/obj/item/clothing/gloves/fingerless name = "fingerless gloves" desc = "Plain black gloves without fingertips for the hard working." icon_state = "fingerless" item_state = "fingerless" item_color = null //So they don't wash. transfer_prints = TRUE cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT strip_delay = 40 put_on_delay = 20 clipped = TRUE sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/gloves.dmi', "Drask" = 'icons/mob/clothing/species/drask/gloves.dmi', "Grey" = 'icons/mob/clothing/species/grey/gloves.dmi', "Kidan" = 'icons/mob/clothing/species/kidan/gloves.dmi', ) /obj/item/clothing/gloves/cyborg name = "cyborg gloves" desc = "beep boop borp" icon_state = "black" item_state = "r_hands" /obj/item/clothing/gloves/color/black/forensics name = "forensics gloves" desc = "These high-tech gloves don't leave any material traces on objects they touch. Perfect for leaving crime scenes undisturbed...both before and after the crime." icon_state = "forensics" item_state = "forensics" can_leave_fibers = FALSE /obj/item/clothing/gloves/combat name = "combat gloves" desc = "These tactical gloves are both insulated and offer protection from heat sources." icon_state = "combat" item_state = "swat_gl" siemens_coefficient = 0 permeability_coefficient = 0.05 strip_delay = 80 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/gloves.dmi', "Drask" = 'icons/mob/clothing/species/drask/gloves.dmi', "Grey" = 'icons/mob/clothing/species/grey/gloves.dmi', "Kidan" = 'icons/mob/clothing/species/kidan/gloves.dmi', ) /obj/item/clothing/gloves/bracer name = "bone bracers" desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms." icon_state = "bracers" item_state = "bracers" item_color = null //So they don't wash. transfer_prints = TRUE strip_delay = 40 body_parts_covered = ARMS cold_protection = ARMS heat_protection = ARMS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/gloves/botanic_leather name = "botanist's leather gloves" desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin." icon_state = "leather" item_state = "ggloves" permeability_coefficient = 0.9 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 115, ACID = 20) /obj/item/clothing/gloves/janitor name = "janitorial gloves" desc = "Gloves designed to offer minor protection against messes. The rubber doesn't feel thick enough to protect you from shocks." icon_state = "janitorial" item_state = "janitorial" cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT sprite_sheets = list( "Human" = 'icons/mob/clothing/hands.dmi', "Vox" = 'icons/mob/clothing/species/vox/gloves.dmi', "Drask" = 'icons/mob/clothing/species/drask/gloves.dmi', "Grey" = 'icons/mob/clothing/species/grey/gloves.dmi', "Kidan" = 'icons/mob/clothing/species/kidan/gloves.dmi' ) /obj/item/clothing/gloves/handwraps name = "cloth handwraps" desc = "A roll of treated canvas used for wrapping claws or paws." icon_state = "clothwrap" item_state = "clothwrap" transfer_prints = TRUE clipped = TRUE /obj/item/clothing/gloves/batmangloves name = "batgloves" desc = "Used for handling all things bat related." icon_state = "bmgloves" item_state = "bmgloves" item_color="bmgloves" /obj/item/clothing/gloves/cursedclown name = "cursed white gloves" desc = "These things smell terrible, and they're all lumpy. Gross." icon_state = "latex" item_state = "lgloves" flags = NODROP /obj/item/clothing/gloves/color/yellow/stun name = "stun gloves" desc = "Horrendous and awful. It smells like cancer. The fact it has wires attached to it is incidental." var/obj/item/stock_parts/cell/cell = null var/stun_strength = 10 SECONDS var/stun_cost = 2000 /obj/item/clothing/gloves/color/yellow/stun/get_cell() return cell /obj/item/clothing/gloves/color/yellow/stun/Initialize(mapload) . = ..