Merge pull request #126 from Fox-McCloud/Clothing-Refactor

Clothing refactor
This commit is contained in:
Fox-McCloud
2015-01-02 13:07:29 -05:00
44 changed files with 386 additions and 297 deletions
@@ -140,7 +140,7 @@
new /obj/item/clothing/under/psyche(C)
else
new /obj/item/clothing/under/syndicate/combat(C)
new /obj/item/clothing/shoes/swat(C)
new /obj/item/clothing/shoes/combat(C)
new /obj/item/clothing/gloves/swat(C)
new /obj/item/clothing/mask/balaclava(C)
if("glasses")
+21
View File
@@ -346,6 +346,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
cost = 55 //Foxes are cool.
containertype = /obj/structure/closet/critter/fox
containername = "fox crate"
group = "Organic"
/datum/supply_packs/seeds
name = "Seeds Crate"
@@ -1073,6 +1074,26 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
access = access_hydroponics
group = "Hydroponics"
/datum/supply_packs/misc/lasertag
name = "Laser Tag Crate"
contains = list(/obj/item/weapon/gun/energy/laser/redtag,
/obj/item/weapon/gun/energy/laser/redtag,
/obj/item/weapon/gun/energy/laser/redtag,
/obj/item/weapon/gun/energy/laser/bluetag,
/obj/item/weapon/gun/energy/laser/bluetag,
/obj/item/weapon/gun/energy/laser/bluetag,
/obj/item/clothing/suit/redtag,
/obj/item/clothing/suit/redtag,
/obj/item/clothing/suit/redtag,
/obj/item/clothing/suit/bluetag,
/obj/item/clothing/suit/bluetag,
/obj/item/clothing/suit/bluetag,
/obj/item/clothing/head/helmet/redtaghelm,
/obj/item/clothing/head/helmet/bluetaghelm)
cost = 15
containertype = /obj/structure/closet/crate
containername = "laser tag crate"
group = "Operations"
/datum/supply_packs/vending
name = "Bartending Supply Crate"
+1 -1
View File
@@ -231,7 +231,7 @@ proc/issyndicate(mob/living/M as mob)
synd_mob.equip_to_slot_or_del(R, slot_l_ear)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(synd_mob), slot_w_uniform)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(synd_mob), slot_shoes)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(synd_mob), slot_shoes)
synd_mob.equip_or_collect(new /obj/item/clothing/gloves/combat(synd_mob), slot_gloves)
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate(synd_mob), slot_wear_id)
if(synd_mob.backbag == 2) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(synd_mob), slot_back)
+3 -3
View File
@@ -30,7 +30,7 @@
H.equip_or_collect(new /obj/item/clothing/suit/armor/hos(H), slot_wear_suit)
H.equip_or_collect(new /obj/item/device/pda/heads/hos(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_or_collect(new /obj/item/clothing/head/helmet/HoS(H), slot_head)
H.equip_or_collect(new /obj/item/clothing/head/HoS(H), slot_head)
// H.equip_or_collect(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_or_collect(new /obj/item/clothing/glasses/sunglasses/sechud(H), slot_glasses)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun(H), slot_s_store)
@@ -73,7 +73,7 @@
H.equip_or_collect(new /obj/item/clothing/under/rank/warden(H), slot_w_uniform)
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/clothing/suit/armor/vest/warden(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/warden(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/clothing/head/warden(H), slot_head)
H.equip_or_collect(new /obj/item/device/pda/warden(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_or_collect(new /obj/item/clothing/glasses/sunglasses/sechud(H), slot_glasses)
@@ -213,7 +213,7 @@
if(4) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_or_collect(new /obj/item/clothing/under/fluff/milo_hachert(H), slot_w_uniform)
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/clothing/head/helmet/customs(H), slot_head)
H.equip_or_collect(new /obj/item/clothing/head/customs(H), slot_head)
H.equip_or_collect(new /obj/item/device/pda/security(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
@@ -68,6 +68,7 @@
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/t_scanner(src)
new /obj/item/weapon/extinguisher/mini(src)
@@ -55,9 +55,11 @@
sleep(2)
new /obj/item/weapon/gun/energy/laser/redtag(src)
new /obj/item/weapon/gun/energy/laser/redtag(src)
new /obj/item/weapon/gun/energy/laser/redtag(src)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/head/helmet/redtaghelm(src)
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
@@ -70,5 +72,8 @@
sleep(2)
new /obj/item/weapon/gun/energy/laser/bluetag(src)
new /obj/item/weapon/gun/energy/laser/bluetag(src)
new /obj/item/weapon/gun/energy/laser/bluetag(src)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/head/helmet/bluetaghelm(src)
@@ -67,10 +67,10 @@
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/shoes/swat(src)
new /obj/item/clothing/shoes/swat(src)
new /obj/item/clothing/suit/armor/swat(src)
new /obj/item/clothing/suit/armor/swat(src)
new /obj/item/clothing/shoes/combat/swat(src)
new /obj/item/clothing/shoes/combat/swat(src)
new /obj/item/clothing/suit/space/deathsquad(src)
new /obj/item/clothing/suit/space/deathsquad(src)
new /obj/item/clothing/under/syndicate/tacticool(src)
new /obj/item/clothing/under/syndicate/tacticool(src)
@@ -137,6 +137,10 @@
New()
..()
sleep(2)
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/weapon/cartridge/atmos(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
new /obj/item/taperoll/engineering(src)
if(prob(50))
new /obj/item/weapon/storage/backpack/industrial(src)
else
@@ -145,16 +149,11 @@
new /obj/item/clothing/tie/storage/brown_vest(src)
else
new /obj/item/clothing/tie/storage/webbing(src)
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/clothing/suit/storage/hazardvest(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/glasses/meson(src)
new /obj/item/weapon/cartridge/atmos(src)
new /obj/item/taperoll/engineering(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
new /obj/item/weapon/tank/emergency_oxygen/engi(src)
new /obj/item/clothing/suit/fire/atmos(src)
new /obj/item/clothing/head/hardhat/atmos(src)
return
@@ -100,21 +100,21 @@
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
new /obj/item/clothing/under/rank/head_of_security/corp(src)
new /obj/item/clothing/mask/gas/sechailer/hos(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
