TG: Moved a batch of unchecked and a few unused files into the unused folder.

Remember if your scrolling though the list and something is unchecked it should
almost certainly be checked.
Simple animals moved over to the actual mob code area and out of the defines. r2868

Also added a bunch of files I forgot.
This commit is contained in:
Ren Erthilo
2012-03-26 23:01:03 +01:00
parent 1ea153f504
commit 8d03d460aa
16 changed files with 2927 additions and 2622 deletions
+87
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@@ -0,0 +1,87 @@
/obj/structure/closet/extinguisher
name = "extinguisher closet"
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
icon_state = "extinguisher10"
icon_opened = "extinguisher11"
icon_closed = "extinguisher10"
opened = 1
anchored = 1
density = 0
var/obj/item/weapon/extinguisher/EXTINGUISHER = new/obj/item/weapon/extinguisher
var/localopened = 1
open()
return
close()
return
attackby(var/obj/item/O as obj, var/mob/user as mob)
if (isrobot(usr))
return
if (istype(O, /obj/item/weapon/extinguisher))
if(!EXTINGUISHER)
user.drop_item(O)
src.contents += O
EXTINGUISHER = O
user << "\blue You place the extinguisher in the [src.name]."
else
localopened = !localopened
else
localopened = !localopened
update_icon()
attack_hand(mob/user as mob)
if(localopened)
if(EXTINGUISHER)
user.put_in_hand(EXTINGUISHER)
EXTINGUISHER = null
user << "\blue You take the extinguisher from the [name]."
else
localopened = !localopened
else
localopened = !localopened
update_icon()
verb/toggle_openness() //nice name, huh? HUH?!
set name = "Open/Close"
set category = "Object"
if (isrobot(usr))
return
localopened = !localopened
update_icon()
verb/remove_extinguisher()
set name = "Remove Extinguisher"
set category = "Object"
if (isrobot(usr))
return
if (localopened)
if(EXTINGUISHER)
usr.put_in_hand(EXTINGUISHER)
EXTINGUISHER = null
usr << "\blue You take the extinguisher from the [name]."
else
usr << "\blue The [name] is empty."
else
usr << "\blue The [name] is closed."
update_icon()
attack_paw(mob/user as mob)
attack_hand(user)
return
attack_ai(mob/user as mob)
return
update_icon()
var/hasextinguisher = 0
if(EXTINGUISHER)
hasextinguisher = 1
icon_state = text("extinguisher[][]",hasextinguisher,src.localopened)
+198
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@@ -0,0 +1,198 @@
//I still dont think this should be a closet but whatever
/obj/structure/closet/fireaxecabinet
name = "Fire Axe Cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/fireaxe/fireaxe = new/obj/item/weapon/fireaxe
icon_state = "fireaxe1000"
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
anchored = 1
density = 0
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = 1
var/hitstaken = 0
var/locked = 1
var/smashed = 0
attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
var/hasaxe = 0 //gonna come in handy later~
if(fireaxe)
hasaxe = 1
if (isrobot(usr) || src.locked)
if(istype(O, /obj/item/device/multitool))
user << "\red Resetting circuitry..."
playsound(user, 'lockreset.ogg', 50, 1)
sleep(50) // Sleeping time~
src.locked = 0
user << "\blue You disable the locking modules."
update_icon()
return
else if(istype(O, /obj/item/weapon))
var/obj/item/weapon/W = O
if(src.smashed || src.localopened)
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
playsound(user, 'Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
user << "\blue The cabinet's protective glass glances off the hit."
else
src.hitstaken++
if(src.hitstaken == 4)
playsound(user, 'Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
src.smashed = 1
src.locked = 0
src.localopened = 1
update_icon()
return
if (istype(O, /obj/item/weapon/fireaxe) && src.localopened)
if(!fireaxe)
if(O.wielded)
user << "\red Unwield the axe first."
return
fireaxe = O
user.drop_item(O)
src.contents += O
user << "\blue You place the fire axe back in the [src.name]."
