Files
PollardTheDragon a909395bfc Adds suture and mesh packs (#32154)
* Adds suture and mesh packs

* Fixes, unmedicated needles and mesh
2026-07-07 23:48:47 +00:00

1680 lines
72 KiB
Plaintext
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/*
* Contains:
* Lasertag
* Costume
* Winter Coats
* Misc
*/
/*
* Lasertag
*/
/obj/item/clothing/suit/bluetag
name = "blue laser tag armour"
desc = "Blue Pride, Station Wide."
icon_state = "bluetag"
blood_overlay_type = "armor"
w_class = WEIGHT_CLASS_NORMAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/gun/energy/laser/tag/blue)
resistance_flags = NONE
insert_max = 0
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/redtag
name = "red laser tag armour"
desc = "Pew pew pew."
icon_state = "redtag"
blood_overlay_type = "armor"
w_class = WEIGHT_CLASS_NORMAL
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/*
* Costume
*/
/obj/item/clothing/suit/pirate_brown
name = "brown pirate coat"
desc = "Yarr."
icon_state = "pirate_old"
insert_max = 0
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/pirate_black
name = "black pirate coat"
desc = "Yarr."
icon_state = "pirate"
insert_max = 0
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/hgpirate
name = "pirate captain coat"
desc = "Yarr."
icon_state = "hgpirate"
insert_max = 0
/obj/item/clothing/suit/cyborg_suit
name = "cyborg suit"
desc = "Suit for a cyborg costume."
icon_state = "death"
w_class = WEIGHT_CLASS_NORMAL
flags = CONDUCT
fire_resist = T0C+5200
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
insert_max = 0
/obj/item/clothing/suit/johnny_coat
name = "johnny~~ coat"
desc = "Johnny~~"
icon_state = "johnny"
insert_max = 0
/obj/item/clothing/suit/justice
name = "justice suit"
desc = "This pretty much looks ridiculous."
icon_state = "justice"
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
insert_max = 0
/obj/item/clothing/suit/judgerobe
name = "judge's robe costume"
desc = "A fancy costume giving off an aura of authority."
icon_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
insert_max = 0
/obj/item/clothing/suit/wcoat
name = "waistcoat"
desc = "For some classy, murderous fun."
icon_state = "vest"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
insert_max = 0
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/apron/overalls
name = "coveralls"
desc = "A set of denim overalls."
icon_state = "overalls"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
/obj/item/clothing/suit/syndicatefake
name = "black and red space suit replica"
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!"
icon_state = "syndicate-black-red"
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
insert_max = 0
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/hastur
name = "Hastur's robes"
desc = "Robes not meant to be worn by man."
icon_state = "hastur"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDESHOES|HIDEJUMPSUIT
insert_max = 0
/obj/item/clothing/suit/imperium_monk
name = "imperium monk"
desc = "Have YOU killed a xeno today?"
icon_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)
insert_max = 0
/obj/item/clothing/suit/chickensuit
name = "chicken suit"
desc = "A suit made long ago by the ancient empire KFC."
icon_state = "chickensuit"
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET
flags_inv = HIDESHOES|HIDEJUMPSUIT
insert_max = 0
/obj/item/clothing/suit/corgisuit
name = "corgi suit"
desc = "A suit made long ago by the ancient empire KFC."
icon_state = "corgisuit"
inhand_icon_state = "chickensuit"
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET
flags_inv = HIDEJUMPSUIT
dog_fashion = /datum/dog_fashion/back
insert_max = 0
/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(is_ai(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"
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
insert_max = 0
/obj/item/clothing/suit/holidaypriest
name = "holiday priest"
desc = "This is a nice holiday my son."
icon_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)
insert_max = 0
/obj/item/clothing/suit/snowman
name = "snowman outfit"
desc = "Two white spheres covered in white glitter. 'Tis the season."
icon_state = "snowman"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
flags_inv = HIDEJUMPSUIT
insert_max = 0
/obj/item/clothing/suit/santa
name = "\improper Santa suit"
desc = "A festive red suit. Ho ho ho!"