new /obj/item/clothing/under/rank/head_of_security/corp(src)
new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
new /obj/item/weapon/shield/riot(src)
new /obj/item/weapon/storage/lockbox/loyalty(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src)
new /obj/item/clothing/mask/gas/sechailer/hos(src)
new /obj/item/weapon/shield/riot(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/advtaser(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/taperoll/police(src)
new /obj/item/clothing/tie/holster/armpit(src)
return
@@ -138,20 +138,20 @@
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/under/rank/warden(src)
new /obj/item/clothing/under/rank/warden/corp(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/helmet/warden(src)
new /obj/item/clothing/mask/gas/sechailer/warden(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/clothing/mask/gas/sechailer/warden(src)
new /obj/item/taperoll/police(src)
new /obj/item/weapon/storage/box/handcuffs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/advtaser(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/weapon/storage/box/holobadge(src)
return
@@ -175,14 +175,15 @@
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/clothing/head/helmet(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/taperoll/police(src)
return
@@ -322,9 +323,10 @@
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/weapon/clipboard(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/clothing/suit/armor/det_suit(src)
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/ammo_box/c38(src)
new /obj/item/ammo_box/c38(src)
new /obj/item/weapon/gun/projectile/revolver/detective(src)
+4 -4
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@@ -288,7 +288,7 @@ proc/trigger_armed_response_team(var/force = 0)
//Replaced with new ERT uniform
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(src), slot_back)
@@ -300,16 +300,16 @@ proc/trigger_armed_response_team(var/force = 0)
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += list(access_cent_general, access_cent_living, access_cent_storage)
var/obj/item/device/pda/heads/pda = new(src)
pda.owner = real_name
pda.ownjob = "Emergency Response Team[leader_selected ? " Leader" : ""]"
pda.name = "PDA-[real_name] ([pda.ownjob])"
if (leader_selected)
W.access += access_cent_teleporter
equip_to_slot_or_del(W, slot_wear_id)
// Loyalty implant
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
+4 -4
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@@ -884,7 +884,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("emergency response team")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
@@ -907,7 +907,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("emergency response team leader")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
@@ -930,7 +930,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("special ops officer")
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad/officer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
@@ -991,7 +991,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("hawke - combat")
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad/officer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
+2 -2
View File
@@ -131,8 +131,8 @@ var/global/sent_strike_team = 0
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
else
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
@@ -133,7 +133,7 @@ var/global/sent_syndicate_strike_team = 0
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(src), slot_shoes)
if (!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit)
else
+3 -3
View File
@@ -100,7 +100,7 @@
name = "Syndicate Operative"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/swat
corpseshoes = /obj/item/clothing/shoes/combat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas
@@ -116,7 +116,7 @@
name = "Syndicate Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
corpseshoes = /obj/item/clothing/shoes/swat
corpseshoes = /obj/item/clothing/shoes/combat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
@@ -282,7 +282,7 @@
corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
corpsehelmet = /obj/item/clothing/head/centhat
corpsegloves = /obj/item/clothing/gloves/swat
corpseshoes = /obj/item/clothing/shoes/swat
corpseshoes = /obj/item/clothing/shoes/combat
corpsepocket1 = /obj/item/weapon/lighter/zippo
corpseid = 1
corpseidjob = "Commander"
+5 -1
View File
@@ -286,6 +286,8 @@ BLIND // can't see anything
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox")
loose = 0 // What kind of idiot designs a pressurized suit where the helmet can fall off?
@@ -301,11 +303,13 @@ BLIND // can't see anything
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
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/device/suit_cooling_unit)
slowdown = 3
slowdown = 2
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT||HIDETAIL
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox")
+3 -2
View File
@@ -120,7 +120,7 @@
name = "sunglasses"
icon_state = "sun"
item_state = "sunglasses"
darkness_view = -1
darkness_view = 1
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi'
@@ -131,7 +131,7 @@
name = "sunglasses"
icon_state = "sun"
item_state = "sunglasses"
darkness_view = -1
darkness_view = 1
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi'
@@ -223,6 +223,7 @@
name = "HUDSunglasses"
desc = "Sunglasses with a HUD."
icon_state = "sunhud"
darkness_view = 1
var/obj/item/clothing/glasses/hud/security/hud = null
species_fit = list("Vox")
sprite_sheets = list(
+4
View File
@@ -15,6 +15,10 @@
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
var/draining = 0
var/candrain = 0
var/mindrain = 200
+18
View File
@@ -51,6 +51,8 @@
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
@@ -59,8 +61,24 @@
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
_color = "dblue"
/obj/item/clothing/head/hardhat/atmos
icon_state = "hardhat0_atmos"
item_state = "hardhat0_atmos"
_color = "atmos"
name = "atmospheric technician's firefighting helmet"
desc = "A firefighter's helmet, able to keep the user cool in any situation."
