Merge branch 'master' of git://github.com/Baystation12/Baystation12

This commit is contained in:
Ren Erthilo
2012-03-30 23:58:50 +01:00
55 changed files with 3109 additions and 2718 deletions
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layer = 2
var/level = 2
var/flags = FPRINT
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
var/list/fingerprints
var/list/fingerprintshidden
var/fingerprintslast = null
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/mob
density = 1
layer = 4.0
animate_movement = 2
// flags = NOREACT
//THE SOLUTION BUBBLES was funnier.
var/datum/mind/mind
//MOB overhaul
//Not in use yet
// var/obj/organstructure/organStructure = null
//Vars that have been relocated.
// var/uses_hud = 0
var/bruteloss = 0.0//Living
var/oxyloss = 0.0//Living
var/toxloss = 0.0//Living
var/fireloss = 0.0//Living
var/cloneloss = 0//Carbon
var/brainloss = 0//Carbon
var/obj/screen/pain = null
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/mach = null
var/obj/screen/sleep = null
var/obj/screen/rest = null
var/obj/screen/pullin = null
var/obj/screen/internals = null
var/obj/screen/oxygen = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/toxin = null
var/obj/screen/fire = null
var/obj/screen/bodytemp = null
var/obj/screen/healths = null
var/obj/screen/throw_icon = null
var/obj/screen/nutrition_icon = null
var/obj/screen/gun/item/item_use_icon = null
var/obj/screen/gun/move/gun_move_icon = null
var/obj/screen/gun/run/gun_run_icon = null
var/obj/screen/gun/mode/gun_setting_icon = null
var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
var/last_luminosity = 0
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
var/midis = 1 //Check if midis should be played for someone
var/alien_egg_flag = 0//Have you been infected?
var/last_special = 0
var/obj/screen/zone_sel/zone_sel = null
var/emote_allowed = 1
var/computer_id = null
var/lastattacker = null
var/lastattacked = null
var/attack_log = list( )
var/already_placed = 0.0
var/obj/machinery/machine = null
var/other_mobs = null
var/memory = ""
var/poll_answer = 0.0
var/disabilities = 0//Carbon
var/atom/movable/pulling = null
var/stat = 0.0
var/next_move = null
var/prev_move = null
var/monkeyizing = null//Carbon
var/other = 0.0
var/hand = null
var/eye_blind = null//Carbon
var/eye_blurry = null//Carbon
var/ear_deaf = null//Carbon
var/ear_damage = null//Carbon
var/stuttering = null//Carbon
var/slurring = null
var/real_name = null
var/flavor_text = ""
var/blinded = null
var/bhunger = 0//Carbon
var/ajourn = 0
var/rejuv = null
var/druggy = 0//Carbon
var/confused = 0//Carbon
var/antitoxs = null
var/plasma = null
var/sleeping = 0.0//Carbon
var/sleeping_willingly = 0.0 //Carbon, allows people to sleep forever if desired
var/admin_observing = 0.0
var/resting = 0.0//Carbon
var/lying = 0.0
var/canmove = 1.0
var/eye_stat = null//Living, potentially Carbon
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr_time = 1.0//Carbon
var/health = 100//Living
var/bodytemperature = 310.055 //98.7 F
var/drowsyness = 0.0//Carbon
var/dizziness = 0//Carbon
var/is_dizzy = 0
var/is_jittery = 0
var/jitteriness = 0//Carbon
var/charges = 0.0
var/nutrition = 400.0//Carbon
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/paralysis = 0.0
var/stunned = 0.0
var/weakened = 0.0
var/losebreath = 0.0//Carbon
var/intent = null//Living
var/shakecamera = 0
var/a_intent = "help"//Living
var/m_int = null//Living
var/m_intent = "run"//Living
var/lastDblClick = 0
var/lastKnownIP = null
var/obj/structure/stool/buckled = null//Living
var/obj/item/weapon/handcuffs/handcuffed = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/weapon/back = null//Human/Monkey
var/obj/item/weapon/tank/internal = null//Human/Monkey
var/obj/item/weapon/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/r_epil = 0
var/r_ch_cou = 0
var/r_Tourette = 0//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/miming = null //checks if the guy is a mime//Human
var/silent = null //Can't talk. Value goes down every life proc.//Human
var/obj/hud/hud_used = null
//var/list/organs = list( ) //moved to human.
var/list/grabbed_by = list( )
var/list/requests = list( )
var/list/mapobjs = list()
var/in_throw_mode = 0
var/coughedtime = null
var/inertia_dir = 0
var/footstep = 1
var/music_lastplayed = "null"
var/job = null//Living
var/nodamage = 0
var/logged_in = 0
var/underwear = 1//Human
// var/be_syndicate = 0 //This really should be a client variable. EDIT: Hijacked for my own nefarious purposes! --SkyMarshal
var/be_random_name = 0
var/const/blindness = 1//Carbon
var/const/deafness = 2//Carbon
var/const/muteness = 4//Carbon
var/datum/dna/dna = null//Carbon
var/radiation = 0.0//Carbon
var/mutations = 0//Carbon
var/mutations2 = 0//Carbon
//telekinesis = 1
//firemut = 2
//xray = 4
//hulk = 8
//clumsy = 16
//obese = 32
//husk = 64
var/voice_name = "unidentifiable voice"
var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()//Right now unused.
//Also unlike the spell list, this would only store the object in contents, not an object in itself.
/* Add this line to whatever stat module you need in order to use the proc holder list.
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
This requires creating a verb for the object proc holder.
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
*/
//The last mob/living/carbon to push/drag/grab this mob (mostly used by Metroids friend recognition)
var/mob/living/carbon/LAssailant = null
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
var/obj/effect/proc_holder/spell/list/spell_list = list()
//List of active diseases
var/viruses = list() // replaces var/datum/disease/virus
//Monkey/infected mode
var/list/resistances = list()
var/datum/disease/virus = null
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
/*
//Changeling mode stuff//Carbon
var/changeling_level = 0
var/list/absorbed_dna = list()
var/changeling_fakedeath = 0
var/chem_charges = 20.00
var/sting_range = 1
*/
var/datum/changeling/changeling = null
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/obj/control_object // Hacking in to control objects -- TLE
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/taj_talk_understand = 0
/*For ninjas and others. This variable is checked when a mob moves and I guess it was supposed to allow the mob to move
through dense areas, such as walls. Setting density to 0 does the same thing. The difference here is that
the mob is also allowed to move without any sort of restriction. For instance, in space or out of holder objects.*/
//0 is off, 1 is normal, 2 is for ninjas.
var/incorporeal_move = 0
var/update_icon = 1 // Set to 0 if you want that the mob's icon doesn't update when it moves -- Skie
// This can be used if you want to change the icon on the fly and want it to stay
var/UI = 'screen1_old.dmi' // For changing the UI from preferences
// var/obj/effect/organstructure/organStructure = null //for dem organs
var/list/organs = list( ) //List of organs.
//Yes, yes I did. --SkyMarshal
var/list/atom/hallucinations = list()
var/halloss = 0
var/hallucination = 0
//Singularity wants you!
var/grav_delay = 0
var/being_strangled = 0
var/original_name = null //Original name is only used in ghost chat! It is not to be edited by anything!
/mob/proc/contract_disease(var/datum/disease/virus, var/skip_this = 0, var/force_species_check=1)
// world << "Contract_disease called by [src] with virus [virus]"
if(stat >=2) return
if(virus.type in resistances)
if(prob(99.9)) return
resistances.Remove(virus.type)//the resistance is futile
for(var/datum/disease/D in viruses)
if(istype(D, virus.type))
return // two viruses of the same kind can't infect a body at once!!
if(force_species_check)
var/fail = 1
for(var/name in virus.affected_species)
var/mob_type = text2path("/mob/living/carbon/[lowertext(name)]")
if(mob_type && istype(src, mob_type))
fail = 0
break
if(fail) return
if(skip_this == 1)
//if(src.virus) < -- this used to replace the current disease. Not anymore!