icon_state = "santa"
insert_max = 0
/obj/item/clothing/suit/poncho
name = "poncho"
desc = "Your classic, non-racist poncho."
icon_state = "classicponcho"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/poncho/green
name = "green poncho"
desc = "Your classic, non-racist poncho. This one is green."
icon_state = "greenponcho"
/obj/item/clothing/suit/poncho/red
name = "red poncho"
desc = "Your classic, non-racist poncho. This one is red."
icon_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"
flags = NODROP
insert_max = 0
/obj/item/clothing/suit/hooded/carp_costume
name = "carp costume"
desc = "A costume made from 'synthetic' carp scales, it smells."
icon_state = "carp_casual"
inhand_icon_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
insert_max = 0
/obj/item/clothing/head/hooded/carp_hood
name = "carp hood"
desc = "A hood attached to a carp costume."
icon_state = "carp_casual"
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
flags = BLOCKHAIR
flags_inv = HIDEEARS
icon_monitor = 'icons/mob/clothing/species/machine/monitor/hood.dmi'
/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
insert_max = 1
/obj/item/clothing/suit/hooded/carp_costume/dragon/equipped(mob/user, slot, initial)
. = ..()
if(slot == ITEM_SLOT_OUTER_SUIT)
user.faction += "carp"
to_chat(user, SPAN_CULT("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, SPAN_CULT("A sudden calm fills the gnashing void of your mind- you're alone now."))
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
if(istype(wear_suit, /obj/item/clothing/suit/hooded/carp_costume/dragon))
return TRUE
if(dna.species.spec_Process_Spacemove(src))
return TRUE
return ..()
/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
insert_max = 0
/obj/item/clothing/head/hooded/salmon_hood
name = "salmon hood"
desc = "A hood attached to a salmon suit."
icon_state = "salmon"
flags = BLOCKHAIR
flags_inv = HIDEEARS
icon_monitor = 'icons/mob/clothing/species/machine/monitor/hood.dmi'
/// It's Hip!
/obj/item/clothing/suit/hooded/bee_costume
name = "bee costume"
desc = "Bee the true Queen!"
icon_state = "bee"
inhand_icon_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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
insert_max = 0
/obj/item/clothing/head/hooded/bee_hood
name = "bee hood"
desc = "A hood attached to a bee costume."
icon_state = "bee"
flags = THICKMATERIAL|BLOCKHAIR
flags_inv = HIDEEARS
icon_monitor = 'icons/mob/clothing/species/machine/monitor/hood.dmi'
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"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
insert_max = 0
/// Bleh!
/obj/item/clothing/suit/draculacoat
name = "transylvanian coat"
desc = "<i>What is a spessman? A miserable little pile of secrets.</i>"
icon_state = "draculacoat"
insert_max = 0
/obj/item/clothing/suit/hooded/costume/cassock
name = "costume cassock"
desc = "A costume cassock."
icon_state = "chaplain_cassock"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/chaplain_hood
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/suit.dmi',
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/hooded/costume/nun
name = "nun costume"
desc = "A modest nun costume."
icon_state = "nun"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
hoodtype = /obj/item/clothing/head/hooded/nun_hood
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/suit.dmi',
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/costume/bana
name = "costume bana"
desc = "Sikh spiritual attire."
icon_state = "bana"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/suit.dmi',
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/costume/joue
name = "costume joue"
desc = "Kannushi formal attire."
icon_state = "joue"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEJUMPSUIT
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/suit.dmi',
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/costume/miko
name = "miko costume"
desc = "Clothes worn by shrine maidens."
icon_state = "miko"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEJUMPSUIT
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/suit.dmi',
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/costume/hasidic_coat
name = "hasidic suit coat costume"
desc = "Favored by Hasidic Jewish folk."
icon_state = "hasidic_coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/suit.dmi',
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/*
* Winter Coats
*/
/obj/item/clothing/suit/hooded/wintercoat
name = "winter coat"
desc = "A heavy jacket made from 'synthetic' animal furs."
