mirror of
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Finished moving the clothes in defines over to modules.
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet. Cult restricted job list now has the sec force + cap because you can’t convert them as is. AI removed from protected traitor jobs as malf is currently effectively out of commission. A Protected list was added to changling. Removed the furry mob files that were not checked. Moved two unchecked files to unused git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,241 +0,0 @@
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// NO GLOVES NO LOVES
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/obj/item/clothing/gloves
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name = "gloves"
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gender = PLURAL //Carn: for grammarically correct text-parsing
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w_class = 2.0
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icon = 'gloves.dmi'
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protective_temperature = 400
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heat_transfer_coefficient = 0.25
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siemens_coefficient = 0.50
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var/siemens_coefficient_archived = 0
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var/wired = 0
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var/obj/item/weapon/cell/cell = 0
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body_parts_covered = HANDS
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slot_flags = SLOT_GLOVES
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/obj/item/clothing/gloves/boxing
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name = "boxing gloves"
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desc = "Because you really needed another excuse to punch your crewmates."
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icon_state = "boxing"
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item_state = "boxing"
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/obj/item/clothing/gloves/boxing/green
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icon_state = "boxinggreen"
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item_state = "boxinggreen"
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/obj/item/clothing/gloves/boxing/blue
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icon_state = "boxingblue"
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item_state = "boxingblue"
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/obj/item/clothing/gloves/boxing/yellow
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icon_state = "boxingyellow"
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item_state = "boxingyellow"
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/obj/item/clothing/gloves/white
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name = "white gloves"
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desc = "These look pretty fancy."
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icon_state = "latex"
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item_state = "lgloves"
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color="mime"
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redcoat
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color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
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/obj/item/clothing/gloves/black
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desc = "These gloves are fire-resistant."
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name = "black gloves"
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icon_state = "black"
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item_state = "bgloves"
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color="brown"
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protective_temperature = 1500
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heat_transfer_coefficient = 0.01
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hos
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color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
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ce
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color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
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/obj/item/clothing/gloves/cyborg
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desc = "beep boop borp"
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name = "cyborg gloves"
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icon_state = "black"
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item_state = "r_hands"
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siemens_coefficient = 1.0
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/obj/item/clothing/gloves/latex
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name = "latex gloves"
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desc = "Sterile latex gloves."
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icon_state = "latex"
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item_state = "lgloves"
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siemens_coefficient = 0.30
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permeability_coefficient = 0.01
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protective_temperature = 310
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heat_transfer_coefficient = 0.90
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color="white"
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cmo
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color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
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/obj/item/clothing/gloves/swat
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desc = "These tactical gloves are somewhat fire and impact-resistant."
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name = "\improper SWAT Gloves"
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icon_state = "black"
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item_state = "swat_gl"
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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protective_temperature = 1100
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heat_transfer_coefficient = 0.01
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/obj/item/clothing/gloves/combat //Combined effect of SWAT gloves and insulated gloves
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desc = "These tactical gloves are somewhat fire and impact resistant."
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name = "combat gloves"
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icon_state = "black"
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item_state = "swat_gl"
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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protective_temperature = 1100
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heat_transfer_coefficient = 0.01
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/obj/item/clothing/gloves/space_ninja
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desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
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name = "ninja gloves"
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icon_state = "s-ninja"
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item_state = "s-ninja"
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siemens_coefficient = 0
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protective_temperature = 1100
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heat_transfer_coefficient = 0.05
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var/draining = 0
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var/candrain = 0
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var/mindrain = 200
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var/maxdrain = 400
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//BEEP BEEP IT'S THE COMMENT BRIGADE -Pete (gloves overhaul)
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/*
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/obj/item/clothing/gloves/stungloves/
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name = "Stungloves"
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desc = "These gloves are electrically charged."
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icon_state = "yellow"
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item_state = "ygloves"
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siemens_coefficient = 0.30
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elecgen = 1
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uses = 10
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*/
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/obj/item/clothing/gloves/yellow
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desc = "These gloves will protect the wearer from electric shock."
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name = "insulated gloves"
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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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protective_temperature = 1000
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heat_transfer_coefficient = 0.01
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color="yellow"
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/obj/item/clothing/gloves/fyellow //Cheap Chinese Crap
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desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
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name = "fake insulated gloves"
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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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protective_temperature = 800
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heat_transfer_coefficient = null
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color="yellow"
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New()
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siemens_coefficient = pick(0,0,0.25,0.5,0.5,0.75,1.5)
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heat_transfer_coefficient = pick(0.01,0.1,0.25,0.25,0.5)
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/obj/item/clothing/gloves/captain
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desc = "Regal blue gloves, with a nice gold trim. Swanky."
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name = "captain's gloves"
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icon_state = "captain"
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item_state = "egloves"
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color = "captain"
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/obj/item/clothing/gloves/botanic_leather
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desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
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name = "botanist's leather gloves"
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icon_state = "leather"
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item_state = "ggloves"
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permeability_coefficient = 0.9
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/obj/item/clothing/gloves/orange
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name = "orange gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "orange"
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item_state = "orangegloves"
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color="orange"
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/obj/item/clothing/gloves/red
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name = "red gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "red"
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item_state = "redgloves"
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color = "red"
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/obj/item/clothing/gloves/rainbow
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name = "rainbow gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "rainbow"
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item_state = "rainbowgloves"
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color = "rainbow"
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clown
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color = "clown"
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/obj/item/clothing/gloves/blue
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name = "blue gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "blue"
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item_state = "bluegloves"
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color="blue"
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/obj/item/clothing/gloves/purple
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name = "purple gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "purple"
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item_state = "purplegloves"
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color="purple"
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/obj/item/clothing/gloves/green
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name = "green gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "green"
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item_state = "greengloves"
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color="green"
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/obj/item/clothing/gloves/grey
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name = "grey gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "gray"
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item_state = "graygloves"
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color="grey"
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rd
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color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
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hop
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color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
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/obj/item/clothing/gloves/light_brown
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name = "light brown gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "lightbrown"
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item_state = "lightbrowngloves"
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color="light brown"
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/obj/item/clothing/gloves/brown
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name = "brown gloves"
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desc = "A pair of gloves, they don't look special in any way."
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icon_state = "brown"
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item_state = "browngloves"
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color="brown"
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cargo
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color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
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@@ -1,231 +0,0 @@
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// HATS. OH MY WHAT A FINE CHAPEAU, GOOD SIR.
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/obj/item/clothing/head
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name = "head"
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icon = 'hats.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_HEAD
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/obj/item/clothing/head/cakehat
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name = "cake-hat"
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desc = "It's tasty looking!"
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icon_state = "cake0"
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var/onfire = 0.0
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var/status = 0
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES
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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
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/obj/item/clothing/head/caphat
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name = "captain's hat"
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icon_state = "captain"
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desc = "It's good being the king."
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flags = FPRINT|TABLEPASS|SUITSPACE
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item_state = "caphat"
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/obj/item/clothing/head/centhat
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name = "\improper CentComm. hat"
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icon_state = "centcom"
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desc = "It's good to be emperor."
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flags = FPRINT|TABLEPASS|SUITSPACE
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item_state = "centhat"
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/obj/item/clothing/head/powdered_wig
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name = "powdered wig"
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desc = "A powdered wig."
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icon_state = "pwig"
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item_state = "pwig"
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/obj/item/clothing/head/that
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name = "top-hat"
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desc = "It's an amish looking hat."
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icon_state = "tophat"
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item_state = "that"
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/chefhat
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name = "chef's hat"
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desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
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icon_state = "chef"
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item_state = "chef"
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desc = "The commander in chef's head wear."
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/redcoat
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name = "redcoat's hat"
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icon_state = "redcoat"
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desc = "<i>'I guess it's a redhead.'</i>"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/mailman
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name = "mailman's hat"
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icon_state = "mailman"
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desc = "<i>'Right-on-time'</i> mail service head wear."
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/plaguedoctorhat
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name = "plague doctor's hat"
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desc = "These were once used by Plague doctors. They're pretty much useless."
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icon_state = "plaguedoctor"
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flags = FPRINT | TABLEPASS
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permeability_coefficient = 0.01
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/obj/item/clothing/head/beret
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name = "beret"
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desc = "A beret, a mime's favorite headwear."
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icon_state = "beret"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/chaplain_hood
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name = "chaplain's hood"
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desc = "It's hood that covers the head. It keeps you warm during the space winters."
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icon_state = "chaplain_hood"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
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/obj/item/clothing/head/nun_hood
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name = "nun hood"
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desc = "Maximum piety in this star system."
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icon_state = "nun_hood"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
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/obj/item/clothing/head/hasturhood
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name = "hastur's hood"
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desc = "It's unspeakably stylish"
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icon_state = "hasturhood"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
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/obj/item/clothing/head/nursehat
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name = "nurse's hat"
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desc = "It allows quick identification of trained medical personnel."
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icon_state = "nursehat"
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/secsoft
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name = "soft cap"
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desc = "It's baseball hat in tasteful red colour."
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icon_state = "secsoft"
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES
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item_state = "helmet"
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/obj/item/clothing/head/cargosoft
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name = "cargo cap"
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desc = "It's a baseball hat in a tasteless yellow colour."
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icon_state = "cargosoft"
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES
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item_state = "helmet"
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var/flipped = 0
|
||||
|
||||
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// CHUMP HELMETS: COOKING THEM DESTROYS THE CHUMP HELMET SPAWN.
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/obj/item/clothing/head/helmet
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name = "helmet"
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desc = "Standard Security gear. Protects the head from impacts."
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icon_state = "helmet"
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flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
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item_state = "helmet"
|
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armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
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||||
protective_temperature = 500
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heat_transfer_coefficient = 0.10
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flags_inv = HIDEEARS|HIDEEYES
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/obj/item/clothing/head/helmet/warden
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name = "warden's hat"
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desc = "It's a special helmet issued to the Warden of a securiy force. Protects the head from impacts."
|
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icon_state = "policehelm"
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flags_inv = 0
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||||
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/obj/item/clothing/head/helmet/cueball
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name = "cueball helmet"
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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"
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||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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||||
item_state="cueball"
|
||||
flags_inv = 0
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
|
||||
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||||
/obj/item/clothing/head/syndicatefake
|
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name = "red space-helmet replica"
|
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desc = "It's a very convincing 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
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/swat
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "They're often used by highly trained Swat Members."
|
||||
icon_state = "swat"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES
|
||||
item_state = "swat"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
flags_inv = HIDEEARS|HIDEEYES
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||||
|
||||
/obj/item/clothing/head/helmet/thunderdome
|
||||
name = "\improper Thunderdome helmet"
|
||||
desc = "<i>'Let the battle commence!'</i>"
|
||||
icon_state = "thunderdome"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES
|
||||
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)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/that
|
||||
name = "sturdy top-hat"
|
||||
desc = "It's 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)
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/greenbandana
|
||||
name = "green bandana"
|
||||
desc = "It's 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)
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/riot
|
||||
name = "riot helmet"
|
||||
desc = "It's 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)
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
/obj/item/clothing/head/helmet/cap
|
||||
name = "captain's cap"
|
||||
desc = "You fear to wear it for the negligence it brings."
|
||||
icon_state = "capcap"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/cardborg
|
||||
name = "cardborg helmet"
|
||||
desc = "A helmet made out of a box."
|
||||
icon_state = "cardborg_h"
|
||||
item_state = "cardborg_h"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
see_face = 0.0
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
@@ -1,544 +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
|
||||
slot_flags = SLOT_ICLOTHING
|
||||
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 = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
/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 = "feminine black jumpsuit"
|
||||
desc = "It's very smart and in a ladies-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 = "It's standardised 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 = "It's made of a special fiber which gives special 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 = "It's a jumpsuit worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpsuit"
|
||||
icon_state = "atmos"
|
||||
item_state = "atmos_suit"
|
||||
color = "atmos"
|
||||
|
||||
/obj/item/clothing/under/rank/captain
|
||||
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
|
||||
name = "captain's jumpsuit"
|
||||
icon_state = "captain"
|
||||
item_state = "caparmor"
|
||||
color = "captain"
|
||||
|
||||
/obj/item/clothing/under/rank/chaplain
|
||||
desc = "It's a black jumpsuit, often worn by religious folk."
|
||||
name = "chaplain's jumpsuit"
|
||||
icon_state = "chaplain"
|
||||
item_state = "bl_suit"
|
||||
color = "chapblack"
|
||||
|
||||
/obj/item/clothing/under/rank/engineer
|
||||
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's 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 = "forensic technician's jumpsuit"
|
||||
icon_state = "darkred"
|
||||
item_state = "r_suit"
|
||||
color = "forensicsred"
|
||||
|
||||
/obj/item/clothing/under/rank/warden
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
|
||||
name = "warden's jumpsuit"
|
||||
icon_state = "warden"
|
||||
item_state = "r_suit"
|
||||
color = "warden"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/security
|
||||
name = "security officer's jumpsuit"
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
|
||||
icon_state = "security"
|
||||
item_state = "r_suit"
|
||||
color = "secred"
|
||||
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's jumpsuit"
|
||||
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
|
||||
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 = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
|
||||
name = "geneticist's 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 = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemistry"
|
||||
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 = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
|
||||
name = "virologist's 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 = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "head of personnel's jumpsuit"
|
||||
icon_state = "hop"
|
||||
item_state = "b_suit"
|
||||
color = "hop"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_officer
|
||||
desc = "It's a jumpsuit worn by CentCom Officers."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "officer"
|
||||
item_state = "g_suit"
|
||||
color = "officer"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_commander
|
||||
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "centcom"
|
||||
item_state = "dg_suit"
|
||||
color = "centcom"
|
||||
|
||||
/obj/item/clothing/under/rank/miner
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "shaft miner's jumpsuit"
|
||||
icon_state = "miner"
|
||||
item_state = "miner"
|
||||
color = "miner"
|
||||
|
||||
/obj/item/clothing/under/rank/roboticist
|
||||
desc = "It's a slimming black with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpsuit"
|
||||
icon_state = "robotics"
|
||||
item_state = "robotics"
|
||||
color = "robotics"
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security
|
||||
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
|
||||
name = "head of security's 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 = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
|
||||
name = "chief engineer's 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 = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
|
||||
name = "research director's 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 = "It's the official uniform of the station's janitor. It 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 = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote 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 = "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."
|
||||
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)
|
||||
|
||||
//SKRUBS
|
||||
|
||||
/obj/item/clothing/under/rank/medical/blue
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
|
||||
icon_state = "scrubsblue"
|
||||
color = "scrubsblue"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/green
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
|
||||
icon_state = "scrubsgreen"
|
||||
color = "scrubsgreen"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/purple
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
|
||||
icon_state = "scrubspurple"
|
||||
color = "scrubspurple"
|
||||
|
||||
/obj/item/clothing/under/rank/chief_medical_officer
|
||||
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
|
||||
name = "chief medical officer's jumpsuit"
|
||||
icon_state = "cmo"
|
||||
item_state = "w_suit"
|
||||
color = "cmo"
|
||||
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 = "It's a jumpsuit designed to protect against minor plant-related hazards."
|
||||
name = "botanist's 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 = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
|
||||
icon_state = "qm"
|
||||
item_state = "lb_suit"
|
||||
color = "qm"
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech
|
||||
name = "cargo technician's jumpsuit"
|
||||
desc = "Shooooorts! They're comfy and easy to wear!"
|
||||
icon_state = "cargotech"
|
||||
item_state = "lb_suit"
|
||||
color = "cargo"
|
||||
|
||||
/obj/item/clothing/under/rank/mailman
|
||||
name = "mailman's jumpsuit"
|
||||
desc = "<i>'Special delivery!'</i>"
|
||||
icon_state = "mailman"
|
||||
item_state = "b_suit"
|
||||
color = "mailman"
|
||||
|
||||
/obj/item/clothing/under/sexyclown
|
||||
name = "sexy-clown suit"
|
||||
desc = "It makes you look HONKable!"
|
||||
icon_state = "sexyclown"
|
||||
item_state = "sexyclown"
|
||||
color = "sexyclown"
|
||||
|
||||
/obj/item/clothing/under/rank/bartender
|
||||
desc = "It looks like it could use some 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 = "<i>'HONK!'</i>"
|
||||
icon_state = "clown"
|
||||
item_state = "clown"
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/under/rank/chef
|
||||
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
|
||||
name = "chef's uniform"
|
||||
icon_state = "chef"
|
||||
color = "chef"
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist_new
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "geneticist's 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 = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "chemist's 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's 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's 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)
|
||||
|
||||
/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 that stylish."
|
||||
name = "head of security's 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 = "It's a very amish looking suit."
|
||||
name = "amish suit"
|
||||
icon_state = "sl_suit"
|
||||
color = "sl_suit"
|
||||
|
||||
/obj/item/clothing/under/syndicate
|
||||
name = "tactical turtleneck"
|
||||
desc = "It's some non-descript, slightly suspicious looking, 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 = "\improper Tacticool turtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
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's outfit"
|
||||
desc = "It's not very colourful."
|
||||
icon_state = "mime"
|
||||
item_state = "mime"
|
||||
color = "mime"
|
||||
|
||||
/obj/item/clothing/under/waiter
|
||||
name = "waiter's outfit"
|
||||
desc = "It's a very smart uniform with 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!"
|
||||
gender = PLURAL
|
||||
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 = "\improper NASA jumpsuit"
|
||||
desc = "It has a NASA logo on it and is made of space-proofed materials."
