mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 19:17:50 +01:00
* IT'S BACK * merge conflict * very slight change on the vox sprite * accounts for the armour refactor * deconflict? * ok lets not conflict * ablative trenchco * garment bag
This commit is contained in:
@@ -71,9 +71,9 @@
|
||||
/obj/item/clothing/head/helmet/alt
|
||||
name = "bulletproof helmet"
|
||||
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
|
||||
icon_state = "swat"
|
||||
item_state = "swat-alt"
|
||||
armor = list(MELEE = 10, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 45, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
icon_state = "bulletproof"
|
||||
item_state = "bulletproof"
|
||||
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 45, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/riot
|
||||
|
||||
@@ -228,9 +228,14 @@
|
||||
icon_state = "bulletproof"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(MELEE = 10, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 35, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 70
|
||||
put_on_delay = 50
|
||||
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
|
||||
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 35, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 8 SECONDS
|
||||
put_on_delay = 6 SECONDS
|
||||
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
|
||||
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi')
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof
|
||||
name = "ablative armor vest"
|
||||
@@ -239,7 +244,6 @@
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 75, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
var/hit_reflect_chance = 40
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof/IsReflect()
|
||||
|
||||
@@ -494,6 +494,38 @@
|
||||
/obj/item/clothing/head/hooded/winterhood/miner
|
||||
icon_state = "winterhood_miner"
|
||||
|
||||
/obj/item/clothing/head/hooded/ablative
|
||||
name = "ablative hood"
|
||||
desc = "Hood hopefully belonging to an ablative trenchcoat. Includes a flash proof visor."
|
||||
icon_state = "ablativehood"
|
||||
flash_protect = FLASH_PROTECTION_FLASH
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
strip_delay = 3 SECONDS
|
||||
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/head.dmi',
|
||||
"Grey" = 'icons/mob/clothing/species/grey/head.dmi')
|
||||
|
||||
/obj/item/clothing/suit/hooded/ablative
|
||||
name = "ablative trenchcoat"
|
||||
desc = "Experimental trenchcoat specially crafted to reflect and absorb laser and disabler shots. Don't expect it to do all that much against an axe or a shotgun, however."
|
||||
icon_state = "ablativecoat"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "ablativecoat"
|
||||
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
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
hoodtype = /obj/item/clothing/head/hooded/ablative
|
||||
strip_delay = 3 SECONDS
|
||||
put_on_delay = 4 SECONDS
|
||||
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
|
||||
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi')
|
||||
var/hit_reflect_chance = 50
|
||||
|
||||
/obj/item/clothing/suit/hooded/ablative/IsReflect()
|
||||
var/mob/living/carbon/human/user = loc
|
||||
if(prob(hit_reflect_chance) && (user.wear_suit == src))
|
||||
return 1
|
||||
|
||||
/*
|
||||
* Misc
|
||||
|
||||
Reference in New Issue
Block a user