icon = 'icons/obj/clothing/suits/coat.dmi'
worn_icon = 'icons/mob/clothing/suits/coat.dmi'
icon_state = "wintercoat"
inhand_icon_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
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(
"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',
"Vox" = 'icons/mob/clothing/species/vox/suits/coat.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suits/coat.dmi'
)
/obj/item/clothing/head/hooded/winterhood
name = "winter hood"
desc = "A hood attached to a heavy winter jacket."
icon = 'icons/obj/clothing/head/hood.dmi'
worn_icon = 'icons/mob/clothing/head/hood.dmi'
icon_state = "winterhood"
cold_protection = HEAD
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
flags = BLOCKHAIR
flags_inv = HIDEEARS
icon_monitor = 'icons/mob/clothing/species/machine/monitor/hood.dmi'
sprite_sheets = list(
"Drask" = 'icons/mob/clothing/species/drask/head/hood.dmi',
"Grey" = 'icons/mob/clothing/species/grey/head/hood.dmi',
"Kidan" = 'icons/mob/clothing/species/kidan/head/hood.dmi',
"Vox" = 'icons/mob/clothing/species/vox/head/hood.dmi'
)
/obj/item/clothing/suit/pimpcoat
name = "expensive coat"
desc = "Very fluffy pink coat, made out of very expensive fur (clearly)."
icon_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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
/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"
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)
insert_max = 3
/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"
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"
inhand_icon_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
insert_max = 3
/obj/item/clothing/head/hooded/winterhood/captain
icon_state = "winterhood_captain"
/obj/item/clothing/suit/hooded/wintercoat/captain/white
name = "captain's white winter coat"
icon_state = "wintercoat_captainw"
inhand_icon_state = "coatcaptainw"
hoodtype = /obj/item/clothing/head/hooded/winterhood/captain/white
/obj/item/clothing/head/hooded/winterhood/captain/white
icon_state = "winterhood_captainw"
/obj/item/clothing/suit/hooded/wintercoat/security
name = "security winter coat"
icon_state = "wintercoat_sec"
inhand_icon_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
/obj/item/clothing/head/hooded/winterhood/security
icon_state = "winterhood_sec"
/obj/item/clothing/suit/hooded/wintercoat/medical
name = "medical winter coat"
icon_state = "wintercoat_med"
inhand_icon_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/storage/mesh_pack, /obj/item/storage/suture_pack, /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"
inhand_icon_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/storage/mesh_pack, /obj/item/storage/suture_pack, /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"
inhand_icon_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"
inhand_icon_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"
inhand_icon_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"
inhand_icon_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"
inhand_icon_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/suit/hooded/wintercoat/hop
name = "Head of Personnel's winter coat"
icon_state = "wintercoat_hop"
inhand_icon_state = "coathop"
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 = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
insert_max = 2
hoodtype = /obj/item/clothing/head/hooded/winterhood/hop
/obj/item/clothing/head/hooded/winterhood/hop
icon_state = "winterhood_hop"
/obj/item/clothing/suit/hooded/wintercoat/chef
name = "chef winter coat"
icon_state = "wintercoat_chef"
inhand_icon_state = "coatchef"
allowed = list (/obj/item/kitchen/knife)
hoodtype = /obj/item/clothing/head/hooded/winterhood/chef
/obj/item/clothing/head/hooded/winterhood/chef
icon_state = "winterhood_chef"
/obj/item/clothing/suit/hooded/wintercoat/chemistry
name = "chemist winter coat"
icon_state = "wintercoat_chem"
inhand_icon_state = "coatchem"
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/storage/mesh_pack, /obj/item/storage/suture_pack, /obj/item/paper)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 40)
hoodtype = /obj/item/clothing/head/hooded/winterhood/chemistry
/obj/item/clothing/head/hooded/winterhood/chemistry
icon_state = "winterhood_chem"
/obj/item/clothing/suit/hooded/wintercoat/medical/paramedic
name = "paramedic winter coat"
icon_state = "wintercoat_para"
inhand_icon_state = "coatparamed"
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical/paramedic
/obj/item/clothing/head/hooded/winterhood/medical/paramedic
icon_state = "winterhood_para"
/obj/item/clothing/suit/hooded/wintercoat/medical/coroner
name = "coroner winter coat"
icon_state = "wintercoat_coroner"