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
+37 -42
View File
@@ -13,48 +13,6 @@
siemens_coefficient = 0.7
loose = 4 // generally well seated
/obj/item/clothing/head/helmet/HoS
name = "head of security hat"
desc = "The hat of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
flags = HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
flags_inv = 0
flags_inv = HIDEEARS
/obj/item/clothing/head/helmet/HoS/dermal
name = "Dermal Armour Patch"
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
icon_state = "dermal"
item_state = "dermal"
/obj/item/clothing/head/helmet/roman
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
icon_state = "roman"
item_state = "roman"
/obj/item/clothing/head/helmet/roman/legionaire
name = "roman legionaire helmet"
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
icon_state = "roman_c"
item_state = "roman_c"
/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
loose = 12 // no really, you are here beacuse of your exemplary behavior in past jobs. truly.
/obj/item/clothing/head/helmet/customs
name = "customs officer's hat"
desc = "A serious looking hat for a serious job."
icon_state = "customshelm"
item_state = "customshelm"
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."
@@ -75,6 +33,8 @@
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/head/helmet/swat/syndicate
@@ -92,8 +52,23 @@
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 1
/obj/item/clothing/head/helmet/roman
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
icon_state = "roman"
item_state = "roman"
/obj/item/clothing/head/helmet/roman/legionaire
name = "roman legionaire helmet"
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
icon_state = "roman_c"
item_state = "roman_c"
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
@@ -103,3 +78,23 @@
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 1
loose = 0 // full head, won't fall off
obj/item/clothing/head/helmet/redtaghelm
name = "red laser tag helmet"
desc = "They have chosen their own end."
icon_state = "redtaghelm"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
item_state = "redtaghelm"
armor = list(melee = 30, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
obj/item/clothing/head/helmet/bluetaghelm
name = "blue laser tag helmet"
desc = "They'll need more men."
icon_state = "bluetaghelm"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
item_state = "bluetaghelm"
armor = list(melee = 30, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
+24 -12
View File
@@ -27,18 +27,6 @@
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
//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
flags_inv = 0
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
loose = 17
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
@@ -73,6 +61,7 @@
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)
siemens_coefficient = 0.9
//Mime
/obj/item/clothing/head/beret
@@ -84,10 +73,33 @@
loose = 16
//Security
/obj/item/clothing/head/HoS
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
flags = FPRINT | TABLEPASS
armor = list(melee = 80, bullet = 60, laser = 50, energy = 10, bomb = 25, bio = 10, rad = 0)
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
flags = FPRINT | TABLEPASS
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/head/customs
name = "customs officer's hat"
desc = "A serious looking hat for a serious job."
icon_state = "customshelm"
item_state = "customshelm"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
/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"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/beret/eng
+1
View File
@@ -6,6 +6,7 @@
desc = "It's good to be emperor."
flags = FPRINT|TABLEPASS
item_state = "centhat"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
siemens_coefficient = 0.9
/obj/item/clothing/head/hairflower
+4 -2
View File
@@ -17,8 +17,8 @@
icon_state = "welding"
flags = (FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH)
item_state = "welding"
m_amt = 3000
g_amt = 1000
m_amt = 1750
g_amt = 400
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)
@@ -105,6 +105,8 @@
icon_state = "ushankadown"
item_state = "ushankadown"
flags_inv = HIDEEARS
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
loose = 1 // too warm, your head doesn't want to leave
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
+1 -1
View File
@@ -2,7 +2,7 @@
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
flags = FPRINT|TABLEPASS
item_state = "helmet"
_color = "cargo"
var/flipped = 0
+14 -17
View File
@@ -19,26 +19,22 @@
icon_state = "mime"
_color = "mime"
/obj/item/clothing/shoes/swat
name = "\improper SWAT shoes"
desc = "When you want to turn up the heat."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0.6
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
/obj/item/clothing/shoes/combat //basic syndicate combat boots for nuke ops and mob corpses
name = "combat boots"
desc = "When you REALLY want to turn up the heat"
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
desc = "High speed, low drag combat boots."
icon_state = "jackboots"
item_state = "jackboots"
armor = list(melee = 50, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 10, rad = 0)
species_restricted = null //Syndicate tech means even Tajarans can kick ass with these
siemens_coefficient = 0.6
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = FEET
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT shoes"
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
armor = list(melee = 80, bullet = 60, laser = 50, energy = 50, bomb = 50, bio = 30, rad = 30)
flags = NOSLIP
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
@@ -67,7 +63,7 @@
icon_state = "black"
/obj/item/clothing/shoes/galoshes
desc = "Rubber boots"
desc = "A pair of yellow rubber boots, designed to prevent slipping on wet surfaces."
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
@@ -97,6 +93,7 @@
_color = "hosred"
siemens_coefficient = 0.7
var/footstep=1
/obj/item/clothing/shoes/cult
name = "boots"
desc = "A pair of boots worn by the followers of Nar-Sie."
@@ -1,49 +1,64 @@
//Captain's Spacesuit
//Captain's space suit, not hardsuits because no flashlight!
/obj/item/clothing/head/helmet/space/capspace
name = "space helmet"
name = "captain's 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."
desc = "A special helmet designed for only the most fashionable of military figureheads."
flags_inv = HIDEFACE
permeability_coefficient = 0.01
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
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"
/obj/item/clothing/suit/space/captain
name = "captain's space suit"
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
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
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_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
slowdown = 1
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.7
//Deathsquad suit
//Deathsquad space suit, not hardsuits because no flashlight!
/obj/item/clothing/head/helmet/space/deathsquad
name = "deathsquad helmet"
desc = "That's not red paint. That's real blood."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
siemens_coefficient = 0.2
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
/obj/item/clothing/suit/space/deathsquad
name = "deathsquad suit"
desc = "A heavily armored, advanced space suit that protects against most forms of damage."
