Removes most hardsuits from the code, replaces with MODsuits where appropriate, alongside a small sprite cleanup (#23652)

* TODO: ERT HARDSUITS

* Drask and Taj

* Unathi, Vox and Vulp

* Last things

* Hats off to you

* Fixes a dumb drask corset issue
This commit is contained in:
DGamerL
2024-01-06 23:04:33 +00:00
committed by GitHub
parent e91dce3ee7
commit fad6509b5e
21 changed files with 38 additions and 318 deletions
+2 -2
View File
@@ -544,7 +544,7 @@
uniform = /obj/item/clothing/under/rank/engineering/engineer
belt = /obj/item/storage/belt/utility/full
suit = /obj/item/clothing/suit/space/hardsuit/engine
back = /obj/item/mod/control/pre_equipped/engineering
shoes = /obj/item/clothing/shoes/workboots
mask = /obj/item/clothing/mask/breath
id = /obj/item/card/id/engineering
@@ -576,7 +576,7 @@
/datum/outfit/job/mining/suit
name = "Shaft Miner"
suit = /obj/item/clothing/suit/space/hardsuit/mining
back = /obj/item/mod/control/pre_equipped/mining/asteroid
uniform = /obj/item/clothing/under/rank/cargo/miner
gloves = /obj/item/clothing/gloves/fingerless
shoes = /obj/item/clothing/shoes/workboots
@@ -82,12 +82,6 @@
item_state = "helm-command"
item_color = "ert_commander"
/obj/item/clothing/head/helmet/space/hardsuit/ert/commander/gamma
name = "elite emergency response team commander helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammacommander"
item_color = "gammacommander"
/obj/item/clothing/suit/space/hardsuit/ert/commander
name = "emergency response team commander suit"
desc = "A suit worn by the commander of a Nanotrasen Emergency Response Team. Has blue highlights. Armoured, space ready, and fire resistant."
@@ -95,13 +89,6 @@
item_state = "suit-command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/commander
/obj/item/clothing/suit/space/hardsuit/ert/commander/gamma
name = "elite emergency response team commander suit"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gcommander"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/commander/gamma
slowdown = 0
//Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/security
name = "emergency response team security helmet"
@@ -110,12 +97,6 @@
item_state = "syndicate-helm-black-red"
item_color = "ert_security"
/obj/item/clothing/head/helmet/space/hardsuit/ert/security/gamma
name = "elite emergency response team security helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammasecurity"
item_color = "gammasecurity"
/obj/item/clothing/suit/space/hardsuit/ert/security
name = "emergency response team security suit"
desc = "A suit worn by security members of a Nanotrasen Emergency Response Team. Has red highlights. Armoured, space ready, and fire resistant."
@@ -127,13 +108,6 @@
. = ..()
ADD_TRAIT(src, TRAIT_PUNCTURE_IMMUNE, ROUNDSTART_TRAIT)
/obj/item/clothing/suit/space/hardsuit/ert/security/gamma
name = "elite emergency response team security suit"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gsecurity"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/security/gamma
slowdown = 0
//Engineer
/obj/item/clothing/head/helmet/space/hardsuit/ert/engineer
name = "emergency response team engineer helmet"
@@ -173,12 +147,6 @@
icon_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
/obj/item/clothing/head/helmet/space/hardsuit/ert/medical/gamma
name = "elite emergency response team medical helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammamedical"
item_color = "gammamedical"
/obj/item/clothing/suit/space/hardsuit/ert/medical
name = "emergency response team medical suit"
desc = "A suit worn by medical members of a Nanotrasen Emergency Response Team. Has white highlights. Armoured and space ready."
@@ -189,13 +157,6 @@
. = ..()
ADD_TRAIT(src, TRAIT_PUNCTURE_IMMUNE, ROUNDSTART_TRAIT)
/obj/item/clothing/suit/space/hardsuit/ert/medical/gamma
name = "elite emergency response team medical suit"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gmedical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/medical/gamma
slowdown = 0
//Janitor
/obj/item/clothing/head/helmet/space/hardsuit/ert/janitor
name = "emergency response team janitor helmet"
@@ -203,25 +164,12 @@
icon_state = "hardsuit0-ert_janitor"
item_color = "ert_janitor"
/obj/item/clothing/head/helmet/space/hardsuit/ert/janitor/gamma
name = "elite emergency response team janitor helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammajanitor"
item_color = "gammajanitor"