inhand_icon_state = "coatcoroner"
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical/coroner
/obj/item/clothing/head/hooded/winterhood/medical/coroner
icon_state = "winterhood_coroner"
/obj/item/clothing/suit/hooded/wintercoat/explorer
name = "expedition winter coat"
icon_state = "wintercoat_exp"
inhand_icon_state = "coatexplorer"
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/explorer
/obj/item/clothing/head/hooded/winterhood/explorer
icon_state = "winterhood_exp"
/obj/item/clothing/suit/hooded/wintercoat/syndicate
name = "suspicious winter coat"
icon_state = "wintercoat_synd"
inhand_icon_state = "coatsyndi"
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)
hoodtype = /obj/item/clothing/head/hooded/winterhood/syndicate
/obj/item/clothing/head/hooded/winterhood/syndicate
icon_state = "winterhood_synd"
/obj/item/clothing/suit/hooded/wintercoat/solgov
name = "\improper SolGov winter coat"
icon_state = "wintercoat_solgov"
hoodtype = /obj/item/clothing/head/hooded/winterhood/solgov
/obj/item/clothing/head/hooded/winterhood/solgov
icon_state = "winterhood_solgov"
/obj/item/clothing/head/hooded/ablative
name = "ablative hood"
desc = "A high-tech ablative hood attached to an ablative trenchcoat. Dissipates energy attacks with ease, and has an integrated flashproof visor. Entirely ineffecitve against kinetic attacks."
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
icon_monitor = 'icons/mob/clothing/species/machine/monitor/hood.dmi'
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 = "A cutting-edge ablative armor system developed by Nanotrasen. Miniaturized shielding systems deflect incoming energy projectiles, while prototype heatsinks and dissipation materials blunt any energy weapon that makes impact. \
Unfortunately, if offers little to no protection against solid impacts."
icon_state = "ablativecoat"
inhand_icon_state = "armor_reflec"
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
inhand_icon_state = "blueshieldcoat"
w_class = WEIGHT_CLASS_SMALL
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/head/hooded/hood
name = "black hood"
desc = "A hood attached to a hoodie."
icon_state = "blackhood"
cold_protection = HEAD
flags = BLOCKHAIR
flags_inv = HIDEEARS
icon_monitor = 'icons/mob/clothing/species/machine/monitor/hood.dmi'
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"
/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"
/obj/item/clothing/suit/straight_jacket
name = "straight jacket"
desc = "A suit that completely restrains the wearer."
icon_state = "straight_jacket"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
strip_delay = 60
breakouttime = 3000
insert_max = 0
/obj/item/clothing/suit/straight_jacket/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == ITEM_SLOT_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"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
//coats
/obj/item/clothing/suit/leathercoat
name = "leather coat"
desc = "A long, thick black leather coat."
icon_state = "leathercoat"
resistance_flags = FIRE_PROOF
/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"
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
/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"
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
insert_max = 0
/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"
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"
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
icon_monitor = 'icons/mob/clothing/species/machine/monitor/hood.dmi'
//Basic jacket and subtypes
/obj/item/clothing/suit/sec_greatcoat
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"
w_class = WEIGHT_CLASS_NORMAL
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
suit_adjusted = TRUE
actions_types = list(/datum/action/item_action/zipper)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
worn_icon = 'icons/mob/clothing/suits/coat.dmi'
dyeing_key = DYE_REGISTRY_BOMBER
dyeable = TRUE
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
actions_types = list(/datum/action/item_action/zipper)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suits/coat.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
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."
icon_state = "bombersec"
w_class = WEIGHT_CLASS_NORMAL
//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"
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"
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"
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"
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"
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/smith
name = "smithing bomber jacket"
desc = "A stylish jacket that has extra internal pockets for inserts."
