mirror of
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Advanced Disease Rework (#28451)
* Reworks cures, adds strains, adds treatment chems to symptoms
* Enables coexistence of different samples of the same strain at different stages within the same container
* Adds symptom guessing. Correct guesses reduce analysis time and wrong ones increase it.
* Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms
* Revert "Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms"
This reverts commit 124dd485c7.
* Adds spontaneous virus mutations, strain tracking. Removes antibody metabolism
* change the amount of time added/reduced by each factor
* Creates a disease outbreak event that allows admins to cause an outbreak of a virus of their choosing. Allows virus creation when choosing virus to give someone or for an outbreak.
* The normal base property values are now the defaults for disease creation
* Rebuild TGUI
* Rebuild TGUI
* Rebuild TGUI
* Update tgui.bundle.js
* remove redundant lines
* improves ui some and moves to using world time for analysis time
* fixes a bug with the analysis time and updates the initial known advanced disease list
* Buffs the disease outbreak event and adds a base stat row to the PANDEMIC
* Update tgui.bundle.js
* Implements calibration
* Adds a remove from database button
* Moves the known disease global list to work per z level
* Removes treatments from most chems and makes each instance of a symptom not acting purge some of the reagent that treated it
* Update symptoms.dm
* Adds stage to unknown diseases
* Moves accumulated error to work per z level and change the location of the delete strain data button
* Adds confirmation to the delete data button and moves the disease text out of the loop in the copy constructor
* fix indentation
* Replaces pent with hydrocodone in the advanced cure list
* gives more buffs to event disease based on severity. removes longevity from possible symptoms an event disease can get. Fixes a bug with determining analysis time
* Update tgui.bundle.js
* Update pandemic.dm
* Update pandemic.dm
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Makes vaccines only add resistances and no longer cure
* improves pandemic ui and fixes calibration button not being properly disabled
* Update tgui.bundle.js
* Add the new agars to the virologist's fridge
* lowered evolution chance of viruses a bit
* further lowers evolution chance
* Update advance.dm
* Changes the scaling of analysis time and fixes stage speed presentation in the pandemic
* Scanners can now see virus strains that have been inserted in the pandemic
* Allows a mob to be infected by both an event and non event disease
* Fixes the +1 syringe of translocation stabbing your feet
* Update tgui.bundle.js
* Changes spontanous mutation to be per spread and makes disease events less likely.
* Diseases less common, mutations happen only on spread now, symptom list ordered alphabetically in the dropdown, fixed some bugs
* Update tgui.bundle.js
* changes virus alerts
* Removes numbers from the virus alert text and fixes a bug that caused excessive virus mutations
* Update tgui.bundle.js
* refactor disease spread
* Changes disease spread logic to give players options to protect themselves and others
* Blackbox things
* Increases announcement timer and fixes the infection talley
* Update disease_outbreak.dm
* Adds an incubation period to advanced viruses. bumps sneeze back to 5 range
* Adds failsafe to disease outbreaks that will infect a random crew member if none have arrived in 10 minutes
* Only record advanced disease infections
* Properly handle recording of disease infection events
* Changed resistance effect on cure
* another adjustment to res effect on cure
* Small resist buff, spontanous combustion buff and some calculation fixes
* changes spontanous combustion stat bonuses and maluses
* Update flesh_eating.dm
* Update flesh_eating.dm
* Update flesh_eating.dm
* Big trait changes and rebalance
* adds treatments to fire and necro
* Introduces viral contamination of food and reagent containers, as well as disinfection
* Fix runtime in reagent transfers
* Revert the prefs and config changes
* Slowed down diseases and made symptoms more gradual, improved disease alerts to both crew and dchat
* Sterilizine now sterilizes things contaminated with viruses. Heat reactions now take place alongside chemical reactions when adding reagents to a beaker
* Adds option to order sterile masks, goggles and biosuits in packs of 4. Makes sterile masks as good as internals for viruses
* adds logging to pandemic
* Changes symptom stats and increased disease varaiety
* Fixes some disease bugs
* Fixes some bugs and makes it behave better
* Adds shiver emote to shiver symptom
* Adds admin message/log to contracting an event disease and fixes copy behaviour when infecting
* Prefix spread defines
* Change the rest of the macros
* correct the disinfection temp macro
* Moves disease signals to their own file
* move disnifection temp back
* fix a type
* viral contaminations component review changes
* var name changes
* more style fixes
* Update tgui.bundle.js
* fixes pandemic
* Fixes disease outbreak having two carriers sometimes and changes the virus alert to the new one
* Update disease_defines.dm
* fixes samples not passing stages on properly
* actually fixes the bug
* Fixes stabilization being lost on cloning
* Finally completely and absolutely fixes the sample stages bug(please)
* Makes the pandemic a machine
* Update pandemic.dm
* removed drinks from cure requirements
* lowers chance of major viral outbreak
* fixes pandemic not processing properly
* Changes the cure system to have more options
* Makes mixing event viruses more random
* Fixes hardsuits having a 1% chance to be infected
* Increases virus protection of most clothing. medical scrubs and surgical hat buffed sunstantially
* Slow down progress of diseases
* makes spread less likely
* envirosuit is now slightly more protective from viruses, while the medical one is as good as scrubs
* Adds further protection to helmets
* Increases the number of possible cures and the scaling of required cures
* Pandemic ui improvements
* Update _disease.dm
* fix a bug with spread target in the disease outbreak event
* changes some clothing permeability
* Adds the ability to make viral DNA extracts by injecting a sample into a black slime core. It's equivalent to 2 stages
* Adds age to health analyzer, makes viral evolution toggle minor disabilities, confusion symptom now confuses more often
* Update pandemic.dm
* replace lazarus with acetic acid in the cures
* Changes the relation of the amount of cure options to required cures and the scaling of required cures with resistance
* Fixes virus renaming
