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Reorganized clothing as a whole.
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished. Everything is set up related to the object types themselves (meaning paths.) So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect... I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for. I've also moved files that had no, or very few blocks of code into more catagorized areas. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -138,14 +138,14 @@ var/global/sent_syndicate_strike_team = 0
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equip_if_possible(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
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equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes)
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if (!syndicate_leader_selected)
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equip_if_possible(new /obj/item/clothing/suit/space/syndicate/elite(src), slot_wear_suit)
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equip_if_possible(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit)
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else
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equip_if_possible(new /obj/item/clothing/suit/space/syndicate/elite/leader(src), slot_wear_suit)
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equip_if_possible(new /obj/item/clothing/suit/space/syndicate/black/red(src), slot_wear_suit)
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equip_if_possible(new /obj/item/clothing/gloves/swat(src), slot_gloves)
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if (!syndicate_leader_selected)
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equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/elite(src), slot_head)
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equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/black(src), slot_head)
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else
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equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/elite/leader(src), slot_head)
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equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/black/red(src), slot_head)
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equip_if_possible(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
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equip_if_possible(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
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@@ -0,0 +1,199 @@
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/obj/item/clothing
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name = "clothing"
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//Ears: currently only used for headsets and earmuffs
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/obj/item/clothing/ears
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name = "ears"
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w_class = 1.0
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throwforce = 2
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slot_flags = SLOT_EARS
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/obj/item/clothing/ears/earmuffs
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name = "earmuffs"
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desc = "Protects your hearing from loud noises, and quiet ones as well."
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icon_state = "earmuffs"
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protective_temperature = 500
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item_state = "earmuffs"
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//Glasses
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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w_class = 2.0
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flags = GLASSESCOVERSEYES
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slot_flags = SLOT_EYES
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var/vision_flags = 0
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var/darkness_view = 0//Base human is 2
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var/invisa_view = 0
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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//Gloves
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/obj/item/clothing/gloves
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name = "gloves"
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gender = PLURAL //Carn: for grammarically correct text-parsing
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w_class = 2.0
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icon = 'icons/obj/clothing/gloves.dmi'
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protective_temperature = 400
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heat_transfer_coefficient = 0.25
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siemens_coefficient = 0.50
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var/wired = 0
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var/obj/item/weapon/cell/cell = 0
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body_parts_covered = HANDS
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slot_flags = SLOT_GLOVES
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attack_verb = list("challenged")
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/obj/item/clothing/gloves/examine()
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set src in usr
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..()
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return
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//Head
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/obj/item/clothing/head
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name = "head"
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icon = 'icons/obj/clothing/hats.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_HEAD
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//Mask
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/obj/item/clothing/mask
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name = "mask"
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icon = 'icons/obj/clothing/masks.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_MASK
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//Shoes
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/obj/item/clothing/shoes
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name = "shoes"
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icon = 'icons/obj/clothing/shoes.dmi'
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desc = "Comfortable-looking shoes."
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gender = PLURAL //Carn: for grammarically correct text-parsing
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body_parts_covered = FEET
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slot_flags = SLOT_FEET
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protective_temperature = 500
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heat_transfer_coefficient = 0.10
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permeability_coefficient = 0.50
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slowdown = SHOES_SLOWDOWN
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
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/obj/item/clothing/head/helmet/space
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
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item_state = "space"
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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heat_transfer_coefficient = 0.02
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protective_temperature = 1000
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flags = FPRINT | TABLEPASS | SUITSPACE
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 3
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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//Suit
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/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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allowed = list(/obj/item/weapon/tank/emergency_oxygen)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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slot_flags = SLOT_OCLOTHING
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//Under clothing
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/obj/item/clothing/under
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icon = 'icons/obj/clothing/uniforms.dmi'
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name = "under"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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protective_temperature = T0C + 50
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heat_transfer_coefficient = 0.30
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permeability_coefficient = 0.90
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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slot_flags = SLOT_ICLOTHING
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/has_sensor = 1//For the crew computer 2 = unable to change mode
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var/sensor_mode = 0
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/*
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1 = Report living/dead
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2 = Report detailed damages
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3 = Report location
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*/
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/obj/item/clothing/under/examine()
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set src in view()
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..()
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switch(src.sensor_mode)
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if(0)
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usr << "Its sensors appear to be disabled."
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if(1)
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usr << "Its binary life sensors appear to be enabled."
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if(2)
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usr << "Its vital tracker appears to be enabled."
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if(3)
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usr << "Its vital tracker and tracking beacon appear to be enabled."
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/obj/item/clothing/under/verb/toggle()
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set name = "Toggle Suit Sensors"
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set category = "Object"
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set src in usr
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var/mob/M = usr
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if (istype(M, /mob/dead/)) return
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if (usr.stat) return
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if(src.has_sensor >= 2)
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usr << "The controls are locked."
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return 0
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if(src.has_sensor <= 0)
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usr << "This suit does not have any sensors"
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return 0
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src.sensor_mode += 1
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if(src.sensor_mode > 3)
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src.sensor_mode = 0
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switch(src.sensor_mode)
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if(0)
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usr << "You disable your suit's remote sensing equipment."
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if(1)
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usr << "Your suit will now report whether you are live or dead."
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if(2)
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usr << "Your suit will now report your vital lifesigns."
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if(3)
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usr << "Your suit will now report your vital lifesigns as well as your coordinate position."
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..()
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/obj/item/clothing/under/rank/New()
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sensor_mode = pick(0,1,2,3)
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..()
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@@ -1,12 +0,0 @@
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/obj/item/clothing/ears
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name = "ears"
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w_class = 1.0
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throwforce = 2
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slot_flags = SLOT_EARS
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/obj/item/clothing/ears/earmuffs
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name = "earmuffs"
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desc = "Protects your hearing from loud noises, and quiet ones as well."
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icon_state = "earmuffs"
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protective_temperature = 500
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item_state = "earmuffs"
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@@ -1,19 +0,0 @@
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/obj/item/clothing/glasses
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name = "glasses"
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icon = 'icons/obj/clothing/glasses.dmi'
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w_class = 2.0
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flags = GLASSESCOVERSEYES
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slot_flags = SLOT_EYES
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var/vision_flags = 0
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var/darkness_view = 0//Base human is 2
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var/invisa_view = 0
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/*
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SEE_SELF // can see self, no matter what
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SEE_MOBS // can see all mobs, no matter what
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SEE_OBJS // can see all objs, no matter what
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SEE_TURFS // can see all turfs (and areas), no matter what
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SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
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// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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BLIND // can't see anything
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*/
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@@ -28,6 +28,18 @@
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vision_flags = SEE_TURFS
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darkness_view = 3
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/obj/item/clothing/glasses/eyepatch
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name = "eyepatch"
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desc = "Yarr."
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icon_state = "eyepatch"
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item_state = "eyepatch"
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/obj/item/clothing/glasses/monocle
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name = "monocle"
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desc = "Such a dapper eyepiece!"
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icon_state = "monocle"
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item_state = "headset" // lol
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/obj/item/clothing/glasses/material
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name = "Optical Material Scanner"
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desc = "Very confusing glasses."
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@@ -1,13 +0,0 @@
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/obj/item/clothing/gloves
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name = "gloves"
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gender = PLURAL //Carn: for grammarically correct text-parsing
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w_class = 2.0
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icon = 'icons/obj/clothing/gloves.dmi'
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protective_temperature = 400
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heat_transfer_coefficient = 0.25
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siemens_coefficient = 0.50
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var/wired = 0
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var/obj/item/weapon/cell/cell = 0
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body_parts_covered = HANDS
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slot_flags = SLOT_GLOVES
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attack_verb = list("challenged")
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@@ -1,4 +1,11 @@
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/obj/item/clothing/gloves/captain
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desc = "Regal blue gloves, with a nice gold trim. Swanky."