icon_state = "bombersmith"
insert_max = 3
allowed = list(/obj/item/hammer, /obj/item/smithing_cast, /obj/item/smithed_item, /obj/item/stack/sheet, /obj/item/stack/tile/brass)
/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"
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"
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/storage/mesh_pack, /obj/item/storage/suture_pack, /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"
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/storage/mesh_pack, /obj/item/storage/suture_pack, /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"
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/storage/mesh_pack, /obj/item/storage/suture_pack, /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"
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/storage/mesh_pack, /obj/item/storage/suture_pack, /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"
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/storage/mesh_pack, /obj/item/storage/suture_pack, /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"
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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"
inhand_icon_state = "owl"
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)
insert_max = 0
/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"
inhand_icon_state = null
/obj/item/clothing/suit/toggle/activate_self(mob/user)
if(..())
return ITEM_INTERACT_COMPLETE
if(icon_state == initial(icon_state))
icon_state = icon_state + "_t"
else
icon_state = initial(icon_state)
usr.update_inv_wear_suit()
update_action_buttons()
return ITEM_INTERACT_COMPLETE
/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"
allowed = list (/obj/item/gun)
insert_max = 0
/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 = 'icons/obj/clothing/suits.dmi'
icon_state = "noble_coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
insert_max = 0
///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."
icon_state = "bomb"
inhand_icon_state = "bombvest"
actions_types = list(/datum/action/item_action/toggle)
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
w_class = WEIGHT_CLASS_BULKY
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
insert_max = 5
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_cassock/missionary_robe
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))
. += SPAN_WARNING("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_cassock/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_cassock/missionary_robe/equipped(mob/living/carbon/human/H, slot)
if(!istype(H) || slot != ITEM_SLOT_OUTER_SUIT)
STOP_PROCESSING(SSobj, src)
return
else
START_PROCESSING(SSobj, src)
/obj/item/clothing/suit/hooded/chaplain_cassock/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, SPAN_WARNING("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, SPAN_NOTICE("Faith renewed; ready to convert new followers."))
/obj/item/clothing/suit/tailcoat
name = "victorian tailcoat"
desc = "A fancy victorian tailcoat."
icon_state = "tailcoat"
/obj/item/clothing/suit/victcoat
name = "ladies victorian coat"
desc = "A fancy victorian coat."
icon_state = "ladiesvictoriancoat"
/obj/item/clothing/suit/victcoat/red
name = "ladies red victorian coat"
icon_state = "ladiesredvictoriancoat"
/obj/item/clothing/suit/ghost_sheet
name = "ghost sheet"
desc = "The hands float by themselves, so it's extra spooky."
icon_state = "ghost_sheet"
throw_speed = 1
throw_range = 2
w_class = WEIGHT_CLASS_TINY
flags = BLOCKHAIR
flags_inv = HIDEGLOVES|HIDEEARS|HIDEFACE
insert_max = 0
/obj/item/clothing/neck/cloak/furcape
name = "fur cape"
desc = "A cape made from fur. You'll really be stylin' now."
icon_state = "furcape"
/obj/item/clothing/suit/hooded/abaya
name = "abaya"
desc = "A modest, unrevealing attire fitted with a veil."
icon_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',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/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)
L.put_in_active_hand(abaya)
to_chat(L, SPAN_NOTICE("You are now wearing \a [choice]. Allahu Akbar!"))
qdel(src)
/obj/item/clothing/suit/hooded/abaya/activate_self(mob/user)
if(..())
return ITEM_INTERACT_COMPLETE
. = ..()
reskin_abaya(user)
return ITEM_INTERACT_COMPLETE
/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
/obj/item/clothing/suit/fake_armor
name = "repliсa armor vest"
desc = "A replica of armor vest made of cheap foam rubber, plastic sheets and duct tape. Obviously, provides no protection."
icon_state = "armor"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Grey" = 'icons/mob/clothing/species/grey/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
/obj/item/clothing/suit/hooded/dark_robes
name = "dark robes"
desc = "Dark robes for dark times."
icon_state = "dark_robes"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/dark_hood
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)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Skkulakin" = 'icons/mob/clothing/species/skkulakin/suit.dmi'
)
// For Skulk Clothing
/obj/item/clothing/suit/hooded/lowinquis
name = "low-inquisitor robes"
desc = "A set of red and silver Collective robes with armor plates sewn into important areas. A common sight amongst the Collective Inquisition."
