/* * Contains: * Lasertag * Costume * Winter Coats * Misc */ /* * Lasertag */ /obj/item/clothing/suit/bluetag name = "blue laser tag armour" desc = "Blue Pride, Station Wide." w_class = WEIGHT_CLASS_NORMAL icon_state = "bluetag" item_state = "bluetag" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO allowed = list (/obj/item/gun/energy/laser/tag/blue) resistance_flags = NONE sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/redtag name = "red laser tag armour" desc = "Pew pew pew." w_class = WEIGHT_CLASS_NORMAL icon_state = "redtag" item_state = "redtag" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO allowed = list (/obj/item/gun/energy/laser/tag/red) resistance_flags = NONE sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /* * Costume */ /obj/item/clothing/suit/pirate_brown name = "brown pirate coat" desc = "Yarr." icon_state = "pirate_old" item_state = "pirate_old" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/pirate_black name = "black pirate coat" desc = "Yarr." icon_state = "pirate" item_state = "pirate" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/hgpirate name = "pirate captain coat" desc = "Yarr." icon_state = "hgpirate" item_state = "hgpirate" flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/cyborg_suit name = "cyborg suit" desc = "Suit for a cyborg costume." w_class = WEIGHT_CLASS_NORMAL icon_state = "death" item_state = "death" flags = CONDUCT fire_resist = T0C+5200 flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/johnny_coat name = "johnny~~ coat" desc = "Johnny~~" icon_state = "johnny" item_state = "johnny" /obj/item/clothing/suit/justice name = "justice suit" desc = "this pretty much looks ridiculous" icon_state = "justice" item_state = "justice" flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/judgerobe name = "judge's robe costume" desc = "A fancy costume giving off an aura of authority." icon_state = "judge" item_state = "judge" body_parts_covered = UPPER_TORSO | LOWER_TORSO | LEGS | ARMS allowed = list(/obj/item/storage/fancy/cigarettes,/obj/item/stack/spacecash) flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/wcoat name = "waistcoat" desc = "For some classy, murderous fun." icon_state = "vest" item_state = "wcoat" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/apron/overalls name = "coveralls" desc = "A set of denim overalls." icon_state = "overalls" item_state = "overalls" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS /obj/item/clothing/suit/syndicatefake name = "black and red space suit replica" icon_state = "syndicate-black-red" item_state = "syndicate-black-red" desc = "A plastic replica of the syndicate space suit, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!" w_class = WEIGHT_CLASS_NORMAL allowed = list(/obj/item/flashlight,/obj/item/tank/internals/emergency_oxygen,/obj/item/toy) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL resistance_flags = NONE sprite_sheets = list( "Tajaran" = 'icons/mob/clothing/species/tajaran/suit.dmi', "Unathi" = 'icons/mob/clothing/species/unathi/suit.dmi', "Vulpkanin" = 'icons/mob/clothing/species/vulpkanin/suit.dmi', "Vox" = 'icons/mob/clothing/species/vox/suit.dmi') /obj/item/clothing/suit/hastur name = "Hastur's robes" desc = "Robes not meant to be worn by man." icon_state = "hastur" item_state = "hastur" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/imperium_monk name = "imperium monk" desc = "Have YOU killed a xeno today?" icon_state = "imperium_monk" item_state = "imperium_monk" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDESHOES|HIDEJUMPSUIT allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen) /obj/item/clothing/suit/chickensuit name = "chicken suit" desc = "A suit made long ago by the ancient empire KFC." icon_state = "chickensuit" item_state = "chickensuit" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET flags_inv = HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/corgisuit name = "corgi suit" desc = "A suit made long ago by the ancient empire KFC." icon_state = "corgisuit" item_state = "chickensuit" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET flags_inv = HIDESHOES|HIDEJUMPSUIT dog_fashion = /datum/dog_fashion/back /obj/item/clothing/suit/corgisuit/en name = "super-hero E-N suit" icon_state = "ensuit" /obj/item/clothing/suit/corgisuit/super_hero name = "super-hero corgi suit" desc = "A suit made long ago by the ancient empire KFC. This one pulses with a strange power." flags = NODROP /obj/item/clothing/suit/corgisuit/super_hero/en name = "super-hero E-N suit" icon_state = "ensuit" /obj/item/clothing/suit/corgisuit/super_hero/en/Initialize(mapload) . = ..() START_PROCESSING(SSobj, src) /obj/item/clothing/suit/corgisuit/super_hero/en/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/clothing/suit/corgisuit/super_hero/en/process() if(prob(2)) for(var/obj/M in orange(2,src)) if(!M.anchored && (M.flags & CONDUCT)) step_towards(M,src) for(var/mob/living/silicon/S in orange(2,src)) if(isAI(S)) continue step_towards(S,src) for(var/mob/living/carbon/human/machine/M in orange(2,src)) step_towards(M,src) /obj/item/clothing/suit/monkeysuit name = "monkey suit" desc = "A suit that looks like a primate" icon_state = "monkeysuit" item_state = "monkeysuit" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/holidaypriest name = "holiday priest" desc = "This is a nice holiday my son." icon_state = "holidaypriest" item_state = "holidaypriest" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEJUMPSUIT allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen) /obj/item/clothing/suit/snowman name = "snowman outfit" desc = "Two white spheres covered in white glitter. 