* changes description and permeability of some medical jumpsuits
* Adds a list of all diseases infecting client mobs to the disease outbreak event
* uses event UID instead of ref in the disease
* Adds advanced disease carriers to admin antag menu
* Adds viral eraser which removes tracking and stabilizing. Admin spawn only for now
* Update tgui.bundle.js
* Adds the ability to create viral genetic material using radiation. it can be used in addition to that produced in xenobio
* changes alert logic, disease generation logic, adds treatments to weakness, cough and sneeze now more gradual and cough spreads at range 3
* makes disease advance a bit faster
* reduce time to announcement to 6 minutes after 3 people are infected
* Changes medibot disease detection to be the same as analyzers. Treatment chems now put the symptom on a cooldown that persists after they leave the body.
* Make sure the disease outbreak event only selects crew
* Fix abductor virus gland virus generation
* Adds sterilizine to viro locker
* Fixes null viruses appearing when merging virusless blood
* Adds oculine to hyphema treatments
* Rebalances weight loss and flesh eating
* Improvements to advanced disease carrier tab on the TGUI antag menu
* change the flag on away missions
* Update mob_spawn.dm
* Update tgui.bundle.js
* adds sterilizine recipe back
* Adds viral contamination to surgery tools and surgery steps
* small changes
* fixes pandemic ui. should work properly now(I hope)
* CI compliance
* Update flesh_eating.dm
* Update vomit.dm
* Update tgui.bundle.js
* Initial revision of analysis and fixes the UI issue with multiple stage samples
* refactors treatment and makes treatment chems more adjustable
* var correction
* symptoms and their contribution now show up on the pandemic
* Update tgui.bundle.js
* Update code/datums/diseases/advance/symptoms/cough.dm
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
* change wizard disease and zombie disease macros to new ones
* Update tgui.bundle.js
* changes the part requirements on the pandemic boards to fit the actual parts
* fix misbehaviour when inserting samples without symptoms
* Some changes to difficulty scaling, reverts the level of projectile vomiting back to 4, and disallows germaphobes to avoid infection by injection
* Adds viral contamination to IV bags
---------
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
co-authored by
Burzah
parent
4f77a856f0
commit
a5260456ae
@@ -2,6 +2,7 @@
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name = "clothing"
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integrity_failure = 80
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resistance_flags = FLAMMABLE
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permeability_coefficient = 0.8
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/// Only these species can wear this kit.
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var/list/species_restricted
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/// Can the wearer see reagents inside transparent containers while it's equipped?
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@@ -244,6 +245,7 @@
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gender = PLURAL
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icon = 'icons/obj/clothing/gloves.dmi'
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siemens_coefficient = 0.50
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permeability_coefficient = 0.5
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body_parts_covered = HANDS
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slot_flags = ITEM_SLOT_GLOVES
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attack_verb = list("challenged")
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@@ -538,6 +540,7 @@
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body_parts_covered = HEAD
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slot_flags = ITEM_SLOT_MASK
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put_on_delay = 4 SECONDS
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permeability_coefficient = 0.7
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var/adjusted_flags = null
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@@ -620,7 +623,7 @@
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dyeable = TRUE
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dyeing_key = DYE_REGISTRY_SHOES
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permeability_coefficient = 0.50
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permeability_coefficient = 0.4
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/shoes.dmi',
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@@ -748,6 +751,7 @@
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drop_sound = 'sound/items/handling/cloth_drop.ogg'
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pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
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slot_flags = ITEM_SLOT_OUTER_SUIT
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permeability_coefficient = 0.75
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var/fire_resist = T0C + 100
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var/blood_overlay_type = "suit"
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@@ -972,7 +976,7 @@
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item_state = "s_suit"
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w_class = WEIGHT_CLASS_BULKY
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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permeability_coefficient = 0.01
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flags = STOPSPRESSUREDMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
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@@ -999,7 +1003,6 @@
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icon = 'icons/obj/clothing/under/misc.dmi'
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name = "under"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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permeability_coefficient = 0.90
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slot_flags = ITEM_SLOT_JUMPSUIT
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
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equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
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@@ -1,7 +1,7 @@
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/obj/item/clothing/glasses/hud
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name = "\improper HUD"
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desc = "A heads-up display that provides important info in (almost) real time."
