuffs))
- ear_safety += 2
- if(M_HULK in M.mutations)
- ear_safety += 1
- if(istype(M:head, /obj/item/clothing/head/helmet))
- ear_safety += 1
+ var/eye_safety = 0
+ var/ear_safety = 0
+ var/distance = max(1,get_dist(src,T))
+ if(iscarbon(M))
+ var/mob/living/carbon/C = M
+ eye_safety = C.eyecheck()
+ if(ishuman(C))
+ var/mob/living/carbon/human/H = C
+ if((H.r_ear && (H.r_ear.flags & EARBANGPROTECT)) || (H.l_ear && (H.l_ear.flags & EARBANGPROTECT)) || (H.head && (H.head.flags & HEADBANGPROTECT)))
+ ear_safety++
-//Flashing everyone
- if(eye_safety < 1)
- flick("e_flash", M.flash)
- M.Stun(2)
- M.Weaken(10)
-
-
-
-//Now applying sound
- if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
- if(ear_safety > 0)
- M.Stun(2)
- M.Weaken(1)
- else
- M.Stun(10)
- M.Weaken(3)
- if ((prob(14) || (M == src.loc && prob(70))))
- M.ear_damage += rand(1, 10)
- else
- M.ear_damage += rand(0, 5)
- M.ear_deaf = max(M.ear_deaf,15)
-
- else if(get_dist(M, T) <= 5)
- if(!ear_safety)
- M.Stun(8)
- M.ear_damage += rand(0, 3)
- M.ear_deaf = max(M.ear_deaf,10)
-
- else if(!ear_safety)
- M.Stun(4)
- M.ear_damage += rand(0, 1)
- M.ear_deaf = max(M.ear_deaf,5)
-
-//This really should be in mob not every check
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
- if (E.damage >= E.min_bruised_damage)
- M << "\red Your eyes start to burn badly!"
- if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
- if (E.damage >= E.min_broken_damage)
- M << "\red You can't see anything!"
- if (M.ear_damage >= 15)
- M << "\red Your ears start to ring badly!"
+//Flash
+ if(!eye_safety)
+ var/mob/living/carbon/human/H = M
+ var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
+ flick("e_flash", M.flash)
+ E.damage += rand(1, 3)
+ M.Stun(max(10/distance, 3))
+ M.Weaken(max(10/distance, 3))
+ if (E.damage >= E.min_bruised_damage)
+ M << "Your eyes start to burn badly!"
if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
- if (prob(M.ear_damage - 10 + 5))
- M << "\red You can't hear anything!"
- M.sdisabilities |= DEAF
+ if (E.damage >= E.min_broken_damage)
+ M << "You can't see anything!"
+
+//Bang
+ if((src.loc == M) || src.loc == M.loc)//Holding on person or being exactly where lies is significantly more dangerous and voids protection
+ M.Stun(10)
+ M.Weaken(10)
+ if(!ear_safety)
+ M.Stun(max(10/distance, 3))
+ M.Weaken(max(10/distance, 3))
+ M.ear_damage += rand(0, 5)
+ M.ear_deaf = max(M.ear_deaf,15)
+ if (M.ear_damage >= 15)
+ M << "Your ears start to ring badly!"
+ if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
+ if(prob(M.ear_damage - 10 + 5))
+ M << "You can't hear anything!"
+ M.disabilities |= DEAF
else
if (M.ear_damage >= 5)
- M << "\red Your ears start to ring!"
- M.update_icons()
-
-/obj/effect/effect/smoke/flashbang
- name = "illumination"
- opacity = 0
- icon_state = "sparks"
-
-/obj/effect/effect/smoke/flashbang/New()
- ..()
- SetLuminosity(15)
+ M << "Your ears start to ring!"
/obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
@@ -116,6 +75,7 @@
icon_state = "clusterbang"
/obj/item/weapon/grenade/flashbang/clusterbang/prime()
+ update_mob()
var/numspawned = rand(4,8)
var/again = 0
for(var/more = numspawned,more > 0,more--)
@@ -132,9 +92,7 @@
spawn(0)
new /obj/item/weapon/grenade/flashbang/clusterbang/segment(src.loc)//Creates a 'segment' that launches a few more flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
- spawn(0)
- del(src)
- return
+ del(src)
/obj/item/weapon/grenade/flashbang/clusterbang/segment
desc = "A smaller segment of a clusterbang. Better run."