'Tis the season." icon_state = "snowman" item_state = "snowman" body_parts_covered = UPPER_TORSO|LOWER_TORSO flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/poncho name = "poncho" desc = "Your classic, non-racist poncho." icon_state = "classicponcho" item_state = "classicponcho" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/poncho/green name = "green poncho" desc = "Your classic, non-racist poncho. This one is green." icon_state = "greenponcho" item_state = "greenponcho" /obj/item/clothing/suit/poncho/red name = "red poncho" desc = "Your classic, non-racist poncho. This one is red." icon_state = "redponcho" item_state = "redponcho" /obj/item/clothing/suit/poncho/ponchoshame name = "poncho of shame" desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally." icon_state = "ponchoshame" item_state = "ponchoshame" flags = NODROP /obj/item/clothing/suit/hooded/carp_costume name = "carp costume" desc = "A costume made from 'synthetic' carp scales, it smells." icon_state = "carp_casual" item_state = "labcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT //Space carp like space, so you should too allowed = list(/obj/item/tank/internals/emergency_oxygen) hoodtype = /obj/item/clothing/head/hooded/carp_hood /obj/item/clothing/head/hooded/carp_hood name = "carp hood" desc = "A hood attached to a carp costume." icon_state = "carp_casual" body_parts_covered = HEAD cold_protection = HEAD min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT flags = BLOCKHAIR flags_inv = HIDEEARS /obj/item/clothing/suit/hooded/carp_costume/dragon name = "space carp poncho" desc = "A poncho fashioned from the scales of a corrupted space carp, it still smells." armor = list(MELEE = 30, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, RAD = 15, FIRE = INFINITY, ACID = INFINITY) body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS|HANDS|FEET flags = STOPSPRESSUREDMAGE min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT hoodtype = /obj/item/clothing/head/hooded/carp_hood/dragon /obj/item/clothing/suit/hooded/carp_costume/dragon/equipped(mob/user, slot, initial) . = ..() if(slot == SLOT_HUD_OUTER_SUIT) user.faction += "carp" to_chat(user, "You feel a something gnash in the back of your mind- the carp are your friends, not your foe.") playsound(loc, 'sound/weapons/bite.ogg', 35, TRUE) /obj/item/clothing/suit/hooded/carp_costume/dragon/dropped(mob/user) . = ..() if(user) user.faction -= "carp" to_chat(user, "A sudden calm fills the gnashing void of your mind- you're alone now.") /mob/living/carbon/human/Process_Spacemove(movement_dir = 0) if(..()) return TRUE if(istype(wear_suit, /obj/item/clothing/suit/hooded/carp_costume/dragon)) return TRUE //Do we have a working jetpack? var/obj/item/tank/jetpack/thrust if(istype(back, /obj/item/tank/jetpack)) thrust = back else if(istype(wear_suit, /obj/item/clothing/suit/space/hardsuit)) var/obj/item/clothing/suit/space/hardsuit/C = wear_suit thrust = C.jetpack else if(ismodcontrol(back)) var/obj/item/mod/control/C = back thrust = locate(/obj/item/mod/module/jetpack) in C if(thrust) if((movement_dir || thrust.stabilizers) && thrust.allow_thrust(0.01, src)) return TRUE if(dna.species.spec_Process_Spacemove(src)) return TRUE return FALSE /obj/item/clothing/head/hooded/carp_hood/dragon name = "space carp hood" desc = "Fashioned from the maw of a carp, this outfit makes you feel like a fish out of water." armor = list(MELEE = 55, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, RAD = 15, FIRE = INFINITY, ACID = INFINITY) flags = STOPSPRESSUREDMAGE min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT /obj/item/clothing/suit/hooded/salmon_costume name = "salmon suit" desc = "A costume made from authentic salmon scales, it reeks!" icon_state = "salmon" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS allowed = list(/obj/item/fish/salmon, /obj/item/fish_eggs/salmon) hoodtype = /obj/item/clothing/head/hooded/salmon_hood /obj/item/clothing/head/hooded/salmon_hood name = "salmon hood" desc = "A hood attached to a salmon suit." icon_state = "salmon" body_parts_covered = HEAD flags = BLOCKHAIR flags_inv = HIDEEARS /// It's Hip! /obj/item/clothing/suit/hooded/bee_costume name = "bee costume" desc = "Bee the true Queen!" icon_state = "bee" item_state = "labcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS flags = THICKMATERIAL hoodtype = /obj/item/clothing/head/hooded/bee_hood sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi') /obj/item/clothing/head/hooded/bee_hood name = "bee hood" desc = "A hood attached to a bee costume." icon_state = "bee" body_parts_covered = HEAD flags = THICKMATERIAL|BLOCKHAIR flags_inv = HIDEEARS sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/head.dmi') /// OH MY GOD WHAT HAVE YOU DONE!?!?!? /obj/item/clothing/suit/bloated_human name = "bloated human suit" desc = "A horribly bloated suit made from human skins." icon_state = "lingspacesuit" item_state = "lingspacesuit" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS /// Bleh! /obj/item/clothing/suit/draculacoat name = "transylvanian coat" desc = "What is a spessman? A miserable little pile of secrets." icon_state = "draculacoat" item_state = "draculacoat" /* * Winter Coats */ /obj/item/clothing/suit/hooded/wintercoat name = "winter coat" desc = "A heavy jacket made from 'synthetic' animal furs." icon_state = "wintercoat" item_state = "coatwinter" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi') /obj/item/clothing/head/hooded/winterhood name = "winter hood" desc = "A hood attached to a heavy winter jacket." icon_state = "winterhood" body_parts_covered = HEAD cold_protection = HEAD