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flags = null //doesn't protect eyes because it's a monocle, duh
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flags_cover = null //doesn't protect eyes because it's a monocle, duh
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origin_tech = "magnets=3;biotech=2"
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prescription_upgradable = TRUE
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/// The visual icons granted by wearing these glasses.
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@@ -2,23 +2,28 @@
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name = "security HUD goggles"
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desc = "Fashionable security goggles."
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icon_state = "sechudgoggles"
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flags_cover = GLASSESCOVERSEYES
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/obj/item/clothing/glasses/hud/health/goggles
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name = "health HUD goggles"
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desc = "Fashionable medical goggles."
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icon_state = "medhudgoggles"
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flags_cover = GLASSESCOVERSEYES
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/obj/item/clothing/glasses/hud/diagnostic/goggles
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name = "diagnostic HUD goggles"
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desc = "Fashionable diagnostic goggles."
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icon_state = "diaghudgoggles"
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flags_cover = GLASSESCOVERSEYES
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/obj/item/clothing/glasses/hud/hydroponic/goggles
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name = "hydroponic HUD goggles"
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desc = "Fashionable hydroponic goggles."
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icon_state = "hydrohudgoggles"
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flags_cover = GLASSESCOVERSEYES
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/obj/item/clothing/glasses/hud/skills/goggles
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name = "skills HUD goggles"
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desc = "Fashionable skills goggles."
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icon_state = "skillhudgoggles"
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flags_cover = GLASSESCOVERSEYES
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@@ -7,7 +7,7 @@
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icon_state = "yellow"
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item_state = "ygloves"
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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permeability_coefficient = 0.01
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item_color = "yellow"
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resistance_flags = NONE
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@@ -21,7 +21,7 @@
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icon_state = "yellow"
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item_state = "ygloves"
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siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
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permeability_coefficient = 0.05
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permeability_coefficient = 0.01
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item_color="yellow"
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resistance_flags = NONE
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@@ -55,6 +55,7 @@
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"Grey" = 'icons/mob/clothing/species/grey/gloves.dmi',
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"Kidan" = 'icons/mob/clothing/species/kidan/gloves.dmi',
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)
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permeability_coefficient = 0.1
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/obj/item/clothing/gloves/color/black/thief
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pickpocket = 1
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@@ -98,7 +99,7 @@
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name = "insulated gloves"
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desc = "A pair of rubber-lined industrial gloves. They'll protect the wearer from electrical shocks."
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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permeability_coefficient = 0.01
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resistance_flags = NONE
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/obj/item/clothing/gloves/color/rainbow
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@@ -193,7 +194,7 @@
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item_state = "captain"
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item_color = "captain"
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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permeability_coefficient = 0.01
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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heat_protection = HANDS
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@@ -7,6 +7,7 @@
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transfer_prints = TRUE
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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permeability_coefficient = 1
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strip_delay = 40
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put_on_delay = 20
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clipped = TRUE
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@@ -19,6 +19,7 @@
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"Drask" = 'icons/mob/clothing/species/drask/helmet.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/helmet.dmi'
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)
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permeability_coefficient = 0.4
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/obj/item/clothing/head/helmet/attack_self__legacy__attackchain(mob/user)
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if(can_toggle && !user.incapacitated())
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@@ -94,6 +95,7 @@
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
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strip_delay = 80
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dog_fashion = null
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permeability_coefficient = 0.01
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/obj/item/clothing/head/helmet/riot/knight
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name = "medieval helmet"
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@@ -198,6 +198,7 @@
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"Drask" = 'icons/mob/clothing/species/drask/head.dmi',
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"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
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)
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permeability_coefficient = 0.01
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/obj/item/clothing/head/surgery/purple
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name = "purple surgical cap"
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@@ -194,6 +194,9 @@
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"Drask" = 'icons/mob/clothing/species/drask/mask.dmi'
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)
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/obj/item/clothing/mask/surgical/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_ANTI_VIRAL, "inherent")
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/obj/item/clothing/mask/surgical/attack_self__legacy__attackchain(mob/user)
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adjustmask(user)
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@@ -20,6 +20,7 @@
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)
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actions_types = list(/datum/action/item_action/button)
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adjust_flavour = "unbutton"
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permeability_coefficient = 0.35
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/obj/item/clothing/suit/storage/labcoat/medical
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name = "medical doctor's labcoat"
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@@ -33,6 +34,7 @@
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icon_state = "labcoat_cmo_open"
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item_state = "labcoat_cmo_open"
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insert_max = 2
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permeability_coefficient = 0.2
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/obj/item/clothing/suit/storage/labcoat/mad
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name = "mad scientist's labcoat"
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@@ -57,6 +59,7 @@
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desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has green medical markings."