//src.virus.cure(0)
var/datum/disease/v = new virus.type
src.viruses += v
v.affected_mob = src
v.strain_data = v.strain_data.Copy()
v.holder = src
if(prob(5))
v.carrier = 1
return
//if(src.virus) //
//return //
/*
var/list/clothing_areas = list()
var/list/covers = list(UPPER_TORSO,LOWER_TORSO,LEGS,FEET,ARMS,HANDS)
for(var/Covers in covers)
clothing_areas[Covers] = list()
for(var/obj/item/clothing/Clothing in src)
if(Clothing)
for(var/Covers in covers)
if(Clothing&Covers)
clothing_areas[Covers] += Clothing
*/
if(prob(15/virus.permeability_mod)) return //the power of immunity compels this disease!
var/obj/item/clothing/Cl = null
var/passed = 1
//chances to target this zone
var/head_ch
var/body_ch
var/hands_ch
var/feet_ch
switch(virus.spread_type)
if(CONTACT_HANDS)
head_ch = 0
body_ch = 0
hands_ch = 100
feet_ch = 0
if(CONTACT_FEET)
head_ch = 0
body_ch = 0
hands_ch = 0
feet_ch = 100
else
head_ch = 100
body_ch = 100
hands_ch = 25
feet_ch = 25
var/target_zone = pick(head_ch;1,body_ch;2,hands_ch;3,feet_ch;4)//1 - head, 2 - body, 3 - hands, 4- feet
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
switch(target_zone)
if(1)
if(isobj(H.head))
Cl = H.head
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Head pass [passed]"
if(passed && isobj(H.wear_mask))
Cl = H.wear_mask
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Mask pass [passed]"
if(2)//arms and legs included
if(isobj(H.wear_suit))
Cl = H.wear_suit
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Suit pass [passed]"
if(passed && isobj(H.slot_w_uniform))
Cl = H.slot_w_uniform
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Uniform pass [passed]"
if(3)
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS)
Cl = H.wear_suit
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Suit pass [passed]"
if(passed && isobj(H.gloves))
Cl = H.gloves
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Gloves pass [passed]"
if(4)
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET)
Cl = H.wear_suit
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Suit pass [passed]"
if(passed && isobj(H.shoes))
Cl = H.shoes
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Shoes pass [passed]"
else
src << "Something strange's going on, something's wrong."
/*if("feet")
if(H.shoes && istype(H.shoes, /obj/item/clothing/))
Cl = H.shoes
passed = prob(Cl.permeability_coefficient*100)
//
world << "Shoes pass [passed]"
*/ //
else if(istype(src, /mob/living/carbon/monkey))
var/mob/living/carbon/monkey/M = src
switch(target_zone)
if(1)
if(M.wear_mask && isobj(M.wear_mask))
Cl = M.wear_mask
passed = prob(Cl.permeability_coefficient*100+virus.permeability_mod)
//world << "Mask pass [passed]"
if(passed && virus.spread_type == AIRBORNE && internals)
passed = (prob(50*virus.permeability_mod))
if(passed)
//world << "Infection in the mob [src]. YAY"
/*
var/score = 0
if(istype(src, /mob/living/carbon/human))
if(src:gloves) score += 5
if(istype(src:wear_suit, /obj/item/clothing/suit/space)) score += 10
if(istype(src:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
if(istype(src:head, /obj/item/clothing/head/helmet/space)) score += 5
if(istype(src:head, /obj/item/clothing/head/bio_hood)) score += 5
if(wear_mask)
score += 5
if((istype(src:wear_mask, /obj/item/clothing/mask) || istype(src:wear_mask, /obj/item/clothing/mask/surgical)) && !internal)
score += 5
if(internal)
score += 5
if(score > 20)
return
else if(score == 20 && prob(95))
return
else if(score >= 15 && prob(75))
return
else if(score >= 10 && prob(55))
return
else if(score >= 5 && prob(35))
return
else if(prob(15))
return
else*/
var/datum/disease/v = new virus.type
src.viruses += v
v.affected_mob = src
v.strain_data = v.strain_data.Copy()
v.holder = src
if(prob(5))
v.carrier = 1
return
return
// ++++ROCKDTBEN++++ MOB PROCS
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END
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//Costume spawner
/obj/effect/landmark/costume/New() //costume spawner, selects a random subclass and disappears
var/list/options = typesof(/obj/effect/landmark/costume)
var/PICK= options[rand(1,options.len)]
new PICK(src.loc)
del(src)
//SUBCLASSES. Spawn a bunch of items and disappear likewise
/obj/effect/landmark/costume/chicken/New()
new /obj/item/clothing/suit/chickensuit(src.loc)
del(src)
/obj/effect/landmark/costume/justice/New()
new /obj/item/clothing/suit/justice(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/justice , /obj/item/clothing/head/justice/blue , /obj/item/clothing/head/justice/yellow , /obj/item/clothing/head/justice/green , /obj/item/clothing/head/justice/pink )
new CHOICE(src.loc)
del(src)
/obj/effect/landmark/costume/madscientist/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/suit/storage/labcoat/mad(src.loc)
new /obj/item/clothing/glasses/gglasses(src.loc)
del(src)
/obj/effect/landmark/costume/elpresidente/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/mask/cigarette/cigar/havanian(src.loc)
new /obj/item/clothing/shoes/jackboots(src.loc)
del(src)
/obj/effect/landmark/costume/nyangirl/New()
new /obj/item/clothing/under/schoolgirl(src.loc)
new /obj/item/clothing/head/kitty(src.loc)
del(src)
/obj/effect/landmark/costume/maid/New()
new /obj/item/clothing/under/blackskirt(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/blindfold(src.loc)
del(src)
/obj/effect/landmark/costume/butler/New()
new /obj/item/clothing/suit/storage/wcoat(src.loc)
new /obj/item/clothing/under/suit_jacket(src.loc)
new /obj/item/clothing/head/that(src.loc)
del(src)
/obj/effect/landmark/costume/scratch/New()
new /obj/item/clothing/gloves/white(src.loc)
new /obj/item/clothing/shoes/white(src.loc)
new /obj/item/clothing/under/scratch(src.loc)
// if (prob(30))
// new /obj/item/clothing/head/helmet/cueball(src.loc)
del(src)
/obj/effect/landmark/costume/highlander/New()
new /obj/item/clothing/under/kilt(src.loc)
new /obj/item/clothing/head/beret(src.loc)
del(src)
/obj/effect/landmark/costume/prig/New()
new /obj/item/clothing/suit/storage/wcoat(src.loc)
new /obj/item/clothing/glasses/monocle(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/bowlerhat, /obj/item/clothing/head/that)
new CHOICE(src.loc)
new /obj/item/clothing/shoes/black(src.loc)
new /obj/item/weapon/cane(src.loc)
new /obj/item/clothing/under/sl_suit(src.loc)
new /obj/item/clothing/mask/gas/fakemoustache(src.loc)
del(src)
/obj/effect/landmark/costume/plaguedoctor/New()
new /obj/item/clothing/suit/bio_suit/plaguedoctorsuit(src.loc)
new /obj/item/clothing/head/plaguedoctorhat(src.loc)
del(src)
/obj/effect/landmark/costume/nightowl/New()
new /obj/item/clothing/under/owl(src.loc)
new /obj/item/clothing/mask/owl_mask(src.loc)
del(src)
/obj/effect/landmark/costume/waiter/New()
new /obj/item/clothing/under/waiter(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/kitty, /obj/item/clothing/head/rabbitears)
new CHOICE(src.loc)
new /obj/item/clothing/suit/storage/apron(src.loc)
del(src)
/obj/effect/landmark/costume/pirate/New()
new /obj/item/clothing/under/pirate(src.loc)
new /obj/item/clothing/suit/pirate(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/pirate , /obj/item/clothing/head/bandana )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/eyepatch(src.loc)
del(src)
/obj/effect/landmark/costume/commie/New()
new /obj/item/clothing/under/soviet(src.loc)
new /obj/item/clothing/head/ushanka(src.loc)
del(src)
/*
/obj/effect/landmark/costume/nurse/New()
new /obj/item/clothing/under/rank/nursesuit(src.loc)
new /obj/item/clothing/head/nursehat(src.loc)
new /obj/item/clothing/glasses/regular(src.loc)
new /obj/item/clothing/gloves/latex(src.loc)
new /obj/item/clothing/mask/surgical(src.loc)
del(src)*/
/obj/effect/landmark/costume/imperium_monk/New()
new /obj/item/clothing/suit/imperium_monk(src.loc)
if (prob(25))
new /obj/item/clothing/mask/gas/cyborg(src.loc)
del(src)
/obj/effect/landmark/costume/holiday_priest/New()
new /obj/item/clothing/suit/holidaypriest(src.loc)
del(src)
/*
/obj/effect/landmark/costume/spiderman/New()
new /obj/item/clothing/under/spiderman(src.loc)
new /obj/item/clothing/mask/spiderman(src.loc)
del(src)*/
/obj/effect/landmark/costume/marisawizard/New()
new /obj/item/clothing/head/wizard/marisa(src.loc)
new/obj/item/clothing/suit/wizrobe/marisa(src.loc)
del(src)
/obj/effect/landmark/costume/fakewizard/New()
new /obj/item/clothing/suit/wizrobe/fake(src.loc)
new /obj/item/clothing/head/wizard/fake(src.loc)
del(src)
/obj/effect/landmark/costume/sexyclown/New()
new /obj/item/clothing/mask/gas/sexyclown(src.loc)
new /obj/item/clothing/under/sexyclown(src.loc)
del(src)
/obj/effect/landmark/costume/sexymime/New()
new /obj/item/clothing/mask/gas/sexymime(src.loc)
new /obj/item/clothing/under/sexymime(src.loc)
del(src)
/*
/obj/effect/landmark/costume/cyborg/New()
new /obj/item/clothing/mask/gas/cyborg(src.loc)
new /obj/item/clothing/shoes/cyborg(src.loc)
new /obj/item/clothing/suit/cyborg_suit(src.loc)
new /obj/item/clothing/gloves/cyborg(src.loc)
var/obj/item/weapon/card/id/W = new /obj/item/weapon/card/id(src.loc)
var/name = "Cyborg"
name += " [pick(rand(1, 999))]"
W.name = "Fake Cyborg Card"
W.access = list(access_theatre)
W.assignment = "Kill all humans! Beep. Boop."