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
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 = "\improper Deadpool suit"
|
||||
desc = "It's the suit of Deadpool!"
|
||||
icon_state = "spiderman"
|
||||
item_state = "spiderman"
|
||||
color = "spiderman"
|
||||
|
||||
/obj/item/clothing/under/rank/nursesuit
|
||||
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "nurse's 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 = "it's a cybernetically enhanced jumpsuit used for 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)
|
||||
@@ -1,180 +0,0 @@
|
||||
// MASK WAS THAT MOVIE WITH THAT GUY WITH THE MESSED UP FACE. WHAT'S HIS NAME . . . JIM CARREY, I THINK.
|
||||
//why is this up here -Pete
|
||||
//also: please someone make this less terrible, why are things that work with internals not all under one parent, why why why why why whyyyyyyyyyyyyyyy
|
||||
|
||||
/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)
|
||||
slot_flags = SLOT_MASK
|
||||
|
||||
/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
|
||||
w_class = 2
|
||||
protective_temperature = 420
|
||||
heat_transfer_coefficient = 0.90
|
||||
gas_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.50
|
||||
|
||||
/obj/item/clothing/mask/breath/medical
|
||||
desc = "A close-fitting sterile mask that can be connected to an air supply."
|
||||
name = "medical mask"
|
||||
icon_state = "medical"
|
||||
item_state = "medical"
|
||||
|
||||
//WHY DOES THIS EXIST
|
||||
/obj/item/clothing/mask/spiderman
|
||||
desc = "A mask of Deadpool!"
|
||||
name = "\improper 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/balaclava
|
||||
name = "balaclava"
|
||||
desc = "LOADSAMONEY"
|
||||
icon_state = "balaclava"
|
||||
item_state = "balaclava"
|
||||
see_face = 0.0
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|BLOCKHAIR
|
||||
w_class = 2
|
||||
|
||||
/obj/item/clothing/mask/luchador
|
||||
name = "Luchador Mask"
|
||||
desc = "Worn by robust fighters, flying high to defeat their foes!"
|
||||
icon_state = "luchag"
|
||||
item_state = "luchag"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|BLOCKHAIR
|
||||
see_face = 0.0
|
||||
w_class = 2
|
||||
|
||||
/obj/item/clothing/mask/luchador/tecnicos
|
||||
name = "Tecnicos Mask"
|
||||
desc = "Worn by robust fighters who uphold justice and fight honorably."
|
||||
icon_state = "luchador"
|
||||
item_state = "luchador"
|
||||
|
||||
/obj/item/clothing/mask/luchador/rudos
|
||||
name = "Rudos Mask"
|
||||
desc = "Worn by robust fighters who are willing to do anything to win."
|
||||
icon_state = "luchar"
|
||||
item_state = "luchar"
|
||||
|
||||
/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/fakemoustache
|
||||
name = "fake moustache"
|
||||
desc = "Warning: moustache is fake."
|
||||
icon_state = "fake-moustache"
|
||||
flags = FPRINT|TABLEPASS
|
||||
see_face = 0.0 //Well, it's a disguise, of course.
|
||||
|
||||
//This now uses the alt sprites, like the emergency gasmask. -Pete
|
||||
/obj/item/clothing/mask/gas
|
||||
name = "gas mask"
|
||||
desc = "A face-covering mask that can be connected to an air supply."
|
||||
icon_state = "gas_alt"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|MASKCOVERSMOUTH|MASKCOVERSEYES
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
w_class = 3.0
|
||||
see_face = 0.0
|
||||
item_state = "gas_alt"
|
||||
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 = "\improper 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."
|
||||
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 wig and 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"
|
||||
@@ -54,7 +54,7 @@
|
||||
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)
|
||||
new /obj/item/clothing/head/cueball(src.loc)
|
||||
del(src)
|
||||
|
||||
/obj/effect/landmark/costume/highlander/New()
|
||||
@@ -102,15 +102,6 @@
|
||||
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)
|
||||
@@ -122,18 +113,6 @@
|
||||
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/marisawizard/fake/New()
|
||||
new /obj/item/clothing/head/wizard/marisa/fake(src.loc)
|
||||
new/obj/item/clothing/suit/wizrobe/marisa/fake(src.loc)
|
||||
@@ -152,22 +131,4 @@
|
||||
/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 = name
|
||||
del(src)
|
||||
*/
|
||||
del(src)
|
||||
@@ -6,6 +6,7 @@
|
||||
name = "changeling"
|
||||
config_tag = "changeling"
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
required_players = 15
|
||||
required_enemies = 1
|
||||
recommended_enemies = 4
|
||||
|
||||
@@ -20,8 +20,8 @@
|
||||
/datum/game_mode/cult
|
||||
name = "cult"
|
||||
config_tag = "cult"
|
||||
restricted_jobs = list("Chaplain","AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Captain", "Head of Security")
|
||||
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
protected_jobs = list()
|
||||
required_players = 15
|
||||
required_enemies = 3
|
||||
recommended_enemies = 4
|
||||
|
||||
@@ -142,7 +142,7 @@ Devices and Tools;
|
||||
/obj/item/weapon/card/emag:3:Cryptographic Sequencer;
|
||||
/obj/item/weapon/storage/toolbox/syndicate:1:Fully Loaded Toolbox;
|
||||
/obj/item/weapon/storage/syndie_kit/space:3:Space Suit;
|
||||
/obj/item/clothing/glasses/thermal:3:Thermal Imaging Glasses;
|
||||
/obj/item/clothing/glasses/thermal/syndi:3:Thermal Imaging Glasses;
|
||||
/obj/item/device/encryptionkey/binary:3:Binary Translator Key;
|
||||
/obj/item/weapon/aiModule/syndicate:7:Hacked AI Upload Module;
|
||||
/obj/item/weapon/plastique:2:C-4 (Destroys walls);
|
||||
|
||||
@@ -52,7 +52,7 @@ Devices and Tools;
|
||||
/obj/item/weapon/card/emag:3:Cryptographic Sequencer;
|
||||
/obj/item/weapon/storage/toolbox/syndicate:1:Fully Loaded Toolbox;
|
||||
/obj/item/weapon/storage/syndie_kit/space:3:Space Suit;
|
||||
/obj/item/clothing/glasses/thermal:3:Thermal Imaging Glasses;
|
||||
/obj/item/clothing/glasses/thermal/syndi:3:Thermal Imaging Glasses;
|
||||
/obj/item/device/encryptionkey/binary:3:Binary Translator Key;
|
||||
/obj/item/weapon/aiModule/syndicate:7:Hacked AI Upload Module;
|
||||
/obj/item/weapon/plastique:2:C-4 (Destroys walls);
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
/datum/game_mode/traitor
|
||||
name = "traitor"
|
||||
config_tag = "traitor"
|
||||
restricted_jobs = list()
|
||||
protected_jobs = list("Cyborg", "AI", "Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
|
||||
required_players = 0
|
||||
required_enemies = 1
|
||||
recommended_enemies = 4
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
H.equip_if_possible(new /obj/item/clothing/under/rank/chief_engineer(H), H.slot_w_uniform)
|
||||
H.equip_if_possible(new /obj/item/device/pda/heads/ce(H), H.slot_l_store)
|
||||
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes)
|
||||
H.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat/white(H), H.slot_head)
|
||||
H.equip_if_possible(new /obj/item/clothing/head/hardhat/white(H), H.slot_head)
|
||||
var/obj/item/clothing/mask/cigarette/CIG = new /obj/item/clothing/mask/cigarette(H)
|
||||
CIG.light("")
|
||||
H.equip_if_possible(CIG, H.slot_wear_mask)
|
||||
@@ -51,7 +51,7 @@
|
||||
H.equip_if_possible(new /obj/item/clothing/under/rank/engineer(H), H.slot_w_uniform)
|
||||
H.equip_if_possible(new /obj/item/clothing/shoes/orange(H), H.slot_shoes)
|
||||
H.equip_if_possible(new /obj/item/weapon/storage/belt/utility/full(H), H.slot_belt)
|
||||
H.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(H), H.slot_head)
|
||||
H.equip_if_possible(new /obj/item/clothing/head/hardhat(H), H.slot_head)
|
||||
H.equip_if_possible(new /obj/item/device/t_scanner(H), H.slot_r_store)
|
||||
H.equip_if_possible(new /obj/item/device/pda/engineering(H), H.slot_l_store)
|
||||
if(H.backbag == 1)
|
||||
|
||||
@@ -12,7 +12,7 @@ var/global/list/autolathe_recipes = list( \
|
||||
new /obj/item/weapon/screwdriver(), \
|
||||
new /obj/item/weapon/wirecutters(), \
|
||||
new /obj/item/weapon/wrench(), \
|
||||
new /obj/item/clothing/head/helmet/welding(), \
|
||||
new /obj/item/clothing/head/welding(), \
|
||||
new /obj/item/weapon/stock_parts/console_screen(), \
|
||||
new /obj/item/weapon/airlock_electronics(), \
|
||||
new /obj/item/stack/sheet/metal(), \
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
new /obj/item/device/flashlight(src)
|
||||
new /obj/item/weapon/tank/oxygen/red(src)
|
||||
new /obj/item/weapon/extinguisher(src)
|
||||
new /obj/item/clothing/head/helmet/hardhat/red(src)
|
||||
new /obj/item/clothing/head/hardhat/red(src)
|
||||
|
||||
/obj/structure/closet/firecloset/New()
|
||||
..()
|
||||
@@ -17,7 +17,7 @@
|
||||
new /obj/item/clothing/mask/gas(src)
|
||||
new /obj/item/weapon/tank/oxygen/red(src)
|
||||
new /obj/item/weapon/extinguisher(src)
|
||||
new /obj/item/clothing/head/helmet/hardhat/red(src)
|
||||
new /obj/item/clothing/head/hardhat/red(src)
|
||||
|
||||
/*switch (pickweight(list("nothing" = 5, "bare-bones" = 35, "basic" = 40, "pickpocketed" = 10, "untouched" = 10)))
|
||||
if ("nothing")
|
||||
@@ -70,7 +70,7 @@
|
||||
if(prob(5))
|
||||
new /obj/item/clothing/gloves/yellow(src)
|
||||
if(prob(40))
|
||||
new /obj/item/clothing/head/helmet/hardhat(src)
|
||||
new /obj/item/clothing/head/hardhat(src)
|
||||
|
||||
/obj/structure/closet/radiation/New()
|
||||
..()
|
||||
|
||||
@@ -15,8 +15,8 @@
|
||||
new /obj/item/weapon/storage/backpack/industrial(src)
|
||||
new /obj/item/blueprints(src)
|
||||
new /obj/item/clothing/under/rank/chief_engineer(src)
|
||||
new /obj/item/clothing/head/helmet/hardhat/white(src)
|
||||
new /obj/item/clothing/head/helmet/welding(src)
|
||||
new /obj/item/clothing/head/hardhat/white(src)
|
||||
new /obj/item/clothing/head/welding(src)
|
||||
new /obj/item/clothing/gloves/yellow(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/weapon/cartridge/ce(src)
|
||||
@@ -73,9 +73,9 @@
|
||||
New()
|
||||
..()
|
||||
sleep(2)
|
||||
new /obj/item/clothing/head/helmet/welding(src)
|
||||
new /obj/item/clothing/head/helmet/welding(src)
|
||||
new /obj/item/clothing/head/helmet/welding(src)
|
||||
new /obj/item/clothing/head/welding(src)
|
||||
new /obj/item/clothing/head/welding(src)
|
||||
new /obj/item/clothing/head/welding(src)
|
||||
new /obj/item/weapon/weldingtool/largetank(src)
|
||||
new /obj/item/weapon/weldingtool/largetank(src)
|
||||
new /obj/item/weapon/weldingtool/largetank(src)
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
new /obj/item/weapon/plantbag(src)
|
||||
new /obj/item/clothing/under/rank/hydroponics(src)
|
||||
new /obj/item/device/analyzer/plant_analyzer(src)
|
||||
new /obj/item/clothing/head/helmet/greenbandana(src)
|
||||
new /obj/item/clothing/head/greenbandana(src)
|
||||
new /obj/item/weapon/minihoe(src)
|
||||
new /obj/item/weapon/hatchet(src)
|
||||
return
|
||||
@@ -134,59 +134,6 @@
|
||||
if(M.reagents) reagents.trans_to(M, 15)
|
||||
return
|
||||
|
||||
|
||||
//Looks like most of the clothing lights are here
|
||||
/obj/item/clothing/head/helmet/hardhat/attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
|
||||
return
|
||||
on = !on
|
||||
icon_state = "hardhat[on]_[color]"
|
||||
item_state = "hardhat[on]_[color]"
|
||||
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
else
|
||||
user.total_luminosity -= brightness_on
|
||||
|
||||
/obj/item/clothing/head/helmet/hardhat/pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(0)
|
||||
|
||||
/obj/item/clothing/head/helmet/hardhat/dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
|
||||
//RIG helmet light
|
||||
/obj/item/clothing/head/helmet/space/rig/attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
|
||||
return
|
||||
on = !on
|
||||
icon_state = "rig[on]-[color]"
|
||||
item_state = "rig[on]-[color]"
|
||||
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
else
|
||||
user.total_luminosity -= brightness_on
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(0)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
|
||||
// the desk lamps are a bit special
|
||||
/obj/item/device/flashlight/lamp
|
||||
name = "desk lamp"
|
||||
|
||||
@@ -104,217 +104,6 @@ THERMAL GLASSES
|
||||
return
|
||||
|
||||
|
||||
/obj/item/clothing/under/chameleon/New()
|
||||
..()
|
||||
|
||||
for(var/U in typesof(/obj/item/clothing/under/color)-(/obj/item/clothing/under/color))
|
||||
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices += V
|
||||
|
||||
for(var/U in typesof(/obj/item/clothing/under/rank)-(/obj/item/clothing/under/rank))
|
||||
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices += V
|
||||
|
||||
return
|
||||
|
||||
|
||||
/obj/item/clothing/under/chameleon/all/New()
|
||||
..()
|
||||
|
||||
var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/chameleon/all)
|
||||
//to prevent an infinite loop
|
||||
|
||||
for(var/U in typesof(/obj/item/clothing/under)-blocked)
|
||||
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices += V
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/under/chameleon/attackby(obj/item/clothing/under/U as obj, mob/user as mob)
|
||||
..()
|
||||
|
||||
if(istype(U, /obj/item/clothing/under/chameleon))
|
||||
user << "\red Nothing happens."
|
||||
return
|
||||
|
||||
if(istype(U, /obj/item/clothing/under))
|
||||
|
||||
if(src.clothing_choices.Find(U))
|
||||
user << "\red Pattern is already recognised by the suit."
|
||||
return
|
||||
|
||||
src.clothing_choices += U
|
||||
|
||||
user << "\red Pattern absorbed by the suit."
|
||||
|
||||
/obj/item/clothing/under/chameleon/verb/change()
|
||||
set name = "Change Color"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(icon_state == "psyche")
|
||||
usr << "\red Your suit is malfunctioning"
|
||||
return
|
||||
|
||||
var/obj/item/clothing/under/A
|
||||
|
||||
A = input("Select Colour to change it to", "BOOYEA", A) in clothing_choices
|
||||
|
||||
if(!A)
|
||||
return
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
color = A.color
|
||||
usr.update_inv_w_uniform() //so our overlays update.
|
||||
|
||||
/obj/item/clothing/under/chameleon/emp_act(severity)
|
||||
name = "psychedelic"
|
||||
desc = "Groovy!"
|
||||
icon_state = "psyche"
|
||||
color = "psyche"
|
||||
spawn(200)
|
||||
name = "Black Jumpsuit"
|
||||
icon_state = "bl_suit"
|
||||
color = "black"
|
||||
desc = null
|
||||
..()
|
||||
|
||||
/*
|
||||
/obj/item/clothing/suit/swat_suit/death_commando
|
||||
name = "Death Commando Suit"
|
||||
icon_state = "death_commando_suit"
|
||||
item_state = "death_commando_suit"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE*/
|
||||
|
||||
/obj/item/clothing/mask/gas/death_commando
|
||||
name = "Death Commando Mask"
|
||||
icon_state = "death_commando_mask"
|
||||
item_state = "death_commando_mask"
|
||||
|
||||
/obj/item/clothing/under/rank/New()
|
||||
sensor_mode = pick(0,1,2,3)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/under/verb/toggle()
|
||||
set name = "Toggle Suit Sensors"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
var/mob/M = usr
|
||||
if (istype(M, /mob/dead/)) return
|
||||
if (usr.stat) return
|
||||
if(src.has_sensor >= 2)
|
||||
usr << "The controls are locked."
|
||||
return 0
|
||||
if(src.has_sensor <= 0)
|
||||
usr << "This suit does not have any sensors"
|
||||
return 0
|
||||
src.sensor_mode += 1
|
||||
if(src.sensor_mode > 3)
|
||||
src.sensor_mode = 0
|
||||
switch(src.sensor_mode)
|
||||
if(0)
|
||||
usr << "You disable your suit's remote sensing equipment."
|
||||
if(1)
|
||||
usr << "Your suit will now report whether you are live or dead."
|
||||
if(2)
|
||||
usr << "Your suit will now report your vital lifesigns."
|
||||
if(3)
|
||||
usr << "Your suit will now report your vital lifesigns as well as your coordinate position."
|
||||
..()
|
||||
|
||||
/obj/item/clothing/under/examine()
|
||||
set src in view()
|
||||
..()
|
||||
switch(src.sensor_mode)
|
||||
if(0)
|
||||
usr << "Its sensors appear to be disabled."
|
||||
if(1)
|
||||
usr << "Its binary life sensors appear to be enabled."
|
||||
if(2)
|
||||
usr << "Its vital tracker appears to be enabled."
|
||||
if(3)
|
||||
usr << "Its vital tracker and tracking beacon appear to be enabled."
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/welding/attack_self()
|
||||
toggle()
|
||||
|
||||
/obj/item/clothing/head/helmet/welding/verb/toggle()
|
||||
set category = "Object"
|
||||
set name = "Adjust welding mask"
|
||||
set src in usr
|
||||
|
||||
if(usr.canmove && !usr.stat && !usr.restrained())
|
||||
if(src.up)
|
||||
src.up = !src.up
|
||||
src.see_face = !src.see_face
|
||||
src.flags |= HEADCOVERSEYES
|
||||
flags_inv |= HIDEMASK|HIDEEARS|HIDEEYES
|
||||
icon_state = "welding"
|
||||
usr << "You flip the mask down to protect your eyes."
|
||||
else
|
||||
src.up = !src.up
|
||||
src.see_face = !src.see_face
|
||||
src.flags &= ~HEADCOVERSEYES
|
||||
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES)
|
||||
icon_state = "weldingup"
|
||||
usr << "You push the mask up out of your face."
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
|
||||
/obj/item/clothing/head/cargosoft/dropped()
|
||||
src.icon_state = "cargosoft"
|
||||
src.flipped=0
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/cargosoft/verb/flip()
|
||||
set category = "Object"
|
||||
set name = "Flip cap"
|
||||
set src in usr
|
||||
if(usr.canmove && !usr.stat && !usr.restrained())
|
||||
src.flipped = !src.flipped
|
||||
if(src.flipped)
|
||||
icon_state = "cargosoft_flipped"
|
||||
usr << "You flip the hat backwards."
|
||||
else
|
||||
icon_state = "cargosoft"
|
||||
usr << "You flip the hat back in normal position."