min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT flags = BLOCKHAIR flags_inv = HIDEEARS sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/head.dmi') /obj/item/clothing/suit/pimpcoat name = "expensive coat" desc = "Very fluffy pink coat, made out of very expensive fur (clearly)." icon_state = "pimpcoat" item_state = "pimpcoat" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO allowed = list(/obj/item/tank/internals/emergency_oxygen) cold_protection = UPPER_TORSO | LOWER_TORSO | ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT sprite_sheets = list( "Grey" = 'icons/mob/clothing/species/grey/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi', "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/pimpcoat/white name = "fashionable coat" desc = "Very fluffy white coat, made out of quality synthetic fur." icon_state = "pimpcoat_white" item_state = "pimpcoat_white" /obj/item/clothing/suit/pimpcoat/tan name = "coat of status" desc = "Very fluffy tan coat, made out of the finest fur from the Earth. Gifted to Quartermaster of Nanotrasen. Has additional layer of protection against harsh environment of Lavaland and a strap to hold equipment of Quartermaster." icon_state = "pimpcoat_tan" item_state = "pimpcoat_tan" armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 15, ACID = 50) allowed = list(/obj/item/paper, /obj/item/clipboard, /obj/item/gun/energy/kinetic_accelerator, /obj/item/melee/baton, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/melee/knuckleduster, /obj/item/rcs) /obj/item/clothing/suit/furcoat name = "fur coat" desc = "A trenchcoat made from fur. You could put an oxygen tank in one of the pockets." icon_state = "furcoat" item_state = "furcoat" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO allowed = list(/obj/item/tank/internals/emergency_oxygen) cold_protection = UPPER_TORSO | LOWER_TORSO | ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT /obj/item/clothing/suit/hooded/wintercoat/captain name = "captain's winter coat" icon_state = "wintercoat_captain" w_class = WEIGHT_CLASS_NORMAL item_state = "coatcaptain" armor = list(MELEE = 15, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 0, ACID = 50) allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic) hoodtype = /obj/item/clothing/head/hooded/winterhood/captain /obj/item/clothing/head/hooded/winterhood/captain icon_state = "winterhood_captain" /obj/item/clothing/suit/hooded/wintercoat/security name = "security winter coat" icon_state = "wintercoat_sec" w_class = WEIGHT_CLASS_NORMAL item_state = "coatsecurity" armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20) allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic) hoodtype = /obj/item/clothing/head/hooded/winterhood/security sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi', "Grey" = 'icons/mob/clothing/species/grey/suit.dmi' ) /obj/item/clothing/head/hooded/winterhood/security icon_state = "winterhood_sec" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/head.dmi', "Drask" = 'icons/mob/clothing/species/drask/head.dmi', "Grey" = 'icons/mob/clothing/species/grey/head.dmi' ) /obj/item/clothing/suit/hooded/wintercoat/medical name = "medical winter coat" icon_state = "wintercoat_med" w_class = WEIGHT_CLASS_NORMAL item_state = "coatmedical" allowed = list(/obj/item/analyzer, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator,/obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 40) hoodtype = /obj/item/clothing/head/hooded/winterhood/medical /obj/item/clothing/head/hooded/winterhood/medical icon_state = "winterhood_med" /obj/item/clothing/suit/hooded/wintercoat/science name = "science winter coat" icon_state = "wintercoat_sci" w_class = WEIGHT_CLASS_NORMAL item_state = "coatscience" allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator,/obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/science /obj/item/clothing/head/hooded/winterhood/science icon_state = "winterhood_sci" /obj/item/clothing/suit/hooded/wintercoat/engineering name = "engineering winter coat" icon_state = "wintercoat_engi" w_class = WEIGHT_CLASS_NORMAL item_state = "coatengineer" armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd) hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering /obj/item/clothing/head/hooded/winterhood/engineering icon_state = "winterhood_engi" /obj/item/clothing/suit/hooded/wintercoat/engineering/atmos name = "atmospherics winter coat" icon_state = "wintercoat_atmos" item_state = "coatatmos" hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering/atmos /obj/item/clothing/head/hooded/winterhood/engineering/atmos icon_state = "winterhood_atmos" /obj/item/clothing/suit/hooded/wintercoat/hydro name = "hydroponics winter coat" icon_state = "wintercoat_hydro" item_state = "coathydro" allowed = list(/obj/item/reagent_containers/spray, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/hatchet, /obj/item/storage/bag/plants) hoodtype = /obj/item/clothing/head/hooded/winterhood/hydro /obj/item/clothing/head/hooded/winterhood/hydro icon_state = "winterhood_hydro" /obj/item/clothing/suit/hooded/wintercoat/cargo name = "cargo winter coat" icon_state = "wintercoat_cargo" item_state = "coatcargo" allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/rcs, /obj/item/clipboard, /obj/item/envelope, /obj/item/storage/bag/mail, /obj/item/mail_scanner) hoodtype = /obj/item/clothing/head/hooded/winterhood/cargo /obj/item/clothing/head/hooded/winterhood/cargo icon_state = "winterhood_cargo" /obj/item/clothing/suit/hooded/wintercoat/miner name = "mining winter coat" icon_state = "wintercoat_miner" w_class = WEIGHT_CLASS_NORMAL item_state = "coatminer" allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/t_scanner/adv_mining_scanner, /obj/item/storage/bag/ore, /obj/item/gun/energy/kinetic_accelerator) armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/miner /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 flags = BLOCKHAIR armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 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 allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat) armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 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/last_reflect_time var/reflect_cooldown = 4 SECONDS /obj/item/clothing/suit/hooded/ablative/IsReflect() var/mob/living/carbon/human/user = loc if(user.wear_suit != src) return 0 if(world.time - last_reflect_time >= reflect_cooldown) last_reflect_time = world.time return 1 if(world.time - last_reflect_time <= 1) // This is so if multiple energy projectiles hit at once, they're all reflected return 1 return 0 /* * Misc */ //hoodies /obj/item/clothing/suit/hooded/hoodie name = "black hoodie" desc = "It's a hoodie. It has a hood. Most hoodies do." icon_state = "black_hoodie" item_state = "blueshieldcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen) hoodtype = /obj/item/clothing/head/hooded/hood sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/head/hooded/hood name = "black hood" desc = "A hood attached to a hoodie." icon_state = "blackhood" body_parts_covered = HEAD cold_protection = HEAD flags = BLOCKHAIR flags_inv = HIDEEARS sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/head.dmi' ) /obj/item/clothing/head/hooded/hood/blue icon_state = "bluehood" /obj/item/clothing/head/hooded/hood/white icon_state = "whitehood" /obj/item/clothing/suit/hooded/hoodie/blue name = "blue hoodie" icon_state = "blue_hoodie" hoodtype = /obj/item/clothing/head/hooded/hood/blue /obj/item/clothing/suit/hooded/hoodie/mit name = "Martian Institute of Technology hoodie" desc = "A hoodie proudly worn by students and graduates alike, has the letters 'MIT' on the back." icon_state = "mit_hoodie" hoodtype = /obj/item/clothing/head/hooded/hood /obj/item/clothing/suit/hooded/hoodie/cut name = "Canaan University of Technology hoodie" desc = "A bright hoodie with the Canaan University of Technology logo on the front." icon_state = "cut_hoodie" hoodtype = /obj/item/clothing/head/hooded/hood/white /obj/item/clothing/suit/hooded/hoodie/lam name = "Lunar Academy of Medicine hoodie" desc = "A bright hoodie with the Lunar Academy of Medicine logo on the back." icon_state = "lam_hoodie" hoodtype = /obj/item/clothing/head/hooded/hood/white /obj/item/clothing/suit/hooded/hoodie/nt name = "Nanotrasen hoodie" desc = "A blue hoodie with the Nanotrasen logo on the back." icon_state = "nt_hoodie" hoodtype = /obj/item/clothing/head/hooded/hood/blue /obj/item/clothing/suit/hooded/hoodie/tp name = "Tharsis Polytech hoodie" desc = "A dark hoodie with the Tharsis Polytech logo on the back." icon_state = "tp_hoodie" hoodtype = /obj/item/clothing/head/hooded/hood /obj/item/clothing/suit/straight_jacket name = "straight jacket" desc = "A suit that completely restrains the wearer." icon_state = "straight_jacket" item_state = "straight_jacket" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL strip_delay = 60 breakouttime = 3000 /obj/item/clothing/suit/straight_jacket/equipped(mob/living/carbon/human/user, slot) . = ..() if(slot == SLOT_HUD_OUTER_SUIT) ADD_TRAIT(user, TRAIT_RESTRAINED, "straight_jacket") /obj/item/clothing/suit/straight_jacket/dropped(mob/user, silent) . = ..() REMOVE_TRAIT(user, TRAIT_RESTRAINED, "straight_jacket") /obj/item/clothing/suit/ianshirt name = "worn shirt" desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it but it's pretty close. Good for sleeping in." icon_state = "ianshirt" item_state = "ianshirt" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) //coats /obj/item/clothing/suit/leathercoat name = "leather coat" desc = "A long, thick black leather coat." icon_state = "leathercoat" item_state = "leathercoat" resistance_flags = FIRE_PROOF /obj/item/clothing/suit/browncoat name = "brown leather coat" desc = "A long, brown leather coat." icon_state = "browncoat" item_state = "browncoat" /obj/item/clothing/suit/neocoat name = "black coat" desc = "A flowing, black coat." icon_state = "neocoat" item_state = "neocoat" /obj/item/clothing/suit/browntrenchcoat name = "brown trench coat" desc = "It makes you stand out. Just the opposite of why it's typically worn. Nice try trying to blend in while wearing it." icon_state = "brtrenchcoat_open" item_state = "brtrenchcoat_open" ignore_suitadjust = FALSE suit_adjusted = TRUE actions_types = list(/datum/action/item_action/button) adjust_flavour = "unbutton" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/blacktrenchcoat name = "black trench coat" desc = "That shade of black just makes you look a bit more evil. Good for those mafia types." icon_state = "bltrenchcoat_open" item_state = "bltrenchcoat_open" ignore_suitadjust = FALSE suit_adjusted = TRUE actions_types = list(/datum/action/item_action/button) adjust_flavour = "unbutton" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) //trackjackets /obj/item/clothing/suit/tracksuit name = "black tracksuit" desc = "Lightweight and stylish. What else could a man ask of his tracksuit?" icon_state = "trackjacket_open" item_state = "bltrenchcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS ignore_suitadjust = 0 suit_adjusted = 1 actions_types = list(/datum/action/item_action/openclose) adjust_flavour = "unzip" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/tracksuit/green name = "green