() update_icon(UPDATE_OVERLAYS) /obj/item/clothing/gloves/color/yellow/stun/Destroy() QDEL_NULL(cell) return ..() /obj/item/clothing/gloves/color/yellow/stun/Touch(atom/A, proximity) if(!ishuman(loc)) return FALSE //Only works while worn if(!iscarbon(A)) return FALSE if(!proximity) return FALSE if(cell) var/mob/living/carbon/human/H = loc if(H.a_intent == INTENT_HARM) var/mob/living/carbon/C = A if(cell.use(stun_cost)) do_sparks(5, 0, loc) playsound(loc, 'sound/weapons/egloves.ogg', 50, TRUE, -1) H.do_attack_animation(C) visible_message("[C] has been touched with [src] by [H]!") add_attack_logs(H, C, "Touched with stun gloves") C.Weaken(stun_strength) C.Stuttering(stun_strength) else to_chat(H, "Not enough charge!") return TRUE return FALSE /obj/item/clothing/gloves/color/yellow/stun/update_overlays() . = ..() . += "gloves_wire" if(cell) . += "gloves_cell" /obj/item/clothing/gloves/color/yellow/stun/attackby(obj/item/W, mob/living/user, params) if(istype(W, /obj/item/stock_parts/cell)) if(!cell) if(!user.drop_item()) to_chat(user, "[W] is stuck to you!") return W.forceMove(src) cell = W to_chat(user, "You attach [W] to [src].") update_icon(UPDATE_OVERLAYS) else to_chat(user, "[src] already has a cell.") else return ..() /obj/item/clothing/gloves/color/yellow/stun/wirecutter_act(mob/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return if(cell) to_chat(user, "You cut [cell] away from [src].") cell.forceMove(get_turf(loc)) cell = null update_icon(UPDATE_OVERLAYS) /obj/item/clothing/gloves/color/yellow/fake/examine(mob/user) . = ..() if(user.Adjacent(src)) . += "They don't feel like rubber..." /obj/item/clothing/gloves/fingerless/rapid name = "gloves of the North Star" desc = "Just looking at these fills you with an urge to beat the shit out of people." var/accepted_intents = list(INTENT_HELP, INTENT_DISARM, INTENT_GRAB, INTENT_HARM) var/click_speed_modifier = CLICK_CD_RAPID /obj/item/clothing/gloves/fingerless/rapid/Touch(mob/living/target, proximity = TRUE) var/mob/living/L = loc if(HAS_TRAIT(L, TRAIT_HULK)) return FALSE // We don't use defines here so admingloves can work if(L.mind.martial_art?.can_use(L)) click_speed_modifier = initial(click_speed_modifier) * 2 // 4 else click_speed_modifier = initial(click_speed_modifier) // 2 if(L.a_intent in accepted_intents) L.changeNext_move(click_speed_modifier) return FALSE /obj/item/clothing/gloves/fingerless/rapid/admin name = "advanced interactive gloves" desc = "The gloves are covered in indecipherable buttons and dials, your mind warps by merely looking at them." click_speed_modifier = 0 siemens_coefficient = 0 /obj/item/clothing/gloves/fingerless/rapid/headpat name = "gloves of headpats" desc = "You feel the irresistable urge to give headpats by merely glimpsing these." accepted_intents = list(INTENT_HELP) /obj/item/clothing/gloves/color/white/supermatter_immune name = "hypernobilium weave gloves" desc = "Sleek, white gloves woven from fabric doused in hypernobilium using a process known only to the Oblivion Order." siemens_coefficient = 0 icon_state = "obliviongauntlets" item_state = "obliviongauntlets" sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/gloves.dmi', "Kidan" = 'icons/mob/clothing/species/kidan/gloves.dmi', "Grey" = 'icons/mob/clothing/species/grey/gloves.dmi', "Drask" = 'icons/mob/clothing/species/drask/gloves.dmi' ) /obj/item/clothing/gloves/color/white/supermatter_immune/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SUPERMATTER_IMMUNE, ROUNDSTART_TRAIT) /obj/item/clothing/gloves/color/white/supermatter_immune/equipped(mob/user, slot, initial) . = ..() ADD_TRAIT(user, TRAIT_SUPERMATTER_IMMUNE, ENFORCER_GLOVES) /obj/item/clothing/gloves/color/white/supermatter_immune/dropped(mob/user, silent) . = ..() REMOVE_TRAIT(user, TRAIT_SUPERMATTER_IMMUNE, ENFORCER_GLOVES)