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
|
||||
|
||||
/obj/item/clothing/shoes/magboots/verb/toggle()
|
||||
set name = "Toggle Magboots"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(src.magpulse)
|
||||
src.flags &= ~NOSLIP
|
||||
src.slowdown = SHOES_SLOWDOWN
|
||||
src.magpulse = 0
|
||||
icon_state = "magboots0"
|
||||
usr << "You disable the mag-pulse traction system."
|
||||
else
|
||||
src.flags |= NOSLIP
|
||||
src.slowdown = 2
|
||||
src.magpulse = 1
|
||||
icon_state = "magboots1"
|
||||
usr << "You enable the mag-pulse traction system."
|
||||
usr.update_inv_shoes() //so our mob-overlays update
|
||||
|
||||
/obj/item/clothing/shoes/magboots/examine()
|
||||
set src in view()
|
||||
..()
|
||||
var/state = "disabled"
|
||||
if(src.flags&NOSLIP)
|
||||
state = "enabled"
|
||||
usr << "Its mag-pulse traction system appears to be [state]."
|
||||
|
||||
/obj/item/clothing/suit/suit/verb/toggle()
|
||||
set name = "Toggle Jacket Buttons"
|
||||
@@ -337,62 +126,6 @@ THERMAL GLASSES
|
||||
return
|
||||
usr.update_inv_wear_suit()
|
||||
|
||||
/obj/item/clothing/suit/labcoat/verb/toggle()
|
||||
set name = "Toggle Labcoat Buttons"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!usr.canmove || usr.stat || usr.restrained())
|
||||
return 0
|
||||
|
||||
switch(icon_state)
|
||||
if("labcoat_open")
|
||||
src.icon_state = "labcoat"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat")
|
||||
src.icon_state = "labcoat_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_cmo_open")
|
||||
src.icon_state = "labcoat_cmo"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_cmo")
|
||||
src.icon_state = "labcoat_cmo_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_gen_open")
|
||||
src.icon_state = "labcoat_gen"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_gen")
|
||||
src.icon_state = "labcoat_gen_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_chem_open")
|
||||
src.icon_state = "labcoat_chem"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_chem")
|
||||
src.icon_state = "labcoat_chem_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_vir_open")
|
||||
src.icon_state = "labcoat_vir"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_vir")
|
||||
src.icon_state = "labcoat_vir_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_tox_open")
|
||||
src.icon_state = "labcoat_tox"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_tox")
|
||||
src.icon_state = "labcoat_tox_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labgreen_open")
|
||||
src.icon_state = "labgreen"
|
||||
usr << "You button up the labcoat."
|
||||
if("labgreen")
|
||||
src.icon_state = "labgreen_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
else
|
||||
usr << "You attempt to button-up the velcro on your [src], before promptly realising how retarded you are."
|
||||
return
|
||||
usr.update_inv_wear_suit() //so our overlays update
|
||||
|
||||
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
|
||||
if(src.icon_state == "ushankadown")
|
||||
src.icon_state = "ushankaup"
|
||||
@@ -404,16 +137,4 @@ THERMAL GLASSES
|
||||
user << "You lower the ear flaps on the ushanka."
|
||||
|
||||
|
||||
/obj/item/clothing/glasses/thermal/emp_act(severity)
|
||||
if(istype(src.loc, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/M = src.loc
|
||||
M << "\red The Optical Thermal Scanner overloads and blinds you!"
|
||||
if(M.glasses == src)
|
||||
M.eye_blind = 3
|
||||
M.eye_blurry = 5
|
||||
M.disabilities |= 1
|
||||
spawn(100)
|
||||
M.disabilities &= ~1
|
||||
..()
|
||||
|
||||
|
||||
|
||||
@@ -159,7 +159,7 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
|
||||
..()
|
||||
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/twohanded/fireaxe) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/kitchenknife) || istype(W, /obj/item/weapon/melee/energy))
|
||||
user.show_message("<span class='notice'>You carve a face into [src]!</span>", 1)
|
||||
new /obj/item/clothing/head/helmet/hardhat/pumpkinhead (user.loc)
|
||||
new /obj/item/clothing/head/pumpkinhead (user.loc)
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
@@ -151,7 +151,7 @@ var/global/list/datum/stack_recipe/cardboard_recipes = list ( \
|
||||
new/datum/stack_recipe("light bulbs", /obj/item/weapon/storage/lightbox/bulbs), \
|
||||
new/datum/stack_recipe("mouse traps", /obj/item/weapon/storage/mousetraps), \
|
||||
new/datum/stack_recipe("cardborg suit", /obj/item/clothing/suit/cardborg, 3), \
|
||||
new/datum/stack_recipe("cardborg helmet", /obj/item/clothing/head/helmet/cardborg), \
|
||||
new/datum/stack_recipe("cardborg helmet", /obj/item/clothing/head/cardborg), \
|
||||
)
|
||||
|
||||
/obj/item/stack/sheet/cardboard
|
||||
|
||||
@@ -322,7 +322,7 @@
|
||||
|
||||
if ("murder")
|
||||
new /obj/item/weapon/melee/energy/sword(src)
|
||||
new /obj/item/clothing/glasses/thermal(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/clothing/shoes/syndigaloshes(src)
|
||||
return
|
||||
|
||||
@@ -124,7 +124,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit
|
||||
randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant
|
||||
randomItems.Add("/obj/item/clothing/glasses/thermal") //Thermal Imaging Goggles
|
||||
randomItems.Add("/obj/item/clothing/glasses/thermal/syndi") //Thermal Imaging Goggles
|
||||
|
||||
if(uses > 1)
|
||||
/*
|
||||
@@ -165,7 +165,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
|
||||
uses -= 4
|
||||
if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
|
||||
"/obj/item/weapon/card/id/syndicate" , "/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
|
||||
"/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal")
|
||||
"/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal/syndi")
|
||||
uses -= 3
|
||||
if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique")
|
||||
uses -= 2
|
||||
@@ -221,7 +221,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
|
||||
feedback_add_details("traitor_uplink_items_bought","BT")
|
||||
if("/obj/item/weapon/storage/syndie_kit/imp_freedom")
|
||||
feedback_add_details("traitor_uplink_items_bought","FI")
|
||||
if("/obj/item/clothing/glasses/thermal")
|
||||
if("/obj/item/clothing/glasses/thermal/syndi")
|
||||
feedback_add_details("traitor_uplink_items_bought","TM")
|
||||
if("/obj/item/ammo_magazine/a357")
|
||||
feedback_add_details("traitor_uplink_items_bought","RA")
|
||||
|
||||
@@ -585,7 +585,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/white(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/latex(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/mask/surgical(M), M.slot_wear_mask)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/welding(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/apron(M), M.slot_wear_suit)
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
// EARS
|
||||
|
||||
/obj/item/clothing/ears
|
||||
name = "ears"
|
||||
w_class = 1.0
|
||||
@@ -79,14 +79,32 @@
|
||||
src.hud = new/obj/item/clothing/glasses/hud/security(src)
|
||||
return
|
||||
|
||||
/obj/item/clothing/glasses/thermal //These are now a traitor item, concealed as mesons. -Pete
|
||||
/obj/item/clothing/glasses/thermal
|
||||
name = "Optical Thermal Scanner"
|
||||
desc = "Thermals in the shape of glasses."
|
||||
icon_state = "thermal"
|
||||
item_state = "glasses"
|
||||
origin_tech = "magnets=3"
|
||||
vision_flags = SEE_MOBS
|
||||
invisa_view = 2
|
||||
|
||||
emp_act(severity)
|
||||
if(istype(src.loc, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/M = src.loc
|
||||
M << "\red The Optical Thermal Scanner overloads and blinds you!"
|
||||
if(M.glasses == src)
|
||||
M.eye_blind = 3
|
||||
M.eye_blurry = 5
|
||||
M.disabilities |= 1
|
||||
spawn(100)
|
||||
M.disabilities &= ~1
|
||||
..()
|
||||
|
||||
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
|
||||
name = "Optical Meson Scanner"
|
||||
desc = "Used for seeing walls, floors, and stuff through anything."
|
||||
icon_state = "meson"
|
||||
item_state = "glasses"
|
||||
origin_tech = "magnets=3;syndicate=4"
|
||||
vision_flags = SEE_MOBS
|
||||
invisa_view = 2
|
||||
|
||||
/obj/item/clothing/glasses/thermal/monocle
|
||||
name = "Thermoncle"
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
/obj/item/clothing/gloves
|
||||
name = "gloves"
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
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
|
||||
slot_flags = SLOT_GLOVES
|
||||
@@ -0,0 +1,27 @@
|
||||
/obj/item/clothing/gloves/boxing
|
||||
name = "boxing gloves"
|
||||
desc = "Because you really needed another excuse to punch your crewmates."
|
||||
icon_state = "boxing"
|
||||
item_state = "boxing"
|
||||
|
||||
/obj/item/clothing/gloves/boxing/green
|
||||
icon_state = "boxinggreen"
|
||||
item_state = "boxinggreen"
|
||||
|
||||
/obj/item/clothing/gloves/boxing/blue
|
||||
icon_state = "boxingblue"
|
||||
item_state = "boxingblue"
|
||||
|
||||
/obj/item/clothing/gloves/boxing/yellow
|
||||
icon_state = "boxingyellow"
|
||||
item_state = "boxingyellow"
|
||||
|
||||
/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.
|
||||
@@ -0,0 +1,116 @@
|
||||
/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/fyellow //Cheap Chinese Crap
|
||||
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
|
||||
name = "budget insulated gloves"
|
||||
icon_state = "yellow"
|
||||
item_state = "ygloves"
|
||||
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
|
||||
permeability_coefficient = 0.05
|
||||
protective_temperature = 800
|
||||
|
||||
color="yellow"
|
||||
|
||||
New()
|
||||
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
|
||||
if(siemens_coefficient == 0)
|
||||
heat_transfer_coefficient = 0.01
|
||||
|
||||
/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/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
|
||||
name = "red gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "red"
|
||||
item_state = "redgloves"
|
||||
color = "red"
|
||||
|
||||
/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.
|
||||
@@ -0,0 +1,49 @@
|
||||
|
||||
/obj/item/clothing/gloves/cyborg
|
||||
desc = "beep boop borp"
|
||||
name = "cyborg gloves"
|
||||
icon_state = "black"
|
||||
item_state = "r_hands"
|
||||
siemens_coefficient = 1.0
|
||||
|
||||
|
||||
/obj/item/clothing/gloves/swat
|
||||
desc = "These tactical gloves are somewhat fire and impact-resistant."
|
||||
name = "\improper 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/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/botanic_leather
|
||||
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
|
||||
name = "botanist's leather gloves"
|
||||
icon_state = "leather"
|
||||
item_state = "ggloves"
|
||||
permeability_coefficient = 0.9
|
||||
@@ -0,0 +1,5 @@
|
||||
/obj/item/clothing/head
|
||||
name = "head"
|
||||
icon = 'hats.dmi'
|
||||
body_parts_covered = HEAD
|
||||
slot_flags = SLOT_HEAD
|
||||
@@ -0,0 +1,26 @@
|
||||
/obj/item/clothing/head/cargosoft
|
||||
name = "cargo cap"
|
||||
desc = "It's a baseball hat in a tasteless yellow colour."
|
||||
icon_state = "cargosoft"
|
||||
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
|
||||
item_state = "helmet"
|
||||
var/flipped = 0
|
||||
|
||||
dropped()
|
||||
src.icon_state = "cargosoft"
|
||||
src.flipped=0
|
||||
..()
|
||||
|
||||
verb/flip()
|
||||
set category = "Object"
|
||||
set name = "Flip cap"
|
||||
set src in usr
|
||||
if(usr.canmove && !usr.stat && !usr.restrained())
|
||||
src.flipped = !src.flipped
|
||||
if(src.flipped)
|
||||
icon_state = "cargosoft_flipped"
|
||||
usr << "You flip the hat backwards."
|
||||
else
|
||||
icon_state = "cargosoft"
|
||||
usr << "You flip the hat back in normal position."
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
@@ -1,4 +1,4 @@
|
||||
/obj/item/clothing/head/helmet/hardhat
|
||||
/obj/item/clothing/head/hardhat
|
||||
name = "hard hat"
|
||||
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
|
||||
icon_state = "hardhat0_yellow"
|
||||
@@ -10,37 +10,52 @@
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/hardhat/orange
|
||||
attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
|
||||
return
|
||||
on = !on
|
||||
icon_state = "hardhat[on]_[color]"
|
||||
item_state = "hardhat[on]_[color]"
|
||||
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
else
|
||||
user.total_luminosity -= brightness_on
|
||||
|
||||
pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(0)
|
||||
|
||||
dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
|
||||
|
||||
/obj/item/clothing/head/hardhat/orange
|
||||
icon_state = "hardhat0_orange"
|
||||
item_state = "hardhat0_orange"
|
||||
color = "orange"
|
||||
|
||||
/obj/item/clothing/head/helmet/hardhat/red
|
||||
/obj/item/clothing/head/hardhat/red
|
||||
icon_state = "hardhat0_red"
|
||||
item_state = "hardhat0_red"
|
||||
color = "red"
|
||||
name = "firefighter helmet"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | STOPSPRESSUREDMAGE
|
||||
|
||||
/obj/item/clothing/head/helmet/hardhat/white
|
||||
/obj/item/clothing/head/hardhat/white
|
||||
icon_state = "hardhat0_white"
|
||||
item_state = "hardhat0_white"
|
||||
color = "white"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | STOPSPRESSUREDMAGE
|
||||
|
||||
/obj/item/clothing/head/helmet/hardhat/dblue
|
||||
/obj/item/clothing/head/hardhat/dblue
|
||||
icon_state = "hardhat0_dblue"
|
||||
item_state = "hardhat0_dblue"
|
||||
color = "dblue"
|
||||
|
||||
/obj/item/clothing/head/helmet/hardhat/pumpkinhead
|
||||
name = "carved pumpkin"
|
||||
desc = "A jack o' lantern! Believed to ward off evil spirits."
|
||||
icon_state = "hardhat0_pumpkin"
|
||||
item_state = "hardhat0_pumpkin"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
|
||||
brightness_on = 3
|
||||
see_face = 0.0
|
||||
color = "pumpkin"
|
||||
armor = list(melee = 5, bullet = 0, laser = 5,energy = 5, bomb = 5, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
@@ -0,0 +1,16 @@
|
||||
/obj/item/clothing/head/helmet/swat
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "They're often used by highly trained Swat Members."
|
||||
icon_state = "swat"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES
|
||||
item_state = "swat"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/thunderdome
|
||||
name = "\improper Thunderdome helmet"
|
||||
desc = "<i>'Let the battle commence!'</i>"
|
||||
icon_state = "thunderdome"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES
|
||||
item_state = "thunderdome"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
@@ -0,0 +1,138 @@
|
||||
/obj/item/clothing/head/cakehat
|
||||
name = "cake-hat"
|
||||
desc = "It's tasty looking!"
|
||||
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/centhat
|
||||
name = "\improper CentComm. hat"
|
||||
icon_state = "centcom"
|
||||
desc = "It's good to be emperor."
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
item_state = "centhat"
|
||||
|
||||
/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 = "It's an amish looking hat."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/chefhat
|
||||
name = "chef's hat"
|
||||
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
desc = "The commander in chef's head wear."
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/redcoat
|
||||
name = "redcoat's hat"
|
||||
icon_state = "redcoat"
|
||||
desc = "<i>'I guess it's a redhead.'</i>"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/mailman
|
||||
name = "mailman's hat"
|
||||
icon_state = "mailman"
|
||||
desc = "<i>'Right-on-time'</i> mail service head wear."
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/plaguedoctorhat
|
||||
name = "plague doctor's hat"
|
||||
desc = "These were once used by Plague doctors. They're pretty much 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
|
||||
|
||||
/obj/item/clothing/head/chaplain_hood
|
||||
name = "chaplain's hood"
|
||||
desc = "It's hood that covers the head. It keeps you warm during the space winters."
|
||||
icon_state = "chaplain_hood"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
|
||||
|
||||
/obj/item/clothing/head/nun_hood
|
||||
name = "nun hood"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun_hood"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
|
||||
|
||||
/obj/item/clothing/head/hasturhood
|
||||
name = "hastur's hood"
|
||||
desc = "It's unspeakably stylish"
|
||||
icon_state = "hasturhood"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
|
||||
|
||||
/obj/item/clothing/head/nursehat
|
||||
name = "nurse's hat"
|
||||
desc = "It allows quick identification of trained medical personnel."
|
||||
icon_state = "nursehat"
|
||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/syndicatefake
|
||||
name = "red space-helmet replica"
|
||||
desc = "It's a very convincing 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
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
|
||||
/obj/item/clothing/head/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"
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/that
|
||||
name = "sturdy top-hat"
|
||||
desc = "It's an amish looking armored top hat."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
flags = FPRINT|TABLEPASS
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/greenbandana
|
||||
name = "green bandana"
|
||||
desc = "It's a green bandana with some fine nanotech lining."
|
||||
icon_state = "greenbandana"
|
||||
item_state = "greenbandana"
|
||||
flags = FPRINT|TABLEPASS
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/cardborg
|
||||
name = "cardborg helmet"
|
||||
desc = "A helmet made out of a box."
|
||||
icon_state = "cardborg_h"
|
||||
item_state = "cardborg_h"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
see_face = 0.0
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/pumpkinhead
|
||||
name = "carved pumpkin"
|
||||
desc = "A jack o' lantern! Believed to ward off evil spirits."
|
||||
icon_state = "hardhat0_pumpkin"
|
||||
item_state = "hardhat0_pumpkin"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
|
||||
see_face = 0.0
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
@@ -0,0 +1,32 @@
|
||||
/obj/item/clothing/head/helmet
|
||||
name = "helmet"
|
||||
desc = "Standard Security gear. Protects the head from impacts."
|
||||
icon_state = "helmet"
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADCOVERSEYES
|
||||
item_state = "helmet"
|
||||
armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
protective_temperature = 500
|
||||
heat_transfer_coefficient = 0.10
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/warden
|
||||
name = "warden's hat"
|
||||
desc = "It's a special helmet issued to the Warden of a securiy force. Protects the head from impacts."
|
||||
icon_state = "policehelm"
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/riot
|
||||
name = "riot helmet"
|
||||
desc = "It's 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)
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
/obj/item/clothing/head/secsoft
|
||||
name = "soft cap"
|
||||
desc = "It's baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
|
||||
item_state = "helmet"
|
||||
@@ -0,0 +1,40 @@
|
||||
/obj/item/clothing/head/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 = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
|
||||
attack_self()
|
||||
toggle()
|
||||
|
||||
|
||||
verb/toggle()
|
||||
set category = "Object"
|
||||
set name = "Adjust welding mask"
|
||||
set src in usr
|
||||
|
||||
if(usr.canmove && !usr.stat && !usr.restrained())
|
||||
if(src.up)
|
||||
src.up = !src.up
|
||||
src.see_face = !src.see_face
|
||||
src.flags |= HEADCOVERSEYES
|
||||
flags_inv |= HIDEMASK|HIDEEARS|HIDEEYES
|
||||
icon_state = "welding"
|
||||
usr << "You flip the mask down to protect your eyes."
|
||||
else
|
||||
src.up = !src.up
|
||||
src.see_face = !src.see_face
|
||||
src.flags &= ~HEADCOVERSEYES
|
||||
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES)
|
||||
icon_state = "weldingup"
|
||||
usr << "You push the mask up out of your face."