tracksuit" icon_state = "trackjacketgreen_open" /obj/item/clothing/suit/tracksuit/red name = "red tracksuit" icon_state = "trackjacketred_open" /obj/item/clothing/suit/tracksuit/white name = "white tracksuit" icon_state = "trackjacketwhite_open" //actual suits /obj/item/clothing/suit/creamsuit name = "cream suit" desc = "A cream coloured, genteel suit." icon_state = "creamsuit" item_state = "creamsuit" /obj/item/clothing/suit/jacket/miljacket name = "olive military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in olive." icon_state = "militaryjacket" item_state = "militaryjacket" ignore_suitadjust = 1 actions_types = list() adjust_flavour = null allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy,/obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/gun/projectile/automatic/pistol, /obj/item/gun/projectile/revolver, /obj/item/gun/energy/detective) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/jacket/miljacket/navy name = "navy military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in navy blue." icon_state = "navy_jacket" /obj/item/clothing/suit/jacket/miljacket/desert name = "desert military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in desert beige." icon_state = "desert_jacket" /obj/item/clothing/suit/jacket/miljacket/white name = "white military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in snow white." icon_state = "white_jacket" /obj/item/clothing/suit/xenos name = "xeno suit" desc = "A suit made out of chitinous alien hide." icon_state = "xenos" item_state = "xenos_helm" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/storage/mercy_hoodie name = "mercy robe" desc = "A soft white robe made of a synthetic fiber that provides improved protection against biohazards. Possessing multiple overlapping layers, yet light enough to allow complete freedom of movement, it denotes its wearer as a master physician." icon_state = "mercy_hoodie" item_state = "mercy_hoodie" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/tank/internals/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 50) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL /obj/item/clothing/head/mercy_hood name = "mercy Hood" desc = "A soft white hood made of a synthetic fiber that provides improved protection against biohazards. Its elegant design allows a clear field of vision." icon_state = "mercy_hood" item_state = "mercy_hood" permeability_coefficient = 0.01 flags = BLOCKHAIR flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 50) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES //Basic jacket and subtypes /obj/item/clothing/suit/greatcoat/sec name = "security greatcoat" desc = "A wool-lined coat made from rugged materials that altogether make up to be a comfortable coat.\ GLORY TO ARSTOSKHA!!" icon_state = "secgreatcoat" item_state = "secgreatcoat" w_class = WEIGHT_CLASS_NORMAL ignore_suitadjust = TRUE body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS //Inherited from Security armour. allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic,/obj/item/kitchen/knife/combat) min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT strip_delay = 60 put_on_delay = 40 //End of inheritance from Security armour. armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi', "Grey" = 'icons/mob/clothing/species/grey/suit.dmi' ) /obj/item/clothing/suit/jacket name = "jacket" desc = "Basic jacket item, should not be seen in game." ignore_suitadjust = FALSE allowed = list(/obj/item/flashlight,/obj/item/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/storage/fancy/cigarettes,/obj/item/lighter) body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT actions_types = list(/datum/action/item_action/zipper) adjust_flavour = "unzip" /obj/item/clothing/suit/jacket/varsity name = "varsity jacket" desc = "Stylish jacket for young and invincible." icon_state = "varsity_classic" item_state = "varsity_classic" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi' ) /obj/item/clothing/suit/jacket/varsity_sport name = "sport varsity jacket" desc = "Stylish jacket for fast and furious." icon_state = "varsity_sport" item_state = "varsity_sport" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi' ) /obj/item/clothing/suit/jacket/varsity_blood name = "blood varsity jacket" desc = "Stylish jacket for dangerous and violent." icon_state = "varsity_blood" item_state = "varsity_blood" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi' ) /obj/item/clothing/suit/jacket/driver name = "driver jacket" desc = "Whoever wears such jacket is literally me." icon_state = "driver_jacket" item_state = "driver_jacket" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi' ) /obj/item/clothing/suit/jacket/leather name = "leather jacket" desc = "Pompadour not included." icon_state = "leatherjacket" ignore_suitadjust = 1 actions_types = list() adjust_flavour = null resistance_flags = NONE sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/jacket/motojacket name = "leather motorcycle jacket" desc = "A vintage classic, loved by rockers, rebels, and punks alike." icon_state = "motojacket_open" item_state = "motojacket_open" ignore_suitadjust = FALSE suit_adjusted = TRUE actions_types = list(/datum/action/item_action/zipper) adjust_flavour = "unzip" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi', "Grey" = 'icons/mob/clothing/species/grey/suit.dmi' ) /obj/item/clothing/suit/jacket/leather/overcoat name = "leather overcoat" desc = "That's a damn fine coat." icon_state = "leathercoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) //Bomber jackets /obj/item/clothing/suit/jacket/bomber name = "bomber jacket" desc = "Aviators