/* CONTAINS: ORANGE SHOES MUZZLE CAKEHAT SUNGLASSES SWAT SUIT CHAMELEON JUMPSUIT SYNDICATE SHOES DEATH COMMANDO GAS MASK THERMAL GLASSES */ /* /obj/item/clothing/fire_burn(obj/fire/raging_fire, datum/air_group/environment) if(raging_fire.internal_temperature > src.s_fire) spawn( 0 ) var/t = src.icon_state src.icon_state = "" src.icon = 'b_items.dmi' flick(text("[]", t), src) spawn(14) del(src) return return return 0 return 1 */ //TODO FIX /obj/item/clothing/gloves/examine() set src in usr ..() return /obj/item/clothing/gloves/latex/attackby(obj/item/weapon/cable_coil/O as obj, loc) if (istype(O) && O.amount==1) var/obj/item/latexballon/LB = new if (usr.get_inactive_hand()==src) usr.before_take_item(src) usr.put_in_inactive_hand(LB) else LB.loc = src.loc del(O) del(src) else return ..() /obj/item/clothing/shoes/orange/attack_self(mob/user as mob) if (src.chained) src.chained = null src.slowdown = SHOES_SLOWDOWN new /obj/item/weapon/handcuffs( user.loc ) src.icon_state = "orange" return /obj/item/clothing/shoes/orange/attackby(H as obj, loc) ..() if ((istype(H, /obj/item/weapon/handcuffs) && !( src.chained ))) //H = null del(H) src.chained = 1 src.slowdown = 15 src.icon_state = "orange1" return /obj/item/clothing/mask/muzzle/attack_paw(mob/user as mob) if (src == user.wear_mask) return else ..() return /obj/item/clothing/head/cakehat/var/processing = 0 /obj/item/clothing/head/cakehat/process() if(!onfire) processing_objects.Remove(src) return var/turf/location = src.loc if(istype(location, /mob/)) var/mob/living/carbon/human/M = location if(M.l_hand == src || M.r_hand == src || M.head == src) location = M.loc if (istype(location, /turf)) location.hotspot_expose(700, 1) /obj/item/clothing/head/cakehat/attack_self(mob/user as mob) if(status > 1) return src.onfire = !( src.onfire ) if (src.onfire) src.force = 3 src.damtype = "fire" src.icon_state = "cake1" processing_objects.Add(src) else src.force = null src.damtype = "brute" src.icon_state = "cake0" return /obj/item/clothing/under/chameleon/New() ..() for(var/U in typesof(/obj/item/clothing/under/color)-(/obj/item/clothing/under/color)) var/obj/item/clothing/under/V = new U src.clothing_choices += V for(var/U in typesof(/obj/item/clothing/under/rank)-(/obj/item/clothing/under/rank)) var/obj/item/clothing/under/V = new U src.clothing_choices += V return /obj/item/clothing/under/chameleon/all/New() ..() var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/chameleon/all) //to prevent an infinite loop for(var/U in typesof(/obj/item/clothing/under)-blocked) var/obj/item/clothing/under/V = new U src.clothing_choices += V /obj/item/clothing/under/chameleon/attackby(obj/item/clothing/under/U as obj, mob/user as mob) ..() if(istype(U, /obj/item/clothing/under/chameleon)) user << "\red Nothing happens." return if(istype(U, /obj/item/clothing/under)) if(src.clothing_choices.Find(U)) user << "\red Pattern is already recognised by the suit." return src.clothing_choices += U user << "\red Pattern absorbed by the suit." /obj/item/clothing/under/chameleon/verb/change() set name = "Change Color" set category = "Object" set src in usr if(icon_state == "psyche") usr << "\red Your suit is malfunctioning" return var/obj/item/clothing/under/A A = input("Select Colour to change it to", "BOOYEA", A) in clothing_choices if(!A) return desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state color = A.color /obj/item/clothing/under/chameleon/emp_act(severity) name = "psychedelic" desc = "Groovy!" icon_state = "psyche" color = "psyche" spawn(200) name = "Black Jumpsuit" icon_state = "bl_suit" color = "black" desc = null ..() /* /obj/item/clothing/suit/swat_suit/death_commando name = "Death Commando Suit" icon_state = "death_commando_suit" item_state = "death_commando_suit" flags = FPRINT | TABLEPASS | SUITSPACE*/ /obj/item/clothing/mask/gas/death_commando name = "Death Commando Mask" icon_state = "death_commando_mask" item_state = "death_commando_mask" /obj/item/clothing/under/rank/New() sensor_mode = pick(0,1,2,3) ..() /obj/item/clothing/under/verb/toggle() set name = "Toggle Suit Sensors" set category = "Object" var/mob/M = usr if (istype(M, /mob/dead/)) return if (usr.stat) return if(src.has_sensor >= 2) usr << "The controls are locked." return 0 if(src.has_sensor <= 0) usr << "This suit does not have any sensors" return 0 src.sensor_mode += 1 if(src.sensor_mode > 3) src.sensor_mode = 0 switch(src.sensor_mode) if(0) usr << "You disable your suit's remote sensing equipment." if(1) usr << "Your suit will now report whether you are live or dead." if(2) usr << "Your suit will now report your vital lifesigns." if(3) usr << "Your suit will now report your vital lifesigns as well as your coordinate position." ..