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
@@ -0,0 +1,5 @@
|
||||
/obj/item/clothing/mask
|
||||
name = "mask"
|
||||
icon = 'masks.dmi'
|
||||
body_parts_covered = HEAD
|
||||
slot_flags = SLOT_MASK
|
||||
@@ -0,0 +1,29 @@
|
||||
/obj/item/clothing/mask/balaclava
|
||||
name = "balaclava"
|
||||
desc = "LOADSAMONEY"
|
||||
icon_state = "balaclava"
|
||||
item_state = "balaclava"
|
||||
see_face = 0.0
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|BLOCKHAIR
|
||||
w_class = 2
|
||||
|
||||
/obj/item/clothing/mask/luchador
|
||||
name = "Luchador Mask"
|
||||
desc = "Worn by robust fighters, flying high to defeat their foes!"
|
||||
icon_state = "luchag"
|
||||
item_state = "luchag"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|BLOCKHAIR
|
||||
see_face = 0.0
|
||||
w_class = 2
|
||||
|
||||
/obj/item/clothing/mask/luchador/tecnicos
|
||||
name = "Tecnicos Mask"
|
||||
desc = "Worn by robust fighters who uphold justice and fight honorably."
|
||||
icon_state = "luchador"
|
||||
item_state = "luchador"
|
||||
|
||||
/obj/item/clothing/mask/luchador/rudos
|
||||
name = "Rudos Mask"
|
||||
desc = "Worn by robust fighters who are willing to do anything to win."
|
||||
icon_state = "luchar"
|
||||
item_state = "luchar"
|
||||
@@ -0,0 +1,17 @@
|
||||
/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
|
||||
w_class = 2
|
||||
protective_temperature = 420
|
||||
heat_transfer_coefficient = 0.90
|
||||
gas_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.50
|
||||
|
||||
/obj/item/clothing/mask/breath/medical
|
||||
desc = "A close-fitting sterile mask that can be connected to an air supply."
|
||||
name = "medical mask"
|
||||
icon_state = "medical"
|
||||
item_state = "medical"
|
||||
@@ -0,0 +1,80 @@
|
||||
/obj/item/clothing/mask/gas
|
||||
name = "gas mask"
|
||||
desc = "A face-covering mask that can be connected to an air supply."
|
||||
icon_state = "gas_alt"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|MASKCOVERSMOUTH|MASKCOVERSEYES
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
w_class = 3.0
|
||||
see_face = 0.0
|
||||
item_state = "gas_alt"
|
||||
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/swat
|
||||
name = "\improper 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."
|
||||
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 wig and 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/death_commando
|
||||
name = "Death Commando Mask"
|
||||
icon_state = "death_commando_mask"
|
||||
item_state = "death_commando_mask"
|
||||
@@ -0,0 +1,31 @@
|
||||
/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 = 0,energy = 0, bomb = 0, bio = 25, rad = 0)
|
||||
|
||||
/obj/item/clothing/mask/fakemoustache
|
||||
name = "fake moustache"
|
||||
desc = "Warning: moustache is fake."
|
||||
icon_state = "fake-moustache"
|
||||
flags = FPRINT|TABLEPASS
|
||||
see_face = 0.0 //Well, it's a disguise, of course.
|
||||
|
||||
/obj/item/clothing/mask/owl_mask
|
||||
name = "owl mask"
|
||||
desc = "Twoooo!"
|
||||
icon_state = "owl"
|
||||
@@ -24,23 +24,6 @@
|
||||
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!"
|
||||
@@ -73,12 +56,6 @@
|
||||
fire_resist = T0C+5200
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/*/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"
|
||||
@@ -118,100 +95,6 @@
|
||||
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
|
||||
@@ -269,13 +152,6 @@
|
||||
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" */ //No Sprite - Shiftyeyesshady
|
||||
|
||||
/obj/item/clothing/head/flatcap
|
||||
name = "flat cap"
|
||||
@@ -484,26 +360,6 @@
|
||||
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"
|
||||
@@ -0,0 +1,14 @@
|
||||
/obj/item/clothing/shoes
|
||||
name = "shoes"
|
||||
icon = 'shoes.dmi'
|
||||
desc = "Comfortable-looking shoes."
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
|
||||
body_parts_covered = FEET
|
||||
slot_flags = SLOT_FEET
|
||||
|
||||
protective_temperature = 500
|
||||
heat_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.50
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
/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
|
||||
|
||||
|
||||
verb/toggle()
|
||||
set name = "Toggle Magboots"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(src.magpulse)
|
||||
src.flags &= ~NOSLIP
|
||||
src.slowdown = SHOES_SLOWDOWN
|
||||
src.magpulse = 0
|
||||
icon_state = "magboots0"
|
||||
usr << "You disable the mag-pulse traction system."
|
||||
else
|
||||
src.flags |= NOSLIP
|
||||
src.slowdown = 2
|
||||
src.magpulse = 1
|
||||
icon_state = "magboots1"
|
||||
usr << "You enable the mag-pulse traction system."
|
||||
usr.update_inv_shoes() //so our mob-overlays update
|
||||
|
||||
|
||||
examine()
|
||||
set src in view()
|
||||
..()
|
||||
var/state = "disabled"
|
||||
if(src.flags&NOSLIP)
|
||||
state = "enabled"
|
||||
usr << "Its mag-pulse traction system appears to be [state]."
|
||||
@@ -1,19 +1,5 @@
|
||||
/obj/item/clothing/shoes
|
||||
name = "shoes"
|
||||
icon = 'shoes.dmi'
|
||||
desc = "Comfortable-looking shoes."
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
|
||||
body_parts_covered = FEET
|
||||
slot_flags = SLOT_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)
|
||||
|
||||
|
||||
//These still need to be broken down into other files or such
|
||||
/obj/item/clothing/shoes/syndigaloshes
|
||||
desc = "A pair of brown shoes. They seem to have extra grip."
|
||||
name = "brown shoes"
|
||||
@@ -90,6 +76,18 @@
|
||||
var/chained = 0
|
||||
color = "orange"
|
||||
|
||||
/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/shoes/swat
|
||||
name = "\improper SWAT shoes"
|
||||
desc = "When you want to turn up the heat."
|
||||
@@ -137,15 +135,6 @@
|
||||
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"
|
||||
@@ -1,36 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/engineer
|
||||
name = "environment suit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES
|
||||
see_face = 1
|
||||
flags_inv = HIDEEARS
|
||||
icon_state = "engspace_helmet"
|
||||
item_state = "engspace_helmet"
|
||||
protective_temperature = 5000
|
||||
armor = list(melee = 20, bullet = 5, laser = 10,energy = 5, bomb = 15, bio = 100, rad = 75)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/engineer/ce
|
||||
name = "chief engineer's environment suit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
icon_state = "cespace_helmet"
|
||||
item_state = "cespace_helmet"
|
||||
|
||||
/obj/item/clothing/suit/space/engineer
|
||||
name = "environment suit"
|
||||
desc = "An environment suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "engspace_suit"
|
||||
item_state = "engspace_suit"
|
||||
protective_temperature = 5000 //For not dieing near a fire, but still not being great in a full inferno
|
||||
slowdown = 2
|
||||
armor = list(melee = 20, bullet = 5, laser = 10,energy = 5, bomb = 15, bio = 100, rad = 75)
|
||||
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
|
||||
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
|
||||
/obj/item/device/radio, /obj/item/device/analyzer)
|
||||
//yes, you can fit everything and your dog in it.
|
||||
//i figure this might mitigate some of the inevitable bitching about it being a downgrade from the rig.
|
||||
|
||||
/obj/item/clothing/suit/space/engineer/ce
|
||||
name = "chief engineer's environment suit"
|
||||
desc = "An environment suit that protects against hazardous, low pressure environments. Has radiation shielding and Chief Engineer colours."
|
||||
icon_state = "cespace_suit"
|
||||
item_state = "cespace_suit"
|
||||
@@ -1,4 +1,15 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
|
||||
/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
|
||||
|
||||
/obj/item/clothing/head/helmet/space/space_ninja
|
||||
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
|
||||
|
||||
@@ -9,6 +9,32 @@
|
||||
var/on = 0
|
||||
color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
|
||||
|
||||
attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
|
||||
return
|
||||
on = !on
|
||||
icon_state = "rig[on]-[color]"
|
||||
item_state = "rig[on]-[color]"
|
||||
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
else
|
||||
user.total_luminosity -= brightness_on
|
||||
|
||||
pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(0)
|
||||
|
||||
dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/mining
|
||||
name = "mining hardsuit helmet"
|
||||
icon_state = "rig0-mining"
|
||||
|
||||
@@ -30,26 +30,3 @@
|
||||
slowdown = 1.5
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/radiation
|
||||
name = "Radiation Hood"
|
||||
icon_state = "rad"
|
||||
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/radiation
|
||||
name = "Radiation suit"
|
||||
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
|
||||
icon_state = "rad"
|
||||
item_state = "rad_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
heat_transfer_coefficient = 0.30
|
||||
protective_temperature = 1000
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
@@ -10,6 +10,62 @@
|
||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
verb/toggle()
|
||||
set name = "Toggle Labcoat Buttons"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!usr.canmove || usr.stat || usr.restrained())
|
||||
return 0
|
||||
|
||||
switch(icon_state)
|
||||
if("labcoat_open")
|
||||
src.icon_state = "labcoat"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat")
|
||||
src.icon_state = "labcoat_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_cmo_open")
|
||||
src.icon_state = "labcoat_cmo"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_cmo")
|
||||
src.icon_state = "labcoat_cmo_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_gen_open")
|
||||
src.icon_state = "labcoat_gen"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_gen")
|
||||
src.icon_state = "labcoat_gen_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_chem_open")
|
||||
src.icon_state = "labcoat_chem"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_chem")
|
||||
src.icon_state = "labcoat_chem_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_vir_open")
|
||||
src.icon_state = "labcoat_vir"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_vir")
|
||||
src.icon_state = "labcoat_vir_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labcoat_tox_open")
|
||||
src.icon_state = "labcoat_tox"
|
||||
usr << "You button up the labcoat."
|
||||
if("labcoat_tox")
|
||||
src.icon_state = "labcoat_tox_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
if("labgreen_open")
|
||||
src.icon_state = "labgreen"
|
||||
usr << "You button up the labcoat."
|
||||
if("labgreen")
|
||||
src.icon_state = "labgreen_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
else
|
||||
usr << "You attempt to button-up the velcro on your [src], before promptly realising how retarded you are."
|
||||
return
|
||||
usr.update_inv_wear_suit() //so our overlays update
|
||||
|
||||
/obj/item/clothing/suit/labcoat/cmo
|
||||
name = "chief medical officer's labcoat"
|
||||
desc = "Bluer than the standard model."
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
/obj/item/clothing/head/radiation
|
||||
name = "Radiation Hood"
|
||||
icon_state = "rad"
|
||||
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/radiation
|
||||
name = "Radiation suit"
|
||||
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
|
||||
icon_state = "rad"
|
||||
item_state = "rad_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
heat_transfer_coefficient = 0.30
|
||||
protective_temperature = 1000
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
@@ -0,0 +1,64 @@
|
||||
/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
|
||||
slot_flags = SLOT_ICLOTHING
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
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
|
||||
*/
|
||||
|
||||
|
||||
examine()
|
||||
set src in view()
|
||||
..()
|
||||
switch(src.sensor_mode)
|
||||
if(0)
|
||||
usr << "Its sensors appear to be disabled."
|
||||
if(1)
|
||||
usr << "Its binary life sensors appear to be enabled."
|
||||
if(2)
|
||||
usr << "Its vital tracker appears to be enabled."
|
||||
if(3)
|
||||
usr << "Its vital tracker and tracking beacon appear to be enabled."
|
||||
|
||||
|
||||
verb/toggle()
|
||||
set name = "Toggle Suit Sensors"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
var/mob/M = usr
|
||||
if (istype(M, /mob/dead/)) return
|
||||
if (usr.stat) return
|
||||
if(src.has_sensor >= 2)
|
||||
usr << "The controls are locked."
|
||||
return 0
|
||||
if(src.has_sensor <= 0)
|
||||
usr << "This suit does not have any sensors"
|
||||
return 0
|
||||
src.sensor_mode += 1
|
||||
if(src.sensor_mode > 3)
|
||||
src.sensor_mode = 0
|
||||
switch(src.sensor_mode)
|
||||
if(0)
|
||||
usr << "You disable your suit's remote sensing equipment."
|
||||
if(1)
|
||||
usr << "Your suit will now report whether you are live or dead."
|
||||
if(2)
|
||||
usr << "Your suit will now report your vital lifesigns."
|
||||
if(3)
|
||||
usr << "Your suit will now report your vital lifesigns as well as your coordinate position."
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/New()
|
||||
sensor_mode = pick(0,1,2,3)
|
||||
..()
|
||||
@@ -0,0 +1,20 @@
|
||||
/obj/item/clothing/under/rank/cargo
|
||||
name = "quartermaster's jumpsuit"
|
||||
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
|
||||
icon_state = "qm"
|
||||
item_state = "lb_suit"
|
||||
color = "qm"
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech
|
||||
name = "cargo technician's jumpsuit"
|
||||
desc = "Shooooorts! They're comfy and easy to wear!"
|
||||
icon_state = "cargotech"
|
||||
item_state = "lb_suit"
|
||||
color = "cargo"
|
||||
|
||||
/obj/item/clothing/under/rank/miner
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "shaft miner's jumpsuit"
|
||||
icon_state = "miner"
|
||||
item_state = "miner"
|
||||
color = "miner"
|
||||
@@ -0,0 +1,81 @@
|
||||
/obj/item/clothing/under/chameleon
|
||||
//starts off as black
|
||||
name = "black jumpsuit"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
for(var/U in typesof(/obj/item/clothing/under/color)-(/obj/item/clothing/under/color))
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices += V
|
||||
|
||||
for(var/U in typesof(/obj/item/clothing/under/rank)-(/obj/item/clothing/under/rank))
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices += V
|
||||
return
|
||||
|
||||
|
||||
attackby(obj/item/clothing/under/U as obj, mob/user as mob)
|
||||
..()
|
||||
if(istype(U, /obj/item/clothing/under/chameleon))
|
||||
user << "\red Nothing happens."
|
||||
return
|
||||
if(istype(U, /obj/item/clothing/under))
|
||||
if(src.clothing_choices.Find(U))
|
||||
user << "\red Pattern is already recognised by the suit."
|
||||
return
|
||||
src.clothing_choices += U
|
||||
user << "\red Pattern absorbed by the suit."
|
||||
|
||||
|
||||
emp_act(severity)
|
||||
name = "psychedelic"
|
||||
desc = "Groovy!"
|
||||
icon_state = "psyche"
|
||||
color = "psyche"
|
||||
spawn(200)
|
||||
name = "Black Jumpsuit"
|
||||
icon_state = "bl_suit"
|
||||
color = "black"
|
||||
desc = null
|
||||
..()
|
||||
|
||||
|
||||
verb/change()
|
||||
set name = "Change Color"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(icon_state == "psyche")
|
||||
usr << "\red Your suit is malfunctioning"
|
||||
return
|
||||
|
||||
var/obj/item/clothing/under/A
|
||||
A = input("Select Colour to change it to", "BOOYEA", A) in clothing_choices
|
||||
if(!A)
|
||||
return
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
color = A.color
|
||||
usr.update_inv_w_uniform() //so our overlays update.
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/under/chameleon/all/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/chameleon/all)
|
||||
//to prevent an infinite loop
|
||||
for(var/U in typesof(/obj/item/clothing/under)-blocked)
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices += V
|
||||
@@ -0,0 +1,62 @@
|
||||
/obj/item/clothing/under/rank/head_of_personnel
|
||||
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "head of personnel's jumpsuit"
|
||||
icon_state = "hop"
|
||||
item_state = "b_suit"
|
||||
color = "hop"
|
||||
|
||||
/obj/item/clothing/under/rank/chaplain
|
||||
desc = "It's a black jumpsuit, often worn by religious folk."
|
||||
name = "chaplain's jumpsuit"
|
||||
icon_state = "chaplain"
|
||||
item_state = "bl_suit"
|
||||
color = "chapblack"
|
||||
|
||||
/obj/item/clothing/under/rank/bartender
|
||||
desc = "It looks like it could use some 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 = "<i>'HONK!'</i>"
|
||||
icon_state = "clown"
|
||||
item_state = "clown"
|
||||
color = "clown"
|
||||
|
||||
/obj/item/clothing/under/rank/chef
|
||||
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
|
||||
name = "chef's uniform"
|
||||
icon_state = "chef"
|
||||
color = "chef"
|
||||
|
||||
/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's outfit"
|
||||
desc = "It's not very colourful."
|
||||
icon_state = "mime"
|
||||
item_state = "mime"
|
||||
color = "mime"
|
||||
|
||||
/obj/item/clothing/under/rank/janitor
|
||||
desc = "It's the official uniform of the station's janitor. It 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/hydroponics
|
||||
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
|
||||
name = "botanist's jumpsuit"
|
||||
icon_state = "hydroponics"
|
||||
item_state = "g_suit"
|
||||
color = "hydroponics"
|
||||
permeability_coefficient = 0.50
|
||||
@@ -0,0 +1,142 @@
|
||||
/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 = "feminine black jumpsuit"
|
||||
desc = "It's very smart and in a ladies-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 = "It's standardised 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
|
||||
name = "white jumpsuit"
|
||||
icon_state = "white"
|
||||
item_state = "w_suit"
|
||||
color = "white"
|
||||
|
||||
/obj/item/clothing/under/color/yellow
|
||||
name = "yellow jumpsuit"
|
||||
icon_state = "yellow"
|
||||
item_state = "y_suit"
|
||||
color = "yellow"
|
||||
|
||||
/obj/item/clothing/under/psyche
|
||||
name = "psychedelic"
|
||||
desc = "Groovy!"
|
||||
icon_state = "psyche"
|
||||
color = "psyche"
|
||||
|
||||
/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"
|
||||
@@ -0,0 +1,30 @@
|
||||
//Contains: Engineering department jumpsuits
|
||||
/obj/item/clothing/under/rank/chief_engineer
|
||||
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
|
||||
name = "chief engineer's 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/atmospheric_technician
|
||||
desc = "It's a jumpsuit worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpsuit"
|
||||
icon_state = "atmos"
|
||||
item_state = "atmos_suit"
|
||||
color = "atmos"
|
||||
|
||||
/obj/item/clothing/under/rank/engineer
|
||||
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's 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/roboticist
|
||||
desc = "It's a slimming black with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpsuit"
|
||||
icon_state = "robotics"
|
||||
item_state = "robotics"
|
||||
color = "robotics"
|
||||
@@ -0,0 +1,62 @@
|
||||
/obj/item/clothing/under/rank/chief_medical_officer
|
||||
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
|
||||
name = "chief medical officer's jumpsuit"
|
||||
icon_state = "cmo"
|
||||
item_state = "w_suit"
|
||||
color = "cmo"
|
||||
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/geneticist
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
|
||||
name = "geneticist's 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/virologist
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
|
||||
name = "virologist's 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/nursesuit
|
||||
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "nurse's 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/rank/medical
|
||||
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."
|
||||
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/medical/blue
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
|
||||
icon_state = "scrubsblue"
|
||||
color = "scrubsblue"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/green
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
|
||||
icon_state = "scrubsgreen"
|
||||
color = "scrubsgreen"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/purple
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
|
||||
icon_state = "scrubspurple"
|
||||
color = "scrubspurple"
|
||||
@@ -0,0 +1,83 @@
|
||||
/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/sl_suit
|
||||
desc = "It's a very amish looking suit."
|
||||
name = "amish suit"
|
||||
icon_state = "sl_suit"
|
||||
color = "sl_suit"
|
||||
|
||||
/obj/item/clothing/under/waiter
|
||||
name = "waiter's outfit"
|
||||
desc = "It's a very smart uniform with a special pocket for tip."
|
||||
icon_state = "waiter"
|
||||
item_state = "waiter"
|
||||
color = "waiter"
|
||||
|
||||
/obj/item/clothing/under/rank/mailman
|
||||
name = "mailman's jumpsuit"
|
||||
desc = "<i>'Special delivery!'</i>"
|
||||
icon_state = "mailman"
|
||||
item_state = "b_suit"
|
||||
color = "mailman"
|
||||
|
||||
/obj/item/clothing/under/sexyclown
|
||||
name = "sexy-clown suit"
|
||||
desc = "It makes you look HONKable!"
|
||||
icon_state = "sexyclown"
|
||||
item_state = "sexyclown"
|
||||
color = "sexyclown"
|
||||
|
||||
/obj/item/clothing/under/rank/vice
|
||||
name = "vice officer's jumpsuit"
|
||||
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
|
||||
icon_state = "vice"
|
||||
item_state = "gy_suit"
|
||||
color = "vice"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_officer
|
||||
desc = "It's a jumpsuit worn by CentCom Officers."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "officer"
|
||||
item_state = "g_suit"
|
||||
color = "officer"
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_commander
|
||||
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
|
||||
name = "\improper CentCom officer's jumpsuit"
|
||||
icon_state = "centcom"
|
||||
item_state = "dg_suit"
|
||||
color = "centcom"
|
||||
|
||||
/obj/item/clothing/under/space
|
||||
name = "\improper NASA jumpsuit"
|
||||
desc = "It has a NASA logo on it and is made of space-proofed materials."