not included." icon = 'icons/obj/clothing/suits/coat.dmi' icon_state = "bomber" item_state = "bomber" icon_override = 'icons/mob/clothing/suits/coat.dmi' ignore_suitadjust = FALSE allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) body_parts_covered = UPPER_TORSO | LOWER_TORSO | ARMS cold_protection = UPPER_TORSO | LOWER_TORSO | ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT actions_types = list(/datum/action/item_action/zipper) adjust_flavour = "unzip" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suits/coat.dmi', "Drask" = 'icons/mob/clothing/species/drask/suits/coat.dmi', "Grey" = 'icons/mob/clothing/species/grey/suits/coat.dmi', "Kidan" = 'icons/mob/clothing/species/kidan/suits/coat.dmi' ) /obj/item/clothing/suit/jacket/bomber/syndicate name = "suspicious bomber jacket" desc = "A suspicious but extremely stylish jacket." icon_state = "bombersyndie" item_state = "bombersyndie" allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/gun, /obj/item/melee/classic_baton/telescopic/contractor, /obj/item/kitchen/knife/combat) armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 30, ACID = 30) /obj/item/clothing/suit/jacket/bomber/sec name = "security bomber jacket" desc = "A stylish and worn-in armoured black bomber jacket emblazoned with a red stripe across the left. Looks rugged." w_class = WEIGHT_CLASS_NORMAL icon_state = "bombersec" item_state = "bombersec" //Inherited from Security armour. allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic,/obj/item/kitchen/knife/combat) heat_protection = UPPER_TORSO|LOWER_TORSO min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT strip_delay = 60 put_on_delay = 40 armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20) //End of inheritance from Security armour. /obj/item/clothing/suit/jacket/bomber/engi name = "engineering bomber jacket" desc = "A stylish and warm jacket adorned with the colors of the humble Station Engineer." icon_state = "bomberengi" item_state = "bomberengi" armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd) /obj/item/clothing/suit/jacket/bomber/atmos name = "atmospherics bomber jacket" desc = "A stylish and warm jacket adorned with the colors of the magical Atmospherics Technician." icon_state = "bomberatmos" item_state = "bomberatmos" armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd) /obj/item/clothing/suit/jacket/bomber/cargo name = "cargo bomber jacket" desc = "A stylish jacket to keep you warm in the warehouse." icon_state = "bombercargo" item_state = "bombercargo" allowed = list(/obj/item/rcs, /obj/item/clipboard, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/lighter, /obj/item/storage/fancy/cigarettes, /obj/item/storage/bag/mail, /obj/item/envelope) /obj/item/clothing/suit/jacket/bomber/mining name = "mining bomber jacket" desc = "A slightly armoured and stylish jacket for shaft miners." icon_state = "bombermining" item_state = "bombermining" allowed = list(/obj/item/pickaxe, /obj/item/t_scanner/adv_mining_scanner, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/gun/energy/kinetic_accelerator, /obj/item/shovel, /obj/item/storage/bag/ore) armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/suit/jacket/bomber/expedition name = "expedition bomber jacket" desc = "A stylish jacket for station-side explorers. Won't do much to protect you from space." icon_state = "bomberexpedition" item_state = "bomberexpedition" allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/gun/energy/kinetic_accelerator, /obj/item/t_scanner/adv_mining_scanner, /obj/item/shovel, /obj/item/pickaxe, /obj/item/storage/bag/ore, /obj/item/gps) /obj/item/clothing/suit/jacket/bomber/hydro name = "hydroponics bomber jacket" desc = "A stylish choice for the workers of the hydroponics lab." icon_state = "bomberhydro" item_state = "bomberhydro" allowed = list(/obj/item/reagent_containers/spray, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/hatchet, /obj/item/storage/bag/plants) /obj/item/clothing/suit/jacket/bomber/med name = "medical bomber jacket" desc = "A stain-resistant and stylish option for any member of the medical department." icon_state = "bombermed" item_state = "bombermed" allowed = list(/obj/item/bodyanalyzer, /obj/item/analyzer, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 0, ACID = 20) /obj/item/clothing/suit/jacket/bomber/chem name = "chemistry bomber jacket" desc = "An exclusive and stylish variant of the medical bomber, for chemists only." icon_state = "bomberchem" item_state = "bomberchem" allowed = list(/obj/item/reagent_scanner, /obj/item/reagent_scanner/adv, /obj/item/analyzer, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 40) /obj/item/clothing/suit/jacket/bomber/coroner name = "coroner's bomber jacket" desc = "An extremely exclusive and stylish jacket. Coroner's use only!" icon_state = "bombercoroner" item_state = "bombercoroner" allowed = list(/obj/item/autopsy_scanner, /obj/item/analyzer, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 0, ACID = 20) /obj/item/clothing/suit/jacket/bomber/sci name = "science bomber jacket" desc = "A stylish and slightly bomb-resistant jacket for warmth within the sterile labs." icon_state = "bombersci" item_state = "bombersci" allowed = list(/obj/item/slime_scanner, /obj/item/reagent_scanner/adv, /obj/item/reagent_scanner, /obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 20) /obj/item/clothing/suit/jacket/bomber/robo name = "robotics bomber jacket" desc = "A stylish jacket to warm you up after handling cold robotic limbs." icon_state = "bomberrobo" item_state = "bomberrobo" allowed = list(/obj/item/robotanalyzer, /obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 