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name = "captain's gloves"
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icon_state = "captain"
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item_state = "egloves"
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color = "captain"
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/obj/item/clothing/gloves/cyborg
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desc = "beep boop borp"
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name = "cyborg gloves"
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@@ -6,7 +13,6 @@
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item_state = "r_hands"
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siemens_coefficient = 1.0
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/obj/item/clothing/gloves/swat
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desc = "These tactical gloves are somewhat fire and impact-resistant."
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name = "\improper SWAT Gloves"
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@@ -1,5 +0,0 @@
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/obj/item/clothing/head
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name = "head"
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icon = 'icons/obj/clothing/hats.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_HEAD
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@@ -0,0 +1,118 @@
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//Hat Station 13
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/obj/item/clothing/head/collectable
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name = "collectable hat"
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desc = "A rare collectable hat."
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/obj/item/clothing/head/collectable/petehat
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name = "ultra rare Pete's hat!"
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desc = "It smells faintly of plasma"
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icon_state = "petehat"
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/obj/item/clothing/head/collectable/metroid
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name = "collectable metroid cap!"
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desc = "It just latches right in place!"
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icon_state = "metroid"
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/obj/item/clothing/head/collectable/xenom
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name = "collectable xenomorph helmet!"
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desc = "Hiss hiss hiss!"
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icon_state = "xenom"
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/obj/item/clothing/head/collectable/chef
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name = "collectable chef's hat"
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desc = "A rare Chef's Hat meant for hat collectors!"
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icon_state = "chef"
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item_state = "chef"
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/obj/item/clothing/head/collectable/paper
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name = "collectable paper hat"
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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."
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icon_state = "paper"
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/obj/item/clothing/head/collectable/tophat
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name = "collectable top hat"
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desc = "A top hat worn by only the most prestigious hat collectors."
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icon_state = "tophat"
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item_state = "that"
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/obj/item/clothing/head/collectable/captain
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name = "collectable captain's hat"
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desc = "A Collectable Hat that'll make you look just like a real comdom!"
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icon_state = "captain"
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item_state = "caphat"
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/obj/item/clothing/head/collectable/police
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name = "collectable police officer's hat"
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desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
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icon_state = "policehelm"
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/obj/item/clothing/head/collectable/beret
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name = "collectable beret"
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desc = "A Collectable red Beret. It smells faintly of Garlic."
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icon_state = "beret"
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/obj/item/clothing/head/collectable/welding
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name = "collectable welding helmet"
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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!"
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icon_state = "welding"
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item_state = "welding"
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/obj/item/clothing/head/collectable/slime
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name = "collectable slime hat"
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desc = "Just like a real Brain Slug!"
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icon_state = "headslime"
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item_state = "headslime"
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/obj/item/clothing/head/collectable/flatcap
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name = "collectable flat cap"
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desc = "A Collectible farmer's Flat Cap!"
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icon_state = "flat_cap"
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item_state = "detective"
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/obj/item/clothing/head/collectable/pirate
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name = "collectable pirate hat"
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desc = "You'd make a great Dread Syndie Roberts!"
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icon_state = "pirate"
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item_state = "pirate"
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/obj/item/clothing/head/collectable/kitty
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name = "collectable kitty ears"
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desc = "The fur feels.....a bit too realistic."
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icon_state = "kitty"
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item_state = "kitty"
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/obj/item/clothing/head/collectable/rabbitears
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name = "collectable rabbit ears"
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desc = "Not as lucky as the feet!"
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icon_state = "bunny"
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item_state = "bunny"
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/obj/item/clothing/head/collectable/wizard
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name = "collectable wizard's hat"
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desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
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icon_state = "wizard"
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/obj/item/clothing/head/collectable/hardhat
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name = "collectable hard hat"
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desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
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icon_state = "hardhat0_yellow"
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item_state = "hardhat0_yellow"
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/obj/item/clothing/head/collectable/HoS
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name = "collectable HoS hat"
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desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
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icon_state = "hoscap"
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/obj/item/clothing/head/collectable/thunderdome
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name = "collectable Thunderdome helmet"
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desc = "Go Red! I mean Green! I mean Red! No Green!"
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icon_state = "thunderdome"
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item_state = "thunderdome"
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/obj/item/clothing/head/collectable/swat
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name = "collectable SWAT helmet"
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desc = "Now you can be in the Deathsquad too!"
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
@@ -1,3 +1,29 @@
|
||||
/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/helmet/swat
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "They're often used by highly trained Swat Members."
|
||||
@@ -14,3 +40,11 @@
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES
|
||||
item_state = "thunderdome"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/helmet/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
|
||||
@@ -0,0 +1,53 @@
|
||||
|
||||
//Bartender
|
||||
/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
|
||||
|
||||
//Captain: This probably shouldn't be space-worthy
|
||||
/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"
|
||||
|
||||
//Captain: This probably shouldn't be space-worthy
|
||||
/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
|
||||
|
||||
//Chaplain
|
||||
/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
|
||||
|
||||
//Chaplain
|
||||
/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
|
||||
|
||||
//Mime
|
||||
/obj/item/clothing/head/beret
|
||||
name = "beret"
|
||||
desc = "A beret, a mime's favorite headwear."
|
||||
icon_state = "beret"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/head/beret/sec
|
||||
name = "security beret"
|
||||
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_badge"
|
||||
flags = FPRINT | TABLEPASS
|
||||
@@ -1,11 +1,4 @@
|
||||
/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"
|
||||
@@ -27,14 +20,6 @@
|
||||
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"
|
||||
@@ -54,24 +39,6 @@
|
||||
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"
|
||||
@@ -125,3 +92,63 @@
|
||||
item_state = "cardborg_h"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
|
||||
/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/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/flatcap
|
||||
name = "flat cap"
|
||||
desc = "A working man's cap."
|
||||
icon_state = "flat_cap"
|
||||
item_state = "detective"
|
||||
|
||||
/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/head/bandana
|
||||
name = "pirate bandana"
|
||||
desc = "Yarr."
|
||||
icon_state = "bandana"
|
||||
item_state = "bandana"
|
||||
|
||||
/obj/item/clothing/head/bowler
|
||||
name = "bowler-hat"
|
||||
desc = "Gentleman, elite aboard!"
|
||||
icon_state = "bowler"
|
||||
item_state = "bowler"
|
||||
flags = FPRINT | TABLEPASS
|
||||
@@ -0,0 +1,175 @@
|
||||
/*
|
||||
* Contents:
|
||||
* Welding mask
|
||||
* Cakehat
|
||||
* Ushanka
|
||||
* Pumpkin head
|
||||
* Kitty ears
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Welding mask
|
||||
*/
|
||||
/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
|
||||
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|HIDEFACE
|
||||
icon_action_button = "action_welding"
|
||||
|
||||
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.flags |= HEADCOVERSEYES
|
||||
flags_inv |= HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
icon_state = "welding"
|
||||
usr << "You flip the mask down to protect your eyes."
|
||||
else
|
||||
src.up = !src.up
|
||||
src.flags &= ~HEADCOVERSEYES
|
||||
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
|
||||
icon_state = "weldingup"
|
||||
usr << "You push the mask up out of your face."