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
color = "black"
|
||||
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/acj
|
||||
name = "administrative cybernetic jumpsuit"
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
color = "syndicate"
|
||||
desc = "it's a cybernetically enhanced jumpsuit used for 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)
|
||||
@@ -0,0 +1,27 @@
|
||||
/obj/item/clothing/under/rank/research_director
|
||||
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
|
||||
name = "research director's 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/scientist
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote 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/chemist
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemistry"
|
||||
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)
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/obj/item/clothing/under/rank/warden
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
|
||||
name = "warden's jumpsuit"
|
||||
icon_state = "warden"
|
||||
item_state = "r_suit"
|
||||
color = "warden"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/security
|
||||
name = "security officer's jumpsuit"
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
|
||||
icon_state = "security"
|
||||
item_state = "r_suit"
|
||||
color = "secred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
@@ -0,0 +1,26 @@
|
||||
/obj/item/clothing/under/shorts
|
||||
name = "athletic shorts"
|
||||
desc = "95% Polyester, 5% Spandex!"
|
||||
gender = PLURAL
|
||||
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"
|
||||
@@ -0,0 +1,20 @@
|
||||
/obj/item/clothing/under/syndicate
|
||||
name = "tactical turtleneck"
|
||||
desc = "It's some non-descript, slightly suspicious looking, 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/combat
|
||||
name = "combat turtleneck"
|
||||
|
||||
/obj/item/clothing/under/syndicate/tacticool
|
||||
name = "\improper Tacticool turtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
color = "tactifool"
|
||||
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist_new
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "geneticist's 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 = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "chemist's 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's 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's 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)
|
||||
+32
@@ -1,3 +1,13 @@
|
||||
//Contains: Captains clothing
|
||||
/obj/item/clothing/under/rank/captain
|
||||
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
|
||||
name = "captain's jumpsuit"
|
||||
icon_state = "captain"
|
||||
item_state = "caparmor"
|
||||
color = "captain"
|
||||
|
||||
|
||||
//Spacesuit
|
||||
/obj/item/clothing/head/helmet/space/capspace
|
||||
name = "space helmet"
|
||||
icon_state = "capspace"
|
||||
@@ -25,3 +35,25 @@
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/head/caphat
|
||||
name = "captain's hat"
|
||||
icon_state = "captain"
|
||||
desc = "It's good being the king."
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
item_state = "caphat"
|
||||
|
||||
/obj/item/clothing/head/helmet/cap
|
||||
name = "captain's cap"
|
||||
desc = "You fear to wear it for the negligence it brings."
|
||||
icon_state = "capcap"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE
|
||||
flags_inv = 0
|
||||
|
||||
/obj/item/clothing/gloves/captain
|
||||
desc = "Regal blue gloves, with a nice gold trim. Swanky."
|
||||
name = "captain's gloves"
|
||||
icon_state = "captain"
|
||||
item_state = "egloves"
|
||||
color = "captain"
|
||||
+10
@@ -1,3 +1,13 @@
|
||||
//Contains: Detective clothing
|
||||
/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)
|
||||
|
||||
|
||||
/obj/item/clothing/head/det_hat
|
||||
name = "hat"
|
||||
desc = "Someone who wears this will look very smart."
|
||||
@@ -1,3 +1,12 @@
|
||||
//Contains: Head of Security clothing
|
||||
/obj/item/clothing/under/rank/head_of_security
|
||||
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
|
||||
name = "head of security's 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/head/helmet/HoS
|
||||
name = "Head of Security Hat"
|
||||
@@ -8,11 +17,6 @@
|
||||
flags_inv = 0
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
/obj/item/clothing/head/helmet/HoS/dermal
|
||||
name = "Dermal Armour Patch"
|
||||
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
|
||||
icon_state = "dermal"
|
||||
item_state = "dermal"
|
||||
|
||||
/obj/item/clothing/suit/armor/hos
|
||||
name = "armored coat"
|
||||
@@ -24,6 +28,23 @@
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
//Jensen cosplay gear
|
||||
/obj/item/clothing/under/jensen
|
||||
desc = "You never asked for anything that stylish."
|
||||
name = "head of security's 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/head/helmet/HoS/dermal
|
||||
name = "Dermal Armour Patch"
|
||||
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
|
||||
icon_state = "dermal"
|
||||
item_state = "dermal"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/hos/jensen
|
||||
name = "armored trenchoat"
|
||||
desc = "A trenchoat augmented with a special alloy for some protection and style"
|
||||
@@ -32,6 +32,12 @@
|
||||
item_state = "bluesuit"
|
||||
color = "bluesuit"
|
||||
|
||||
/obj/item/clothing/under/lawyer/purpsuit
|
||||
name = "Purple Suit"
|
||||
icon_state = "lawyer_purp"
|
||||
item_state = "lawyer_purp"
|
||||
color = "lawyer_purp"
|
||||
|
||||
/obj/item/clothing/suit/lawyer/bluejacket
|
||||
name = "Blue Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
@@ -39,13 +45,6 @@
|
||||
item_state = "suitjacket_blue_open"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/purpsuit
|
||||
name = "Purple Suit"
|
||||
icon_state = "lawyer_purp"
|
||||
item_state = "lawyer_purp"
|
||||
color = "lawyer_purp"
|
||||
|
||||
/obj/item/clothing/suit/lawyer/purpjacket
|
||||
name = "Purple Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
|
||||
@@ -1,213 +0,0 @@
|
||||
/mob/living/carbon/human/tajaran/examine()
|
||||
set src in view()
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/* BS12 Examine. Not sure why this is here, it seems to be mostly a copy and paste of the parent.
|
||||
/mob/living/carbon/human/tajaran/examine()
|
||||
set src in view()
|
||||
|
||||
usr << "\blue *---------*"
|
||||
|
||||
usr << "\blue This is \icon[src.icon] <B>[src.name]</B>! One of the cat-like Tajarans."
|
||||
|
||||
// crappy hack because you can't do \his[src] etc
|
||||
var/t_his = "its"
|
||||
var/t_him = "it"
|
||||
if (src.gender == MALE)
|
||||
t_his = "his"
|
||||
t_him = "him"
|
||||
else if (src.gender == FEMALE)
|
||||
t_his = "her"
|
||||
t_him = "her"
|
||||
|
||||
if (src.w_uniform)
|
||||
if (src.w_uniform.blood_DNA)
|
||||
usr << "\red [src.name] is wearing a[src.w_uniform.blood_DNA ? " bloody " : " "] \icon[src.w_uniform] [src.w_uniform.name]!"
|
||||
else
|
||||
usr << "\blue [src.name] is wearing a \icon[src.w_uniform] [src.w_uniform.name]."
|
||||
|
||||
if (src.handcuffed)
|
||||
usr << "\blue [src.name] is \icon[src.handcuffed] handcuffed!"
|
||||
|
||||
if (src.wear_suit)
|
||||
if (src.wear_suit.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name] on!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.wear_suit] [src.wear_suit.name] on."
|
||||
|
||||
if (src.l_ear)
|
||||
usr << "\blue [src.name] has a \icon[src.l_ear] [src.l_ear.name] on [t_his] left ear."
|
||||
|
||||
if (src.r_ear)
|
||||
usr << "\blue [src.name] has a \icon[src.r_ear] [src.r_ear.name] on [t_his] right ear."
|
||||
|
||||
if (src.wear_mask)
|
||||
if (src.wear_mask.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.wear_mask.blood_DNA ? " bloody " : " "] \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face."
|
||||
|
||||
if (src.l_hand)
|
||||
if (src.l_hand.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.l_hand.blood_DNA ? " bloody " : " "] \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand."
|
||||
|
||||
if (src.r_hand)
|
||||
if (src.r_hand.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.r_hand.blood_DNA ? " bloody " : " "] \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand."
|
||||
|
||||
if (src.belt)
|
||||
if (src.belt.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.belt.blood_DNA ? " bloody " : " "] \icon[src.belt] [src.belt.name] on [t_his] belt!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.belt] [src.belt.name] on [t_his] belt."
|
||||
if(src.s_store)
|
||||
if(src.s_store.blood_DNA)
|
||||
usr << "\red [src.name] has a[src.s_store.blood_DNA ? " bloody " : " "] \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]!"
|
||||
else
|
||||
usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
|
||||
if (src.shoes)
|
||||
usr << "[src.shoes.blood_DNA ? "\red" : "\blue"][src.name] has a[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
|
||||
|
||||
|
||||
if (src.gloves)
|
||||
if (src.gloves.blood_DNA)
|
||||
usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
|
||||
else
|
||||
usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
|
||||
else if (src.blood_DNA)
|
||||
usr << "\red [src.name] has bloody hands!"
|
||||
|
||||
if (src.back)
|
||||
usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
|
||||
|
||||
if (src.wear_id)
|
||||
var/id
|
||||
var/photo = 0
|
||||
if(istype(src:wear_id, /obj/item/device/pda))
|
||||
var/obj/item/device/pda/pda = src:wear_id
|
||||
id = pda.owner
|
||||
else
|
||||
id = src.wear_id.registered_name_name
|
||||
if (src.wear_id.PHOTO)
|
||||
photo = 1
|
||||
if (id != src.real_name && in_range(src, usr) && prob(10))
|
||||
if (photo)
|
||||
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo yet doesn't seem to be that person!!!"
|
||||
else
|
||||
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
|
||||
else
|
||||
if (photo)
|
||||
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo."
|
||||
else
|
||||
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
|
||||
|
||||
|
||||
if (src.is_jittery)
|
||||
switch(src.jitteriness)
|
||||
if(300 to INFINITY)
|
||||
usr << "\red [src] is violently convulsing."
|
||||
if(200 to 300)
|
||||
usr << "\red [src] looks extremely jittery."
|
||||
if(100 to 200)
|
||||
usr << "\red [src] is twitching ever so slightly."
|
||||
|
||||
if (src.suiciding)
|
||||
switch(src.suiciding)
|
||||
if(1)
|
||||
usr << "\red [src.name] appears to have bitten [t_his] tongue off!"
|
||||
|
||||
var/distance = get_dist(usr,src)
|
||||
if(istype(usr, /mob/dead/observer) || usr.stat == 2) // ghosts can see anything
|
||||
distance = 1
|
||||
|
||||
if (src.stat == 1 || stat == 2)
|
||||
usr << "\red [name] doesn't seem to be responding to anything around [t_him], [t_his] eyes closed as though asleep."
|
||||
if(health < 0 && distance <= 3)
|
||||
usr << "\red [name] does not appear to be breathing."
|
||||
if(ishuman(src) && usr.stat == 0 && src.stat == 1 && distance <= 1)
|
||||
for(var/mob/O in viewers(usr.loc, null))
|
||||
O.show_message("[usr] checks [src]'s pulse.", 1)
|
||||
sleep(15)
|
||||
usr << "\blue [name] has a pulse!"
|
||||
|
||||
if (src.stat == 2 || (changeling && changeling.changeling_fakedeath == 1))
|
||||
if(distance <= 1)
|
||||
if(ishuman(usr) && usr.stat == 0)
|
||||
for(var/mob/O in viewers(usr.loc, null) )
|
||||
O.show_message("[usr] checks [src]'s pulse.", 1)
|
||||
sleep(15)
|
||||
usr << "\red [name] has no pulse!"
|
||||
else
|
||||
if (src.getBruteLoss())
|
||||
if (src.getBruteLoss() < 30)
|
||||
usr << "\red [src.name] looks slightly injured!"
|
||||
else
|
||||
usr << "\red <B>[src.name] looks severely injured!</B>"
|
||||
|
||||
if (src.cloneloss)
|
||||
if (src.cloneloss < 30)
|
||||
usr << "\red [src.name] looks slightly... unfinished?"
|
||||
else
|
||||
usr << "\red <B>[src.name] looks very... unfinished?</B>"
|
||||
|
||||
if (src.getFireLoss())
|
||||
if (src.getFireLoss() < 30)
|
||||
usr << "\red [src.name] looks slightly burned!"
|
||||
else
|
||||
usr << "\red <B>[src.name] looks severely burned!</B>"
|
||||
|
||||
if (src.nutrition < 100)
|
||||
usr << "\red [src.name] looks like flesh and bones."
|
||||
else if (src.nutrition >= 500)
|
||||
if (usr.nutrition < 100)
|
||||
usr << "\red [src.name] looks very round and delicious. Like a little piggy. A tasty piggy."
|
||||
else
|
||||
usr << "\blue [src.name] looks quite chubby."
|
||||
|
||||
else if (src.brainloss >= 60)
|
||||
usr << "\red [src.name] has a stupid expression on [t_his] face."
|
||||
if (!src.client)
|
||||
usr << "\red [src.name] doesn't seem as though they want to talk."
|
||||
|
||||
for(var/named in organs)
|
||||
var/datum/organ/external/temp = organs[named]
|
||||
if(temp.destroyed)
|
||||
usr << "\red [src.name] is missing [t_his] [temp.display_name]."
|
||||
if(temp.wounds)
|
||||
for(var/datum/organ/external/wound/w in temp.wounds)
|
||||
var/size = w.wound_size
|
||||
var/sizetext
|
||||
switch(size)
|
||||
if(1)
|
||||
sizetext = "cut"
|
||||
if(2)
|
||||
sizetext = "deep cut"
|
||||
if(3)
|
||||
sizetext = "flesh wound"
|
||||
if(4)
|
||||
sizetext = "gaping wound"
|
||||
if(5)
|
||||
sizetext = "big gaping wound"
|
||||
if(6)
|
||||
sizetext = "massive wound"
|
||||
if(w.bleeding)
|
||||
usr << "\red [src.name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
|
||||
continue
|
||||
|
||||
|
||||
usr << "\blue *---------*"
|
||||
*/
|
||||
@@ -1,491 +0,0 @@
|
||||
//their language needs to hook into radios as well
|
||||
|
||||
/mob/living/carbon/human/tajaran/say_quote(var/text,var/is_speaking_taj)
|
||||
//work out if the listener can understand or not
|
||||
|
||||
var/ending = copytext(text, length(text))
|
||||
if (src.stuttering)
|
||||
return "stammers, \"[text]\"";
|
||||
if (src.slurring)
|
||||
return "slurrs, \"[text]\"";
|
||||
if (src.brainloss >= 60)
|
||||
return "gibbers, \"[text]\"";
|
||||
|
||||
if(is_speaking_taj)
|
||||
return "mrowls, \"[text]\""//pick("yowls, \"[text]\"", "growls, \"[text]\"","mewls, \"[text]\"", "mrowls, \"[text]\"", "meows, \"[text]\"", "purrs, \"[text]\"");
|
||||
|
||||
if (ending == "?")
|
||||
return "asks, \"[text]\"";
|
||||
else if (ending == "!")
|
||||
return "exclaims, \"[text]\"";
|
||||
|
||||
return "says, \"[text]\"";
|
||||
|
||||
//convert message to an indecipherable series of sounds for anyone who isnt tajaran
|
||||
/mob/living/carbon/human/tajaran/proc/tajspeak(var/message)
|
||||
//return stars(message)
|
||||
var/te = html_decode(message)
|
||||
var/t = ""
|
||||
var/n = length(message)
|
||||
var/p = 1
|
||||
while(p <= n)
|
||||
if (copytext(te, p, p + 1) != " ")
|
||||
t = text("[][]", t, pick(tajspeak_letters))
|
||||
p++
|
||||
return html_encode(t)
|
||||
/*if (pr == null)
|
||||
pr = 25
|
||||
if (pr <= 0)
|
||||
return null
|
||||
else
|
||||
if (pr >= 100)
|
||||
return n
|
||||
var/te = html_decode(n)
|
||||
var/t = ""
|
||||
n = length(n)
|
||||
var/p = null
|
||||
p = 1
|
||||
while(p <= n)
|
||||
if ((copytext(te, p, p + 1) == " " || prob(pr)))
|
||||
t = text("[][]", t, copytext(te, p, p + 1))
|
||||
else
|
||||
t = text("[]*", t)
|
||||
p++
|
||||
return html_encode(t)*/
|
||||
|
||||
/mob/living/carbon/human/tajaran/say(var/message)
|
||||
var/message_old = message
|
||||
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
|
||||
|
||||
if (!message)
|
||||
return
|
||||
|
||||
log_say("[name]/[key] : [message]")
|
||||
|
||||
if (length(message) >= 1)
|
||||
if (miming && copytext(message, 1, 2) != "*")
|
||||
return
|
||||
|
||||
if (stat == 2)
|
||||
return say_dead(message)
|
||||
|
||||
if (silent)
|
||||
return
|
||||
|
||||
if (src.client && (client.muted || src.client.muted_complete))
|
||||
src << "You are muted."