20) //End of bombers /obj/item/clothing/suit/officercoat name = "clown officer's coat" desc = "An overcoat for the clown officer, to keep him warm during those cold winter nights on the front." icon_state = "officersuit" item_state = "officersuit" ignore_suitadjust = 0 actions_types = list(/datum/action/item_action/button) adjust_flavour = "unbutton" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/soldiercoat name = "clown soldier's coat" desc = "An overcoat for the clown soldier, to keep him warm during those cold winter nights on the front." icon_state = "soldiersuit" item_state = "soldiersuit" ignore_suitadjust = 0 actions_types = list(/datum/action/item_action/button) adjust_flavour = "unbutton" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' ) /obj/item/clothing/suit/sovietcoat name = "\improper Soviet greatcoat" desc = "A military overcoat made of rough wool that is thick enough to provide excellent protection against the elements." icon_state = "sovietcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 30, ACID = 30) cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/flashlight, /obj/item/gun/energy, /obj/item/gun/projectile, /obj/item/ammo_box) /obj/item/clothing/suit/sovietcoat/officer name = "\improper Soviet officer's greatcoat" desc = "A military overcoat made with expensive wool. The U.S.S.P armband means it must belong to someone important." icon_state = "sovietofficercoat" armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 20, RAD = 0, FIRE = 30, ACID = 30) /obj/item/clothing/suit/toggle/owlwings name = "owl cloak" desc = "A soft brown cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive the ladies mad." w_class = WEIGHT_CLASS_NORMAL icon_state = "owl_wings" item_state = "owl_wings" body_parts_covered = ARMS armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 15, ACID = 15) allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite) actions_types = list(/datum/action/item_action/toggle_wings) /obj/item/clothing/suit/toggle/owlwings/griffinwings name = "griffon cloak" desc = "A plush white cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive your captives mad." icon_state = "griffin_wings" item_state = "griffin_wings" /obj/item/clothing/suit/toggle/attack_self() if(icon_state == initial(icon_state)) icon_state = icon_state + "_t" item_state = icon_state + "_t" else icon_state = initial(icon_state) item_state = initial(item_state) usr.update_inv_wear_suit() for(var/X in actions) var/datum/action/A = X A.UpdateButtons() /obj/item/clothing/suit/lordadmiral name = "lord admiral's coat" desc = "You'll be the Ruler of the King's Navy in no time." icon_state = "lordadmiral" item_state = "lordadmiral" allowed = list (/obj/item/gun) /obj/item/clothing/suit/fluff/noble_coat name = "noble coat" desc = "The livid blues, purples and greens are awesome enough to evoke a visceral response in you; it is not dissimilar to indigestion." icon_state = "noble_coat" item_state = "noble_coat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS ///Advanced Protective Suit, AKA, God Mode in wearable form. /obj/item/clothing/suit/advanced_protective_suit name = "advanced protective suit" desc = "An incredibly advanced and complex suit; it has so many buttons and dials as to be incomprehensible." w_class = WEIGHT_CLASS_BULKY icon_state = "bomb" item_state = "bomb" actions_types = list(/datum/action/item_action/toggle) gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP flags_2 = RAD_PROTECT_CONTENTS_2 body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT slowdown = -10 siemens_coefficient = 0 var/on = FALSE /obj/item/clothing/suit/advanced_protective_suit/Destroy() if(on) on = FALSE STOP_PROCESSING(SSobj, src) return ..() /obj/item/clothing/suit/advanced_protective_suit/ui_action_click() if(on) on = FALSE to_chat(usr, "You turn the suit's special processes off.") else on = TRUE to_chat(usr, "You turn the suit's special processes on.") START_PROCESSING(SSobj, src) /obj/item/clothing/suit/advanced_protective_suit/IsReflect() return (on) /obj/item/clothing/suit/advanced_protective_suit/process() if(on) var/mob/living/carbon/human/user = src.loc if(user && ishuman(user) && (user.wear_suit == src)) if(user.reagents.get_reagent_amount("stimulants") < 15) user.reagents.add_reagent("stimulants", 15) if(user.reagents.get_reagent_amount("adminordrazine") < 15) user.reagents.add_reagent("adminordrazine", 15) if(user.reagents.get_reagent_amount("nanites") < 15) user.reagents.add_reagent("nanites", 15) if(user.reagents.get_reagent_amount("syndicate_nanites") < 15) user.reagents.add_reagent("syndicate_nanites", 15) else STOP_PROCESSING(SSobj, src) //Syndicate Chaplain Robe (WOLOLO!) /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe w_class = WEIGHT_CLASS_NORMAL armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 10, FIRE = 20, ACID = 20) var/obj/item/nullrod/missionary_staff/linked_staff = null /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/examine(mob/user) . = ..() if(isAntag(user)) . += "This robe is made of totally reinforced fibers, granting it 100% not superficial protection. More importantly the robes also wirelessly generate power for the neurotransmitter in the linked missionary staff while being worn." /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/Destroy() if(linked_staff) //delink on destruction linked_staff.robes = null linked_staff = null STOP_PROCESSING(SSobj, src) //probably is cleared in a parent call already, but just in case we're gonna do it here return ..