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
|
||||
|
||||
/*
|
||||
* Cakehat
|
||||
*/
|
||||
/obj/item/clothing/head/cakehat
|
||||
name = "cake-hat"
|
||||
desc = "It's tasty looking!"
|
||||
icon_state = "cake0"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES
|
||||
var/onfire = 0.0
|
||||
var/status = 0
|
||||
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
|
||||
var/processing = 0 //I dont think this is used anywhere.
|
||||
|
||||
/obj/item/clothing/head/cakehat/process()
|
||||
if(!onfire)
|
||||
processing_objects.Remove(src)
|
||||
return
|
||||
|
||||
var/turf/location = src.loc
|
||||
if(istype(location, /mob/))
|
||||
var/mob/living/carbon/human/M = location
|
||||
if(M.l_hand == src || M.r_hand == src || M.head == src)
|
||||
location = M.loc
|
||||
|
||||
if (istype(location, /turf))
|
||||
location.hotspot_expose(700, 1)
|
||||
|
||||
/obj/item/clothing/head/cakehat/attack_self(mob/user as mob)
|
||||
if(status > 1) return
|
||||
src.onfire = !( src.onfire )
|
||||
if (src.onfire)
|
||||
src.force = 3
|
||||
src.damtype = "fire"
|
||||
src.icon_state = "cake1"
|
||||
processing_objects.Add(src)
|
||||
else
|
||||
src.force = null
|
||||
src.damtype = "brute"
|
||||
src.icon_state = "cake0"
|
||||
return
|
||||
|
||||
|
||||
/*
|
||||
* Ushanka
|
||||
*/
|
||||
/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/ushanka/attack_self(mob/user as mob)
|
||||
if(src.icon_state == "ushankadown")
|
||||
src.icon_state = "ushankaup"
|
||||
src.item_state = "ushankaup"
|
||||
user << "You raise the ear flaps on the ushanka."
|
||||
else
|
||||
src.icon_state = "ushankadown"
|
||||
src.item_state = "ushankadown"
|
||||
user << "You lower the ear flaps on the ushanka."
|
||||
|
||||
/*
|
||||
* Pumpkin head
|
||||
*/
|
||||
/obj/item/clothing/head/pumpkinhead
|
||||
name = "carved pumpkin"
|
||||
desc = "A jack o' lantern! Believed to ward off evil spirits."
|
||||
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
|
||||
item_state = "hardhat0_pumpkin"
|
||||
color = "pumpkin"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
var/brightness_on = 2 //luminosity when on
|
||||
var/on = 0
|
||||
|
||||
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)
|
||||
|
||||
/*
|
||||
* Kitty ears
|
||||
*/
|
||||
/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" = 'icons/mob/head.dmi', "icon_state" = "kitty")
|
||||
mob2 = new/icon("icon" = 'icons/mob/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" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
|
||||
var/icon/earbit2 = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner2")
|
||||
mob.Blend(earbit, ICON_OVERLAY)
|
||||
mob2.Blend(earbit2, ICON_OVERLAY)
|
||||
@@ -1,35 +0,0 @@
|
||||
/obj/item/clothing/head/pumpkinhead
|
||||
name = "carved pumpkin"
|
||||
desc = "A jack o' lantern! Believed to ward off evil spirits."
|
||||
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
|
||||
item_state = "hardhat0_pumpkin"
|
||||
color = "pumpkin"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
var/brightness_on = 2 //luminosity when on
|
||||
var/on = 0
|
||||
|
||||
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)
|
||||
@@ -1,37 +0,0 @@
|
||||
/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/soft/sec
|
||||
name = "security cap"
|
||||
desc = "It's baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
color = "sec"
|
||||
|
||||
/obj/item/clothing/head/beret/sec
|
||||
name = "security beret"
|
||||
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_badge"
|
||||
flags = FPRINT | TABLEPASS
|
||||
@@ -80,3 +80,8 @@
|
||||
icon_state = "rainbowsoft"
|
||||
color = "rainbow"
|
||||
|
||||
/obj/item/clothing/head/soft/sec
|
||||
name = "security cap"
|
||||
desc = "It's baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
color = "sec"
|
||||
@@ -1,37 +0,0 @@
|
||||
/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
|
||||
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|HIDEFACE
|
||||
icon_action_button = "action_welding"
|
||||
|
||||
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.flags |= HEADCOVERSEYES
|
||||
flags_inv |= HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
icon_state = "welding"
|
||||
usr << "You flip the mask down to protect your eyes."
|
||||
else
|
||||
src.up = !src.up
|
||||
src.flags &= ~HEADCOVERSEYES
|
||||
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
|
||||
icon_state = "weldingup"
|
||||
usr << "You push the mask up out of your face."
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
@@ -1,5 +0,0 @@
|
||||
/obj/item/clothing/mask
|
||||
name = "mask"
|
||||
icon = 'icons/obj/clothing/masks.dmi'
|
||||
body_parts_covered = HEAD
|
||||
slot_flags = SLOT_MASK
|
||||
@@ -11,6 +11,7 @@
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
|
||||
//Plague Dr suit can be found in clothing/suits/bio.dm
|
||||
/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."
|
||||
@@ -76,4 +77,9 @@
|
||||
/obj/item/clothing/mask/gas/death_commando
|
||||
name = "Death Commando Mask"
|
||||
icon_state = "death_commando_mask"
|
||||
item_state = "death_commando_mask"
|
||||
item_state = "death_commando_mask"
|
||||
|
||||
/obj/item/clothing/mask/gas/cyborg
|
||||
name = "cyborg visor"
|
||||
desc = "Beep boop"
|
||||
icon_state = "death"
|
||||
@@ -7,6 +7,15 @@
|
||||
w_class = 2
|
||||
gas_transfer_coefficient = 0.90
|
||||
|
||||
//Monkeys can not take the muzzle off of themself! Call PETA!
|
||||
/obj/item/clothing/mask/muzzle/attack_paw(mob/user as mob)
|
||||
if (src == user.wear_mask)
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/clothing/mask/surgical
|
||||
name = "sterile mask"
|
||||
desc = "A sterile mask designed to help prevent the spread of diseases."
|
||||
|
||||
@@ -1,438 +0,0 @@
|
||||
/obj/item/clothing/head/rabbitears
|
||||
name = "rabbit ears"
|
||||
desc = "Wearing these makes you looks useless, and only good for your sex appeal."
|
||||
icon_state = "bunny"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/kitty
|
||||
name = "kitty ears"
|
||||
desc = "A pair of kitty ears. Meow!"
|
||||
icon_state = "kitty"
|
||||
flags = FPRINT | TABLEPASS
|
||||
var/icon/mob
|
||||
var/icon/mob2
|
||||
|
||||
update_icon(var/mob/living/carbon/human/user)
|
||||
if(!istype(user)) return
|
||||
mob = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty")
|
||||
mob2 = new/icon("icon" = 'icons/mob/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" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
|
||||
var/icon/earbit2 = new/icon("icon" = 'icons/mob/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/female
|
||||
name = "executive suit"
|
||||
desc = "A formal trouser suit for women, intended for the station's finest."
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "black_suit_fem"
|
||||
color = "black_suit_fem"
|
||||
|
||||
/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 = 'icons/obj/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
|
||||
@@ -1,14 +0,0 @@
|
||||
/obj/item/clothing/shoes
|
||||
name = "shoes"
|
||||
icon = 'icons/obj/clothing/shoes.dmi'
|
||||
desc = "Comfortable-looking shoes."
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
|
||||
body_parts_covered = FEET
|
||||
slot_flags = SLOT_FEET
|
||||
|
||||
protective_temperature = 500
|
||||
heat_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.50
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
|
||||
@@ -0,0 +1,94 @@
|
||||
/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/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/red
|
||||
name = "red shoes"
|
||||
desc = "Stylish red shoes."
|
||||
icon_state = "red"
|
||||
color = "red"
|
||||
|
||||
/obj/item/clothing/shoes/white
|
||||
name = "white shoes"
|
||||
icon_state = "white"
|
||||
permeability_coefficient = 0.25
|
||||
color = "white"
|
||||
|
||||
/obj/item/clothing/shoes/rainbow
|
||||
name = "rainbow shoes"
|
||||
desc = "Very gay shoes."