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
armor = list(melee = 80, bullet = 80, laser = 50,energy = 50, bomb = 100, bio = 100, rad = 100)
slowdown = 1
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
unacidable = 1
/obj/item/clothing/head/helmet/space/deathsquad/beret
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_badge"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
flags = STOPSPRESSUREDMAGE
siemens_coefficient = 0.9
/obj/item/clothing/suit/space/deathsquad/officer
name = "officer jacket"
desc = "An armored jacket used in special operations."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
flags_inv = 0
slowdown = 0
w_class = 3
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
name = "Santa's hat"
@@ -5,6 +5,7 @@
item_state = "s-ninja_hood"
allowed = list(/obj/item/weapon/cell)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
unacidable = 1
siemens_coefficient = 0.2
@@ -15,6 +16,7 @@
item_state = "s-ninja_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/cell,/obj/item/device/suit_cooling_unit)
slowdown = 0
unacidable = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
+40 -26
View File
@@ -4,14 +4,12 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
icon_state = "rig0-engineering"
item_state = "eng_helm"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
allowed = list(/obj/item/device/flashlight)
var/brightness_on = 4 //luminosity when on
var/on = 0
_color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
icon_action_button = "action_hardhat"
heat_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
//Species-specific stuff.
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Diona","Vox")
@@ -58,11 +56,9 @@
desc = "A special space suit for environments that might pose hazards beyond just the vacuum of space. Provides more protection than a standard space suit."
icon_state = "rig-engineering"
item_state = "eng_hardsuit"
slowdown = 1
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
slowdown = 2
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/device/suit_cooling_unit)
species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
sprite_sheets = list(
@@ -309,15 +305,15 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "rig0-engineering"
item_state = "eng_helm"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
/obj/item/clothing/suit/space/rig/engineering
name = "engineering hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "rig-engineering"
item_state = "eng_hardsuit"
slowdown = 1
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
slowdown = 2
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
//Chief Engineer's rig
@@ -328,6 +324,9 @@
item_state = "ce_helm"
_color = "white"
sprite_sheets = null
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/rig/elite
icon_state = "rig-white"
@@ -335,6 +334,9 @@
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
item_state = "ce_hardsuit"
sprite_sheets = null
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
//Mining rig
/obj/item/clothing/head/helmet/space/rig/mining
@@ -343,14 +345,16 @@
icon_state = "rig0-mining"
item_state = "mining_helm"
_color = "mining"
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
/obj/item/clothing/suit/space/rig/mining
icon_state = "rig-mining"
name = "mining hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating."
item_state = "mining_hardsuit"
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/storage/bag/ore,/obj/item/weapon/pickaxe)
//Syndicate rig
@@ -360,7 +364,7 @@
icon_state = "rig0-syndie"
item_state = "syndie_helm"
_color = "syndie"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
siemens_coefficient = 0.6
var/obj/machinery/camera/camera
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Vox")
@@ -388,7 +392,7 @@
item_state = "syndie_hardsuit"
slowdown = 1
w_class = 3
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box/magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
siemens_coefficient = 0.6
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Vox")
@@ -404,6 +408,9 @@
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.7
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
sprite_sheets = null
/obj/item/clothing/suit/space/rig/wizard
@@ -414,7 +421,11 @@
slowdown = 1
w_class = 3
unacidable = 1
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 40, bullet = 20, laser = 20, energy = 20, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/weapon/teleportation_scroll,/obj/item/weapon/tank/emergency_oxygen)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
unacidable = 1
siemens_coefficient = 0.7
sprite_sheets = null
@@ -425,15 +436,16 @@
icon_state = "rig0-medical"
item_state = "medical_helm"
_color = "medical"
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
/obj/item/clothing/suit/space/rig/medical
icon_state = "rig-medical"
name = "medical hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding."
item_state = "medical_hardsuit"
slowdown = 1
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
//Security
/obj/item/clothing/head/helmet/space/rig/security
@@ -442,7 +454,7 @@
icon_state = "rig0-sec"
item_state = "sec_helm"
_color = "sec"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50)
siemens_coefficient = 0.7
/obj/item/clothing/suit/space/rig/security
@@ -450,8 +462,8 @@
name = "security hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
item_state = "sec_hardsuit"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/handcuffs)
siemens_coefficient = 0.7
@@ -462,16 +474,19 @@
icon_state = "rig0-atmos"
item_state = "atmos_helm"
_color = "atmos"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/rig/atmos
desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
icon_state = "rig-atmos"
name = "atmos hardsuit"
item_state = "atmos_hardsuit"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
//Singuloth armor
/obj/item/clothing/head/helmet/space/rig/singuloth
@@ -489,4 +504,3 @@
item_state = "singuloth_hardsuit"
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 80)
+1
View File
@@ -12,3 +12,4 @@
item_state = "void"
desc = "A high tech, NASA Centcom branch designed, dark red Space suit. Used for AI satellite maintenance."
slowdown = 1
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/multitool)
+46 -33
View File
@@ -3,7 +3,6 @@
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
body_parts_covered = UPPER_TORSO|LOWER_TORSO
flags = FPRINT | TABLEPASS
cold_protection = UPPER_TORSO|LOWER_TORSO
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = UPPER_TORSO|LOWER_TORSO
@@ -35,11 +34,51 @@
icon_state = "armorsec"
item_state = "armor"
/obj/item/clothing/suit/armor/hos
name = "armored coat"
desc = "A trench coat enhanced with a special alloy for some protection and style."
icon_state = "hos"
item_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
siemens_coefficient = 0.6
verb/toggle()
set name = "Toggle Trenchcoat Buttons"
set category = "Object"
if(!usr.canmove || usr.stat || usr.restrained())
return 0
if(icon_state == "hos")
icon_state = "jensencoat"
item_state = "jensencoat"
usr<< "You unbutton the [src]."