|
||||
return
|
||||
|
||||
// wtf?
|
||||
if (stat)
|
||||
return
|
||||
|
||||
// Mute disability
|
||||
if (disabilities & 64)
|
||||
return
|
||||
|
||||
if (istype(wear_mask, /obj/item/clothing/mask/muzzle))
|
||||
return
|
||||
|
||||
// emotes
|
||||
if (copytext(message, 1, 2) == "*" && !stat)
|
||||
return emote(copytext(message, 2))
|
||||
|
||||
var/alt_name = ""
|
||||
if (istype(src, /mob/living/carbon/human) && name != real_name)
|
||||
var/mob/living/carbon/human/H = src
|
||||
alt_name = " (as [H.get_visible_name()])"
|
||||
var/italics = 0
|
||||
var/message_range = null
|
||||
var/message_mode = null
|
||||
|
||||
if (brainloss >= 60 && prob(50))
|
||||
if (ishuman(src))
|
||||
message_mode = "headset"
|
||||
// Special message handling
|
||||
else if (copytext(message, 1, 2) == ";")
|
||||
if (ishuman(src))
|
||||
message_mode = "headset"
|
||||
else if(istype(src, /mob/living/silicon/pai) || istype(src, /mob/living/silicon/robot))
|
||||
message_mode = "pAI"
|
||||
message = copytext(message, 2)
|
||||
|
||||
else if (length(message) >= 2)
|
||||
var/channel_prefix = copytext(message, 1, 3)
|
||||
|
||||
message_mode = department_radio_keys[channel_prefix]
|
||||
//world << "channel_prefix=[channel_prefix]; message_mode=[message_mode]"
|
||||
if (message_mode)
|
||||
message = trim(copytext(message, 3))
|
||||
if (!ishuman(src) && (message_mode=="department" || (message_mode in radiochannels)))
|
||||
message_mode = null //only humans can use headsets
|
||||
|
||||
if (!message)
|
||||
return
|
||||
|
||||
//work out if we're speaking tajaran or not
|
||||
var/is_speaking_taj = 0
|
||||
if(copytext(message, 1, 3) == ":j" || copytext(message, 1, 3) == ":J")
|
||||
message = copytext(message, 3)
|
||||
if(taj_talk_understand)
|
||||
is_speaking_taj = 1
|
||||
|
||||
if( !message_mode && (disease_symptoms & DISEASE_WHISPER))
|
||||
message_mode = "whisper"
|
||||
|
||||
if(src.stunned > 0 || (traumatic_shock > 61 && prob(50)))
|
||||
message_mode = "" //Stunned people shouldn't be able to physically turn on their radio/hold down the button to speak into it
|
||||
|
||||
|
||||
message = capitalize(message) //capitalize the first letter of what they actually say
|
||||
|
||||
// :downs:
|
||||
if (brainloss >= 60)
|
||||
message = dd_replacetext(message, " am ", " ")
|
||||
message = dd_replacetext(message, " is ", " ")
|
||||
message = dd_replacetext(message, " are ", " ")
|
||||
message = dd_replacetext(message, "you", "u")
|
||||
message = dd_replacetext(message, "help", "halp")
|
||||
message = dd_replacetext(message, "grief", "grife")
|
||||
message = dd_replacetext(message, "space", "spess")
|
||||
message = dd_replacetext(message, "carp", "crap")
|
||||
message = dd_replacetext(message, "reason", "raisin")
|
||||
if(prob(50))
|
||||
message = uppertext(message)
|
||||
message += "[stutter(pick("!", "!!", "!!!"))]"
|
||||
if(!stuttering && prob(15))
|
||||
message = stutter(message)
|
||||
|
||||
if (stuttering)
|
||||
message = stutter(message)
|
||||
if (slurring)
|
||||
message = slur(message)
|
||||
|
||||
/* //qw do not have beesease atm.
|
||||
if(virus)
|
||||
if(virus.name=="beesease" && virus.stage>=2)
|
||||
if(prob(virus.stage*10))
|
||||
var/bzz = length(message)
|
||||
message = "B"
|
||||
for(var/i=0,i<bzz,i++)
|
||||
message += "Z"
|
||||
*/
|
||||
var/list/obj/item/used_radios = new
|
||||
|
||||
switch (message_mode)
|
||||
if ("headset")
|
||||
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
|
||||
src:l_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
|
||||
used_radios += src:l_ear
|
||||
else if (src:r_ear)
|
||||
src:r_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
|
||||
used_radios += src:r_ear
|
||||
|
||||
message_range = 1
|
||||
italics = 1
|
||||
|
||||
|
||||
if ("secure headset")
|
||||
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
|
||||
src:l_ear.talk_into(src, message, 1, "[is_speaking_taj ? "tajaran" : "english"]")
|
||||
used_radios += src:l_ear
|
||||
else if (src:r_ear)
|
||||
src:r_ear.talk_into(src, message, 1, "[is_speaking_taj ? "tajaran" : "english"]")
|
||||
used_radios += src:r_ear
|
||||
|
||||
message_range = 1
|
||||
italics = 1
|
||||
|
||||
if ("right ear")
|
||||
if (src:r_ear)
|
||||
src:r_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
|
||||
used_radios += src:r_ear
|
||||
|
||||
message_range = 1
|
||||
italics = 1
|
||||
|
||||
if ("left ear")
|
||||
if (src:l_ear)
|
||||
src:l_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
|
||||
used_radios += src:l_ear
|
||||
|
||||
message_range = 1
|
||||
italics = 1
|
||||
|
||||
if ("intercom")
|
||||
for (var/obj/item/device/radio/intercom/I in view(1, null))
|
||||
I.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
|
||||
used_radios += I
|
||||
|
||||
message_range = 1
|
||||
italics = 1
|
||||
|
||||
//I see no reason to restrict such way of whispering
|
||||
if ("whisper")
|
||||
whisper(trim(copytext(message_old, 3)))
|
||||
return
|
||||
|
||||
if ("binary")
|
||||
if(robot_talk_understand || binarycheck())
|
||||
//message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN)) //seems redundant
|
||||
robot_talk(message)
|
||||
return
|
||||
|
||||
if ("alientalk")
|
||||
if(alien_talk_understand || hivecheck())
|
||||
//message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN)) //seems redundant
|
||||
alien_talk(message)
|
||||
return
|
||||
|
||||
if ("department")
|
||||
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
|
||||
src:l_ear.talk_into(src, message, message_mode)
|
||||
used_radios += src:l_ear
|
||||
else if (src:r_ear)
|
||||
src:r_ear.talk_into(src, message, message_mode)
|
||||
used_radios += src:r_ear
|
||||
message_range = 1
|
||||
italics = 1
|
||||
if("changeling")
|
||||
if(src.changeling)
|
||||
for(var/mob/living/carbon/aChangeling in world)
|
||||
if(aChangeling.changeling)
|
||||
aChangeling << "<i><font color=#800080><b>[gender=="male"?"Mr.":"Mrs."] [changeling.changelingID]:</b> [message]</font></i>"
|
||||
return
|
||||
////SPECIAL HEADSETS START
|
||||
else
|
||||
//world << "SPECIAL HEADSETS"
|
||||
if (message_mode in radiochannels)
|
||||
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
|
||||
src:l_ear.talk_into(src, message, message_mode)
|
||||
used_radios += src:l_ear
|
||||
else if (src:r_ear)
|
||||
src:r_ear.talk_into(src, message, message_mode)
|
||||
used_radios += src:r_ear
|
||||
message_range = 1
|
||||
italics = 1
|
||||
/////SPECIAL HEADSETS END
|
||||
|
||||
var/list/listening
|
||||
/*
|
||||
if(istype(loc, /obj/item/device/aicard)) // -- TLE
|
||||
var/obj/O = loc
|
||||
if(istype(O.loc, /mob))
|
||||
var/mob/M = O.loc
|
||||
listening = hearers(message_range, M)
|
||||
else
|
||||
listening = hearers(message_range, O)
|
||||
else
|
||||
listening = hearers(message_range, src)
|
||||
|
||||
for (var/obj/O in view(message_range, src))
|
||||
for (var/mob/M in O)
|
||||
listening += M // maybe need to check if M can hear src
|
||||
spawn (0)
|
||||
if (O)
|
||||
O.hear_talk(src, message)
|
||||
|
||||
if (!(src in listening))
|
||||
listening += src
|
||||
|
||||
*/
|
||||
var/turf/T = get_turf(src)
|
||||
listening = hearers(message_range, T)
|
||||
var/list/V = view(message_range, T)
|
||||
var/list/W = V
|
||||
//find mobs in lockers, cryo, intellicards, brains, MMIs, and so on.
|
||||
for (var/mob/M in world)
|
||||
if (!M.client)
|
||||
continue //skip monkeys and leavers
|
||||
if (istype(M, /mob/new_player))
|
||||
continue
|
||||
if (M.stat <2) //is alive
|
||||
if (isturf(M.loc))
|
||||
continue //if M can hear us it was already found by hearers()
|
||||
if (get_turf(M) in V) //this is slow, but I don't think we'd have a lot of wardrobewhores every round --rastaf0
|
||||
listening+=M
|
||||
else
|
||||
if (M.client && M.client.ghost_ears)
|
||||
listening|=M
|
||||
|
||||
var/list/eavesdroppers = get_mobs_in_view(7, src)
|
||||
for(var/mob/M in listening)
|
||||
eavesdroppers.Remove(M)
|
||||
for(var/mob/M in eavesdroppers)
|
||||
if(M.stat)
|
||||
eavesdroppers.Remove(M)
|
||||
|
||||
for (var/obj/O in ((W | contents)-used_radios))
|
||||
W |= O
|
||||
|
||||
for (var/mob/M in W)
|
||||
W |= M.contents
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/G = M
|
||||
for(var/name in G.organs)
|
||||
var/datum/organ/external/F = G.organs[name]
|
||||
W |= F.implant
|
||||
|
||||
for (var/obj/item/device/pda/M in W)
|
||||
W |= M.contents
|
||||
|
||||
for (var/obj/O in W) //radio in pocket could work, radio in backpack wouldn't --rastaf0
|
||||
spawn (0)
|
||||
if(O && !istype(O.loc, /obj/item/weapon/storage))
|
||||
O.hear_talk(src, message)
|
||||
|
||||
if(isbrain(src))//For brains to properly talk if they are in an MMI..or in a brain. Could be extended to other mobs I guess.
|
||||
for(var/obj/O in loc)//Kinda ugly but whatever.
|
||||
if(O)
|
||||
spawn(0)
|
||||
O.hear_talk(src, message)
|
||||
|
||||
var/list/heard_a = list() // understood us
|
||||
var/list/heard_b = list() // didn't understand us
|
||||
|
||||
for (var/mob/M in listening)
|
||||
//if speaking in tajaran, only let other tajs understand
|
||||
if ( M.say_understands(src) && (M.taj_talk_understand || !is_speaking_taj) )
|
||||
heard_a += M
|
||||
else
|
||||
heard_b += M
|
||||
|
||||
var/speech_bubble_test = say_test(message)
|
||||
var/image/speech_bubble = image('talk.dmi',src,"h[speech_bubble_test]")
|
||||
|
||||
var/rendered = null
|
||||
if (length(heard_a))
|
||||
var/message_a = say_quote(message,is_speaking_taj)
|
||||
if (italics)
|
||||
message_a = "<i>[message_a]</i>"
|
||||
if (!istype(src, /mob/living/carbon/human))
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> <span class='message'>[message_a]</span></span>"
|
||||
else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
|
||||
if(wear_mask:vchange)
|
||||
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> <span class='message'>[message_a]</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> <span class='message'>[message_a]</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] <span class='message'>[message_a]</span></span>"
|
||||
|
||||
|
||||
/*
|
||||
// Create speech bubble
|
||||
var/obj/effect/speech_bubble/B = new/obj/effect/speech_bubble
|
||||
B.icon = 'speechbubble.dmi'
|
||||
B.parent = src
|
||||
B.mouse_opacity = 0
|
||||
B.invisibility = invisibility
|
||||
B.layer = 10
|
||||
|
||||
// Determine if the speech bubble's going to have a special look
|
||||
var/presay = ""
|
||||
if(istype(src, /mob/living/silicon))
|
||||
presay = "bot"
|
||||
if(istype(src, /mob/living/carbon/alien))
|
||||
presay = "xeno"
|
||||
if(istype(src, /mob/living/carbon/metroid))
|
||||
presay = "metroid"
|
||||
*/
|
||||
for (var/mob/M in heard_a)
|
||||
|
||||
M.show_message(rendered, 2)
|
||||
M << speech_bubble
|
||||
spawn(30) del(speech_bubble)
|
||||
//spawn(30) del(speech_bubble)
|
||||
/*
|
||||
if(M.client)
|
||||
|
||||
// If this client has bubbles disabled, obscure the bubble
|
||||
if(!M.client.bubbles || M == src)
|
||||
var/image/I = image('speechbubble.dmi', B, "override")
|
||||
I.override = 1
|
||||
M << I
|
||||
*/
|
||||
|
||||
/*
|
||||
// find the suffix, if bot, human or monkey
|
||||
var/punctuation = ""
|
||||
if(presay == "bot" || presay == "")
|
||||
var/ending = copytext(text, length(text))
|
||||
if (ending == "?")
|
||||
punctuation = "question"
|
||||
else if (ending == "!")
|
||||
punctuation = "exclamation"
|
||||
else
|
||||
punctuation = ""
|
||||
|
||||
// flick the bubble
|
||||
flick("[presay]say[punctuation]", B)
|
||||
|
||||
if(istype(loc, /turf))
|
||||
B.loc = loc
|
||||
else
|
||||
B.loc = loc.loc
|
||||
|
||||
spawn()
|
||||
sleep(11)
|
||||
del(B)
|
||||
*/
|
||||
|
||||
if (length(heard_b))
|
||||
var/message_b = tajspeak(message)
|
||||
message_b = say_quote(message_b,1)
|
||||
|
||||
if (italics)
|
||||
message_b = "<i>[message_b]</i>"
|
||||
|
||||
rendered = "<span class='game say'><span class='name'>[voice_name]</span> <span class='message'>[message_b]</span></span>"
|
||||
|
||||
|
||||
/*
|
||||
// Create speech bubble
|
||||
var/obj/effect/speech_bubble/B = new/obj/effect/speech_bubble
|
||||
B.icon = 'speechbubble.dmi'
|
||||
B.parent = src
|
||||
B.mouse_opacity = 0
|
||||
B.invisibility = invisibility
|
||||
B.layer = 10
|
||||
|
||||
// Determine if the speech bubble's going to have a special look
|
||||
var/presay = ""
|
||||
if(istype(src, /mob/living/silicon))
|
||||
presay = "bot"
|
||||
if(istype(src, /mob/living/carbon/alien))
|
||||
presay = "xeno"
|
||||
if(istype(src, /mob/living/carbon/metroid))
|
||||
presay = "metroid"
|
||||
*/
|
||||
|
||||
for (var/mob/M in heard_b)
|
||||
M.show_message(rendered, 2)
|
||||
M << speech_bubble
|
||||
spawn(30) del(speech_bubble)
|
||||
|
||||
/*
|
||||
if(M.client)
|
||||
|
||||
if(!M.client.bubbles || M == src)
|
||||
var/image/I = image('speechbubble.dmi', B, "override")
|
||||
I.override = 1
|
||||
M << I
|
||||
|
||||
|
||||
flick("[presay]say", B)
|
||||
|
||||
if(istype(loc, /turf))
|
||||
B.loc = loc
|
||||
else
|
||||
B.loc = loc.loc
|
||||
|
||||
spawn()
|
||||
sleep(11)
|
||||
del(B)
|
||||
*/
|
||||
|
||||
if (length(eavesdroppers))
|
||||
|
||||
for (var/mob/M in eavesdroppers)
|
||||
M << "\blue [src] speaks into their radio..."
|
||||
M << speech_bubble
|
||||
spawn(30) del(speech_bubble)
|
||||
@@ -1,60 +0,0 @@
|
||||
/mob/living/carbon/human/proc/Tajaraize()
|
||||
if (monkeyizing)
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
invisibility = 101
|
||||
for(var/datum/organ/external/organ in organs)
|
||||
del(organ)
|
||||
|
||||
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
|
||||
animation.icon_state = "blank"
|
||||
animation.icon = 'mob.dmi'
|
||||
animation.master = src
|
||||
flick("h2monkey", animation)
|
||||
sleep(48)
|
||||
//animation = null
|
||||
var/mob/living/carbon/human/tajaran/O = new /mob/living/carbon/human/tajaran( loc )
|
||||
del(animation)
|
||||
|
||||
O.real_name = real_name
|
||||
O.name = name
|
||||
O.dna = dna
|
||||
updateappearance(O,O.dna.uni_identity)
|
||||
O.loc = loc
|
||||
O.viruses = viruses
|
||||
viruses = list()
|
||||
for(var/datum/disease/D in O.viruses)
|
||||
D.affected_mob = O
|
||||
O.universal_speak = 1 //hacky fix until someone can figure out how to make them only understand humans
|
||||
|
||||
if (client)
|
||||
client.mob = O
|
||||
if(mind)
|
||||
mind.transfer_to(O)
|
||||
|
||||
O << "<B>You are now a Tajara.</B>"
|
||||
spawn(0)//To prevent the proc from returning null.
|
||||
del(src)
|
||||
return
|
||||
|
||||
/client/proc/make_tajaran(mob/living/carbon/human/H as mob)
|
||||
set category = "Fun"
|
||||
set name = "Make Tajaran"
|
||||
set desc = "Make (mob) into a tajaran."
|
||||
|
||||
if (!holder)
|
||||
src << "Only administrators may use this command."
|
||||
return
|
||||
|
||||
if(config.no_taj)
|
||||
src << "Sorry, Tajarans are not allowed on this server." // For some reason allowing them is a big enough fucking issue that I have to add this flag
|
||||
return
|
||||
|
||||
if(istype(H))
|
||||
H:Tajaraize()
|
||||
@@ -1,670 +0,0 @@
|
||||
/mob/living/carbon/human/tajaran
|
||||
name = "tajaran"
|
||||
real_name = "tajaran"
|
||||
voice_name = "tajaran"
|
||||
icon = 'tajaran.dmi'
|
||||
icon_state = "m-none"
|
||||
var/list/tajspeak_letters
|
||||
//
|
||||
universal_speak = 1 //hacky fix until someone can figure out how to make them only understand humans
|
||||
taj_talk_understand = 1
|
||||
voice_message = "mrowls"
|
||||
|
||||
/mob/living/carbon/human/tajaran/New()
|
||||
|
||||
..()
|
||||
|
||||
tajspeak_letters = new/list("~","*","-")
|
||||
|
||||
var/g = "m"
|
||||
if (gender == FEMALE)
|
||||
g = "f"
|
||||
|
||||
spawn(1)
|
||||
stand_icon = new /icon('tajaran.dmi', "body_[g]_s")
|
||||
lying_icon = new /icon('tajaran.dmi', "body_[g]_l")
|
||||
icon = stand_icon
|
||||
update_clothing()
|
||||
|
||||
src << "\blue Your Tajaran icons have been generated!"