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icon_state = "labcoat_viro_open"
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item_state = "labcoat_viro_open"
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permeability_coefficient = 0.2
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/obj/item/clothing/suit/storage/labcoat/science
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name = "scientist labcoat"
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@@ -28,7 +28,7 @@
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/obj/item/clothing/under/rank/medical/doctor
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name = "medical doctor's jumpsuit"
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desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
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desc = "It's made of a special fiber that provides protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
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icon_state = "medical"
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item_state = "medical"
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item_color = "medical"
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@@ -90,35 +90,36 @@
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/obj/item/clothing/under/rank/medical/scrubs
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name = "blue medical scrubs"
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desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
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desc = "It's made of a special fiber that provides protection against biohazards. This one is in baby blue."
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icon_state = "scrubsblue"
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item_color = "scrubsblue"
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permeability_coefficient = 0.1
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/obj/item/clothing/under/rank/medical/scrubs/green
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name = "green medical scrubs"
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desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
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desc = "It's made of a special fiber that provides protection against biohazards. This one is in dark green."
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icon_state = "scrubsgreen"
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item_color = "scrubsgreen"
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/obj/item/clothing/under/rank/medical/scrubs/purple
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name = "purple medical scrubs"
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desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
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desc = "It's made of a special fiber that provides protection against biohazards. This one is in deep purple."
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icon_state = "scrubspurple"
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item_color = "scrubspurple"
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/obj/item/clothing/under/rank/medical/scrubs/coroner
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name = "coroner's scrubs"
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desc = "It's made of a special fiber that provides minor protection against biohazards. This one is as dark as an emo's poetry."
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desc = "It's made of a special fiber that provides protection against biohazards. This one is as dark as an emo's poetry."
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icon_state = "scrubsblack"
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item_color = "scrubsblack"
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/obj/item/clothing/under/rank/medical/chemist
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name = "chemist's jumpsuit"
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desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
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desc = "It's made of a special fiber that gives minor protection against biohazards. It has a chemist rank stripe on it."
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icon_state = "chemistry"
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item_state = "chemistry"
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item_color = "chemistry"
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permeability_coefficient = 0.50
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permeability_coefficient = 0.3
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 95)
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/obj/item/clothing/under/rank/medical/chemist/skirt
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@@ -133,7 +134,7 @@
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icon_state = "paramedic"
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item_state = "paramedic"
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item_color = "paramedic"
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permeability_coefficient = 0.50
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permeability_coefficient = 0.3
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 0, ACID = 0)
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/obj/item/clothing/under/rank/medical/paramedic/skirt
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@@ -12,6 +12,7 @@
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item_color = "plasmaman"
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dyeable = TRUE
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dyeing_key = DYE_REGISTRY_PLASMAMEN
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permeability_coefficient = 0.6
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var/next_extinguish = 0
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var/extinguish_cooldown = 10 SECONDS
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@@ -4,6 +4,7 @@
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icon_state = "doctor_envirosuit"
|
||||
item_state = "doctor_envirosuit"
|
||||
item_color = "doctor_envirosuit"
|
||||
permeability_coefficient = 0.1
|
||||
|
||||
/obj/item/clothing/under/plasmaman/cmo
|
||||
name = "chief medical officer's plasma envirosuit"
|
||||
@@ -11,6 +12,7 @@
|
||||
icon_state = "cmo_envirosuit"
|
||||
item_state = "cmo_envirosuit"
|
||||
item_color = "cmo_envirosuit"
|
||||
permeability_coefficient = 0.1
|
||||
|
||||
/obj/item/clothing/under/plasmaman/science
|
||||
name = "science plasma envirosuit"
|
||||
|
||||
Reference in New Issue
Block a user