else
icon_state = "hos"
item_state = "hos"
usr<< "You button the [src]."
usr.update_inv_wear_suit()
/obj/item/clothing/suit/armor/hos/jensen
name = "armored trenchcoat"
desc = "A trenchcoat augmented with a special alloy for some protection and style."
icon_state = "jensencoat"
item_state = "jensencoat"
flags_inv = 0
siemens_coefficient = 0.6
/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"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|HANDS
heat_protection = UPPER_TORSO|LOWER_TORSO|HANDS
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
@@ -55,6 +94,8 @@
icon_state = "riot"
item_state = "swat_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 1
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
@@ -63,11 +104,11 @@
/obj/item/clothing/suit/armor/bulletproof
name = "Bulletproof Vest"
desc = "A vest that excels in protecting the wearer against high-velocity solid projectiles."
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
siemens_coefficient = 0.7
/obj/item/clothing/suit/armor/laserproof
@@ -87,42 +128,14 @@
if (prob(hit_reflect_chance))
return 1
/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
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/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
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.5
/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"
blood_overlay_type = "coat"
flags_inv = 0
/obj/item/clothing/suit/armor/det_suit
/obj/item/clothing/suit/armor/vest/det_suit
name = "armor"
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
item_state = "armor"
blood_overlay_type = "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)
allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
//Reactive armor
+6 -3
View File
@@ -36,6 +36,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
allowed = list(/obj/item/weapon/disk, /obj/item/weapon/stamp, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/weapon/melee, /obj/item/weapon/storage/lockbox/medal, /obj/item/device/flash, /obj/item/weapon/storage/box/matches, /obj/item/weapon/lighter, /obj/item/clothing/mask/cigarette, /obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/tank/emergency_oxygen)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
@@ -104,6 +105,7 @@
item_state = "apronchef"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/weapon/kitchenknife,/obj/item/weapon/butch)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
@@ -117,8 +119,10 @@
item_state = "det_suit"
blood_overlay_type = "coat"
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_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/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)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
species_fit = list("Vox")
sprite_sheets = list(
@@ -151,8 +155,7 @@
icon_state = "hazard"
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list (/obj/item/device/analyzer, /obj/item/device/flashlight, /obj/item/device/multitool, /obj/item/device/pipe_painter, /obj/item/device/radio, /obj/item/device/t_scanner, \
/obj/item/weapon/crowbar, /obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/weapon/tank/emergency_oxygen)
allowed = list (/obj/item/device/flashlight, /obj/item/device/t_scanner, /obj/item/weapon/tank/emergency_oxygen)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
-1
View File
@@ -116,7 +116,6 @@
name = "Virologist Labcoat"
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has a green stripe on the shoulder."
icon_state = "labcoat_vir_open"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
+19 -5
View File
@@ -10,7 +10,7 @@
*/
/obj/item/clothing/suit/fire
name = "firesuit"
name = "emergency firesuit"
desc = "A suit that protects against fire and heat."
icon_state = "fire"
item_state = "fire_suit"
@@ -21,10 +21,11 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
slowdown = 1.0
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags = FPRINT | TABLEPASS
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = FIRESUIT_MIN_COLD_PROTECTION_TEMPERATURE
/obj/item/clothing/suit/fire/firefighter
@@ -40,6 +41,13 @@
w_class = 4//bulky item
slowdown = 1.5
/obj/item/clothing/suit/fire/atmos
name = "firesuit"
desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
icon_state = "atmos_firesuit"
item_state = "firesuit_atmos"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
/*
* Bomb protection
*/
@@ -48,8 +56,12 @@
desc = "Use in case of bomb."
icon_state = "bombsuit"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
armor = list(melee = 40, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0
loose = 5
@@ -65,10 +77,12 @@
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)
armor = list(melee = 40, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT|HIDETAIL
heat_protection = UPPER_TORSO|LOWER_TORSO
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0
+25 -8
View File
@@ -2,6 +2,10 @@
name = "wizard hat"
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
unacidable = 1
loose = 0 // magic
//Not given any special protective value since the magic robes are full-body protection --NEO
siemens_coefficient = 0.8
@@ -23,6 +27,9 @@
name = "wizard hat"
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
icon_state = "wizard-fake"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/head/wizard/marisa
name = "Witch Hat"
@@ -48,12 +55,13 @@
desc = "A magnificant, gem-lined robe that seems to radiate power."
icon_state = "wizard"
item_state = "wizrobe"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = FULL_BODY //It's magic, I ain't gotta explain shit. --NEO
armor = list(melee = 30, bullet = 20, laser = 20,energy = 20, bomb = 20, bio = 20, rad = 20)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
allowed = list(/obj/item/weapon/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
unacidable = 1
siemens_coefficient = 0.8
/obj/item/clothing/suit/wizrobe/red
@@ -97,15 +105,22 @@
desc = "A rather dull, blue robe meant to mimick real wizard robes."
icon_state = "wizard-fake"
item_state = "wizrobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
siemens_coefficient = 1.0
/obj/item/clothing/head/wizard/marisa/fake
name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
siemens_coefficient = 1.0
/obj/item/clothing/suit/wizrobe/marisa/fake
@@ -113,7 +128,9 @@
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
siemens_coefficient = 1.0
+1 -1
View File
@@ -7,7 +7,7 @@
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)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
species_fit = list("Vox")
sprite_sheets = list(
@@ -71,15 +71,6 @@
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
siemens_coefficient = 0.9
/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)
siemens_coefficient = 0.9
/*
* Head of Security
*/
@@ -98,51 +89,6 @@
item_state = "hos_corporate"
_color = "hos_corporate"
/obj/item/clothing/head/helmet/HoS
name = "Head of Security Hat"
desc = "The hat of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
flags_inv = 0
flags_inv = HIDEEARS
siemens_coefficient = 0.8
/obj/item/clothing/suit/armor/hos
name = "armored coat"
desc = "A trench coat enhanced with a special alloy for some protection and style."
