mirror of
https://github.com/ParadiseSS13/Paradise.git
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- Refactors action button backend
- Action buttons are no longer checked on Life(), items are responsible
for adding/removing/updating them.
- Item action buttons are no longer a static action_button_name define,
items define actions_types, which is a list of paths.
- Items can now have multiple action buttons.
- This is handled by new arguments to ui_action_click, the first
parameter is the user, the second is the path of the action datum
that was invoked.
- Refactored how internals function
- You may now directly switch internals without breaking anything.
- The internals icon has been updated to be more consistent.
- Added action buttons for jetpacks
- Added action buttons for oxygen tanks
- Uses-based implants now qdel() themselves when they run out of uses.
This is somewhat a buff to traitor implants, but it's such a minor
change. The actual reasoning is so that the action buttons are properly
removed.
- Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
for certain ghosts.
- You can now shift-click on movable HUD elements to reset them to the
proper position (thank fucking christ)
253 lines
8.8 KiB
Plaintext
253 lines
8.8 KiB
Plaintext
/obj/item/clothing/head/helmet
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name = "helmet"
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desc = "Standard Security gear. Protects the head from impacts."
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icon_state = "helmetmaterials"
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flags = HEADCOVERSEYES | HEADBANGPROTECT
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item_state = "helmetmaterials"
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armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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cold_protection = HEAD
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min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
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strip_delay = 60
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/helmet.dmi',
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"Drask" = 'icons/mob/species/drask/helmet.dmi'
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)
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/obj/item/clothing/head/helmet/attack_self(mob/user)
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if(can_toggle && !user.incapacitated())
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if(world.time > cooldown + toggle_cooldown)
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cooldown = world.time
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up = !up
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flags ^= visor_flags
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flags_inv ^= visor_flags_inv
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icon_state = "[initial(icon_state)][up ? "up" : ""]"
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to_chat(user, "[up ? alt_toggle_message : toggle_message] \the [src]")
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user.update_inv_head()
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if(active_sound)
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while(up)
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playsound(src.loc, "[active_sound]", 100, 0, 4)
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sleep(15)
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/obj/item/clothing/head/helmet/visor
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name = "visor helmet"
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desc = "A helmet with a built-in visor. It doesn't seem to do anything, but it sure looks cool!"
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icon_state = "helmetgoggles"
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/obj/item/clothing/head/helmet/thermal
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name = "thermal visor helmet"
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desc = "A helmet with a built-in thermal scanning visor."
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icon_state = "helmetthermals"
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vision_flags = SEE_MOBS
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/obj/item/clothing/head/helmet/meson
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name = "meson visor helmet"
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desc = "A helmet with a built-in meson scanning visor."
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icon_state = "helmetmesons"
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vision_flags = SEE_TURFS
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/obj/item/clothing/head/helmet/material
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name = "material visor helmet"
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desc = "A helmet with a built-in material scanning visor."
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icon_state = "helmetmaterials"
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vision_flags = SEE_OBJS
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/obj/item/clothing/head/helmet/night
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name = "night-vision helmet"
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desc = "A helmet with a built-in pair of night vision goggles."
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icon_state = "helmetNVG"
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see_darkness = 0
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/obj/item/clothing/head/helmet/alt
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name = "bulletproof helmet"
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desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
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icon_state = "swat"
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item_state = "swat-alt"
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armor = list(melee = 15, bullet = 40, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/helmet.dmi',
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"Drask" = 'icons/mob/species/drask/helmet.dmi'
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)
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/obj/item/clothing/head/helmet/riot
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name = "riot helmet"
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desc = "It's a helmet specifically designed to protect against close range attacks."
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icon_state = "riot"
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item_state = "helmet"
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flags = HEADCOVERSEYES | HEADCOVERSMOUTH | HEADBANGPROTECT
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armor = list(melee = 41, bullet = 15, laser = 5, energy = 5, bomb = 5, bio = 2, rad = 0)
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flags_inv = HIDEEARS
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strip_delay = 80
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/obj/item/clothing/head/helmet/riot/knight
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name = "medieval helmet"
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desc = "A classic metal helmet."
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icon_state = "knight_green"
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item_state = "knight_green"
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flags = BLOCKHAIR|HEADCOVERSEYES|HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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/obj/item/clothing/head/helmet/justice
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name = "helmet of justice"
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desc = "WEEEEOOO. WEEEEEOOO. WEEEEOOOO."
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icon_state = "justice"
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toggle_message = "You turn off the lights on"
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alt_toggle_message = "You turn on the lights on"
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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can_toggle = 1
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toggle_cooldown = 20
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active_sound = 'sound/items/WEEOO1.ogg'
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/obj/item/clothing/head/helmet/justice/escape
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name = "alarm helmet"
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desc = "WEEEEOOO. WEEEEEOOO. STOP THAT MONKEY. WEEEOOOO."