|
||||
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/human/tajaran/update_clothing()
|
||||
// ..()
|
||||
|
||||
if (monkeyizing)
|
||||
return
|
||||
|
||||
overlays = null
|
||||
|
||||
// lol
|
||||
var/fat = ""
|
||||
/*if (mutations & FAT)
|
||||
fat = "fat"*/
|
||||
/*
|
||||
if (mutations & HULK)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "hulk[fat][!lying ? "_s" : "_l"]")
|
||||
*/
|
||||
if (mutations & COLD_RESISTANCE)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "fire[fat][!lying ? "_s" : "_l"]")
|
||||
|
||||
if (mutations & TK)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead[fat][!lying ? "_s" : "_l"]")
|
||||
|
||||
if (mutations & LASER)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes[!lying ? "_s" : "_l"]")
|
||||
|
||||
if (mutantrace)
|
||||
switch(mutantrace)
|
||||
if("golem","metroid")
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][fat][!lying ? "_s" : "_l"]")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
del(face_lying)
|
||||
if(stand_icon)
|
||||
del(stand_icon)
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
if("lizard")
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][fat]_[gender][!lying ? "_s" : "_l"]")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
del(face_lying)
|
||||
if(stand_icon)
|
||||
del(stand_icon)
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
if("plant")
|
||||
if(stat != 2) //if not dead, that is
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][fat]_[gender][!lying ? "_s" : "_l"]")
|
||||
else
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_d")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
del(face_lying)
|
||||
if(stand_icon)
|
||||
del(stand_icon)
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
else
|
||||
if(!face_standing || !face_lying)
|
||||
update_face()
|
||||
if(!stand_icon || !lying_icon)
|
||||
update_body()
|
||||
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed))
|
||||
lying = 1
|
||||
else
|
||||
lying = 0
|
||||
|
||||
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
|
||||
if (!w_uniform)
|
||||
for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
|
||||
if (thing)
|
||||
u_equip(thing)
|
||||
if (client)
|
||||
client.screen -= thing
|
||||
|
||||
if (thing)
|
||||
thing.loc = loc
|
||||
thing.dropped(src)
|
||||
thing.layer = initial(thing.layer)
|
||||
|
||||
|
||||
//if (zone_sel)
|
||||
// zone_sel.overlays = null
|
||||
// zone_sel.overlays += body_standing
|
||||
// zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
|
||||
|
||||
if (lying)
|
||||
icon = lying_icon
|
||||
|
||||
overlays += body_lying
|
||||
|
||||
if (face_lying)
|
||||
overlays += face_lying
|
||||
else
|
||||
icon = stand_icon
|
||||
|
||||
overlays += body_standing
|
||||
|
||||
if (face_standing)
|
||||
overlays += face_standing
|
||||
|
||||
// Uniform
|
||||
if(w_uniform)
|
||||
/*if (mutations & FAT && !(w_uniform.flags & ONESIZEFITSALL))
|
||||
src << "\red You burst out of the [w_uniform.name]!"
|
||||
var/obj/item/clothing/c = w_uniform
|
||||
u_equip(c)
|
||||
if(client)
|
||||
client.screen -= c
|
||||
if(c)
|
||||
c:loc = loc
|
||||
c:dropped(src)
|
||||
c:layer = initial(c:layer)*/
|
||||
if(w_uniform)//I should really not need these
|
||||
w_uniform.screen_loc = ui_iclothing
|
||||
if(istype(w_uniform, /obj/item/clothing/under))
|
||||
var/t1 = w_uniform.color
|
||||
if (!t1)
|
||||
t1 = icon_state
|
||||
/*if (mutations & FAT)
|
||||
overlays += image("icon" = 'uniform_fat.dmi', "icon_state" = "[t1][!lying ? "_s" : "_l"]", "layer" = MOB_LAYER)
|
||||
else*/
|
||||
overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
|
||||
if (w_uniform.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
|
||||
if (wear_id)
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
|
||||
|
||||
if (client)
|
||||
client.screen -= hud_used.intents
|
||||
client.screen -= hud_used.mov_int
|
||||
|
||||
|
||||
//Screenlocs for these slots are handled by the huds other_update()
|
||||
//because theyre located on the 'other' inventory bar.
|
||||
|
||||
// Gloves
|
||||
var/datum/organ/external/lo = get_organ("l_hand")
|
||||
var/datum/organ/external/ro = get_organ("r_hand")
|
||||
if (!lo.destroyed || !ro.destroyed)
|
||||
if (gloves)
|
||||
var/t1 = gloves.item_state
|
||||
if (!t1)
|
||||
t1 = gloves.icon_state
|
||||
var/icon/gloves_icon = new /icon("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(lo.destroyed)
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image(gloves_icon, "layer" = MOB_LAYER)
|
||||
if (gloves.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
else if (blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
// Glasses
|
||||
if (glasses)
|
||||
var/t1 = glasses.icon_state
|
||||
overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
// Ears
|
||||
/*
|
||||
if (l_ear)
|
||||
var/t1 = l_ear.icon_state
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (r_ear)
|
||||
var/t1 = r_ear.icon_state
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
*/
|
||||
// Shoes
|
||||
lo = get_organ("l_foot")
|
||||
ro = get_organ("r_foot")
|
||||
if ((!lo.destroyed || !ro.destroyed) && shoes)
|
||||
var/t1 = shoes.icon_state
|
||||
var/icon/shoes_icon = new /icon("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(lo.destroyed && !lying)
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed && !lying)
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
overlays += image(shoes_icon, "layer" = MOB_LAYER)
|
||||
if (shoes.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "shoesblood[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
|
||||
/* if (w_radio)
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = "headset[!lying ? "" : "2"]", "layer" = MOB_LAYER) */
|
||||
|
||||
if (s_store)
|
||||
var/t1 = s_store.item_state
|
||||
if (!t1)
|
||||
t1 = s_store.icon_state
|
||||
s_store.screen_loc = ui_sstore1
|
||||
|
||||
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
|
||||
//to hide / show them.
|
||||
if (client)
|
||||
if (i_select)
|
||||
if (intent)
|
||||
client.screen += hud_used.intents
|
||||
|
||||
var/list/L = dd_text2list(intent, ",")
|
||||
L[1] += ":-11"
|
||||
i_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
|
||||
else
|
||||
i_select.screen_loc = null
|
||||
if (m_select)
|
||||
if (m_int)
|
||||
client.screen += hud_used.mov_int
|
||||
|
||||
var/list/L = dd_text2list(m_int, ",")
|
||||
L[1] += ":-11"
|
||||
m_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
|
||||
else
|
||||
m_select.screen_loc = null
|
||||
|
||||
var/tail_shown = 1
|
||||
if (wear_suit)
|
||||
/*if (mutations & FAT && !(wear_suit.flags & ONESIZEFITSALL))
|
||||
src << "\red You burst out of the [wear_suit.name]!"
|
||||
var/obj/item/clothing/c = wear_suit
|
||||
u_equip(c)
|
||||
if(client)
|
||||
client.screen -= c
|
||||
if(c)
|
||||
c:loc = loc
|
||||
c:dropped(src)
|
||||
c:layer = initial(c:layer)*/
|
||||
if (istype(wear_suit, /obj/item/clothing/suit))
|
||||
var/t1 = wear_suit.icon_state
|
||||
overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (wear_suit)
|
||||
if (wear_suit.blood_DNA)
|
||||
var/icon/stain_icon = null
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/armor/vest))
|
||||
stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
|
||||
|
||||
else
|
||||
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_suit.screen_loc = ui_oclothing
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
|
||||
if (handcuffed)
|
||||
handcuffed.loc = loc
|
||||
handcuffed.layer = initial(handcuffed.layer)
|
||||
handcuffed = null
|
||||
if ((l_hand || r_hand))
|
||||
var/h = hand
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = h
|
||||
//if wearing some suits, hide the tail
|
||||
if ( istype(wear_suit, /obj/item/clothing/suit/bio_suit) || istype(wear_suit, /obj/item/clothing/suit/bomb_suit) || istype(wear_suit, /obj/item/clothing/suit/space) )
|
||||
tail_shown = 0
|
||||
if(tail_shown)
|
||||
overlays += image("icon" = icon('tajaran.dmi', "tail_[gender==FEMALE ? "f" : "m"]_[lying ? "l" : "s"]"), "layer" = MOB_LAYER)
|
||||
|
||||
if (lying)
|
||||
if (face_lying)
|
||||
overlays += face_lying
|
||||
else
|
||||
if (face_standing)
|
||||
overlays += face_standing
|
||||
|
||||
if (wear_mask)
|
||||
if (istype(wear_mask, /obj/item/clothing/mask))
|
||||
var/t1 = wear_mask.icon_state
|
||||
overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
|
||||
if (wear_mask.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_mask.screen_loc = ui_mask
|
||||
|
||||
// Head
|
||||
if (head)
|
||||
var/t1 = head.icon_state
|
||||
var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(istype(head,/obj/item/clothing/head/kitty))
|
||||
head_icon = (( lying ) ? head:mob2 : head:mob)
|
||||
overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
|
||||
if (head.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
head.screen_loc = ui_head
|
||||
else
|
||||
var/datum/organ/external/head = get_organ("head")
|
||||
if(!head.destroyed)
|
||||
//if not wearing anything on the head, show the ears
|
||||
overlays += image("icon" = icon('tajaran.dmi', "ears_[gender==FEMALE ? "f" : "m"]_[lying ? "l" : "s"]"), "layer" = MOB_LAYER)
|
||||
|
||||
// Belt
|
||||
if (belt)
|
||||
var/t1 = belt.item_state
|
||||
if (!t1)
|
||||
t1 = belt.icon_state
|
||||
overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
belt.screen_loc = ui_belt
|
||||
|
||||
|
||||
name = get_visible_name()
|
||||
|
||||
if (wear_id)
|
||||
wear_id.screen_loc = ui_id
|
||||
|
||||
if (l_store)
|
||||
l_store.screen_loc = ui_storage1
|
||||
|
||||
if (r_store)
|
||||
r_store.screen_loc = ui_storage2
|
||||
|
||||
if (back)
|
||||
var/t1 = back.icon_state
|
||||
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
back.screen_loc = ui_back
|
||||
|
||||
if (handcuffed)
|
||||
pulling = null
|
||||
if (!lying)
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff1", "layer" = MOB_LAYER)
|
||||
else
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff2", "layer" = MOB_LAYER)
|
||||
|
||||
if (client)
|
||||
client.screen -= contents
|
||||
client.screen += contents
|
||||
|
||||
if (r_hand)
|
||||
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
|
||||
r_hand.screen_loc = ui_rhand
|
||||
|
||||
if (l_hand)
|
||||
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
|
||||
l_hand.screen_loc = ui_lhand
|
||||
|
||||
var/shielded = 0
|
||||
for (var/obj/item/weapon/cloaking_device/S in src)
|
||||
if (S.active)
|
||||
shielded = 2
|
||||
break
|
||||
|
||||
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
|
||||
switch(shielded)
|
||||
if(1)
|
||||
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
|
||||
if(2)
|
||||
invisibility = 2
|
||||
//New stealth. Hopefully doesn't lag too much. /N
|
||||
if(istype(loc, /turf))//If they are standing on a turf.
|
||||
AddCamoOverlay(loc)//Overlay camo.
|
||||
if(3)
|
||||
if(istype(loc, /turf))
|
||||
//Ninjas may flick into view once in a while if they are stealthed.
|
||||
if(prob(90))
|
||||
NinjaStealthActive(loc)
|
||||
else
|
||||
NinjaStealthMalf()
|
||||
else
|
||||
invisibility = 0
|
||||
|
||||
if (shielded == 2)
|
||||
invisibility = 2
|
||||
else
|
||||
invisibility = 0
|
||||
/*
|
||||
for (var/mob/M in viewers(1, src))//For the love of god DO NOT REFRESH EVERY SECOND - Mport
|
||||
if ((M.client && M.machine == src))
|
||||
spawn (0)
|
||||
show_inv(M)
|
||||
return
|
||||
*/
|
||||
last_b_state = stat
|
||||
|
||||
/mob/living/carbon/human/tajaran/update_body()
|
||||
if(stand_icon)
|
||||
del(stand_icon)
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
|
||||
if (mutantrace)
|
||||
return
|
||||
|
||||
var/g = "m"
|
||||
if (gender == MALE)
|
||||
g = "m"
|
||||
else if (gender == FEMALE)
|
||||
g = "f"
|
||||
|
||||
stand_icon = new /icon('tajaran.dmi', "torso_[g]_s")
|
||||
lying_icon = new /icon('tajaran.dmi', "torso_[g]_l")
|
||||
|
||||
|
||||
|
||||
var/husk = (mutations & HUSK)
|
||||
//var/obese = (mutations & FAT)
|
||||
|
||||
stand_icon.Blend(new /icon('tajaran.dmi', "chest_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('tajaran.dmi', "chest_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
var/datum/organ/external/head = get_organ("head")
|
||||
if(!head.destroyed)
|
||||
stand_icon.Blend(new /icon('tajaran.dmi', "head_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('tajaran.dmi', "head_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
for(var/datum/organ/external/part in organs)
|
||||
if(!istype(part, /datum/organ/external/groin) \
|
||||
&& !istype(part, /datum/organ/external/chest) \
|
||||
&& !istype(part, /datum/organ/external/head) \
|
||||
&& !part.destroyed)
|
||||
var/icon/temp = new /icon('tajaran.dmi', "[part.icon_name]_s")
|
||||
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
stand_icon.Blend(temp, ICON_OVERLAY)
|
||||
temp = new /icon('tajaran.dmi', "[part.icon_name]_l")
|
||||
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
lying_icon.Blend(temp , ICON_OVERLAY)
|
||||
|
||||
stand_icon.Blend(new /icon('tajaran.dmi', "groin_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('tajaran.dmi', "groin_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
if (husk)
|
||||
var/icon/husk_s = new /icon('tajaran.dmi', "husk_s")
|
||||
var/icon/husk_l = new /icon('tajaran.dmi', "husk_l")
|
||||
|
||||
for(var/datum/organ/external/part in organs)
|
||||
if(!istype(part, /datum/organ/external/groin) \
|
||||
&& !istype(part, /datum/organ/external/chest) \
|
||||
&& !istype(part, /datum/organ/external/head) \
|
||||
&& part.destroyed)
|
||||
husk_s.Blend(new /icon('dam_mask.dmi', "[part.icon_name]"), ICON_SUBTRACT)
|
||||
husk_l.Blend(new /icon('dam_mask.dmi', "[part.icon_name]2"), ICON_SUBTRACT)
|
||||
|
||||
stand_icon.Blend(husk_s, ICON_OVERLAY)
|
||||
lying_icon.Blend(husk_l, ICON_OVERLAY)
|
||||
/*else if(obese)
|
||||
stand_icon.Blend(new /icon('human.dmi', "fatbody_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('human.dmi', "fatbody_l"), ICON_OVERLAY)*/
|
||||
|
||||
// Skin tone
|
||||
if (s_tone >= 0)
|
||||
stand_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
|
||||
lying_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
|
||||
else
|
||||
stand_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
|
||||
lying_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
|
||||
|
||||
if (underwear > 0)
|
||||
//if(!obese)
|
||||
stand_icon.Blend(new /icon('tajaran.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('tajaran.dmi', "underwear[underwear]_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
|
||||
/mob/living/carbon/human/tajaran/update_face()
|
||||
if(organs)
|
||||
var/datum/organ/external/head = get_organ("head")
|
||||
if(head)
|
||||
if(head.destroyed)
|
||||
del(face_standing)
|
||||
del(face_lying)
|
||||
return
|
||||
|
||||
//if(!facial_hair_style || !hair_style) return//Seems people like to lose their icons, this should stop the runtimes for now
|
||||
del(face_standing)
|
||||
del(face_lying)
|
||||
|
||||
if (mutantrace)
|
||||
return
|
||||
|
||||
var/g = "m"
|
||||
if (gender == MALE)
|
||||
g = "m"
|
||||
else if (gender == FEMALE)
|
||||
g = "f"
|
||||
|
||||
var/icon/eyes_s = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "eyes_s")
|
||||
var/icon/eyes_l = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "eyes_l")
|
||||
eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
|
||||
eyes_l.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
|
||||
|
||||
//var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
|
||||
//var/icon/hair_l = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_l")
|
||||
//hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
|
||||
//hair_l.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
|
||||
|
||||
//var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
|
||||
//var/icon/facial_l = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_l")
|
||||
//facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
|
||||
//facial_l.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
|
||||
|
||||
var/icon/mouth_s = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "mouth_[g]_s")
|
||||
var/icon/mouth_l = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "mouth_[g]_l")
|
||||
|
||||
// if the head or mask has the flag BLOCKHAIR (equal to 5), then do not apply hair
|
||||
//if((!(head && (head.flags & BLOCKHAIR))) && !(wear_mask && (wear_mask.flags & BLOCKHAIR)))
|
||||
//eyes_s.Blend(hair_s, ICON_OVERLAY)
|
||||
//eyes_l.Blend(hair_l, ICON_OVERLAY)
|
||||
|
||||
eyes_s.Blend(mouth_s, ICON_OVERLAY)
|
||||
eyes_l.Blend(mouth_l, ICON_OVERLAY)
|
||||
|
||||
// if BLOCKHAIR, do not apply facial hair
|
||||
//if((!(head && (head.flags & BLOCKHAIR))) && !(wear_mask && (wear_mask.flags & BLOCKHAIR)))
|
||||
//eyes_s.Blend(facial_s, ICON_OVERLAY)
|
||||
//eyes_l.Blend(facial_l, ICON_OVERLAY)
|
||||
|
||||
|
||||
face_standing = new /image()
|
||||
face_lying = new /image()
|
||||
face_standing.icon = eyes_s
|
||||
face_standing.layer = MOB_LAYER
|
||||
face_lying.icon = eyes_l
|
||||
face_lying.layer = MOB_LAYER
|
||||
|
||||
del(mouth_l)
|
||||
del(mouth_s)
|
||||
//del(facial_l)
|
||||
//del(facial_s)
|
||||
//del(hair_l)
|
||||
//del(hair_s)
|
||||
del(eyes_l)
|
||||
del(eyes_s)
|
||||
|
||||
/mob/living/carbon/human/tajaran/co2overloadtime = null
|
||||
/mob/living/carbon/human/tajaran/temperature_resistance = T0C+70
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/human/tajaran/Emissary/
|
||||
unacidable = 1
|
||||
var/aegis = 1
|
||||
|
||||
/mob/living/carbon/human/tajaran/Emissary/New()
|
||||
|
||||
..()
|
||||
|
||||
reagents.add_reagent("hyperzine", 5000) //From the dark, to the light, it's a supersonic flight!