icon_state = "hos"
item_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.6
verb/toggle()
set name = "Toggle Trenchcoat Buttons"
set category = "Object"
if(!usr.canmove || usr.stat || usr.restrained())
return 0
if(icon_state == "hos")
icon_state = "jensencoat"
item_state = "jensencoat"
usr<< "You unbutton the [src]."
else
icon_state = "hos"
item_state = "hos"
usr<< "You button the [src]."
usr.update_inv_wear_suit()
/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"
siemens_coefficient = 0.6
//Jensen cosplay gear
/obj/item/clothing/under/rank/head_of_security/jensen
desc = "You never asked for anything that stylish."
@@ -153,14 +99,6 @@
siemens_coefficient = 0.6
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
/obj/item/clothing/suit/armor/hos/jensen
name = "armored trenchcoat"
desc = "A trenchcoat augmented with a special alloy for some protection and style."
icon_state = "jensencoat"
item_state = "jensencoat"
flags_inv = 0
siemens_coefficient = 0.6
//Paradise Station
/obj/item/clothing/suit/armor/hos/hosnavyjacket
@@ -124,6 +124,8 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | ARMS //Needs gloves and shoes with cold protection to be fully protected.
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
/obj/item/clothing/under/acj
name = "administrative cybernetic jumpsuit"
@@ -138,6 +140,8 @@
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/under/owl
@@ -88,7 +88,7 @@
name = "Syndicate Operative"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/swat
corpseshoes = /obj/item/clothing/shoes/combat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas
@@ -104,7 +104,7 @@
name = "Syndicate Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
corpseshoes = /obj/item/clothing/shoes/swat
corpseshoes = /obj/item/clothing/shoes/combat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
+9 -2
View File
@@ -50,11 +50,18 @@
#define BODYTEMP_COLD_DAMAGE_LIMIT 260.15 // The limit the human body can take before it starts taking damage from coldness.
#define SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE 2.0 //what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
#define SPACE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 10000
#define SPACE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 1500
#define SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE 2.0 //what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
#define SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE 10000 //These need better heat protect
#define SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE 1500 //These need better heat protect
#define FIRESUIT_MIN_COLD_PROTECTION_TEMPERATURE 60
#define FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE 30000 //what max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0.
#define FIRE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE 60
#define FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 30000 //for fire helmet quality items (red and white hardhats)
#define FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT 35000 //what max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.
#define FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT 35000 //for fire helmet quality items (red and white hardhats)
#define HELMET_MIN_COLD_PROTECTION_TEMPERATURE 160 //For normal helmets
#define HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 600 //For normal helmets
#define ARMOR_MIN_COLD_PROTECTION_TEMPERATURE 160 //For armor
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+7 -6
View File
@@ -148,7 +148,7 @@
"acR" = (/obj/machinery/atmospherics/unary/vent_scrubber{on = 1; scrub_N2O = 1; scrub_Toxins = 1},/obj/effect/decal/warning_stripes/northwest,/turf/simulated/floor{icon_state = "dark"},/area/security/securearmoury)
"acS" = (/obj/effect/decal/warning_stripes/north,/turf/simulated/floor{icon_state = "dark"},/area/security/securearmoury)
"acT" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/obj/effect/decal/warning_stripes/northeast,/turf/simulated/floor{icon_state = "dark"},/area/security/securearmoury)
"acU" = (/obj/structure/rack,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/item/clothing/suit/armor/bulletproof{pixel_x = 0; pixel_y = 0},/turf/simulated/floor{dir = 8; icon_state = "vault"; tag = "icon-vault (WEST)"},/area/security/securearmoury)
"acU" = (/obj/structure/rack,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/item/clothing/suit/armor/bulletproof{pixel_x = 0; pixel_y = 0},/obj/item/clothing/head/helmet,/obj/item/clothing/suit/armor/bulletproof{pixel_x = 0; pixel_y = 0},/obj/item/clothing/head/helmet,/obj/item/clothing/suit/armor/bulletproof{pixel_x = 0; pixel_y = 0},/obj/item/clothing/head/helmet,/turf/simulated/floor{dir = 8; icon_state = "vault"; tag = "icon-vault (WEST)"},/area/security/securearmoury)
"acV" = (/obj/machinery/hologram/holopad,/obj/machinery/ai_status_display{pixel_x = 0; pixel_y = 32},/turf/simulated/floor{tag = "icon-vault (SOUTHWEST)"; icon_state = "vault"; dir = 10},/area/security/nuke_storage)
"acW" = (/obj/machinery/light/small{dir = 1},/obj/machinery/alarm{pixel_y = 23},/turf/simulated/floor{tag = "icon-vault"; icon_state = "vault"},/area/security/nuke_storage)
"acX" = (/obj/machinery/power/apc{dir = 1; name = "Vault APC"; pixel_x = 0; pixel_y = 25},/obj/structure/cable{icon_state = "0-2"; d2 = 2},/turf/simulated/floor{tag = "icon-vault (SOUTHWEST)"; icon_state = "vault"; dir = 10},/area/security/nuke_storage)