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
if(src.smashed)
return
if(istype(O, /obj/item/device/multitool))
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
user << "\red Resetting circuitry..."
sleep(50)
src.locked = 1
user << "\blue You re-enable the locking modules."
playsound(user, 'lockenable.ogg', 50, 1)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
attack_hand(mob/user as mob)
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
if(src.locked)
user <<"\red The cabinet won't budge!"
return
if(localopened)
if(fireaxe)
user.put_in_hand(fireaxe)
fireaxe = null
user << "\blue You take the fire axe from the [name]."
src.add_fingerprint(user)
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if (isrobot(usr) || src.locked || src.smashed)
if(src.locked)
usr << "\red The cabinet won't budge!"
else if(src.smashed)
usr << "\blue The protective glass is broken!"
return
localopened = !localopened
update_icon()
verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if (isrobot(usr))
return
if (localopened)
if(fireaxe)
usr.put_in_hand(fireaxe)
fireaxe = null
usr << "\blue You take the Fire axe from the [name]."
else
usr << "\blue The [src.name] is empty."
else
usr << "\blue The [src.name] is closed."
update_icon()
attack_paw(mob/user as mob)
attack_hand(user)
return
attack_ai(mob/user as mob)
if(src.smashed)
user << "\red The security of the cabinet is compromised."
return
else
locked = !locked
if(locked)
user << "\red Cabinet locked."
else
user << "\blue Cabinet unlocked."
return
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
open()
return
close()
return
@@ -1,281 +0,0 @@
/obj/item/clothing/suit/powered
name = "Powered armor"
desc = "Not for rookies."
icon_state = "swat"
item_state = "swat"
w_class = 4//bulky item
protective_temperature = 1000
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 9
var/fuel = 0
var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
var/active = 0
var/helmrequired = 1
var/obj/item/clothing/head/powered/helm
var/glovesrequired = 0
var/obj/item/clothing/gloves/powered/gloves
var/shoesrequired = 0
var/obj/item/clothing/shoes/powered/shoes
//Adding gloves and shoes as possible armor components. --NEO
var/obj/item/powerarmor/servos/servos
var/obj/item/powerarmor/reactive/reactive
var/obj/item/powerarmor/atmoseal/atmoseal
var/obj/item/powerarmor/power/power
New()
verbs += /obj/item/clothing/suit/powered/proc/poweron
proc/poweron()
set category = "Object"
set name = "Activate armor systems"
var/mob/living/carbon/human/user = usr
if(user.stat)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!istype(user))
user << "\red This suit was engineered for human use only."
return
if(user.wear_suit!=src)
user << "\red The suit functions best if you are inside of it."
return
if(helmrequired && !istype(user.head, /obj/item/clothing/head/powered))
user << "\red Helmet missing, unable to initiate power-on procedure."
return
if(glovesrequired && !istype(user.gloves, /obj/item/clothing/gloves/powered))
user << "\red Gloves missing, unable to initiate power-on procedure."
return
if(shoesrequired && !istype(user.shoes, /obj/item/clothing/shoes/powered))
user << "\red Shoes missing, unable to initiate power-on procedure."
return
if(active)
user << "\red The suit is already on, you can't turn it on twice."
return
if(!power || !power.checkpower())
user << "\red Powersource missing or depleted."
return
verbs -= /obj/item/clothing/suit/powered/proc/poweron
user << "\blue Suit interlocks engaged."
if(helmrequired)
helm = user.head
helm.canremove = 0
if(glovesrequired)
gloves = user.gloves
gloves.canremove = 0
if(shoesrequired)
shoes = user.shoes
shoes.canremove = 0
canremove = 0
sleep(20)
if(atmoseal)
atmoseal.toggle()
sleep(20)
if(reactive)
reactive.toggle()
sleep(20)
if(servos)
servos.toggle()
sleep(20)
user << "\blue All systems online."