|
||||
icon_state = "rain_bow"
|
||||
color = "rainbow"
|
||||
|
||||
/obj/item/clothing/shoes/orange
|
||||
name = "orange shoes"
|
||||
icon_state = "orange"
|
||||
var/chained = 0
|
||||
color = "orange"
|
||||
|
||||
/obj/item/clothing/shoes/orange/attack_self(mob/user as mob)
|
||||
if (src.chained)
|
||||
src.chained = null
|
||||
src.slowdown = SHOES_SLOWDOWN
|
||||
new /obj/item/weapon/handcuffs( user.loc )
|
||||
src.icon_state = "orange"
|
||||
return
|
||||
|
||||
/obj/item/clothing/shoes/orange/attackby(H as obj, loc)
|
||||
..()
|
||||
if ((istype(H, /obj/item/weapon/handcuffs) && !( src.chained )))
|
||||
//H = null
|
||||
del(H)
|
||||
src.chained = 1
|
||||
src.slowdown = 15
|
||||
src.icon_state = "orange1"
|
||||
return
|
||||
@@ -1,5 +1,3 @@
|
||||
|
||||
//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"
|
||||
@@ -10,84 +8,11 @@
|
||||
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."
|
||||
@@ -111,12 +36,6 @@
|
||||
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"
|
||||
@@ -155,4 +74,9 @@
|
||||
desc = "A pair of boots worn by the followers of Nar-Sie."
|
||||
icon_state = "cult"
|
||||
item_state = "cult"
|
||||
color = "cult"
|
||||
color = "cult"
|
||||
|
||||
/obj/item/clothing/shoes/cyborg
|
||||
name = "cyborg boots"
|
||||
desc = "Shoes for a cyborg costume"
|
||||
icon_state = "boots"
|
||||
@@ -1,34 +0,0 @@
|
||||
/*Contains
|
||||
Space suit parts
|
||||
/helmet/space*
|
||||
/suit/space*
|
||||
*/
|
||||
|
||||
/obj/item/clothing/head/helmet/space
|
||||
name = "Space helmet"
|
||||
icon_state = "space"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
item_state = "space"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space
|
||||
name = "Space suit"
|
||||
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
|
||||
icon_state = "space"
|
||||
item_state = "s_suit"
|
||||
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
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 3
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
@@ -1,3 +1,34 @@
|
||||
//Captain's Spacesuit
|
||||
/obj/item/clothing/head/helmet/space/capspace
|
||||
name = "space helmet"
|
||||
icon_state = "capspace"
|
||||
item_state = "capspacehelmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
|
||||
flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
flags_inv = HIDEFACE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
|
||||
//Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it.
|
||||
/obj/item/clothing/suit/armor/captain
|
||||
name = "Captain's armor"
|
||||
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
|
||||
icon_state = "caparmor"
|
||||
item_state = "capspacesuit"
|
||||
w_class = 4
|
||||
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
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
//Deathsquad suit
|
||||
/obj/item/clothing/head/helmet/space/deathsquad
|
||||
name = "deathsquad helmet"
|
||||
desc = "That's not red paint. That's real blood."
|
||||
@@ -5,8 +36,6 @@
|
||||
item_state = "deathsquad"
|
||||
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/deathsquad/beret
|
||||
name = "officer's beret"
|
||||
desc = "An armored beret commonly used by special operations officers."
|
||||
@@ -14,13 +43,27 @@
|
||||
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
//NASA Voidsuit
|
||||
/obj/item/clothing/head/helmet/space/nasavoid
|
||||
name = "NASA Void Helmet"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red space suit helmet. Used for AI satellite maintenance."
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
|
||||
/obj/item/clothing/suit/space/nasavoid
|
||||
name = "NASA Voidsuit"
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red Space suit. Used for AI satellite maintenance."
|
||||
slowdown = 1
|
||||
|
||||
|
||||
//Space santa outfit suit
|
||||
/obj/item/clothing/head/helmet/space/santahat
|
||||
name = "Santa's hat"
|
||||
desc = "Ho ho ho. Merrry X-mas!"
|
||||
icon_state = "santahat"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/santa
|
||||
name = "Santa's suit"
|
||||
desc = "Festive!"
|
||||
@@ -31,6 +74,7 @@
|
||||
allowed = list(/obj/item) //for stuffing exta special presents
|
||||
|
||||
|
||||
//Space pirate outfit
|
||||
/obj/item/clothing/head/helmet/space/pirate
|
||||
name = "pirate hat"
|
||||
desc = "Yarr."
|
||||
@@ -38,7 +82,6 @@
|
||||
item_state = "pirate"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/pirate
|
||||
name = "pirate coat"
|
||||
desc = "Yarr."
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
//Regular rig suits
|
||||
/obj/item/clothing/head/helmet/space/rig
|
||||
name = "engineering hardsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
@@ -35,29 +36,6 @@
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/mining
|
||||
name = "mining hardsuit helmet"
|
||||
icon_state = "rig0-mining"
|
||||
item_state = "mining_helm"
|
||||
color = "mining"
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/elite
|
||||
name = "advanced hardsuit helmet"
|
||||
icon_state = "rig0-white"
|
||||
item_state = "ce_helm"
|
||||
color = "white"
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/syndi
|
||||
name = "blood-red hardsuit helmet"
|
||||
icon_state = "rig0-syndi"
|
||||
item_state = "syndie_helm"
|
||||
color = "syndi"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
|
||||
////////////////////Suits
|
||||
|
||||
/obj/item/clothing/suit/space/rig
|
||||
name = "engineering hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
@@ -68,10 +46,13 @@
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/satchel,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/mining
|
||||
icon_state = "rig-mining"
|
||||
name = "mining hardsuit"
|
||||
item_state = "mining_hardsuit"
|
||||
|
||||
//Chief Engineer's rig
|
||||
/obj/item/clothing/head/helmet/space/rig/elite
|
||||
name = "advanced hardsuit helmet"
|
||||
icon_state = "rig0-white"
|
||||
item_state = "ce_helm"
|
||||
color = "white"
|
||||
|
||||
/obj/item/clothing/suit/space/rig/elite
|
||||
icon_state = "rig-white"
|
||||
@@ -79,6 +60,28 @@
|
||||
item_state = "ce_hardsuit"
|
||||
protective_temperature = 10000
|
||||
|
||||
|
||||
//Mining rig
|
||||
/obj/item/clothing/head/helmet/space/rig/mining
|
||||
name = "mining hardsuit helmet"
|
||||
icon_state = "rig0-mining"
|
||||
item_state = "mining_helm"
|
||||
color = "mining"
|
||||
|
||||
/obj/item/clothing/suit/space/rig/mining
|
||||
icon_state = "rig-mining"
|
||||
name = "mining hardsuit"
|
||||
item_state = "mining_hardsuit"
|
||||
|
||||
|
||||
//Syndicate rig
|
||||
/obj/item/clothing/head/helmet/space/rig/syndi
|
||||
name = "blood-red hardsuit helmet"
|
||||
icon_state = "rig0-syndi"
|
||||
item_state = "syndie_helm"
|
||||
color = "syndi"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/syndi
|
||||
icon_state = "rig-syndi"
|
||||
name = "blood-red hardsuit"
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
//Regular syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate
|
||||
name = "red space helmet"
|
||||
desc = "Top secret Spess Helmet."
|
||||
@@ -6,7 +7,6 @@
|
||||
desc = "Has a tag: Totally not property of an enemy corporation, honest."
