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:
mport2004@gmail.com
2012-06-23 19:25:01 +00:00
parent 90041eaba4
commit c86c8e1505
79 changed files with 1677 additions and 3479 deletions
+1 -1
View File
@@ -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)
+12
View File
@@ -0,0 +1,12 @@
/obj/item/clothing/ears
name = "ears"
w_class = 1.0
throwforce = 2
slot_flags = SLOT_EARS
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
protective_temperature = 500
item_state = "earmuffs"
+22 -4
View File
@@ -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"
+13
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@@ -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
+27
View File
@@ -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.
+116
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@@ -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
+5
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@@ -0,0 +1,5 @@
/obj/item/clothing/head
name = "head"
icon = 'hats.dmi'
body_parts_covered = HEAD
slot_flags = SLOT_HEAD
+26
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@@ -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
+16
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@@ -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)
+138
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@@ -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
+32
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@@ -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"
+40
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@@ -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
+5
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@@ -0,0 +1,5 @@
/obj/item/clothing/mask
name = "mask"
icon = 'masks.dmi'
body_parts_covered = HEAD
slot_flags = SLOT_MASK
+29
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@@ -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"
+17
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@@ -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"
+80
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@@ -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"
+431
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@@ -0,0 +1,431 @@
/obj/item/clothing/head/rabbitears
name = "rabbit ears"
desc = "Wearing these makes you looks useless, and only good for your sex appeal."
icon_state = "bunny"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/kitty
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
flags = FPRINT | TABLEPASS
var/icon/mob
var/icon/mob2
update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
mob = new/icon("icon" = 'head.dmi', "icon_state" = "kitty")
mob2 = new/icon("icon" = 'head.dmi', "icon_state" = "kitty2")
mob.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
mob2.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
var/icon/earbit = new/icon("icon" = 'head.dmi', "icon_state" = "kittyinner")
var/icon/earbit2 = new/icon("icon" = 'head.dmi', "icon_state" = "kittyinner2")
mob.Blend(earbit, ICON_OVERLAY)
mob2.Blend(earbit2, ICON_OVERLAY)
/obj/item/clothing/under/owl
name = "owl uniform"
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
icon_state = "owl"
color = "owl"
/obj/item/clothing/gloves/cyborg
desc = "beep boop borp"
name = "cyborg gloves"
icon_state = "black"
item_state = "r_hands"
siemens_coefficient = 1
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
desc = "Beep boop"
icon_state = "death"
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume"
icon_state = "boots"
/obj/item/clothing/suit/cyborg_suit
name = "cyborg suit"
desc = "Suit for a cyborg costume."
icon_state = "death"
item_state = "death"
flags = FPRINT | TABLEPASS | CONDUCT
fire_resist = T0C+5200
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/greatcoat
name = "great coat"
desc = "A Nazi great coat"
icon_state = "nazi"
item_state = "nazi"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/johnny
name = "johnny~~ jumpsuit"
desc = "Johnny~~"
icon_state = "johnny"
color = "johnny"
/obj/item/clothing/suit/johnny_coat
name = "johnny~~ coat"
desc = "Johnny~~"
icon_state = "johnny"
item_state = "johnny"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/ianshirt
name = "worn shirt"
desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it but it's pretty close. Good for sleeping in."
icon_state = "ianshirt"
item_state = "ianshirt"
/obj/item/clothing/under/rainbow
name = "rainbow"
desc = "rainbow"
icon_state = "rainbow"
item_state = "rainbow"
color = "rainbow"
/obj/item/clothing/under/cloud
name = "cloud"
desc = "cloud"
icon_state = "cloud"
color = "cloud"
// STEAMPUNK STATION
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state = "headset" // lol
/obj/item/clothing/under/gimmick/rank/captain/suit
name = "captain's suit"
desc = "A green suit and yellow necktie. Exemplifies authority."
icon_state = "green_suit"
item_state = "dg_suit"
color = "green_suit"
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit
name = "head of personnel's suit"
desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
icon_state = "teal_suit"
item_state = "g_suit"
color = "teal_suit"
/obj/item/clothing/under/suit_jacket
name = "black suit"
desc = "A black suit and red tie. Very formal."
icon_state = "black_suit"
item_state = "bl_suit"
color = "black_suit"
/obj/item/clothing/under/suit_jacket/really_black
name = "executive suit"
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
color = "black_suit"
/obj/item/clothing/under/suit_jacket/red
name = "red suit"
desc = "A red suit and blue tie. Somewhat formal."
icon_state = "red_suit"
item_state = "r_suit"
color = "red_suit"
/obj/item/clothing/under/blackskirt
name = "black skirt"
desc = "A black skirt, very fancy!"
icon_state = "blackskirt"
color = "blackskirt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/schoolgirl
name = "schoolgirl uniform"
desc = "It's just like one of my Japanese animes!"
icon_state = "schoolgirl"
item_state = "schoolgirl"
color = "schoolgirl"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/head/flatcap
name = "flat cap"
desc = "A working man's cap."