@@ -453,7 +453,7 @@
"aiK" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor,/area/security/armoury)
"aiL" = (/obj/structure/rack,/obj/item/weapon/storage/box/seccarts{pixel_x = 3; pixel_y = 2},/obj/item/weapon/storage/box/handcuffs,/obj/item/weapon/storage/box/flashbangs{pixel_x = -2; pixel_y = -2},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/item/weapon/storage/box/handcuffs,/obj/effect/decal/warning_stripes/red/hollow,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/armoury)
"aiM" = (/obj/structure/rack,/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas{pixel_x = -3; pixel_y = -3},/obj/item/clothing/mask/gas{pixel_x = -3; pixel_y = -3},/obj/effect/decal/warning_stripes/red/hollow,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/armoury)
"aiN" = (/obj/structure/table,/obj/item/weapon/weldingtool,/obj/item/weapon/wrench,/obj/effect/decal/warning_stripes/red/hollow,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/armoury)
"aiN" = (/obj/structure/table,/obj/effect/decal/warning_stripes/red/hollow,/obj/item/weapon/storage/toolbox/mechanical,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/armoury)
"aiO" = (/obj/machinery/recharger/wallcharger{pixel_x = -25; pixel_y = 0},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 6},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/obj/machinery/light{dir = 8},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/main)
"aiP" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 9},/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/turf/simulated/floor,/area/security/main)
"aiQ" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 5},/turf/simulated/floor,/area/security/main)
@@ -3619,7 +3619,7 @@
"brE" = (/obj/machinery/atmospherics/unary/vent_pump{dir = 4; on = 1},/turf/simulated/floor{icon_state = "dark"},/area/engine/gravitygenerator)
"brF" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/space,/area)
"brG" = (/obj/machinery/atmospherics/pipe/manifold{_color = "blue"; dir = 4; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/obj/structure/lattice,/turf/space,/area)
"brH" = (/obj/item/device/radio/intercom{anyai = 1; broadcasting = 0; freerange = 1; listening = 1; name = "Captain's Intercom"; pixel_x = -27; pixel_y = -3},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/structure/rack,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/jetpack/oxygen,/obj/item/clothing/suit/armor/captain,/obj/item/clothing/mask/gas,/obj/item/clothing/head/helmet/space/capspace,/turf/simulated/floor/wood,/area/crew_quarters/captain)
"brH" = (/obj/item/device/radio/intercom{anyai = 1; broadcasting = 0; freerange = 1; listening = 1; name = "Captain's Intercom"; pixel_x = -27; pixel_y = -3},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/structure/rack,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/jetpack/oxygen,/obj/item/clothing/suit/space/captain,/obj/item/clothing/mask/gas,/obj/item/clothing/head/helmet/space/capspace,/turf/simulated/floor/wood,/area/crew_quarters/captain)
"brI" = (/obj/machinery/computer/card,/obj/item/weapon/card/id/captains_spare,/turf/simulated/floor/wood,/area/crew_quarters/captain)
"brJ" = (/obj/structure/table/woodentable,/obj/machinery/recharger{pixel_y = 4},/obj/item/weapon/melee/chainofcommand,/turf/simulated/floor/wood,/area/crew_quarters/captain)
"brK" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/turf/simulated/floor/wood,/area/crew_quarters/captain)
@@ -8913,7 +8913,7 @@
"dpu" = (/obj/structure/rack,/obj/item/clothing/shoes/magboots,/obj/item/clothing/glasses/meson,/obj/item/clothing/glasses/night,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/glasses/hud/health_advanced,/obj/item/clothing/glasses/hud/security/night,/obj/item/clothing/glasses/hud/health/night,/obj/item/clothing/gloves/yellow,/obj/item/clothing/gloves/swat,/obj/item/clothing/gloves/color/latex,/turf/unsimulated/floor{icon_state = "vault"; dir = 8},/area/centcom/specops)
"dpv" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box/bodybags,/obj/item/weapon/storage/box/syringes,/obj/item/weapon/storage/box/autoinjectors,/obj/item/weapon/storage/box/gloves,/obj/item/weapon/storage/firstaid/adv,/obj/item/bodybag/cryobag,/obj/item/weapon/reagent_containers/hypospray,/turf/unsimulated/floor{icon_state = "vault"; dir = 8},/area/centcom/specops)
"dpw" = (/obj/machinery/door/airlock/external{frequency = 1379; icon_state = "door_locked"; id_tag = "specops_centcom_dock_inner"; locked = 1; name = "Shuttle Hatch"; req_access = null; req_access_txt = "13"},/turf/unsimulated/floor{icon_state = "vault"; dir = 5},/area/centcom/specops)
"dpx" = (/obj/item/weapon/gun/projectile/automatic/m2411,/obj/item/ammo_box/magazine/m45,/obj/item/ammo_box/magazine/m45,/obj/item/ammo_box/magazine/m45,/obj/structure/closet{icon_closed = "cabinet_closed"; icon_opened = "cabinet_open"; icon_state = "cabinet_closed"},/obj/item/clothing/head/helmet/space/deathsquad/beret,/obj/item/clothing/shoes/combat,/obj/item/clothing/under/syndicate/combat,/obj/item/clothing/gloves/combat,/obj/item/clothing/suit/armor/swat/officer,/obj/item/clothing/under/rank/centcom/captain,/obj/item/weapon/storage/box/handcuffs,/obj/item/weapon/storage/box/flashbangs,/obj/item/clothing/mask/gas,/obj/item/weapon/tank/emergency_oxygen/double,/turf/unsimulated/floor{icon_state = "grimy"},/area/centcom/specops)