() /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/equipped(mob/living/carbon/human/H, slot) if(!istype(H) || slot != SLOT_HUD_OUTER_SUIT) STOP_PROCESSING(SSobj, src) return else START_PROCESSING(SSobj, src) /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/process() if(!linked_staff) //if we don't have a linked staff, the rest of this is useless return if(!ishuman(loc)) //if we somehow try to process while not on a human, remove ourselves from processing and return STOP_PROCESSING(SSobj, src) return var/mob/living/carbon/human/H = loc if(linked_staff.faith >= 100) //if the linked staff is fully recharged, do nothing return // Do not allow the staff to recharge if it's more than 3 tiles away from the robe. If get_dist returns 0, the robe and the staff in the same tile. if(!(get_dist(H, linked_staff) <= 3)) if(prob(10)) //10% chance per process should avoid being too spammy, can tweak if it ends up still being too frequent. to_chat(H, "Your staff is unable to charge at this range. Get closer!") return linked_staff.faith += 5 if(linked_staff.faith >= 100) //if this charge puts the staff at or above full, notify the wearer to_chat(H, "Faith renewed; ready to convert new followers.") /obj/item/clothing/suit/tailcoat name = "victorian tailcoat" desc = "A fancy victorian tailcoat." icon_state = "tailcoat" item_state = "tailcoat" /obj/item/clothing/suit/victcoat name = "ladies victorian coat" desc = "A fancy victorian coat." icon_state = "ladiesvictoriancoat" item_state = "ladiesvictoriancoat" /obj/item/clothing/suit/victcoat/red name = "ladies red victorian coat" icon_state = "ladiesredvictoriancoat" item_state = "ladiesredvictoriancoat" //Mantles! /obj/item/clothing/suit/mantle name = "mantle" desc = "A heavy quilted mantle, for keeping your shoulders warm and stylish." icon_state = "mantle" item_state = "mantle" body_parts_covered = UPPER_TORSO|ARMS cold_protection = UPPER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT /obj/item/clothing/suit/mantle/regal name = "regal shawl" desc = "A fancy shawl for nobility, made from high quality materials." icon_state = "regal_mantle" item_state = "regal_mantle" /obj/item/clothing/suit/mantle/old name = "old wrap" desc = "A tattered fabric wrap, faded over the years. Smells faintly of cigars." icon_state = "old_mantle" item_state = "old_mantle" /obj/item/clothing/suit/ghost_sheet name = "ghost sheet" desc = "The hands float by themselves, so it's extra spooky." icon_state = "ghost_sheet" item_state = "ghost_sheet" throwforce = 0 throw_speed = 1 throw_range = 2 w_class = WEIGHT_CLASS_TINY flags = BLOCKHAIR flags_inv = HIDEGLOVES|HIDEEARS|HIDEFACE /obj/item/clothing/suit/furcape name = "fur cape" desc = "A cape made from fur. You'll really be stylin' now." icon_state = "furcape" item_state = "furcape" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|ARMS cold_protection = UPPER_TORSO | ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT /obj/item/clothing/suit/hooded/abaya name = "abaya" desc = "A modest, unrevealing attire fitted with a veil." icon_state = "abaya" item_state = "abaya" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen) hoodtype = /obj/item/clothing/head/hooded/screened_niqab flags_inv = HIDEJUMPSUIT var/list/options = list( "Abaya" = /obj/item/clothing/suit/hooded/abaya, "Red Abaya" = /obj/item/clothing/suit/hooded/abaya/red, "Orange Abaya" = /obj/item/clothing/suit/hooded/abaya/orange, "Yellow Abaya" = /obj/item/clothing/suit/hooded/abaya/yellow, "Green Abaya" = /obj/item/clothing/suit/hooded/abaya/green, "Blue Abaya" = /obj/item/clothing/suit/hooded/abaya/blue, "Purple Abaya" = /obj/item/clothing/suit/hooded/abaya/purple, "White Abaya" = /obj/item/clothing/suit/hooded/abaya/white, "Rainbow Abaya" = /obj/item/clothing/suit/hooded/abaya/rainbow ) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Grey" = 'icons/mob/clothing/species/grey/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi', "Kidan" = 'icons/mob/clothing/species/kidan/suit.dmi' ) /obj/item/clothing/suit/hooded/abaya/proc/reskin_abaya(mob/living/L) var/choice = input(L, "You may only change the color once.", "Reskin Abaya") in options if(!options[choice] || HAS_TRAIT(L, TRAIT_HANDS_BLOCKED) || !in_range(L, src)) return var/abaya_type = options[choice] var/obj/item/clothing/suit/hooded/abaya/abaya = new abaya_type(get_turf(src)) L.unEquip(src, silent = TRUE) L.put_in_active_hand(abaya) to_chat(L, "You are now wearing \a [choice]. Allahu Akbar!") qdel(src) /obj/item/clothing/suit/hooded/abaya/attack_self(mob/user) . = ..() reskin_abaya(user) /obj/item/clothing/suit/hooded/abaya/red name = "red abaya" icon_state = "redabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/red /obj/item/clothing/suit/hooded/abaya/orange name = "orange abaya" icon_state = "orangeabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/orange /obj/item/clothing/suit/hooded/abaya/yellow name = "yellow abaya" icon_state = "yellowabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/yellow /obj/item/clothing/suit/hooded/abaya/green name = "green abaya" icon_state = "greenabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/green /obj/item/clothing/suit/hooded/abaya/blue name = "blue abaya" icon_state = "blueabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/blue /obj/item/clothing/suit/hooded/abaya/purple name = "purple abaya" icon_state = "purpleabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/purple /obj/item/clothing/suit/hooded/abaya/white name = "white abaya" icon_state = "whiteabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/white /obj/item/clothing/suit/hooded/abaya/rainbow name = "rainbow abaya" icon_state = "rainbowabaya" hoodtype = /obj/item/clothing/head/hooded/screened_niqab/rainbow