W.registered = name
del(src)
*/
-62
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// EARS
/obj/item/clothing/ears
name = "ears"
w_class = 1.0
throwforce = 2
var/twoeared = 0
/obj/item/clothing/ears/attack_hand(mob/user as mob)
if (!user) return
if (src.loc != user || !istype(user,/mob/living/carbon/human))
..()
return
var/mob/living/carbon/human/H = user
if(H.l_ear != src && H.r_ear != src)
..()
return
if(!canremove)
return
var/obj/item/clothing/ears/O
if(twoeared)
O = (H.l_ear == src ? H.r_ear : H.l_ear)
user.u_equip(O)
if(!istype(src,/obj/item/clothing/ears/offear))
del(O)
O = src
else
O = src
user.u_equip(src)
if (O)
user.put_in_hand(O)
O.add_fingerprint(user)
if(istype(src,/obj/item/clothing/ears/offear))
del(src)
/obj/item/clothing/ears/offear
name = "Other ear"
w_class = 5.0
icon = 'screen1_old.dmi'
icon_state = "block"
twoeared = 1
New(var/obj/O)
name = O.name
desc = O.desc
icon = O.icon
icon_state = O.icon_state
dir = O.dir
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
protective_temperature = 500
item_state = "earmuffs"
twoeared = 1
-679
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@@ -1,679 +0,0 @@
/obj/item/clothing/head/rabbitears
name = "Rabbit Ears"
desc = "Wearing these makes you looks useless, and only good for your sex appeal."
icon_state = "bunny"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/kitty
name = "Kitty Ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
flags = FPRINT | TABLEPASS
var/icon/mob
var/icon/mob2
update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
mob = new/icon("icon" = 'head.dmi', "icon_state" = "kitty")
mob2 = new/icon("icon" = 'head.dmi', "icon_state" = "kitty2")
mob.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
mob2.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
var/icon/earbit = new/icon("icon" = 'head.dmi', "icon_state" = "kittyinner")
var/icon/earbit2 = new/icon("icon" = 'head.dmi', "icon_state" = "kittyinner2")
mob.Blend(earbit, ICON_OVERLAY)
mob2.Blend(earbit2, ICON_OVERLAY)
/obj/item/clothing/shoes/red
name = "red shoes"
desc = "Stylish red shoes."
icon_state = "red"
color = "red"
/obj/item/clothing/shoes/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
icon_state = "rain_bow"
color = "rainbow"
/obj/item/clothing/mask/owl_mask
name = "Owl mask"
desc = "Twoooo!"
icon_state = "owl"
/obj/item/clothing/under/owl
name = "Owl uniform"
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
icon_state = "owl"
color = "owl"
/obj/item/clothing/gloves/cyborg
desc = "beep boop borp"
name = "cyborg gloves"
icon_state = "black"
item_state = "r_hands"
siemens_coefficient = 1
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
desc = "Beep boop"
icon_state = "death"
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume"
icon_state = "boots"
/obj/item/clothing/suit/cyborg_suit
name = "cyborg suit"
desc = "Suit for a cyborg costume."
icon_state = "death"
item_state = "death"
flags = FPRINT | TABLEPASS | CONDUCT
fire_resist = T0C+5200
/*/obj/item/clothing/under/nazi1
name = "Nazi uniform"
desc = "SIEG HEIL!"
icon_state = "nazi"
color = "nazi1"*/ //no direction sprites
/obj/item/clothing/suit/greatcoat
name = "great coat"
desc = "A Nazi great coat."
icon_state = "nazi"
item_state = "nazi"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/johnny
name = "Johnny~~"
desc = "Johnny~~"
icon_state = "johnny"
color = "johnny"
/obj/item/clothing/suit/johnny_coat
name = "Johnny~~"
desc = "Johnny~~"
icon_state = "johnny"
item_state = "johnny"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rainbow
name = "rainbow"
desc = "rainbow"
icon_state = "rainbow"
item_state = "rainbow"
color = "rainbow"
/obj/item/clothing/under/cloud
name = "cloud"
desc = "cloud"
icon_state = "cloud"
color = "cloud"
/*/obj/item/clothing/under/yay
name = "yay"
desc = "Yay!"
icon_state = "yay"
color = "yay"*/ // no sprite --errorage
// UNUSED COLORS
/obj/item/clothing/under/psyche
name = "psychedelic"
desc = "Groovy!"
icon_state = "psyche"
color = "psyche"
/*
/obj/item/clothing/under/maroon
name = "maroon"
desc = "maroon"
icon_state = "maroon"
color = "maroon"*/ // no sprite -- errorage
/obj/item/clothing/under/lightblue
name = "lightblue"
desc = "lightblue"
icon_state = "lightblue"
color = "lightblue"
/obj/item/clothing/under/aqua
name = "aqua"
desc = "aqua"
icon_state = "aqua"
color = "aqua"
/obj/item/clothing/under/purple
name = "purple"
desc = "purple"
icon_state = "purple"
item_state = "p_suit"
color = "purple"
/obj/item/clothing/under/lightpurple
name = "lightpurple"
desc = "lightpurple"
icon_state = "lightpurple"
color = "lightpurple"
/obj/item/clothing/under/lightgreen
name = "lightgreen"
desc = "lightgreen"
icon_state = "lightgreen"
color = "lightgreen"
/obj/item/clothing/under/lightblue
name = "lightblue"
desc = "lightblue"
icon_state = "lightblue"
color = "lightblue"
/obj/item/clothing/under/lightbrown
name = "lightbrown"
desc = "lightbrown"
icon_state = "lightbrown"
color = "lightbrown"
/obj/item/clothing/under/brown
name = "brown"
desc = "brown"
icon_state = "brown"
color = "brown"
/obj/item/clothing/under/yellowgreen
name = "yellowgreen"
desc = "yellowgreen"
icon_state = "yellowgreen"
color = "yellowgreen"
/obj/item/clothing/under/darkblue
name = "darkblue"
desc = "darkblue"
icon_state = "darkblue"
color = "darkblue"
/obj/item/clothing/under/lightred
name = "lightred"
desc = "lightred"
icon_state = "lightred"
color = "lightred"
/obj/item/clothing/under/darkred
name = "darkred"
desc = "darkred"
icon_state = "darkred"
color = "darkred"
// STEAMPUNK STATION
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state = "headset" // lol
/obj/item/clothing/under/gimmick/rank/captain/suit
name = "Captain's Suit"
desc = "A green suit and yellow necktie. Exemplifies authority."