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate
|
||||
name = "red space suit"
|
||||
icon_state = "syndicate"
|
||||
@@ -18,184 +18,133 @@
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
|
||||
//Green syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/green
|
||||
name = "Green Space Helmet"
|
||||
icon_state = "syndicate-helm-green"
|
||||
item_state = "syndicate-helm-green"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/green
|
||||
name = "Green Space Suit"
|
||||
icon_state = "syndicate-green"
|
||||
item_state = "syndicate-green"
|
||||
|
||||
|
||||
|
||||
//Dark green syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/green/dark
|
||||
name = "Dark Green Space Helmet"
|
||||
icon_state = "syndicate-helm-green-dark"
|
||||
item_state = "syndicate-helm-green-dark"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/green/dark
|
||||
name = "Dark Green Space Suit"
|
||||
icon_state = "syndicate-green-dark"
|
||||
item_state = "syndicate-green-dark"
|
||||
|
||||
|
||||
|
||||
//Orange syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/orange
|
||||
name = "Orange Space Helmet"
|
||||
icon_state = "syndicate-helm-orange"
|
||||
item_state = "syndicate-helm-orange"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/orange
|
||||
name = "Orange Space Suit"
|
||||
icon_state = "syndicate-orange"
|
||||
item_state = "syndicate-orange"
|
||||
|
||||
|
||||
|
||||
//Blue syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/blue
|
||||
name = "Blue Space Helmet"
|
||||
icon_state = "syndicate-helm-blue"
|
||||
item_state = "syndicate-helm-blue"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/blue
|
||||
name = "Blue Space Suit"
|
||||
icon_state = "syndicate-blue"
|
||||
item_state = "syndicate-blue"
|
||||
|
||||
|
||||
|
||||
//Black syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black"
|
||||
item_state = "syndicate-helm-black"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black
|
||||
name = "Black Space Suit"
|
||||
icon_state = "syndicate-black"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
|
||||
//Black-green syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/green
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-green"
|
||||
item_state = "syndicate-helm-black-green"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/green
|
||||
name = "Black and Green Space Suit"
|
||||
icon_state = "syndicate-black-green"
|
||||
item_state = "syndicate-black-green"
|
||||
|
||||
|
||||
|
||||
//Black-blue syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/blue
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-blue"
|
||||
item_state = "syndicate-helm-black-blue"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/blue
|
||||
name = "Black and Blue Space Suit"
|
||||
icon_state = "syndicate-black-blue"
|
||||
item_state = "syndicate-black-blue"
|
||||
|
||||
|
||||
//Black medical syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/med
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-med"
|
||||
item_state = "syndicate-helm-black"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/med
|
||||
name = "Green Space Suit"
|
||||
icon_state = "syndicate-black-med"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
|
||||
//Black-orange syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/orange
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-orange"
|
||||
item_state = "syndicate-helm-black"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/orange
|
||||
name = "Black and Orange Space Suit"
|
||||
icon_state = "syndicate-black-orange"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
|
||||
//Black-red syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/red
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-red"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/red
|
||||
name = "Black and Red Space Suit"
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
|
||||
|
||||
//Black with yellow/red engineering syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/engie
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-engie"
|
||||
item_state = "syndicate-helm-black"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/engie
|
||||
name = "Black Engineering Space Suit"
|
||||
icon_state = "syndicate-black-engie"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/elite
|
||||
name = "black space helmet"
|
||||
desc = "Professionals Have Standards, Be Polite, Be Efficient, Have a plan to kill everyone you meet."
|
||||
icon_state = "syndicate-helm-black"
|
||||
item_state = "syndicate-helm-black"
|
||||
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/elite
|
||||
name = "black space suit"
|
||||
desc = "A space ready suit with special armor inside designed to allow the wearer to take quite a beating."
|
||||
icon_state = "syndicate-black"
|
||||
item_state = "syndicate-black"
|
||||
slowdown = 1
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/elite/leader
|
||||
name = "black space helmet"
|
||||
icon_state = "syndicate-helm-black-red"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/elite/leader
|
||||
name = "black space suit"
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
item_state = "syndicate-black"
|
||||
@@ -1,13 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/nasavoid
|
||||
name = "NASA Void Helmet"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red space suit helmet. Used for AI satellite maintenance."
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/nasavoid
|
||||
name = "NASA Voidsuit"
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red Space suit. Used for AI satellite maintenance."
|
||||
slowdown = 1
|
||||
@@ -1,8 +0,0 @@
|
||||
/obj/item/clothing/suit
|
||||
icon = 'icons/obj/clothing/suits.dmi'
|
||||
name = "suit"
|
||||
var/fire_resist = T0C+100
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
slot_flags = SLOT_OCLOTHING
|
||||
@@ -1,11 +1,10 @@
|
||||
|
||||
/obj/item/clothing/suit/armor
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/pepperspray,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/vest
|
||||
name = "armor"
|
||||
desc = "An armored vest that protects against some damage."
|
||||
@@ -14,12 +13,14 @@
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden
|
||||
name = "Warden's jacket"
|
||||
desc = "An armoured jacket with silver rank pips and livery."
|
||||
icon_state = "warden_jacket"
|
||||
item_state = "armor"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/riot
|
||||
name = "Riot Suit"
|
||||
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
|
||||
@@ -47,6 +48,43 @@
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/swat
|
||||
name = "swat suit"
|
||||
desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
|
||||
icon_state = "deathsquad"
|
||||
item_state = "swat_suit"
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
heat_transfer_coefficient = 0.02
|
||||
protective_temperature = 1000
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 1
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 0, rad = 0)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/swat/officer
|
||||
name = "officer jacket"
|
||||
desc = "An armored jacket used in special operations."
|
||||
icon_state = "detective"
|
||||
item_state = "det_suit"
|
||||
flags_inv = 0
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/det_suit
|
||||
name = "armor"
|
||||
desc = "An armored vest with a detective's badge on it."
|
||||
icon_state = "detective-armor"
|
||||
item_state = "armor"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
|
||||
//Reactive armor
|
||||
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
|
||||
/obj/item/clothing/suit/armor/reactive
|
||||
name = "Reactive Teleport Armor"
|
||||
desc = "Someone seperated our Research Director from his own head!"
|
||||
@@ -62,7 +100,6 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
|
||||
src.active = !( src.active )
|
||||
if (src.active)
|
||||
@@ -83,4 +120,42 @@
|
||||
..()
|
||||
|
||||
|
||||
//All of the armor below is mostly unused
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/centcomm
|
||||
name = "Cent. Com. armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "Thunderdome suit (red)"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "Thunderdome suit (green)"
|
||||
desc = "Pukish armor."
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
@@ -1,3 +1,4 @@
|
||||
//Biosuit complete with shoes (in the item sprite)
|
||||
/obj/item/clothing/head/bio_hood
|
||||
name = "bio hood"
|
||||
icon_state = "bio"
|
||||
@@ -24,6 +25,7 @@
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
//Standard biosuit, orange stripe
|
||||
/obj/item/clothing/head/bio_hood/general
|
||||
icon_state = "bio_general"
|
||||
|
||||
@@ -31,6 +33,7 @@
|
||||
icon_state = "bio_general"
|
||||
|
||||
|
||||
//Virology biosuit, green stripe
|
||||
/obj/item/clothing/head/bio_hood/virology
|
||||
icon_state = "bio_virology"
|
||||
|
||||
@@ -38,6 +41,7 @@
|
||||
icon_state = "bio_virology"
|
||||
|
||||
|
||||
//Security biosuit, grey with red stripe across the chest
|
||||
/obj/item/clothing/head/bio_hood/security
|
||||
icon_state = "bio_security"
|
||||
|
||||
@@ -45,6 +49,7 @@
|
||||
icon_state = "bio_security"
|
||||
|
||||
|
||||
//Janitor's biosuit, grey with purple arms
|
||||
/obj/item/clothing/head/bio_hood/janitor
|
||||
icon_state = "bio_janitor"
|
||||
|
||||
@@ -52,6 +57,7 @@
|
||||
icon_state = "bio_janitor"
|
||||
|
||||
|
||||
//Scientist's biosuit, white with a pink-ish hue
|
||||
/obj/item/clothing/head/bio_hood/scientist
|
||||
icon_state = "bio_scientist"
|
||||
|
||||
@@ -59,6 +65,7 @@
|
||||
icon_state = "bio_scientist"
|
||||
|
||||
|
||||
//CMO's biosuit, blue stripe
|
||||
/obj/item/clothing/suit/bio_suit/cmo
|
||||
icon_state = "bio_cmo"
|
||||
|
||||
@@ -66,6 +73,7 @@
|
||||
icon_state = "bio_cmo"
|
||||
|
||||
|
||||
//Plague Dr mask can be found in clothing/masks/gasmask.dm
|
||||
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
|
||||
name = "Plague doctor suit"
|
||||
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
|
||||
|
||||
@@ -1,32 +0,0 @@
|
||||
/obj/item/clothing/head/bomb_hood
|
||||
name = "bomb hood"
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit
|
||||
name = "bomb suit"
|
||||
desc = "A suit designed for safety when handling explosives."