active = 1
power.process()
verbs += /obj/item/clothing/suit/powered/proc/poweroff
proc/poweroff()
set category = "Object"
set name = "Deactivate armor systems"
powerdown() //BYOND doesn't seem to like it if you try using a proc with vars in it as a verb, hence this. --NEO
proc/powerdown(sudden = 0)
var/delay = sudden?0:20
var/mob/living/carbon/human/user = usr
if(user.stat && !sudden)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!active)
return
verbs -= /obj/item/clothing/suit/powered/proc/poweroff
if(sudden)
user << "\red Your armor loses power!"
if(servos)
servos.toggle(sudden)
sleep(delay)
if(reactive)
reactive.toggle(sudden)
sleep(delay)
if(atmoseal)
if(istype(atmoseal, /obj/item/powerarmor/atmoseal/optional) && helm)
atmoseal:helmtoggle(sudden)
atmoseal.toggle(sudden)
sleep(delay)
if(!sudden)
usr << "\blue Suit interlocks disengaged."
if(helm)
helm.canremove = 1
helm = null
if(gloves)
gloves.canremove = 1
gloves = null
if(shoes)
shoes.canremove = 1
gloves = null
canremove = 1
//Not a tabbing error, the thing only unlocks if you intentionally power-down the armor. --NEO
sleep(delay)
if(!sudden)
usr << "\blue All systems disengaged."
active = 0
verbs += /obj/item/clothing/suit/powered/proc/poweron
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(power && istype(power,/obj/item/powerarmor/power/plasma))
switch(W.type)
if(/obj/item/stack/sheet/plasma)
if(fuel < 50)
user << "\blue You feed some refined plasma into the armor's generator."
power:fuel += 25
W:amount--
if (W:amount <= 0)
del(W)
return
else
user << "\red The generator already has plenty of plasma."
return
if(/obj/item/weapon/ore/plasma) //raw plasma has impurities, so it doesn't provide as much fuel. --NEO
if(fuel < 50)
user << "\blue You feed some plasma into the armor's generator."
power:fuel += 15
del(W)
return
else
user << "\red The generator already has plenty of plasma."
return
..()
/obj/item/clothing/head/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
see_face = 0.0
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
var/obj/item/clothing/suit/powered/parent
proc/atmotoggle()
set category = "Object"
set name = "Toggle helmet seals"
var/mob/living/carbon/human/user = usr
if(!istype(user))
user << "\red This helmet is not rated for nonhuman use."
return
if(user.head != src)
user << "\red Can't engage the seals without wearing the helmet."
return
if(!user.wear_suit || !istype(user.wear_suit,/obj/item/clothing/suit/powered))
user << "\red This helmet can only couple with powered armor."
return
var/obj/item/clothing/suit/powered/armor = user.wear_suit
if(!armor.atmoseal || !istype(armor.atmoseal, /obj/item/powerarmor/atmoseal/optional))
user << "\red This armor's atmospheric seals are missing or incompatible."
return
armor.atmoseal:helmtoggle(0,1)
/obj/item/clothing/gloves/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
/obj/item/clothing/shoes/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
obj/item/clothing/suit/powered/spawnable/badmin
New()
servos = new /obj/item/powerarmor/servos(src)
servos.parent = src
reactive = new /obj/item/powerarmor/reactive(src)
reactive.parent = src
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
atmoseal.parent = src
power = new /obj/item/powerarmor/power(src)
power.parent = src
verbs += /obj/item/clothing/suit/powered/proc/poweron
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
obj/item/clothing/suit/powered/spawnable/regular
New()
servos = new /obj/item/powerarmor/servos(src)
servos.parent = src
reactive = new /obj/item/powerarmor/reactive/centcomm(src)
reactive.parent = src
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
atmoseal.parent = src
power = new /obj/item/powerarmor/power(src)
power.parent = src
verbs += /obj/item/clothing/suit/powered/proc/poweron
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
@@ -1,246 +0,0 @@
/obj/item/powerarmor
name = "Generic power armor component"
desc = "This is the base object, you should never see one."
var/obj/item/clothing/suit/powered/parent //so the component knows which armor it belongs to.
