/* * Defines the helmets, gloves and shoes for rigs. */ /obj/item/clothing/head/helmet/space/rig name = "helmet" flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL flags_inv = HIDEEARS|HIDEEYES|HIDEFACE body_parts_covered = HEAD|FACE|EYES heat_protection = HEAD|FACE|EYES cold_protection = HEAD|FACE|EYES brightness_on = 4 sprite_sheets = list("Tajara" = 'icons/mob/species/tajaran/helmet.dmi',"Skrell" = 'icons/mob/species/skrell/helmet.dmi',"Unathi" = 'icons/mob/species/unathi/helmet.dmi') species_restricted = null /obj/item/clothing/gloves/rig name = "gauntlets" flags = THICKMATERIAL body_parts_covered = HANDS heat_protection = HANDS cold_protection = HANDS species_restricted = null gender = PLURAL /obj/item/clothing/shoes/magboots/rig name = "boots" cold_protection = FEET heat_protection = FEET species_restricted = null gender = PLURAL icon_base = null /obj/item/clothing/suit/space/rig name = "chestpiece" allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit) body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEJUMPSUIT|HIDETAIL flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT slowdown = 0 //will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits. breach_threshold = 38 resilience = 0.2 can_breach = 1 sprite_sheets = list("Tajara" = 'icons/mob/species/tajaran/suit.dmi',"Unathi" = 'icons/mob/species/unathi/suit.dmi') supporting_limbs = list() //TODO: move this to modules /obj/item/clothing/head/helmet/space/rig/proc/prevent_track() return 0 /obj/item/clothing/gloves/rig/Touch(var/atom/A, var/proximity) if(!A || !proximity) return 0 var/mob/living/carbon/human/H = loc if(!istype(H) || !H.back) return 0 var/obj/item/weapon/rig/suit = H.back if(!suit || !istype(suit) || !suit.installed_modules.len) return 0 for(var/obj/item/rig_module/module in suit.installed_modules) if(module.active && module.activates_on_touch) if(module.engage(A)) return 1 return 0