icon_state = "green_suit"
item_state = "dg_suit"
color = "green_suit"
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit
name = "Head of Personnel's Suit"
desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
icon_state = "teal_suit"
item_state = "g_suit"
color = "teal_suit"
/obj/item/clothing/under/suit_jacket
name = "Black Suit"
desc = "A black suit and red tie. Very formal."
icon_state = "black_suit"
item_state = "bl_suit"
color = "black_suit"
/obj/item/clothing/under/suit_jacket/really_black
name = "Executive Suit"
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
color = "black_suit"
/obj/item/clothing/under/suit_jacket/red
name = "Red Suit"
desc = "A red suit and blue tie. Somewhat formal."
icon_state = "red_suit"
item_state = "r_suit"
color = "red_suit"
/obj/item/clothing/under/blackskirt
name = "Black skirt"
desc = "A black skirt, very fancy!"
icon_state = "blackskirt"
color = "blackskirt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/schoolgirl
name = "schoolgirl uniform"
desc = "It's just like one of my Japanese animes!"
icon_state = "schoolgirl"
item_state = "schoolgirl"
color = "schoolgirl"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/gimmick/rank/police
name = "Police Uniform"
desc = "Move along, nothing to see here."
icon_state = "police"
item_state = "b_suit"
color = "police"
/obj/item/clothing/head/flatcap
name = "flat cap"
desc = "A working man's cap."
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/under/overalls
name = "Laborer's Overalls"
desc = "A set of durable overalls for getting the job done."
icon_state = "overalls"
item_state = "lb_suit"
color = "overalls"
/obj/item/weapon/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'weapons.dmi'
icon_state = "baton"
item_state = "classic_baton"
flags = FPRINT | ONBELT | TABLEPASS
force = 10
/obj/item/clothing/under/pirate
name = "Pirate Outfit"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
color = "pirate"
/obj/item/clothing/head/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
/obj/item/clothing/head/hgpiratecap
name = "pirate hat"
desc = "Yarr."
icon_state = "hgpiratecap"
item_state = "hgpiratecap"
/obj/item/clothing/suit/pirate
name = "pirate coat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/hgpirate
name = "pirate captain coat"
desc = "Yarr."
icon_state = "hgpirate"
item_state = "hgpirate"
flags = FPRINT | TABLEPASS
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/head/bandana
name = "pirate bandana"
desc = "Yarr."
icon_state = "bandana"
item_state = "bandana"
/obj/item/clothing/under/soviet
name = "soviet uniform"
desc = "For the Motherland!"
icon_state = "soviet"
item_state = "soviet"
color = "soviet"
/obj/item/clothing/under/redcoat
name = "redcoat uniform"
desc = "Looks old."
icon_state = "redcoat"
item_state = "redcoat"
color = "redcoat"
/obj/item/clothing/head/ushanka
name = "ushanka"
desc = "Perfect for winter in Siberia, da?"
icon_state = "ushankadown"
item_state = "ushankadown"
/obj/item/clothing/head/collectable //Hat Station 13
name = "Collectable Hat"
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "Ultra Rare! Pete's Hat!"
desc = "It smells faintly of plasma"
icon_state = "petehat"
/obj/item/clothing/head/collectable/metroid
name = "Collectable Metroid Cap!"
desc = "It just latches right in place!"
icon_state = "metroid"
/obj/item/clothing/head/collectable/xenom
name = "Collectable Xenomorph Helmet!"
desc = "Hiss hiss hiss!"
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
name = "Collectable Chef's Hat"
desc = "A rare Chef's Hat meant for hat collectors!"
icon_state = "chef"
item_state = "chef"
/obj/item/clothing/head/collectable/paper
name = "Collectable Paper Hat"
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
icon_state = "paper"
/obj/item/clothing/head/collectable/tophat
name = "Collectable Top Hat"
desc = "A top hat worn by only the most prestigious hat collectors."
icon_state = "tophat"
item_state = "that"
/obj/item/clothing/head/collectable/captain
name = "Collectable Captain's Hat"
desc = "A Collectable Hat that'll make you look just like a real comdom!"
icon_state = "captain"
item_state = "caphat"
/obj/item/clothing/head/collectable/police
name = "Collectable Police Officer's Hat"
desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
/obj/item/clothing/head/collectable/beret
name = "Collectable Beret"
desc = "A Collectable red beret. It smells faintly of garlic."
icon_state = "beret"
/obj/item/clothing/head/collectable/welding
name = "Collectable Welding Helmet"
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
/obj/item/clothing/head/collectable/slime
name = "Collectable Slime Hat"
desc = "Just like a real Brain Slug!"
icon_state = "headslime"
item_state = "headslime"
/obj/item/clothing/head/collectable/flatcap
name = "Collectable Flat Cap"
desc = "A Collectible farmer's Flat Cap!"
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/collectable/pirate
name = "Collectable Pirate Hat"
desc = "You'd make a great Dread Syndie Roberts!"
icon_state = "pirate"
item_state = "pirate"
/obj/item/clothing/head/collectable/kitty
name = "Collectable Kitty Ears"
desc = "The fur feels.....a bit too realistic."
icon_state = "kitty"
item_state = "kitty"
/obj/item/clothing/head/collectable/rabbitears
name = "Collectable Rabbit Ears"
desc = "Not as lucky as the feet!"
icon_state = "bunny"
item_state = "bunny"
/obj/item/clothing/head/collectable/wizard
name = "Collectable Wizard's Hat"
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
icon_state = "wizard"
/obj/item/clothing/head/collectable/hardhat
name = "Collectable Hard Hat"
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
/obj/item/clothing/head/collectable/HoS
name = "Collectable HoS Hat"
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
icon_state = "hoscap"
/obj/item/clothing/head/collectable/thunderdome
name = "Collectable Thunderdome helmet"
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
/obj/item/clothing/head/collectable/swat
name = "Collectable SWAT Helmet"
desc = "Now you can be in the Deathsquad too!"
icon_state = "swat"
item_state = "swat"
//obj/item/clothing/head/collectable
/* no left/right sprites
/obj/item/clothing/under/mario
name = "Mario costume"
desc = "Worn by Italian plumbers everywhere. Probably."
icon_state = "mario"
item_state = "mario"
color = "mario"
/obj/item/clothing/under/luigi
name = "Mario costume"
desc = "Player two. Couldn't you get the first controller?"
icon_state = "luigi"
item_state = "luigi"
color = "luigi"
*/
/obj/item/clothing/under/kilt
name = "kilt"
desc = "Includes shoes and plaid."
icon_state = "kilt"
item_state = "kilt"
color = "kilt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET
/obj/item/clothing/under/sexymime
name = "Sexy mime outfit"
desc = "The only time when you DON'T enjoy looking at someone's rack."
icon_state = "sexymime"
item_state = "sexymime"
color = "sexymime"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/head/bowler
name = "bowler-hat"
desc = "Gentleman, elite aboard!"
icon_state = "bowler"
item_state = "bowler"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/justice
name = "Justice Hat"
desc = "Fight for what's righteous!"
icon_state = "justicered"
item_state = "justicered"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
/obj/item/clothing/head/justice/blue
icon_state = "justiceblue"
item_state = "justiceblue"
/obj/item/clothing/head/justice/yellow
icon_state = "justiceyellow"
item_state = "justiceyellow"
/obj/item/clothing/head/justice/green
icon_state = "justicegreen"
item_state = "justicegreen"
/obj/item/clothing/head/justice/pink
icon_state = "justicepink"
item_state = "justicepink"
obj/item/clothing/suit/justice
name = "Justice Suit"
desc = "This pretty much looks ridiculous."
