mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Merge branch 'master' of git://github.com/Baystation12/Baystation12
This commit is contained in:
@@ -2,6 +2,7 @@
|
||||
layer = 2
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||||
var/level = 2
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||||
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.
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||||
var/list/fingerprints
|
||||
var/list/fingerprintshidden
|
||||
var/fingerprintslast = null
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||||
|
||||
@@ -1,508 +0,0 @@
|
||||
/mob
|
||||
density = 1
|
||||
layer = 4.0
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||||
animate_movement = 2
|
||||
// flags = NOREACT
|
||||
//THE SOLUTION BUBBLES was funnier.
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||||
var/datum/mind/mind
|
||||
|
||||
|
||||
|
||||
|
||||
//MOB overhaul
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||||
|
||||
//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.
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||||
var/last_luminosity = 0
|
||||
|
||||
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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||||
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).
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||||
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
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||||
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
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||||
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
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||||
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
|
||||
|
||||
@@ -1,168 +0,0 @@
|
||||
//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)
|
||||
*/
|
||||
@@ -1,62 +0,0 @@
|
||||
// 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
|
||||
@@ -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
|
||||
@@ -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.
|
||||
@@ -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
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
@@ -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
@@ -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"
|
||||
Reference in New Issue
Block a user