"dpx" = (/obj/item/weapon/gun/projectile/automatic/m2411,/obj/item/ammo_box/magazine/m45,/obj/item/ammo_box/magazine/m45,/obj/item/ammo_box/magazine/m45,/obj/structure/closet{icon_closed = "cabinet_closed"; icon_opened = "cabinet_open"; icon_state = "cabinet_closed"},/obj/item/clothing/head/helmet/space/deathsquad/beret,/obj/item/clothing/shoes/combat,/obj/item/clothing/under/syndicate/combat,/obj/item/clothing/gloves/combat,/obj/item/clothing/suit/space/deathsquad/officer,/obj/item/clothing/under/rank/centcom/captain,/obj/item/weapon/storage/box/handcuffs,/obj/item/weapon/storage/box/flashbangs,/obj/item/clothing/mask/gas,/obj/item/weapon/tank/emergency_oxygen/double,/turf/unsimulated/floor{icon_state = "grimy"},/area/centcom/specops)
"dpy" = (/obj/machinery/recharge_station,/turf/unsimulated/floor{icon_state = "grimy"},/area/centcom/specops)
"dpz" = (/turf/unsimulated/wall{icon = 'icons/obj/library.dmi'; icon_state = "book-5"; name = "bookcase (Tactics)"},/area/centcom/specops)
"dpA" = (/turf/unsimulated/wall{icon = 'icons/obj/library.dmi'; icon_state = "book-5"; name = "bookcase (Reports)"},/area/centcom/specops)
@@ -9265,7 +9265,7 @@
"dwi" = (/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/turf/unsimulated/wall{dir = 4; icon = 'icons/turf/shuttle.dmi'; icon_state = "window5"; opacity = 0},/area/admin)
"dwj" = (/obj/structure/rack,/obj/item/clothing/under/shorts/black{pixel_x = -3; pixel_y = 3},/obj/item/clothing/under/shorts/blue,/obj/item/clothing/under/shorts/red{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwk" = (/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwl" = (/obj/structure/rack,/obj/item/clothing/suit/armor/swat,/obj/item/clothing/suit/armor/swat/officer{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwl" = (/obj/structure/rack,/obj/item/clothing/suit/space/deathsquad,/obj/item/clothing/suit/space/deathsquad/officer{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwm" = (/obj/structure/rack,/obj/item/clothing/under/chameleon/all{pixel_x = -3; pixel_y = 3},/obj/item/clothing/under/soviet,/obj/item/clothing/under/pirate{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwn" = (/obj/structure/rack,/obj/item/clothing/glasses/material{pixel_x = -3; pixel_y = 3},/obj/item/clothing/glasses/meson,/obj/item/clothing/glasses/thermal{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwo" = (/obj/structure/rack,/obj/item/clothing/glasses/sunglasses{pixel_x = -3; pixel_y = 3},/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/glasses/hud/health_advanced{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
@@ -9279,7 +9279,7 @@
"dww" = (/obj/structure/rack,/obj/item/clothing/under/rank/centcom/captain{pixel_x = -3; pixel_y = 3},/obj/item/clothing/under/rank/centcom/officer,/obj/item/clothing/under/rank/centcom/representative{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwx" = (/obj/structure/rack,/obj/item/clothing/glasses/night{pixel_x = -3; pixel_y = 3},/obj/item/clothing/glasses/hud/health/night,/obj/item/clothing/glasses/hud/security/night{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwy" = (/obj/structure/rack,/obj/item/clothing/shoes/magboots/syndie{pixel_x = -3; pixel_y = 3},/obj/item/clothing/shoes/magboots/advance,/obj/item/clothing/shoes/magboots{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwz" = (/obj/structure/rack,/obj/item/clothing/shoes/green{pixel_x = -3; pixel_y = 3},/obj/item/clothing/shoes/centcom,/obj/item/clothing/shoes/syndigaloshes{pixel_x = 3; pixel_y = -3},/obj/item/clothing/shoes/rainbow{pixel_x = -3; pixel_y = 3},/obj/item/clothing/shoes/swat,/obj/item/clothing/shoes/combat{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwz" = (/obj/structure/rack,/obj/item/clothing/shoes/green{pixel_x = -3; pixel_y = 3},/obj/item/clothing/shoes/centcom,/obj/item/clothing/shoes/syndigaloshes{pixel_x = 3; pixel_y = -3},/obj/item/clothing/shoes/rainbow{pixel_x = -3; pixel_y = 3},/obj/item/clothing/shoes/combat/swat,/obj/item/clothing/shoes/combat{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwA" = (/obj/structure/rack,/obj/item/clothing/suit/pirate_black{pixel_x = -3; pixel_y = 3},/obj/item/clothing/suit/blacktrenchcoat,/obj/item/clothing/suit/jacket{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwB" = (/obj/item/mecha_parts/mecha_equipment/tool/cable_layer,/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill,/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp,/obj/item/mecha_parts/mecha_equipment/tool/rcd,/obj/item/mecha_parts/mecha_equipment/tool/extinguisher,/obj/structure/closet/crate,/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"dwC" = (/obj/structure/rack,/obj/item/clothing/under/syndicate{pixel_x = -3; pixel_y = 3},/obj/item/clothing/under/syndicate/combat,/obj/item/clothing/under/acj{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
@@ -14500,3 +14500,4 @@ aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
"}
-1
View File
@@ -914,7 +914,6 @@
#include "code\modules\clothing\shoes\miscellaneous.dm"
#include "code\modules\clothing\spacesuits\alien.dm"
#include "code\modules\clothing\spacesuits\breaches.dm"
#include "code\modules\clothing\spacesuits\captain.dm"
#include "code\modules\clothing\spacesuits\ert.dm"
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
#include "code\modules\clothing\spacesuits\ninja.dm"