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icon_state = "justice2"
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toggle_message = "You turn off the light on"
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alt_toggle_message = "You turn on the light on"
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/obj/item/clothing/head/helmet/swat
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name = "\improper SWAT helmet"
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desc = "They're often used by highly trained Swat Members."
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icon_state = "swat"
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flags = HEADCOVERSEYES
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item_state = "swat"
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armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 90, rad = 20)
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flags_inv = HIDEEARS|HIDEEYES
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
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strip_delay = 80
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/head.dmi',
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"Drask" = 'icons/mob/species/drask/helmet.dmi'
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)
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/obj/item/clothing/head/helmet/swat/syndicate
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name = "blood-red helmet"
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desc = "An extremely robust, space-worthy helmet without a visor to allow for goggle usage underneath. Property of Gorlex Marauders."
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icon_state = "helmetsyndi"
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item_state = "helmet"
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/obj/item/clothing/head/helmet/thunderdome
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name = "\improper Thunderdome helmet"
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desc = "<i>'Let the battle commence!'</i>"
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icon_state = "thunderdome"
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flags = HEADCOVERSEYES
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item_state = "thunderdome"
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armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0)
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
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strip_delay = 80
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/obj/item/clothing/head/helmet/roman
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name = "roman helmet"
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desc = "An ancient helmet made of bronze and leather."
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flags = HEADCOVERSEYES
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armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
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icon_state = "roman"
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item_state = "roman"
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strip_delay = 100
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/obj/item/clothing/head/helmet/roman/legionaire
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name = "roman legionaire helmet"
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desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
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icon_state = "roman_c"
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item_state = "roman_c"
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/obj/item/clothing/head/helmet/gladiator
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name = "gladiator helmet"
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desc = "Ave, Imperator, morituri te salutant."
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icon_state = "gladiator"
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flags = HEADCOVERSEYES | BLOCKHAIR
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item_state = "gladiator"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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obj/item/clothing/head/helmet/redtaghelm
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name = "red laser tag helmet"
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desc = "They have chosen their own end."
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icon_state = "redtaghelm"
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flags = HEADCOVERSEYES
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item_state = "redtaghelm"
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armor = list(melee = 15, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0)
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// Offer about the same protection as a hardhat.
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flags_inv = HIDEEARS|HIDEEYES
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obj/item/clothing/head/helmet/bluetaghelm
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name = "blue laser tag helmet"
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desc = "They'll need more men."
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icon_state = "bluetaghelm"
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flags = HEADCOVERSEYES
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item_state = "bluetaghelm"
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armor = list(melee = 15, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0)
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// Offer about the same protection as a hardhat.
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flags_inv = HIDEEARS|HIDEEYES
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obj/item/clothing/head/blob
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name = "blob hat"
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desc = "A collectible hat handed out at the latest Blob Family Reunion."
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icon_state = "blobhat"
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item_state = "blobhat"
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flags = HEADCOVERSEYES|HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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/obj/item/clothing/head/helmet/riot/knight/blue
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icon_state = "knight_blue"
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item_state = "knight_blue"
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/obj/item/clothing/head/helmet/riot/knight/yellow
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icon_state = "knight_yellow"
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item_state = "knight_yellow"
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/obj/item/clothing/head/helmet/riot/knight/red
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icon_state = "knight_red"
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item_state = "knight_red"
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/obj/item/clothing/head/helmet/riot/knight/templar
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name = "crusader helmet"
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desc = "Deus Vult."
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icon_state = "knight_templar"
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item_state = "knight_templar"
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//Commander
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/obj/item/clothing/head/helmet/ert/command
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name = "emergency response team commander helmet"
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desc = "An in-atmosphere helmet worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights."
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icon_state = "erthelmet_cmd"
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//Security
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/obj/item/clothing/head/helmet/ert/security
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name = "emergency response team security helmet"
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desc = "An in-atmosphere helmet worn by security members of the NanoTrasen Emergency Response Team. Has red highlights."
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icon_state = "erthelmet_sec"
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//Engineer
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/obj/item/clothing/head/helmet/ert/engineer
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name = "emergency response team engineer helmet"
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desc = "An in-atmosphere helmet worn by engineering members of the NanoTrasen Emergency Response Team. Has orange highlights."
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icon_state = "erthelmet_eng"
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//Medical
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/obj/item/clothing/head/helmet/ert/medical
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name = "emergency response team medical helmet"
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desc = "A set of armor worn by medical members of the NanoTrasen Emergency Response Team. Has red and white highlights."
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icon_state = "erthelmet_med"
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//Medical
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/obj/item/clothing/head/helmet/ert/janitor
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name = "emergency response team janitor helmet"
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desc = "A set of armor worn by janitorial members of the NanoTrasen Emergency Response Team. Has red and white highlights."
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icon_state = "erthelmet_jan"
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