|
||||
// Gotta keep it going!
|
||||
if (!(mutations & HULK))
|
||||
mutations |= HULK
|
||||
|
||||
if (!(mutations & LASER))
|
||||
mutations |= LASER
|
||||
|
||||
if (!(mutations & XRAY))
|
||||
mutations |= XRAY
|
||||
sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
|
||||
if (!(mutations & COLD_RESISTANCE))
|
||||
mutations |= COLD_RESISTANCE
|
||||
|
||||
if (!(mutations & TK))
|
||||
mutations |= TK
|
||||
|
||||
if(!(mutations & HEAL))
|
||||
mutations |= HEAL
|
||||
|
||||
spawn(0)
|
||||
while(src)
|
||||
adjustBruteLoss(-10)
|
||||
adjustToxLoss(-10)
|
||||
adjustOxyLoss(-10)
|
||||
adjustFireLoss(-10)
|
||||
sleep(10)
|
||||
|
||||
|
||||
/mob/living/carbon/human/tajaran/Emissary/ex_act()
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/tajaran/Emissary/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)
|
||||
if(istype(target , /obj/machinery/door/airlock))
|
||||
if(target:locked)
|
||||
target:locked = 0
|
||||
if(!target:density)
|
||||
return 1
|
||||
if(target:operating > 0)
|
||||
return
|
||||
if(!ticker)
|
||||
return 0
|
||||
if(!target:operating)
|
||||
target:operating = 1
|
||||
|
||||
target:animate("opening")
|
||||
target:sd_SetOpacity(0)
|
||||
sleep(10)
|
||||
target:layer = 2.7
|
||||
target:density = 0
|
||||
target:update_icon()
|
||||
target:sd_SetOpacity(0)
|
||||
target:update_nearby_tiles()
|
||||
|
||||
target:operating = -1
|
||||
|
||||
user << "You force the door open, shearing the bolts and burning out the motor."
|
||||
|
||||
if(target:operating)
|
||||
target:operating = -1
|
||||
else if(istype(target , /obj/machinery/door/firedoor))
|
||||
target:open()
|
||||
|
||||
/mob/living/carbon/human/tajaran/Emissary/Life()
|
||||
|
||||
..()
|
||||
|
||||
if (!(mutations & HULK))
|
||||
mutations |= HULK
|
||||
|
||||
|
||||
if((stat == 2) && aegis)
|
||||
src.show_message("\red [src]'s eyes open suddenlly.", 3, "\red \"I gave a solemn vow to never die for long.\"", 2)
|
||||
src.heal_overall_damage(9001,9001)
|
||||
src.stat = 0
|
||||
aegis = 0
|
||||
@@ -1,170 +0,0 @@
|
||||
/mob/living/carbon/human/tajaran/whisper(message as text)
|
||||
//Figured it out. If you use say :w (message) it HTML encodes it, THEN passes it to the whisper code, which does so again. Jeez. --SkyMarshal
|
||||
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
|
||||
|
||||
if (!message)
|
||||
return
|
||||
|
||||
if (silent)
|
||||
return
|
||||
|
||||
log_whisper("[src.name]/[src.key] : [message]")
|
||||
|
||||
if (src.client && (src.client.muted || src.client.muted_complete))
|
||||
src << "You are muted."
|
||||
return
|
||||
|
||||
if (src.stat == 2)
|
||||
return src.say_dead(message)
|
||||
|
||||
if (src.stat)
|
||||
return
|
||||
|
||||
var/alt_name = ""
|
||||
if (istype(src, /mob/living/carbon/human) && src.name != src.real_name)
|
||||
var/mob/living/carbon/human/H = src
|
||||
alt_name = " (as [H.get_visible_name()])"
|
||||
// Mute disability
|
||||
if (src.disabilities & 64)
|
||||
return
|
||||
|
||||
if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
|
||||
return
|
||||
|
||||
var/italics = 1
|
||||
var/message_range = 1
|
||||
|
||||
//work out if we're speaking tajaran or not
|
||||
var/is_speaking_taj = 0
|
||||
if(copytext(message, 1, 4) == ":j ")
|
||||
message = copytext(message, 4)
|
||||
if(taj_talk_understand)
|
||||
is_speaking_taj = 1
|
||||
|
||||
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)&&src.wear_mask:voice=="Unknown")
|
||||
if(copytext(message, 1, 2) != "*")
|
||||
var/list/temp_message = dd_text2list(message, " ")
|
||||
var/list/pick_list = list()
|
||||
for(var/i = 1, i <= temp_message.len, i++)
|
||||
pick_list += i
|
||||
for(var/i=1, i <= abs(temp_message.len/3), i++)
|
||||
var/H = pick(pick_list)
|
||||
if(findtext(temp_message[H], "*") || findtext(temp_message[H], ";") || findtext(temp_message[H], ":")) continue
|
||||
temp_message[H] = ninjaspeak(temp_message[H])
|
||||
pick_list -= H
|
||||
message = dd_list2text(temp_message, " ")
|
||||
message = dd_replaceText(message, "o", "¤")
|
||||
message = dd_replaceText(message, "p", "þ")
|
||||
message = dd_replaceText(message, "l", "£")
|
||||
message = dd_replaceText(message, "s", "§")
|
||||
message = dd_replaceText(message, "u", "µ")
|
||||
message = dd_replaceText(message, "b", "ß")
|
||||
|
||||
message = capitalize(message)
|
||||
|
||||
if (src.stuttering)
|
||||
message = stutter(message)
|
||||
if (src.slurring)
|
||||
message = slur(message)
|
||||
|
||||
for (var/obj/O in view(message_range, src))
|
||||
spawn (0)
|
||||
if (O)
|
||||
O.hear_talk(src, message)
|
||||
|
||||
var/list/listening = hearers(message_range, src)
|
||||
listening -= src
|
||||
listening += src
|
||||
var/list/eavesdropping = hearers(2, src)
|
||||
eavesdropping -= src
|
||||
eavesdropping -= listening
|
||||
var/list/watching = hearers(5, src)
|
||||
watching -= src
|
||||
watching -= listening
|
||||
watching -= eavesdropping
|
||||
|
||||
var/list/heard_a = list() // understood us
|
||||
var/list/heard_b = list() // didn't understand us
|
||||
|
||||
for (var/mob/M in listening)
|
||||
if ( M.say_understands(src) && (M.taj_talk_understand || !is_speaking_taj) )
|
||||
heard_a += M
|
||||
else
|
||||
heard_b += M
|
||||
|
||||
var/rendered = null
|
||||
|
||||
for (var/mob/M in watching)
|
||||
if ( (M.say_understands(src) && !is_speaking_taj) || istype(M,/mob/living/carbon/human/tajaran) )
|
||||
rendered = "<span class='game say'><span class='name'>[src.name]</span> [is_speaking_taj ? "quietly mrowls" : "whispers"] something.</span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> [is_speaking_taj ? "quietly mrowls" : "whispers"] something.</span>"
|
||||
M.show_message(rendered, 2)
|
||||
|
||||
if (length(heard_a))
|
||||
var/message_a = message
|
||||
|
||||
if (italics)
|
||||
message_a = "<i>[message_a]</i>"
|
||||
//This appears copied from carbon/living say.dm so the istype check for mob is probably not needed. Appending for src is also not needed as the game will check that automatically.
|
||||
if (!istype(src, /mob/living/carbon/human))
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
|
||||
else if (istype(wear_mask, /obj/item/clothing/mask/gas/voice))
|
||||
if (wear_mask:vchange)
|
||||
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
|
||||
|
||||
for (var/mob/M in heard_a)
|
||||
M.show_message(rendered, 2)
|
||||
|
||||
if (length(heard_b))
|
||||
var/message_b
|
||||
|
||||
message_b = tajspeak(message)
|
||||
|
||||
if (italics)
|
||||
message_b = "<i>[message_b]</i>"
|
||||
|
||||
rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> mrows quietly, <span class='message'>\"[message_b]\"</span></span>"
|
||||
|
||||
for (var/mob/M in heard_b)
|
||||
M.show_message(rendered, 2)
|
||||
|
||||
for (var/mob/M in eavesdropping)
|
||||
if (M.say_understands(src))
|
||||
var/message_c = tajspeak(message)
|
||||
if (!istype(src, /mob/living/carbon/human))
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
|
||||
else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
|
||||
if(wear_mask:vchange)
|
||||
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
|
||||
M.show_message(rendered, 2)
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> quietly mrowls something.</span>"
|
||||
M.show_message(rendered, 2)
|
||||
|
||||
if (italics)
|
||||
message = "<i>[message]</i>"
|
||||
|
||||
if (!istype(src, /mob/living/carbon/human))
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
|
||||
else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
|
||||
if(wear_mask:vchange)
|
||||
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
|
||||
else
|
||||
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
|
||||
|
||||
for (var/mob/M in world)
|
||||
if (istype(M, /mob/new_player))
|
||||
continue
|
||||
if (M.stat > 1 && !(M in heard_a))
|
||||
M.show_message(rendered, 2)
|
||||
@@ -672,7 +672,7 @@
|
||||
///Returns a number between -1 to 2
|
||||
/mob/living/carbon/human/eyecheck()
|
||||
var/number = 0
|
||||
if(istype(src.head, /obj/item/clothing/head/helmet/welding))
|
||||
if(istype(src.head, /obj/item/clothing/head/welding))
|
||||
if(!src.head:up)
|
||||
number += 2
|
||||
if(istype(src.head, /obj/item/clothing/head/helmet/space))
|
||||
|
||||
@@ -939,7 +939,7 @@
|
||||
|
||||
|
||||
|
||||
else if(istype(head, /obj/item/clothing/head/helmet/welding)) // wat. This is never fucking called.
|
||||
else if(istype(head, /obj/item/clothing/head/welding)) // wat. This is never fucking called.
|
||||
if(!head:up && tinted_weldhelh)
|
||||
see_in_dark = 1
|
||||
|
||||
@@ -1101,7 +1101,7 @@
|
||||
if (druggy)
|
||||
client.screen += hud_used.druggy
|
||||
|
||||
if ((istype(head, /obj/item/clothing/head/helmet/welding)) )
|
||||
if ((istype(head, /obj/item/clothing/head/welding)) )
|
||||
if(!head:up && tinted_weldhelh)
|
||||
client.screen += hud_used.darkMask
|
||||
|
||||
|
||||
@@ -123,7 +123,7 @@
|
||||
/obj/item/clothing/head/caphat,
|
||||
/obj/item/clothing/head/collectable/captain,
|
||||
/obj/item/clothing/head/that,
|
||||
/obj/item/clothing/head/helmet/that,
|
||||
/obj/item/clothing/head/that,
|
||||
/obj/item/clothing/head/kitty,
|
||||
/obj/item/clothing/head/collectable/kitty,
|
||||
/obj/item/clothing/head/rabbitears,
|
||||
@@ -141,9 +141,9 @@
|
||||
/obj/item/clothing/head/wizard/fake,
|
||||
/obj/item/clothing/head/wizard,
|
||||
/obj/item/clothing/head/collectable/wizard,
|
||||
/obj/item/clothing/head/helmet/hardhat,
|
||||
/obj/item/clothing/head/hardhat,
|
||||
/obj/item/clothing/head/collectable/hardhat,
|
||||
/obj/item/clothing/head/helmet/hardhat/white,
|
||||
/obj/item/clothing/head/hardhat/white,
|
||||
/obj/item/weapon/bedsheet,
|
||||
/obj/item/clothing/head/helmet/space/santahat,
|
||||
/obj/item/clothing/head/collectable/paper,
|
||||
|
||||
+45
-13
@@ -90,8 +90,13 @@
|
||||
#define FILE_DIR "code/modules/client"
|
||||
#define FILE_DIR "code/modules/clothing"
|
||||
#define FILE_DIR "code/modules/clothing/glasses"
|
||||
#define FILE_DIR "code/modules/clothing/gloves"
|
||||
#define FILE_DIR "code/modules/clothing/head"
|
||||
#define FILE_DIR "code/modules/clothing/masks"
|
||||
#define FILE_DIR "code/modules/clothing/shoes"
|
||||
#define FILE_DIR "code/modules/clothing/spacesuits"
|
||||
#define FILE_DIR "code/modules/clothing/suits"
|
||||
#define FILE_DIR "code/modules/clothing/under"
|
||||
#define FILE_DIR "code/modules/clothing/uniforms"
|
||||
#define FILE_DIR "code/modules/critters"
|
||||
#define FILE_DIR "code/modules/critters/hivebots"
|
||||
@@ -308,6 +313,7 @@
|
||||
#include "code\defines\mob\living\silicon\silicon.dm"
|
||||
#include "code\defines\obj\closet.dm"
|
||||
#include "code\defines\obj\clothing.dm"
|
||||
#include "code\defines\obj\costume.dm"
|
||||
#include "code\defines\obj\decal.dm"
|
||||
#include "code\defines\obj\hydro.dm"
|
||||
#include "code\defines\obj\machinery.dm"
|
||||
@@ -319,14 +325,6 @@
|
||||
#include "code\defines\obj\vending.dm"
|
||||
#include "code\defines\obj\weapon.dm"
|
||||
#include "code\defines\obj\window.dm"
|
||||
#include "code\defines\obj\clothing\costume.dm"
|
||||
#include "code\defines\obj\clothing\ears.dm"
|
||||
#include "code\defines\obj\clothing\gloves.dm"
|
||||
#include "code\defines\obj\clothing\head.dm"
|
||||
#include "code\defines\obj\clothing\jumpsuit.dm"
|
||||
#include "code\defines\obj\clothing\mask.dm"
|
||||
#include "code\defines\obj\clothing\shoes.dm"
|
||||
#include "code\defines\obj\clothing\z_gimmick.dm"
|
||||
#include "code\defines\procs\AStar.dm"
|
||||
#include "code\defines\procs\captain_announce.dm"
|
||||
#include "code\defines\procs\church_name.dm"
|
||||
@@ -803,14 +801,33 @@
|
||||
#include "code\modules\chemical\Chemistry-Tools.dm"
|
||||
#include "code\modules\client\client defines.dm"
|
||||
#include "code\modules\client\client procs.dm"
|
||||
#include "code\modules\clothing\ears.dm"
|
||||
#include "code\modules\clothing\glasses.dm"
|
||||
#include "code\modules\clothing\hardhat.dm"
|
||||
#include "code\modules\clothing\gloves.dm"
|
||||
#include "code\modules\clothing\head.dm"
|
||||
#include "code\modules\clothing\mask.dm"
|
||||
#include "code\modules\clothing\random.dm"
|
||||
#include "code\modules\clothing\shoes.dm"
|
||||
#include "code\modules\clothing\spacesuit.dm"
|
||||
#include "code\modules\clothing\suit.dm"
|
||||
#include "code\modules\clothing\under.dm"
|
||||
#include "code\modules\clothing\glasses\glasses.dm"
|
||||
#include "code\modules\clothing\glasses\hud.dm"
|
||||
#include "code\modules\clothing\spacesuits\captain.dm"
|
||||
#include "code\modules\clothing\spacesuits\engineer.dm"
|
||||
#include "code\modules\clothing\gloves\boxing.dm"
|
||||
#include "code\modules\clothing\gloves\color.dm"
|
||||
#include "code\modules\clothing\gloves\miscellaneous.dm"
|
||||
#include "code\modules\clothing\head\cargo.dm"
|
||||
#include "code\modules\clothing\head\hardhat.dm"
|
||||
#include "code\modules\clothing\head\helmet.dm"
|
||||
#include "code\modules\clothing\head\miscellaneous.dm"
|
||||
#include "code\modules\clothing\head\security.dm"
|
||||
#include "code\modules\clothing\head\welding.dm"
|
||||
#include "code\modules\clothing\masks\boxing.dm"
|
||||
#include "code\modules\clothing\masks\breath.dm"
|
||||
#include "code\modules\clothing\masks\gasmask.dm"
|
||||
#include "code\modules\clothing\masks\miscellaneous.dm"
|
||||
#include "code\modules\clothing\shoes\magboots.dm"
|
||||
#include "code\modules\clothing\shoes\miscellaneous.dm"
|
||||
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
|
||||
#include "code\modules\clothing\spacesuits\ninja.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig.dm"
|
||||
@@ -819,13 +836,28 @@
|
||||
#include "code\modules\clothing\suits\armor.dm"
|
||||
#include "code\modules\clothing\suits\bio.dm"
|
||||
#include "code\modules\clothing\suits\bomb.dm"
|
||||
#include "code\modules\clothing\suits\detective.dm"
|
||||
#include "code\modules\clothing\suits\fire.dm"
|
||||
#include "code\modules\clothing\suits\heavy.dm"
|
||||
#include "code\modules\clothing\suits\hos.dm"
|
||||
#include "code\modules\clothing\suits\labcoat.dm"
|
||||
#include "code\modules\clothing\suits\miscellaneous.dm"
|
||||
#include "code\modules\clothing\suits\radiation.dm"
|
||||
#include "code\modules\clothing\suits\robe.dm"
|
||||
#include "code\modules\clothing\under\cargo.dm"
|
||||
#include "code\modules\clothing\under\chameleon.dm"
|
||||
#include "code\modules\clothing\under\civilian.dm"
|
||||
#include "code\modules\clothing\under\color.dm"
|
||||
#include "code\modules\clothing\under\engineering.dm"
|
||||
#include "code\modules\clothing\under\medical.dm"
|
||||
#include "code\modules\clothing\under\miscellaneous.dm"
|
||||
#include "code\modules\clothing\under\rank.dm"
|
||||
#include "code\modules\clothing\under\science.dm"
|
||||
#include "code\modules\clothing\under\security.dm"
|
||||
#include "code\modules\clothing\under\shorts.dm"
|
||||
#include "code\modules\clothing\under\syndicate.dm"
|
||||
#include "code\modules\clothing\under\under.dm"
|
||||
#include "code\modules\clothing\uniforms\captain.dm"
|
||||
#include "code\modules\clothing\uniforms\detective.dm"
|
||||
#include "code\modules\clothing\uniforms\hos.dm"
|
||||
#include "code\modules\clothing\uniforms\lawyer.dm"
|
||||
#include "code\modules\critters\critter.dm"
|
||||
#include "code\modules\critters\critter_AI.dm"
|
||||
|
||||
Reference in New Issue
Block a user