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Paradise/code/game/objects/items/clothing.dm
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/*
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_items.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_items.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
..()
/obj/item/clothing/suit/armor/powered
name = "Powered armor"
desc = "Not for rookies."
icon_state = "swat"
item_state = "swat"
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
heat_transfer_coefficient = 0.02
radiation_protection = 0.25
protective_temperature = 1000
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
armor = list(melee = 40, bullet = 30, laser = 20, taser = 15, bomb = 25, bio = 10, rad = 10)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 9
var/fuel = 0
var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60, taser = 40, bomb = 75, bio = 75, rad = 75)
var/active = 0
var/obj/item/clothing/head/helmet/powered/helm = null
New()
verbs += /obj/item/clothing/suit/armor/powered/proc/poweron
proc/poweron()
set category = "Object"
set name = "Activate armor systems"
var/mob/living/carbon/human/user = usr
if(user.stat)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!istype(user))
user << "\red This suit was engineered for human use only."
return
if(user.wear_suit!=src)
user << "\red The suit functions best if you are inside of it."
return
if(!istype(user.head, /obj/item/clothing/head/helmet/powered))
user << "\red Helmet missing, unable to initiate power-on procedure."
return
if(active)
user << "\red The suit is already on, you can't turn it on twice."
return
if(fuel < 1)
user << "\red Insufficient fuel."
return
verbs -= /obj/item/clothing/suit/armor/powered/proc/poweron
user << "\blue Suit interlocks engaged."
helm = user.head
helm.canremove = 0
canremove = 0
sleep(20)
user << "\blue Atmospheric seals engaged."
flags |= SUITSPACE
helm.flags |= HEADSPACE
sleep(20)
user << "\blue Reactive armor systems engaged."
var/list/switchover = list()
for (var/armorvar in togglearmor)
switchover[armorvar] = "[togglearmor[armorvar]]"
togglearmor[armorvar] = "[armor[armorvar]]"
armor[armorvar] = "[switchover[armorvar]]"
helm.armor[armorvar] = armor[armorvar]
sleep(20)
user << "\blue Movement assist servos engaged."
slowdown = 2.5
sleep(20)
user << "\blue All systems online."
active = 1
powered()
verbs += /obj/item/clothing/suit/armor/powered/proc/poweroff
proc/poweroff()
set category = "Object"
set name = "Deactivate armor systems"
powerdown() //BYOND doesn't seem to like it if you try using a proc with vars in it as a verb, hence this. --NEO
proc/powerdown(sudden = 0)
var/delay = sudden?0:20
var/mob/living/carbon/human/user = usr
if(user.stat && !sudden)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!active)
return
verbs -= /obj/item/clothing/suit/armor/powered/proc/poweroff
if(sudden)
user << "\red Your armor loses power!"
if(!sudden)
user << "\blue Movement assist servos disengaged."
slowdown = 9
sleep(delay)
if(!sudden)
user << "\blue Reactive armor systems disengaged."
var/list/switchover = list()
for (var/armorvar in armor)
switchover[armorvar] = "[togglearmor[armorvar]]"
togglearmor[armorvar] = "[armor[armorvar]]"
armor[armorvar] = "[switchover[armorvar]]"
helm.armor[armorvar] = armor[armorvar]
sleep(delay)
if(!sudden)
user << "\blue Atmospheric seals disengaged."
flags &= ~SUITSPACE
helm.flags &= ~HEADSPACE
sleep(delay)
if(!sudden)
user << "\blue Suit interlocks disengaged."
helm.canremove = 1
canremove = 1
helm = null
//Not a tabbing error, the thing only unlocks if you intentionally power-down the armor. --NEO
sleep(20)
if(!sudden)
user << "\blue All systems disengaged."
active = 0
verbs += /obj/item/clothing/suit/armor/powered/proc/poweron
proc/powered()
if (fuel > 0 && active)
fuel--
spawn(50)
powered()
return
else if (active)
powerdown(1)
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/stack/sheet/plasma))
if(fuel < 50)
user << "\blue You feed some plasma into the armor's generator."
fuel += 25
W:amount--
if (W:amount <= 0)
del(W)
return
else
user << "\red The generator already has plenty of plasma."
return
else
..()
/obj/item/clothing/head/helmet/powered
name = "Powered armor helmet"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
see_face = 0.0
item_state = "swat"
permeability_coefficient = 0.01
armor = list(melee = 40, bullet = 30, laser = 20, taser = 15, bomb = 25, bio = 10, rad = 10)