|
||||
icon_state = "bombsuit"
|
||||
item_state = "bombsuit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
heat_transfer_coefficient = 0.30
|
||||
flags = FPRINT | TABLEPASS
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 2
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/head/bomb_hood/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
@@ -1,32 +0,0 @@
|
||||
/obj/item/clothing/suit/fire
|
||||
name = "firesuit"
|
||||
desc = "A suit that protects against fire and heat."
|
||||
icon_state = "fire"
|
||||
item_state = "fire_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
heat_transfer_coefficient = 0.01
|
||||
protective_temperature = 10000
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
|
||||
slowdown = 1.0
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
|
||||
|
||||
|
||||
/obj/item/clothing/suit/fire/firefighter
|
||||
icon_state = "firesuit"
|
||||
item_state = "firefighter"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/fire/heavy
|
||||
name = "firesuit"
|
||||
desc = "A suit that protects against extreme fire and heat."
|
||||
//icon_state = "thermal"
|
||||
item_state = "ro_suit"
|
||||
w_class = 4//bulky item
|
||||
protective_temperature = 10000
|
||||
slowdown = 1.5
|
||||
|
||||
|
||||
@@ -1,64 +0,0 @@
|
||||
//These hardly ever get spawned in and should likely be changed be children of heavy
|
||||
/obj/item/clothing/suit/armor/centcomm
|
||||
name = "Cent. Com. armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "Thunderdome suit (red)"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "Thunderdome suit (green)"
|
||||
desc = "Pukish armor."
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
|
||||
/obj/item/clothing/suit/armor/swat
|
||||
name = "swat suit"
|
||||
desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
|
||||
icon_state = "deathsquad"
|
||||
item_state = "swat_suit"
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
heat_transfer_coefficient = 0.02
|
||||
protective_temperature = 1000
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 1
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 0, rad = 0)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/swat/officer
|
||||
name = "officer jacket"
|
||||
desc = "An armored jacket used in special operations."
|
||||
icon_state = "detective"
|
||||
item_state = "det_suit"
|
||||
flags_inv = 0
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,98 @@
|
||||
/*
|
||||
* Job related
|
||||
*/
|
||||
|
||||
//Botonist
|
||||
/obj/item/clothing/suit/apron
|
||||
name = "apron"
|
||||
desc = "A basic blue apron."
|
||||
icon_state = "apron"
|
||||
item_state = "apron"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
allowed = list (/obj/item/weapon/plantbgone,/obj/item/device/analyzer/plant_analyzer,/obj/item/seeds,/obj/item/nutrient,/obj/item/weapon/minihoe)
|
||||
|
||||
//Captain
|
||||
/obj/item/clothing/suit/captunic
|
||||
name = "captain's parade tunic"
|
||||
desc = "Worn by a Captain to show their class."
|
||||
icon_state = "captunic"
|
||||
item_state = "bio_suit"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
//Chaplain
|
||||
/obj/item/clothing/suit/chaplain_hoodie
|
||||
name = "chaplain hoodie"
|
||||
desc = "This suit says to you 'hush'!"
|
||||
icon_state = "chaplain_hoodie"
|
||||
item_state = "chaplain_hoodie"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
|
||||
//Chaplain
|
||||
/obj/item/clothing/suit/nun
|
||||
name = "nun robe"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun"
|
||||
item_state = "nun"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
//Chef
|
||||
/obj/item/clothing/suit/chef
|
||||
name = "Chef's apron"
|
||||
desc = "An apron used by a high class chef."
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
heat_transfer_coefficient = 0.50
|
||||
protective_temperature = 1000
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
allowed = list (/obj/item/weapon/kitchenknife,/obj/item/weapon/butch)
|
||||
|
||||
//Chef
|
||||
/obj/item/clothing/suit/chef/classic
|
||||
name = "A classic chef's apron."
|
||||
desc = "A basic, dull, white chef's apron."
|
||||
icon_state = "apronchef"
|
||||
item_state = "apronchef"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
//Detective
|
||||
/obj/item/clothing/suit/det_suit
|
||||
name = "coat"
|
||||
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
|
||||
icon_state = "detective"
|
||||
item_state = "det_suit"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/cigpacket,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
//Engineering
|
||||
/obj/item/clothing/suit/hazardvest
|
||||
name = "hazard vest"
|
||||
desc = "A high-visibility vest used in work zones."
|
||||
icon_state = "hazard"
|
||||
item_state = "hazard"
|
||||
|
||||
//Lawyer
|
||||
/obj/item/clothing/suit/lawyer/bluejacket
|
||||
name = "Blue Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_blue_open"
|
||||
item_state = "suitjacket_blue_open"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/lawyer/purpjacket
|
||||
name = "Purple Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_purp"
|
||||
item_state = "suitjacket_purp"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
//Mime
|
||||
/obj/item/clothing/suit/suspenders
|
||||
name = "suspenders"
|
||||
desc = "They suspend the illusion of the mime's play."
|
||||
icon = 'icons/obj/clothing/belts.dmi'
|
||||
icon_state = "suspenders"
|
||||
@@ -1,4 +1,3 @@
|
||||
|
||||
/obj/item/clothing/suit/labcoat
|
||||
name = "labcoat"
|
||||
desc = "A suit that protects against minor chemical spills."
|
||||
|
||||
@@ -1,12 +1,95 @@
|
||||
/obj/item/clothing/suit/straight_jacket
|
||||
name = "straight jacket"
|
||||
desc = "A suit that completely restrains the wearer."
|
||||
icon_state = "straight_jacket"
|
||||
item_state = "straight_jacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
|
||||
/*
|
||||
* Contains:
|
||||
* Lasertag
|
||||
* Costume
|
||||
* Misc
|
||||
*/
|
||||
|
||||
/*
|
||||
* Lasertag
|
||||
*/
|
||||
/obj/item/clothing/suit/bluetag
|
||||
name = "blue laser tag armour"
|
||||
desc = "Blue Pride, Station Wide"
|
||||
icon_state = "bluetag"
|
||||
item_state = "bluetag"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
|
||||
|
||||
/obj/item/clothing/suit/redtag
|
||||
name = "red laser tag armour"
|
||||
desc = "Pew pew pew"
|
||||
icon_state = "redtag"
|
||||
item_state = "redtag"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
|
||||
|
||||
/*
|
||||
* Costume
|
||||
*/
|
||||
/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/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/suit/johnny_coat
|
||||
name = "johnny~~ coat"
|
||||
desc = "Johnny~~"
|
||||
icon_state = "johnny"
|
||||
item_state = "johnny"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/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/suit/judgerobe
|
||||
name = "judge's robe"
|
||||
desc = "This robe commands authority."
|
||||
icon_state = "judge"
|
||||
item_state = "judge"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/wcoat
|
||||
name = "waistcoat"
|
||||
desc = "For some classy, murderous fun."
|
||||
@@ -15,32 +98,6 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
|
||||
/obj/item/clothing/suit/bluetag
|
||||
name = "blue laser tag armour"
|
||||
desc = "Blue Pride, Station Wide"
|
||||
icon_state = "bluetag"
|
||||
item_state = "bluetag"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/redtag
|
||||
name = "red laser tag armour"
|
||||
desc = "Pew pew pew"
|
||||
icon_state = "redtag"
|
||||
item_state = "redtag"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/apron
|
||||
name = "apron"
|
||||
desc = "A basic blue apron."
|
||||
icon_state = "apron"
|
||||
item_state = "apron"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
allowed = list (/obj/item/weapon/plantbgone,/obj/item/device/analyzer/plant_analyzer,/obj/item/seeds,/obj/item/nutrient,/obj/item/weapon/minihoe)
|
||||
|
||||
/obj/item/clothing/suit/apron/overalls
|
||||
name = "coveralls"
|
||||
desc = "A set of denim overalls."
|
||||
@@ -48,40 +105,6 @@
|
||||
item_state = "overalls"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
|
||||
/obj/item/clothing/suit/chef
|
||||
name = "Chef's apron"
|
||||
desc = "An apron used by a high class chef."