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/under/overalls
name = "laborer's overalls"
desc = "A set of durable overalls for getting the job done."
icon_state = "overalls"
item_state = "lb_suit"
color = "overalls"
/obj/item/weapon/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'weapons.dmi'
icon_state = "baton"
item_state = "classic_baton"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
force = 10
/obj/item/clothing/under/pirate
name = "pirate outfit"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
color = "pirate"
/obj/item/clothing/head/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
/obj/item/clothing/head/hgpiratecap
name = "pirate hat"
desc = "Yarr."
icon_state = "hgpiratecap"
item_state = "hgpiratecap"
/obj/item/clothing/suit/pirate
name = "pirate coat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/hgpirate
name = "pirate captain coat"
desc = "Yarr."
icon_state = "hgpirate"
item_state = "hgpirate"
flags = FPRINT | TABLEPASS
flags_inv = HIDEJUMPSUIT
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/head/bandana
name = "pirate bandana"
desc = "Yarr."
icon_state = "bandana"
item_state = "bandana"
/obj/item/clothing/under/soviet
name = "soviet uniform"
desc = "For the Motherland!"
icon_state = "soviet"
item_state = "soviet"
color = "soviet"
/obj/item/clothing/under/redcoat
name = "redcoat uniform"
desc = "Looks old."
icon_state = "redcoat"
item_state = "redcoat"
color = "redcoat"
/obj/item/clothing/head/ushanka
name = "ushanka"
desc = "Perfect for winter in Siberia, da?"
icon_state = "ushankadown"
item_state = "ushankadown"
flags_inv = HIDEEARS
/obj/item/clothing/head/collectable //Hat Station 13
name = "collectable hat"
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "ultra rare Pete's hat!"
desc = "It smells faintly of plasma"
icon_state = "petehat"
/obj/item/clothing/head/collectable/metroid
name = "collectable metroid cap!"
desc = "It just latches right in place!"
icon_state = "metroid"
/obj/item/clothing/head/collectable/xenom
name = "collectable xenomorph helmet!"
desc = "Hiss hiss hiss!"
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
name = "collectable chef's hat"
desc = "A rare Chef's Hat meant for hat collectors!"
icon_state = "chef"
item_state = "chef"
/obj/item/clothing/head/collectable/paper
name = "collectable paper hat"
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
icon_state = "paper"
/obj/item/clothing/head/collectable/tophat
name = "collectable top hat"
desc = "A top hat worn by only the most prestigious hat collectors."
icon_state = "tophat"
item_state = "that"
/obj/item/clothing/head/collectable/captain
name = "collectable captain's hat"
desc = "A Collectable Hat that'll make you look just like a real comdom!"
icon_state = "captain"
item_state = "caphat"
/obj/item/clothing/head/collectable/police
name = "collectable police officer's hat"
desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
/obj/item/clothing/head/collectable/beret
name = "collectable beret"
desc = "A Collectable red Beret. It smells faintly of Garlic."
icon_state = "beret"
/obj/item/clothing/head/collectable/welding
name = "collectable welding helmet"
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
desc = "Just like a real Brain Slug!"
icon_state = "headslime"
item_state = "headslime"
/obj/item/clothing/head/collectable/flatcap
name = "collectable flat cap"
desc = "A Collectible farmer's Flat Cap!"
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/collectable/pirate
name = "collectable pirate hat"
desc = "You'd make a great Dread Syndie Roberts!"
icon_state = "pirate"
item_state = "pirate"
/obj/item/clothing/head/collectable/kitty
name = "collectable kitty ears"
desc = "The fur feels.....a bit too realistic."
icon_state = "kitty"
item_state = "kitty"
/obj/item/clothing/head/collectable/rabbitears
name = "collectable rabbit ears"
desc = "Not as lucky as the feet!"
icon_state = "bunny"
item_state = "bunny"
/obj/item/clothing/head/collectable/wizard
name = "collectable wizard's hat"
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
icon_state = "wizard"
/obj/item/clothing/head/collectable/hardhat
name = "collectable hard hat"
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
/obj/item/clothing/head/collectable/HoS
name = "collectable HoS hat"
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
icon_state = "hoscap"
/obj/item/clothing/head/collectable/thunderdome
name = "collectable Thunderdome helmet"
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
/obj/item/clothing/head/collectable/swat
name = "collectable SWAT helmet"
desc = "Now you can be in the Deathsquad too!"