var/slowdown = 0 //how much the component slows down the wearer
proc/toggle()
return
//The child objects will use this proc
/obj/item/powerarmor/power
name = "Adminbus power armor power source"
desc = "Runs on the rare Badminium molecule."
process()
return
proc/checkpower()
return 1
plasma
name = "Miniaturized plasma generator"
desc = "Runs on plasma."
slowdown = 1
var/fuel = 0
process()
if (fuel > 0 && parent.active)
fuel--
spawn(50)
process()
return
else if (parent.active)
parent.powerdown(1)
return
checkpower()
return fuel
powercell
name = "Powercell interface"
desc = "Boring, but reliable."
var/obj/item/weapon/cell/cell
slowdown = 0.5
process()
if (cell && cell.charge > 0 && parent.active)
cell.use(50)
spawn(50)
process()
return
else if (parent.active)
parent.powerdown(1)
return
checkpower()
return max(cell.charge, 0)
nuclear
name = "Miniaturized nuclear generator"
desc = "For all your radioactive needs."
slowdown = 1.5
process()
if(!crit_fail)
if (prob(src.reliability)) return 1 //No failure
if (prob(src.reliability))
for (var/mob/M in range(0,src.parent)) //Only a minor failure, enjoy your radiation.
if (src.parent in M.contents)
M << "\red Your armor feels pleasantly warm for a moment."
else
M << "\red You feel a warm sensation."
M.radiation += rand(1,40)
else
for (var/mob/M in range(rand(1,4),src.parent)) //Big failure, TIME FOR RADIATION BITCHES
if (src.parent in M.contents)
M << "\red Your armor's reactor overloads!"
M << "\red You feel a wave of heat wash over you."
M.radiation += 100
crit_fail = 1 //broken~
parent.powerdown(1)
spawn(50)
process()
checkpower()
return !crit_fail
/obj/item/powerarmor/reactive
name = "Adminbus power armor reactive plating"
desc = "Made with the rare Badminium molecule."
var/list/togglearmor = list(melee = 250, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
//Good lord an active energy axe does 150 damage a swing? Anyway, barring var editing, this armor loadout should be impervious to anything. Enjoy, badmins~ --NEO
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Reactive armor systems disengaged."
if(0)
usr << "\blue Reactive armor systems engaged."
var/list/switchover = list()
for (var/armorvar in parent.armor)
switchover[armorvar] = togglearmor[armorvar]
togglearmor[armorvar] = parent.armor[armorvar]
parent.armor[armorvar] = switchover[armorvar]
//Probably not the most elegant way to have the vars switch over, but it works. Also propagates the values to the other objects.
if(parent.helm)
parent.helm.armor[armorvar] = parent.armor[armorvar]
if(parent.gloves)
parent.gloves.armor[armorvar] = parent.armor[armorvar]
if(parent.shoes)
parent.shoes.armor[armorvar] = parent.armor[armorvar]
centcomm
name = "CentComm power armor reactive plating"
desc = "Pretty effective against everything, not perfect though."
togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
slowdown = 2
/obj/item/powerarmor/servos
name = "Adminbus power armor movement servos"
desc = "Made with the rare Badminium molecule."
var/toggleslowdown = 9
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Movement assist servos disengaged."
parent.slowdown += toggleslowdown
if(0)
usr << "\blue Movement assist servos engaged."
parent.slowdown -= toggleslowdown
/obj/item/powerarmor/atmoseal
name = "Power armor atmospheric seals"
desc = "Keeps the bad stuff out."
slowdown = 1
var/sealed = 0
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Atmospheric seals disengaged."
parent.gas_transfer_coefficient = 1
parent.permeability_coefficient = 1
parent.heat_transfer_coefficient = 1
parent.flags &= ~SUITSPACE
if(parent.helmrequired)
parent.helm.gas_transfer_coefficient = 1
parent.helm.permeability_coefficient = 1
parent.helm.heat_transfer_coefficient = 1
parent.helm.flags &= ~HEADSPACE
if(parent.glovesrequired)
parent.gloves.gas_transfer_coefficient = 1
parent.gloves.permeability_coefficient = 1
parent.gloves.heat_transfer_coefficient = 1
if(parent.shoesrequired)
parent.shoes.gas_transfer_coefficient = 1
parent.shoes.permeability_coefficient = 1
parent.shoes.heat_transfer_coefficient = 1
sealed = 0
if(0)
usr << "\blue Atmospheric seals engaged."
