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Remember if your scrolling though the list and something is unchecked it should almost certainly be checked. Simple animals moved over to the actual mob code area and out of the defines. r2868 Also added a bunch of files I forgot.
282 lines
7.5 KiB
Plaintext
282 lines
7.5 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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