@@ -145,7 +103,6 @@
/obj/item/weapon/grenade/flashbang/clusterbang/segment/New()//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
icon_state = "clusterbang_segment_active"
active = 1
- banglet = 1
var/stepdist = rand(1,4)//How far to step
var/temploc = src.loc//Saves the current location to know where to step away from
walk_away(src,temploc,stepdist)//I must go, my people need me
@@ -155,6 +112,7 @@
..()
/obj/item/weapon/grenade/flashbang/clusterbang/segment/prime()
+ update_mob()
var/numspawned = rand(4,8)
for(var/more = numspawned,more > 0,more--)
if(prob(35))
@@ -164,19 +122,16 @@
spawn(0)
new /obj/item/weapon/grenade/flashbang/cluster(src.loc)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
- spawn(0)
- del(src)
- return
+ del(src)
/obj/item/weapon/grenade/flashbang/cluster/New()//Same concept as the segments, so that all of the parts don't become reliant on the clusterbang
- spawn(0)
- icon_state = "flashbang_active"
- active = 1
- banglet = 1
- var/stepdist = rand(1,3)
- var/temploc = src.loc
- walk_away(src,temploc,stepdist)
- var/dettime = rand(15,60)
- spawn(dettime)
- prime()
- ..()
\ No newline at end of file
+ ..()
+ icon_state = "flashbang_active"
+ active = 1
+ banglet = 1
+ var/stepdist = rand(1,3)
+ var/temploc = src.loc
+ walk_away(src,temploc,stepdist)
+ var/dettime = rand(15,60)
+ spawn(dettime)
+ prime()
\ No newline at end of file
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
index f2e064ecc11..917c8feb815 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
@@ -23,7 +23,7 @@
new /obj/item/clothing/suit/armor/vest/capcarapace(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/shoes/brown(src)
- new /obj/item/device/radio/headset/heads/captain(src)
+ new /obj/item/device/radio/headset/heads/captain/alt(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
return
@@ -101,7 +101,7 @@
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/weapon/cartridge/hos(src)
- new /obj/item/device/radio/headset/heads/hos(src)
+ new /obj/item/device/radio/headset/heads/hos/alt(src)
new /obj/item/clothing/under/rank/head_of_security(src)
new /obj/item/clothing/under/rank/head_of_security/formal(src)
new /obj/item/clothing/suit/armor/hos(src)
@@ -139,7 +139,7 @@
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
- new /obj/item/device/radio/headset/headset_sec(src)
+ new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
@@ -178,7 +178,7 @@
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest/security(src)
- new /obj/item/device/radio/headset/headset_sec(src)
+ new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/device/flash(src)
@@ -301,7 +301,7 @@
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/weapon/clipboard(src)
- new /obj/item/device/radio/headset/headset_sec(src)
+ new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/ammo_box/c38(src)
diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm
index 54fcd327470..2991d32164c 100644
--- a/code/modules/admin/verbs/debug.dm
+++ b/code/modules/admin/verbs/debug.dm
@@ -828,7 +828,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
- M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
+ M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain/alt(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
var/obj/item/device/pda/centcom/pda = new(M)
@@ -853,7 +853,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
- M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
+ M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain/alt(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
var/obj/item/device/pda/centcom/pda = new(M)
diff --git a/code/modules/admin/verbs/striketeam_syndicate.dm b/code/modules/admin/verbs/striketeam_syndicate.dm
index 73be9adbebf..90a54ad0391 100644
--- a/code/modules/admin/verbs/striketeam_syndicate.dm
+++ b/code/modules/admin/verbs/striketeam_syndicate.dm
@@ -129,7 +129,7 @@ var/global/sent_syndicate_strike_team = 0
/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0)
- var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
+ var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index 154790ce338..ca66eaf0ca9 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -119,6 +119,7 @@
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
item_state = "earmuffs"
+ flags = EARBANGPROTECT
//Glasses
diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm
index 1da4ae739c3..bf1baad2081 100644
--- a/code/modules/clothing/head/helmet.dm
+++ b/code/modules/clothing/head/helmet.dm
@@ -2,7 +2,7 @@
name = "helmet"
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
- flags = FPRINT | TABLEPASS | HEADCOVERSEYES
+ flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADBANGPROTECT
item_state = "helmet"
armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
@@ -18,7 +18,7 @@
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
- flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH
+ flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|HEADBANGPROTECT
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
flags_inv = HIDEEARS
siemens_coefficient = 0.7
@@ -59,6 +59,7 @@
/obj/item/clothing/head/helmet/roman
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
+ flags = HEADCOVERSEYES
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
icon_state = "roman"
item_state = "roman"
@@ -73,7 +74,7 @@
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
- flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
+ flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 1
diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm
index 02654e9a23b..37b168ddec8 100644
--- a/code/modules/clothing/under/miscellaneous.dm
+++ b/code/modules/clothing/under/miscellaneous.dm
@@ -433,7 +433,6 @@
icon_state = "roman"
_color = "roman"
item_state = "armor"
- armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/under/maid
name = "maid costume"
diff --git a/code/setup.dm b/code/setup.dm
index b138b2f2cd6..ab6e81d477c 100644
--- a/code/setup.dm
+++ b/code/setup.dm
@@ -211,6 +211,9 @@ var/MAX_EXPLOSION_RANGE = 14
#define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head
#define HEADCOVERSMOUTH 2048
+#define HEADBANGPROTECT 4096
+#define EARBANGPROTECT 1024
+
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
diff --git a/icons/obj/radio.dmi b/icons/obj/radio.dmi
index e87c6c34222..d4049be0bb3 100644
Binary files a/icons/obj/radio.dmi and b/icons/obj/radio.dmi differ