icon_state = "justice"
item_state = "justice"
flags = FPRINT | TABLEPASS
//stylish new hats
/obj/item/clothing/head/bowlerhat
name = "Bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For the gentleman of distinction."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/beaverhat
name = "Beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Soft felt make this hat both comfortable and elegant."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/boaterhat
name = "Boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "The ultimate in summer fashion."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/fedora
name = "Fedora"
icon_state = "fedora"
item_state = "fedora"
desc = "A sharp, stylish hat."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/feathertrilby
name = "Feather trilby"
icon_state = "feather_trilby"
item_state = "feather_trilby"
desc = "A sharp, stylish hat with a feather."
flags = FPRINT|TABLEPASS
//pyjamas
/obj/item/clothing/under/bluepyjamas
name = "Blue pyjamas"
desc = "Slightly old-fashioned sleepwear."
icon_state = "blue_pyjamas"
item_state = "blue_pyjamas"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
/obj/item/clothing/under/redpyjamas
name = "Red pyjamas"
desc = "Slightly old-fashioned sleepwear."
icon_state = "red_pyjamas"
item_state = "red_pyjamas"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
//scarves (fit in in mask slot)
/obj/item/clothing/mask/bluescarf
name = "Blue neck scarf"
desc = "A blue neck scarf."
icon_state = "blueneckscarf"
item_state = "blueneckscarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/redscarf
name = "Red scarf"
desc = "A red and white checkered neck scarf."
icon_state = "redwhite_scarf"
item_state = "redwhite_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/greenscarf
name = "Green scarf"
desc = "A green neck scarf."
icon_state = "green_scarf"
item_state = "green_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/ninjascarf
name = "Ninja scarf"
desc = "A stealthy, dark scarf."
icon_state = "ninja_scarf"
item_state = "ninja_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
//shoes
/obj/item/clothing/shoes/laceups
name = "Laceup shoes"
desc = "Stylish black leather."
icon_state = "laceups"
item_state = "laceups"
color = "black"
//suits
/obj/item/clothing/suit/leathercoat
name = "Leather Coat"
desc = "A long, thick black leather coat."
icon_state = "leathercoat"
item_state = "leathercoat"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/browncoat
name = "Brown Leather Coat"
desc = "A long, brown leather coat."
icon_state = "browncoat"
item_state = "browncoat"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/neocoat
name = "Black coat"
desc = "A flowing, black coat."
icon_state = "neocoat"
item_state = "neocoat"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/creamsuit
name = "Cream suit"
desc = "A cream coloured, genteel suit."
icon_state = "creamsuit"
item_state = "creamsuit"
flags = FPRINT | TABLEPASS
-226
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@@ -1,226 +0,0 @@
// NO GLOVES NO LOVES
/obj/item/clothing/gloves
name = "gloves"
w_class = 2.0
icon = 'gloves.dmi'
protective_temperature = 400
heat_transfer_coefficient = 0.25
siemens_coefficient = 0.50
var/siemens_coefficient_archived = 0
var/wired = 0
var/obj/item/weapon/cell/cell = 0
body_parts_covered = HANDS
/obj/item/clothing/gloves/white
name = "White Gloves"
desc = "These look pretty fancy."
icon_state = "latex"
item_state = "lgloves"
color="mime"
redcoat
color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
/obj/item/clothing/gloves/black
desc = "These gloves are fire-resistant."
name = "Black Gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
protective_temperature = 1500
heat_transfer_coefficient = 0.01
hos
color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
ce
color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/detective
desc = "Made of well worn leather. These gloves are comfortable, useful, and stylish!"
name = "The Detective's Gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
siemens_coefficient = 0.30
protective_temperature = 1100
/obj/item/clothing/gloves/hos
desc = "These gloves belong to the man in charge of the guns."
name = "Head of Security's Gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
siemens_coefficient = 0.30
protective_temperature = 1100
/obj/item/clothing/gloves/cyborg
desc = "Beep. Boop. Beep."
name = "cyborg gloves"
icon_state = "black"
item_state = "r_hands"
siemens_coefficient = 1.0
/obj/item/clothing/gloves/latex
name = "Latex Gloves"
desc = "Sterile latex gloves."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.30
permeability_coefficient = 0.01
protective_temperature = 310
heat_transfer_coefficient = 0.90
color="white"
cmo
color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
/obj/item/clothing/gloves/swat
desc = "These tactical gloves are somewhat fire and impact-resistant."
name = "SWAT Gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0
permeability_coefficient = 0.05
protective_temperature = 1100
heat_transfer_coefficient = 0.01
/obj/item/clothing/gloves/combat //Combined effect of SWAT gloves and insulated gloves
desc = "These tactical gloves are somewhat fire and impact resistant."
name = "combat gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0
permeability_coefficient = 0.05
protective_temperature = 1100
heat_transfer_coefficient = 0.01
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
protective_temperature = 1100
heat_transfer_coefficient = 0.05
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
//BEEP BEEP IT'S THE COMMENT BRIGADE -Pete (gloves overhaul)
/*
/obj/item/clothing/gloves/stungloves/
name = "Stungloves"
desc = "These gloves are electrically charged."
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0.30
elecgen = 1
uses = 10
*/
/obj/item/clothing/gloves/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
protective_temperature = 1000
heat_transfer_coefficient = 0.01
color="yellow"
/obj/item/clothing/gloves/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
name = "Captain Gloves"
icon_state = "captain"
item_state = "egloves"
color = "captain"
/obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
name = "botanic leather gloves"
icon_state = "leather"
item_state = "ggloves"
siemens_coefficient = 0.50
permeability_coefficient = 0.9
protective_temperature = 400
heat_transfer_coefficient = 0.70
/obj/item/clothing/gloves/orange
name = "Orange Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
color="orange"
/obj/item/clothing/gloves/red
desc = "Heavily padded heavy-duty red gloves."
name = "red gloves"
icon_state = "red"
item_state = "redgloves"
siemens_coefficient = 0.30
protective_temperature = 1100
/obj/item/clothing/gloves/rainbow
name = "Rainbow Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
color = "rainbow"
clown
color = "clown"
/obj/item/clothing/gloves/blue
name = "Blue Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
color="blue"
/obj/item/clothing/gloves/purple
name = "Purple Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
color="purple"
/obj/item/clothing/gloves/green
name = "Green Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "green"
item_state = "greengloves"
color="green"
/obj/item/clothing/gloves/grey
name = "Grey Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
color="grey"
rd
color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
hop
color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/light_brown
name = "Light Brown Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
color="light brown"
/obj/item/clothing/gloves/brown
name = "Brown Gloves"
desc = "A pair of gloves. They don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
color="brown"
cargo
color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
-190
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@@ -1,190 +0,0 @@
// HATS. OH MY WHAT A FINE CHAPEAU, GOOD SIR.
/obj/item/clothing/head
name = "head"
icon = 'hats.dmi'
body_parts_covered = HEAD
var/list/allowed = list()
/obj/item/clothing/head/cakehat
name = "cakehat"
desc = "It is a cakehat!"
icon_state = "cake0"
var/onfire = 0.0
var/status = 0
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES
var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage
/obj/item/clothing/head/caphat
name = "Captain's hat"
icon_state = "captain"
desc = "It's good being the king."
flags = FPRINT|TABLEPASS
item_state = "caphat"
/obj/item/clothing/head/centhat
name = "Cent. Comm. hat"
icon_state = "centcom"
desc = "It's even better to be the emperor."
flags = FPRINT|TABLEPASS
item_state = "centhat"
/obj/item/clothing/head/deathsquad/beret
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_badge"
flags = FPRINT|TABLEPASS
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
icon_state = "pwig"
item_state = "pwig"
/obj/item/clothing/head/that
name = "Top hat"
desc = "An amish looking hat."
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/chefhat
name = "Chef's Hat"
icon_state = "chef"
item_state = "chef"
desc = "The commander in chef's head wear."