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
heat_transfer_coefficient = 0.50
|
||||
protective_temperature = 1000
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
allowed = list (/obj/item/weapon/kitchenknife,/obj/item/weapon/butch)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/chef/classic
|
||||
name = "A classic chef's apron."
|
||||
desc = "A basic, dull, white chef's apron."
|
||||
icon_state = "apronchef"
|
||||
item_state = "apronchef"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
|
||||
/obj/item/clothing/suit/hazardvest
|
||||
name = "hazard vest"
|
||||
desc = "A high-visibility vest used in work zones."
|
||||
icon_state = "hazard"
|
||||
item_state = "hazard"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/suspenders
|
||||
name = "suspenders"
|
||||
desc = "They suspend the illusion of the mime's play."
|
||||
icon = 'icons/obj/clothing/belts.dmi'
|
||||
icon_state = "suspenders"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/syndicatefake
|
||||
name = "red space suit replica"
|
||||
@@ -94,32 +117,6 @@
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/captunic
|
||||
name = "captain's parade tunic"
|
||||
desc = "Worn by a Captain to show their class."
|
||||
icon_state = "captunic"
|
||||
item_state = "bio_suit"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/nun
|
||||
name = "nun robe"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun"
|
||||
item_state = "nun"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/chaplain_hoodie
|
||||
name = "chaplain hoodie"
|
||||
desc = "This suit says to you 'hush'!"
|
||||
icon_state = "chaplain_hoodie"
|
||||
item_state = "chaplain_hoodie"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/hastur
|
||||
name = "Hastur's Robes"
|
||||
desc = "Robes not meant to be worn by man"
|
||||
@@ -165,8 +162,6 @@
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
// BubbleWrap - Nothing to see here
|
||||
|
||||
/obj/item/clothing/suit/cardborg
|
||||
name = "cardborg suit"
|
||||
desc = "An ordinary cardboard box with holes cut in the sides."
|
||||
@@ -175,3 +170,42 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
/*
|
||||
* Misc
|
||||
*/
|
||||
|
||||
/obj/item/clothing/suit/straight_jacket
|
||||
name = "straight jacket"
|
||||
desc = "A suit that completely restrains the wearer."
|
||||
icon_state = "straight_jacket"
|
||||
item_state = "straight_jacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/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"
|
||||
|
||||
//Blue suit jacket toggle
|
||||
/obj/item/clothing/suit/suit/verb/toggle()
|
||||
set name = "Toggle Jacket Buttons"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!usr.canmove || usr.stat || usr.restrained())
|
||||
return 0
|
||||
|
||||
if(src.icon_state == "suitjacket_blue_open")
|
||||
src.icon_state = "suitjacket_blue"
|
||||
src.item_state = "suitjacket_blue"
|
||||
usr << "You button up the suit jacket."
|
||||
else if(src.icon_state == "suitjacket_blue")
|
||||
src.icon_state = "suitjacket_blue_open"
|
||||
src.item_state = "suitjacket_blue_open"
|
||||
usr << "You unbutton the suit jacket."
|
||||
else
|
||||
usr << "You button-up some imaginary buttons on your [src]."
|
||||
return
|
||||
usr.update_inv_wear_suit()
|
||||
@@ -1,22 +0,0 @@
|
||||
/obj/item/clothing/head/radiation
|
||||
name = "Radiation Hood"
|
||||
icon_state = "rad"
|
||||
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/radiation
|
||||
name = "Radiation suit"
|
||||
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
|
||||
icon_state = "rad"
|
||||
item_state = "rad_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
heat_transfer_coefficient = 0.30
|
||||
protective_temperature = 1000
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
@@ -0,0 +1,106 @@
|
||||
/*
|
||||
* Contains:
|
||||
* Fire protection
|
||||
* Bomb protection
|
||||
* Radiation protection
|
||||
*/
|
||||
|
||||
/*
|
||||
* Fire protection
|
||||
*/
|
||||
|
||||
/obj/item/clothing/suit/fire
|
||||
name = "firesuit"
|
||||
desc = "A suit that protects against fire and heat."
|
||||
icon_state = "fire"
|
||||
item_state = "fire_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
heat_transfer_coefficient = 0.01
|
||||
protective_temperature = 10000
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
|
||||
slowdown = 1.0
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
|
||||
|
||||
|
||||
/obj/item/clothing/suit/fire/firefighter
|
||||
icon_state = "firesuit"
|
||||
item_state = "firefighter"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/fire/heavy
|
||||
name = "firesuit"
|
||||
desc = "A suit that protects against extreme fire and heat."
|
||||
//icon_state = "thermal"
|
||||
item_state = "ro_suit"
|
||||
w_class = 4//bulky item
|
||||
protective_temperature = 10000
|
||||
slowdown = 1.5
|
||||
|
||||
/*
|
||||
* Bomb protection
|
||||
*/
|
||||
/obj/item/clothing/head/bomb_hood
|
||||
name = "bomb hood"
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit
|
||||
name = "bomb suit"
|
||||
desc = "A suit designed for safety when handling explosives."
|
||||
icon_state = "bombsuit"
|
||||
item_state = "bombsuit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
heat_transfer_coefficient = 0.30
|
||||
flags = FPRINT | TABLEPASS
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 2
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/head/bomb_hood/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
|
||||
/*
|
||||
* Radiation protection
|
||||
*/
|
||||
/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
|
||||
@@ -1,64 +0,0 @@
|
||||
/obj/item/clothing/under
|
||||
icon = 'icons/obj/clothing/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)
|
||||
..()
|
||||
@@ -1,20 +0,0 @@
|
||||
/obj/item/clothing/under/rank/cargo
|
||||
name = "quartermaster's jumpsuit"
|
||||
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
|
||||
icon_state = "qm"
|
||||
item_state = "lb_suit"
|
||||
color = "qm"
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech
|
||||
name = "cargo technician's jumpsuit"
|
||||
desc = "Shooooorts! They're comfy and easy to wear!"
|
||||
icon_state = "cargotech"
|
||||
item_state = "lb_suit"
|
||||
color = "cargo"
|
||||
|
||||
/obj/item/clothing/under/rank/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"
|
||||
@@ -1,62 +0,0 @@
|
||||
/obj/item/clothing/under/rank/head_of_personnel
|
||||
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "head of personnel's jumpsuit"
|
||||
icon_state = "hop"
|
||||
item_state = "b_suit"
|
||||
color = "hop"
|
||||
|
||||
/obj/item/clothing/under/rank/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
|
||||
@@ -139,4 +139,4 @@
|
||||
name = "darkred"
|
||||
desc = "darkred"
|
||||
icon_state = "darkred"
|
||||
color = "darkred"
|
||||
color = "darkred"
|
||||
@@ -0,0 +1,147 @@
|
||||
//Alphabetical order of civilian jobs.
|
||||
|
||||
/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/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
|
||||
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
|
||||
name = "captain's jumpsuit"
|
||||
icon_state = "captain"
|
||||
item_state = "caparmor"
|
||||
color = "captain"
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/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/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/chef
|
||||
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
|
||||
name = "chef's uniform"
|
||||
icon_state = "chef"
|
||||
color = "chef"
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/clown
|
||||
name = "clown suit"
|
||||
desc = "<i>'HONK!'</i>"
|
||||
icon_state = "clown"
|
||||
item_state = "clown"
|
||||
color = "clown"
|
||||
|
||||
|
||||
/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/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
|
||||
|
||||
|
||||
/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/lawyer
|
||||
desc = "Slick threads."
