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Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
282 lines
7.8 KiB
Plaintext
282 lines
7.8 KiB
Plaintext
/obj/item/clothing/suit/powered
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name = "Powered armor"
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desc = "Not for rookies."
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icon_state = "swat"
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item_state = "swat"
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w_class = 4//bulky item
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protective_temperature = 1000
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 9
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var/fuel = 0
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var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
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var/active = 0
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var/helmrequired = 1
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var/obj/item/clothing/head/powered/helm
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var/glovesrequired = 0
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var/obj/item/clothing/gloves/powered/gloves
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var/shoesrequired = 0
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var/obj/item/clothing/shoes/powered/shoes
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//Adding gloves and shoes as possible armor components. --NEO
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var/obj/item/powerarmor/servos/servos
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var/obj/item/powerarmor/reactive/reactive
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var/obj/item/powerarmor/atmoseal/atmoseal
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var/obj/item/powerarmor/power/power
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New()
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verbs += /obj/item/clothing/suit/powered/proc/poweron
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proc/poweron()
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set category = "Object"
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set name = "Activate armor systems"
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var/mob/living/carbon/human/user = usr
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if(user.stat)
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return //if you're unconscious or dead, no dicking with your armor. --NEO
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if(!istype(user))
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user << "\red This suit was engineered for human use only."
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return
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if(user.wear_suit!=src)
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user << "\red The suit functions best if you are inside of it."
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return
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if(helmrequired && !istype(user.head, /obj/item/clothing/head/powered))
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user << "\red Helmet missing, unable to initiate power-on procedure."
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return
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if(glovesrequired && !istype(user.gloves, /obj/item/clothing/gloves/powered))
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user << "\red Gloves missing, unable to initiate power-on procedure."
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return
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if(shoesrequired && !istype(user.shoes, /obj/item/clothing/shoes/powered))
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user << "\red Shoes missing, unable to initiate power-on procedure."
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return
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if(active)
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user << "\red The suit is already on, you can't turn it on twice."
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return
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if(!power || !power.checkpower())
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user << "\red Powersource missing or depleted."
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return
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verbs -= /obj/item/clothing/suit/powered/proc/poweron
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user << "\blue Suit interlocks engaged."
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if(helmrequired)
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helm = user.head
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helm.canremove = 0
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if(glovesrequired)
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gloves = user.gloves
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gloves.canremove = 0
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if(shoesrequired)
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shoes = user.shoes
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shoes.canremove = 0
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canremove = 0
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sleep(20)
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if(atmoseal)
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atmoseal.toggle()
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sleep(20)
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if(reactive)
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reactive.toggle()
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sleep(20)
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if(servos)
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servos.toggle()
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sleep(20)
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user << "\blue All systems online."
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active = 1
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power.process()
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verbs += /obj/item/clothing/suit/powered/proc/poweroff
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proc/poweroff()
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set category = "Object"
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set name = "Deactivate armor systems"
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powerdown() //BYOND doesn't seem to like it if you try using a proc with vars in it as a verb, hence this. --NEO
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proc/powerdown(sudden = 0)
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var/delay = sudden?0:20
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var/mob/living/carbon/human/user = usr
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if(user.stat && !sudden)
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return //if you're unconscious or dead, no dicking with your armor. --NEO
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if(!active)
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return
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verbs -= /obj/item/clothing/suit/powered/proc/poweroff
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if(sudden)
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user << "\red Your armor loses power!"
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if(servos)
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servos.toggle(sudden)
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sleep(delay)
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if(reactive)
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reactive.toggle(sudden)
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sleep(delay)
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if(atmoseal)
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if(istype(atmoseal, /obj/item/powerarmor/atmoseal/optional) && helm)
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atmoseal:helmtoggle(sudden)
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atmoseal.toggle(sudden)
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sleep(delay)
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if(!sudden)
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usr << "\blue Suit interlocks disengaged."
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if(helm)
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helm.canremove = 1
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helm = null
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if(gloves)
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gloves.canremove = 1
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gloves = null
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if(shoes)
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shoes.canremove = 1
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gloves = null
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canremove = 1
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//Not a tabbing error, the thing only unlocks if you intentionally power-down the armor. --NEO
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sleep(delay)
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if(!sudden)
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usr << "\blue All systems disengaged."
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active = 0
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verbs += /obj/item/clothing/suit/powered/proc/poweron
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(power && istype(power,/obj/item/powerarmor/power/plasma))
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switch(W.type)
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if(/obj/item/stack/sheet/plasma)
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if(fuel < 50)
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user << "\blue You feed some refined plasma into the armor's generator."
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power:fuel += 25
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W:amount--
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if (W:amount <= 0)
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del(W)
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return
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else
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user << "\red The generator already has plenty of plasma."
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return
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if(/obj/item/weapon/ore/plasma) //raw plasma has impurities, so it doesn't provide as much fuel. --NEO
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if(fuel < 50)
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user << "\blue You feed some plasma into the armor's generator."
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power:fuel += 15
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del(W)
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return
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else
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user << "\red The generator already has plenty of plasma."
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return
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..()
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/obj/item/clothing/head/powered
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name = "Powered armor"
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icon_state = "swat"
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desc = "Not for rookies."
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
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see_face = 0.0
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item_state = "swat"
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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var/obj/item/clothing/suit/powered/parent
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proc/atmotoggle()
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set category = "Object"
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set name = "Toggle helmet seals"
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var/mob/living/carbon/human/user = usr
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if(!istype(user))
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user << "\red This helmet is not rated for nonhuman use."
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return
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if(user.head != src)
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user << "\red Can't engage the seals without wearing the helmet."
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return
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if(!user.wear_suit || !istype(user.wear_suit,/obj/item/clothing/suit/powered))
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user << "\red This helmet can only couple with powered armor."
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return
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var/obj/item/clothing/suit/powered/armor = user.wear_suit
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if(!armor.atmoseal || !istype(armor.atmoseal, /obj/item/powerarmor/atmoseal/optional))
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user << "\red This armor's atmospheric seals are missing or incompatible."
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return
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armor.atmoseal:helmtoggle(0,1)
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/obj/item/clothing/gloves/powered
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name = "Powered armor"
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icon_state = "swat"
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desc = "Not for rookies."
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flags = FPRINT | TABLEPASS
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item_state = "swat"
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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/obj/item/clothing/shoes/powered
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name = "Powered armor"
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icon_state = "swat"
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desc = "Not for rookies."
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flags = FPRINT | TABLEPASS
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item_state = "swat"
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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obj/item/clothing/suit/powered/spawnable/badmin
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New()
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servos = new /obj/item/powerarmor/servos(src)
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servos.parent = src
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reactive = new /obj/item/powerarmor/reactive(src)
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reactive.parent = src
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atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
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atmoseal.parent = src
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power = new /obj/item/powerarmor/power(src)
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power.parent = src
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verbs += /obj/item/clothing/suit/powered/proc/poweron
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var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
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helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
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obj/item/clothing/suit/powered/spawnable/regular
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New()
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servos = new /obj/item/powerarmor/servos(src)
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servos.parent = src
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reactive = new /obj/item/powerarmor/reactive/centcomm(src)
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reactive.parent = src
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atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
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atmoseal.parent = src
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power = new /obj/item/powerarmor/power(src)
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power.parent = src
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verbs += /obj/item/clothing/suit/powered/proc/poweron
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var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
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helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
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