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/redcoat
name = "Redcoat hat"
icon_state = "redcoat"
desc = "I guess it's a redhead."
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/mailman
name = "Mailman Hat"
icon_state = "mailman"
desc = "Right-on-time mail service head wear."
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/plaguedoctorhat
name = "Plague doctor's hat"
desc = "Once used by Plague doctors. Now useless."
icon_state = "plaguedoctor"
flags = FPRINT | TABLEPASS
permeability_coefficient = 0.01
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret. A mime's favorite headwear."
icon_state = "beret"
flags = FPRINT | TABLEPASS
// CHUMP HELMETS: COOKING THEM DESTROYS THE CHUMP HELMET SPAWN.
/obj/item/clothing/head/helmet/cueball
name = "cueball helmet"
desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
icon_state = "cueball"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
item_state="cueball"
/obj/item/clothing/head/secsoft
name = "Soft Cap"
desc = "A baseball hat in tasteful red."
icon_state = "secsoft"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
item_state = "helmet"
/obj/item/clothing/head/syndicatefake
name = "red space helmet replica"
icon_state = "syndicate"
item_state = "syndicate"
desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
see_face = 0.0
flags = FPRINT | TABLEPASS | BLOCKHAIR
/obj/item/clothing/head/helmet/swat
name = "swat helmet"
desc = "Used by highly trained Swat Members."
icon_state = "swat"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
item_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
/obj/item/clothing/head/helmet/thunderdome
name = "Thunderdome helmet"
desc = "Let the battle commence!"
icon_state = "thunderdome"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
item_state = "thunderdome"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
/obj/item/clothing/head/helmet/welding
name = "welding helmet"
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
icon_state = "welding"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES | HEADCOVERSMOUTH
see_face = 0.0
item_state = "welding"
protective_temperature = 1300
m_amt = 3000
g_amt = 1000
var/up = 0
armor = list(melee = 10, bullet = 5, laser = 10,energy = 5, bomb = 10, bio = 5, rad = 10)
/obj/item/clothing/head/helmet/that
name = "Sturdy Top hat"
desc = "An amish looking, armored top hat."
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/head/helmet/greenbandana
name = "Green Bandana"
desc = "A green bandana with some fine nanotech lining."
icon_state = "greenbandana"
item_state = "greenbandana"
flags = FPRINT|TABLEPASS
armor = list(melee = 5, bullet = 5, laser = 5,energy = 5, bomb = 15, bio = 15, rad = 15)
/obj/item/clothing/head/helmet/riot
name = "Riot Helmet"
desc = "A helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
/obj/item/clothing/head/helmet/cap
name = "Captain's cap"
desc = "For irresponsible Captains."
icon_state = "capcap"
flags = FPRINT|TABLEPASS|SUITSPACE
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/head/chaplain_hood
name = "Chaplain's hood"
desc = "A hood that covers the head. Keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
/obj/item/clothing/head/hasturhood
name = "Hastur's Hood"
desc = "This hood is unspeakably stylish"
icon_state = "hasturhood"
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
/obj/item/clothing/head/nursehat
name = "Nurse Hat"
desc = "For quick identification of trained medical personnel."
icon_state = "nursehat"
flags = FPRINT|TABLEPASS
-546
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@@ -1,546 +0,0 @@
// UNDERS AND BY THAT, NATURALLY I MEAN UNIFORMS/JUMPSUITS
/obj/item/clothing/under
icon = 'uniforms.dmi'
name = "under"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
protective_temperature = T0C + 50
heat_transfer_coefficient = 0.30
permeability_coefficient = 0.90
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
var/has_sensor = 1//For the crew computer 2 = unable to change mode
var/sensor_mode = 0
/*
1 = Report living/dead
2 = Report detailed damages
3 = Report location
*/
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
// Colors
/obj/item/clothing/under/chameleon
//starts off as black
name = "Black Jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
desc = "A plain jumpsuit. It seems to have a small dial on the wrist."
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
armor = list(melee = 10, bullet = 0, laser = 50,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/chameleon/psyche
item_state = "bl_suit"
name = "Groovy Jumpsuit"
desc = "A groovy jumpsuit! It seems to have a small dial on the wrist, that won't stop spinning."
icon_state = "psyche"
color = "psyche"
/obj/item/clothing/under/chameleon/all
/obj/item/clothing/under/color/black
name = "Black Jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
/obj/item/clothing/under/color/blackf
name = "Female Black Jumpsuit"
desc = "This one is a lady-size!"
icon_state = "black"
item_state = "bl_suit"
color = "blackf"
/obj/item/clothing/under/color/blue
name = "Blue Jumpsuit"
icon_state = "blue"
item_state = "b_suit"
color = "blue"
/obj/item/clothing/under/color/green
name = "Green Jumpsuit"
icon_state = "green"
item_state = "g_suit"
color = "green"
/obj/item/clothing/under/color/grey
name = "Grey Jumpsuit"
icon_state = "grey"
item_state = "gy_suit"
color = "grey"
/obj/item/clothing/under/color/orange
name = "Orange Jumpsuit"
desc = "Standard Nanotrasen prisoner wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "orange"
item_state = "o_suit"
color = "orange"
has_sensor = 2
sensor_mode = 3
/obj/item/clothing/under/color/pink
name = "Pink Jumpsuit"
icon_state = "pink"
item_state = "p_suit"
color = "pink"
/obj/item/clothing/under/color/red
name = "Red Jumpsuit"
icon_state = "red"
item_state = "r_suit"
color = "red"
/obj/item/clothing/under/color/white
desc = "Made of a special fiber that gives protection against biohazards."
name = "White Jumpsuit"
icon_state = "white"
item_state = "w_suit"
color = "white"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/color/yellow
name = "Yellow Jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
color = "yellow"
// RANKS
/obj/item/clothing/under/rank
/obj/item/clothing/under/rank/atmospheric_technician
desc = "A jumpsuit used by atmospheric technicians."
name = "Atmospherics Jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
color = "atmos"
/obj/item/clothing/under/rank/captain
desc = "A blue jumpsuit with gold marking denoting the rank of \"Captain\"."
name = "Captain Jumpsuit"
icon_state = "captain"
item_state = "caparmor"
color = "captain"
/obj/item/clothing/under/rank/chaplain
desc = "A black jumpsuit, worn by religious folk."
name = "Chaplain Jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
color = "chapblack"
/obj/item/clothing/under/rank/engineer
desc = "An orange high visibility jumpsuit. Used by Nanotrasen Engineers, has minor radiation shielding."
name = "Engineering Jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
color = "engine"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
/obj/item/clothing/under/rank/forensic_technician
desc = "It has a Forensics rank stripe on it."
name = "Forensics Jumpsuit"
icon_state = "darkred"
item_state = "r_suit"
color = "forensicsred"
/obj/item/clothing/under/rank/warden
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. This one has the word \"Warden\" written on the shoulders."
name = "Warden Jumpsuit"
icon_state = "darkred"
item_state = "r_suit"
color = "darkred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/security
name = "Security Jumpsuit"
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection."
icon_state = "red"
item_state = "r_suit"
color = "red"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/vice
name = "Vice officer Jumpsuit"
desc = "Your standard issue pretty-boy outfit, as seen on TV."
icon_state = "vice"
item_state = "gy_suit"
color = "vice"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/geneticist
desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
name = "Genetics Jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
color = "geneticswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chemist
desc = "Made of a special fiber that gives special protection against biohazards. Has a chemist rank stripe on it."
name = "Chemist Jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
color = "chemistrywhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/virologist
desc = "Made of a special fiber that gives special protection against biohazards. Has a virologist rank stripe on it."
name = "Virology Jumpsuit"
icon_state = "virology"
item_state = "w_suit"
color = "virologywhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/head_of_personnel
desc = "A jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "Head of Personnel Jumpsuit"
icon_state = "hop"
item_state = "b_suit"
color = "hop"
/obj/item/clothing/under/rank/centcom_officer
desc = "A jumpsuit worn by Centcom Officers."
name = "CentCom Officer Jumpsuit"
icon_state = "centcom"
item_state = "g_suit"
color = "centcom"
/obj/item/clothing/under/rank/centcom_commander
desc = "A jumpsuit worn by Centcom's highest level Commanders."