parent.gas_transfer_coefficient = 0.01
parent.permeability_coefficient = 0.02
parent.heat_transfer_coefficient = 0.02
parent.flags |= SUITSPACE
if(parent.helmrequired)
parent.helm.gas_transfer_coefficient = 0.01
parent.helm.permeability_coefficient = 0.02
parent.helm.heat_transfer_coefficient = 0.02
parent.helm.flags |= HEADSPACE
if(parent.glovesrequired)
parent.gloves.gas_transfer_coefficient = 0.01
parent.gloves.permeability_coefficient = 0.02
parent.gloves.heat_transfer_coefficient = 0.02
if(parent.shoesrequired)
parent.shoes.gas_transfer_coefficient = 0.01
parent.shoes.permeability_coefficient = 0.02
parent.shoes.heat_transfer_coefficient = 0.02
sealed = 1
adminbus
name = "Adminbus power armor atmospheric seals"
desc = "Made with the rare Badminium molecule."
slowdown = 0
optional
name = "Togglable power armor atmospheric seals"
desc = "Keeps the bad stuff out, but lets you remove your helmet without having to turn the whole suit off."
proc/helmtoggle(sudden = 0, manual = 0)
var/mob/living/carbon/human/user = usr
var/obj/item/clothing/head/powered/helm
if(user.head && istype(user.head,/obj/item/clothing/head/powered))
helm = user.head
if(!sealed)
user << "\red Unable to initialize helmet seal, armor seals not active."
return
if(!helm.parent)
user << "\blue Helmet locked."
helm.canremove = 0
parent.helm = helm
helm.parent = parent
sleep(20)
parent.helm.gas_transfer_coefficient = 0.01
parent.helm.permeability_coefficient = 0.02
parent.helm.heat_transfer_coefficient = 0.02
parent.helm.flags |= HEADSPACE
user << "\blue Helmet atmospheric seals engaged."
if(manual)
for (var/armorvar in helm.armor)
helm.armor[armorvar] = parent.armor[armorvar]
return
else
if(manual)
user << "\blue Helmet atmospheric seals disengaged."
parent.helm.gas_transfer_coefficient = 1
parent.helm.permeability_coefficient = 1
parent.helm.heat_transfer_coefficient = 1
parent.helm.flags &= ~HEADSPACE
if(manual)
for (var/armorvar in helm.armor)
helm.armor[armorvar] = parent.reactive.togglearmor[armorvar]
if(!sudden)
if(manual)
sleep(20)
user << "\blue Helmet unlocked."
helm.canremove = 1
parent.helm = null
helm.parent = null
adminbus
name = "Adminbus togglable power armor atmospheric seals"
desc = "Made with the rare Badminium molecule."
slowdown = 0
+6 -6
View File
@@ -189,9 +189,9 @@
if ( istype(W,/obj/item/clothing/suit/syndicatefake ) )
user << "This item does not fit."
return
if ( istype(W,/obj/item/clothing/suit/powered ) )
user << "This item does not fit."
return
// if ( istype(W,/obj/item/clothing/suit/powered ) )
// user << "This item does not fit."
// return
if ( istype(W,/obj/item/clothing/suit/cyborg_suit ) )
user << "This item does not fit."
return
@@ -213,9 +213,9 @@
if ( istype(W,/obj/item/clothing/head/syndicatefake ) )
user << "This item does not fit."
return
if ( istype(W,/obj/item/clothing/head/powered ) )
user << "This item does not fit."
return
// if ( istype(W,/obj/item/clothing/head/powered ) )
// user << "This item does not fit."
// return
if ( istype(W,/obj/item/clothing/head/helmet ) )
user << "This item does not fit."
return