icon = 'icons/obj/clothing/species/skkulakin/suits.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/suit.dmi'
icon_state = "lowinquis"
hoodtype = /obj/item/clothing/head/hooded/lowinquis
inhand_icon_state = "coatsecurity"
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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)
species_restricted = list("Skkulakin")
/obj/item/clothing/head/hooded/lowinquis
name = "low-inquisitor hood"
desc = "An armored hood attached to inquisitorial robes."
icon = 'icons/obj/clothing/species/skkulakin/hats.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/head.dmi'
icon_state = "lowinquis"
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50)
cold_protection = HEAD
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
flags = BLOCKHAIR
flags_inv = HIDEEARS
species_restricted = list("Skkulakin")
/obj/item/clothing/suit/hooded/highinquis
name = "high-inquisitor robes"
desc = "A set of black and gold Collective robes with reinforced armor plates sewn within the hardweave composite cloth. These are commonly worn by commanders within the Collective Inquisition."
icon = 'icons/obj/clothing/species/skkulakin/suits.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/suit.dmi'
icon_state = "highinquis"
hoodtype = /obj/item/clothing/head/hooded/highinquis
inhand_icon_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 115, ACID = 450)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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)
strip_delay = 80
insert_max = 2
species_restricted = list("Skkulakin")
/obj/item/clothing/head/hooded/highinquis
name = "high-inquisitor hood"
desc = "An armored hood attached to inquisitorial robes."
icon = 'icons/obj/clothing/species/skkulakin/hats.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/head.dmi'
icon_state = "highinquis"
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 75)
cold_protection = HEAD
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
flags = BLOCKHAIR
flags_inv = HIDEEARS
species_restricted = list("Skkulakin")
/obj/item/clothing/mask/lowinquis
name = "low-inquisitor mask"
desc = "A silver mask affixed to a balaclava designed to easily fit the face of a Skkulakin. Despite its retinal scanners being disabled, it still protects the user from bright flashes."
icon = 'icons/obj/clothing/species/skkulakin/masks.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/mask.dmi'
icon_state = "inquismask"
flags = BLOCKHAIR | AIRTIGHT
flash_protect = FLASH_PROTECTION_FLASH
flags_cover = MASKCOVERSMOUTH | MASKCOVERSEYES
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
w_class = WEIGHT_CLASS_NORMAL
species_restricted = list("Skkulakin")
/obj/item/clothing/mask/highinquis
name = "high-inquisitor mask"
desc = "A golden mask affixed to a balaclava designed to easily fit the face of a Skkulakin. Despite its retinal scanners being disabled, it still protects the user from bright flashes and looks incredibly snazzy while doing so."
icon = 'icons/obj/clothing/species/skkulakin/masks.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/mask.dmi'
icon_state = "highinquismask"
flags = BLOCKHAIR | AIRTIGHT
flash_protect = FLASH_PROTECTION_FLASH
flags_cover = MASKCOVERSMOUTH | MASKCOVERSEYES
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
w_class = WEIGHT_CLASS_NORMAL
species_restricted = list("Skkulakin")
/obj/item/clothing/suit/supremeinquis
name = "supreme-inquisitor robe"
desc = "Beautiful, gilded robes adorned with runes, symbols, and Collective imagery."
icon = 'icons/obj/clothing/species/skkulakin/suits.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/suit.dmi'
icon_state = "supremeinquis"
armor = list(MELEE = 15, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 0, ACID = 50)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
insert_max = 3
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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)
species_restricted = list("Skkulakin")
/obj/item/clothing/head/supremeinquis
name = "supreme-inquisitor helmet"
desc = "An electrum-alloy helmet designed to fit the head of a Skkulakin. Offering protection from threats both physical and paranormal."
icon = 'icons/obj/clothing/species/skkulakin/hats.dmi'
worn_icon = 'icons/mob/clothing/species/skkulakin/head.dmi'
icon_state = "supremeinquis"
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
w_class = WEIGHT_CLASS_NORMAL
flags = HEADBANGPROTECT|BLOCKHAIR
flags_cover = HEADCOVERSEYES
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
species_restricted = list("Skkulakin")