name = "CentCom Officer Jumpsuit"
icon_state = "officer"
item_state = "dg_suit"
color = "officer"
/obj/item/clothing/under/rank/miner
desc = "A snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "Shaft Miner Jumpsuit"
icon_state = "miner"
item_state = "miner"
color = "miner"
/obj/item/clothing/under/rank/roboticist
desc = "A slimming black with reinforced seams. Great for industrial work."
name = "Roboticist Jumpsuit"
icon_state = "robotics"
item_state = "robotics"
color = "robotics"
/obj/item/clothing/under/rank/head_of_security
desc = "A jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". Has slight armor to protect the wearer."
name = "Head of Security Jumpsuit"
icon_state = "hos"
item_state = "r_suit"
color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/chief_engineer
desc = "A high visibility jumpsuit given to those engineers committed enough to their jobs to achieve the rank of \"Chief engineer\". Has minor radiation shielding."
name = "Chief Engineer Jumpsuit"
icon_state = "chiefengineer"
item_state = "g_suit"
color = "chief"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
/obj/item/clothing/under/rank/research_director
desc = "A jumpsuit worn by those dedicated to all that is science and have achieved the position of \"Research Director\". Has minor biological anomaly protection."
name = "Research Director Jumpsuit"
icon_state = "director"
item_state = "g_suit"
color = "director"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/janitor
desc = "Official clothing of the station's janitor. Has minor protection from biohazards."
name = "Janitor's Jumpsuit"
icon_state = "janitor"
color = "janitor"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/scientist
desc = "Made of a special fiber that gives special protection against biohazards. Has markings denoting the wearer as a scientist."
name = "Scientist's Jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
color = "toxinswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/under/rank/medical
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel."
name = "Medical Doctor's Jumpsuit"
icon_state = "medical"
item_state = "w_suit"
color = "medical"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chief_medical_officer
desc = "A jumpsuit worn by those with the dedication to the medical profession who have achieved the position of \"Chief Medical Officer\". Has minor biological protection."
name = "Chief Medical Officer's Jumpsuit"
icon_state = "medical"
item_state = "w_suit"
color = "medical"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/hydroponics
desc = "A jumpsuit designed to protect against minor plant-related hazards."
name = "Hydroponics Jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
color = "hydroponics"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/cargo
name = "Quartermaster's Jumpsuit"
desc = "What can brown do for you?"
icon_state = "lightbrown"
item_state = "lb_suit"
color = "cargo"
/obj/item/clothing/under/rank/cargotech
name = "Cargotech's Jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "cargotech"
color = "cargotech"
/obj/item/clothing/under/rank/mailman
name = "Mailman Jumpsuit"
desc = "Special delivery!"
icon_state = "mailman"
item_state = "b_suit"
color = "mailman"
/obj/item/clothing/under/sexyclown
name = "Sexyclown suit"
desc = "What can I do for you?"
icon_state = "sexyclown"
item_state = "sexyclown"
color = "sexyclown"
/obj/item/clothing/under/rank/bartender
desc = "It looks like it could use more flair."
name = "Bartender's Uniform"
icon_state = "ba_suit"
item_state = "ba_suit"
color = "ba_suit"
/obj/item/clothing/under/rank/clown
name = "clown suit"
desc = "Wearing this, all the children love you, for all the wrong reasons."
icon_state = "clown"
item_state = "clown"
color = "clown"
/obj/item/clothing/under/rank/chef
desc = "Issued only to the most hardcore chefs in space."
name = "Chef's Uniform"
icon_state = "chef"
color = "chef"
/obj/item/clothing/under/rank/geneticist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Genetics Jumpsuit"
icon_state = "genetics_new"
item_state = "w_suit"
color = "genetics_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chemist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Chemist Jumpsuit"
icon_state = "chemist_new"
item_state = "w_suit"
color = "chemist_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/scientist_new
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
name = "Scientist Jumpsuit"
icon_state = "scientist_new"
item_state = "w_suit"
color = "scientist_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/under/rank/virologist_new
desc = "Made of a special fiber that gives increased protection against biohazards."
name = "Virologist Jumpsuit"
icon_state = "virologist_new"
item_state = "w_suit"
color = "virologist_new"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
// OTHER NONRANKED STATION JOBS
/obj/item/clothing/under/det
name = "Hard worn suit"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
color = "detective"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/obj/item/weapon/gun
/obj/item/clothing/under/scratch
name = "White Suit"
desc = "A white suit, suitable for an excellent host"
flags = FPRINT | TABLEPASS
icon_state = "scratch"
item_state = "scratch"
color = "scratch"
/obj/item/clothing/under/jensen
desc = "You never asked for anything this stylish."
name = "Head of Security Jumpsuit"
icon_state = "jensen"
item_state = "jensen"
color = "jensen"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/sl_suit
desc = "A very amish looking suit."
name = "Amish Suit"
icon_state = "sl_suit"
color = "sl_suit"
/obj/item/clothing/under/syndicate
name = "Tactical Turtleneck"
desc = "Non-descript, slightly suspicious civilian clothing."
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
has_sensor = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/syndicate/tacticool
name = "Tacticool Turtleneck"
desc = "Wearing this makes you feel like buying an SKS, going into the woods, and operating."
icon_state = "tactifool"
item_state = "bl_suit"
color = "tactifool"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/syndicate/combat
name = "Combat Turtleneck"
/obj/item/clothing/under/librarian
name = "Sensible Suit"
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
color = "red_suit"
/obj/item/clothing/under/mime
name = "Mime Outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
color = "mime"
/obj/item/clothing/under/waiter
name = "Waiter Outfit"
desc = "There is a special pocket for tip."
icon_state = "waiter"
item_state = "waiter"
color = "waiter"
// Athletic shorts.. heh
/obj/item/clothing/under/shorts
name = "athletic shorts"
desc = "95% Polyester, 5% Spandex!"
flags = FPRINT | TABLEPASS
body_parts_covered = LOWER_TORSO
/obj/item/clothing/under/shorts/red
icon_state = "redshorts"
color = "redshorts"
/obj/item/clothing/under/shorts/green
icon_state = "greenshorts"
color = "greenshorts"
/obj/item/clothing/under/shorts/blue
icon_state = "blueshorts"
color = "blueshorts"
/obj/item/clothing/under/shorts/black
icon_state = "blackshorts"
color = "blackshorts"
/obj/item/clothing/under/shorts/grey
icon_state = "greyshorts"
color = "greyshorts"
/obj/item/clothing/under/space
name = "NASA Jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
desc = "Has a NASA logo on it, made of space proofed materials."
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
heat_transfer_coefficient = 0.02
protective_temperature = 1000
flags = FPRINT | TABLEPASS | SUITSPACE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
/obj/item/clothing/under/spiderman
name = "Deadpool Suit"
desc = "A suit of Deadpool!"
icon_state = "spiderman"
item_state = "spiderman"
color = "spiderman"
/obj/item/clothing/under/rank/nursesuit
desc = "Made of a special fiber that gives special protection against biohazards. A jumpsuit commonly worn by nursing staff in the medical department."
name = "Nurse Suit"
icon_state = "nursesuit"
item_state = "nursesuit"
color = "nursesuit"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/acj
name = "Administrative Cybernetic Jumpsuit"
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
desc = "A cybernetically enhanced jumpsuit used in administrative duties."
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
heat_transfer_coefficient = 0.01
protective_temperature = 100000
flags = FPRINT | TABLEPASS | SUITSPACE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
/obj/item/clothing/under/rank/medical_sleeve
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personneland short sleeves."
name = "Short Sleeve Medical Jumpsuit"
icon_state = "medical_sleeve"
item_state = "w_suit"
color = "medical_sleeve"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/jumpsuitdown
desc = "A rolled down jumpsuit. Great for mechanics."
name = "Rolled Down Jumpsuit"
icon_state = "jumpsuitdown"
item_state = "jumpsuitdown"
color = "jumpsuitdown"
-149
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@@ -1,149 +0,0 @@
// MASK WAS THAT MOVIE WITH THAT GUY WITH THE MESSED UP FACE. WHAT'S HIS NAME . . . JIM CARREY, I THINK.