() /obj/item/clothing/under/examine() set src in view() ..() switch(src.sensor_mode) if(0) usr << "Its sensors appear to be disabled." if(1) usr << "Its binary life sensors appear to be enabled." if(2) usr << "Its vital tracker appears to be enabled." if(3) usr << "Its vital tracker and tracking beacon appear to be enabled." /obj/item/clothing/head/helmet/welding/verb/toggle() set category = "Object" set name = "Adjust welding mask" if(src.up) src.up = !src.up src.see_face = !src.see_face src.flags |= HEADCOVERSEYES icon_state = "welding" usr << "You flip the mask down to protect your eyes." else src.up = !src.up src.see_face = !src.see_face src.flags &= ~HEADCOVERSEYES icon_state = "weldingup" usr << "You push the mask up out of your face." /obj/item/clothing/shoes/magboots/verb/toggle() set name = "Toggle Magboots" set category = "Object" if(src.magpulse) src.flags &= ~NOSLIP src.slowdown = SHOES_SLOWDOWN src.magpulse = 0 icon_state = "magboots0" usr << "You disable the mag-pulse traction system." else src.flags |= NOSLIP src.slowdown = 2 src.magpulse = 1 icon_state = "magboots1" usr << "You enable the mag-pulse traction system." /obj/item/clothing/shoes/magboots/examine() set src in view() ..() var/state = "disabled" if(src.flags&NOSLIP) state = "enabled" usr << "Its mag-pulse traction system appears to be [state]." /obj/item/clothing/suit/suit/verb/toggle() set name = "Toggle Jacket Buttons" set category = "Object" if(src.icon_state == "suitjacket_blue_open") src.icon_state = "suitjacket_blue" src.item_state = "suitjacket_blue" usr << "You button up the suit jacket." else if(src.icon_state == "suitjacket_blue") src.icon_state = "suitjacket_blue_open" src.item_state = "suitjacket_blue_open" usr << "You unbutton the suit jacket." else usr << "Sorry! The suit you're wearing doesn't have buttons!" /obj/item/clothing/suit/labcoat/verb/toggle() set name = "Toggle Labcoat Buttons" set category = "Object" if(src.icon_state == "labcoat_open") src.icon_state = "labcoat" usr << "You button up the labcoat." else if(src.icon_state == "labcoat") src.icon_state = "labcoat_open" usr << "You unbutton the labcoat." else if(src.icon_state == "labcoat_cmo_open") src.icon_state = "labcoat_cmo" usr << "You button up the labcoat." else if(src.icon_state == "labcoat_cmo") src.icon_state = "labcoat_cmo_open" usr << "You unbutton the labcoat." else if(src.icon_state == "labcoat_gen_open") src.icon_state = "labcoat_gen" usr << "You button up the labcoat." else if(src.icon_state == "labcoat_gen") src.icon_state = "labcoat_gen_open" usr << "You unbutton the labcoat." else if(src.icon_state == "labcoat_chem_open") src.icon_state = "labcoat_chem" usr << "You button up the labcoat." else if(src.icon_state == "labcoat_chem") src.icon_state = "labcoat_chem_open" usr << "You unbutton the labcoat." else if(src.icon_state == "labcoat_vir_open") src.icon_state = "labcoat_vir" usr << "You button up the labcoat." else if(src.icon_state == "labcoat_vir") src.icon_state = "labcoat_vir_open" usr << "You unbutton the labcoat." else if(src.icon_state == "labcoat_tox_open") src.icon_state = "labcoat_tox" usr << "You button up the labcoat." else if(src.icon_state == "labcoat_tox") src.icon_state = "labcoat_tox_open" usr << "You unbutton the labcoat." else if(src.icon_state == "labgreen_open") src.icon_state = "labgreen" usr << "You button up the labcoat." else if(src.icon_state == "labgreen") src.icon_state = "labgreen_open" usr << "You unbutton the labcoat." else usr << "Sorry! The suit you're wearing doesn't have buttons!" /obj/item/clothing/head/ushanka/attack_self(mob/user as mob) if(src.icon_state == "ushankadown") src.icon_state = "ushankaup" src.item_state = "ushankaup" user << "You raise the ear flaps on the ushanka." else src.icon_state = "ushankadown" src.item_state = "ushankadown" user << "You lower the ear flaps on the ushanka." /obj/item/clothing/glasses/thermal/emp_act(severity) if(istype(src.loc, /mob/living/carbon/human)) var/mob/living/carbon/human/M = src.loc M << "\red The Optical Thermal Scanner overloads and blinds you!" if(M.glasses == src) M.eye_blind = 3 M.eye_blurry = 5 M.disabilities |= 1 spawn(100) M.disabilities &= ~1 ..()