|
||||
name = "Lawyer suit"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/black
|
||||
icon_state = "lawyer_black"
|
||||
item_state = "lawyer_black"
|
||||
color = "lawyer_black"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/female
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "black_suit_fem"
|
||||
color = "black_suit_fem"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/red
|
||||
icon_state = "lawyer_red"
|
||||
item_state = "lawyer_red"
|
||||
color = "lawyer_red"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/blue
|
||||
icon_state = "lawyer_blue"
|
||||
item_state = "lawyer_blue"
|
||||
color = "lawyer_blue"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/bluesuit
|
||||
name = "Blue Suit"
|
||||
desc = "A classy suit and tie"
|
||||
icon_state = "bluesuit"
|
||||
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/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/miner
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "shaft miner's jumpsuit"
|
||||
icon_state = "miner"
|
||||
item_state = "miner"
|
||||
color = "miner"
|
||||
@@ -0,0 +1,137 @@
|
||||
/*
|
||||
* Science
|
||||
*/
|
||||
/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)
|
||||
|
||||
/*
|
||||
* Medical
|
||||
*/
|
||||
/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"
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Medsci, unused (i think) stuff
|
||||
*/
|
||||
/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)
|
||||
+54
-9
@@ -1,4 +1,51 @@
|
||||
//Contains: Head of Security clothing
|
||||
/*
|
||||
* Contains:
|
||||
* Security
|
||||
* Detective
|
||||
* Head of Security
|
||||
*/
|
||||
|
||||
/*
|
||||
* Security
|
||||
*/
|
||||
/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)
|
||||
|
||||
/*
|
||||
* Detective
|
||||
*/
|
||||
/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."
|
||||
icon_state = "detective"
|
||||
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
|
||||
armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/*
|
||||
* Head of Security
|
||||
*/
|
||||
/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"
|
||||
@@ -28,6 +75,12 @@
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/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"
|
||||
|
||||
//Jensen cosplay gear
|
||||
/obj/item/clothing/under/jensen
|
||||
desc = "You never asked for anything that stylish."
|
||||
@@ -37,14 +90,6 @@
|
||||
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"
|
||||
@@ -1,78 +0,0 @@
|
||||
/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"
|
||||
|
||||
//pj's
|
||||
|
||||
/obj/item/clothing/under/pj/red
|
||||
name = "red pj's"
|
||||
desc = "Sleepwear."
|
||||
icon_state = "red_pyjamas"
|
||||
color = "red_pyjamas"
|
||||
item_state = "w_suit"
|
||||
|
||||
/obj/item/clothing/under/pj/blue
|
||||
name = "blue pj's"
|
||||
desc = "Sleepwear."
|
||||
icon_state = "blue_pyjamas"
|
||||
color = "blue_pyjamas"
|
||||
item_state = "w_suit"
|
||||
@@ -1,3 +1,17 @@
|
||||
/obj/item/clothing/under/pj/red
|
||||
name = "red pj's"
|
||||
desc = "Sleepwear."
|
||||
icon_state = "red_pyjamas"
|
||||
color = "red_pyjamas"
|
||||
item_state = "w_suit"
|
||||
|
||||
/obj/item/clothing/under/pj/blue
|
||||
name = "blue pj's"
|
||||
desc = "Sleepwear."
|
||||
icon_state = "blue_pyjamas"
|
||||
color = "blue_pyjamas"
|
||||
item_state = "w_suit"
|
||||
|
||||
/obj/item/clothing/under/scratch
|
||||
name = "white suit"
|
||||
desc = "A white suit, suitable for an excellent host"
|
||||
@@ -80,4 +94,138 @@
|
||||
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)
|
||||
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
|
||||
|
||||
/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/under/johnny
|
||||
name = "johnny~~ jumpsuit"
|
||||
desc = "Johnny~~"
|
||||
icon_state = "johnny"
|
||||
color = "johnny"
|
||||
|
||||
/obj/item/clothing/under/rainbow
|
||||
name = "rainbow"
|
||||
desc = "rainbow"
|
||||
icon_state = "rainbow"
|
||||
item_state = "rainbow"
|
||||
color = "rainbow"
|
||||
|
||||
/obj/item/clothing/under/cloud
|
||||
name = "cloud"
|
||||
desc = "cloud"
|
||||
icon_state = "cloud"
|
||||
color = "cloud"
|
||||
|
||||
/obj/item/clothing/under/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/female
|
||||
name = "executive suit"
|
||||
desc = "A formal trouser suit for women, intended for the station's finest."
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "black_suit_fem"
|
||||
color = "black_suit_fem"
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/red
|
||||
name = "red suit"
|
||||
desc = "A red suit and blue tie. Somewhat formal."
|
||||
icon_state = "red_suit"
|
||||
item_state = "r_suit"
|
||||
color = "red_suit"
|
||||
|
||||
/obj/item/clothing/under/blackskirt
|
||||
name = "black skirt"
|
||||
desc = "A black skirt, very fancy!"
|
||||
icon_state = "blackskirt"
|
||||
color = "blackskirt"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/schoolgirl
|
||||
name = "schoolgirl uniform"
|
||||
desc = "It's just like one of my Japanese animes!"
|
||||
icon_state = "schoolgirl"
|
||||
item_state = "schoolgirl"
|
||||
color = "schoolgirl"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/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/clothing/under/pirate
|
||||
name = "pirate outfit"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
color = "pirate"
|
||||
|
||||
/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/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/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
|
||||
@@ -1,27 +0,0 @@
|
||||
/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)
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
/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)
|
||||
@@ -1,36 +0,0 @@
|
||||
|
||||
/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)
|
||||
@@ -1,59 +0,0 @@
|
||||
//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"
|
||||
item_state = "capspacehelmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
|
||||
flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
flags_inv = HIDEFACE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/captain
|
||||
name = "Captain's armor"
|
||||
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
|
||||
icon_state = "caparmor"
|
||||
item_state = "capspacesuit"
|
||||
w_class = 4
|
||||
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
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
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"
|
||||
@@ -1,37 +0,0 @@
|
||||
//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."
|
||||
icon_state = "detective"
|
||||
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
|
||||
armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/det_suit
|
||||
name = "coat"
|
||||
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
|
||||
icon_state = "detective"
|
||||
item_state = "det_suit"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/cigpacket,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/det_suit/armor
|
||||
name = "armor"
|
||||
desc = "An armored vest with a detective's badge on it."
|
||||
icon_state = "detective-armor"
|
||||
item_state = "armor"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
@@ -1,70 +0,0 @@
|
||||
/*Contains most of the "Law" uniforms*/
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer
|
||||
desc = "Slick threads."
|
||||
name = "Lawyer suit"
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/black
|
||||
icon_state = "lawyer_black"
|
||||
item_state = "lawyer_black"
|
||||
color = "lawyer_black"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/female
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "black_suit_fem"
|
||||
color = "black_suit_fem"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/red
|
||||
icon_state = "lawyer_red"
|
||||
item_state = "lawyer_red"
|
||||
color = "lawyer_red"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/blue
|
||||
icon_state = "lawyer_blue"
|
||||
item_state = "lawyer_blue"
|
||||
color = "lawyer_blue"
|
||||
|
||||
|
||||
/obj/item/clothing/under/lawyer/bluesuit
|
||||
name = "Blue Suit"
|
||||
desc = "A classy suit and tie"
|
||||
icon_state = "bluesuit"
|
||||
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."
|
||||
icon_state = "suitjacket_blue_open"
|
||||
item_state = "suitjacket_blue_open"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/lawyer/purpjacket
|
||||
name = "Purple Suit Jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_purp"
|
||||
item_state = "suitjacket_purp"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/judgerobe
|
||||
name = "judge's robe"
|
||||
desc = "This robe commands authority."
|
||||
icon_state = "judge"
|
||||
item_state = "judge"
|
||||
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
Reference in New Issue
Block a user