/obj/item/clothing/mask
name = "mask"
icon = 'masks.dmi'
body_parts_covered = HEAD
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "Breath Mask"
icon_state = "breath"
item_state = "breath"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH | HALFMASK
w_class = 2
protective_temperature = 420
heat_transfer_coefficient = 0.90
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
/obj/item/clothing/mask/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "Medical Mask"
icon_state = "medical"
item_state = "medical"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH
w_class = 3
protective_temperature = 420
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.10
/obj/item/clothing/mask/spiderman
desc = "A mask of Deadpool!"
name = "Deadpool mask"
icon_state = "spiderman"
item_state = "spiderman"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH|BLOCKHAIR
w_class = 3
protective_temperature = 420
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
/obj/item/clothing/mask/muzzle
name = "muzzle"
desc = "To stop that awful noise."
icon_state = "muzzle"
item_state = "muzzle"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/surgical
name = "Sterile Mask"
desc = "A sterile mask designed to help prevent the spread of diseases."
icon_state = "sterile"
item_state = "sterile"
w_class = 1
flags = FPRINT|TABLEPASS|HEADSPACE|MASKCOVERSMOUTH
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.05
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply."
icon_state = "gas_mask"
flags = FPRINT|TABLEPASS|SUITSPACE|MASKCOVERSMOUTH|MASKCOVERSEYES
w_class = 3.0
see_face = 0.0
item_state = "gas_mask"
protective_temperature = 500
heat_transfer_coefficient = 0.01
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
/obj/item/clothing/mask/gas/plaguedoctor
name = "Plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
/obj/item/clothing/mask/gas/emergency
name = "emergency gas mask"
desc = "A face-covering mask that can be connected to an air supply. For use in emergencies."
icon_state = "gas_alt"
item_state = "gas_alt"
/obj/item/clothing/mask/gas/swat
name = "SWAT Mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
/obj/item/clothing/mask/gas/voice
name = "gas mask"
//desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
icon_state = "gas_mask"
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
var/voice = "Unknown"
var/vchange = 0//This didn't do anything before. It now checks if the mask has special functions/N
origin_tech = "syndicate=4"
/obj/item/clothing/mask/gas/voice/space_ninja
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
icon_state = "s-ninja"
item_state = "s-ninja_mask"
vchange = 1
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
icon_state = "clown"
item_state = "clown_hat"
/obj/item/clothing/mask/gas/sexyclown
name = "sexy clown mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
icon_state = "sexyclown"
item_state = "sexyclown"
/obj/item/clothing/mask/gas/mime
name = "mime mask"
desc = "The traditional mime's mask. It has an eerie facial posture."
icon_state = "mime"
item_state = "mime"
/obj/item/clothing/mask/gas/monkeymask
name = "monkey mask"
desc = "A mask used when acting as a monkey."
icon_state = "monkeymask"
item_state = "monkeymask"
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
desc = "A traditional female mime's mask."
icon_state = "sexymime"
item_state = "sexymime"
/obj/item/clothing/mask/gas/fakemoustache
name = "fake moustache"
desc = "Warning: moustache is fake."
icon_state = "fake-moustache"
-162
View File
@@ -1,162 +0,0 @@
// OMG SHOES
/obj/item/clothing/shoes
name = "shoes"
icon = 'shoes.dmi'
desc = "Comfortable-looking shoes."
body_parts_covered = FEET
protective_temperature = 500
heat_transfer_coefficient = 0.10
permeability_coefficient = 0.50
slowdown = SHOES_SLOWDOWN
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/shoes/syndigaloshes
desc = "A pair of brown shoes. They seem to have extra grip."
name = "Brown Shoes"
icon_state = "brown"
item_state = "brown"
permeability_coefficient = 0.05
flags = NOSLIP
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
/obj/item/clothing/shoes/syndigaloshes/all
/obj/item/clothing/shoes/black
name = "Black Shoes"
icon_state = "black"
color = "black"
desc = "A pair of black shoes."
redcoat
color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/brown
name = "Brown Shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
color = "brown"
captain
color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
hop
color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
ce
color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
rd
color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "Blue Shoes"
icon_state = "blue"
color = "blue"
/obj/item/clothing/shoes/green
name = "Green Shoes"
icon_state = "green"
color = "green"
/obj/item/clothing/shoes/yellow
name = "Yellow Shoes"
icon_state = "yellow"
color = "yellow"
/obj/item/clothing/shoes/mime
name = "Mime Shoes"
icon_state = "mime"
color = "mime"
/obj/item/clothing/shoes/purple
name = "Purple Shoes"
icon_state = "purple"
color = "purple"
/obj/item/clothing/shoes/brown
name = "Brown Shoes"
icon_state = "brown"
color = "brown"
/obj/item/clothing/shoes/orange
name = "Orange Shoes"
icon_state = "orange"
var/chained = 0
color = "orange"
/obj/item/clothing/shoes/swat
name = "SWAT shoes"
desc = "When you want to turn up the heat."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots"
desc = "When you REALLY want to turn up the heat"
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
icon_state = "s-ninja"
protective_temperature = 700
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
/obj/item/clothing/shoes/white
name = "White Shoes"
icon_state = "white"
permeability_coefficient = 0.25
color = "white"
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
icon_state = "wizard"
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "Magic Shoes"
icon_state = "black"
/obj/item/clothing/shoes/galoshes
desc = "Rubber boots"
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
/obj/item/clothing/shoes/magboots
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
name = "magboots"
icon_state = "magboots0"
protective_temperature = 800
heat_transfer_coefficient = 0.01
var/magpulse = 0
// flags = NOSLIP //disabled by default
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn they're huge!"
name = "clown shoes"
icon_state = "clown"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
color = "clown"
/obj/item/clothing/shoes/jackboots
name = "Jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
item_state = "jackboots"
color = "hosred"
+10
View File
@@ -62,6 +62,16 @@
D.cure(0)
..()
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
density = 0
anchored = 1
layer = 2
icon = 'drip.dmi'
icon_state = "1"
track_amt = 0
/obj/effect/decal/cleanable/mucus
name = "Mucus"
desc = "Disgusting mucus."
+12 -12
View File
@@ -397,8 +397,8 @@
name = "medical pack"
singular_name = "medical pack"
icon = 'items.dmi'
amount = 5
max_amount = 5
amount = 10 //To compensate for wounds
max_amount = 10
w_class = 1
throw_speed = 4
throw_range = 20
@@ -406,11 +406,11 @@
var/heal_burn = 0
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A pack designed to treat blunt-force trauma."
name = "\improper Roll of Gauze"
singular_name = "\improper Roll of Gauze"
desc = "A roll of gauze for sealing up wounds."
icon_state = "brutepack"
heal_brute = 40
heal_brute = 1
origin_tech = "biotech=1"
/obj/item/stack/medical/bruise_pack/tajaran
@@ -419,7 +419,7 @@
desc = "A soft leaf that is rubbed on bruises."
icon = 'harvest.dmi'
icon_state = "cabbage"
heal_brute = 30
heal_brute = 1
/obj/item/stack/medical/ointment
name = "ointment"
@@ -427,7 +427,7 @@
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 40
heal_burn = 1
origin_tech = "biotech=1"
/obj/item/stack/medical/ointment/tajaran
@@ -436,14 +436,14 @@
desc = "A cold leaf that is rubbed on burns."
icon = 'harvest.dmi'
icon_state = "ambrosiavulgaris"
heal_burn = 30
heal_burn = 1
/obj/item/stack/medical/advanced/bruise_pack
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 40
heal_brute = 1
origin_tech = "biotech=1"
amount = 10
max_amount = 10
@@ -453,7 +453,7 @@
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 40
heal_burn = 1
origin_tech = "biotech=1"
amount = 10
max_amount = 10
@@ -1882,4 +1882,4 @@
desc = "spooky"
gender = PLURAL
icon = 'wizard.dmi'
icon_state = "ectoplasm"
icon_state = "ectoplasm"