icon_state = "swat"
item_state = "swat"
/obj/item/clothing/under/kilt
name = "kilt"
desc = "Includes shoes and plaid"
icon_state = "kilt"
item_state = "kilt"
color = "kilt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET
/obj/item/clothing/under/sexymime
name = "sexy mime outfit"
desc = "The only time when you DON'T enjoy looking at someone's rack."
icon_state = "sexymime"
item_state = "sexymime"
color = "sexymime"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/head/bowler
name = "bowler-hat"
desc = "Gentleman, elite aboard!"
icon_state = "bowler"
item_state = "bowler"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/justice
name = "justice hat"
desc = "fight for what's righteous!"
icon_state = "justicered"
item_state = "justicered"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
/obj/item/clothing/head/justice/blue
icon_state = "justiceblue"
item_state = "justiceblue"
/obj/item/clothing/head/justice/yellow
icon_state = "justiceyellow"
item_state = "justiceyellow"
/obj/item/clothing/head/justice/green
icon_state = "justicegreen"
item_state = "justicegreen"
/obj/item/clothing/head/justice/pink
icon_state = "justicepink"
item_state = "justicepink"
obj/item/clothing/suit/justice
name = "justice suit"
desc = "this pretty much looks ridiculous"
icon_state = "justice"
item_state = "justice"
flags = FPRINT | TABLEPASS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/under/gladiator
name = "gladiator uniform"
desc = "Are you not entertained? Is that not why you are here?"
icon_state = "gladiator"
item_state = "gladiator"
color = "gladiator"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
+14
View File
@@ -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
+36
View File
@@ -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]."
@@ -0,0 +1,158 @@
//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"
icon_state = "brown"
item_state = "brown"
permeability_coefficient = 0.05
flags = NOSLIP
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
/obj/item/clothing/shoes/syndigaloshes/all
/obj/item/clothing/shoes/black
name = "black shoes"
icon_state = "black"
color = "black"
desc = "A pair of black shoes."
redcoat
color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/brown
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
color = "brown"
captain
color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
hop
color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
ce
color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
rd
color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "blue shoes"
icon_state = "blue"
color = "blue"
/obj/item/clothing/shoes/green
name = "green shoes"
icon_state = "green"
color = "green"
/obj/item/clothing/shoes/yellow
name = "yellow shoes"
icon_state = "yellow"
color = "yellow"
/obj/item/clothing/shoes/mime
name = "mime shoes"
icon_state = "mime"
color = "mime"
/obj/item/clothing/shoes/purple
name = "purple shoes"
icon_state = "purple"
color = "purple"
/obj/item/clothing/shoes/brown
name = "brown shoes"
icon_state = "brown"
color = "brown"
/obj/item/clothing/shoes/orange
name = "orange shoes"
icon_state = "orange"
var/chained = 0
color = "orange"
/obj/item/clothing/shoes/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."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots"
desc = "When you REALLY want to turn up the heat"
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
icon_state = "s-ninja"
protective_temperature = 700
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
/obj/item/clothing/shoes/white
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.25
color = "white"
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
icon_state = "wizard"
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "magic shoes"
icon_state = "black"
/obj/item/clothing/shoes/galoshes
desc = "Rubber boots"
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn they're huge!"
name = "clown shoes"
icon_state = "clown"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
color = "clown"
/obj/item/clothing/shoes/jackboots
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
item_state = "jackboots"
color = "hosred"
/obj/item/clothing/shoes/cult
name = "boots"
desc = "A pair of boots worn by the followers of Nar-Sie."
icon_state = "cult"
item_state = "cult"
color = "cult"
@@ -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"
+12 -1
View File
@@ -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."
+26
View File
@@ -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"
-23
View File
@@ -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
+56
View File
@@ -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."
+22
View File
@@ -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
+64
View File
@@ -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)
..()
+20
View File
@@ -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"
+81
View File
@@ -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
+62
View File
@@ -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
+142
View File
@@ -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"
+62
View File
@@ -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)
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+27
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@@ -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)
+15
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@@ -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)
+26
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@@ -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"
+20
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@@ -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"
+36
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@@ -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)
@@ -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"
@@ -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"
+6 -7
View File
@@ -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))
+2 -2
View File
@@ -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
+3 -3
View File
@@ -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,