/obj/item/clothing/suit/space/hardsuit/ert/janitor
name = "emergency response team janitor suit"
desc = "A suit worn by the janitorial of a Nanotrasen Emergency Response Team. Has purple highlights. Armoured, space ready, and fire resistant."
icon_state = "ert_janitor"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/janitor
/obj/item/clothing/suit/space/hardsuit/ert/janitor/gamma
name = "elite emergency response team janitor suit"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gjanitor"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/janitor/gamma
slowdown = 0
//Paranormal
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
name = "paranormal response unit helmet"
@@ -257,20 +205,6 @@
. = ..()
new /obj/item/nullrod(src)
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's helmet"
icon_state = "hardsuit0-inquisitor"
item_color = "inquisitor"
armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = INFINITY, FIRE = 200, ACID = 200)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's hardsuit"
icon_state = "hardsuit-inquisitor"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = INFINITY, FIRE = 200, ACID = 200)
slowdown = 0
// Solgov
/obj/item/clothing/head/helmet/space/hardsuit/ert/solgov
+1 -174
View File
@@ -251,97 +251,6 @@
if(jetpack)
jetpack.on_mob_move(dir, mob)
//Engineering hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/engine
name = "engineering hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = INFINITY, ACID = 150)
resistance_flags = FIRE_PROOF
item_color = "engineering"
/obj/item/clothing/suit/space/hardsuit/engine
name = "engineering hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = INFINITY, ACID = 150)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
dog_fashion = /datum/dog_fashion/back/hardsuit
resistance_flags = FIRE_PROOF
//Atmospherics
/obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
name = "atmospherics hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding."
icon_state = "hardsuit0-atmos"
item_state = "atmos_helm"
item_color = "atmos"
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 15, FIRE = INFINITY, ACID = 150)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/engine/atmos
name = "atmospherics hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
icon_state = "hardsuit-atmos"
item_state = "atmos_hardsuit"
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 15, FIRE = INFINITY, ACID = 150)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
dog_fashion = null
//Chief Engineer's hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/engine/elite
name = "advanced hardsuit helmet"
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
icon_state = "hardsuit0-white"
item_state = "ce_helm"
item_color = "white"
armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 450)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/engine/elite
name = "advanced hardsuit"
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
icon_state = "hardsuit-white"
item_state = "ce_hardsuit"
armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 450)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
jetpack = /obj/item/tank/jetpack/suit
dog_fashion = null
//Mining hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/mining
name = "mining hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating."
icon_state = "hardsuit0-mining"
item_state = "mining_helm"
item_color = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 150)
brightness_on = 7
/obj/item/clothing/suit/space/hardsuit/mining
name = "mining hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating."
icon_state = "hardsuit-mining"
item_state = "mining_hardsuit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 150)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
//Syndicate hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi
name = "blood-red hardsuit helmet"
@@ -536,89 +445,7 @@
item_state = "hardsuit-soviet-commander"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet/commander
//Medical hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/medical
name = "medical hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort, but does not protect the eyes from intense light."
icon_state = "hardsuit0-medical"
item_state = "medical_helm"
item_color = "medical"
flash_protect = FLASH_PROTECTION_NONE
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 75, FIRE = 75, ACID = 150)
scan_reagents = 1 //Generally worn by the CMO, so they'd get utility off of seeing reagents
/obj/item/clothing/suit/space/hardsuit/medical
name = "medical hardsuit"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort."
icon_state = "hardsuit-medical"
item_state = "medical_hardsuit"
allowed = list(/obj/item/flashlight,/obj/item/tank/internals,/obj/item/storage/firstaid,/obj/item/healthanalyzer,/obj/item/stack/medical)
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 75, FIRE = 75, ACID = 150)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
slowdown = 0.5
//Research Director hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/rd
name = "prototype hardsuit helmet"
desc = "A prototype helmet designed for research in a hazardous, low pressure environment. Scientific data flashes across the visor."
icon_state = "hardsuit0-rd"
item_state = "rd"
item_color = "rd"
flash_protect = FLASH_PROTECTION_NONE
scan_reagents = TRUE
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, RAD = 75, FIRE = 75, ACID = 200)
var/hud_active = FALSE
var/explosion_detection_dist = 21
/obj/item/clothing/head/helmet/space/hardsuit/rd/equipped(mob/user, slot)
..()
if(slot == SLOT_HUD_HEAD)
GLOB.doppler_arrays += src //Needed to sense the kabooms
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.glasses, /obj/item/clothing/glasses/hud/diagnostic)) // If they are for some reason wearing a diagnostic hud when they put the helmet on
return // already have a hud
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.add_hud_to(user)
hud_active = TRUE
/obj/item/clothing/head/helmet/space/hardsuit/rd/dropped(mob/living/carbon/human/user)
..()
if((user.head == src) && hud_active)
GLOB.doppler_arrays -= src
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.remove_hud_from(user)
/obj/item/clothing/head/helmet/space/hardsuit/rd/proc/sense_explosion(x0, y0, z0, devastation_range, heavy_impact_range,
light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
var/turf/T = get_turf(src)
var/dx = abs(x0 - T.x)
var/dy = abs(y0 - T.y)
var/distance
if(T.z != z0)
return
if(dx > dy)
distance = dx
else
distance = dy
if(distance > explosion_detection_dist)
return
display_visor_message("Explosion detected! Epicenter radius: [devastation_range], Outer radius: [heavy_impact_range], Shockwave radius: [light_impact_range]")
/obj/item/clothing/suit/space/hardsuit/rd
name = "prototype hardsuit"
desc = "A prototype suit that protects against hazardous, low pressure environments. Fitted with extensive plating for handling explosives and dangerous research materials."
icon_state = "hardsuit-rd"
item_state = "hardsuit-rd"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
/obj/item/hand_tele, /obj/item/aicard)
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, RAD = 75, FIRE = 75, ACID = 200)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
//Security
//Security
/obj/item/clothing/head/helmet/space/hardsuit/security
name = "security hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
+5 -5
View File
@@ -469,13 +469,13 @@
else
to_chat(user, "<span class='warning'>You can't modify [target]!</span>")
// These two fluff items are commented out due to the transfer to MODsuits breaking these. Sprites are still in custom_items.dmi , but they need a resprite to work with MODsuits.
/obj/item/fluff/pyro_wintersec_kit //DarkLordpyro: Valthorne Haliber
name = "winter sec conversion kit"
desc = "A securirty hardsuit conversion kit."
icon_state = "modkit"
w_class = WEIGHT_CLASS_SMALL
/*
/obj/item/fluff/pyro_wintersec_kit/afterattack(atom/target, mob/user, proximity)
if(!proximity || !ishuman(user) || user.incapacitated())
return
@@ -521,14 +521,14 @@
H.update_inv_wear_suit()
return
to_chat(user, "<span class='warning'>You can't modify [target]!</span>")
*/
/obj/item/fluff/sylus_conversion_kit //Decemviri: Sylus Cain
name = "cerberus pattern conversion kit"
desc = "A securirty hardsuit conversion kit."
icon_state = "modkit"
w_class = WEIGHT_CLASS_SMALL
/*
/obj/item/fluff/sylus_conversion_kit/afterattack(atom/target, mob/user, proximity)
if(!proximity || !ishuman(user) || user.incapacitated())
return
@@ -581,7 +581,7 @@
to_chat(user, "<span class='warning'>You can't modify [target]!</span>")
*/
//////////////////////////////////
//////////// Clothing ////////////
//////////////////////////////////